magaambya

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Bio

“What is magic and what is service?” These two things serve as the foundation for the university. How teachers teach is entirely up to said teachers. Some prefer traditional methods (studying books), some prefer more practical knowledge (interacting with the local community or going out into the world to study), and some others still prefer some esoteric and bizarre method of teaching. Currently, Teacher Takulu Ot is attempting to gather support for a department of education for the teaching of pedagogy. Currently, only Esi has been showing support for this as several of the teachers have taken this as a sort of insult to their methodology.

No magic is forbidden, only how it is applied. This principle goes back to the original Old Mage Jatembe who accepted many different people who practiced many different types of magic and who held many different ethical beliefs. Old Mage Jatembe believed true strength came from diversity and experiences.

The University

Ten Magic Warriors

The following links for the Ten Magic Warriors and Old-Mage Jatembe are stories told in various villages. The truth of these stories should be taken with a grain of salt as these stories are frequently moral stories told to children. Most of you would know that this is intended by Old-Mage Jatembe as he believed an official record of their actions and beliefs would stifle individuality. Even if he vehemently disagreed with a fellow magic warrior, he would not do so publicly, preferring private chastisement. Also, most of these stories stretch back over 7,000 years. Things get changed over time.

Old-Mage Jatembe is included here as, while he is a Magic Warrior, he is not typically included in the numbering. Keep in mind that there was a twelfth member who betrayed Old-Mage Jatembe. This person has largely been wiped from any record of being part of the travels of the Ten Magic Warriors. As such, since your characters represent a more intellectual / searching personalities, you understand that some of the story inconsistencies or displays of power might be from this twelfth member and appropriated into another member, even if the story or moral does not fit that member very well.

  1. Old-Mage Jatembe, leader of the Ten Magic Warriors
  2. Azure Leopard, the Patient Warden and founder of the Tempest-Sun Mages, tamer of the storms
  3. Black Heron, The Wings of Knowledge, creator of the Shory Empire, master of the skies
  4. Carmine Jaws, The Hyena who looks Between, a human or gnoll, pioneer of ley lines and deep knowledge of planar travel
  5. Ivory Elephant, The Conjured Chronicle, historian and founder of the Uzunjati
  6. Golden Snake, the Tireless Guide, a serpentfolk and map-maker
  7. Dashing Ibex, the Flourishing Field, a pioneer of herbal medicine and healing
  8. Shifting Frog, Storyteller of the Past and Future, an Ekujae Elf
  9. Verdant Spider, The Speaker of Needs, shy Anadi baker who fought for the rights of ordinary people and dedicated her life to service and diplomacy
  10. Whistling Kite, The Vigilant Seer, a prominent emancipator always depicted as an intelligent hawk
  11. White Bull, the Horn-Forger, an Iruxi known for several prominent achievements in architecture
Magic Warrior Nickname Personality Magic Building Notes
Azure Leopard The Patient Warden Strong willed and dedicated to order and control. Mastery over yourself. Mastery over the elements. Stealth, Darkness (the patience of a hunt), Lightning Warden House Human woman with the mask of a leopard, a woman powerful enough to tame the storms. Founder of the Tempest-Sun Mages
Black Heron The Wings of Knowledge Intelligence and knowledge, no matter the cost. Anything to do with flight or wind. Heron Archives United people into a group known as the Shory. Possibly betrayed Jatembe (or someone wearing his mask did it). Master of air magic.
Carmine Jaws The Hyena Who Looks Between Sense of duty and seeing things for what they truly are and accept them. Prejudice is just ignorance. Anything related to sight, sense, or teleportation The Between Unknown if human or gnoll (likely gnoll). An Omnimancer and one who studied teleportation (particularly through the planes).
Ivory Elephant The Conjured Chronicle Wise, thoughtful. Respects stories and history. Resistance and health (not healing, like temporary HP) Elephant Museum This woman chronicled and wrote down the achievements of the Ten Magic Warriors.
Golden Snake The Tireless Guide and Mapper of the Unknown Comfort in discomfort. Explore the Unexplored. Favors anti-exhaustion and freedom of movement type spells. Tireless Hall Probably a lizardfolk, but possibly a nagaji.
Dashing Ibex The Flourishing Field Tender-hearted, easily upset. Quick to trust, quicker to help. First to understand and sympathize. Healing, Restoration, and Resurrection magic Indigo Hall A renowned doctor. Many local techniques and medicines were developed by them.
Shifting Frog The Storyteller of the Past and Future Adapt. Overcome. Study with a goal and focus on the big picture. Never be caught off-guard from lack of forethought. Anything related to recall knowledge or the ability to see the future or remember the past Shifting Greenhouse Ekujae elf seer. History reminds us of our enemies so we know how to fight them in the future.
Verdant Spider The Speaker of Needs Power is useless without service. Help the needy. Speak up for the destitute. Be willing to lay traps for the haughty. Anything related to diplomacy and illusions (particularly illusions to disguise yourself or hide your true intentions so as to not tip your hand). Verdant House A shy baker from the south, an Anadi spider. She is the one who started the forced community service as part of admission to the school as well as the policy of the university offering aid to the destitute and homeless.
Whistling Kite The Vigilant Seer Strong sense of right and wrong. Can be a bit black/white in thinking. Injustice in any form must be fought against. The Vigilant Seer went on a campaign to free as many slaves as possible, and their magic focuses heavily on freedom spells (spells to end control effects) Whistle's Tower Renowned emancipator. Strike swiftly. Strike quickly. Know right from wrong. Study ethics. Break chains, break laws. Freedom.
White Bull The Horn-Forger Strong walls and a fearsome reputation prevents needless death. Anything related to AC, defense, or protecting others. Archhorn Library This lizardfolk was best known for his fearsome visage with his horned mask. Was a master in architecture.

Five Branches

Branch Theme Skills Lore Gen Feat Notes
Cascade Bearers Imagination Arcana, Occultism, Religion Academia Canny Acumen Imagination from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes.
Emerald Boughs Camaraderie Deception, Diplomacy, Society Settlement Adopted Ancestry Camaraderia, the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message.
Rain-Scribes Adaptability Medicine, Nature, Survival Terrain Fleet Adaptability in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes.
Tempest-Sun Mages Valor Intimidation, Performance Warfare Toughness Valor, not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm.
Uzunjati Knowledge Crafting, Lores Any Incredible Initiative Knowledge lives in stories passed down through the generations and also is earned every day through personal experience.

Note, if any bonus says “level,” it means Branch Level, not class level.

  1. You become trained in the lore skill associated with your branch. At levels 3, 7, and 15, the chosen lore increases (trained, expert, master, legendary)
  2. You gain a permanent +1 circumstance bonus to any recall knowledge check related to your branch. At level 11, this becomes a +2 bonus.
  3. You may attempt to become an affiliated attendant. If you pass, you gain the Magaambyan Attendant Dedication Feat for free. In Pathbuilder, this is labeled as Collegiate Attendant Feat.
  4. You gain a skill feat (trained only) associated with one of the skills associated with your branch. At level 9, you gain one skill feat (trained or expert only). At level 15, you gain a skill feat (trained, expert, or master only). At level 19, you gain a skill feat (any level).
  5. You gain a permanent +1 circumstance bonus on Diplomacy, Deception, Intimidation, or Performance checks when interacting with other members of the same branch. At level 13 this becomes a +2 bonus. At level 17 it becomes a +3 bonus.
  6. You gain a skill increase (up to expert) in one of the skills associated with your branch. At level 10, you choose one skill to increase up to master. At level 18, you can choose one skill to increase up to legendary. If you are Uzunjati, you gain one additional lore (as if taking the Additional Lore Feat) as your lore already increases in other ways.
  7. You gain the 6th level Magaambyan Attendant Archetype feat associated with your branch. If you already have this feat, you gain 1 class feat of your choice instead. At 12th level, you also gain the 10th level Magaambyan attendant archetype feat associated with your branch. If you already have this feat, you gain a class feat instead.
  8. You gain the general feat associated with your branch. If you already have this feat, gain 1 level 1 general feat instead.
  9. You gain the skill feat mentioned at level 4, but up to expert.
  10. You gain the skill increase mentioned at level 6, but up to master.
  11. You gain the +2 bonus to lore as mentioned in the level 2 bonus.
  12. You gain the second branch feat as mentioned in level 7.
  13. Your branch influence increases to a +2 as mentioned at level 5.
  14. You gain a skill increase up to master as mentioned at level 6.
  15. You gain the skill feat up to master as mentioned at level 4.
  16. You become so skilled in your branch's associated skills that, once per day, you can reroll a skill check associated with one of those skills and take the new result. This is a fortune effect and cannot stack with a hero point.
  17. Your branch influence increases to +3 as mentioned at level 5.
  18. You gain a skill increase up to legendary as mentioned at level 6.
  19. You gain a skill feat up to legendary as mentioned at level 4.
  20. Magical Paragon: You become a legend worthy of the annuls of history. The beliefs and ideas of your branch are so woven completely into you that they manifest in a number of special ways. See the following chart for what you gain.
Cascade Bearers Once per day, you can cast any common 7th level spell from any spell list without expending a spell slot. This uses your Halcyon spell DC
Emerald Boughs Your hideaway transforms into something more. When using your hideaway ability, you may spend 1 minute to expand your hideaway into a magnificent mansion. This effect only occurs while you are inside of the hideaway. If you leave the hideaway, everyone exits it with you. You may do this an unlimited number of times.
Rain-Scribes You can survive in any weather. You ignore the effects of severe and extreme cold and hot. You move at full speed through difficult and greater difficult terrain. You cannot be damaged by hazardous terrain. When using Rain-Scribe Mobility, you clear the effects of all three types of terrain from the spaces you enter for 1 round.
Tempest-Sun Mages Your Tempest-Sun Shielding now applies to you and all allies within 30 feet instead of just you or one ally.
Uzunjati When you use Uzunjati Recollection, you Recall Knowledge three times instead of once and gain a +2 circumstance bonus. This bonus also applies to your skill check for Uzunjati Storytelling.
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