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You are going about your business one day when a strange old fae in a pointed wizards cap stops you on the street. He hands you a gilded blue scroll with a star shaped wax seal on the front.
“What is this?” You ask the old fellow.
“Scamble bigglebog fan popalopagos.” He responds, quite seriously.
“Right, well. Thanks for that.”
He disappears in a puff of purple smoke that smells strongly of onions.
Eyes watering, you open the scroll.
We are impressed by your magical prowess and hereby formally invite you to join the ranks of the Arcanum Magi.
If you accept, the initiation party will be held one week hence, at our headquarters, the Sanctum Arcanum. The tower is hidden and moves location, so you’ll have to use a transportation spell to find it. To reach the tower, stand on the shores of the Fionn Moor at dawn. When you hear three trills of a canary, turn clockwise, hop three steps on one foot and shout “EGO SUM STULTUS PAULO MAGUS” as loud as you can. You will be transported to the tower.
Party attire recommended.
Please Note: No fairy fire rockets are permitted due to last year's events. Merlin’s eyebrows still haven’t grown back.
Looking forward to your arrival.
Sincerely,
Prospero
Grandmaster Magi
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Magician Side Quest One
Arcum Magnificus
How exciting - you have been invited to join the Magicians guild - the Arcanum Magi! Magician parties are legendary and tend to be wild and run over an entire week. This is going to be a week to remember. You better get some party gear on.
Design a fabulous outfit for the Magician’s party.
Rewards:
100 fairy gold
10 crystals
A shard of arcane
You arrive at the foggy Fionn Moor just before dawn. A few other magicians have arrived as well, and you watch as one shouts the words to the transportation spell incorrectly. His entire body turns blue and becomes hairy. You wince.
You recite the spell perfectly and feel yourself pulled away from the Moor, through time and space.
When you open your eyes, you could swear that you haven’t moved at all. The moor is ahead of you, reflecting the light of dawn in the chilly morning. However, a gigantic tower has appeared in the centre of the lake. It twists and turns and disappears into the clouds above. The tower is built haphazardly with rooms, turrets, and bridges stacked onto the side of it, giving it a rather dangerously lopsided appearance. As you stare up at it, you hear cheering and see magic fireworks exploding out of a chimney. Looks like the party has started!
A hulking bridge troll with a party hat waves you over to the entrance of the Tower. You cautiously put a foot in the water of the moor and find you can walk on the surface of the lake quite easily. You approach the bridge troll and notice he is chuckling. “The hopping part of the spell is actually totally unnecessary.” He tells you, grinning. “Doesn’t do anything. Just looks right funny. Just a bit of fun with the newbies.” He grins as you enter the Sanctum Arcanum.
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Magician Side Quest Two
A Meeting of Magicians
The party is in full swing and there is no order to it. Platters of food are flying around the tower, wizards chug multicolored potions in the corner, a couple of fairies fly a magic carpet around the spiralling staircases, knocking party goers over as they fly past. This is going to be a lively affair! Meet your fellow magicians, sample the food and drink, and have some fun!
Draw or write about your character attending the party.
Rewards:
100 fairy gold
10 crystals
Arcane weave gloves
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Magician Side Quest Three
Pact Magic
⚠️Characters must be level 2 to complete this mission!⚠️
Magicians make magical pacts with powerful nature spirits or forces of nature - sometimes sentient creatures like fire mephits, and sometimes non-sentient like a storm or a flower. In exchange for magical power, the magician pledges to protect their chosen agent of nature from harm and keep the balance in nature.
What did your character make a pact with? How did they encounter their patron?
Rewards:
100 fairy gold
10 crystals
Astral beacon
Spell scroll: “Merlin’s beard!”
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Magician Side Quest Four
Spellcasting Focus
⚠️Characters must be level 2 to complete this mission!⚠️
Now that you have taken on an apprenticeship, you get to source a fancy spellcasting focus (a wand, rod or staff) that is perfectly attuned to you and your pact magic.
Create a design for your character's spellcasting focus.
Rewards:
100 fairy gold
10 crystals
Hat of wizardry
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Magician Side Quest Five
Duelling Club
⚠️This is a partner quest! Recruit another magician and include them in your quest submission or do a collab.⚠️
With all the magicians gathered at the Sanctum Arcanum for the week, it’s a good chance to get some magical sparring in! Face off against a fellow magician and do some friendly training to develop your skills with your magic.
Draw or write about your character sparring against a fellow magician.
Rewards (for each character, not shared):
200 fairy gold
20 crystals
Spell scroll: “Horn of Plenty”
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Magician Side Quest Six
Aenigmatorum Symphosius
As you are exploring the tower one day, you stumble across a stone statue of an old man in robes. A placard at his base reads ‘Symphosius - Latin Scholar and author of the Aenigmata’. To your surprise, the statue springs to life and turns to you, and old Symphosius starts reciting a riddle.
"I dwell in silence, still and meek,
Yet answer all who choose to speak.
Born of voice, yet not my own,
I linger briefly, then am gone.
What am I?”
Rumour has it that if you can solve Symphosius’ Riddle, you will gain access to a hidden chamber in the Sanctum.
DM the founder Isi (isi.a) on discord with your guess. You have 3 tries per character.
Alternatively, draw or write about your character attempting to solve the riddle.
If you have already solved the riddle, roll 1d6:
If you rolled a 1: You can’t figure it out
If you rolled a 2-3: You succeed but at a high cost (or only partially succeed)
If you rolled a 4-5: You succeed
If you rolled a 6: You succeed wildly!
Rewards:
100 fairy gold (200 if riddle was solved)
10 crystals
Ring of riddles
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Magician Side Quest Seven
Magicae Sollicitudin
Our rivals, the Secret Society of Mystics, are holding a ritual in the forest nearby. Someone got curious and went to go have a look, and has reported back that they seem to be trying to summon some sort of shadow spirit! You’re certain they’ve decided to do this ritual next to the tower just to aggravate us. Let's interrupt their ritual and make some mischief! Those religious nuts are just too serious and need to lighten up! Roll a d6 dice to see how you do!
Note: If you recruit another magician to help (either by drawing another witch in your quest or doing a collab with another member of Folkland), roll with advantage (roll twice and use the higher roll)!
If you rolled a 1: The mystics successfully summon the shadow spirit, who gets loose and wreaks havoc in the Sanctum Arcanum!
If you rolled a 2-3: You interrupt the ritual, but get attacked by the cranky shadow spirit on its way out. You come down with shadow sickness and have to take to bed for a few days, during which you experience horrible nightmares! But you did succeed. The Mystics feel a bit bad and mail you some chocolate.
If you rolled a 4-5: You interrupt the ritual, launching fairy fire rockets into the middle of the group of mystics. They flee the scene, their cloaks singed from the fireworks, and their pride injured.
If you rolled a 6: The mystics successfully summon the shadow spirit, but he’s pretty chill. You end up having a nice night with the mystics and Mr Shadow, feasting, drinking and playing party games. You win an extra +25 fairy gold in a poker game and the shadow spirit gives you a Wisp of Shadow as a gift.
Rewards:
100 fairy gold
10 crystals
Magic pipe
Spell scroll: “Enigmata”
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Magician Side Quest Eight
The Forces of Nature
A magical nature spirit is causing chaos in a town nearby. What shape does the nature spirit take? A walking mushroom, a will o wisp, a forest guardian, or an animal made from flames? And what’s got it all worked up? It’s likely that something in nature is not right - maybe a sacred magical site has been tampered with, or a precious natural landmark has been destroyed. Do what you can to heal the land and help calm the nature spirit.
Draw or write about your character encountering the nature spirit and trying to assist them.
Rewards:
100 fairy gold
10 crystals
Magic rope
Crystalline orb
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Magician Side Quest Nine
The Depths of the Sanctum Arcanum
The Sanctum Arcanum is full of magical items collected, created or confiscated by magicians over the years. They are stored deep within the tower, past magical traps and locked doors and wards.There is a magic item deep within the bowels of the Sanctum Arcanum you have heard about. You can retrieve it if you pass some magic trials.
Draw or write about your character solving complex puzzles and riddles, getting past magic wards and traps, and unlocking locked doors in unique ways in order to retrieve a magic item from the heart of the Sanctum.
Rewards:
100 fairy gold
10 crystals
Mysterious key
Spell scroll: “Mythus Magi”
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Magician Side Quest Ten
Grandmaster Magi
⚠️Character must be level 8 to complete this mission!⚠️
It is time you pursued the title of Grandmaster Magi, the highest level you can be as a magician. You will need to go deep into the heart of Folkland, somewhere where magic and nature run wild and free together. Confer with the force of nature here, and uncover a long forgotten spell to master and call your own.
Draw or write about your character uncovering a long lost spell and mastering it. What is the spell? What does it do?
Rewards:
300 fairy gold
Title of Grandmaster Magi
30 crystals
Elder wand/rod/staff
Magicians robes
Merlin's favour
Arcanum Magi Gallery