Introducing a bi-weekly study system with course list


Strength of Thousands


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While the vanilla 'Life in the Magaambya' study system is too bare-bones for my taste, the expanded Magaambya with weekly checks is too overwhelming for me. So in my system, I picked some parts from these systems, as well as from the Monthly study system (which includes exams, and roles for branches), to make a new bi-weekly study system. I don't have a calendar or exams but I do have a course list, as my players indicated they would like to choose the courses their characters are following, and I've seen some nice examples of courses online already.

So with that, I present:
BI-WEEKLY STUDY SYSTEM

for the Magaambya. This document is written from a player's perspective. The branch benefits remain the same, though you could also change the benefits based on what courses the players took. I also encourage to combine it with an NPC Influence system, for which many options can be found online: I personally like this one best. How many Influence Points (or Friendship or Relation Points) you need for an NPC to give a certain advantage is left open. I also had to introduce some new teachers, else the teaching load of the staff mentioned in the AP would become ridiculous. For example, there is only one Emerald Boughs teacher mentioned (Zuma) and it is mentioned that he only teaches electives, so I made up some alchemy and other related courses for him.

Now we have 4 possible study system options (3-monthly, monthly, bi-weekly and weekly), so I hope this will be useful to someone. Please let me know if you have any critique!


What a lovely addition!

Thank you!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I really enjoyed this! The course list is excellent!

Just curious - Have you come up with any info about the new teachers you added?


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Cintra Bristol wrote:

I really enjoyed this! The course list is excellent!

Just curious - Have you come up with any info about the new teachers you added?

Not yet, I'll probably improvise something in my campaign. But someone on reddit started work on this:

Quote:
I really like this and have started fleshing out the new teachers. Since their names were similar, I have made Xhosiliawa a kobold and a sister to Xhokan from the Powderpile. Varashod is an android. Working on the others.


Very Cool!

New Courses that I can add to my ridiculous list of 276 courses!


I really love this resource! I notice that the courses only go up to Year 3. This should coincide roughly with the party starting book 3 (where they graduate). What do you plan to do/suggest for leveling up past then? Just going back to the original system?


TheOddestDuckling wrote:
I really love this resource! I notice that the courses only go up to Year 3. This should coincide roughly with the party starting book 3 (where they graduate). What do you plan to do/suggest for leveling up past then? Just going back to the original system?

Thanks! I haven't given it much thought yet, but I was under the impression that at some point the original system wants characters to switch to the practical research activity. Alternatively, I have seen many ideas of not immediately making the PCs teachers, but first let them supervise other students or do some graduation project (or both at the same time). I think this would be a good option for book 3 rather than more courses.

So rather than traditional courses, switch to other things like internship / practical research / graduation project / custom courses / inventing new spells / supervising newer students / learning to teach.

Archives of Nethys

@Lawrencelot, this is an absolutely amazing system and I only have 1 piece of feedback.

Study Together is the only activity that is not skill-based, and it unfortunately unbalances the whole system. I understand the flavour that you were going for, but it puts a massive emphasis on 2 specific classes. There is also no way for any others to bridge this gap once class is selected.

Short version: Clerics and Druids get a bonus Hangout action and Study boost with only a slight chance of penalty, every other class is a big gamble.

Math:
-Cleric/Druid (75% no-penalty hangout): 18 Wisdom is basically a given in PF2e, and Cleric and Druid both have Expert Will.
5% chance to lose influence, and 1 lower study result
20% chance to get a free Hangout, but -2 study
50% chance to get a free Hangout
25% change to just get free influence, and success -> crit in study

-Fighter going Wizard (45% no-penalty hangout): The AP suggests having at least 1 martial character, and this is a classic trope. So, 10 Wisdom, and Trained Will is +3 at 1st level.
10% chance to lose influence, and 1 lower study result
45% chance to get a free Hangout, but -2 study
45% chance to get a free Hangout
0% change to just get free influence, and success -> crit in study

-Any non-Wis-based caster (55% no-penalty hangout): 15 classes with Expert Will, going for Class/Wizard still only have a roughly 50/50 shot.

Recommended change:
Use 1 skill from each mental stat. So that anyone has the chance to train a skill to engage with this Action.
- Diplomacy (Cha): You just click with your study partner, and learn a lot from each other.
- Academia/Magaambya Lore (Int): Your study plan and notes are so well written that you cover all of the material quickly.
- Survival (Wis): You plan fun and informative excursions into the surrounding area that are related to the course material.


Hey Grifta, thanks a lot for your feedback! Appreciate your kind words and the effort you put into this.

Oh, I didn't do the math exactly, but this is absolutely intended. I was wondering what kind of characters would be disciplined enough to turn a group activity not too much into a social activity / party (which is what a charismatic character might do), while also not turning it into a solo study (which is what an intelligent character might do). A wise character would be able to balance this. Totally subjective, I know, but that's what you get with abilities anyway. I can completely imagine the clerics and druids, and also the monks and rangers, to better be able to seriously lead such a group effort, as opposed to the more charisma-based or int-based characters.

It is not as unbalanced as you portray here though. A high wis character might have less charisma, which they might need to succeed with the Hangout (many influence checks will be charisma-based). And a high int character might be better at the Study checks, as many int-based skills are used for Study checks, and they would be trained in more of such skills. Not too sure about this last point as it depends a lot on the chosen branch and on the class, but I have more points:
- having a 90% chance to get a free Hangout, even with a -2 penalty, is still a very good trade-off for those who find their NPC relationships important. Even more so if a low nr. of points is required for an NPC influence benefit (this completely depends on the Influence subsystem, which is left open).
- You can completely ignore this activity if you want and just Study and Hang Out in the same period anyway. You won't get as much benefit as a high wis character going for this option, but it is still a good option.
- A low wis PC can Study Together with a high wis PC. I made sure that the highest Will save counts in this case, because the high wis character would take the lead in the teamwork. In this case, you don't get the influence bonus with the NPC, but you could still get the possibility to turn a Study success into a crit success.

It is good that people using this system are aware of the unbalance though, and I like your recommended changes, they indeed make it all more balanced (except that maybe high charisma characters would have a slight advantage, which would be fine for a teamwork-based activity too!).

The reason to tie it to a save instead of a skill, is that in my opinion you need discipline to not let a group activity degenerate into a social activity, or to avoid the trap of getting distracted, but to keep yourself and others focused on the task. I found Will to be the most fitting save. But your skill suggestions make sense too.


Hi everyone, I have updated the system into a 5 year course list, with the fifth year being an internship in Nantambu. This is because at the start of book 3, the PCs are expected to be lvl7 in their primary branch, so if they are also half that level in their secondary branch, that means 50 courses are required to be passed, which happens in 5 years in this system. After that, you can either follow the AP and let the PCs become teachers, or treat the trip to Bloodsalt as some kind of graduation or practical research project to finish their studies if you want to delay them becoming teachers.

Thanks to The Oddest Duckling for helping me with the final courses!

The link in the first post should still work, but if anyone wants to make adaptations to their campaign, here is the source code for scribe.pf2:

source text:
watermark (
Magaambya bi-weekly study system
)
title (
Magaambya bi-weekly study system
)
head (
# Magaambya bi-weekly study system ((Title))
A bi-weekly study system for Life in the Academy (Strength of Thousands).
-
)

The Life in the Academy system detailed in *Pathfinder Adventure Path #169: Kindled Magic* works great for those who do not want to spend too much time on downtime. This alternative bi-weekly system is for those who want a bit more elaborate downtime, where players progress in their study by taking courses that they can choose.

## Courses ((+Courses))

The Magaambya offers many courses, as detailed at the end of this document. While some courses require your character to study from books and scrolls, many courses take a more hands-on approach where students learn by solving practical problems. There are three types of courses: **general courses**, **branch courses**, and **electives**.

Your character first chooses a primary and secondary branch, starting at level 0 in both and advancing in level as you complete your courses. After choosing your branch, you have to choose which courses to follow in the coming year:

* Choose 10 courses in total each year.
* Choose at least 4 courses that are either general courses or part of your primary branch, and choose at least 2 courses that are either general courses or part of your secondary branch.
* The remaining courses can be anything, even electives or courses from a different branch.
* In the first year, some general courses are obligatory, as indicated on the course list.
* For general courses and courses not part of your primary or secondary branch, choose whether they belong to your primary or your secondary branch.

If you pass 5 courses belonging to your primary or secondary branch, you advance in that branch by one level. Note that you can’t advance your primary branch level above your character’s level, or your secondary branch level above half your character’s level (both with a minimum of 0), but you can 'save' your passed courses to level up your branch later.

If you pass all 10 courses you chose, you can pick 10 new courses from the next year, no matter if this took less or more than a year for your character to happen.
|

note(
#Influence
Some of the downtime activities have influence on the relationship with NPCs. For this, the Influence subsystem is used (*Gamemastery Guide pg. 151*), with Discover and Influence opportunities. The GM might give you bonuses when your relationship with an NPC reaches a certain number of Influence Points.

)

## Downtime periods ((+Downtime Periods))

In this system, each downtime period consists of two weeks, where 10 days can be used during the work days, for example to study, and 5 days consist of free time during the evenings and weekends that can be used for other activities.

## Downtime activities ((+Downtime Activities))

The following downtime activities are available to choose during any two week downtime period. Typically, the 10 work days are used for studying, while the 5 days of free time are used for relaxing and socializing, or for standard downtime activities such as Earn Income or Craft.

item(
# Study ((++Study))
-
; downtime
**Requirements** You are an initiate, attendant, or conversant.
-
You spend 10 days to give everything you have to your studies, in keeping with your branch. Choose one of your 10 courses and whether it belongs to your primary or second branch. Attempt a skill check with one of the course’s associated skills against a standard DC of the branch’s level.

**Critical Success** Incredible results! You ace every exam and cause a stir that all the instructors notice. You pass the chosen course and immediately also pass another course.

**Success** You succeed in your studies admirably and pass the chosen course.

**Failure** You need to work harder and try again next time.

**Critical Failure** You make a major mistake that requires you to perform remedial studies. Next time you Study, the outcome is one degree of success lower.
)

=

item(
# Cram ((++Cram))
-
; downtime
**Requirements** You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit
-
Realizing that you’re falling behind in your studies, you cram more than you probably should. You spend 15 days in total, which includes your free time, to catch up in your studies. This causes you to attempt to do the Study activity twice during this time. However, the extra studying comes at a price. Until you have taken the Rest downtime activity, you’re particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be fatigued for that day.
)

item(
# Rest ((++Rest))
-
; downtime
-
You spend your 5 days of free time to rest. You become fully healthy, clearing any negative non-magical conditions (going by the nursery if needed), and you gain a +1 circumstance bonus to one of the downtime activities in the next period. This also clears the fatigued effect of the Cram activity and the negative effect of a Critical Failure of the Study activity.
)

item(
# Hang out ((++Hang Out))
-
; downtime
-
You spend all of your 5 days of free time to socialize with an NPC, hanging out and doing hobbies together. Attempt a Discover or Influence check with the NPC (as detailed in *Gamemastery Guide pg. 151*).

)

item(
# PRACTICAL RESEARCH ((++Practical Research))
-
; downtime
**Requirement** You are a conversant or lore-speaker.
-
You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options.

)

|
item(
# Study together ((++Study Together))
-
; downtime
**Requirements** You are an initiate, attendant, or conversant.
-
You form a study group together with one NPC or PC. You spend 10 days to study together for the same course, doing projects and homework together. This can benefit both your studies but could also easily distract you. Attempt a Will save (if there are two PCs, the one with the highest Will attempts the save).

**Critical Success** You both enhance each other's studies with great teamwork. Attempt a Study check: if you roll a critical failure, you get a failure instead, and if you roll a success, you get a critical success instead. In addition, gain an Influence Point with the NPC.

**Success** You manage to work effectively as a team with no distractions. Attempt a Study check and a Discover or Influence check at the same time.

**Failure** You both become distracted when working together. Attempt a Study check with a -2 penalty, and attempt a Discover or Influence check on the NPC at the same time.

**Critical Failure** You both don't get along due to your differences in studying for this course. Attempt a Study check. It becomes one degree of success worse. In addition, lose an Influence Point with the NPC.

)

item(
# Explore Nantambu ((++Explore Nantambu))
-
; downtime
-
You spend your 5 days of free time to find a place of interest in the Magaambya or in Nantambu and surroundings. If the place is well-known, you succeed automatically. If the place is secret or niche, attempt a Diplomacy, Perception or relevant Lore check.

**Critical Success** As success, but you also find another place of your GM's choice that they think would be useful or of interest to you.

**Success** You find the place of interest.

**Failure** You didn't manage to find anything of interest.

**Critical Failure** You got lost or ran into trouble. Until you have taken the Rest downtime activity, you’re particularly tired from exploring the city; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be fatigued for that day.
)

=
# List of Courses ((+List of Courses))

##### Year 1
**General Courses** ( * = obligatory) | **Skills** | **Teacher**
--- | --- | ---
* History of the Magaambya | Society, Academia/Magaambya Lore, Arcana, Nature | Ahassunu
* The Cantrip Project | Arcana, Nature | Oyamba
* ***One of the following***:
Druidic for Beginners (Druids only) | Nature | Ulawa
Spellbooks and Scribing Methods | Arcana | Tahenkot
The Elements as a Source of Magic | Arcana, Nature | Ayuwari
The Eight Schools of Magic | Arcana, Nature, Religion, Occultism | Oyamba

**Cascade Bearer Courses** | **Skills** | **Teacher**
--- | --- | ---
Principles of Metamagic | Arcana, Nature, Occultism | Lesedi
Interpreting Dreams | Occultism, Religion, Deception | Lesedi
Deities of Golarion | Religion, Society, Diplomacy | Yavased
An Introduction to Anathema | Religion, Nature, Diplomacy | Yavased
Linear Approximations of Leylines | Crafting, Arcana, Occultism | Ot

**Emerald Boughs Courses** |**Skills** | **Teacher**
--- | --- | ---
Garundi Geography | Terrain Lore, Survival, Nature | Mezitani
The Xanmba Dialect | Society, Diplomacy, Performance | Xhosiliawa
Working Effectively as a Team | Diplomacy, Society, Intimidation| Xhosiliawa
Familiar Theory | Arcana, Nature, Crafting| Berendu
How not to be recognized: Mundane and Magical Disguises | Deception, Society, Stealth |Berendu

**Rain-Scribes Courses** |**Skills** | **Teacher**
--- | --- | ---
Care and Identification of Mwangi Flora and Fauna | Nature, Survival, Medicine| Ulawa
Blending and Substituting Spells | Arcana, Occultism, Deception |Mezitani
Scrolls, Staves and Wands | Arcana, Crafting, Deception| Varashod
Garundi Geography | Terrain Lore, Survival, Nature| Mezitani
Principles of Metamagic | Arcana, Nature, Occultism| Varashod

**Tempest-Sun Mages Courses** |**Skills** | **Teacher**
--- | --- | ---
Following the Footsteps of the Ten Magic Warriors | Athletics, Magic Warrior / Jatembe / Magaambya Lore, Acrobatics| Ahassunu
Mundane Weapons and Armor | Crafting, Intimidation, Warfare Lore | Oyamba
Jungle Rhythms and Melodies | Performance, Nature, Survival |Nhyira
Physical Expression| Athletics, Acrobatics, Intimidation |Tahenkot
Unarmed Combat Training| Athletics, Medicine, Intimidation |Ayuwari

**Uzunjati Courses** |**Skills** | **Teacher**
--- | --- | ---
The Art of Storytelling | Performance, any Lore, Society |Elresja
An Introduction to Theatre and Drama| Performance, any Lore, Society |Nhyira
Mwangi Diplomatic Relations| Diplomacy, Society, Settlement Lore |Ahassunu
Jungle Rhythms and Melodies| Performance, Nature, Survival |Nhyira
Following the Footsteps of the Ten Magic Warriors | Athletics, Magic Warrior / Magaambya Lore, Acrobatics |Ahassunu

**Elective Courses** | Skills | Teacher
--- | --- | ---
Exploring Ancient Ruins | Survival, Stealth, Thievery| Mezitani
Stars and Planets of the Material Plane and their Influence | Religion, Occultism, Nature | Ahassunu and Lesedi
Alchemical Formula Notations and Basic Alchemical Reactions | Crafting, Arcana, Deception |Zuma
The Power of Tattoos | Crafting, Religion, Intimidation| Zuma
Prayers and Rituals | Religion, Society, Occultism| Zuma

=

##### Year 2

**General Courses** |**Skills** | **Teacher**
--- | --- | ---
Halcyon Magic 1 | Arcana, Nature |Ayuwari
History of the Mwangi Expanse | Society, Survival, Nature |Oyamba
Introduction to Magical Research Design | Crafting, Arcana, Academia/Magaambya/Library Lore |Ot
Introduction to Runic Systems Theory | Crafting, Arcana, Society |Ot
Advanced Druidic (Druids only) | Nature| Ulawa

**Cascade bearer courses** | **Skills** | **Teacher**
--- | --- | ---
Elemental Ballistics | Arcana, Nature, Crafting| Ot
Links between the Four Essences | Arcana, Nature, Occultism |Yavased
The Planes of the Multiverse | Occultism, Religion, Lore about a specific plane| Lesedi
Empyreal Lords and other Demigods | Religion, Occultism, Lore about a specific deity or demigod |Yavased
Advanced Magical Research Design | Crafting, Arcana, Academia/Magaambya/Library Lore| Ot

**Emerald boughs courses** | Skills | Teacher
--- | --- | ---
Mwangi Diplomatic Relations | Diplomacy, Society, Settlement Lore| Ahassunu
Nantambu Politics | Nantambu Lore, Society, Diplomacy |Xhosiliawa
Dinner and Party Etiquette | Society, Diplomacy, Deception |Xhosiliawa
Responsible Enchantment | Occultism, Society, Diplomacy |Berendu
The Truth behind Names | Occultism, Society, Lore about a specific creature |Berendu

**Rain-scribes courses** | **Skills** | **Teacher**
--- | --- | ---
The Truth behind Names | Occultism, Society, Lore about a specific creature| Berendu
Advanced Runic Systems Theory | Crafting, Arcana, Society |Mezitani
The Planes of the Multiverse | Occultism, Religion, Lore about a specific plane |Lesedi
Humanoid Anatomy 1 | Medicine, Humanoid Lore, Survival |Varashod
Poisons and Diseases | Medicine, Survival, Thievery |Ulawa

**Tempest-sun mages courses** |**Skills** | **Teacher**
--- | --- | ---
The Art of Flight | Acrobatics, Arcana, Nature| Tahenkot
Abjuration Rituals | Arcana, Nature, Occultism| Ayuwari
Traps and Snares | Survival, Thievery, Crafting| Tahenkot
Voice Training |Intimidation, Performance, Medicine | Ayuwari
Humanoid Anatomy 1 | Medicine, Humanoid Lore, Survival |Varashod

**Uzunjati courses** | **Skills** | **Teacher**
--- | --- | ---
Advanced Runic Systems Theory | Crafting, Arcana, Society| Mezitani
Seducing with Words | Diplomacy, Performance, Deception| Nhyira
Creating Magical Items Part 1: Reading Formulas | Crafting, Arcana, Deception| Elresja
Chords and Bass in Mwangi Music | Performance, Nature, Survival| Elresja
Advanced Techniques in Theatre and Drama | Performance, any Lore, Society| Nhyira

**Elective courses** | **Skills** | **Teacher**
--- | --- | ---
Insects in Magic and Ecology | Nature, Survival, Thievery| Ulawa
Extraplanar Creatures and their Whims | Occultism, Religion, Lore about a specific plane or creature |Lesedi
Health and Nutrition |Medicine, Survival, Lore about a food or drink |Ayuwari and Yao
Potion and Elixir Brewing | Crafting, Arcana, Occultism |Zuma
The Origins of the Multiverse and Deity Relationships| Religion, Occultism, Lore about a specific deity or plane| Zuma

=

##### Year 3

**General Courses** | **Skills** | **Teacher**
--- | --- | ---
Halcyon Magic 2 | Arcana, Nature| Ayuwari
Masks and their Meanings | Arcana, Nature, Religion, Occultism, Crafting |Oyamba
Meditating and Refocus | Religion, Nature, Arcana| Tahenkot
Spell Design 1 | Arcana, Nature, Academia/Magaambya/Library Lore| Ot
Spell Design 2 | Arcana, Nature, Academia/Magaambya/Library Lore| Ot

**Cascade bearer courses** | **Skills** | **Teacher**
--- | --- | ---
Summoning and Banishment | Religion, Occultism, Lore about a specific creature |Lesedi
Spell Design 3 | Arcana, Nature, Academia/Magaambya/Library Lore |Ot
Advanced Metamagic | Arcana, Nature, Occultism| Lesedi
Occult and Divine Magic and Forbidden Lore | Occultism, Religion, Lore about a specific Creature| Yavased
Ancient Text Translation in Practice| Society, Deception, Academia/Library Lore| Lesedi

**Emerald boughs courses** | **Skills** | **Teacher**
--- | --- | ---
The Art of Compromise | Diplomacy, Society, Deception| Ahassunu
Mwangi Linguistics | Society, Deception, Academia/Library Lore| Mezitani
Effects of the collapse of the Shory Empire on Modern Mwangi Politics - how the power has trickled down and effects us even today | Society, Occultism, Academia/Library Lore| Ahassunu
Social Network Theory | Diplomacy, Society, Occultism| Berendu
Subtle Influences with Music and Smell | Occultism, Performance, Survival| Xhosiliawa

**Rain-scribes courses** | **Skills** | **Teacher**
--- | --- | ---
Magical Pollution and how to clean it up | Occultism, Nature, Survival |Ulawa
Ancient Languages of the Inner Sea | Society, Deception, Academia/Library Lore| Mezitani
Ancient Text Translation in Practice | Society, Deception, Academia/Library Lore |Lesedi
Humanoid Anatomy 2 | Medicine, Humanoid Lore, Survival| Varashod
Mwangi Linguistics | Society, Deception, Academia/Library Lore| Mezitani

**Tempest-sun mages courses** | **Skills** | **Teacher**
--- | --- | ---
Famous Battles through History | Performance, Athletics, Society |Tahenkot
Humanoid Anatomy 2 | Medicine, Humanoid Lore, Survival| Varashod
Blended Martial Arts | Athletics, Acrobatics, Intimidation| Ayuwari
Defensive Espionage | Stealth, Thievery, Society| Tahenkot
Dances of the Outer Planes | Performance, Occultism, Acrobatics| Ayuwari

**Uzunjati courses** | **Skills** | **Teacher**
--- | --- | ---
Pre-Earthfall design| Crafting, Society, Performance |Nhyira
Famous Battles through History | Performance, Athletics, Society| Tahenkot
Effects of the collapse of the Shory Empire on Modern Mwangi Politics - how the power has trickled down and effects us even today | Society, Occultism, Academia/Library Lore| Ahassunu
Creating Magical Items Part 2: Crafting and Activation Mechanics | Crafting, Arcana, Deception| Elresja
Subtle Influences with Music and Smell | Occultism, Performance, Survival| Xhosiliawa

**Elective courses** | **Skills** | **Teacher**
--- | --- | ---
Defense against scrying spells | Occultism, Stealth, Deception| Zuma
Material and Ethereal Alchemical Reactions | Crafting, Occultism, Arcana| Zuma
Clockwork Creations | Crafting, Arcana, Thievery| Elresja
The Power of Folklore | Any lore, Performance, Diplomacy| Ahassunu
An Introduction to Chime-Ringing | Society, Nantambu Lore, Intimidation| Berendu

=

##### Year 4

**General Courses** | **Skills** | **Teacher**
--- | --- | ---
Halcyon Magic 3 | Arcana, Nature| Ayuwari
Arcane and Primal Ethics | Arcana, Nature, Religion |Oyamba
A Systematic Approach to Lore Review | Arcana, Academia/Magaambya/Library Lore| Ot
Secrets and Sayings of Old Mage Jatembe |Society, Magaambya Lore, Arcana, Nature| Oyamba
Quantitative Research and Analysis | Arcana, Nature, Academia/Magaambya/Library Lore| Lesedi

**Cascade bearer courses** | **Skills** | **Teacher**
--- | --- | ---
Spell Design 4 | Arcana, Nature, Academia/Magaambya/Library Lore | Ot
Magical Inversions and Counters | Arcana, Athletics, Occultism| Tahenkot
Portal, Scrying and Messaging Network Design| Arcana, Occultism, Society| Ot + Lesedi
Runic Inscriptions and their Applications| Occultism, Thievery, Crafting| Yavased
Turning Imagination into Reality| Occultism, Society, Deception| Yavased

**Emerald boughs courses** | **Skills** | **Teacher**
--- | --- | ---
The Meaning of Work in Contemporary Societies | Society, Diplomacy, Lore related to a profession| Ahassunu
Representing the Magaambya in a Hostile World| Diplomacy, Intimidation, Academia/Magaambya Lore| Ahassunu
Practical Therapy and how to Support Victims of Disaster| Medicine, Religion, Performance| Berendu+Varashod
Effectively Reducing Hostility | Diplomacy, Stealth, Performance| Berendu
Insidious Creatures and Sickness and What to Do with Them | Medicine, Religion, Lore related to a creature| Xhosiliawa

**Rain-scribes courses** | **Skills** | **Teacher**
--- | --- | ---
Environmental Economics | Nature, Society, Accounting Lore |Mezitani
Practical Therapy and how to Support Victims of Disaster | Medicine, Religion, Performance| Berendu+Varashod
Restoration of Balance in Natural Systems | Nature, Religion, Lore related to a terrain |Ulawa
How Souls Flow | Religion, Medicine, Boneyard Lore| Varashod
Navigating Extreme Natural and Planar Disasters | Survival, Acrobatics, Lore related to a plane or terrain| Mezitani

**Tempest-sun mages courses** | **Skills** | **Teacher**
--- | --- | ---
Magical Inversions and Counters | Arcana, Athletics, Occultism| Tahenkot
Insidious Creatures and Sickness and What to Do with Them| Medicine, Religion, Lore related to a creature| Xhosiliawa
Advanced Military Tactics and Defenses: a New Way to Control the Battlefield |Athletics, Intimidation, Warfare Lore| Ayuwari
Representing the Magaambya in a Hostile World | Diplomacy, Intimidation, Academia/Magaambya Lore| Ahassunu
Shielding Mind and Spirit| Occultism, Religion, Intimidation |Ayuwari

**Uzunjati courses** | **Skills** | **Teacher**
--- | --- | ---
How to Establish New Cultures| Society, Performance, Theatre Lore| Elresja
Turning Imagination into Reality | Occultism, Society, Deception| Yavased
Shielding Mind and Spirit | Occultism, Religion, Intimidation |Ayuwari
Developing your own Art Style | Performance, Art Lore, Theatre Lore |Nhyira
Weaving Astrology into your Daily Life| Occultism, Religion| Ahassunu

**Elective courses** | **Skills** | **Teacher**
--- | --- | ---
Geometrical Glass Blowing | Crafting, Thievery| Lesedi
Removing Doubts about the Presence of Undetectable Enemies | Occultism, Deception| Zuma
Precision Clockwork | Crafting, Arcana, Thievery| Elresja
End Time Prophecies | Religion, Lore of a specific deity| Yavased
Advanced Chime-Ringing Techniques | Society, Nantambu Lore, Intimidation |Berendu

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##### Year 5

This year consists of an internship anywhere in Nantambu or surroundings, where you use and practice all that you have learned at the Magaambya at a local establishment. Example establishments and
|
the related Lore or Skill are given below the course list, but feel free to discuss a different option with the GM. Besides the supervisor at the local establishment, you have to find one teacher of the Magaambya who helps to guide you through the project.
/
**Internship (counts as 10 courses)** | **Skills** | **Teacher**
--- | --- | ---
Part 1: first contact | Diplomacy, Society, Nantambu Lore| Internship supervisor
Part 2: specifying tasks and milestones | Society, Academia Lore, relevant Lore or Skill |Internship supervisor
Part 3: observation | Perception, relevant Lore or Skill| Internship supervisor
Part 4: getting to know the team | Diplomacy, Society, Performance| Internship supervisor
Part 5: self study | Academia/Library Lore, relevant Lore or Skill| Internship supervisor
Part 6: first milestone | Relevant Lore or Skill| Internship supervisor
Part 7: second milestone | Relevant Lore or Skill | Internship supervisor
Part 8: transferring knowledge | Performance, Diplomacy| Internship supervisor
Part 9: presenting results | Performance, Diplomacy, Intimidation| Internship supervisor
Part 10: self-reflection and final report | Academia/Library/Magaambya Lore, relevant Lore or Skill| Internship supervisor

**Establishment** | **Relevant Lore or Skill**
--- | ---
Theater | Theater Lore or Performance
Restaurant | Lore of a type of food or drink
Temple | Lore of a specific deity
The Council | Legal Lore or Nantambu Lore
The Civic League Boathouse | Sailing Lore or Crafting
Fire-Pot's Forge | Crafting
Goana's Carvings | Crafting
Last Chance Shop | Mercantile Lore
Glassblower's Guild | Guild Lore or Crafting
Chime-Ringers | Nantambu Lore or Intimidation
Fish and Farm Federation | Fishing Lore or Farming Lore
Merchants and Traders Consortium | Mercantile Lore
Woodworkers Alliance | Crafting
Millers and Bakers Collective | Milling Lore or Baking Lore
Primary School | Society
Clockworks | Crafting


And here is some information on the new teachers (partly thanks to u/stoneofthewise):

Xhosiliawa. A kobold, and Xhokan's sister. She looks a bit down on Xhokan and has the opposite personality, valuing freedom and chaos, also in her teaching. She pretends to be of high social class (wearing flamboyant clothes) and is very ambitious, and hopes to become head of the Magaambya some day.

Varashod. An android who specializes in the body and soul of humanoids. As quite the emotionless teacher, it has no qualms disecting animals (or even humanoids if the school would allow it) and uses illusions of humanoid bodies to teach what is inside, physically and spiritually. It has an amazing grasp of humanoid life and experiences but does not experience all of it itself, leaving it in a constant state of wonder about everything that students do.

Yavased. An old ratfolk from the Golden Road. Still wears clothing as if he lives in the desert, but somehow the rainy weather of Nantambu does not seem to effect him. Though not quite a cleric, he is somewhat of an expert on all deities and religions of Golarion, which is why he left his home country of Rahadoum. He gets angry at anyone who speaks before they think.

Berendu. An old Bekyar who was a chime-ringer for over 25 years. She decided to study at the Magaambya at old age, where she met her imp familiar Haxtria. Her experience as a Chime Ringer made it an easy decision for the Magaambya to offer her a teaching position, and though she has returned her chimes, her voice keeps any student in line who was thinking of disobeying a Magaambya rule.

Elresja. One of Teacher Ot's cousins (and good friends) who is somewhat of a multi-talent. You can find him tinkering with clockwork materials almost any time he is not teaching or researching something. He is also a talented bass player, often requested to support other musicians around Nantambu, though unlike Ot he sees music as something from deep in the soul, rather than mathematics in air form. Sometimes the Magaambya asks him to craft high level magical items.

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