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The Magisterium

#location

The main institute of higher learning on Laylan and seemingly Adestria, renowned for its extensive library and teaching, anyone who is anyone desires to learn here. 

The university itself floats above the lower level of the * Union Passage* and at the same altitude to the upper level, it remains chained to the two statues on either side of the waterfall. A large enchantment has been placed upon it to appear transparent from below.

Depending on which institute you desire to become a part of, a different vetting process is undertaken which will often alter the tuition fee in turn.

The current Director of The Magisterium is an Autumn Eladrin named Serifaya LockefallThe Lockefall\#Noble A renowned family of Aurlie Eladrin, most notably because all their females remain in their Autumn form from the age of 18. Peaceful and good willed they make perfect wives and mothers for many and as such are married off as soon as they come of age. It is common belief that these Lockefall Eladrin are unable to change form even if they wanted to., who was married to the previous Director, late Thandruin Paradian (a male leonin paladin), who passed away almost 40 years ago. With her trusty secretary Lentark Sharpbeak, a female OwlinOwlin\#Worldbuilding These creatures were born within the Nocturne, by the original Aarakocra that dreamed of knowledge rather than power. Separate from the Kalashtar they flew from the Domain of Dreams early on and began their search. Generations of searching required secrecy and a silence that gave them different features, softer wings for gliding, and larger eyes for nocturnal activity., they guide the Magisterium toward greater knowledge and magical prowess.

Campus

The Magisterium itself is split into 5 separate campuses consisting of the Central, Academy, Primal, Esoteria, and Dauntless designated areas. Students will spend the majority of their time on their respective campuses but during downtime and in between classes Central Campus is the hub of university life.

Aside from Central and Dauntless, each campus requires the use of a teleportation circle only available to registered students and faculty members, save for the Primals campus which is available for a fee.

The Dauntless campus is connected to Central via a well maintained road and bridge where a regular shuttle bus takes recruits to and from. Often you may see recruits in full gear running this route as training or as a punishment. This has lovingly been referred to as ‘The Burn’.

Central Campus

Central Campus contains all the main ‘open to the public’ facilities, including the SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa arenas and the Citadel of Silver. Venturing up the marble promenade, A fountain monument of Elminster, the Sage beneath a floating arch of rocks marks the centre of campus.

Heralds Hall

The main auditorium consists of a large open structure with walls of glass interspersed with marble columns, with a centre stage with TahaanuTahaanu, god of Heroes\#god #npc Bringer of glory, revelry, and heroes, Tahaanu blesses many with the champion’s path and the hero's journey. Almost all known heroes in history have at some point been favoured by this deity, blessed with his divine energy in numerous ways they are sent into battle, destined for greatness. Tahaanu.jpg Due to the nature of those who are blessed by Tahaanu and the ensuing festivals that occur in their honour, he is also known as the god of Revel and many towns and cities will celebra’s symbol separating depictions of renowned ‘heroes stories’ along the stage front and Helix stairs along the East and West sides of the hall. Surrounding the centre stage is a series of concentric stairs going up and out.

Floating above the stage, just below the ceiling is a large mote of arcane energy like a pale blue sun called ‘Karoz’ with viscous solar flares escaping every so often.

Orientation and official graduations are held here, some students come to study within the area as well as administrative things.

Citadel of Silver

An enormous temple made of white silver that marks out the beginning of the Primals campus. The temple is surrounded by a very clear water that filters through and into the Citadel.

Within this large stone monument reside 12 sanctums, one for each of the Cultivator Deities and Betrayer gods. Inside, Greco-Roman pillars mark the sides of the hallways with the water from before actually replacing the pathways inside. Individuals can take a small boat to the sanctum they desire, paying a toll if they aren’t a Primal student or choose to wade through waist high water.

The sanctums themselves are cylindrical in nature with a large throne in its centre with various symbolism and iconography of that god sparking off from the chair. A gold platform rests at the foot of each throne where devout followers hold rituals and sacrifices if their rituals call for it.

A member of the clergy resides within and takes care of their respective sanctum.

“I heard the previous director saw it in a dream and believed the gods were telling him to make it.” - An unnamed student

The Run

Beneath the stairs leading from the promenade to the Heralds Hall lies an ‘institution’, a small tuck shop named ‘The Run’. Overseen by Rial Baxtone, a squat dwarf who never graduated from The Academy but is a much loved face on campus. His beard is sentient and helps him prepare the food and drinks, he wears multiple hats at once and is best friends with Herb, and He is known to have all the gossip.

Vaults

The most extensive library in Adestria, filled with floating bookshelves, aged tomes that shift in your hands, and twisting walkways.

Named Vaults because though students have access to the space, they require staff to locate and give them the requested book or tome from several floating bookshelves. Students from the Academy can take an extracurricular job at the Vaults and become staff.

No real fire is allowed within and those who have made that mistake have been banned indefinitely from the Vaults. Students instead have to use Doban lanterns as they have no risk of burning the valuable tomes, those who do not have their own can hire one.

The Hold

Where the people live on campus if they have the money and so choose to. Those enrolled in the Dauntless are given barracks and do not have to pay for their living situation whilst first year Esoteria students live together here before moving into their designated Houses in the second year. Students often make many lasting friendships within The Hold and keep them through Magisterium life and beyond.

Smoulders

Many students who admire craftworks spend much of their time in Smoulders, a series of laboratories and workshops lining one of the ridges of Central campus. Billowing smoke, bright lights, and explosions are often spotted from that side of campus but many continue to sink hours preparing, practising, and perfecting their craft.

The Smoulders is taken care of by an ashy MinotaurMinotaur\#Worldbuilding Forged in Blackstone Volcano and infused with magic by Karthor, minotaurs are brutes and beasts, magma in their veins and an eruption of muscles they drive back hordes with large blows. With an innate sense for magic, though not often intelligent enough to use it well, they are blessed with a strong connection to the magical ley lines spreading from the Tree of Life. Many minotaur spend their lives drawn to these crossroads of magic, whether to destroy them or use them they kno named Tustar FoeChuckle who has a strange obsession with lamps, he mutters on and on about a non-magical fuel source that will power an ever glowing lamp. The hobby horse began with Tustar seeking a fuel source that could power just a simple lamp would be the starting point but he’s now too obsessed with them.

The Underring

Within the floating island runs a deep cavernous set of tunnels, the sewers flowing toward the controlled black hole that keeps the island afloat. Kubras keeps this swirling entity under control, hence no one is allowed to enter without express permission from both Kubras and Serifaya.

SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa

SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa is a large part of the culture at The Magisterium as many disputes between the colleges are settled through games of SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa. So to accommodate for all the students magic and weapons are legal within the games, even lethal magic is usable when targeting the ball.

There are 3 arenas on the central campus, with one official size and two slightly smaller that are used for smaller disputes. 

The official arena sports two blackstone towers, coloured Goalkeeper areas, white stonewood bleachers along all sides, and two state of the art teleportation pads at each end of the field for players. The Paradian symbol of Unity is set in gold overlapping the neutral zone.

The annual SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa tournament is held in Spring during the Union festival before admissions begin. It's a double elimination tournament with the losers brackets taking place on the two smaller arenas. 

There's an exhibition game between the official SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa club at the Magisterium and various spectators that is often more hype than the Finals.

The Colleges

Students of the Magisterium are driven folk, past the grandeur and renown of the institute itself, those who attend have a clear goal in mind for their education and enrol accordingly.

There are few cases of students that come with a desire to attend multiple colleges at once and are allowed to do so, but the workload does not change to accommodate. Those who begin this way often find themselves dropping out from one in pursuit of the other by the end.

The Academy

Cloistered scholars, magical initiates, talented individuals, and those who seek the mysteries of the arcane find themselves here, hoping to become disciples of and members of The AccordanceThe Accordance\#Organisations Established toward the end of The Age of Conduits after an event known as the Eve of Crimson Midnight. Centuries later, one mage known now as Arkan the Risen set forth from them to reach new and greater heights. Currently the members of the Accordance are left to their own devices, some teaching, some political figures and some cloistered scholars but all still answer the call to meet and confer 'peacefully' on world shattering matters by the magical order to disallow Arkan’s.

Named and sanctioned by them, each school of magic is taught within its walls to varying degrees and eccentricities. Two actual members of The AccordanceThe Accordance\#Organisations Established toward the end of The Age of Conduits after an event known as the Eve of Crimson Midnight. Centuries later, one mage known now as Arkan the Risen set forth from them to reach new and greater heights. Currently the members of the Accordance are left to their own devices, some teaching, some political figures and some cloistered scholars but all still answer the call to meet and confer 'peacefully' on world shattering matters by the magical order to disallow Arkan’s remain here, the cloistered Kubras of the Graviturgy school and Adelita the Evocation Master.

Admissions to the Academy require a letter of recommendation from a recognized mage or magical school. From there an exam is administered to determine capability and affinity with each of the schools of magic. Commonly an individual will ask to be placed in a specific school based on previous affinity tests, if so the corresponding professor will administer a test of their own.

The better the result the less the individual has to pay for yearly tuition often resulting in the aristocracy paying higher on average.

These students are then ranked in four categories based on ability and an end of year rank up exam involving a display of parts of their curriculum, they are then referred to with their school of magic and then rank:

  • Spark

  • Adept

  • Magus

  • Wizard

Note: Spark’s are often derogatorily called Fireflies e.g. “Look at that Illusion Firefly, all bright-eyed and buzzing around”

Schools of Magic and their Professors

Graviturgy Magic

Kubras Vasiariah, a middle aged Drow with hair like Einstein flowing like seaweed in the wind. He is a member of The AccordanceThe Accordance\#Organisations Established toward the end of The Age of Conduits after an event known as the Eve of Crimson Midnight. Centuries later, one mage known now as Arkan the Risen set forth from them to reach new and greater heights. Currently the members of the Accordance are left to their own devices, some teaching, some political figures and some cloistered scholars but all still answer the call to meet and confer 'peacefully' on world shattering matters by the magical order to disallow Arkan’s for the school of Graviturgy and has been since the beginning. When he’s not isolating himself in study he whizzes across campus on his gravity ball, a contraption using bits of runic steel surrounding what looks to be a black hole.

His test involves a collection of coloured pebbles of varying size being placed all around the examinee, they must then lift a specific colour off the floor.

“Float like a butterfly, sting like a knife. Weighty stuff that…"

School of Abjuration

Vel’Arauth Ser is an adult Amethyst dragon on the thicker side especially toward the belly, she has a long flat-ish tail like a beaver with several golden sigils marked along his scales. Terrible at remembering names and has long given up, resorting to giving nicknames of the most basic detail of the individual e.g. squat gnome, shaggy human, unkempt elf.

Her abjuration test asks the examinee to create a ward upon Vel’Arauth Ser and Adelita will then cast spells of increasing level upon it till it breaks.

“A vast knowledge is the greatest barrier.”

School of Conjuration 

A fun older gnome gentleman named Ipabar Wacklanarall who holds class in random places across the campus, he forces the students to conjure up chairs for themselves else they have to sit on whatever terrain he’s chosen to begin his lecture on, he always makes sure he has the tallest chair.

Ipabar’s test requires the examinee to conjure up a hat for Ipabar, the most intricate and creative the better

“I know the lava is hot. Stop complaining and make a better chair.”

School of Divination

Abiathar Asketill is a gruff goliath man from AllenthirAllenthir\#location A village resembling that of Vikings. Many beast-humanoid creatures live here Allenthir is a proud and reasonably barbaric tribe Allen’Seza - Chieftain of the Redblade. Allen’Seza is a black leonin resembling a lion as well the current chieftain of Allenthir. He’s called the Redblade due to his left arm being covered in intricate red tattoos, this arm also morphs into a red greatsword that he wields with his remaining arm. reminiscent of a viking, his eyes resemble the cosmos though he is conventionally blind. With an always fresh buzz cut he meanders across campus, the rattling of the various bones and stones tied to his body let surrounding people know he’s close and to give him room. He also has a small mouse that lives in the hood of his vest named ‘Parmesan’.

For the divination test, each of the professors rolls a dice (d10) and hides it under their cup, the examinee will have to identify as many dice rolls as possible. Additionally they can attempt to discern what the hidden item is that replaced one of the dice and which cup it is under.

“See past what you can see. Ha ha…”

School of Enchantment

An old, bald Air GenasiAir Genasi\#Worldbuilding The Genasi themselves are spirits from their respective elemental plane that while on the material plane take a physical form that acts as a vessel that anchors them to the plane. Like a snail or hermit crab they find or make a new one as the spirit themselves mature and increase in power. Eventually they can get to the point where their vessel is ultimately affected by the spirit e.g. the body fully turning into water not just the spirit leaving for a moment. A main druidic t named Emir from the Kingdom of Ix’al with a long wispy, white beard, he has swirling tattoos across his pale blue body. He wears formal business office attire with a vest similar to ‘Tangerine’ from the movie Bullet train.

The enchantment test requires the examinee to project a given image through the ‘Encode Thoughts’ cantrip to Abiathar, he will then describe what he received, the more accurate the better. To up the ante, Arauth Ser will put stronger and stronger wards upon Abiathar.

“A poor enchantment is like a leaf in the wind.”

School of Evocation 

Adelita Fleetfoot is a snow leopard TabaxiTabaxi\#Worldbuilding Tabaxi are cats that have struck a deal with the ascended cat being the Cat Lord to become more human for one reason or another. They can wild shape back into a cat for 1 hour. This is often the reason people are wary of stray cats., the tips of her fur have been stained various colours for some reason underneath her wizard’s coat. She is the current evocation master within The AccordanceThe Accordance\#Organisations Established toward the end of The Age of Conduits after an event known as the Eve of Crimson Midnight. Centuries later, one mage known now as Arkan the Risen set forth from them to reach new and greater heights. Currently the members of the Accordance are left to their own devices, some teaching, some political figures and some cloistered scholars but all still answer the call to meet and confer 'peacefully' on world shattering matters by the magical order to disallow Arkan’s and spends much of her time sending blasts of elemental magic up into the skies above The Magisterium.

Adelita’s test involves the examinee firing off the most powerful spell they can while still protecting the doll next to them.

“Evocation magic must always be controlled lest those closest be hurt.”

School of Illusion

The Professor of the School of Illusion is an eccentric human named Ulandrin Salter, he’s often aloof and difficult to talk to, often referred to as a space cadet though his eyes give off more than he lets on. His black unkempt hair, oversized professor’s robe, and untied boots mark him out to students as he skips across campus doing who knows what.

Ulandrin often doesn’t turn up to his own classes so his assistant Wuvvy, a black female satyr, takes them in his stead. Often she's his stand in during the admissions season as well.

When Ulandrin comes he doesn’t do a test but just stares at the examinee very closely before taking them or not.

Wuvvy's test involves manifesting an illusion of an animal accompanied by its sound. The more accurate the better.

“...”

“He'll come back to give a comment in a second, I think.” - Wuvvy

School of Necromancy

M.E.D.I.C is the unofficial professor of the School of Necromancy, a small fire spirit, named Ratchet, in the shape of a salamander sits in the lower abdomen. It was initially created to study the dying on fields of war, after losing function due to an explosion, Ratchet later revived it and they began to pursue necromancy for some reason.

M.E.D.I.C's test of necromancy requires the examinee to cast 'animate dead' on several different piles of bones, the more skeletons raised the better and some may not be human.

“Necromancy is not for the faint of heart or the weak of willed.”

School of Transmutation 

Frederick Von Strenheim is an enormous bespectacled bearman who teaches transmutation. His delicate fingers, meek demeanour, and soft speaking has led many to believe he was a human who failed a transmutation spell and ended up as a bearman. He also wears a dapper suit much like Emir.

The examinee is given 10 objects of increasing density and must change them into any substance of their choosing for 1 minute before moving on to the next one e.g. sand, wood, metal etc.

“The world is not a fixed thing, wield it rather than be wielded.”

Primals

Oathtakers, agents of nature, divine intermediaries, and those who seek the Song of Creation all gather under the banner of Primals.

This college has a unique system with no teachers, rather various biomes, temples and auditoriums have been created for individuals to manifest, pray and devote themselves to their crafts. They do have administrative staff and caretakers of these areas instead and some liturgical ‘classes’ are held for those who require communal worship.

Despite no official teachers, as many moments of growth within these fields of expertise rely on wise revelation or sparks of conviction, students are assigned two senior students as counsellors. By design, the two counsellors tend to offer conflicting advice, forcing the student to navigate opposing principles and also their own.

That being said, a hierarchy within the students does exist based on annual democratic voting within each of the factions. The individuals voted in are given the ‘Ascendant’ title and a corresponding brooch. These persons become representatives and make up half of a council for decision making within Primal matters, the other half being administrative staff. All results from this council are then vetted and approved by the current Director.

Admissions

Due to the ‘teaching’ being substituted for biomes and worship services the Primal campus is open to the public for a fee and many civilians come to nurture and worship with reasonable restrictions (open from 7am-7pm). Only students who pass the entrance exam, commit and pay for tuition have no restrictions and are provided lodging and food as well as the aforementioned counsellors.

Students are also given identifying brooches that they must wear on campus.

The exam itself involves a simple request from some of the administrative staff where they are tasked to “Impress us”. The examinee may choose to do so however they choose, perhaps it's with divine magic, a performance of some form, or an exclamation of their convictions. The administrative staff involved will then take a vote. 

Each year the student must go through admissions again.

The Bestiary

Resting in a central area within the Primals zone connecting to the various biomes, stands The Bestiary, a cultivation sanctuary for all manner of wild beasts that are trained and reared for educational purposes.

The Dapper Dragon

A tavern that doubles as a hatchery that trains baby dragons to deliver food and drink as well as cook food, each worker is an apprentice dragon trainer. Each drink is based on a type of dragon and is delivered by the corresponding wyrmling. *Students do not receive a discount.

  • Red Dragon 1sp - A fiery drink made using an espresso shot, two shots of a mysterious liquor, several spices and an oil distilled from the chilli plant. Sure enough to set fire to one’s mouth, blood and belly. If you drink it in one shot fire will spew forth from your mouth!

  • Blue Dragon 7cp - A dark rum with a mysterious glowing blue liquid that doesn’t mix. The liquid has a different flavour with each drink. The next CON save the drinker makes after this one has disadvantaged. 

  • Green Dragon 6cp - A bubbling green drink that burns on the way down. Anyone who drinks this needs to make a DC15 con saving throw. On a fail they will be knocked out for 10 mins, on a pass, they gain 10 temporary hit points for 10 mins.

  • Black Dragon 5cp - The standard drink at The Dapper dragon. A dark amber ale with a creamy taupe coloured head, there are small chewable black balls floating inside that when bit into release a tasty, edible but acidic liquid that sizzles the tongue.

  • White Dragon 4cp - A cold blue milky looking drink tasting of sweet alcohol and mint.A large dollop of ice cream sits on the top. Despite the taste of alcohol it removes all traces inside your body.

The Greenhouse

An enchanted greenhouse full of peculiar plants but more notably a colony of experimental giant bees. Herb, a wiry black DragonbornDragonborn\#Worldbuilding Descendants of Veltura, these humanoid beings seek power and honour. The pinnacle of this is known as the Dragonscent, a pilgrimage for those bearing Veltura’s blood where they travel to Vel’Ruach and ascend its highest peak. The few who attempt this task believe they can ignite the deep dragon blood flowing within their veins and exceed their limits to which they grow usable wings.  Those who choose to undertake this journey but fail sever their tail in shame, a mark of dishon, is the administrator of The greenhouse and has a hobby of making hats. He’s dressed like a mediaeval beekeeper mixed with a wizard and has been breeding a species of bees that could talk, unfortunately his efforts have resulted in a different mutation, these giant bees don’t talk but make special honey from the surrounding plants that have the same effect as medium quality healing potions.

“Honeyed hats and broad brimmed bees… or was it the other way round?” - Herb

Esoteria

Those who aspire for the more scholastic traditions, artificers, numeromancy, archeomancy, alchemy, medicine and more gather within Esoteria

  • No rankings past first year except for seniority of knowledge.

Students do a year of general studies to lay foundations for the more specialised work to follow in the coming years. They’re encouraged to study broadly so that they become acquainted with a wide range of disciplines.

To encourage them to do this broad study and become acquainted with a wide range of disciplines, these first years live in dormitories located on the central campus and often form close friendships there that last throughout their educational careers, even when members of tight-knit groups of friends join different Houses in their second year.

Esoteria and Dauntless are the only colleges where students graduate within 4 years and on time.

Houses

Students within Esoteria are allocated a house based on their alignment which an administrator will ascertain. These identifiers often manifest in different ways for example two Chaotic Good students from Duskhorn within the same field of alchemy, one places high value on creative freedom and attempts to break the boundaries of alchemy so that they may find new solutions whilst the other believes alchemy itself is already chaos as it alters the good of what’s given but is seeking to use it to help those around them. 

Stellarwing 

Overseen by Lavinia Stellarwing, a female AasimarAasimar\#Worldbuilding Imbued by A’Llonnah, these descendants of divine beings come in all forms depending on the essence of divinity that runs in their blood. Perhaps a divine being that served Karthor had relations with a humanoid, somewhere along their ancestry an Aasimar will awaken as they reach adulthood.  With angelic traits befitting their progenitor, they have often been revered as prophets, incarnations or the deities themselves by cultists and the ignorant. Alienated and alone, nevertheless with an accompanying mascot pixie, the Stellarwings are home to those of a Lawful nature leading many to assume they’re pushovers, little do they know, the pixies’ whimsical nature hides their true intent.

Their insignia resembles a small fairy with opalescent wings and is imprinted on their green uniform.

Winterstar

The House of Winterstar is home to Esoterian students of the Neutral nature who care not for good or evil, doing whatever seems natural. They’re led by A’Tollah Paradian, a frost giant and member of the Paradian royal family through service, he’s often with several baby yeti’s who he takes care of and love to climb atop him.

The Winterstar Insignia is a light blue star/snowflake with two of the side points resembling eyes.

Duskhorn

Those of the Chaotic nature find themselves within the House of Duskhorn. Despite their aforementioned tendency toward a chaotic morality there is a longstanding culture of deep respect within Duskhorn for their overseer, K’Falnar RelhHouse Relh\#Noble A house awarded nobility due to its medical prowess and neutrality in the wars. Heir The rightful heir is determined by blood, specifically the Divine Sorcerer blood that only appears in a new baby as the last one dies (Dalai Lama vibes). K’falnar Relh is the current Progenitor and 49th heir. Ideals Divine blessing is for all. Coat of Arms An angel hovering above a broken sword Location West Laylan Ancestral Heirloom: The Wings of Relh - A set of wings that heal those around t, a Halfling who is accompanied by his unique shadow hound that bears a horn.

A side view of a Dark purple Skull Helm with ram horns is the emblem that the Duskhorn use and imprint upon their apparel.

Dauntless

Recruits seeking to become a part of the Paradian EmpireParadian Empire\#location The largest Empire in Adestria, ruled by a single monarch. The Empire was founded in 982PD as two warring factions, the Veridian Enclave and the Blackstone Legion, fought for control of the continent of Laylan, this conflict came to be known as the Second Crown War. By the power of the founding ruler Set Paradian and his right hand man Gren Alabaster, the Paradian Empire overpowered both factions before uniting them under one rule. Though each faction has vastly different ideologie’s fighting force find themselves becoming a part of the Dauntless, a fighter’s institution and training facility within the Magisterium. It’s seen as a must if you want to potentially join a squadron in the future. Dauntless training often lasts for 4 years and a placement year in their 3rd year within a squadron for real life experience.

Those of the Dauntless don’t necessarily have to be fighters in that regard. Many magic users who don’t seek to study magic but find its use more suited to combat engage well within Dauntless.

The admissions is an elaborate obstacle course followed by a separate sparring tournament. Any method is allowed to complete each obstacle which often brings large crowds each year to watch.

“A barbarian continually slams his hammer down at the button, sending a shuttle upward to hopefully ring the bell and pass the test. A rogue slips swiftly past the brute, throwing a knife at the bell directly. A sorcerer glides high above the course and taps it with his hand. The bell rings deftly out as the barbarian roars harder and strikes again.”

After the second year, recruits can choose to specialise in one of the four fields led by four experts: 

  • Thomivol Swiftboot, a female Harengon Kensei known as the Weapons master

  • Nikken Daniels a rather slim Lizardfolk Rune Knight who handles Grappling

  • Kaisa Sol the Firbolg Mastermind Rogue in charge of Strategy and has been dubbed ‘the Commander’. 

  • Helaine Shallor, AasimarAasimar\#Worldbuilding Imbued by A’Llonnah, these descendants of divine beings come in all forms depending on the essence of divinity that runs in their blood. Perhaps a divine being that served Karthor had relations with a humanoid, somewhere along their ancestry an Aasimar will awaken as they reach adulthood.  With angelic traits befitting their progenitor, they have often been revered as prophets, incarnations or the deities themselves by cultists and the ignorant. Alienated and alone, nevertheless Eldritch Knight and master of war magic.

Exceptional soldiers who graduate from the Dauntless training program are sometime enlisted into the 'Unitum KnightsParadian Empire\#location The largest Empire in Adestria, ruled by a single monarch. The Empire was founded in 982PD as two warring factions, the Veridian Enclave and the Blackstone Legion, fought for control of the continent of Laylan, this conflict came to be known as the Second Crown War. By the power of the founding ruler Set Paradian and his right hand man Gren Alabaster, the Paradian Empire overpowered both factions before uniting them under one rule. Though each faction has vastly different ideologie'.

Paradian Insignia’s

Academy Pauldron

Academy students wear a felt pauldron on their left shoulder and dyed in the respective colour of the school of magic they adhere to (mentioned above next to the school). The top lame of the pauldron has a riveted edge of golden metal and an additional lame is added below as their rank increases up to 4 wherein the Paradian symbol of Unity is engraved.

The colours are:

  • Graviturgy Magic - Purple

  • School of Abjuration - Blue

  • School of Conjuration - Brown

  • School of Divination - Light Grey

  • School of Enchantment - Pink

  • School of Evocation - Red

  • School of Illusion - Yellow

  • School of Necromancy - Dark Green

  • School of Transmutation - Orange

Primals Brooch

Each current student of Primals is bestowed a brooch made from a special variant of blackstone that has had the magical veins moulded to glow a vibrant gold, akin to the Paradian symbol of Unity, when magic is infused.

The brooch itself is shaped like a circumpunct of silver with a backing plate made of the variant blackstone, where the symbol will glow in between the gap created by the silver.

Those who become ‘Ascendants’ are given an insert made from a different material each year, shaped like a crescent moon with spokes or feathers adorning the longer side, that fits between the silver circumpunct and the blackstone backing. The year in which they are voted in is engraved upon the back.

Esoteria Uniform

A bland cream uniform is given to those who study within Esoteria. Second year Students are given new uniforms similar in design from the previous year but with identifying colours that link them to their respective houses:

  • StellarWing students wear Green with Opalescent parts

  • WinterStar wear Cream with Sky Blue tones

  • DuskHorn have Grey with Purple 

Dauntless Armour

Recruits who train at Dauntless are the only students who are allowed to wear armour on campus. This is regulated by the institute though and thus all armour is a sturdy leather armour that the students must maintain themselves whilst they attend. Failing to do so will result in 

The progression of years doesn’t change this armour but often those who specialise in grappling customise theirs to accommodate for ease of movement. Any changes to the armour will be reverted

Extracurricular

While a student participates in an Extracurricular, they gain a Student Die and a Relationship Point, as explained below.

Student Dice

Each character gains one Student Die for each Extracurricular they are participating in. A Student Die is a d4 the player can roll and add to an ability check that the character makes, provided the check uses one of the skills listed in the Extracurricular’s description. The player can wait until after rolling the d20 before rolling the Student Die, but must do so before you say whether the check succeeds or fails. No more than one Student Die can be rolled per check. After rolling a Student Die, a player can’t roll it again until the character finishes a long rest.

Relationship Point

While a student participates in an Extracurricular, the student gains either a positive or a negative Relationship Point (the player’s choice) with one student NPC who is also a member of the Extracurricular.

While a character has 2 Relationship Points or more with a student NPC, that NPC becomes a Friend, and the character receives a Bond Boon from that person as long as the NPC is a Friend.

While a character has −2 Relationship Points or less with a student NPC, that NPC becomes a Rival, and the character receives a Bond Bane from that person as long as the NPC is a Rival.

Bond Boons and Bond Banes are noted in each NPC entry in the “Fellow Students” section. When a character makes a Friend or a Rival, the player should note it on their tracking sheet.

At any time during the adventures in this book, a character can end their friendship with an NPC, effective immediately. When they do so, that character’s Relationship Points with the NPC reset to 0.

Quitting an Extracurricular

Characters can quit an Extracurricular at any time, updating their tracking sheet accordingly. When a student quits an Extracurricular, they immediately lose its benefits. If a character quits during an adventure, you might want to roleplay the situation, since NPCs are likely to take an interest in why the student is leaving.

Extracurricular Options

Student characters can join any of the following Extracurriculars.

Climbers Associated

Skills: Acrobatics, Athletics

Member: Nikken Daniels, Magnus Mitboe

These two folk are pioneering a new sport of recreational climbing upon artificial rocks and walls without a harness. The ‘moves’ they do seem flashy and impossible but they’re friendly and love chatting about what’s happening.

Dead Languages Society

Skills: Athletics, History

Member: Drazhomir Yarnask, Quentillius A. Melentor III

These linguistics lovers take advantage of Strixhaven’s deep repository of tomes written in ancient and near-extinct languages, teaching themselves these tongues and often translating their favourite works.

Distinguished Society of Fine Artists

Skills: Performance or Sleight of Hand

Member: Cadoras Damellawar, Nora Ann Wu

These painters, sculptors, printmakers, and mosaic artists gather to create fine works and to discuss the latest techniques and trends in the world of art.

Dragonchess Club

Skills: Deception, Investigation

Member: Bhedum “Rampart” Sooviij, Tilana Kapule

These experts in the game of dragonchess discuss the latest in strategy, compete against one another, and test out homemade variations of game rules.

Paradian Guard Historical Society

Skills: Arcana, History

Member: Bhedum “Rampart” Sooviij

These historians are fascinated by all time periods, and they regularly meet to discuss, debate, and deep dive into members’ favorite topics.

Fantastical Horticulture Club

Skills: Nature, Survival

Member: Urzmaktok Grojsh, Herb

These green-thumbed experts love mixing magic and gardening to create new strains of vegetation, many of which they cultivate on campus.

Future Entrepreneurs of Adestria

Skills: Insight, Persuasion

Member: Grayson Wildemere

These enterprising students discuss business theories. They often create small start-ups to sell wares and services appealing to students. The funds they generate fuel the club’s activities.

Intramural Gymnastics Club

Skills: Acrobatics, Performance

Member: Zanther Bowen

These graceful gymnasts work to hone their craft, and they compete against each other in dazzling floor routines.

Intramural SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa Club

Skills: Athletics, Intimidation

Member: Javenesh Stoutclaw, Melwythorne, Tilana Kapule

These hardy athletes train together and compete in the rough-and-tumble Adestrian game of SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa.

Intramural Water-Dancing Club

Skills: Athletics, Performance

Member: Larine Arneza

These swimming enthusiasts combine their athletic skills with the finesse of artists as they choreograph water dances to the latest popular songs.

Live-Action Roleplaying Guild

Skills: Animal Handling, Performance

Member: Cadoras Damellawar, Rosimyffenbip “Rosie” Wuzfeddlims

These storytelling enthusiasts engage in a mix of strategy and playacting—often involving mascots—when they enact fantastical narratives that they resolve with special rules.

Mage Tower Cheer Squad

Skills: Perception, Persuasion

Member: Zanther Bowen

With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire pride in the official Magisterium SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa matches

Playactors Drama Guild

Skills: Arcana, Deception

Member: Quentillius A. Melentor III, Rubina Larkingdale

These actors work together to create productions of brilliant stagecraft, often involving new spins on old classics as well as displays of magic and music.

Paradian Iron-Lifters Society

Skills: Athletics, Medicine

Member: Greta Gorunn

These bodybuilders support each other in developing strong muscles and even stronger friendships.

Magisterium Show Band Association

Skills: Sleight of Hand, Performance

Member: Aurora Luna Wynterstarr, Rubina Larkingdale, Nix

These music enthusiasts play instruments such as hurdy-gurdies, bagpipes, flutes, and drums, and they regularly perform rousing concerts.

Magisterium Star

Skills: Investigation, Insight

Member: Grayson Wildemere, Mina Lee

These truth seekers and wordsmiths report on campus news, regularly interviewing important figures and producing the monthly Magisterium Star newspaper, which is distributed across the campus.

Student-Mages of Faith

Skills: Insight, Religion

Member: Melwythorne, Shuvadri Glintmantle

These pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.

Jobs

Working in gainful employment while at school can provide a character with a modicum of cash and help forge connections with student coworkers.

Getting or Losing a Job

A character can hold one Job at a time, and they can participate in only one Extracurricular while they have a Job. A student can switch Jobs whenever they wish, even in the middle of the academic year, as long as they don’t work more than one Job at a time. At your discretion, switching Jobs in the middle of the year might lead to a roleplaying scenario.

Job Benefits

While a student has a Job, they earn a wage and a Relationship Point, as explained below.

Wage

A student who works a Job gains 5 gp at the start of each week that they hold the Job. If a student quits during the academic year, they stop earning this money at the end of the week in which they quit.

Relationship Point

While a character works a Job, they gain a positive or negative Relationship Point (the player’s choice) with one student NPC at that Job. This represents a coworker with whom the character is often scheduled and with whom they can easily form a connection (see the Relationship rules later in this chapter).

Job Options

Student characters can find work at the places below. A number of possible positions are noted for each place, along with NPC coworkers.

Vaultskeeper

Jobs: Book clerk, book shelver, café worker, cleanup crew member, garden tender, store worker

Coworker: Drazhomir Yarnask

Dapper Dragon Worker

Jobs: Assistant manager, cleanup crew member, cook, host, server

Coworker: Javenesh Stoutclaw

Campus Grounds

Jobs: Graffiti eraser, lawn manicurist, litter retriever, sidewalk sweeper, statuary repairer, trash collector

Coworker: Shuvadri Glintmantle

Smoulders worker

Jobs: craftsmen, specimen preparer, volunteer lab partner

Coworker: Urzmaktok Grojsh

Dormitories

Jobs: Cleanup crew member, events assistant, front-desk worker, resident assistant

Coworker: Nora Ann Wu

Cleaners

Jobs: Barista, cashier, cleanup crew member, server

Coworker: Mina Lee

Primal Fields

Jobs: Cleanup crew member, crowd manager, equipment assistant, groundskeeper, referee

Coworker: Rosimyffenbip “Rosie” Wuzfeddlims

Magisterium Performing Arts Society

Jobs: Cleanup crew member, general assistant, refreshments expert, stagehand, ticket taker, usher

Coworker: Larine Arneza

SiegeballSiegeball\#Worldbuilding Siegeball is a game played between two teams. Each team consists of 5 players. One player of each team is the team's goalkeeper. Players must be unarmed, except for the goalkeeper. The goalkeeper gets a special bat, which counts as a unique Club (Simple Weapon, Versatile, Finesse, 1d6 Dmg, 3lb. Weight, Bludgeoning) and has advantage when hitting the ball.  The team's goalkeeper is whoever is holding the team's bat at the time, but there must be one goalkeeper, so players can pa Stadium

Jobs: Cleanup crew member, entertainment assistant, equipment assistant, groundskeeper, refreshments expert, ticket taker, usher

Coworker: Aurora Luna Wynterstarr, Greta Gorunn

Notes

Examples of classes taken

  • An Introduction to Using an Arcane Focus

  • Basic Principles of Summoning Fey

  • Techniques for Maintaining Concentration

  • Advanced Theories on Rifts and Extra-planar Portals

  • The History of Fireball and Other Controversial Spells 

  • Elemental Magic 101

  • Physiology of Pseudodragons