#tampering with forbidden knowledge [lore]
Explore tagged Tumblr posts
Text
Librarian Dorian Ashthorn
Role: Keeper of the Grand Archive and advisor on rare Resonance lore.
Resonance: Bluebeard – pretend it to be Merlin
Legacy Arte: Veil of Charms – Allows Dorian to weave intricate illusions that manipulate perceptions and emotions. His Arte is powerful enough to deceive even those wary of his intent, bending their will to suit his own. It thrives on trust and fascination, deepening his control over others.
Race: Human
Age: 35
Birthday: December 17
Height: 182 cm
Hobby: Reading ancient tomes
Like: Horror
Dislike: Everyone
Homeland: Autreim
Personality: Polished, eloquent, and magnetic, Dorian is a master manipulator who thrives in the shadows. To students and staff, he appears as the epitome of refinement—offering guidance, reciting tales, and engaging in deep, philosophical discussions. But beneath this cultivated persona is a ruthless manipulator who revels in twisting truth to serve his ends. Dorian’s charisma makes him dangerously persuasive, easily gaining allies who unknowingly aid his dark schemes.
Gift: Ornate quills, rare ink sets, or forbidden tomes. Dorian treasures items that amplify his intellectual pursuits or allow him to unravel the secrets of those around him.
Backstory: Born into the Ashthorn family, Dorian’s resonance with Bluebeard was revealed early through a private Mirror of Echo. His mother, unwilling to see her son condemned, concealed his resonance and arranged for private tutoring. In isolation, Dorian’s manipulative nature grew unchecked. He honed his Arte, experimenting with subtle illusions and persuasive techniques. When he reached adulthood, Dorian saw his family as obstacles to his ambitions. Using his Arte, he manipulated events to ensure their deaths appeared accidental, leaving him as the sole heir to the Ashthorn fortune. He joined Fablewood Academy as the Grand Librarian, where he gained access to the school’s vast repository of knowledge and power.
Goal: Dorian’s ultimate aim is to rewrite the histories and legacies of the Writers themselves, altering the foundations of Scriptoria’s reality. He plans to use an ancient and forbidden Arte hidden within the Grand Archive to modify the very texts that uphold the balance of the world. By doing so, he intends to erase the moral resonance system and reshape the legacy of the Writers to suit his narrative, positioning himself as a messianic figure. However, this reckless tampering threatens to destabilize the delicate equilibrium of Scriptoria, potentially unraveling its magic and plunging the realm into chaos.
Connection to the Player (MC): The soul of the Writers summoned the MC to Scriptoria as a counterbalance to Dorian’s threat. The MC, as an outsider, is uniquely immune to Dorian’s manipulative Arte, making them a key figure in uncovering and thwarting his plans. The MC’s resonance the Writers grants them a deep connection to the stories and histories Dorian seeks to corrupt, giving them the ability to challenge his alterations.
#fairytale#original character#original story#twst#disney twst#art#villain#antagonist#fablewood academy#Legends of the Written realms#game project#evil#librarian#Dorian Ashthorn
7 notes
·
View notes
Text
Court of Desolation: Domain with Forbidden Knowledge?

****Possible spoilers ahead!!!
So what is the Court of Desolation?
A domain that is introduced in Cyno’s story quest that is from the age of King Deshret believed to contain treasure inside making bearers capable of seeing beyond life and death or even resurrecting the dead
It’s a forbidden research topic within the Akademiya due to the risks that came along with the idea of the price of one’s life either being the requirement for it to appear or for one to enter it (you can imagine where this led 😔)


Why do I say it’s twisted? If we look at the infrastructure from inside without looking at the cracks in the walls that Taj created in order to destroy it, we come across certain something strange
The walls and structures are covered in what appears to be a purple gooey/slimy substance which we don’t know much about


The torch-like structures (are they called torches???? I don’t know what they’re called, send help 💀) that light up when we follow those blue orbs leading us to them have been seen all over the desert, but there is something different about the torches inside this particular domain
Here is what they normally look like:


Here’s what the torch in the Court of Desolation looks like (I couldn’t take better pics bc the camera function was gone once I entered the domain 😭)

You can see that it retains the same shape & designs, but there is more purple on the front of it
This shade of purple is found throughout this entire domain and there is also the constant imagery of a diamond-shaped eye



The purple used here seems to evoke a sense of malice; the overall domain seems to be like a perversion of the Mausoleum of King Deshret
Interestingly, purple in some civilizations was a color associated with royalty or nobility so I think that in terms of color schematics, the difference between a golden mausoleum and a purple domain that’s meant to be a perversion of said mausoleum makes sense as a contrast


We also see King Deshret represented as an eye in a lot of the art, so to me, the eye in the domain implies that there’s still a divine presence but the purple theme gives it a sinister atmosphere
This court is reminding me A LOT of the Defiled Statue of Seven, another (purple I might add) object of divine importance but also twisted 👀

Some of the mechanics inside this domain seem twisted as well (involves flipping the domain’s walls/corridors upside down); even the stationary walls seem off bc they appear to be at different angles as if they’re turning/spiraling 👀
My theory is that the Court of Desolation may have came into contact with forbidden knowledge & managed to survive up until Taj closed it off
It was created by an organization during King Deshret’s age that is not named, so we don’t know if this organization’s members were originally part of the his kingdom or if they were from another region or maybe even from another world

The reason why I thought it might be forbidden knowledge in the domain is because when we look back at the cutscene explaining how the Withering came to be, we can see it flowing down from King Deshret into his kingdom in the form of a blue and purple liquid substance


That might seem like a simple coincidence at first, but it seems to make a bit of sense when combined with the rumors of treasure giving its bearers the ability to see past life & death along with resurrecting the dead, which are considered sins at the Akademiya (tampering with life & death) aka taboo topics
Now we don’t know with certainty if this domain actually contained such knowledge/information, but I would also like to consider what domains are capable of when it comes to information
We know that once Rukkhadevata erased herself from Irminsul, there were consequences of information deletion/change in the lore, but there are still items/locations where such information was not affected, one of them being domains bc we know that the Viridescent Venerer artifact set still mentions her as she was
Items that we farm in domains are considered to be a form of memory, so assuming that this lack of change in the VV set description wasn’t a simple mistake overlooked by the dev team, we can say that domains are capable of retaining memories/information from the far past
The story requirement for Cyno’s story quest is to complete King Deshret and the Three Magi, which takes place before Rukkhadevata’s self erasure; I only completed Cyno’s story quest after this most recent Archon Quest, Caribert; I don’t know if my time of completion changes anything, but if that purple substance in the domain is actual forbidden knowledge, then it seems on brand that the domain somehow managed to keep it even after the erasure because domains in this game just seem like a backup system for memories of the past
I think the even bigger mystery than the presence of this domain is the unnamed organization that built this domain, there is a lot of speculation here because there’s not much we know about this organization: we don’t know their motive(s) for creating this domain, do we know anybody from this organization even by name, did forbidden knowledge only enter this domain after these people left, were they the founders of any of the existing Eremites’ factions, etc.
I need to see if there’s anything that I’m missing from the archives that might have more insight on this but also I need to catch up on the windblume event 😭 so have these crack thought crumbs for now
17 notes
·
View notes
Text
Monster Spotlight: Mnemor
CR 5
Lawful Evil Medium Outsider
Occult Bestiary, pg. 21
While there are a great many devils who will offer one forbidden knowledge not meant for mortal minds, the sinister Mnemor here is a devil that specializes in removing forbidden knowledge from those who can no longer bear it. Whether a memory is traumatic, harmful, or unwanted for another reason, the Mnemor exists to offer relief to those whose minds have become their own enemy. Able to use Calm Emotions to quell potential fright at their horrific appearance, their ghoulish proboscis is their scalpel wielded against unwanted thoughts, its touch inflicting victims with a Memory Siphon, which allows the devil unlimited access to their memories so long as contact is maintained. While the Memory Siphon is in place, the Mnemor can repress memories of any length or intensity while automatically erasing the memory of the invasive procedure to prevent it from becoming a trauma of its own.
While it doesn’t possess Modify Memory as a spell and thus cannot create false memories wholecloth, the lore of the Mnemor states it does possess limited control over the memories it doesn’t repress, allowing it to make small cosmetic alterations. Nothing big, just enough to make one question their own mind, to see specific events in new lights, to change their opinion on certain topics... or to lead them down the very same path they first walked when they discovered whatever it was the Mnemor was needed for anyway. They ARE devils, after all, and though they always keep to their bargains, their price is often worse than the problem. In this case, Mnemor often repress enough specific memories while making tiny shifts to others that the victim becomes a repeat customer, calling upon the Mnemor’s services over and over again and owing the Outsider greater and greater favors in exchange.
It’s difficult to detect the tampering of a Mnemor even if you’re aware it tampered in the first place. Only Break Enchantment, Psychic Surgery, or even more powerful spells can undo its memory blocks, and until you receive one of those you cannot even trust your own recollection of events. And, as I mentioned, since a Mnemor’s Memory Siphon automatically erases itself once it’s through, it’s quite simple for the devil to erase the entire bargain from your mind, leaving you without any idea of what you’ve done until an ally slaps you with an errant Break Enchantment... which, of course, will cause not only the memories of the devil’s visit, but every other repressed memories to come roaring back. Time for another visit!
Repeat customers are valuable to the devils, but they aren’t immediately aware when their tampering is detected or even removed, allowing a past customer to summon them again for assistance, only to be suddenly pounced upon by an angry party. Without any real ability to cause damage (their two claws are their sole means of harming someone, at 1d6+4 damage each), Mnemor must rely on their at-will Suggestion to combo with their Calm Emotions or their Confusion psychic abilities (2 and 4 of their 16 PP, respective) to turn a party against itself. Or, more likely, to at least distract them enough for it to slip away undetected.
And I mean undetected, because Mnemor are Easily Forgotten. Whether it uses its Invisibility psychic ability (costing a meager 2 PP), vanishes via its at-will Greater Teleport, or merely steps out of a room while everyone is confused, anyone who can no longer draw line of sight to the devil must make a DC 16 Will save or be completely unable to remember where it went or what it did. Every encounter with a Mnemor is ALSO Easily Forgotten, memories of why it came and what it did while it was here similarly vanishing from one’s mind, with every fine detail besides “it was here for some reason” draining away. Due to its built-in escape options, it makes for an extremely unsettling encounter if played right; I wholly recommend the DM rolling that Will save at the start of a session without telling anyone what it’s for to both A) make everyone nervous and B) make for an even more disquieting reveal later as the party finds themselves in a mess they cannot remember making.
Mnemor devils can be a terrifying method to, essentially, gaslight your players, but make sure a session like that won’t harm anyone! While it can be fun to mess with their minds and make them question their own perceptions (and Mnemor make incredible vehicles for that at low levels due to their CR), check with everyone involved to keep yourself from going too far!
You can read more about them here.
45 notes
·
View notes
Text
Godly lore infodump to follow!
Readmore to protect your poor dash from length
Alrighty kiddos if you're still here then that means you've officially consented to learn things you're technically not supposed to know that some pantheons or particularly devout fanatics might consider to be forbidden knowledge of a rather high order! Good for you!
So, Gods. They're powerful. By back reading through this blog I'm lead to believe my predecessor did a basic rundown of divine rank to you, so we'll be skipping that, because she was near enough to correct. Suffice it to say it's a 0-5 scale with 0 being divine Saints and 5 being Skyfathers/Earthmothers/Overgods.
So! What other means of classification are there to godhood? Simple! There's the scale of Scope and the actual Type of God!
Scope is quite simple: some gods only hold power within a limited geographic region. These are Local Gods, denoted with an L before their divine rank. An L0 god, is a saint who has divine power specifically in his place of origin. An L5 god is effectively omnipotent but only within his strictly defined borders, but that almost never happens.
Above Local Gods, we have Planebound Gods. They have power anywhere on their world(s)/plane of origin, but only there. While one might assume that this means they're automatically more powerful than a Local God, divine rank trumps breadth of access to power at this low level. The best way for a P2 (Planebound Minor God) to handle an L4 (Local Major God) would be to remove him from his Sphere of Influence to block him from using his greater powers.
Next up we have the Universal God, whose powers work anywhere in one whole universe. Gods of this category tend towards the more hands-off perspective because otherwise they'd be drowning in work trying to keep all their charges happy. It's a big universe and all ;p
Then we have Multiversal and Omniversal gods, who have powers in a given universe collective or all universes. Normally, these two categories are applied as modifiers to one of the previous ones, in the notation (M/O)#(L/P/U)#. An M1U4 is a major god in their home universe, and would be able to call upon power roughly equivalent to a demigod in other universes where they have influence.
Most deities made by sburb lie in the realm kf M1U4 or O1U4 categories, with minor powers in their domain in all universes or near total power in their domain in their "home" universe(s) (which in this instance is the universe(s) they were responsible for creating, not the one they actually originated in as a mortal).
Next up we have Deific Category, which is more a description of how those powers work.
I'm just gonna list these and give a general idea of how they work, but if you'd like more information, do feel free to ask!
Incarnations: an Incarnation is a god who is fully consumed by their portfolio, more a puppet of their powers or a manifestation of their domain's consciousness than a true sentient god, though they also generally have significantly more power on tap, essentially being able to bring the full might of their domain to bear on whatever has earned its ire.
Paragons: a Paragon is a god who cares for little not relating to their powers and their domains, their mind and soul fully devoted to maintaining that with which they are charged. This type of god can wield a truly frightening level of power over their domain, but they can't use it for purposes not pertaining to their domain. A Paragon of Crafts can only craft things with their powers, nothing more, nothing less.
Guardians: Guardians come in two main flavors, Protectors and Keepers. A Protector defends their domain from outside tampering directly, be that by empowering champions or confronting the threat themself. By comparison, the Keeper shapes and maintains their Domain, like a dedicated gardener, trying to keep everything perfect through indirect means. I group them under one heading because once you look past the flavor of the power they both effectively do the same thing, just approaching their responsibilities from different angles.
Sovereigns: This is the closest to what you'd think of as a "usual" god, Sovereigns are somewhat interesting in that they directly control their domain, but they're limited in that control to what they can perceive. Which, depending on rank, can be quite a lot, but their powers are decidedly not autonomous unless they manually automate them through some other means, such as a relic or creating Holy Servants.
Champions: Champions are generally exclusively minor gods, demigods, or saints, and are usually ascended under the power of a higher deity of the same domain to serve a purpose that they cannot for whatever reason. Generally they have specific or strictly defined powers, and much less capacity to freeform with their domain compared to any of the other categories. It is worth noting, that their domain can sometimes act on its own in their favor.
Finally among the true gods, we have the Vessel or the Eye, essentially what happens when a person is uniquely in harmony with a domain, something distinctly different from the relationship between a Paragon and their domain or an Incarnation and their domain, because the Vessel maintains autonomy from their domain rather than becoming controlled by it.
I'm sure I'm forgetting a couple but this should be a decent enough background for the moment. The notation is [Scope+Rank Code] [Category and Domain].
So I would be an O1U4 Sovereign of Fate, with a specific lean towards Creation of Fate or Direction.
To be completely clear, my powers revolve around vectors, prophecies, and the shortest path to an outcome, and the creation of the above or things to facilitate them, and my Title is the Smith of Fate.
20 notes
·
View notes
Photo
Kivera - Character Lore.
With her nature, she has an ability whenever she sets foot in any domain or realm to change the atmosphere of the space she is in. Part of her interdimensional being as altering that space and time to her benefit. She sees a web of threads from a source or the ties of bonds. She follows unique ones and will look at their lives. Kivera can see ones past and their end upon meeting them. If she is summoned, she always tosses out two main conditions of meeting with her.
“One may not ask about matters pertaining to their fate.”
“And one may not ask about the matters of the underworld.”
Ignorance is bliss around her. She will spare kind souls the knowledge of their pending deaths. She will unleash harsh truths of those who tamper with forbidden subjects with necromancy or raising the dead.
She does not obey every call for her. She ignores certain ones, and will only appear to ones who have truly wronged worlds. Or are trying to use her for their own means.
Kivera is Purgatory’s keeper and acts as best like a fury or erinyes. She makes judgements based on the lives they have led and whether or not they need to face retribution. She carries out her role without hesitation.
Misguided souls earn little empathy from her depending what they have done in their lives. Kivera does not overlook necromancy of any form. She also despises tomb defilement since it gives unrest to the dead. She’s often around places of burial or finds robbers to retrieve items that were taken.
How one can know she is around is the scent of burning cloves in the air, or what smells like wood smoke/fire in the area. She uses it as a cleanse of the area and to deter foul spirits or beasts of her domain.
With her nature and being she can alter any space for good or worse. She’ll stand off to the side if she can’t interfere, if she can she will actively work against whatever is opposing or tip a balance if she finds injustice.
3 notes
·
View notes
Note
🔥🔥🔥 -Fel- Magic Use
That’s my boy!
- First off, fel magic is the magic of entropy - hell yeah. But isn’t fel magic in particular supposed to be massively addicting? Admittedly, I don’t read closely into the mechanics of every warlock RPer (even though I’ve had some fun reading about @alyssa-ward‘s take on things), but I’d think there would be a whole lot more played up about how screwed up on fel juice you get playing with the essence of peoples’ life forces, how psychologically devastating using this kind of magic can be*, and how the Kirin Tor or other magical societies try to limit this kind of power.
* Really, though - if you grew up around The Light, the knowledge of what you’re doing when you Life Tap someone probably really screws up a novice warlock at first. I’d like to see more descents into madness from people who go this route, and fewer moustache-twirling Snidely Whiplash types.
Maybe this is a sign that I either need to play a warlock (*cries*) or follow more warlock RPers closely.
- Here, I’ll be honest: I get so confused about the lore here, as Blizzard tells it, and my headcanons are probably way wrong, too. I seem to recall that fel runes are a thing and can be tampered with, and so I’ve run with that and the idea that practiced and disciplined mages may come across them at some point, and don’t use them (or use them very sparingly and only when specific effects are required). This says to me that some warlocks aren’t born bad - they fall into it, from mages into switching to a darker kind of magic.
This is awesome, though! If magic is already supposed to be addicting, and using fel runes to make your spells badass leads to using them more and seeking out more forbidden knowledge to satisfy those urges - I dunno. I think that’s cooler than waking up one day and like, deciding you’re gonna be a bad boi from now on.
- This is selfish, but I want to see more demon RPers. I also want to see the symbioses that must come about as warlocks and patrons/servants work more closely together. (Also, there are enough sexy demons out there. Someone be a satyr or an imp!)
@nixalegos
#my expertise and opinions actually lie out of here#nixalegos#but this was neat to think about#how does a warlock become a warlock?#are they all bad?#would you even want to?
7 notes
·
View notes
Text
Found the antagonist and reason of the MC (player) presence
First some more lore:
Most historical figure are redeemable, even when evil, and resonating with them don't mean you will be especially evil as well. Except one.
In the past, it have been seen more than once that anyone resonating with "Bluebeard" was automatically evil. No redemption possible and a goal that tend to taking power/destroying Scriptoria completely.
So a descision have been made. Anyone resonating with Bluebeard would be immediately excecuted, as a mesure of security for everyone. Fortunately, this is a rare resonance.... but
Librarian Dorian Ashthorn
Role: Keeper of the Grand Archive and advisor on rare Resonance lore.
Resonance: Bluebeard – pretend it to be Merlin
Legacy Arte: Veil of Charms – Allows Dorian to weave intricate illusions that manipulate perceptions and emotions. His Arte is powerful enough to deceive even those wary of his intent, bending their will to suit his own. It thrives on trust and fascination, deepening his control over others.
Personality: Polished, eloquent, and magnetic, Dorian is a master manipulator who thrives in the shadows. To students and staff, he appears as the epitome of refinement—offering guidance, reciting tales, and engaging in deep, philosophical discussions. But beneath this cultivated persona is a ruthless manipulator who revels in twisting truth to serve his ends. Dorian’s charisma makes him dangerously persuasive, easily gaining allies who unknowingly aid his dark schemes.
Gift: Ornate quills, rare ink sets, or forbidden tomes. Dorian treasures items that amplify his intellectual pursuits or allow him to unravel the secrets of those around him.
Backstory: Born into the Ashthorn family, Dorian’s resonance with Bluebeard was revealed early through a private Mirror of Echo. His mother, unwilling to see her son condemned, concealed his resonance and arranged for private tutoring. In isolation, Dorian’s manipulative nature grew unchecked. He honed his Arte, experimenting with subtle illusions and persuasive techniques.
When he reached adulthood, Dorian saw his family as obstacles to his ambitions. Using his Arte, he manipulated events to ensure their deaths appeared accidental, leaving him as the sole heir to the Ashthorn fortune. Assuming the identity of a distant cousin, he joined Fablewood Academy as the Grand Librarian, where he gained access to the school’s vast repository of knowledge and power.
Goal: Dorian’s ultimate aim is to rewrite the histories and legacies of the Writers themselves, altering the foundations of Scriptoria’s reality. He plans to use an ancient and forbidden Arte hidden within the Grand Archive to modify the very texts that uphold the balance of the world. By doing so, he intends to erase the moral resonance system and reshape the legacy of the Writers to suit his narrative, positioning himself as a messianic figure.
However, this reckless tampering threatens to destabilize the delicate equilibrium of Scriptoria, potentially unraveling its magic and plunging the realm into chaos.
Connection to the Player (MC): The soul of the Writers summoned the MC to Scriptoria as a counterbalance to Dorian’s threat. The MC, as an outsider, is uniquely immune to Dorian’s manipulative Arte, making them a key figure in uncovering and thwarting his plans. The MC’s resonance the Writers grants them a deep connection to the stories and histories Dorian seeks to corrupt, giving them the ability to challenge his alterations.
Help... I have another game idea again, that will never become real because I have no programmation skills....
It would be a dating sim, a mix between Obey me and Twisted Wonderland Game Title
"Legends of the Written Realms"
World Name
"Scriptoria" A magical world shaped by the memories and writings of the legendary Writers, who recorded the lives and deeds of its inhabitants.
Locations
Austreim: Inspired by European fairytales (Germany, France, Scandinavia). A realm of picturesque forests, cobblestone towns, and grand castles. Home to tales like "Cinderella" and "Little Red Riding Hood."
Beasthaven: A country inspired by La Fontaine’s animal fables. Predominantly inhabited by beastmen. Features lush forests, rolling meadows, and lively markets.
Seafoam Dominion: A kingdom of mermen and aquatic fae. Draws inspiration from Andersen's stories. Has shimmering underwater cities and shores dotted with mythical artifacts.
Ebony Sands: Inspired by African folktales such as "The Man Who Never Lied." A sun-drenched land of deserts, savannahs, river deltas and ancient temples.
Celestial Plains: Based on East Asian folktales, blending Chinese and Japanese stories. Features rolling hills of bamboo, cherry blossoms, and mystical shrines guarded by spirits.
Myrcadawn (Mythic Wilds): A borderland filled with ancient ruins, magical storms, and creatures from forgotten tales.
School Name
"Fablewood Academy" An institution dedicated to preserving the legacy of the writers and their stories. Located at the heart of Scriptoria, blending all cultural styles. Where the Writers’ legacies are studied and the world's future is shaped.
The Writers :
The authors of fairytales we knows, they are called the "writers" not because they have wrote the tales (since it's supposed to be all real stories in this world) but because they were keeper of memories, noting everything that was happening in the world, which permitted the actual characters to knows all about the stories.
~~~~~~~~~~~~~~~
The Resonance Ceremony
When a student enters the school, they undergo a Resonance Ceremony, a deeply symbolic ritual that determines their connection to an Historical Character (a figure from the school’s vast archive of fairytales, legends, and myths).
Ceremony Description:
The Setting: The ceremony takes place in a grand, mystical chamber called the Hall of Echoes, a circular room lined with glowing murals of countless legendary figures. In the center is an Ethereal Mirror, which shimmers like water and reflects not the student’s image, but fragments of their potential resonance.
The Ritual:
The student steps up to the mirror, guided by a faculty member.
The mirror reacts to their essence, glowing brighter as it identifies the Historical Character whose moral compass and essence most closely align with the student’s.
The chosen figure materializes as a spectral image above the mirror, accompanied by a brief vision of their story, morals, and defining characteristics.
The student receives an Artefact Sigil, a magical mark on their wrist or hand, symbolizing their connection. The sigil also acts as a key to their dormitory.
Outcomes:
The character determines the student’s dorm assignment. Dorms represent shared principles or traits rather than region or story type, which creates unique diversity within each house.
The student begins to develop their Legacy Arte, influenced by their resonance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Resonance Dynamics
Living By Their Resonance: Students are expected to uphold the values and morals of their Resonance Character. Deviating too far from these principles leads to a Resonance Crisis, where the bond becomes unstable.
Resonance Crises: In a crisis, a student’s personality and abilities are warped by the unresolved conflict. They might embody the antithesis of their Historical Character, becoming a distorted, corrupted version of their story’s ideals.
Example: A student resonating with The Happy Prince may hoard wealth selfishly, spiraling into greed, causing their Legacy Arte to malfunction.
Resolution: To restore balance, the student must confront their choices and find a way to realign with their character’s core principles, often with the help of peers or the protagonist.
~~~~~~~~~~~~~~~~~~
Legacy Arte
Each Legacy Arte is tied to the unique essence of the resonated Historical Character. These are not static powers—they grow and evolve as the student’s connection deepens. It can be an offensive or defensive ability, a practical one for everyday or even a constant unseen ability (enhancing strenght, magic powers or anything else)
For example:
A student resonating with Princess Kaguya might have an Arte called Moonlit Grace, allowing them to summon moonlight to shield themselves and others. As they grow, the Arte might evolve into Celestial Radiance, granting healing and offense.
Classes Taught
Lorecraft: Study the stories and lessons of the legendary writers.
Fairmagic: Spells and enchantments derived from fairytales.
Mythic Combat: Swordsmanship, magical duels, and defense techniques.
Alchemy & Potionmaking: Potion-making and elemental magic.
Transformation Arts: Changing forms or appearances, inspired by shapeshifting tales.
Astronomy & Prophecy: The study of stars, constellations, and foretelling destiny.
Musical Resonance: Using music and sound to enhance magical abilities.
Beastcraft: Understanding and taming magical creatures.
Tactician’s Lab: Strategic thinking, inspired by heroes' cunning solutions.
Magic Application and Arte Development.
Dorm Names & Founders
Astraquartz (Inspired by Cinderella, Charles Perrault): Represents perseverance, humility, and transformation.
Scarletfang (Inspired by Little Red Riding Hood, Grimm Brothers): Represents courage and cunning.
Everswell (Inspired by The Little Mermaid, Hans Christian Andersen): Represents sacrifice and longing.
Mousetrail (Inspired by The Lion and the Mouse, La Fontaine): Represents cleverness and loyalty.
Obsidianspire (Inspired by Mamad in "The Man Who Never Lied", unknown writer): Represents honesty and wisdom.
Verdance (Inspired by "The Tale of the Bamboo Cutter", Minamoto no Shitagō): Represents grace and adaptability.
Guide Creature
Fibbles
A grumpy but wise talking owl that stay around the MC.
Created by the Writers to guide those who would one day become "chroniclers" of new stories.
Faculty
Headmaster Solon Arclight
Role: Oversees the Resonance Ceremony and the school’s moral code.
Resonance: King Solomon
Legacy Arte: Judgment’s Wisdom – Can reveal the truth behind any action or lie.
Personality: A composed and enigmatic figure, Solon carries an air of wisdom that commands respect without words. Though his judgments are firm and sometimes intimidating, they are always guided by fairness and compassion. Solon believes in nurturing potential but expects integrity and dedication from everyone under his care.
Professor Liora Scheh
Role: Lorecraft Teacher.
Resonance: Scheherazade (One Thousand and One Nights)
Legacy Arte: Storywoven Threads – Can manifest objects or illusions from stories he narrates.
Personality: Charming and eloquent, Liora has a gift for captivating his students with vivid storytelling, often weaving humor and life lessons into his lectures. He is approachable yet mysterious, with an almost uncanny ability to make each person feel like the protagonist of their own tale. Though gentle in demeanor, he encourages creative thinking and bravery in both life and academics.
Professor Lucan Galehart
Role: Magic Application and Arte Development.
Resonance: Merlin
Legacy Arte: Arcane Tempest – Manipulates elemental forces in battle.
Personality: An intense and dynamic teacher, Lucan inspires both awe and terror in his students. His passion for magic and innovation shines through in every lesson, and he demands excellence from those he teaches. Beneath his tough exterior lies a mentor who respects perseverance and originality.
Master Anton Silkthorn
Role: Ethics and Resonance Guidance Counselor.
Resonance: Anansi the Spider
Legacy Arte: Weaver’s Insight – Creates webs of energy to detect and influence emotional states.
Personality: Anton is warm and approachable, often seen with a knowing smile that puts students at ease. Though playful and witty, he can be surprisingly serious when offering guidance, emphasizing personal growth and self-awareness above all else.
Professor Ozwell Puzzlereign
Subject: Fairmagic teacher
Resonance: The Wizard of Oz
Legacy Arte: Emerald Enchantment – Can create magical paths that guide or deceive.
Personality: Playful and enigmatic, with a penchant for riddles and puzzles.
Sir Thorne Evenshade
Subject: Mythic Combat – Swordsmanship, magical duels, and defense techniques.
Resonance: Thalie (Sleeping Beauty)
Legacy Arte: Thorned Sleep – The power to induce deep, peaceful sleep, not unlike a curse, but only for healing or protection. This magic can also be used defensively to create a barrier of sleep around someone in danger.
Personality: A quiet, thoughtful soul who prefers reflection and solitude. Magnus often feels out of sync with the bustling world around him but is intensely loyal to those he holds dear.
Professor Neige Snowveil
Subject: Alchemy & Potionmaking
Resonance: Snow White (Snow White)
Legacy Arte: Mirror’s Reflection – Ability to create magical illusions that reflect the truth, whether it's a vision or emotion. This power can be used to either deceive or reveal hidden truths.
Personality: Gentle, composed, and deeply empathetic. Alistair is a listener who often chooses diplomacy over confrontation. His natural kindness makes him beloved by those around him, though he hides an inner strength when faced with injustice.
Professor Hans Wilderkin
Subject: Transformation Arts
Resonance: Hansel (Hansel & Gretel)
Legacy Arte: Courageous Heart – Can summon the willpower to fight back against overwhelming odds, often with unexpected results.
Personality: Mischievous but insightful, he delights in surprising students with unorthodox teaching methods.
Professor Beaumont Nocturne
Subject: Astronomy & Prophecy
Resonance: The Beast (Beauty and the Beast)
Legacy Arte: Beast's Curse – Can tap into a raw and untamed power, but only at the cost of something deeply personal.
Personality: Mysterious and introspective, speaking in cryptic riddles.
Maestro Lino Minuet
Subject: Musical Resonance
Resonance: Thumbelina (Thumbelina)
Legacy Arte: Tiny Dance – Able to manipulate small objects or animals to carry out his will
Personality: Passionate and elegant, he believes in the universal language of music.
Professor Swan Ellisar
Subject: Beastcraft
Resonance: The Sixth brother (The Six Swans)
Legacy Arte: Swan's Grace – An unmatched ability to move with fluid, elegant precision in combat or any artistic endeavor.
Personality: Calm, reserved, and deeply graceful, though he has a quiet inner strength that emerges in moments of great need.
Professor Malvyn Frostthorn
Subject: Tactician’s Lab
Resonance: The Snow Queen (The Snow Queen)
Legacy Arte: Shattered Glass – Can create ice barriers or weapons, using his emotions to fuel the power of cold.
Personality: A quiet thinker, detached at times, but deeply moved by the trials of others.
Students
Dorm: Astraquartz
Represents: Perseverance, humility, and transformation.
Founder's Story: Inspired by Cinderella (Charles Perrault).
Tsuki Laito
Age: 16
Year: 1
Class & Seat: 1-A, Seat 5
Race: Human
Homeland: Celestial Plains
Best Subject: Transformation Arts
Resonance: Princess Kaguya
Legacy Arte:Moonlit Grace – Allows him to summon moonlight to shield themselves and others.
Personality: Quiet, reflective, with a natural talent for seeing beauty in challenges.
Cygnus Downwood
Age: 17
Year: 2
Class & Seat: 2-B, Seat 8
Race: Beastman (Swan-based)
Homeland: Austreim
Best Subject: Lorecraft
Resonance: The Ugly Duckling
Legacy Arte: Swan’s Rebirth – Can temporarily enhance his own abilities, emerging stronger from adversity.
Personality: Shy and self-doubting, but gradually gaining confidence.
Faylen Charmwright
Age: 18
Year: 3
Class & Seat: 3-A, Seat 2
Race: Fae (fairy)
Homeland: Myrcadawn
Best Subject: Alchemy & Potionmaking
Resonance: Cinderella’s Fairy Godmother
Legacy Arte: Miracle Weaver – Transforms objects for brief periods.
Personality: Charismatic, a little flamboyant, loves helping others.
Dorm: Scarletfang
Represents: Courage and cunning.
Founder's Story: Inspired by Little Red Riding Hood (Grimm Brothers).
Lupin Vardred
Age: 18
Year: 3
Class & Seat: 3-B, Seat 3
Race: Beastman (Wolf-based)
Homeland: Beasthaven
Best Subject: Mythic Combat
Resonance: The Wolf from Little Red Riding Hood
Legacy Arte: Predator’s Instinct – Temporarily sharpens senses and reflexes.
Personality: Bold, somewhat arrogant, but fiercely protective of friends.
Archer Verdain
Age: 16
Year: 1
Class & Seat: 1-C, Seat 10
Race: Human
Homeland: Celestial Plains
Best Subject: Tactician’s Lab
Resonance: The Huntsman from Snow White
Legacy Arte: True Aim – Can strike with unerring accuracy when under pressure.
Personality: Practical, resourceful, always calculating the best move.
Reynard Foxlyn
Age: 17
Year: 2
Class & Seat: 2-A, Seat 4
Race: Beastman (Fox-based)
Homeland: Beasthaven
Best Subject: Mythic Combat
Resonance: The Fox from La Fontaine’s fables (the fox and the crow)
Legacy Arte: Cunning Shift – Can change appearance momentarily to confuse opponents.
Personality: Mischievous and clever, always a step ahead of others.
Lyricis Farahdein
Age: 16
Year: 1
Class & Seat: 1-B, Seat 4
Race: human
Homeland: Beasthaven
Best Subject: Elemental Magic
Resonance: The twins in « The Dancing Water, The Singing Apple, and The Speaking Bird »
Legacy Arte: Song of the Spirits – Can summon ethereal beings that assist in difficult tasks.
Personality: Enthusiastic, energetic, and occasionally flighty, but always willing to lend a hand.
Dorm: Everswell
Represents: Sacrifice and longing.
Founder's Story: Inspired by The Little Mermaid (Hans Christian Andersen).
Marinus Tideshade
Age: 17
Year: 2
Class & Seat: 2-A, Seat 6
Race: Merman
Homeland: Seafoam Dominion
Best Subject: Mythic Combat
Resonance: The Little Mermaid
Legacy Arte: Ocean’s Lament – A wave of sorrowful energy that can weaken opponents.
Personality: Reserved, thoughtful, burdened by a deep sense of responsibility.
Myama Bluaji
Age: 18
Year: 3
Class & Seat: 3-C, Seat 1
Race: Merman-beastman (lion type)
Homeland: Ebony Sands (Coastal area)
Best Subject: Magic Application and Arte Development
Resonance: The Blue Lions (African Myth)
Legacy Arte: River's Roar – can channel the river’s currents through his body to control water, striking with powerful waves or using the flow to disorient his opponents.
Personality: Free-spirited, empathetic, loves nature and tranquility.
Rowan Delicate
Age: 17
Year: 2
Class & Seat: 2-D, Seat 7
Race: Human
Homeland: Celestial Plains
Best Subject: Mythic Combat
Resonance: The Princess and the Pea (Hans Christian Andersen)
Legacy Arte: True Sensitivity – Can detect even the smallest lies or disturbances in his surroundings.
Personality: Sensitive, thoughtful, and attentive, though sometimes overly cautious.
Dorm: Mousetrail
Represents: Cleverness and loyalty.
Founder's Story: Inspired by The Lion and the Mouse (La Fontaine).
Micah Thistlemane
Age: 17
Year: 2
Class & Seat: 2-C, Seat 5
Race: Beastman (Mouse)
Homeland: Beasthaven
Best Subject: Mythic Combat
Resonance: The Mouse from The Lion and the Mouse
Legacy Arte: Tiny Titan – Temporarily grants him immense strength despite his size.
Personality: Loyal and helpful, with a knack for getting out of sticky situations.
Lazlo Quickstride
Age: 18
Year: 3
Class & Seat: 3-E, Seat 5
Race: Beastman (Cat-based)
Homeland: Austreim
Best Subject: Stealth & Strategy
Resonance: Puss in Boots (Puss in Boots)
Legacy Arte: Cat’s Agility – Can move with unmatched speed and silence, capable of evading any attack.
Personality: Charismatic, witty, and often uses his cunning to charm or manipulate situations to his advantage.
Aurum Hearthwell
Age: 17
Year: 2
Class & Seat: 2-A, Seat 8
Race: Human
Homeland: Ebony Sands
Best Subject: Mythic Combat
Resonance: The Happy Prince (Oscar Wilde)
Legacy Arte: Golden Heart – Allows him to heal others through sheer willpower, but weakens him with each use.
Personality: Kind-hearted, empathetic, always seeking to help others even at his own expense.
Rune Spindlewick
Age: 16
Year: 1
Class & Seat: 1-A, Seat 9
Race: Fae
Homeland: Myrcadawn
Best Subject: Magic and Alchemy
Resonance: Rumplestiltskin (Rumplestiltskin)
Legacy Arte: Weaver's Trick – Can weave illusions or manipulate small objects with magic to deceive or create pathways.
Personality: Mischievous, intelligent, and a bit unpredictable, but he always keeps his word and helps those in need.
Dorm: Obsidianspire
Represents: Honesty and wisdom.
Founder's Story: Inspired by The Man Who Never Lied (unknown writer).
Imran Frosham
Age: 16
Year: 1
Class & Seat: 1-E, Seat 1
Race: human
Homeland: Celestial Plains
Best Subject: Mythic Combat
Resonance: The Princess and the Frog
Legacy Arte: Swamp’s Blessing – Calls upon the swamps to provide strength and protection.
Personality: Mischievous and full of energy, with an affinity for loyalty and making friends.
Mahdi Alclaris
Age: 17
Year: 2
Class & Seat: 2-D, Seat 3
Race: Human
Homeland: Ebony Sands
Best Subject: Ethics & Philosophy
Resonance: Mamad (The Man Who Never Lied)
Legacy Arte: Eternal Clarity – Can discern truth in the most complicated situations.
Personality: Calm, reflective, and deeply devoted to truth.
Imperius Wovengale
Age: 16
Year: 1
Class & Seat: 1-B, Seat 7
Race: Human
Homeland: Austreim
Best Subject: Strategic Magic
Resonance: The Emperor (The Emperor's New Clothes)
Legacy Arte: Illusion’s Veil – Can create illusionary garments that shift in color and form, deceiving the senses.
Personality: Proud yet gullible at times, learning to discern truth from deception while grappling with his vanity.
Dorm: Verdance
Represents: Grace and adaptability.
Founder's Story: Inspired by The Tale of the Bamboo Cutter (Minamoto no Shitagō).
Jin Haruto
Age: 18
Year: 3
Class & Seat: 3-D, Seat 5
Race: Human
Homeland: Celestial Plains
Best Subject: Mythic Combat
Resonance: Mulan
Legacy Arte: Warrior's Resolve – A form of combat magic that empowers him when he fights for a just cause.
Personality: Fierce, disciplined, and honorable, with an unshakable belief in equality and integrity.
Rhys Luminspire
Age: 17
Year: 2
Class & Seat: 2-B, Seat 11
Race: Human
Homeland: Austreim
Best Subject: Elemental Magic
Resonance: The Ghost of Christmas Past (A Christmas Carol)
Legacy Arte: Past’s Light – Can see and communicate with figures from the past to learn lessons and find guidance.
Personality: Strong-willed, kind-hearted, and driven by a deep sense of responsibility.
Raphael Goldbriar
Age: 17
Year: 2
Class & Seat: 2-B, Seat 6
Race: Human
Homeland: Austreim
Best Subject: Alchemy & Healing Arts
Resonance: Rapunzel (Rapunzel)
Legacy Arte: Golden Touch – The ability to transform mundane objects into valuable or healing ones with a touch.
Personality: Kind-hearted, isolated but with a strong desire to learn and grow beyond his limitations.
Kael Thornweald
Age: 18
Year: 3
Class & Seat: 3-D, Seat 8
Race: Human
Homeland: Austreim
Best Subject: Ancient Lore & Rune Magic
Resonance: Carabosse (Sleeping Beauty)
Legacy Arte: Dark Affliction – Can inflict a curse on someone with a single word, but only when driven by pure malice or anger.
Personality: Wise and somewhat distant, he possesses a deep knowledge of both light and dark magic, always seeking balance.
Game Summary
As a new student at Fablewood Academy, you are mysteriously invited after stumbling upon an ancient storybook. Among peers who resonate with legendary characters from fables and folklore, you stand apart—unable to resonate with any historical figure. Instead, you uncover a profound connection to the mysterious Writers.
Navigating the competitive dorm dynamics and building relationships with students and teachers, you begin to unravel the secrets of Scriptoria, the world of stories. With your unique bond to the Writers, you hold the key to saving it from an ancient force threatening to rewrite history itself.
Gameplay Features
Story Exploration: Unique narratives for each dorm, including personal routes for students.
Relationship Building: Dialogue choices, gifts, and interactive events to build friendships or romantic bonds.
Quests: Both individual and group quests, tied to fairytales and lore.
Classes & Mini-Games: Gain points in activities like potion brewing, combat practice, or beast taming.
Card Battles: Collect "Memory Cards" tied to story moments for strategic duels.
Customizable MC: Players can choose their character's gender, appearance and personality traits, influencing in the dialogues choice possibility. Certains choice can also direct the MC personnality in another direction, while some will be just unavaiable for some Mcs (choosing a quiet and sweet personnality will lock any « rude » answer choice)
124 notes
·
View notes