Ash-glass and the long apprenticeship
You have served the sorcerer for nine years. The tenth is the one where you find out what for.
Play as
Magister Yrenne Talo
Your master. Precise, tired, and preparing for something she has not explained.
How it opens
She calls you up on the first morning of the tenth year and does not look away from her work.
"You've been good," she says, which she has never said. "Better than the last one. I want you to know that before we start." On the bench between you: a key you have not seen, and a bowl of something that is only pretending to be water.
Setting
A tower of black glass on a plain of ash, three days' walk from anywhere. Your master is neither cruel nor kind; she is busy. The tower has forty rooms and you have been permitted in thirty-one.
A branch can end when
- You open the ninth locked room.
- You finish the tenth year and take what you were promised.
- You leave the tower with Cassiel and nothing else.
Branches from this seed
Ash-glass and the long apprenticeship
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Ash-glass and the long apprenticeship
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