Part 35: The Student Council Coup
Nivelos 8-Sententae




Thirty white horses on a red hill,
First champ, then stamp, and then stand still.

Tip of the tree, heart of the wizard.




Sometimes mad quests into the cold in search of rare flora actually pay off. Instead of heading down after the Sphinxs lesson, you went into the high mountains in search of a flower. This time youve actually found what youre looking for: rooting itself in a glacier, you spy a rare ice lily.
The lily that grows only in the deepest of colds is used to enhance many of the more difficult Glamour spells. This ice lily is coated in a fine frost, making it stiff and excessively fragile.
Itll be of no use to you in pieces. If you want to add this magical aid to your inventory, youll have to do it carefully.

Incantation to the rescue.
You put your wand up to the flowers frail stem and call upon the Invisible Coals of Ladislau. In a few moments, the ice around the stem has thawed, and youre able to simply pluck it from the earth like any normal flower.
Success! The Ice Lily fits in a flower slot all its own and grants +2 Glamour Methods. Pretty nice for a random event.





Two words am I, and to keep me you must first give me.



First you'll ache for me,
Then you'll peel,
Or possibly pare,
Then lick,
And finally eat.





This time the Sphinx gave you plenty of warning yesterday that she would be unavailable once again, so instead the evening finds you well ensconced in the Library of Manetele, studying historical examples of diplomatic actions.
Although you really arent learning as much as you used to from browsing the Revision books, and you cant bring yourself to care much about forging. Perhaps its time to move to one of the other Libraries instead?



Alive without breath,
As cold as death,
Clad in mail never clinking,
Never thirsty, ever drinking.

The dragon's request
Drove the merchantman's quest
For the lute player's song
Of what the architecht's drawn.
I am needed by all, they'll call me the best,
But grab they the wrong, they'll use me not long.





With the weekend coming up quick, you risk an early morning jaunt into the Manetele. Youll want to know everything you can about Diplomacy come the weekend.


Too much for one, just enough for two, and vanished with three.



I'll start by taking the front off your protections,
For the rest, I rate you'll call yourself my better,
But ship me a cannon and I'll show you my worth.




While Intense Focus may have made most pheme-based buffing obsolete, phemes still have a place when it comes to parent skills, which Intense Focus can only touch indirectly. Thus we return to Adanellas Wardrobe with a pair of Charm phemes, which add +1 to Charm and Beguile each.

You and Emilia are speaking privately in a dark corner of the common room, going over the modified plan once more.











You groan and hurry off. This should be interesting.

You can see from the blue Diplomacy that Iliana maybe didnt have to study Diplomacy all the way up to 10. However, Diplomacy is one of those skills that really fit into her paradigm, so I figured there was no harm in maxing it out.
You rush down to the Great Hall. Around twenty or so masked students are creating havoc. Some are scrawling anti-council messages on pillars and walls, while other students are creating effigies (upon which theyre practicing some particularly nasty spells). Whatever Basia and Carmine said really took root. You hear some assorted shouts of Down with student government! and No new rules without fair representation!
As soon as they spot you walking in, they start directing their complaints directly at you. You take a deep breath and start your speech:

And now the rioters start throwing fruit at you.
Luckily, Professor Briardi chooses this moment to run into the Great Hall. Stopping next to you, she whispers:

With a wave of her wand, Briardi freezes them all until they can be unmasked and have their names taken down for detention.
Not quite what you had hoped for, but close enough. You just hope Basia and Carmine got away in time.

You finally decide you have procrastinated enough (perhaps because the two books you borrowed are about to come due), and you proceed to the rarely used door that guards the Cold Room.
It has been many months since you last entered the Cold Room, and as a result, the casualness with which you entered the last time has long since evaporated. Maybe youll get lucky and the ghosts wont have noticed how long its been since you last visited. Maybe youll get unlucky and the ghosts will be so severely offended that theyll chase you out and all your effort will be for nothing.
Eyes clenched once more, you turn the knob and step into the room. The cacophony and sensation of a furious tumult is the same, but the ruckus dies down faster than you recall from before. The two ghosts must have expected your arrival after all. Opening your eyes, you see the spirits watching you with some expectation.








You present the two tomes to their respective subjects. As they accept the books, the ghosts look more solemn than they have before, but then the face of each lights up with joy. In unison. Its a bit creepy. They then shout, still in unison:


Its still a bit creepy. Then, without so much as looking at each other, the two forms vanish and reappear at opposite ends of the room in what you recognize as the starting stance for a duel.
Youll have to act fast if you want to do anything except watch them get back into their contest.

Diplomacy is obviously a good choice here, but its unacceptable right now. Remember back when I said this adventure has three branches? The Diplomacy choice will lead to reconciling the two duelists and sending them Beyond, while Blackmail ends with forcing the pair to perform one devious task for the PC before leaving forever. As for Beguile? Now thats got some interesting potential
You quickly run in between the two ghosts and hold up your hands for them to stop. They both attempt to shoo you away, but you stand firm.

Paolo tries to rap you on the head with a wand made of nothing, but you plant your feet and refuse to budge. The two ghosts trade a look of frustration and drop their dueling stances.


The pair is now looking at you as warmly as chilly spirits can.



You nod and sit down as the two share a series of staggeringly technical accounts of the duels they have participated in. Discussions range from wrist angle and the ratio of body limb positions to the arrangement of stars and planets. They both speak of weaving phemes together as a poet might speak of a lover. Eventually, you have to politely excuse yourself to get yourself to dinner, but you can tell youve made a valuable first step. They even wait until you get all the way out of the room before they begin fighting again.

Youre at the last of your conspiratorial nighttime meetings.



After assigning everyone else a particular target, Emilia gives you Cinzia.

So how can you prevent Cinzia from coming to the next council meeting?
To be continued



After a quick use of Intense Focus. After which Manipulation is still red. Hopefully that Character Study option is hiding a Chance of Success boost.
You know Cinzia is a bit of an organizing freak, but what else do you know about her? Hmm. By the way she bosses everyone around, youd say she wasnt extremely confident in her organizing skills (else she wouldnt have to yell to be obeyed). She also seems the type to badmouth the student council even though shes already bossed her way into chairpersonship.
Not enough to change option colors, but will it make a difference?
During breakfast, you find Cinzia and draw her away to speak privately.





Cinzia starts tapping her foot in annoyance.







Cinzia goes pale.





You have to control yourself carefully to avoid smiling as Cinzia walks offsomeone might be watching. Well, you did your part. Lets hope the others did theirs.

Still, no reason not to raise your profile a bit higher before the big meeting. The idea came to you when you woke up this morning: a way to keep Paolo and Vincenzo content and even bring about a little good for the school at the same time.
There is no formal class for duelists at the Academagia. At least not yet. All you need now are students. Thankfully, they happen to be everywhere.

Fortunately, that Beguile check was pretty much the hardest one for this adventure string. Its all downhill from here.
You wait until theres a relative lull in the Great Hall. Kurt Henning and Gwendy Zuyder are here, so youre fairly certain you wont be playing to deaf ears when you start talking about combat and bloodshed. With a burst of speed you carefully calculate to seem impassioned and sudden, you leap upon one of the central tables in the room and raise your fist in the air.


Youve got them thumping on the tables in agreement by the time youre done. A fine bit of speechifying, if you do say so yourself.









Pretty hard for the first step in an adventure, but Carmines is shorter than most. Acrobatics is simply leaping off the Aranaz building, so lets pick Tactics.
Knowing that the faculty offices are closed for the holiday, you and the rest of your Clique quickly move to sneak in and steal your academic records. As usual, Vrenelle runs interference, Tacito keeps lookout, Rui da Casga checks for traps and alarms, and Emilia helps you search for the right documents.
The plan goes off perfectly. You even have time to admire all the demerits on your respective records: Ruis sheet is practically written in red marks, Emilias is clean as a whistle, and you are a bit disturbed to see that the faculty knew more about your activities than you suspected. Still, this should be more than enough to convince Carmine that youre serious about joining forces.

Its not your finest moment, really. Youre on your way back to your dorm after buying new socks when you come upon a something. Its big and ape-like, and theres a dark-haired girl hanging onto its head, and its carrying something big in its arms.
So you do the sensible thing: you jump out of its way and you draw your wand. And it does the sensible thing too, but when it jumps back, the object its carrying falls from its arms, hits the pavement, and shatters.
Oh, oh no, says the girl on its back.
You look at the new-formed rubble and see a few familiar shapes: it looks like it was one of those little shrines little old ladies back home keep in their bedrooms. Plaster and stone, shaped like a window, hung on a wall, pictures of saints inside, that kind of thing.
The ape thing is trying to scoop it all up, but its hands arent really good for the fine work. The girl (who looks a few years older than yourself) is actually balanced on its shoulder, and from the looks of it shes held on by a complicated array of straps. It takes a second more to realize her legs look rather thin and withered, and then the rest of the dots connect themselves.
A riding Familiar. You hadnt realized there were such things until now.

Better stay and help. Its only polite.
Believe it or not, but Im almost as good at cleaning up messes as I am at making them, you start. Can I give you a hand?
That would actually be great, the student agrees. If you can just pile up the pieces you can find, I think I can revise them all back into their original form. Anival and I probably broke this thing half a dozen times when we were making it, so its doable.
Is this a hobby? you inquire, shoveling shards of plaster together. Or is it a job?
Job, she explains, swaying in her harness as the creature hunts for errant shards. Well, both, sort of. One of Professor Ringraeyers ancestors actually was a saint, so I made one of these for her to get myself out of detention, and it just kind of took off from there. Turns out you can get a couple thousand for a good one of these in Frontino, if you know what youre doing.
Wow. No wonder youre in Vernin, you comment, looking at the color of her robes.
No wonder, she concurs, pulling out her wand. Could you take a step back?
You do so, and the pieces start moving together. Assured that youve done what you can, you say, I guess I should go. Someone might see me carrying socks and think theyd be better as scorpions or something.
No problem. Thanks for helping, the girl replies. See you around sometime.
You wave and go on your way.

You look yourself over one last time in the mirror; you may not have much time thanks to the emergency meeting later, but youre determined to put in a good appearance at the Sententae ball before it starts. Youre not terribly interested in winning any hearts tonight, but youre certainly looking forward to watching lovers pranks for as long as you can remain.
Sure enough, when you reach the ballroom, everyone is dressed up and excited for the festivities. Then, all of a sudden, Luti Jaconelli walks up to you excitedly.

Luti guides you to the scene of the crime. There, written on the wall in large print are the words, Iliana, youre a dream wizard. Lets swap some magic tips.
You can feel yourself turning bright red as the entire school seems to double over and laugh at you. What do you do?

Sleuthing is the better option, plus it looks to be an investigation.
Youd really like to find out who did this and give that person a piece of your mind. You determine the best way to start is by scanning the room and seeing who isnt present; the guilty always like to hide. You search left, then right, and then left again. Aha! Rikildis von Kiep is nowhere to be found.

A pair of black options, then? May as well go with the unlocked option.
Now that you know Rikildis is missing, you set about trying to find her. The hallway might be a good place to look. You creep down away from the ballroom and, sure enough, Rikildis is crouched in a far-off corner, giggling.



You turn away and leave her. You decide to head to the council meeting early instead; youve had enough of this Sententae business to last the rest of your life.

This is it! All your hard work has led up to this emergency meeting. Despite the Sententae ball continuing just a few rooms down, students once again pack the room. From your spot on the council table, you see Emilia sitting near the front with a worried look.
Youve already let the council know Cinzia wont be coming, Out of guilt that she couldnt stop the riot from happening, so Cirillo Laziosi calls the meeting to order.

Its the moment of truth. You stand up and give your proposal:

To your surprise, no one objects. Youre pretty sure that they must not realize the implications of this act, or else they might say something. Emilia smiles and gives you a concealed thumbs-up.


Everyone looks toward the entrance. A disheveled Honors Plafox walks into the room. Twigs are sticking out of her hair and shes covered in mud and brambles, but even so she strides with purpose and dignity as though she were the lead actress of a play. Lambert Cobo, looking rather pleased with himself, follows her into the room.

You never knew Honors could be so loud. Quick! Interrupt her with something or youll never get your plan to pass!

Oh my, look at this. Yes, for some reason the game takes pity on you and the very last check on this adventure line is absurdly easy (even though that Character Study investigation is a more typical 19). Its really just a matter of picking which attribute you want to raise. And in this case, Rhetoric is the right path.






But no one can hear Honors over the roar of applause the students are giving you. Cirillo has to shout to be heard:

Another roar from the audience and the table is his response.

After the meeting, Emilia breaks into a huge grin and the two of you hug.

Life is good.
I only wish the game gave a special ability for this. Oh well, an attribute point is pretty nice, too.
Gains of the Week
Illustration increased by 1.
--Illustrators Hand spell learned.
--Calligraphy increased by 1.
----Calligraphers Temperament ability learned.
Glamour Methods increased by 1.
--Hostis pheme learned.
--Glamour increased by 1.
----Glamour skill maxed!
----Honey Speech spell learned.
Selective Focus used on Diplomacy.
Matched Wits with the Emperors Sphinx.
--Syntax increased by 1 step.
--Diplomacy increased by 1 step.
--Perception increased by 1 step.
----Light pheme learned.
Successful event!
--Ice Lily gained.
--Flowers increased by 1 step.
----Water pheme learned.
Forms increased by 1.
--Learned about the Graffiti Closet.
Studied at Manetele.
--Diplomacy increased by 1 step.
--Armorer increased by 1 step.
Matched Wits with the Emperors Sphinx.
--Accounting increased by 1 step.
----Buebals First Rate Goods, Catalog available.
--Diplomacy increased by 1 step.
----Informed on Rixenda la Serena.
--Endurance increased by 1 step.
----Learned about Asastis Falls.
--Incantation Spells increased by 1 step.
----Torrential Downpour spell learned.
Vrenelle used Compete; Aranaz merit now at 271.
Debate increased by 1.
--Concede pheme learned.
The History of Magic increased by 1.
Studied at Manetele.
--Diplomacy increased by 1 step.
--Weaponsmith increased by 1 step.
----Learned about Guards Armory: Display Room.
----Forge increased by 1.
------Fire pheme learned.
Aveline used Compete; Aranaz merit now at 274.
Theory of Negation increased by 1.
--Understanding pheme learned.
Criminal Law increased by 1.
--Ius Rei, Catalog available.
--Law increased by 1.
----Cite Precedent ability learned.
Matched Wits with the Emperors Sphinx.
--Biology increased by 1 step.
----Sickness pheme learned.
----Natural Philosophy increased by 1.
--Diplomacy increased by 1 step.
----Relief pheme learned.
--Scent Detection increased by 1 step.
----Scent pheme learned.
--Analyze increased by 1 step.
Studied at Manetele.
--Diplomacy increased by 1 step.
--Revision Spells increased by 1 step.
--Jeweler increased by 1 step.
----Subtlety pheme learned.
Temperance increased by 1.
Ethics increased by 1.
Matched Wits with the Emperors Sphinx.
--Ink Compounds increased by 1 step.
--Diplomacy increased by 1 step.
----Diplomacy skill maxed!
----Best Manners ability learned.
--Voice increased by 1 step.
--Orthography increased by 1 step.
----Scry pheme learned.
Successful adventure!
--Diplomacy cannot be increased.
Cast Adanellas Wardrobe.
--Plus 1 to Courtly Fashion, Confidence, and Aesthetics.
--Plus 2 to Charm and Beguile.
Successful adventure!
--Storytelling increased by 1 step.
Aveline used Compete; Aranaz merit now at 277.
Cast Intense Focus.
--Plus 5 to Manipulation.
--Plus 1 to Insight.
--Minus 2 to Running and Geometric Laws.
Successful adventure!
--Manipulation increased by 1 step.
----Learned about Friendship Bracelet.
----Compete increased by 6 (?!).
------Pep Talk action learned.
------Hostis pheme learned.
------Earth pheme learned.
------Competitive Spirit spell learned.
------Choke spell learned.
------Rabble Rouse action learned.
Successful adventure!
--Passion increased by 2 steps.
----Relationship with Aymeri Cour increased to 1.
Malacresta used Compete; Aranaz merit now at 280.
Successful adventure!
--Creativity increased by 1 step.
----Learned about Ardica Sandcastles.
Handled Familiar.
--Cpt. Felixs Bond of Silver increased by 2 steps.
----Refreshment of Mind ability learned.
----Bond increased by 1.
--Cpt. Felixs Running increased by 2 (separate) steps.
----Learned about Academagia Groundskeepers Office.
Successful adventure!
--Charm increased by 1.

Successful event!
--Conversation increased by 1 step.
----Iron Jaw spell learned.
Unsuccessful holiday.
--Tease increased by 1 step.
Morvidus wins the prize!

New Abilities
Illustrators Hand (Spell): Finesse/Glamour v7 and 13; +3 to Illustration, Drafting, and Demi-Tour, higher check grants +1 Finesse, spell lasts 3 days.
Calligraphers Temperament (Permanent): +1 Patience and Art Appreciation.
Honey Speech (Spell): Charm/Diction v5; +1 Confidence, Passion, and Rhetoric for 7 days.
Stand and Be Pressed (Asastis Falls): Fitness/Willpower v5; +2 Stress Maximum, +1 Composure, and -1 random Gossip skill for 2 days.
Torrential Downpour (Spell): No roll; -3 to targets Endurance and -1 Luck for 2 days.
Care for Arms (Guards Armory): +25 pims and +1 step in Weaponsmith and Armorer.
Cite Precedent (Permanent): +1 to all Law-based actions and abilities.
Best Manners (Permanent): +1 to all Social actions.
Pep Talk: Charm/Conversation v4; +1 Merit and +1 Relationship with random college mate.
Competitive Spirit (Spell): Finesse/Glamour Methods v4; +4 Compete and Creativity and +2 to Insight for 2 days.
Choke (Spell): Finesse/Glamour Methods v11; -5 Competition and -1 Finesse for 2 days, and +2 Stress, and -3 Merit.
Rabble Rouse: +4 Compete, +3 Demi-Tour, +1 Fitness, -2 Tactics, and +1 Stress for 2 days.
Play among the Sandcastles: +1 step in Creativity and Art Appreciation, and -2 Stress.
Build a Sandcastle: +1 step in Revision Methods and Planning; Finesse/Creativity v21 for Soaring among the Towers emotion (+1 Passion, Art Appreciation, and all Revision skills).
Refreshment of Mind: -5 Stress and gain Calm emotion (+1 Insight, Natural Philosophy, and Religion).
Run a Light Training Route (Groundskeepers Office): +1 step in Running and 5% chance of permanent +1 Fitness.
Run a Moderately Ambitious Training Route: +2 Stress, +2 steps in Running, and 7% chance of permanent +1 Fitness.
Run a Potentially Crippling Training Route: +4 Stress, +3 steps in Running, and 10% chance of permanent +1 Fitness.
Iron Jaw (Spell): Charm/Befriend v4 and 6; -2 to targets Conversation and Flattery and -2 to targets Befriend and Flirting for 5 days.
So yeah, you may have noticed that I somehow got all the skill perks for boosting Compete up to level 10 even though I only got 1 lasting point in Manipulation. Planning and Wits are two other Compete skills that Ilianas had at 10 for a while now, and so if I had boosted Manipulation the hard way I would have gotten all those spells and actions. As it is, I seem to have benefited from an odd bug. Ive already checked it out, and while Compete will go down to 5 after Intense Focus wears off, it still considers itself maxed out and the skill perks remain.
Weird!