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Vesubian Explorers' Society (V.E.S.)

by Aoz

Best to use Robin's map of the area

Origins & Founding

The Vesubian Explorers' Club started as an informal group of students gathering potion ingredients from the Vesubian Marshes, led by Claire Lahaye, a student wizard. The club thrived for several years, allowing students to access hard-to-find herbs, insects, and even venomous snakes for alchemical purposes.

In Claire Lahaye's final year, she and her closest friends prepared to leave the Great School of Magic and planned to disband the club. That’s when Eito, a first-year student who had joined by accident, stepped forward to keep it going.

Eito Gaumont’s Accidental Marsh Adventure

Eito Gaumont’s first experience with the group was the result of an academic misunderstanding. The assigned book for his extra credit insect-hunting assignment claimed the required bug was only found in the Deep Vesubian Marsh. Determined to succeed, he ventured alone into the Vesubian Marshes.

What he didn’t know was that most students caught their insect in the swamp southeast of the city (just outside the wall), a far safer and more accessible area known to locals. This was a classic example of book knowledge vs. local wisdom.

While in the marsh, Eito was discovered by Claire Lahaye's club members, who brought him into the group, admiring his tenacity (or recklessness!). By the end of the school year, he had grown attached to the club’s mission, and when Claire Lahaye planned to disband it, he asked if he could formally register it as an official student organization.

Claire Lahaye agreed, but only on the condition that the group continued to help struggling students as she once had. He can contact Claire Lahaye at Skullhorn Pass where she has taken an alchemy job brewing potions for the soldiers.

The Formalization of V.E.S.

With Claire Lahaye’s blessing, Eito submitted the paperwork, officially transforming the club into the Vesubian Explorers' Society (V.E.S.). Under his leadership, the group expanded its mission beyond just harvesting ingredients into catching marsh snakes and bugs. V.E.S. a student-led organization dedicated to both exploration and practical magic, ensuring newer (poorer) students had access to resources they otherwise wouldn’t.

New members are warned about blindly trusting books over local knowledge.

Eito’s now a second-year student has a vision of the V.E.S. becoming something more. He created the Vesubian Mage ranking system, new members first circle and the Leader is the fifth circle.

Eito house and Headquarters of V.E.S.

North-East suburbs, from Rad's Road going east on first street north of Inner-City walls, Third street on you right towards the Inner-City Walls again, continue going towards the Inner-City Walls, 2nd house block left after the left going road (opposite of the long Ropemaker house; Roepert's Rope's).
Section of Robin's Map with blue circle around Headquarters

Ranking System

First Circle: New recruits—learning the basics of survival, potion ingredients, and exploration etiquette.

Second Circle: Proven explorers—have successfully navigated the marsh and contributed either herbs, insects, or snakes to the group’s efforts.

Third Circle: Researchers—members who study magical properties of marsh creatures, refine harvesting techniques, or document new findings.

Fourth Circle: Seasoned veterans—those who have led expeditions or trained newcomers, holding sway in the society’s decisions.

Fifth Circle: The Leader— given to the active leader of V.E.S. who ensures its mission continues.

Voting Power of Rank

Voting Power Based on Rank: Each student receives one vote per circle rank, meaning experienced members have more influence but newer students still have a voice.

Preserving the Core Ideals: While members can vote on financial decisions, leadership changes, and expedition plans, they cannot alter the core values of V.E.S.—such as helping struggling students and continuing exploration.

Balanced Leadership: The Fifth Circle leader doesn’t have absolute power but does carry weight in discussions, making sure decisions align with the society’s founding vision.

Encourages Involvement: Since voting scales with rank, students are motivated to participate in expeditions, study, and contribute to V.E.S. so they can advance and gain greater influence.

How a Leadership Challenge Might Work in V.E.S.:

The Challenger: Any Fourth Circle member can formally issue a challenge to the current Fifth Circle leader (Eito or his successors).

Society Approval: A vote must be held before the duel, ensuring enough members support the challenge—this prevents unnecessary fights.

The Duel: A non-lethal magical duel is conducted under the supervision of a faculty overseer from the Great School of Magic.

Victory Conditions: The duel is won by either forcing submission, rendering the opponent unable to continue, or achieving a predetermined magical objective (like breaking magical barriers or claiming an enchanted item).

Aftermath: If the challenger wins, they take the Fifth Circle rank and assume leadership. If they lose, they remain in their current circle but may not challenge again for a set period (perhaps a school term or full year). If the leader loses, he will be reduced in rank to 4th circle.

Rules for the Neutral Judge in V.E.S. Duels

Impartial Oversight: The judge cannot favor either challenger or ensures both combatants follow established dueling traditions.

Battle Conditions: The judge sets the rules of engagement, such as location, acceptable spells, and victory conditions.

No Lethal Magic: While the duel determines leadership, it remains non-lethal, meaning no magic designed to permanently harm.

Post-Dual Decision: The judge's ruling is final, preventing disputes over the outcome.

V.E.S. Weekly Gatherings & Membership Benefits

V.E.S. members come together once a week for a communal meal—far better than standard school fare—prepared by members using marsh ingredients when possible. These gatherings serve multiple purposes:

Strengthening camaraderie among explorers.

Discussing expedition experiences and magical discoveries.

Voting on financial decisions when proposals reach the required support threshold.

Meal & Participation Bonuses

Members who regularly attend weekly meetings and contribute to discussions earn small rank points, helping them advance their Circle rank faster.

Those who help prepare the meal may receive additional recognition or small rewards (either gold or access to special resources in the V.E.S. vault).

Voting participation—since funds are decided democratically, showing up for votes and discussions ensures influence over resource allocation.

Vesubian Explorers' Society (V.E.S.) Membership Structure & Benefits

Monthly Earnings Based on Circle Rank and dc Earnings

First Circle – 1 share each

Second Circle – 2 shares each

Third Circle – 3 shares each.

Fourth Circle – 4 shares each

Fifth Circle (Leader) – 5 shares

V.E.S. Vault: 50% before profit sharing

An example one captured Vesubian Marsh Snake: HD.2* poisonous, worth 2000 dc but can sell for 1000 dc. Half in V.E.S. Vault or 500 dc and 500 dc split among members. Eito has multiple permits and guild memberships to sell herbs to monsters and reminds everyone to pay their taxes.

Vault Funding & Democratic Voting

Half of earnings is pooled into the V.E.S. Vault, supporting society projects.

Members submit proposals with backing from at least three members.

Voting occurs weekly.

Funds may be allocated for expeditions, research grants, poor student's needs, or emergency provisions.

Eito's Memberships, Fees, Permits, and Bribes

Member of...
Corporation of Alchemists: 135 dc join/ 18 dc month
Merchants' Consortium: 500 dc join/ 100 dc month
Monster Handlers Syndicate: 35 dc join/ 3 dc month
Monster Hunters Union: 75 dc join/ 15 dc month

Fees...
Private Spellcasting: Ten dc per spell level (add up all spells' levels x 10 for year)/ yearly. Lets' say Eito is 6th level and with all spells has 32 total spell levels or 320 dc per year
Mundane Business: 20 dc per year (large because of dc value)

Permits...

Basic Permits (yearly)
Basic Gathering Permit (1 dc) – Covers herbs, junk, and mundane materials

Insect Hunting Stamp (5 dc) – Allows collection of common bugs.

Marsh Exploration Pass (10 dc) – Grants legal access to restricted wetlands

Creature Handling License (15 dc) – Allows interaction with non-venomous creatures such as frogs and lizards

Intermediate Permits
Alchemy Ingredients Collection License (25 dc) – Covers harvesting magical plants and fungi

Arcane Contamination Permit (35 dc) – Required for activities that might alter the marsh’s magical balance

Venom Extraction Authorization (50 dc) – Necessary for collecting and selling poisonous snake venom

Rare Specimen Capture Permit (75 dc) – Governs hunting magical insects, marsh monsters, or arcane-infused creatures

Advanced & Specialty Permits
Magical Fauna Hunting License (100 dc) – Covers high-value magical creatures with alchemical significance

Greenbrier's Odor Regulation License (50 dc) – Marsh stench monitoring for public health concerns

Micky's Environmental Usage Tax Waiver (50 dc) – Avoids additional fees for selling marsh-derived materials

Arcane Transaction Certificate (75 dc) – Required for selling magically infused marsh finds

Hazardous Material Collection License (100 dc) – Covers handling toxic or highly magical substances

Robin's Marsh Navigation Permit (50 dc) – Ensures safe movement through government-controlled wetland zones

Bribes...
About 500 dc per year

The Math...

With Joining Fees: Membership (2,377) + Fees (340) + Permits (641) + Bribes (500) = 3,858 dc for the first year

Without Joining Fees (only monthly membership costs): (Membership dues only: 1,632) + Fees (340) + Permits (641) + Bribes (500) = 3,113 dc per year afterward