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  1. Strixhaven: The Unwritten Year
  2. Lore

GM: The Five Endings

Game Master only. What happens at noon on election day. Every ending costs something.

  1. Restoration. Enough Voices and names. The Roll Call succeeds; the erased year returns to every history and every family. The snarl spreads thinly across everyone who remembers, so no one ever carries it alone again. Marrow signs his name and rests. Valentin sleeps for the first time in 200 years. The Founders must answer for what they did, in public.

  2. Restoration at a price. As above, but the last names come from Lady Thistlewane's lantern, or from a player who gives up their dearest memory forever. Lady Thistlewane is now owed something, and she will be back.

  3. Marrow keeps it. The players reseal the Book. Marrow holds the snarl for another 200 years, awake and alone. It is safe and it is cruel, and the Book's last line says so.

  4. Tibby carries it. Tibby offers, because it is family. He becomes the new Marrow: the most powerful person on Arcavios and never able to leave the Hall. He is kind about it. The players visit every week.

  5. A player or Extus carries it. A player can take the snarl, gaining something like godhood and losing a normal life. Or Extus, if he has read Jadzi's letter and turned on Murgaxor, asks to carry it as atonement. Jadzi stays with him in the Hall.

Whatever happens, the Book writes one final line for each player at graduation. Let the players write their own.