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Test Drive #1

The Airship There
By carriage or coach, spellwagon or ship, perhaps even on the wings of magic, the Sundered heed the call to gather at the Tenzin High Dock of Vulbaria. On this, the appointed day, a great passenger airship sits in the dock, the seals of the six Houses fluttering from flagpoles along her length and her wooden planks atremble as if it is eager to be off. At last, the gangplank descends, and the Hand of Diatu opens her doors to the Sundered so they can take their first step on the path towards protection and salvation.
Inside, you may choose from long comfortable couches, broad circular tables surrounded by straight-backed, cushioned chairs, or viewing seats at the glass front of the ship. Sundered who need special accommodations are quickly provided for, ensuring everyone travels in comfort. Trays drift through the air periodically, offering snacks and drinks to the passengers.
This may be the first chance you've had to truly relax since being swept to this strange world. Certainly it is the first chance you've had to meet your fellow Sundered. As the airship lifts gracefully off from the High Dock, your journey to Diatu begins. Excited? Nervous? Simply angry? Or perhaps searching among the crowd here for a familiar face or some sign of hope?
Rain, Rain...
Welcome to Diatu Magicademy. It's raining.
Seriously raining. One of those downpours that feels like a curtain has dropped on you, that soaks to the bone within a second of stepping into it. Obviously, this won't do, and a civic-minded cluster of Purifeul students has taken it upon themselves to solve this problem. No sooner do you step through the gates then you practically run into a giant and complex runic diagram being drawn out with long staffs by several students, all of them speaking seeming nonsense about derivatives, limits, and equations. Magic! In action right before your eyes!
And yet, just as their mathemagics wind towards the center of the diagram and they all make their final stroke -- one student slashes his line off on a weird tangent, speaking an equation that sounds nothing at all like what his fellows utter. The spell completes... weirdly, as the students look in horror at each other. The temperature abruptly drops seventy degrees, and a cold wind begins to blow.
Welcome to Diatu Magicademy. Please get out of the blizzard before you freeze.
Thaumaturgy 101
After some fifteen minutes of grumbling from Professor Loshakle, followed by half an hour of theory and basics, the grouchy old man finally gets to drawing a magical symbol on the board. "This is straight out of Fundamental Principles of Wizarding," he says, writing Sense Magic next to the symbol. "As is everything you'll learn here. I'll emphasize yet again, you MUST know the name of the spell and the proper gestures. You can't simply wave your wand in any old pattern and say any old words. That isn't how it works," he says, glaring around the class as if daring someone to question him.
But he gives no one the opportunity, instead producing a wand and making the gesture to trace the symbol he'd drawn in midair. "Sense Magic," he intones, and the air and his wand both shimmer.
"Now. You all try." Just like that. What the Professor doesn't mention is that this spell can produce some very interesting results if the symbol is off, or the timing...
Bala-inlota Practice
Bala-inlota is the main interaction the Magicademies have with each other -- the sport of wizards! Two teams take the field, with the goal of heaving a ball through their opponent's hoop. The rules primarily revolve around not inflicting lethal injury, because bala-inlota is a free-for-all at best, where each team relies on both physical and magical might to win the day.
You kind of wish someone had told you this BEFORE you got hauled onto the field so the coach could see if you've got what it takes.
Now half a dozen players are charging down the field at your ragtag group of semi-willing recruits, while another half-dozen are preparing spells that you've been absolutely assured aren't as nasty as the ones deployed in actual play. On your side: the ball, your wits, your physical ability, and maybe three classes's worth of magical education.
On the upside, magic is pretty good at healing.
Peridot | Steven Universe
Peridot isn't sure what she thinks about this new idea of magic. After all, Gem abilities are things humans would consider magic, but that's not the word she'd use for any of it. She'll have to see how this plays out before she can make any decisions, though. Being taken away from her newfound home and friends is something that brings up mixed feelings, as well, and with all that uncertainty, Peridot is uncharacteristically subdued for most of the trip.
After a while, though, she takes out her tape recorder, hits the red button, and begins to speak.
"Log date... 7 16 2," she starts, continuing - after brief hesitation - with the date from back on Earth. "I'm on something called an airship, and the name is misleading. You'd think it was similar to a spaceship, but this is far less advanced than I had hoped."
Thaumaturgy 101
Peridot tends to act confident in her abilities, but she also tends to be stubborn. Being a student feels somehow inherently insulting, even if she did agree to this. Fortunately, this stubbornness provides a good cover for her uncertainties. What if she's really bad at magic? The concern holds her back, leaving her gnawing on her wand as the others in class set to work.
Then she seems to realize what she's doing with the wand, and she makes a disgruntled sound as she drops it on her desk. "What am I doing?" she sighs.
Thaumaturgy
She was just as nervous about failing at magic as Peridot was. She was awful at the wielding of power, and used to only very limited, very specific things that trash like her could do, so she was in a surly, grumpy mood. But, then again, that wasn't really anything new. So, here she was, doing her best to make a good impression by stating the blatantly obvious.
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"Well, I guess I am. But that's not what I meant!" she grumbles, crossing her arms over her chest. What she was actually inquiring was what was she even doing there, but Peridot was entirely unwilling to voice this worry to a stranger.
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"I don't have anything to say to you" she said simply, matching a glare to her sneer. Clearly, making new friends was going to come as easily to her here as it had on Earth. Which was to say not easily at all.
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"Think you're better than me, eh? That confidence ticks me off," she muttered, glaring at her out of the corner of her eye. "Makes me jealous." Ugh, everything made her jealous.
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"I think the obvious solution to that would be for you to be confident, too."
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A second later, her hair was on end, a puff of smoke going everywhere and there were flowers sprouting from the tip of her wand. Her face was as non-plussed as before. "See?" Not that she expected Peridot to do a lot better, though. Chewing on your wand couldn't be good for making it work properly.
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Still, she isn't ready to try the spell herself. Though she does pick up her wand, she simply spins it between her fingers, considering if it'll be more embarrassing to not try or to fail.
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The Airship There
Even if her home plane (Prime Material or otherwise) didn't have them, he couldn't understand how the name didn't fit.
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Having never seen or heard of a ship that wasn't a spaceship, this made perfect sense to her, and so she stated that as if the obviousness of it pained her.
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"I have to admit I'm not certain what you're expecting." The cultural gap couldn't be more obviously huge here.
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Probably. She was pretty sure that science and technology had to be more effective than all of this magic stuff.
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The Airship
"A-Actually...it's modeled more after a...ship on the water than a spaceship."
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"At least back home where I'm from, there are all sorts of boats and ships for the water. I'm not sure if any of them are quite this big, though."
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"Oh wow, really? So what is everything made of, if there isn't organic life?"
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