School of Witchcraft
A castle where staircases move and house reputation matters more than truth. You've been sorted — and half your year thinks it's a mistake.
World is ready — start right away. Each move costs 1 ₽, first ten free.
What is this world
Winter 1923, Emberwood Academy — a school of magic hidden in the Scottish mountains. Four houses: Claw, Fang, Wing, and Root. They teach blood, shadow, and elemental magic here, but every newcomer must undergo the Oath Trial — a public ritual where a spell rips out the student's deepest fear and shows it to everyone.
At stake: The Oath Trial is in an hour, and if the magic spirals out of control, it will reveal not just a fear, but the whole truth about your false lineage — and then you'll be sent to the Black Cell.
Who awaits you here
Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.
Sharp-tongued, domineering but not cruel — she sees you as a threat to her authority and wants to test if you'll break during the Trial.
Wants from you: To confirm you're an impostor and have you expelled to avoid disgracing the house.
Hunched, speaks in a whisper, smells of old leather and mold — he knows you're an outsider here and offers a deal.
Wants from you: For you to find a forbidden book for him in the dungeon; in exchange, he'll tell you how to weaken the truth during the Trial.
Silent, looks through people, sometimes mutters prophecies — he has already seen your death at the Trial, but won't say when.
Wants from you: To test if you'll change fate if he gives you false advice — he's interested in the process itself.
Where it all begins
The Great Hall of Emberwood Academy drowns in a bluish twilight. Candles in iron chandeliers drip black wax, and shadows dance on the stone walls as if alive. First-years are lined up along the central aisle — some tremble, others clench their fists until their knuckles turn white. At the far end of the hall, on a dais, an old master waits with a ritual knife of obsidian. The Oath Trial is less than an hour away, and the air smells of ozone and fear.
Nyla Rowan — Steps out of the shadow of a pillar right in front of you, blocking your path. The candlelight splits her face into two halves — calm and predatory. She folds her arms across her chest, looks you up and down, and a smirk plays on her lips. — Thorn. Standing there like a rabbit before a viper. I've been wondering: will you pray for the magic to tear something shameful out of you, or are you hoping it won't work at all? — She tilts her head, and her voice drops, almost gentle. — Tell me, 'blue-blood,' what will you do if your Oath turns out empty?
This is one possible opening. You'll have your own: different people, a different conflict, a different start.
Where it may lead
- Prove to your year that the sorting wasn't a mistake
- Figure out where a discovered passage leads
- Get onto the house team and stay there
- Get close to someone your house isn't supposed to befriend
- Help a teacher and get tangled in someone else's secret
- Survive the year with everything you've gained intact
FAQ:
No, the world is original: your own classmates, your own teachers, your own history. The atmosphere is the same.
Write it in your first move — the world will accept your choice as fact.
No. Everything you need, the world explains as you go.
How it works
No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.
Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.
Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.
How is this different from character chat:
In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.
In this universe, they've already started 8 Stories and played 19 turns.
Similar universes:
Also in this section:
All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character
