The Academy of Nine (High Fantasy World)
Disclaimer: Despite being an Academy, all main characters should be 18+ as per site rules.
Disclaimer: Despite being an Academy, all main characters should be 18+ as per site rules.
The World Outside
"Your kind aren't welcome here, you freak! If you don't get out then we'll throw you into the sea. Maybe you can swim to your new school?"
The world outside the Academy walls is a hostile one to magic users. Comprised of an archipelago of countries, the main enemy of the island Academy is a country called Ogarya. A technologically advanced and warmongering nation, they fear and despise spellcasters for what they can do. While most countries have an accord with the Academy that allows for the peaceful and bloodless removal of Spellcasters to the School, Ogarya detests them and will execute any they encounter on sight. Next door to Ogarya is Piquery, and for the vibe there think of Ancient Roman/Greek architecture but with a slightly more modern mindset. Ogarya have a military dictatorship in power, while Piquery has a familial dictatorship of sorts, with the Emperor running the show and his many sons squabbling for a look in. Also around are Carnivale, a fairly peaceful country that stay out of trouble, Masteros, a beachy island with a matriarchal society and good vibes only, and Gaslam, a forward-thinking democracy who are petrified of causing trouble with anyone else.There are other countries and kingdoms around, but these - plus the Academy - are the main ones of note.
The Academy
"Welcome, new student, to the Academy of Nine. If the world outside has cast you out, despises you for what you were born to do, then this is your new home, a place for you to survive and thrive. Be warned, though, new blood, that the students here have fought for their survival, much like you have. They will not be inclined to go easy on you, just because you're new. In fact, they might just make you suffer to prove your mettle."
The Academy is set on an island thousands of feet above the rest, on a sheer cliff face where it looms over the edge of its neighbour, Piquery, at a ten or so degree angle. Things occasionally fall off the edge and into the streets of Piquery, to their alarm. Piquery, unfortunately, is also the site of a number of minor raids from the Academy, who aren't quite savvy enough to grow enough food to sustain themselves. They can handle most of it, but sometimes need a boost to their stores, at Piquery's expense. The Academy itself is built like a traditional castle crossed with a church, with four towers on each corner, a courtyard - the duelling ring - and a complex underground warren of tunnels. There is also a bell and clock tower at the front - where the Bell Tower Magicians live - and a lone tower separate from the rest - the Rookery. There is also a fount beneath the Rookery, although only one person has ventured down there and survived, where the primordial knowledge resided until it found its vessel. A story for another time. The school is built to hold around a thousand - or just over - students and residents.Students at the Academy vary in age, with most arriving at the school at the ages of 16-21 [Disclaimer: All main characters will be 18+ as per site rules] and staying indefinitely, teaching and protecting the school when they find they reach the end of their capacity to learn new magic, usually many years after their arrival. New students are allocated a new identity on arrival. This isn't chosen by anyone, least of all themselves. The first thing they are asked when they cross the threshold of the school is "what is your name?" and magic gives them a new one, with which they are compelled to answer. The names line up with a Faction, which they will become a member of (e.g. a plant-based name will lead you to the House of Hamadryade; the surname 'Bell' to the Bell Tower Magicians, an odd numerical name to the House of Navarre etc).
Schools of Magic
"They like to pretend everything is under control. They like controlling things, you'll come to learn. Having this structure, this set out list of what is and isn't acceptable for you, is a way of limiting your power. Take heed, new blood - they'll try to stop you, and it will work, unless you can learn before you're so kindly 'taught' how to channel your power."
The Academy recognises nine schools of magic, hence 'The Academy of Nine'. These are categorised into Light, Grey, or Dark magic, although it should be noted that some disagree with this categorisation, and indeed, that magic should be split into sections like this at all.
Light Magic
"Light magic? They're common us muck - you can't conjure a stone without hitting four Healers on the way - least you can't leave a bruise."
- Healer: Self-explanatory to most I should hope, this is the name given to individuals who are talented in the Healing Arts. This talent can vary, however, from being able to lay hands on a person and heal them completely, to diagnosis alone, to being able to stitch up wounds with magic. This is seen as 'truly light' magic, as healing magic (theoretically) cannot be used with malintent. Results may vary.
- Enchanter: Similar to an artificer in D&D. The role of the Enchanter is to use their own magic to enhance or amplify that of others through enchanted weapons, objects, or trinkets. Are you an Elementalist lacking some spark in your life? The Enchanter can set you up with something to really zap your foes. Approach with caution: usually bitter with a chip on their shoulders.
- Mystic: Sceptics and cynics, these guys made up their own school of magic so they could rip into the other eight. Who doesn't believe Healing is all sunshine and rainbows? Mystics. Who thinks Alchemy is where they shove any ability that doesn't quite fit the rules? Mystics. Mysticism is technically the study of Magic itself, its origins, how it works, how it can be harnessed better. Instead, the Mystics are just grumpy spellcasters with magic that's a little too visible.
Grey Magic
"All the best Battle Mages are Elementals, everyone knows that. They scare me a little, though. They're so serious all the time - why do they always look angry?"
- Elemental: An Elemental can control either Fire, Water, Air, or Earth, or some combination of the above. Typically, an Elementalist will have a natural affinity for one, a linked ability to another, potential in a third, and weakness in their opposite. If Fire is their natural element, they may also have affinity for Air, some potential in Earth, and weakness in Water, their opposite. By contrast, an Air elemental may be able to control Air, Water, and Fire, but struggle to learn Earth. This follows the principles of Alchemy (from the real world, not this one) and the concept of opposite elements. Natural Fire and Water Elementalists struggle more than anyone to master all four. Typically surly, grouchy, and ever so slightly haughty.
- Alchemist: a la Fullmetal Alchemist, if you will. Alchemy is like the bridge between Elemental magic and Conjuring. Elementals can manipulate the forces of nature, while Conjurers can make things appear from nowhere. Alchemy is the subtle art of transmuting things from one thing to another. They can't make things appear from nowhere, and they can't control a maelstrom of firey tornadoes, but they can certainly pack a punch in a fight. Mostly angry that people mistake them for Elementalists.
- Conjurer: These folk have the ability to make things appear from nowhere. This may manifest in different ways - a common Conjurer is one who can produce clearly artificial items, like a shield made of patchwork magic, or arrows that seem to... glitch. The most talented Conjurers make lifelike items that last almost forever - although Mystics argue this blurs the line between conjuring and summoning.
Dark Magic
"There's a theory that different countries produce certain fields of spellcasters - and they reckon Ogarya must be Dark. Since they started executing mages over there, the number of Dark Spellcasters has plummeted. I could probably count all of the Manipulators at the Academy on two hands - and Necromancers are like a bedtime story now."
- Necromancer: The rarest of all nine schools, there have only been three true Necromancers throughout the history of the Academy, with one true Necromancer in attendance as we speak - and another faux Necromancer. More on that later. Given their scarcity, Necromancy is a troublesome art to master, and the ability is dying out without anyone to teach it successfully. Thank goodness they found a new High Necromancer, right? ...Right?
- Summoner: Unlike Conjurers who can create things from nothing, Summoners have the ability to pull demons, deities, monsters, and nightmares from the depths of the universe and plonk them down in front of an admiring audience. A truly talented Summoner can tether demonic familiars or allies to themselves, allowing them to break out of the summoning circle to serve. This requires a great deal of control and willpower, unless you want to end as a smear on the celestial carpet.
- Manipulator: Illusions, confusions, and anything that meddles with the mind and how it works falls under the skillset of Manipulators. They like to trick you into thinking that doors are walls, and vice versa. They have a natural defence against Manipulation - thankfully - and vary in power from mild hypnosis and suggestion, to full-blown puppeteers and complex illusion magic. Many of them lose their grip on reality, which is another reason they're not so common...
The schools can be thought of in layers of sorts. Most students are unable to cross into a different layer, but may have some ability with another school in their own affinity. For example, a natural Manipulator may also be able to summon low-level spirits or demons, or a natural Healer may be able to create enchanted tools for their trade. They can be taught this if such a capability exists, but it is not a natural process or ability like they will have for their own school.
Factions
The Academy teaches within these nine schools, but that only dictates who you learn with. On arrival, students get punted into a faction, based on the new name they are given. The Factions are split into Inner Circle, Outer Circle, and Lesser Houses. These each have their own weighting in influence and power. Most factions are comprised of up to ten individuals who see themselves as a kind of family.
Inner Circle
"That would be the dream, wouldn't it? Becoming a part of the Inner Circle. It's never going to happen for the likes of us, though. They only pick their friends - unless you're a Necromancer, apparently. They're desperate enough to recruit the first one to walk through the door as their High Necromancer The Bell Tower Magicians probably couldn't believe their luck."
This is the selection of Factions - up to a maximum of ten at a time - from which the Headteacher and the High Spellcasters are from. There are currently seven Factions promoted to the Inner Circle. These Factions form a council of sorts, making decisions on behalf of the Academy. Nepotism? Definitely. The current Inner Circle is comprised of The House of Navarre, Winter's Light, The Bell Tower Magicians, The Fournaise Faction, The House of Hamadryade, Wild Ones of the Moors, and The Celestials. The Inner Circle also tend to have unique abilities based on their Faction. For example, members of the House of Hamadryade each have a soul plant that boosts their magic and lives in a greenhouse within their living quarters. This is not something any other Faction can claim to.
Outer Circle
"If you disappoint us, we'll kill you. We'd rather have you dead than be demoted. The Outer Circle is the best we can get and it took years to get here, so don't screw it up for us."
The Outer Circle admits Houses based on their merit, with the number of Factions capped at twenty. This is typically via feats of strength, winning duels, acts of courage or power, and otherwise excelling and making a name for your Faction - the best way being through the duelling ring, held monthly. Alternatively, sheer numbers can boost you to the Outer Circle, in the style of The Tailor-Weaver-Matlock Coalition, a messy congealment of three Lesser Houses forcing their way into the Outer Circle. They have almost forty members in contrast to the usual five to ten. Other signficant Outer Circle Factions are The Alunno Clan and The Mages of Masteros.
Lesser Houses
"No one is in a Lesser House by choice, and the Lesser Houses aren't there because they want to. It's a rat race to climb upwards. Being higher means more privelidge - which means we're no better than the dirt on their shoes down here."
The Lesser Houses are the lowest rank in the Academy. They are unremarkable, uninteresting, and weak, in the eyes of most. There are around fifty Factions in the Lesser Houses and all try to pick fights to ascend, meaning a weak, new addition to an Inner or Outer Circle Faction is a prime target for them. An unusual Lesser House is The Rookery - the only one there by choice. The Rookery have refused promotion since the Academy's founding and prefer to sequester themselves in the shadows. They are comprised mostly of Mystics and have a hidden library for members only.
Faculty
"It doesn't matter that they're corrupt, you still don't want to cross them. The Inner Circle are powerful, but the High Spellcasters are on another level altogether. Trying to go after one of them in a duel would be a suicide mission!"
The Academy has a Headmaster and a High Spellcaster for each of the schools, appointed by the Headmaster. The High Spellcaster is responsible for coordinating their school's studies and ensuring the advancement of the students' education, as well as a wing of the school to enable it to function. I won't go into too much detail on them here, as I believe it would be more appropriate for a thread with the Character prefix, but the staff, role, and their Faction are as follows:
Headmaster: Stefano Navarre (House of Navarre) - The role of the Headmaster or Headmistress is in the executive function and defence of the school. The Academy is run like a family business, with emphasis on family, because with the Navarres in power they tend to give out the highest positions to those they consider 'family' outside of their Faction, whether by marriage or being close in Faction age (e.g. Winter's Light is the most ancient Faction and consider themselves superior to others on this account).
High Healer: Holly Hightower (The House of Hamadryade) - The High Healer is the most proficient Healer and heads the Infirmary and should always, where possible, be contacted prior to raids or battles in order to prepare supplies for the aftermath, which is never pretty.
High Enchanter: Edward Wyldemor (The Wild Ones of the Moors) - The High Enchanter is responsible for the armoury and forge, where weapons and items are produced and repaired for the battle mages to help them.
High Mystic: Galileo Stahl (The Celestials) - The High Mystic is somewhat of a token role. Almost all Mystics belong to the Rookery, who refuse promotion to any position in the faculty, and therefore the role is filled by whoever the Head decides they want to have in the Inner Circle or someone they want to make suffer for a while. They are usually responsible for the archives and library, with the Rookery keeping their books and tomes separate from the rest of the Academy.
High Elementalist: Laurel King (The House of Hamadryade) - The High Elementalist is both in charge of coordinating lessons for Elementals and is typically also the Head Battle Mage. This puts them in charge of attack and defence, making them one of the most important figures in the Academy outside of the Headteacher.
High Alchemist: Primus Navarre (The House of Navarre) - The High Alchemist is typically, in liaison with the High Conjurer and High Elementalist, responsible for sourcing food and water to feed the Academy. As mentioned, this is quite a challenging feat and often leads to theft from nearby Piquery.
High Conjurer: Alabaster Winters (Winter's Light) - Typically, the High Conjurer is a supporting role for the school, slotting in wherever needed to support.
High Necromancer: Mordred Bell (The Bell Tower Magicians) - The High Necromancer slot has been empty for generations until Mordred arrived. It's worth noting that Mordred is actually Death masquerading as a Necromancer, but again, not quite the place or time for this. The High Necromancer, therefore, has very few roles outside of their administrative one as a teacher.
High Summoner: Niccolo Fournaise (The Fournaise Faction) -
High Manipulator: Lucia Winters (Winter's Light) - Sensibly one of the more feared roles in the Academy, the High Manipulator is deemed one of the most powerful spellcasters in the Academy. The High Manipulator is in charge of the duelling ring which occurs once a month within the Academy for entertainment and to be considered for promotion into the Outer Circle.
Conflict With Ogarya
"They've hated us - feared us - for as long as we can remember. Ogarya will stop at nothing to see us destroyed entirely, which is why we must be prepared for conflict with them at any and all times."
To be written.
Other Notes
"No, spellcasters are infertile. We can't have biological children - why do you think we're so upset about them killing mages from Ogarya? It's because we'll go extinct without them, which is exactly what they want and are hoping for."
- Spellcasters are all infertile. The idea of 'wishing magic' is a primitive concept to most - although Winter's Light believe vehemently in it - but it is the notion that if you want something enough, you can manifest it. This is the approach to extending a Faction or family, by wanting it really, really badly.
- There are more male spellcasters than female ones - about a 65/35 ratio. No one is quite sure why
(but the author knows it's because they prefer writing male characters). - More to come?
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