TEXT:  
   
  LOST 
  MAGIC 
   
   
   
   
   
  Glossary 
  Eldren
  The Old People, those who dwelled on Skjalvar before and who had an
   
   
   
   
   
   
   
   
   
   
   
   
   
  amazing​ ​grasp​ ​of​ ​science​ ​and​ ​magic. 
   
  Skjalvar
  An island country with a long and secretive past. Once populated by the
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eldren, a race of humans with magic and technology beyond the ken of
   
   
   
   
   
   
   
   
   
   
   
   
   
  modern​ ​man. 
   
  Erindraum
  The​ ​capital​ ​city​ ​of​ ​Skjalvar. 
   
  Ecclesiarchy
  The priesthood and religious orders of the state religion (which has no name
   
   
   
   
   
   
   
   
   
   
   
   
   
  as​ ​it​ ​is​ ​considered​ ​to​ ​be​ ​true​ ​and​ ​self-evident).  
   
  Maker,​ ​The
  The Maker is the deity revered by the Ecclesiarchy and everyday people of
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skjalvar. 
   
  Minneskrin
  A minneskrin (meaning Memory Shrine) is a High Magic construct that
   
   
   
   
   
   
   
   
   
   
   
  contains the decanted memories of elders considered worthy of being uplifted
   
   
   
   
   
   
   
   
   
   
   
  to immortality at a Ceremony of Making during the Winter Solstice at the
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ecclesiarchal​ ​Palace. 
   
  High​ ​Saint
  A ranking individual in the Ecclesiarchy. In order to obtain this rank one must
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  be a Made. Saints are the ultimate authority in the Ecclesiarchy and have a
    
   
   
   
   
   
   
   
   
   
   
    
  powerful​ ​block​ ​vote​ ​in​ ​the​ ​High​ ​Council.  
   
  Saint
  A respected religious figure who has died in the aid of the Maker’s cause. May
   
   
   
   
   
   
    
   
   
   
   
   
   
   
  either be completely dead or have essential memories contained in a
   
   
   
   
   
   
   
   
   
   
   
  minneskrin. 
   
  Made
  An individual whose physical body has perished but whose mind has been
   
   
   
   
   
   
   
   
   
   
   
   
  uploaded​ ​into​ ​an​ ​immortal​ ​mechanical​ ​body. 
   
  High​ ​Council
  The ruling political body in Skjalvar. It consists of several factions, each of
   
   
   
   
   
    
   
   
   
   
   
   
  which has a block vote on any issue being considered. The High Saints have
   
    
   
   
   
   
   
   
   
   
   
   
   
  the most powerful block vote on the council followed by the Made. Each guild
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  then has a less powerful block vote. The High Saints and Made rarely vote on
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  
  matters of mundane importance so in a real way the guilds run the day-to-day
   
   
   
   
   
    
   
   
   
   
   
   
   
  concerns of Skjalvar. There is a guild representing each of the main
   
   
   
   
   
   
   
   
   
   
   
   
  professions,​ ​so​ ​craftsmen,​ ​miners,​ ​scholars,​ ​soldiers,​ ​explorers​ ​and​ ​so​ ​forth.  
   
  Making,​ ​Ceremony​ ​Of
  At the Winter Solstice every year at the hour of midnight this ceremony is held.
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  One person can be Made or around 20 people made into a minneskrin (or
   
   
   
   
   
   
   
   
   
   
    
   
   
  minneskrins) during the ceremony when the Deus Ex Machina begins to
   
   
   
   
   
   
   
   
   
   
   
  function. 
   
  Deus​ ​Ex​ ​Machina
  A poorly understood relic of the Eldren, the Deus Ex Machina (often referred to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  as The Machine for short) is an enormous armillary sphere that moves through
   
   
   
   
    
   
   
   
   
   
   
   
  the year to track the heavens. When set correctly and used in a ceremony at
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  the Winter Solstice, the device can be used to decant the thoughts and
   
   
   
   
   
   
   
   
   
   
   
   
   
  memories from an alchemically preserved decedent into a mechanical body or
   
   
   
   
   
   
    
   
   
   
  a minneskrin. Use of The Machine has improved over time such that the
   
   
   
   
   
   
   
   
   
   
   
   
   
  fidelity to the original personality and mind is quite close, though repeated
   
   
   
   
   
   
   
   
   
   
   
   
  decantings from one mechanical body to another causes degradation in the
   
   
   
   
   
   
   
   
   
   
   
  stored​ ​pattern​ ​over​ ​time. 
   
  Keepers,​ ​The
  A race of dwarf-like humanoids who dwelled on Skjalvar before the humans
   
   
   
   
   
   
   
   
   
   
   
   
  came. Long ago they were servants of the Eldren and were charged with
   
   
   
   
   
   
   
   
   
   
   
   
   
  guarding Skjalvar and keeping its technologies and magics out of the hands of
   
   
   
   
   
   
   
   
   
   
   
   
   
  man. They live on the surface and it is taboo for them to delve into Skjalvar’s
   
   
   
   
   
   
     
   
   
   
   
   
   
   
  depths​ ​or​ ​to​ ​use​ ​the​ ​technologies​ ​left​ ​here.  
   
  Defilers,​ ​The
  Defilers are a splinter group of Keepers who have turned their back on the
   
    
   
   
   
   
   
   
   
   
   
   
   
  task set for them by the Eldren. They live underground (where the Keepers
   
   
   
   
   
   
   
   
   
   
   
   
   
  cannot​ ​go​ ​after​ ​them)​ ​and​ ​trade​ ​in​ ​artifacts,​ ​magic​ ​and​ ​ores​ ​with​ ​humankind.  
   
  Low​ ​Magic
  This is the everyday magic used by much of the world and comes in many
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  forms. It requires latent magical talent and then training in techniques and lore
    
   
   
   
   
   
   
    
   
   
   
  as needed to shape and use magic. It is a science that relies on defined
   
   
   
   
   
   
    
    
   
   
   
   
   
  actions that yield predictable results. Nobody is entirely sure what determines
   
   
   
   
   
    
   
   
   
   
  whether an individual has the talent for magic, but it is often expressed
   
   
   
   
   
   
   
   
    
   
   
   
  unconsciously​ ​in​ ​a​ ​child’s​ ​teenaged​ ​years. 
   
  Holy​ ​Magic/High​ ​Magic
  The magic of the Eldren. It is poorly understood and seems to act differently
   
   
   
   
    
   
   
   
   
   
   
   
   
  depending on a multitude of factors, some of which are difficult to replicate.
   
    
   
   
   
   
   
   
   
   
   
   
  Generally it is found in the form of devices that have strange abilities but High
     
   
   
   
   
   
   
   
   
   
   
   
   
  Magic also leaks out into the world near Eldren sites, causing people and
   
   
   
   
   
   
   
   
   
   
   
   
   
  creatures to mutate into strange monsters or to gain bizarre talents. AKA Lost
   
   
   
   
   
   
   
   
   
   
   
   
   
  Magic​ ​for​ ​the​ ​non-religious.. 
   
  University​ ​of​ ​the​ ​Arcane
  One​ ​of​ ​the​ ​prestigious​ ​universities​ ​of​ ​Erindraum. 
  Issues 
  ❏ Tensions​ ​between​ ​the​ ​Ecclesiarchy​ ​and​ ​Academia 
  ❏ The​ ​Price​ ​of​ ​Technology 
  ❏ Mysterious​ ​and​ ​Unexplored​ ​Ruins 
  ❏ Strange​ ​Creatures​ ​and​ ​Devices 
  
  ❏ Tension​ ​with​ ​the​ ​Keepers 
  ❏ Calcified​ ​Power​ ​Structure 
  Skjalvar’s​ ​Past 
  Skjalvar is an island nation whose human population settled there within the last millennium. Pilgrims
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  from a splinter sect of a well-established religion sought freedom to seek human apotheosis through old
    
   
   
    
   
   
   
   
   
   
   
   
   
   
  magics,​ ​the​ ​exploration​ ​of​ ​which​ ​had​ ​long​ ​been​ ​prohibited. 
   
  Skjalvar was a place of legend, a seat of eldren learning and magic that had long been thought lost.
   
    
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  Described in dusty, forbidden texts and whispered of throughout history, the island served as the dream
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  of​ ​a​ ​promised​ ​land​ ​for​ ​the​ ​pilgrims.  
   
  They were not without their patrons and as the ruling elite tightened its grip on the orthodox faith
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  desperate expeditions were financed to find Skjalvar. The journey was hazardous and difficult, with the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  explorers needing to overcome the navigational hazards of ice floes and violent eruptions of steam that
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  characterised​ ​the​ ​northern​ ​oceans​ ​in​ ​which​ ​the​ ​island​ ​was​ ​said​ ​to​ ​lie. 
   
  On one fateful day the ship ​Dream of Transcendence ​was surveying a poorly-mapped region of the sea
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  when a cataclysmic event occurred off in the distance. Terrible energies were unleashed and a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  coruscating wave of bright lights streaked through the sky. A pillar of fire raged into the heavens and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  then abruptly ceased. When the smoke and steam cleared the ancient cliffs of Skjalvar rose high above
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the​ ​sea. 
   
  The energies to which they had been exposed caused corruption and death in the bodies of the crew,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  but a scant few held on for long enough to return home and bring news of Skjalvar’s return before
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  succumbing​ ​to​ ​their​ ​condition.  
   
  Over the next century multiple waves of pilgrims took ship and settled the land of Skjalvar. Their life was
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  difficult to begin with but advances in magic and technology unlocked by studying the ruins and profit
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  made by trading dross and other materials across the sea enabled them to begin carving out a city
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  towards the coast of the island, where the warm sea currents keep the weather temperate rather than
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  icy. The captain of the expedition that found Skjalvar, Erin Verger, was immortalised forever by the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  pilgrims when they named their new capital city ​Erindraum ​(Erin’s Dream) in her honour. Erin was also
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  appointed​ ​to​ ​the​ ​ranks​ ​of​ ​the​ ​saints​ ​of​ ​the​ ​Ecclesiarchy​ ​and​ ​is​ ​considered​ ​the​ ​patron​ ​saint​ ​of​ ​explorers. 
  The​ ​Capital​ ​City​ ​-​ ​Erindraum 
  Erindraum is a thriving and populous coastal city that has been constructed on foundations left from Old
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skjalvar. The seat of the Ecclesiarchy and the High Council, Erindraum is a centre of trade, art, artifice
   
   
   
   
   
   
   
   
   
   
     
   
   
   
   
   
  and academic excellence. Enjoying more temperate weather than the inland of Skjalvar, the city is built
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  on a long, gentle slope that culminates in a natural harbour. The harbour has sea defences surviving
    
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  from​ ​the​ ​Old​ ​Times​ ​which​ ​are​ ​marvelously​ ​effective​ ​and​ ​make​ ​the​ ​port​ ​a​ ​joy​ ​to​ ​approach​ ​from​ ​the​ ​sea. 
   
  As you proceed inland from the harbour you will find that the city becomes more exclusive, with the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Church of the Maker perched at the top of the slope near the prestigious Odinskole. Here the great and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the​ ​good​ ​dwell​ ​in​ ​their​ ​palaces​ ​and​ ​towers​ ​with​ ​excellent​ ​views​ ​to​ ​sea.  
   
  While there is little possibility of an army marching upon Erindraum the city is walled. This is largely a
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
    
  remnant of older times when marauding beasts, Keepers and other threats made the construction of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  defences essential. Now that the immediate surroundings offer few threats the city is in the process of
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  spreading beyond its walls and the inner, walled part is referred to as The Citadel. The guilds are trying
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  
  to persuade the High Council to construct new defences around the expanded city but so far have been
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  unable to win sufficient votes. As a compromise cannon have been installed at watchtowers around the
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  greater​ ​city​ ​to​ ​enable​ ​a​ ​defence​ ​to​ ​be​ ​mounted​ ​if​ ​any​ ​threats​ ​should​ ​materialise. 
  Beyond​ ​Erindraum 
  There are relatively safe roads leading to towns and villages with regular armed patrols. There are some
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  towns where magic permeates certain areas that causes strange mutations or weird abilities. Sometimes
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  these are beneficial but sometimes they cause hideous changes and psychotic delusions and the like.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Needless to say there are many, many ruins and relics of the Old TImes to be found off the beaten path,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  though most of the ancient buildings and catacombs within a few hundred miles of the city walls have
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  been​ ​quite​ ​thoroughly​ ​picked​ ​over.  
   
  Monsters​ ​are​ ​out​ ​there. 
  Tenets​ ​of​ ​the​ ​Religion​ ​of​ ​the​ ​Maker 
  It is believed that the Maker deliberately gave human beings an imperfect, temporary form so that they
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  would strive to better themselves. Those who work hard to improve themselves receive rewards not after
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  death but while they are still alive. Indeed, with the tools hidden away for them by The Maker they can
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  become immortal and avoid death altogether. The Maker therefore leads humans to transcendence with
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  his​ ​relics​ ​and​ ​his​ ​patient​ ​tinkering. 
   
  Complex machines are revered and killing people is considered a high sin. How can a person improve
   
   
   
   
   
   
    
    
   
   
   
    
   
   
  himself in the image of the Maker if he has been killed? In day to day life the religion imposes few
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  requirements​ ​upon​ ​its​ ​adherents​ ​(but​ ​maintains​ ​a​ ​strong​ ​grasp​ ​on​ ​temporal​ ​power). 
  Characters​ ​&​ ​Aspects 
  Urverk​ ​(Blake)  
  High​ ​Concept:  
  Partly​ ​Clockwork​ ​Brass-smith​ ​&​ ​Golemancer  
  Trouble:  
  I​ ​must​ ​forge​ ​my​ ​legacy  
  Other​ ​Aspects:  
  Always​ ​In​ ​Demand  
    
  I’LL​ ​deal​ ​with​ ​this!  
    
  There’s​ ​always​ ​time​ ​for​ ​perfection  
    
  Stian​ ​Einar​ ​(Rodrigo)  
  High​ ​Concept:  
  Healer​ ​and​ ​Protector​ ​of​ ​the​ ​People  
  Trouble:  
  Too​ ​Many​ ​Masters  
  Other​ ​Aspects:  
  Part-Time​ ​Member​ ​of​ ​the​ ​Mercenary​ ​Guild  
    
  “Occupy​ ​Erindraum”​ ​-​ ​Activist​ ​for​ ​Equality 
    
  Pending 
   
  Kaja​ ​Valsdottir​ ​(Jon)​ ​-​ ​Now​ ​left​ ​the​ ​game 
  High​ ​Concept:  
  Power-Hungry​ ​Illusionist 
  
  Trouble:  
  Parental​ ​Guidance 
  Other​ ​Aspects:  
  Succeed​ ​at​ ​Any​ ​Cost 
    
  Dance,​ ​Puppets 
    
  Fake​ ​It​ ​‘til​ ​You​ ​Make​ ​It 
   
  Kaja​ ​Valsdottir​ ​is​ ​the​ ​daughter​ ​of​ ​Valdermar,​ ​Head​ ​of​ ​the​ ​Odinskol​ ​and​ ​one​ ​of​ ​the​ ​Made.​ ​Though​ ​loyal​ ​to 
  the​ ​Odinskol​ ​she​ ​has​ ​been​ ​placed​ ​as​ ​an​ ​exchange​ ​student​ ​at​ ​the​ ​University​ ​of​ ​the​ ​Arcane​ ​in​ ​an​ ​effort​ ​by 
  Valdermar​ ​and​ ​Shonah​ ​Vier,​ ​her​ ​aunt,​ ​to​ ​bring​ ​the​ ​two​ ​schools​ ​closer​ ​together.​ ​Master​ ​Urverk​ ​has​ ​been 
  assigned​ ​as​ ​her​ ​mentor​ ​at​ ​the​ ​University,​ ​though​ ​the​ ​fact​ ​that​ ​he​ ​himself​ ​is​ ​only​ ​a​ ​guest​ ​speaker​ ​for​ ​the 
  school​ ​is​ ​not​ ​lost​ ​on​ ​her. 
   
  Kaja’s​ ​time​ ​at​ ​the​ ​University​ ​has​ ​been​ ​tumultuous.​ ​She​ ​quickly​ ​rubbed​ ​both​ ​Master​ ​Urverk​ ​and​ ​her​ ​fellow 
  students​ ​Bran​ ​and​ ​Stian​ ​the​ ​wrong​ ​way​ ​and​ ​has​ ​fallen​ ​out​ ​with​ ​them​ ​on​ ​multiple​ ​occasions.​ ​This 
  culminated​ ​in​ ​her​ ​organising​ ​a​ ​public​ ​smear​ ​campaign​ ​against​ ​Master​ ​Urverk​ ​after​ ​he​ ​and​ ​Stian​ ​attacked 
  and​ ​stole​ ​from​ ​her​ ​whilst​ ​on​ ​a​ ​field​ ​trip.​ ​The​ ​campaign​ ​backfired​ ​when​ ​the​ ​story​ ​was​ ​twisted​ ​to​ ​portray 
  her​ ​as​ ​the​ ​victim​ ​of​ ​a​ ​sexual​ ​assault,​ ​forcing​ ​her​ ​to​ ​work​ ​to​ ​rescue​ ​Urverk’s​ ​name​ ​to​ ​save​ ​her​ ​own. 
   
  Kaja​ ​has​ ​a​ ​number​ ​of​ ​ongoing​ ​schemes.​ ​She​ ​is​ ​aware​ ​that​ ​someone​ ​is​ ​trying​ ​to​ ​blackmail​ ​her,​ ​though 
  she​ ​has​ ​thus​ ​far​ ​been​ ​able​ ​to​ ​play​ ​their​ ​games​ ​well​ ​enough​ ​to​ ​take​ ​the​ ​prizes​ ​offered​ ​her​ ​without​ ​falling 
  into​ ​their​ ​trap,​ ​and​ ​has​ ​also​ ​stolen​ ​important​ ​artefacts​ ​from​ ​both​ ​the​ ​University​ ​and​ ​the​ ​Archivist’s​ ​Guild. 
  She​ ​hoards​ ​these​ ​items​ ​in​ ​a​ ​secure​ ​location​ ​inside​ ​the​ ​Odinskol,​ ​waiting​ ​for​ ​a​ ​time​ ​they​ ​may​ ​come​ ​in 
  useful. 
   
  Additionally,​ ​she​ ​has​ ​been​ ​asked​ ​to​ ​assist​ ​Stian​ ​(who​ ​unbeknownst​ ​to​ ​her​ ​has​ ​been​ ​hired​ ​by​ ​her​ ​mother 
  as​ ​her​ ​bodyguard)​ ​and​ ​the​ ​Erinsdraum​ ​Constabulary​ ​in​ ​planting​ ​Stian​ ​in​ ​the​ ​terrorist​ ​organisation​ ​known 
  as​ ​Jalfnada.​ ​Whilst​ ​the​ ​two​ ​have​ ​discussed​ ​plans​ ​on​ ​how​ ​to​ ​achieve​ ​this​ ​they​ ​are​ ​yet​ ​to​ ​put​ ​any​ ​of​ ​them 
  into​ ​action,​ ​mostly​ ​due​ ​to​ ​their​ ​frequent​ ​arguments. 
   
  Most​ ​recently,​ ​Kaja​ ​was​ ​spurned​ ​by​ ​the​ ​group​ ​as​ ​they​ ​travelled​ ​to​ ​the​ ​continent​ ​of​ ​Rima​ ​after​ ​an​ ​invite 
  was​ ​extended​ ​to​ ​Master​ ​Urverk​ ​and​ ​he​ ​elected​ ​to​ ​leave​ ​her​ ​behind.​ ​The​ ​group​ ​currently​ ​has​ ​no​ ​idea 
  what​ ​she’s​ ​been​ ​up​ ​to​ ​after​ ​being​ ​left​ ​unattended​ ​for​ ​two​ ​months. 
  Njall​ ​Ketillsson​ ​(Guy) 
  High​ ​Concept:  
  Unnaturally​ ​Talented​ ​Alchemist 
  Trouble:  
  Mixology​ ​Curiosity 
  Other​ ​Aspects:  
  A​ ​Head​ ​In​ ​The​ ​Clouds​ ​Gives​ ​A​ ​Wonderful​ ​View 
    
  Ancient​ ​Lore,​ ​Modern​ ​Methods 
    
  Tensions​ ​Of​ ​A​ ​Guilded​ ​Age 
   
   
  
  NPC​ ​Factions 
  The​ ​Erindraum​ ​University​ ​of​ ​the​ ​Arcane 
  Aspects  
  Thirst​ ​for​ ​Lost​ ​Magic  
  Progressive​ ​and​ ​forward​ ​thinking​ ​Faculty  
  Reputation​ ​for​ ​risk-taking  
  Mistrusted​ ​by​ ​the​ ​Ecclesiarchy  
  Approaches  
  Great:  
  Clever  
  Good:  
  Sneaky,​ ​Flashy  
  Fair:  
  Forceful,​ ​Quick  
  Average:  Careful  
    
  Locations  
  The​ ​West​ ​Library  
  A​ ​comfortable​ ​and​ ​hearth-warmed​ ​room​ ​with​ ​wood​ ​panelling,​ ​books​ ​and​ ​a​ ​discreet​ ​atmosphere.​ ​Private 
  meetings​ ​can​ ​be​ ​held​ ​here​ ​without​ ​concern. 
   
  The​ ​Odinskole 
  Aspects  
  Steeped​ ​In​ ​Tradition  
  Conservative​ ​Thinking  
  Holy​ ​Magic​ ​is​ ​for​ ​those​ ​who​ ​believe  
  Trusted​ ​by​ ​the​ ​Ecclesiarchy  
    
  Approaches  
  Great:  
  Quick​ ​(through​ ​having​ ​lots​ ​of​ ​resources​ ​&​ ​allies)  
  Good:  
  Careful,​ ​Clever  
  Fair:  
  Forceful,​ ​Flashy  
  Average:  
  Sneaky 
   
  The​ ​Erindraum​ ​Guilds 
  Aspects  
  Peace​ ​Means​ ​Prosperity​ ​(Tends​ ​towards​ ​conservatism)  
  Impressive​ ​Bargaining​ ​Power  
  Fractious​ ​Guildmasters  
  Overflowing​ ​Coffers  
  
  Approaches  
  Great:  
  Careful  
  Good:  
  Sneaky  
  Fair:  
  Clever  
  Average: Forceful,​ ​Quick 
   
  NPCs 
  Scholar​ ​Skarl​ ​(Student​ ​of​ ​the​ ​Erindraum​ ​University​ ​of​ ​the​ ​Arcane) 
  Aspects  
  High​ ​Concept:  
  Savant​ ​Scholar  
  Trouble:  
  If​ ​Only​ ​People​ ​Were​ ​Machines  
  Other​ ​Aspects:  
  Hard​ ​Work​ ​Makes​ ​All​ ​The​ ​Difference  
   
  One​ ​Day​ ​I'll​ ​Be​ ​A​ ​Master  
   
  Ungainly​ ​But​ ​Sturdy 
   
  Scholar​ ​Solvir​ ​Keen-Eye​ ​(The​ ​Odinskole) 
  Aspects  
  High​ ​Concept:  
  Competitive​ ​Archaeologist  
  Trouble: 
  Why​ ​do​ ​the​ ​work​ ​myself​ ​when​ ​pawns​ ​can​ ​do​ ​it​ ​for​ ​me?  
  Other​ ​Aspects:  
  Focused​ ​on​ ​the​ ​details  
  Tool​ ​of​ ​the​ ​Ecclesiarchy  
  Empathy​ ​is​ ​a​ ​curse  
  I​ ​Will​ ​Ruin​ ​Urverk  
  Temporarily​ ​Disgraced 
    
  Skills  
  Superb  Notice  
  Great  
  Lore  
  Good  
  Rapport,​ ​Resources,​ ​Physique  
  Fair  
  Contacts,​ ​Deceive,​ ​Crafts  
  Average Athletics,​ ​Burglary,​ ​Provoke,​ ​Empathy  
    
  
  Stunts​ ​&​ ​Extras  
  Monocle​ ​of​ ​Far-Sight  
  The​ ​monocle​ ​is​ ​a​ ​bulky​ ​monocular​ ​device​ ​that​ ​interrupts​ ​the​ ​shape​ ​of​ ​Solvir’s​ ​face​ ​and​ ​which​ ​has​ ​a​ ​lens 
  that​ ​glows​ ​with​ ​golden-red​ ​light​ ​when​ ​in​ ​use.​ ​It​ ​has​ ​optical​ ​magnification​ ​and​ ​night​ ​vision​ ​modes​ ​and​ ​also 
  allows​ ​him​ ​to​ ​see​ ​sources​ ​of​ ​holy​ ​magic​ ​and​ ​analyse​ ​their​ ​workings.​ ​Finally​ ​it​ ​can​ ​be​ ​paired​ ​with 
  specially​ ​attuned​ ​tracking​ ​devices​ ​to​ ​help​ ​him​ ​find​ ​his​ ​targets.​ ​The​ ​monocle​ ​is​ ​an​ ​aspect​ ​that​ ​gives 
  permission​ ​for​ ​actions​ ​with​ ​Notice​ ​that​ ​would​ ​ordinarily​ ​be​ ​impossible​ ​and​ ​is​ ​invokable​ ​in​ ​circumstances 
  where​ ​the​ ​monocle’s​ ​vision​ ​modes​ ​would​ ​logically​ ​be​ ​of​ ​assistance.  
   
  Heinrich​ ​Wullf,​ ​Guildmaster​ ​of​ ​the​ ​Cheesemakers​ ​(The​ ​Erindraum​ ​Guilds) 
  Heinrich​ ​has​ ​recently​ ​been​ ​experimenting​ ​with​ ​a​ ​machine​ ​that​ ​introduces​ ​very​ ​narrow​ ​copper​ ​wires​ ​into 
  the​ ​cheese​ ​to​ ​produce​ ​a​ ​very​ ​refined​ ​and​ ​distinctive​ ​flavour​ ​of​ ​blue​ ​cheese.​ ​He​ ​built​ ​this​ ​with​ ​the​ ​help​ ​of 
  Urverk. 
   
  Arch​ ​Chancellor​ ​Shonah​ ​Vier​ ​(The​ ​Erindraum​ ​University​ ​of​ ​the​ ​Arcane) 
  Shonah​ ​Vier​ ​is​ ​a​ ​forceful​ ​woman​ ​in​ ​her​ ​mid-sixties.​ ​She​ ​would​ ​be​ ​a​ ​candidate​ ​for​ ​Making,​ ​but​ ​she​ ​and 
  her​ ​university​ ​are​ ​mistrusted​ ​by​ ​the​ ​Ecclesiarchy​ ​and​ ​it​ ​is​ ​unlikely​ ​that​ ​she​ ​will​ ​ever​ ​receive​ ​this​ ​accolade. 
  She​ ​is​ ​philosophical​ ​about​ ​this​ ​and​ ​believes​ ​her​ ​teachings​ ​will​ ​let​ ​her​ ​live​ ​on​ ​even​ ​if​ ​she​ ​never​ ​gains​ ​a 
  mechanical​ ​form.​ ​That's​ ​not​ ​to​ ​say​ ​that​ ​she​ ​won't​ ​look​ ​for​ ​any​ ​sign​ ​of​ ​another​ ​device​ ​like​ ​the​ ​one​ ​in​ ​the 
  possession​ ​of​ ​the​ ​Ecclesiarchy​ ​that​ ​may​ ​enable​ ​her​ ​to​ ​outlive​ ​her​ ​mortal​ ​span.  
    
  She​ ​is​ ​an​ ​expert​ ​with​ ​ritual​ ​magic​ ​and​ ​has​ ​a​ ​particular​ ​focus​ ​on​ ​divination.​ ​Though​ ​the​ ​future​ ​is​ ​a​ ​hazy 
  place​ ​and​ ​difficult​ ​to​ ​read​ ​she​ ​is​ ​often​ ​able​ ​to​ ​intuit​ ​information​ ​about​ ​potential​ ​finds.​ ​It​ ​is​ ​unfortunate​ ​that 
  the​ ​interfering​ ​haze​ ​of​ ​background​ ​magic​ ​around​ ​many​ ​of​ ​the​ ​Eldren​ ​ruins​ ​make​ ​divination​ ​a​ ​less​ ​than 
  exact​ ​science.  
    
  Shonah​ ​Vier​ ​was​ ​once​ ​a​ ​high-ranking​ ​member​ ​of​ ​the​ ​Odinskole​ ​but​ ​disagreed​ ​with​ ​how​ ​they​ ​kept​ ​all​ ​of 
  the​ ​secrets​ ​of​ ​the​ ​technology​ ​for​ ​themselves​ ​and​ ​ended​ ​up​ ​leaving​ ​to​ ​make​ ​her​ ​own​ ​University.​ ​She​ ​is 
  the​ ​great-aunt​ ​of​ ​Kaja​ ​(Jon's​ ​character)​ ​and​ ​will​ ​possibly​ ​vouch​ ​for​ ​Kaja​ ​to​ ​help​ ​with​ ​integration​ ​into​ ​the 
  group.  
  Aspects  
  High​ ​Concept:  
  Oracular​ ​Arch-Chancellor  
  Trouble:  
  You​ ​have​ ​to​ ​speculate​ ​to​ ​accumulate  
  Other​ ​Aspects:  
  My​ ​students​ ​are​ ​my​ ​legacy  
   
  Yearning​ ​for​ ​field​ ​work  
    
  Skills  
  Superb:  
  ​Lore  
  Great:  
  ​Contacts,​ ​Resources  
  Good:  
  Will,​ ​Rapport,​ ​Empathy  
  Fair:  
  Provoke,  
  Average:  
  Burglary,​ ​Physique  
    
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Lost Magic Setting Reference Document.pdf