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  1. Long Game 33: Life Welcome to The University! You’ve heard about the famed institution your entire life, dreaming of attending and possibly even learning the arcane arts. Well, congratulations! You’ve finally made it. You’ll have no problem impressing the Masters enough to let you into the school, though perhaps your tuition could be high. Or it could be low. You just don’t know! All you really know is that you’re where you’ve always wanted to be, and you’re here to learn all you can. But what’s this now? Rumors abound of Skindancers in The University. But the Skindancers are all supposed to be dead, right? Apparently not, because sure enough, students and Masters alike start having problems. Most of them seem to go crazy, and the Crockery is filling up, though some even die. Although you’re no Taborlin the Great or Kvothe the Bloodless, you and a bunch of fellow students have taken it upon yourselves to solve the mystery. You’ve resolved to eliminate the Skindancers once and for all. Only then will you be able to resume your studies and learn to your little heart’s content. Good luck! Section 1: Game Basics This section entails the basics of the game like the factions and their win conditions, the cycles and order of events, and how voting works. Section 2: University Basics This section entails basics that are related directly to this game and the University. These include the currency system, social classes, lodging, admissions, insanity/The Crockery, and discipline points/The Horns. Section 3: The Arcanum The Arcanum is where all the fun happens at the University. Led by the nine Masters, there are many different fields of study in which for students to try their hands: Sympathy, Artificery, Alchemy, Naming, Rhetoric & Logic, Arithmetic, Linguistics, Physicking, and the Archives. University students do not start in the Arcanum. They are brought into the Arcanum once they have shown they have the moral fortitude necessary for a member of the Arcanum, are sponsored by a Master, and are elevated to the rank of E’lir, which is the lowest of the Arcanum ranks. Once you are in the Arcanum, you can be elevated again, through the ranks of Re’lar and El’the and potentially become a Master of a field. This section covers the ranks and elevation point system and all nine fields. Section 4: Imre Every term/full cycle, players (students and Masters alike) can go to Imre once (except for those living in the Grey Man). For the half-cycle they are in Imre, students cannot impress a Master and Masters cannot elevate students. Players cannot do any University action (use a field ability or create an item), but they can do anything in Imre. Imre has a whole host of possibilities that aren’t necessarily available at the University. There are four locations players can stop by: The Eolian, The Apothecary, Devi’s, and The Black Market. Items for sale at the Apothecary and Black Market will be given to each player going to Imre at the beginning of the cycle they are heading there. Players can also sell items and contracts on the Black Market. Contracts are sold for whatever the seller thinks they are worth. Players can only go to the Eolian once per game, and they can only go to Devi’s once per time they are in Imre. They can purchase/sell any number of items/contracts at the Black Market or the Apothecary, while supplies last. Past Clarifications This section covers the Talent Pipes, Plum Bobs, and Masters/EP/Ranks in depth, as well as a variety of other questions raised in the previous run of this game. Quick Links: