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Challenge DD 1.1
Challenge DD 1.1
The Challenge
Design Document
Version 1.1 - Updated May 11, 2017
1
Contents
4 Chapter 1 - Introduction
5 1.1 Welcome to The Challenge
7 1.2 The SettinG
8 1.3 Design Philosophy
9 1.4 Schools of The Challenge
10 1.5 Schedule
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59 Chapter 4 - The Challenge structure
60 4.1 The Challenge Disciplines
61 4.2 Taking up The Challenge
62 4.3 The Challenge Rules
63 4.4 The Hierarchy
90 Appendix
91 Cheat sheet zone
91 NIMBUS
92 Czocha
93 New world magischola
94 Map of NIMBUS
97 Read further
97 Websites
97 Design Documents
99 Books
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Chapter 1
Introduction
4
1.1 Welcome to The Challenge
What is this experience?
CoW: The Challenge is a larp about the students and staff of three
schools in a secret world of magic and wizardry, coming together for a
grand exhibition, tournament and festival.
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A Game of Students and Staff
It’s not just students who will attending and competing at The Challenge,
but the staff as well. Teachers, Heads of Colleges, Chancellors, Janitors
and Deans will also participate in their own competitions and pursue
their own academic schemes and rivalries. Also since it is ambiguous
who is actually hosting The Challenge and therefore who is ultimately
responsible for student safety, it is an opportunity for staff to be even
more cavalier about imperiling their students lives.
Meeting of Cultures
Though The Challenge obviously has at its heart a competition, that is
far from the only purpose of the exhibition and participants who are
interested in more than magical boxing matches will still find plenty
to do there. The Challenge will be an opportunity to present magical
pet projects and causes, to conduct grand multi-disciplinary rituals, to
compare and contrast the worlds of the North American Magimundi and
the European Confluxes. It will be an opportunity to form inter-school
clubs, alliances, societies and fraternities and to pursue that most
coveted of college achievements - the spring-break romance with
international student.
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1.2 The Setting
Imagine our world, just as it is today. Except that magic is real. The
world of magic exists in the shadows of our own world - undiscovered
by billions, but known to the initiated. It’s a world of tradition and old
bloodlines, of secrets and mysteries. It is a world of wise sorcerers,
powerful witches, and dark-hearted conjurers.
They share but one thing, the oversight of the Guardian Order and the
bonds of the Traditions they are sworn to enforce. For this reason, the
one symbol that can be said to represent the European Confluxes are
the crossed keys - the symbol of the Guardian Order. This distinguishes
them from other Witchard societies - the New World Magimundi across
the Atlantic Ocean and the equally foreign powers to the east and south.
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1.3 Design Philosophy
An event to celebrate
The Challenge is a meeting of three magical institutions of learning.
In the Witchard world, it’s the Tournament of Tournaments. Every year,
three colleges gather to compete in sorcerous disciplines ranging
from the small to the gigantic. How the three get chosen is an arcane
process that it makes little sense to dive into. Suffice to say that all
witchards want their College of Wizardry to be chosen, but everyone
knows that it’s not necessarily because of academic excellence that
the contestants end up being part of the Challenge.
But while the focus is on the competitive element, it’s much more than
that. Some call it an Exhibition of Enchanters, and there’s good reason
for that. It’s cultural exchange, showing off skills and cross-pollination
of ideas and practices, and it’s one of the few times where so many
magicians meet across conflux and school borders.
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1.4 Schools of The Challenge
Czocha
college of witchcraft
and wizardry
Diversity and Unity
NIMBUS
Robe colour: white
Nibelungen Institute
für Magische Bildung
und Studien
History and Tradition
Post-game
SUN 09.00 - 10.00 Breakfast
SUN 10.00 - 10.15 The busses for Berlin leave.
SUN 10.00 - 12.00 Clean-up, debriefing and goodbyes
SUN 12.00 We leave the castle!
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Chapter 2
What can I expect?
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2.1 The Three Schools
Schools of The Challenge
Characters at the Challenge will come from one of three magical colleges
from around the world.
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The Nibelungen Institute für Magische Bildung und Studien
(German for “Nibelungen Institutes for Magical Education and
Studies”)
The Nibelungen Institutes or NIMBUS are a complex beast. NIMBUS consists
of three institutes with very different history, outlook and focus.
Akademie Brocken is probably the oldest of the three. Nobody knows, be-
cause the witches and warlocks of the Brocken coven didn’t even have a
written history before they joined forces with the other two. They’re just
hedge wizards anyway if you ask the other two institutes. The Nibelun-
gen conflux is nearly as old or even older than Czocha. It’s beginnings
reach back to the time when Siegfried killed the Dragon and procured
it’s hoard for himself in 507. When the Nibelungen Hochschule was foun-
ded is also not quite clear. Today, Nibelungen is far more modern than its
two counterparts Brocken and Königsberg and focusses on technomancy
and mundane studies. Universität Königsberg is the youngest of the three
institutes and was founded by Johann Georg von Faust and his wife Mar-
garete in the year 1520. Somehow, this institute ended up with the boring
bureaucracy, magical theory and ethics.
NIMBUS is one of the few schools to offer both a basic magical education
to young Witchards, as well as a college level education. It is located…
somewhere in Germany, though because of some sort of enchantment it
cannot be located on any map. School staff insist this is of course by de-
sign and not the product of a very un-German filing error.
The Nibelungen Institutes is the setting for a College of Wizardry larp run in
the German language. It had its inaugural run in the winter of 2017.
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Playing from NIMBUS
You’re the hosts. It’s your school that provides the setting for
this year’s Challenge, and you’re damn proud of it. This is your
event and you’re not going to let anyone ruin it. You know that
Challenges are not exactly easy to host and that the visitors
may get feisty. You’re here to make everything run smoothly.
It’s your castle, your space and your time. You’re going to do
your best to be gracious hosts, and you’re going to be open,
welcoming and friendly, but you’re also not going to make it a
secret that YOU are in charge.
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The New World Magischola
The New World Magischola is the youngest college and the only school
from the North American Magimundi participating in The Challenge. It
was founded in 1633, when the daugher of Virginia Dare was denied
admission to the Imperial Magischola of Massachusetts Bay. Incensed,
Dare collaborated with three other members of the Magimundi who
wanted to expand educational opportunity in North America to create
New World Magischola.
New World Magischola was the first official expansion of the College
of Wizardry setting, running four events in 2016 and more events
throughout 2017.
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2.2. Houses and The Challenge
At each of the three schools competing in the Challenge, students are
sorted into one of five Houses. During the Challenge, the houses will
be grouped into Trios, with a Nibelungen house hosting a guest House
from each of Czocha and Magischola. The Trios will share a common
room, and out of respect for their hosts, members of guest houses will
wear the tie colors of their corresponding host house for the duration
of the Challenge.
Some of the Houses have been paired together for their similarities and
some for their differences. The Challenge is an opportunity for Houses
to learn from one another and better understand the cultures of other
schools. As such, Prefects of the Trios will take turns organizing events
for one another. On Thursday night, the Czocha Prefects will lead an
event for their house Trio, with Magischola Prefects leading Friday night
events and Nibelungen host Prefects organizing events for Saturday
night leading into the party.
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While this trophy is mostly unofficial and has no significant prestige, the
houses of that Trio will be awarded 100 points towards their school’s
House Cup when they return to school after the Challenge. As a result,
while students will be competing school against school during the
Challenges, the rest of the time they should find ways to cooperate
with the other members of their House Trio. This can and often does
lead to complicated and exciting friendly rivalries.
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2.3 Phases
• Phase One: Welcome to the Challenge (Thursday)
As the hosts, the NIMBUS Staff bids everyone welcome to the event.
What follows is an evening of introductions, parties and exploration.
The Staff and the students stay away from each other as much as possible,
and intermingle with their own kind. NIMBUS students choose who to
invite into their private spaces and who must wander the halls without
guides. Pecking orders are established and deeds are done, both foul
and fair. It’s huge, chaotic mess of room parties, rituals, gatherings
and experiences. Suddenly, it matters less whether you’re a Junior or a
third-year, and more where you’re from and what you’re like.
The first day of competitions means challenges in both the big and the
small. Newfound friends from the evening before suddenly find them-
selves on opposite ends of the playing field - whether it’s in Potionmaking,
Fireball or some other event. And enemies get a chance to get their
frustration out while having the alibi of “just trying to win”.
Both Staff and students compete against each other in various disci-
plines of both the trivial and the deeply disturbing kind. It is a mixture
of the magical and the mundane, and while some of these challenges
are safe and maybe even a bit boring, others are dangerous and have
the potential to cause real harm.
It can get a bit out of control, and is expected to do so. But such is the
Witcharding world!
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• Phase Three: Getting to know each other (Friday 17.00 - Friday
night)
After the stress and high tempo of the day’s activities, there is time to
relax and enjoy. To dispel the hexes and the prejudices, heal the woun-
ded bodies and wounded senses of pride, and to let down guards and
share a meal and conversation. At least, that is the ideal, but reality
often falls far short of it.
Instead, what normally happens is that some get into the spirit of things
and let bygones be bygones (“It’s all part of the game, right!?”), others
take their grievances with them and find innovative ways to express
their feelings. It is an evening of love potions slipped into the wrong
drinks, curses going astray due to counter-curses lying in ambush and
everyone trying to keep up a friendly facade while doing their best to
establish dominance.
It is also an evening, where the Staff of each College get to talk with their
own students and make plans for the final day. What is to be changed,
and what has been learned? How do we walk away from this with the
Challenge Cup? And is that rumor about scandal and deception true or
is it just wishful thinking on behalf of a sore loser? It is a night of fun and
enjoyment, but also one of fake smiles and empty promises.
This is where the big wands come out. Chances are taken, tempers are
frayed and everyone is doing their best (or worst!) to win. This is not
some local tournament at a backwards College. This the Challenge,
and just being here to participate in it is a huge honour. But as it always
is with witchards, things tend to go overboard and people get carried
away.
While the Staff are also here to keep the peace and ensure that every-
thing runs smoothly, sometimes it happens that things go anything BUT
smoothly. Conflicts blow up in the open, crazy schemes are hatched
and a kind of winner-takes-it-all atmosphere has a tendency to evolve.
It is exciting, it is wild and it is usually not totally safe nor sound. Still,
who would want to miss it? NO ONE!
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• Phase Five: Quiet before the storm (Saturday 17.00 - Saturday
20.00)
This is where it all quiets down a bit. Forgiveness is asked, and given
freely. Apologies are made and spells untangled. Everyone leaves the
field of contest and finds time to prepare for the final party, with as little
unfinished business as possible. It is joyous, festive and enchanting, as
witchards roll out the charm, smooth over ruffled feathers and find it in
their hearts to move on and get ready for the party.
This is where the various Staff members usually lock themselves into
a room, and don’t leave until they’re ready to present a united front to
the students. Patience is found that might not normally be present,
intentions are accepted as being genuine, and there is a lot of energy
spent on making the small details that make up a party fall into place.
Of course, that is the fantasy. For some, it is the time for dark deeds
and risky adventures. For going where no one should go and for doing
what should not be done. For daring to think so far outside the wand
that it will be remembered forever. And of course, doing all of this while
not getting caught, not getting into trouble with friends and not ruining
your life! No matter who you are, or what your agenda is, this is a night
to remember, and whatever happens, one thing is certain.
At the end, the Challenge Cup will be awarded, and everyone wants it
for their College.
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2.4 Playing a Competitor
Basics
The first and most important things is that any student can choose to
compete in any event (you do not have to pick a specific discipline if
you don’t want to.) For most events there is no need to sign up, but you
will need to turn up. If you are not competing in an event then go can
be a cheerleader for it. Conversely if you were a cheerleader this morning
there is no reason why you can not be a competitor this afternoon. You
can (and should) switch between the roles as you see fit.
Some events may not be advertised. The Challenge Regulator and Head
Referee may run additional events and challenges at unexpected times.
Keep your eyes and ears open for opportunities to take part in these
additional challenges, but be warned some of them may be unortho-
dox, risky, or even dangerous.
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2.5 Playing a Cheerleader
Basics
The image of the Mundane cheerleader dancing with pom poms and
spelling out the names of athletes with complex gymnastic positions is
hard to shake. Perhaps it will be a part of The Challenge too, but in our
magical world, the role of the cheerleader is far more complex.
The first and most important things is that any student can be a cheerlea-
der at any time. If you are not competing in an event then go can be a
cheerleader for it. Conversely if you were a cheerleader this morning
there is no reason why you can not be a competitor this afternoon. You
can (and should) switch between the roles as you see fit.
You may also wish to announce your team, or members of the team.
Whip the crowd up into a frenzy and turn neutral bystanders to your
cause with the power of your words. Think of Geoffrey Chaucer in the film,
A Knight’s Tale as he bigs up the prowess of Ulrich von Liechtenstein,
you can do that for your professors or your competitors too.
Use your skills (and your magic) to try to distract or otherwise mani-
pulate the judges (you might get caught, of course, but that is half the
fun.) Slip potions to opposing team members, hex their cheerleaders to
sing like toads, form a human pyramid, and shout until you are hoarse.
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2.6 Playing the Host House
Basics
All Houses of the Nibelungen Institute will be Host Houses. They will
get assigned two guest houses, one of each school. That means there
will be five groups of three house-pairs, the so called “Trios”. You can
find further details in chapter called “Houses and The Challenge”.
The Host Houses will share their common rooms and tie colours with
their assigned guest houses.
The intercultural exchange between the schools is one of the key factors
of the Challenge. Within your house Trio, there is the unique possibility
to get to know each other and to form bonds, that lasts a lifetime. You
want them to understand and acknowledge the traditions and virtues
of your house and in exchange you have an open mind for theirs. And
on the practical note: There surely are some secrets and knowledge
worth knowing about!
With the days passing by, it will become way more difficult to keep
your inner distance. New friendships, unexpected romantic interests
across Schools - In the end, you might even find yourself cheering for
your opponents!
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2.7 Playing a Guest House
Basics
All houses from Czocha and New World Magischola are guest houses
at the Nibelungen Institute. They are divided and assigned to one of
the host houses from Nibelungen. That means there will be five groups
of three House-Pairs, the so called “Trios”. You can find further details
in chapter titled “Houses and the Challenge”.
As a sign of respect, members of a guest House will wear the tie of their
host house. Separated pins can mark their original house. During the
larp, each guest house belongs to the common room of their host house.
With the days passing by, it will become way more difficult to keep
your inner distance. New friendships, unexpected romantic interests
across schools - In the end, you might even find yourself cheering for
your opponents!
25
2.8 Playing a Grown-up
Judges at The Challenge are made up of Staff and Faculty from the
three competing colleges as well as a selection of well-known witchards
from around the world.
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Being a playmaker
As a grown-up, one of your central functions is to be a playmaker. Keeping
your fellow players engaged and active is your of your tasks, and that
means inspiring them to do things. Some of this is done by maintaining
discipline, some by creating the competition, and the rest by creating
plots and role-playing. Please come and talk to us if you need any guidance.
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2.9 Playing a Prefect
Leadership
The main challenge that faces the Prefects is that of leadership. The
Prefects are fanatical of winning the Challenge Cup, since it is them who
will stand with it if their school wins it – victorious in front of all rivals.
That means that they take their job of keeping their House members in
line very seriously.
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2.10 Gender at The Challenge
The Mundane world
Reality is as reality is. In some parts of the world, gender equality is
strong, even though no place is even close to having full gender equality.
In other places, women have it extremely tough. Since the world Colleges
of Wizardry exist in is our real world, things like gender inequality do
exist in the Mundane world, even though they are not felt by everyone.
The world of witchards is a bit different, though!
Magical romance
Here, no one will bat an eye if two young men show a romantic interest in
each other or two young people without starkly defined gender show
up as each other’s dates for a party. The feeling is that with young adult
Witchards, caring about such an unimportant thing as gender is simply
childish. This means that same-sex couples (or genderqueer combi-
nations) are just as common as heterosexual couples and that no one
cares what the students prefer in the bedroom.
For the larp, this means that there are no limitations on who your cha-
racter can have romantic entanglements with or what gender they can
perform and still fit the norms of society. It is of course perfectly possible
to play a character who views bisexuality as strange, but if this comes
up in conversation that sort of view will be treated with head-shaking
disbelief by most characters. On a more practical level, this means that
your character can be straight, bi, gay, lesbian, pansexual or whatever
you choose, and only a few people will care. In the same vein, your
character can identify as any gender, and those who find it strange are
the odd ones.
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How this affects play
Young adult romance is very much a part of the larp, just as it is at actual
colleges, but we see no good reason for it being limited to boy/girl
romance or binary gender norms. In the end, players decide on charac-
ters’ sexuality and gender identity - we just make sure there are plenty
of options. Also, since everything is designed so the larp can be run
multiple times, having gender neutral characters is a lot easier for us.
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2.11 Character Writing
Characters are pre-written by organisers
The Challenge has pre-written characters that are created by the
organisers. This doesn’t mean that everyone will receive a detailed
character description complete with life story, ambitions, personality
traits and so on, but that all players will receive a basic skeleton to
build their character from. Things like School, House, Path, goals,
personality traits and so on will be there, but there will also be plenty
of room for player input.
32
are also cast, since they are responsible for a lot of the game content.
And lastly, there are our Non-Player-Characters who play other cha-
racters rather than students - journalists, ghosts, etc. But apart from
these, everyone plays a student.
Players have some influence on what characters they will play, however.
They fill out a form stating what their priorities are. We will probably not
be able fulfill everyone’s wishes when it comes to what House they will
play, and whether they will play as Juniors, Sophomores or Seniors, but
we can do our best. Players will also get to prioritize which School they
want to come from. Again, we cannot give everyone their first priority,
but we will do our best to fulfill as many wishes as possible!
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Character Part 1 - The Basics
The basics are covered here. Name, Nationality, School, House, Year
and Club.
Also, a short flavour text that gives a short description of what the
character is like. Focus is on playability and easily recognizable traits.
Here, each character gets a “Light Side” and “Dark Side” written for it.
The idea is to give each character a positive side and a negative side.
The conflict between these creates a good starting point for a
meaningful inner conflict for the character - and gives the player some
options to choose between when it comes to how the character should
actually be played.
Each character gets five interesting questions, that the player must
think about. These are supposed to make the player think a bit deeper
about the character OR make the character think about interesting sto-
ryline questions. To make our lives easier as character writers, we will
sometimes reuse these. After all, it’s perfectly reasonable that more
than one character has to think about how the character feels about
werewolves!
Here, each character receives five ideas for things to actually do during
the larp. Just as with the questions, some of these will be reused.
Probably quite a few characters will want to impress teachers, explore
the castle, etc. But with around 140 characters, it won’t be a problem if
two people share a desire for duels in the Dark Forest!
Since relations are created by players either sometime before the larp
or during the pre-game workshops, we have supplied a few ideas for
relations. These are just ideas for the players, and in no way obligatory.
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2.12 Costumes
Students
As a student there are two parts to your costume. The first part is your
robe, which you can read more about below. Robes are worn by
students at all times when it doesn’t say “Students: Free time” in the
schedule, which can be found at chapter 1.5. The second part is what
you choose to wear beneath. What students wear underneath their
robes is up to them, though outlandish or “Mundy” clothes (like jeans,
rock’n’roll t-shirts and such like) are severely frowned upon. During
free time, students are allowed to wear what they please, but Staff
members have been known to deduct points to students improperly
dressed - no matter the time or the place, yes, even at the Challenge,
which is hold during holidays.The NIMBUS isn’t so old and stuff that
even shoes with rubber soles are frowned upon, but it’s not exactly
downtown Berlin either. Most students from Czocha, Nibelungen or
New World Magischola wouldn’t look out of place at high-class boarding
schools, but there are plenty of exceptions.
Staff
Staff members wear whatever they please. They all have robes
for ceremonial functions, but most of them choose not to wear them
more than they have to. And contrary to students, Staff members are
not above dressing outlandishly (and outrageously). If you’re a Staff
member at The Challenge, you dress exactly as you please.
Robes
If you play a student at The Challenge, you’ll be wearing a robe a lot
of the time. The robes are provided by our partner Iron Fortress, who
also produce the Epic Armoury series of larp equipment. Robes are
loose-fitting and come in the following sizes: S, M, L, XL and XXL, with
the XXL being big enough for (hopefully) anyone!
Colours
Houses of Czocha and Magischola are going to share their tie colours
with particular Houses of NIMBUS. Members of particular Houses can
of course still wear their own symbols and logos.
Students from Czocha wear robes with white lining, Magischola takes
gold and NIMBUS crimson.
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Chapter 3
How to play the larp
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3.1 Rules of the larp
The Safety Rules
There are a lot of things we can do at Zamek Kliczków, our location.
There are also things we CANNOT do.
• Safety and concern for the player always comes first. Even if it means
being shut out of something interesting.
• The interior of the castle is full of expensive things. No crazy stunts
can be tried in places where they are.
• We’re at a castle! This means narrow corridors, steep stairs and the
like. Don’t run, fall or damage yourselves!
• If something is moved, it must be put back. Remember this, if you
move things (like beds) around.
• There are places we cannot go, and these must be respected.
• No things that can ruin floors, walls, etc. No ink!
No physical combat
No matter how large the conflict, no witchard would dream of solving a
problem with mere violence. Monsters may be physical, but defeating
them is never a matter of just piling bodies on top of them!
The first reason is because we’re at a castle, and physical fights tend
to get rough - even when they’re just stage fights for fun. The second
reason is because we’re many players from many different playing
cultures. One person’s “This is an ok level of physical violence” may be
another player’s “I’m going to call to the police!” level.
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Wands are NEVER stolen
A wizard or a witch without a wand is a boring character to play -
unless it’s been lost on purpose. It is forbidden (offgame, as well as
in the fiction) to steal another player’s wand. Should a wand by found
somewhere, it can of course be picked up, but it should quickly be
brought it to the attention of a Staff member or a Prefect, so they can
let the player who’s missing it get it somehow.
Spellcasting
Combat spells outside the classroom are of course forbidden to stu-
dents, but most certainly not to players! Illegal spellcasting is something
everyone knows is going on, even though the in-game penalties are
severe . Magical combat uses the College of Wizardry system of magical
combat, which is demonstrated on location in workshops.
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3.2 Playing Style: Light - Dark
The world of witchards contains both light, dark and fun
Magical worlds and modern day fantasy can be done in many ways.
Some is outright comedy, some is dark and sinister, and some is just
plain strange. We want to hit a blend of both the epic, the everyday and
the entertaining. Here, it’s possible to meet silly Professors with absurd
teaching methods, have heart-wrenching moments where betrayals
seem almost real and enjoy quiet scenes doing homework and talking
about who to bring as a date for the party. But there’s also room for
deadly duels with strange beasts in the forest, secret rituals in the
forbidden basements and going to bizarre student poetry readings.
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3.3 Playing Style:
“Winning” The Challenge
The ‘winners’ of this larp are not the characters who come out on top,
but the players - all of them - who make the story come alive.
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3.4 The Unspoken Rules
There are model students at The Challenge
The well-behaved and careful student tries to avoid any unnecessary
mentioning or use of hazardous spells (jinxes do occur, you know!). The
aim is to learn more about magic. To master, to excel and to reach pro-
found insights into age-old mysteries. Childish pranks and loose talk
or reckless actions, are just in the way of real power. These students
love books, laboratory work and field studies. And they adore the wise
Professors and Judges that run this venerable institution. Sadly, these
students are few and far between, since the willpower needed to cast
spells often also provides the willpower to choose your own life. Some
students will report everything to the Prefects or Judge if “someone
used this potion or that”, while some won’t care one bit.
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3.5 Guide: Professor-Judge
Judges at The Challenge are made up of Staff and Faculty from the
three competing colleges as well as a selection of well-known
witchards from around the world.
Last, but definitely not least, you can make as many additional challenges
and activities as you like. You have to host a minimum of one compe-
tition, but there’s nothing to stop you from hosting extra events for
enthusiastic volunteers.
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You cannot compete but you can participate
Professors and judges are welcome to show off their prowess and skill
in example challenges or as entertainment after the main events.
Although you cannot win points for a school or compete for the main
prize, you too can take part in interesting tasks.
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Playability comes before plausibility
At The Challenge experiences and stories come first; even if it some-
times means stretching believability a little. If you as a judge meet ten
students on their way to do something illegal or immoral, it’s a boring
solution to send them back to the Castle. Giving them a pass in
exchange for a favor means that not only do they get to do whatever
they were planning on doing, they now have the opportunity to get
involved in play with you. We want you to stay true to you character, but
also make sure you (and others) have a great time!
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3.6 Guide: Head of a College
Traditionally, each College brings its Principal (or Chancellor or whatever
title they may have) to the Challenge. As the public face of each College,
this trio is supposed to function as a calming influence on everyone,
keeping up the appearance of good sportsmanship and focusing on
cooperation and friendly competition rather than stark rivalry.
As the Head of a College, you play a major role in defining what the
College will be like, and how its members will interact with each other.
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Being a playmaker
As a Principal, one of your central functions is to be a playmaker.
Keeping your fellow players engaged and active is your of your tasks,
and that means inspiring them to do things. Some of this is done by
maintaining discipline, and making sure your College does well in the
Challenge - after all, ALL Principals take the Challenge very seriously,
and will do a lot to make sure their College excels.
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3.7 Guide: Prefect
Prefect Duties: What’s expected of you?
You lead one of the Houses either a host or a visiting house:
As a Prefect, you are one of the leaders of the five from your school.
You play a major role in defining what the House will be like, and how
its members will interact with each other.
You will also work with two other Prefects, from different schools, to
look after the students in your shared Common Room.
Being a playmaker
As a Prefect, one of your central functions is to be a playmaker. Keeping
your fellow students engaged and active is your of your tasks, and that
means inspiring them to do things. Some of this is done by maintaining
House discipline, and making sure your House does well in the overall
Challenge.
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The important thing is that as a Prefect you can make up House tradi-
tions and goals to make life interesting for both yourself and for your
co-students. This also means you get to do things that sets your House
apart. This is true both before the larp, during the planning phase, and
during the larp itself. You get to be creative! Yay!
During the larp, you’ll find yourself extremely busy at most times. The
two big things are keeping the team organised and helping Housemates
get dates for the Challenge Ball. But being a Prefect at the Challenge
means being one of three people in charge of around twenty other
students, who will often be doing a million things at once - and trying
to make some sense of it all.
But don’t worry. It’ll all turn out alright in the end. You’ll probably have
moments where everything is happening at once and you lose track
of events, but this is not necessarily a problem. It’s ok if things are a
bit chaotic. And of course, you’re always welcome to come to us if you
need inspiration or guidelines. Or just a moment’s peace!
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3.8 Guide: Main Referee
Main Referee duties: What’s expected of you?
You introduce the Participants to the game. One of your duties is gathe-
ring all the players just after the welcoming speech, and giving them
an introduction to the challenge. This means explaining to them what
they can do and what they cannot. It is also you who must explain to
the students that use of offensive magic is strictly forbidden without
Professor supervision.
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You are in charge of the Points for the Challenge
One of your tasks is to take the points noted by the Judges into the Big
Book of Points, and transfer them onto the overall scoreboard. The way
this is done is simple and you will get separate briefing on location.
Just drop by to Dziobak room! :)
The Games
Not only are you in charge of The Big Book of Points, you can also
be the final arbiter for decisions around the judging of parts of the
Challenge. If there is a dispute, a question about cheating, or a query
about the rules, you have the final say.
Also you can create your own challenges. Whether these are lighthearted
games to pass away the hours of darkness, or life-and-death duels in
distant hedge mazes is entire up to you.
We want you to stay true to you character, but also make sure you (and
others) have a great time!
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3.9 Guide: The Challenge Regulator
During the larp you will make a lot of announcements to the assembled
crowd. There are 11 in total:
For each speech, we will give you a list of things that must be said. You
are welcome to say more than what we tell you to, of course. The main
thing about the speeches is that they should be interesting, memorable
and powerful.
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Playability comes before plausibility
At The Challenge the experiences and stories come first; even if it some-
times means stretching believability a little. We want you to stay true to
you character, but also make sure you (and others) have a great time!
Being a playmaker
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3.10 Four tips on playing
Why these playing tips?
In our daily lives, we all know how to interact with one another (to a
certain degree, at least!). We know what it feels like to be in conflict with
someone, we know how we are friends with others and we probably
have some experience with romance as well. That doesn’t transfer ea-
sily 100% to a larp, since it’s a much more compressed and “heightened”
reality. Everything happens faster, reactions and counter-reactions are
more over-the-top and everything is much simpler than in our normal
reality. For this reason, we have made a couple of playing tips for you.
They’re meant to give you some ideas and inspiration. And if you feel
you don’t need them, that’s ok!
Playing friendship
Friends talk about things small and large. Tell your friends what’s going
on in your life, and ask about theirs. Overshare! Get involved in what
they’re doing. Do your friends favours. Say good things about them
to others. Help them out when they’re in trouble, and ask them for
help when you need it. Their problems are your problems and you can
always try to make your problems become their problems! Be loyal. Be
supportive. Unless you’re going to screw them over, of course, which
is also interesting and part of friendship. After all, the worst of enemies
can have started out as the best of friends - and exactly the same the
other way around.
Playing conflict
Enemies come in all shapes and sizes, but they have one thing in common;
they will go out of their way to make your life worse, and you’ll defini-
tely do the same for them. Share their dirty secrets if you know them.
Make them up if you don’t! Say bad stuff about them behind their back.
Make it known that you’re not on good terms when you see each other.
Fake smiles, nasty “compliments” or outright verbal attacks are all part
of the package - whatever fits the situation. Get involved in the lives of
your enemies, so you can make them worse. But most importantly of
all, be prepared to change your views. Enemies today can be friends
tomorrow, and vice versa.
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Playing romance
Romance is a tricky thing. Sometimes it’s easy and light-hearted, and
makes everyone happy. Sometimes it’s complicated and dark, and is
the glue that keeps two (or more!) people together even though it’s
unhealthy. It can also be one-sided and exist only in someone’s head.
There are many ways to be romantic. Take walks and share inner
desires and dreams. Hold hands in the hallways. Stand up for each
other. Send love letters. Recite poems. Go on interesting dates in the
Dark Forest. Promise each other the world. And remember that some-
times love fails, and that is also a part of romance. Rather something
fast and furious than slow and safe.
Playing Housemates
The Houses of these schools have co-existed for centuries, but the
competition between them is fierce. For some students, having friends
outside of the House feels like betraying it, while others effortlessly
maintain and create friendships with students from other Houses. No
matter how you feel about your House, remember that its fate is bound
to you, and everything you do reflects upon it. This is especially true
at the Challenge, where you are representing your House to the
wider world of magic. At the Challenge, rivalries between Houses take
a backseat to the rivalries between House Trios. This is a time
of discovery and cultural exchange--ask questions of your Trio-mates
from other schools, and find the things your Houses have in common.
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3.11 Support characters at
The Challenge
Non-Player-Characters support the player experience
A Non-Player-Character (NPC) is character played by a participant
who’s not a player, but who instead plays a number of support roles
throughout the larp. We’re lucky enough to have quite a few partici-
pants who’ve made the journey to NIMBUS, to help us create a magical
experience for our players. They play a variety of different characters
(some of them play different characters during the course of the larp,
so don’t be surprised if you see familiar faces!), but all of them have
one thing in common - they’re there to improve player experience. Two
NPCs discussing in the Dark Forest alone doesn’t serve that much
purpose, though it may of course happen!
This means that the larp will be full of opportunities, but it also means
that things may not work as expected. A summoning spell in the Dark
Forest may produce a different outcome than hoped for, and a trip to
see a Mermaid at the river may become a little bit more exciting than
first imagined!
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Spirits of Nibelungen
The most common NPC characters are the Spirits of Nibelungen. These
spirits are bound to the castle for eternal servitude. They are easily
recognizable by their brown robes and face masks, though what they’re
wearing from the waist and down will vary from spirit to spirit. Spirits
of Nibelungen are immune to all magic, cannot be communicated with
and cannot be moved physically.
The spirits are there for a couple of reasons. First of all, it’s an easy way
for NPCs to move around the castle without standing out, since people
look more or less the same once they’ve put on the brown robe and
the mask. It also gives us a chance to block off certain sections of
the castle if we need them for specific purposes. The way to deal with
spirits is simply to ignore them and accept that they are there with a
certain fatalism.
You can still meet Vampire Hunters in the tavern, enraged Minotaurs in
the Dark Forest or mischievous Pixies in the gardens. It just means that
you’ll have to actively seek them out, and if you’re not interested, they
won’t bother you. There’ll be no attack by undead at the South Gate or
a visiting Archjustice from across the ocean demanding your attention,
but there’ll be plenty of mystery and opportunity for those who look for it.
An obvious place to go to opt in, is the tavern next to the castle, where
weary travelers and strange individuals come to rest their legs - some
looking for refuge, others on their way to adventures and looking for
companions.
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3.12 Injury and death at the larp
You cannot kill others - but you can choose to die
Being killed at a larp is very seldom fun. Dying at one can be, but usually
only if it’s something chosen by the player for dramatic impact. This
means that it’s impossible to kill other player characters; students, Staff
members, etc. It simply cannot be done without their explicit off-game
consent. The same goes for injuries that will ruin a large part of their play.
So while it’s possible to drag off another student and give them a runic
scar on the arm (using make-up, not a real scar!), it’s not possible to
cut off players’ arms, blind them permanently or that sort of thing. This
is reinforced by our potion and spell rules, where the “victim” is always
the one deciding what the effect is.
This means that while conflicts will happen and fights can become
quite serious, nobody gets killed during fights unless they choose to
on their own. And since dying means missing out on the rest of the larp
(or becoming a ghost, at the least), it’s not something that’s going to
be happening right and left. If you choose to have your character die,
make sure it’s in an interesting way, and that someone takes care of
getting the body to the Organiser Room.
After all, dead bodies aren’t supposed to walk around. It must be said
quite clearly, though, that we do not expect character death to be a
central part of the larp. It may happen in extreme cases if the players
so choose, but this is not a larp where we expect a high death toll!
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Offgame injuries
If you get hurt for some reasons, we have an Organiser (Dziobak) Room.
Go there, and we’ll do our best to help you. We have first aid kits, cars
to take people to the nearest hospital (which is about 45 min away) and
people with first aid experience. If something happens, come to us,
and we’ll do what we can. Most of all, be careful, though. The castle is
a castle, and the forest is a forest. Don’t do crazy stuff!
Emotional overload
Larps can bring out strong emotions. This is one of the reasons some
of us play, but it also means that sometimes emotional overload happens, og
something triggers a bad memory or hits home harder than it should.
This is perfectly ok and is nothing to be ashamed of or scared of. If you
feel you need someone to talk to - whether about light things or
serious - we can be found in the Organiser Room. Since the larp has
a lot of players, we’ll have a lot of different personalities and emotio-
nal registers. Problems will arise, misunderstandings will happen and
that’s unavoidable with this sort of larp. What we can assure you is that
we’ll do our best to help if you need us.
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Chapter 4
The Challenge structure
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4.1 The Challenge Disciplines
Physical challenges require the use of the body. Moving hydra eggs
without breaking them, wrestling minotaurs with protective gear and
assembling golems blindfolded all fall within the sphere of the physical.
Mental challenges put demands on the mind itself, and while magical
ability may help, it’s not at the center of the challenge. Witchard chess
with live pieces, debates in the dark under pressure and runic code
breaking are good examples of this sort of challenge.
Knowledge challenges test what the participants know, and can use.
Brewing complicated potions without recipes, creating artifacts without a
manual and listing plants to be found near a roc’s den constitute these.
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4.2 Taking up The Challenge
So you have decided to bring honour and glory to your school and
compete in one (or several) of the challenges? There are many reasons
why a character would want to compete in a challenge. Maybe you are
all about leading your school to victory, maybe you just want to show
off your awesome skills, or maybe there is a special someone you need
to impress. It can also be a way to earn status and become more popular
in your own school, an opportunity to be spotted by a talent scout, or
something to put in your application for that prestigious scholarship
you need. And participating is easy! Just make sure you are in the right
place when the Challenge Block is about to begin, as stated on the
schedule. You don’t have to sign up anywhere or report to anyone that
you plan on taking part - just show up! There might be a few exceptions
to this rule, which will be announced and clearly communicated ingame
so you always know what to do if you want to compete.
Every student can take part in every discipline, no matter what school
or house they’re from, what year they’re in or what specialties they
have. It’s just about showing up and giving it everything you’ve got!
You can take part in as many different challenges as you wish, and be
a cheerleader in just as many if that is your thing. Cheerleaders earn
points too!
The challenges are not the only way to earn points for your school, you
can also complete smaller tasks for a few points each. These tasks can
be obtained by seeking out the local Castle Goblin Riddle Heinzel in
the Tavern. And just like it is with the challenges, you can take on as
many of these tasks as you want to and have the energy for.
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4.3 The Challenge Rules
There are a few things to keep in mind about the points you earn in a
challenge. Competitors in a challenge are awarded points for their
accomplishment from the professors and the Judges. In some compe-
titions cheerleaders will be awarded points as well. All these points go
to the competitor’s school, and the school with the most points will win
the Challenge Cup at the end of the larp. The two losing schools will
give Losing Speeches - something everyone is desperate to avoid!
Even though all points go towards the Challenge Cup at the end, there
are also separate counts for each discipline, which are counted as well
For example, it is possible for Czocha to become Champion of the
Physical Discipline, but if they don’t win any other Disciplines they will
still lose the Challenge Cup.
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4.4 The Hierarchy
The Challenge Regulator
Main Referee
teachers
houses
prefects
students
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Chapter 5
Practical details!
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5.1 What to bring - Some ideas
This is not any kind of final list
It’s just a list of things we think you’d be smart to bring.
It’s divided into three parts.
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Workshop #1
When the organizer briefings are over, participants are divided into
smaller groups to talk about relations in playing styles in their smaller
groups. The idea is to help participants feel comfortable with their
characters and the game they’re about to play, to get questions out of
the way and make us all ready to start playing! ;-)
• Students separate by their school
• Professors/Staff form a group as well
• These groups have 1,5 hour to talk about how they want to play
together and to create some personal relationships with other group
members.
Workshop #2
After the first workshop, there’s a short 15 min break, and then new
groups are formed. These groups do exactly the same as before; talk
about how they want to play and establish some personal relationships.
• Students separate by their House Trios
• Professors stay in the group they have already formed.
• The time frame here is once more 1,5 hours.
Getting ready
We have set aside 45 min from 19.30 - 20.15 to get ready for the larp.
Getting into costume, saying the last offgame goodbyes to friends, etc.
However, these 45 min are also the time we have to catch up with delays,
so don’t be too surprised if they end up being a bit shorter. If your costume
requires a lot of time to get into, leave the last workshop a bit early. So
unless something goes very wrong, we will start on time at 20.15!
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5.3 Small practical things
It’s not a FAQ - but it’s close!
Some info doesn’t really fit in any other place. That info ends here. It’s
formulated as a list that you might find handy. There’s also a chance
that if something was on the list and isn’t there any more, it’s gotten its
own separate page. If something isn’t on the list, please write us and
we’ll do our best to answer. Read on!
If you have food-related troubles that are not associated with vegeta-
rianism, veganism, gluten or lactose allergies, feel free to contact our
practical castle coordinator at boruta.szymon@gmail.com. We can’t
solve problems, but we can at least make it clear to you which problems
you will need to solve yourself.
All meals will be buffet-style, so you can simply take what you prefer
from the tables.
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Chapter 6
Societies and Lore
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6.1 NIMBUS
6.1.1 Societies of NIMBUS
There are several official and unofficial clubs at NIMBUS, and there may
be members from most, if not all of these, present at The Challenge.
Rumors say, that the Club developed new rules and rituals but as they
take their second virtue very seriously, barely anything is known about
it outside of the Club. However, members of the Duelling Club stay
loyal towards each other, even after graduation.
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6.1.2 Houses of NIMBUS
Haus Krabat
House Krabat values courage and mercy. Members of Krabat often prefer
a direct solutions for problems and don’t shy away from challenges
or dangers. Unfortunately this sometimes leads them to walk darker
paths, believing the ends justify the means. The house can seem a bit
rough, and usually members don’t care a lot about mere words, high
ideals must come with the conviction to take action. Their occasionally dark
reputation aside, Krabat are also known for helping the weak, protecting
the helpless, and showing mercy to even their most bitter enemies
when they are helpless. Members of House Krabat tend to be slow to
trust - especially those who’ve lived life with the power and privilege
of the hexborn.
Haus Faust
House Faust reveres wisdom and might. Its members are known for their
academic ambitions. They make a particular effort to strive for wisdom,
believing that might itself has no value without having earned it through
ones own hand and knowledge. Rather than using backdoors, intrigue
or shortcuts, they prefer a more honorable way. Many of NIMBUS’ best
students are from House Faust. They strive to push themselves to be
better, and reach higher than others. They judge their former founder
and his followers at Czocha to be misguided and having taken the easy
way out, facing corruption as a result. Faustians from NIMBUS want to
see a change in the world, like their patron Margete von Faust wanted.
They can seem elitist and distant but if you can get past the facade,
you’ll discover a house with fierce morals and union.
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Haus Molin
House Molin of NIMBUS is known for loyalty and cunning. For Molin,
loyalty - especially inside the house - is very important. They are not
only a house, they are a family. This is strengthened by the house’s
countless traditions and rites. Traditions are a central element of the
house and there are so many, that even senior members of the House
don’t know them all. Members of House Molin often delight in crypto-
graphy and often use secret codes for communication. Molin are known
for having keen minds and incisive powers of perceptions which allow
them to find the smallest loopholes in the most complex rules and use
them for their advantage. Contrary to the stereotype, Molins do not see
their cunning as a tool for being unfair to or fooling others.
Haus Grimm
House Grimm values diplomacy and creativity, but they are also known
for being cosmopolitan and tolerant. They are creative, but often this
creativity is used to find novel ways out of trouble or to dodge the
rules. Grimmlings are known to value equality, and being unafraid to
follow unconventional paths to reach their goals. It’s often members
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of House Grimm that become the rebels, outsiders, philosophers and
revolutionaries of the school.
Haus Flamel
House Flamel prides itself on diligence and reticence. Though many
members of the house could claim to be the best students in the school,
they are usually not interested in direct competition. Diligence brings
wisdom and achievements, but wisdom is only useful when guarded
by reticence. House members value acting in secrecy and only letting
their closest confidants know their true purposes and goals. Secrets
are the currency of House Flamel. Flamel is also known for being fond
of the beautiful and timeless things in life. The house has a history of
appealing to students curious about finding a means to magical
immortality, which has brought it many excellent students, but lead
many of them down dark and tragic paths
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6.2 Czocha
6.2.1 Societies of Czocha
There are several official and unofficial clubs at Czocha College, and
there may be members from most, if not all of these, present at The
Challenge. For more information about societies at Czocha, see the
CoW design doc pg. 55.
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W.A.N.D
W.A.N.D is an acronym for Witchards Against Non-Hexborn Discrimi-
nation, an organization which started as a coalition of smaller social
justice groups that fought against hexism, anti-werewolf sentiment,
and discrimination against Duds born to Hexborn families. Over time
W.A.N.D has become the nexus of progressive student politics at Czocha
College.
Other official Czocha societies include the poetry and arts club Horse
without Wings, A.R.M (the Alliance for Reclaiming Magic) and The
Basement Beer Brigade. Other unofficial Czocha societies include the
Ancient Order of Mischief and the Iron Covenant.
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6.2.1 Houses of Czocha
House Libussa
The first Founder of Czocha and the one who truly set in motion the
creation of the school was the legendary founder of Prague, Libuše
herself. Libuše is credited with the creation not only of Prague, but also the
Kingdom of Bohemia itself. In emulation of their Founder, the Libussans
strive to be as forward-thinking as possible. They are a House of
revolutionaries, artists, trailblazers, and free-thinkers. Their values are
Creativity, Daring & Foresight and their colours are Purple & White.
House Durentius
The second Founder of Czocha and the one who introduced the House
system by assigning orange ties to his students and purple ties to the
students of Libuše was the legendary Silesian Witchard known
variously as Pan Twardowski, Laurentius Dhur, or simply Durentius. Like
their Founder, the Durentians strive to be as wholeheartedly alive as
possible. They are a House of creators, fonts of energy, and lovers of
life. Their values are Valour & Diligence and their colours are Orange & Brown.
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House Faust
The third Founder of Czocha had already played an instrumental role in
the founding of another institute of magical learning - NIMBUS - before
he came to be a Founder of Czocha. The Czocha Faust are decidedly
more influenced by the hardline power-politics approach of Johann
Georg von Faust. Like their founder before them, Czocha Faustians can
seem almost Machiavellian in their application of power. The world may
be ugly and unfair - but a true Faustian can fight just as dirty as their
enemies. As a result, they have fostered something of a split with the
NIMBUS Faustians. Ironically, the greatest rivals of Faust might just be
Faust - but then again, who else would do? They are a House of daunt-
less influencers, politicians and leaders. Their values are Knowledge,
Power & Ambition and their colors are Blue & Gold.
House Molin
The fourth Founder of Czocha was the enigmatic Witchard and Kabba-
list known through most of their life as Abraham Molin. Molin is credited
with the creation and furtherance of much of modern golem-crafting,
and although few truly knew them they touched many lives. In honour
of their Founder, the Molinians continue their legacy. They are a House
of close-knit unity, true camaraderie, and community. Their values are
Loyalty & Cunning and their colours are Green & Bronze.
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House Sendivogius
The fifth and final Founder of Czocha was the heroic and silver-tongued
Michał Sędziwój, known also as Sędzimir or Michael Sendivogius. While
Sendivogius lived long after the other Founders, it is understood that
without his efforts Czocha would be a shadow of its former self.
Celebrating their Founder, the Sendivogians strive to uphold his honour.
They are a House of adventurers, diplomats, and warriors. Their values
are Courage, Honour & Diplomacy and their colours are Red & Silver.
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6.3 Magischola
6.3.1 Societies of Magischola
New World Magischola is host to many clubs, both official and unofficial.
Members of most of these clubs and societies will likely be in atten-
dance at The Challenge, in some capacity. Some will be trying to recruit
new members, establish international partnerships, or seeing what they
can learn from the ways Conflux life differs from Magimundi society.
Sapience Advocates
A very intense activism group, focused on ensuring the rights of all
sentient beings, not just humans, many of whom do not have full legal
status in the Magimundi. While in the past they have focused on the
rights of vampires and Lycanthropes, their current primary emphasis is
on chupacabra rights--a difficult challenge, as many in the Magimundi
do not believe chupacabra are sentient at all.
Cultus Iktus
A counterculture group that openly uses mundane technology, finding
ways to integrate things like computers and smartphones into their
spellcasting. Cultus Iktus is the primary organization for Technomancers
in the Magimundi, as it is not seen as a proper area of study for mages.
Foresight Enterprises
While not technically a club, employees of Foresight Enterprises
represent a powerful presence at New World Magischola. The Magi-
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mundi’s largest corporation funds research, political movements, and
various other projects. It engages in practices many consider unethical,
and its head, Morris Hayes, has been the target of many recent activist
campaigns.
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6.3.2 Houses of Magischola
House Croatan
While the first four houses of NWM were created at the same time,
Virginia Dare’s House Croatan is considered to hold the honor of being
the first house considering her role in organizing the cooperation of the
other founders. Members of House Croatan value tradition, honor, and
bold action to uphold and protect the Magimundi and their secrets. A
witchard of House Croatan expects to be respected, but knows that
this respect must be earned by skill and action. The Croatan house
motto is ‘To Dare is to Do,’ and their colours are those of their painted
turtle mascot: orange and brown.
Dan Obeah
Tituba, second of the four founders, was a talented shapeshifter and
healer who set aside her distrust for institutions in the hopes that the
school could help young mages develop a strong sense of ethics.
Members of Dan Obeah have a thirst for knowledge, and believe in its
power to bring freedom from enslavement. They value transformation,
renewal, and wisdom, and strive to use their formidable power, skill,
and clear-thinking for good. They seek harmony, consensus, and
symbiosis, but also know the importance of eliminating toxic elements
for the greater good. The Dan Obeah house motto is ‘By Wisdom and
Foresight’ and their colours are hunter green and silver.
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Maison DuBois
Etienne Brulé, a fugitive from the European Confluxes with a colorful
past, served as the first Chancellor of New World Magischola and began
the Marshal tradition. Students of Maison DuBois have a strong inner
compass and want to ensure that the magical world is safe, ordered
and ethical. They have a fervent belief in justice and are not afraid to
step into a conflict to set things right. Their convictions are unassai-
lable and they value strength and loyalty above all. The Maison Dubois
motto is ‘Always Just,’ and their colors are royal blue and white.
Casa Calisaylá
Calisaylá was considered to be the most powerful of the founders,
and after initial disagreements, used their magic to protect the school.
Those from Casa Calisaylá have a certain disregard for rules and
limitations, and tend to be full of cunning and mischief. Just as their
founder eschewed the gender binary, Calisaylá students often eschew
traditional solutions. The Calisaylá motto, ‘Honor the Past, Embrace the
Future,’ comes from the long tradition of storytelling at the core of the
house’s philosophy. The house colors are crimson and gold.
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Lakay Laveau
Marie Laveau, perhaps the greatest artificer of her era, was invited to
found a House at NWM if she would also teach there. Students of
Lakay Laveau are known for powerful charisma that allows them to get
what they need easily. They are unafraid to embrace the darker sides
of magic, and, continuing in the tradition of their founder, see death as
just another part of life. Students of Laveau see the world as their play-
ground, and are not afraid to enjoy themselves in it. The Lakay Laveau
house motto is ‘With Mind and Skill,’ and their colors are royal purple
and dark grey.
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6.4 Clubs of The Challenge
Besides the clubs and societies of Czocha, NIMBUS and Magischola,
there are three clubs that are being activated only for the time of the
Challenge. Every student can join the club, no matter from which school
they are originating.
The Devil’s Dealers activities include, but are not limited to: placing
bets on Challenge participants (duh), all sorts of gambling, collecting
and selling favours, charms, magical objects, potions, dangerous plants
and once even (which resulted in the incident that most people would
prefer to forget about) a baby dragon transmuted into a chicken.
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6.4.2 The Marconi’s Mumbling Masters
The Marconi’s Mumbling Masters or 3M is the official radio club of the
Challenge. Its members are carefully chosen before the start of every
Challenge and it is considered a main source of news and entertain-
ment. Members of 3M are bold, cheeky, forthcoming, quick-witted and
always well informed.
News, music and the best possible entertainment - those are all the
3M’s values, but the order of their importance depends heavily on the
members of the club.
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6.4.3 The Snifflers
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6.5 Cultural differences
A Note on Eurocentrism
College of Wizardry: The Challenge is about a competition between
three magical schools, two of them European (Czocha, Nibelungen)
and one of them American (New World Magischola). The competition
itself takes place on the grounds of Nibelungen, one of the European
schools, and as such most of the following lore is written from a
Eurocentric perspective. Each sub-chapter does have a short note on
how the situation differs in the New World Magimundi, however.
There are many discrepancies between the two magical worlds, and
many of the expectations that Europeans might have about Americans
and vice versa will turn out to be wrong. This is a game which is also
about culture clashes, and the meeting of wildly different cultures.
When the New World meets the Old World, there’s bound to be a few
things lost in translation.
Most of the visitors from the New World Magimundi would probably
find the ways and culture of the European Confluxes bizarre at best -
just as the European students would find the New World Magimundi
bizarre had the situation been reversed. Nonetheless, they’re here. And
while they’re here, they’ll be bound by the conventions and rules of the
Old World, so it’s worth studying it at least a tiny bit before the leap is
made and one finds oneself in a proper castle older than the U.S.A.
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Appendix
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Cheat sheet zone
NIMBUS
House Flamel
Values: Secrecy & Diligence
Symbol: Unicorn
Colors: White & Silver
Founder: Pernelle Flamel
House grimm
Values: Diplomacy & Creativity
Symbol: Wolf
Colors: Turqoise & Irongrey
Founder: Jakob & Wilhelm Grimm
House Faust
Values: Wisdom & Might
Symbol: Dragon
Colors: Blue & Gold
Founder: Johann & Margarete von Faust
House Molin
Values: Loyalty & Cunning
Symbol: Golem
Colors: Green & Copper
Founder: Abraham Molin
House krabat
Values: Courage & Mercy
Symbol: Raven
Colors: Red & Black
Founder: Antonius Krabat
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Cheat sheet zone
Czocha
House Libussa
Values: Creativity, Daring & Foresight
Symbol: Silver Lion
Colors: Purple & White
Founder: Libuše
Influenced by Czech culture
House Durentius
Values: Valour & Diligence
Symbol: Rooster
Colors: Orange & Brown
Founder: Laurentius Dhur
Influenced by Silesian culture
House Faust
Values: Knowledge, Power & Ambition
Symbol: Dragon
Colors: Blue & Gold
Founder: Johann Georg von Faust
Influenced by German culture
House Molin
Values: Loyalty & Cunning
Symbol: Golem
Colors: Green & Bronze
Founder: Abraham Molin
Influenced by Ashkenazi culture
House Sendivogius
Values: Courage, Honour & Diplomacy
Symbol: White Phoenix
Colors: Red & Silver
Founder: Michał Sędziwój
Influenced by Polish culture
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Cheat sheet zone
New World Magischola
dan obeah
Motto: By Wisdom & Foresight
Symbol: Raven
Colors: Green & Silver
Founder: Tituba
Attributes: Transformation, Wisdom, Renewal
casa calisayla
Motto: Honor the Past, Embrace the Future
Symbol: Coyote
Colors: Red & Gold
Founder: Calisayla
Attributes: Respect, Equality
House croaton
Motto: To Dare is to Do
Symbol: Painted Turtle
Colors: Orange & Brown
Founder: Virginia Dare
Attributes: Honor, Courage, Preservation
maison du bois
Motto: Always Just
Symbol: Grizzly Bear
Colors: Royal Blue & White
Founder: Etienne Brûlé
Attributes: Loyalty, Strength
lakay laveau
Motto: With Mind & Skill
Symbol: Alligator
Colors: Deep Purple & Black/Grey
Founder: Marie Laveau
Attributes: Tenacity, Creativity, Cunning
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Map of NIMBUS
Ground floor
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First floor
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Second floor
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Read further
The Challenge takes place in an established universe. There are quite
many other events coexisting there and a lot of supplementary material
that you may find interesting and use it to enrich your experience. Of
course none of the following is obligatory reading but if, after going
through this whole Design Document, you feel a thirst for more, here
are some useful links (and explanations):
Websites
The main go-to place for all the information - both in- and off-game:
Design Documents
Just like the file that you are reading right now, the Design Documents
contain a lot of information. Some of it will be relevant only to the
nearest upcoming events but most of it will be interesting and useful
for players taking part in other events (like The Challenge) as well.
• https://drive.google.com/open?id=0B2gJJxX2pBTJS3NNOU1ZWEJD-
WFk - this is the CoW: Nibelungen Design Document. As Nibelungen
is a German-language larp, the Design Document is also in German.
The pages that would be most useful to the Challenge players are:
• https://docs.google.com/document/d/1kXCOY2Uc3f4Ww1osrm-
p4ICJFHCZqwZPMJKOb_IQ1abY/edit# - this is the World Document
for the New World Magischola. It deals in details with the lore of the
Magimundi and can be useful to the players whose characters come
from this region. This info (and much more) can also be found at the
Magimundi wiki: http://magimundi.wiki/index.php?title=Main_Page
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Books
Several books (both in- and off-game) have also been created in the
cadre of this world. You can access three of them online:
http://www.rollespilsfabrikken.dk/cow/handbook/czcoha_student_
handbook.pdf
This is the in-game student handbook and - as all textbooks are - it is
susceptible to errors and misconceptions. Don’t hold it for the one and
only truth but feel free to read it, use it and create interesting play with
it. Or disregard it completely, if you prefer.
http://www.rollespilsfabrikken.dk/cow/handbook/cowbestiary.pdf
This is a bestiary that was created to accompany the handbook. All of
the points above pertain to this book as well.
http://rollespilsakademiet.dk/cow/thebookofcow4-6.pdf
This is the off-game book relating the stories and showcasing the photos
of players taking part in CoWs 4-6. If you want to learn more about what
it feel like to participate in one of out larps, take a good look inside!
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Credits
Designers
Stefan Deutsch
Karsten Dombrowski
Maury Brown
Agata Šwistak
Artists
Czocha crest: Justine Jones
New World Magischola crest: Lars Bundvad
NIMBUS crest: Justine Jones
Layout
Lisa Wolfrum (Wolfrum Graphics)
Photographers
Nadina Dobrowolska
Przemysław Jendroska
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