[center][h1]Advanced Lore: The School[/h1][/center]Here, you will find basically everything that you need to know about the Ersand'Enise Academy of Thaumaturgy, down to some of the itty-bitty details and idiosyncrasies of the school. Warning: it's a lot (about 8 pages), but there's also plenty that hasn't been written down or isn't covered here, and there's plenty more that just hasn't been thought of yet. If you have any ideas, I'd love to co-construct some more of this lore with your input! [hider=School and City Map][center][h2]City Map[/h2][img]https://i.imgur.com/uR4FYJI.jpg?1[/img][/center] [center][url=https://inkarnate.com/m/X0g6wQ--ersandenise/][u][b]High Resolution City Map[/b][/u][/url][/center][hr][/hider] [hider=The Ersand'Enise Academy of Thaumaturgy][center][h2]Overview[/h2][/center]Founded five-hundred-twenty-five years ago by the 'Velvet Duke': renowned arcanist Giacomo the Owl, the Academy of Thaumaturgy has provided the sons and daughters of the greatest houses of Constantia and Severa with the highest quality of education in the arts magical and practical ever since. However, the school's origins predate its founding considerably, with the earliest instruction in The Gift on this site taking place during the reign of the Avincian emperor Macian III, who also built the colosseum used today as the Proving Grounds. Of course, Ersand'Enise is far more than just a school. It is a mecca of magic famed worldwide. The greatest Arch-Zenos both reside and practice here, queens and emperors come calling for advice and assistance, and the free city that has grown up around the school and interwoven its way into magical life is one of the wealthiest and most beautiful in all of the twin continents. Located on the border of Revidia and Perrence, the school - like the city - is politically neutral and independent. Aside from port fees and a small sales charge, taxes do not exist in Ersand'Enise. Everything is funded by tuition fees and the sale of magical services and reagents by the Academy. [hr][center][h2]Places of Interest[/h2][h3]The Queensgate[/h3][/center]For the majority of the city's history, this is where new students would enter for the first time. However, the awkward design of the street, traffic from the nearby merchants' and crafters' quarters, and lack of space around the entrance made it less than ideal for this purpose. It is still the city's main entrance to the south, but is a bit quieter today than it used to be. [center][h3]The New Gate[/h3][/center]Rebuilt just over one hundred years ago with a small entrance square and a grand boulevard known as Parade Street, the New Gate is where all students undertake their ceremonial first entrance to the city. Of course, many have arrived days or weeks earlier by ship, bustled unceremoniously through the workmanlike Sea Gate, but it's the ceremony that really marks the beginning of their time as a student (and return, each year) at Ersand'Enise. Of course, the New Gate is also a busy trade entrance, with all manner of goods and people coming and going to or from Revidia, to the North. [center][h3]The Docks[/h3][/center]Due to the city's near-tax-free status, Ersand'Enise's small port does a bustling trade, and shipping berths can be quite costly unless a ship is transporting students. This has actually been used as a loophole by some merchants, who allow a student to use their ship's cabin for free in order to take advantage of the port's cost exception. Of course, once one lands and gets through haggling with customs, it is a quick but unpleasant dash through Mudville and the Sea Gate and into the city proper. [center][h3]Mudville[/h3][/center]Having sprung up somewhat out of necessity and increasingly out of neglect, Mudville is the name colloquially given - and locally embraced - to the rough collection of fishing huts, warehouses, taverns, inns and perfectly reputable businesses and dwellings that surround the Port of Ersand'Enise. Existing outside of the city walls, Mudville has a reputation for being lawless - and also a favourite escape for older students looking for a bit of adventure. Almost anything can be found there for the right price and any kind of trouble gotten into. Many a colourful story begins with the refrain, "one time, in Mudville..." [center][h3]Miller's Hook[/h3][/center]Miller's Hook is the name commonly given to the collection of watermills, dwellings, and workshops that hunkers under the shadow of the city walls to the west of The Queensgate. Not very much ever happens there aside from beginner students practicing kinetic magic with water nearby, and some hanging around there during the warmer months due to the presence of a particularly good fishing spot in the area. [center][h3]The Workmen's Quarter[/h3][/center]Existing as it does in the shadow of Macian's thousand-year-old colosseum and full of old housing (some predating the founding of the modern city), this was never going to be high-value real estate, but the working-class people who make up the backbone of Ersand'Enise need somewhere to live, and those who can't afford a place in the Merchants' Quarter or Cathedral Square call this place home. Students see the Workmen's Quarter every time that they head to the Proving Grounds. It is often said jokingly that this is [i]all[/i] that they ever see of it. [center][h3]The Crafters' Quarter[/h3][/center]If one needs something built or repaired in Ersand'Enise, this is the part of the city to be. Loud, bustling, and distinctly...pungent, many young noble students find it overwhelming at first, but soon recognize the value of the place and the quality of its craftsmen. Indeed, purchasing a license, nevermind a stall, to do business here is not for the faint of hart or light of wallet. In many cases, skilled yeomen are given places by invitation only. [center][h3]The Merchants' Quarter[/h3][/center]Located conveniently close to the Crafters' Quarter and the Sea Gate, the Merchants' Quarter often feels a world apart from the northern half of the city, dedicated to The Gift. Representatives from various trade guilds, importers, and companies can be found hurrying up and down the cobblestone streets from dawn until dusk on most days of the week. If you need to buy something or are looking to make a quick dollar investing, this is the place to score big...or get taken for a sucker. [center][h3]The Proving Grounds[/h3][/center]Dating all the way back to the times of the Avincian Empire, the Proving Grounds were once an arena for gladiatorial combat. Today, they serve a variety of functions, including routine combat practice, team sports, the annual dueling tournament, an impromptu holiday marketplace, and an amphitheatre for large outdoor performances. [center][h3]The Arboretum[/h3][/center]By far the largest green space in Ersand'Enise, the Arboretum is built on what used to be the fortified castle grounds. As Ersand'Enise is considered sacrosanct and already amply defended by the continent's most powerful Zenos, the structure was torn down and the land repurposed nearly two centuries ago to be a place where students and Zenos could relax, study, socialize, and enjoy the benefits of nature within the safety of the city walls. In practice, it often serves this purpose during the daytime but, at night, is students' absolute favourite place to get drunk and get into all sorts of mischief. In early Stresia, the Arboretum is often filled with howls of laughter at initiation rites gone wrong... or right. The pair of outdoor pavilions are favourite places to hang out and Hedda's Lake (the small pond in the center), is just large enough that people can countenance swimming there during the warmer months. An ancient place, the Arboretum is full of mysteries and legends, from the unusual number of crows and ravens which roost in its trees to the fabled lost artifact of Eshiran and underground spring said to be at the bottom of Hedda's Lake somewhere; from the rumoured catacombs beneath the park, to the ghost of Erith Lenneker, who drowned herself there one hundred years ago and the...herbal remedies growing in its small forested area. Of course... whether or not any of this is true is another matter entirely, and not a particularly relevant one. [center][h3]The Violet Enclave[/h3][/center]Occupying the western part of the city just south of the Violet Gate, the enclave is a quiet, lightly forested area where most of the academy's serious research is done. Purple-roofed towers and ancient sycamore trees rise into the sky and the hum of magic is ever-present. For reasons unknown to most of the student body, an unusual number of owls roost in the trees and the rafters of this part of the city. The Violet Enclave is also a place of intense mystery and wonder for the students, because they are not allowed there unless given explicit permission to enter. It is said that every Zenith to serve, with the exception of the first - Giacomo the Owl - is buried in the small crypt beneath the Forked Tower. It is further held that the most sensitive parts of this quarter - including the Zenith's Library, where books on forbidden magics are stored - possess magical barriers that can kill a person on contact. In practice, this has meant that sneaking into the enclave is a favourite dare of students, and some have sworn that their friends attempted to make it into the library. For what it's worth, those friends seem to have made it back perfectly intact but, oddly enough, with zero recollection of where they went and what they were doing there. [center][h3]Cathedral Square[/h3][/center] Dominating the northwest quarter of Ersand'Enise is Cathedral Square, where the great cathedral of San Carrera and its four attendant churches are located. For five years at a time, the cathedral is dedicated to the god currently in ascendance (presently Dami-Zept, the Arbiter of Justice), the two larger churches represent the previous god in ascendance and the next, while the two smaller churches represent the other two gods. Though it is not mandatory, students are encouraged to attend worship on the holy day of the god in ascendance, which is a holiday, and are [i]required [/i]to attend on feast days. The religious authorities in Verrano have oft viewed the academy with suspicion, so a show of piety is sometimes necessary. For those who follow the Hexaic tradition, there is a small and somewhat neglected temple in the southern part of the Violet Enclave dedicated to Vashdal. It is the only part of the enclave into which students are allowed and a disproportionate number of student infiltrators seem to be Hexaic themselves. The actual square is an expansive plaza with a fountain at its center, two small parks, and a pair of wells. It is one of the major social centers of the city and hosts a pop-up market during the afternoons of worship days. This is faithfully attended by many of the students, who can often snatch up items that failed to sell on the more permanent markets for a lower price, and is also frequented by the residents of the Workmen's Quarter. [center][h3]Parade Street[/h3][/center]The main north-south thoroughfare in the city, Parade Street was designed to be impressive and the site of parades, hence its name. In the north, near the New Gate, is the Arch of Benedict the Blessed, which all students pass under when entering. Parade Street then arrows straight towards the academy, lined by high-end shops and reagent dealers to one side and the noble dormitories (and Tan-Zeno quarters) to the other. Traffic is diverted east and west around campus proper and the street rejoins south of it, passing around Macian's Arch and the Flatiron building while flanked on its way to the Queensgate by the humbler shops and abodes of the Workmen's and Crafters' Quarters. [center][h3]The Nobles' Dormitories[/h3][/center]The nobility has made up the bulk of Ersand'Enise's student and faculty population since the academy's founding, and both groups are well-served by the Nobles' Dormitories and townhomes. Spreading liberally across the northeastern portion of the city and fronting onto Parade Street, the faculty's townhomes are the largest and most opulent dwellings in the city. A bit further to the east are the noble student dormitories, which are comfortably appointed, located in a quiet (in theory) section of the city close to campus, and appointed with servants. There is a small plaza and park in the middle of this area, with trees, pavilions, a fountain, and a well. It is often a lively place where students enjoy socializing or grabbing drinks and snacks from one of the vendors who wheel their carts into the square. [center][h3]The Merchants' Dormitories[/h3][/center]Located just to the southeast of the Nobles' Dormitories, the Merchants' are similarly appointed, albeit a bit further from campus and the fine shops of Parade Street. Regardless, they are jealously considered the best in the city by some nobles due to their proximity to the Arboretum, which is often informally 'claimed' by the Merchant students of most cohorts. During the harvest festival of Rezain, Razor Street - which marks the boundary between the nobles' and merchants' dormitories - often becomes a battleground in a massive food fight known as the 'produce war'. The nobles try to stop the merchants, artisans, and commons from reaching parade street while the reverse holds true for the Arboretum. [center][h3]The Commons' Dormitories[/h3][/center]The Commons' Dormitories are located right beside the East Gate and are at once the smallest, furthest from campus, and least richly appointed. As yet, the school does not distinguish between members of the Artisan and Common classes, so students from both groups stay here, and they are usually a relatively small cohort who have trouble filling their entire space. What many of the wealthier artisans have taken to doing is leasing unoccupied units and then subletting them to nobles and merchants who are willing to pay for the privilege of maintaining a second, secret or party house a bit further from the watchful eyes of campus. Indeed, the largest dormitory of the Commons section, known informally as 'The Castle', is home to a number of student organizations and is possibly the rowdiest place one will find within the city walls. [center][h3]The Academy Grounds[/h3][/center]The Academy of Ersand'Enise itself occupies the very center of the city and is fenced off from the rest of it, with only a few large openings to let students, faculty, and researchers in and out. A mixture of ancient and modern buildings, it hosts classrooms, lecture halls, alchemist's rooms, a herbalist's garden, runecrafter, theatre, and the Grand Library. The last of these, in particular, is a wonder, rising over a hundred-fifty feet, with steeples, gargoyles, and flying buttresses galore. Inside are ten floors' worth of magical tomes and more general books, as well as study space for hundreds of students. It is not uncommon to see tired young scholars curled up for a quick nap in one of the library's many nooks and alcoves. In fact, the legend of Cerrick Rampard is often repeated with a certain sort of reverence. Too afraid to stay in his dormitory because of a cruel roommate (who was also a zeno's son), he lived in the library for three years and graduated with honours. Of course, sleeping students aren't the only spectacle. One can regularly witness books floating their way off of the higher shelves or across the atrium in a kinetic grasp, though this is officially discouraged, due to the number of yearly book collisions. Some poor old volumes are positively [i]covered[/i] in stitches, patches and glue. Then, there are the birds. It is well-known that the upper levels of the library, beneath the dome, can get drafty during Somnes and Hundri and, despite the best efforts of groundskeepers, students, and even Zenos, owls, crows, and magpies always seem to be able to get inside and build their nests.[/hider] [hider=Magical Ranks and Responsibilities][center][h2]Hierachy of Mages[/h2][/center]Just like there is a religious hierarchy in Quentism and Hexaism, so there is a hierarchy among practitioners of The Gift. Ersand'Enise stands as the center of the magical world and the head of the academy, known as the Zenith, is also regarded as the foremost practitioner of The Gift in Constantia, Severa, and Tarlon. Zeniths serve for twenty years or until death (whichever comes first), and a retired one is given the title of Paradigm. Assisting the Zenith are twelve Arch-Zenos, six of them practicing in Ersand'Enise itself, and six heading other - lesser - academies across the continent. Below this elite cadre comes the rank of Zeno (Master), which includes most of the noteworthy mages on the continent. Finally, comes the rank of Tan-Zeno (Lesser Master), making up the backbone of the Academy and delivering the bulk of the services that it offers outside of school grounds. Anybody else trained in magic who does not wish to pursue the path of the mage is known as an Alta, and this includes much of the nobility. An Alta authorized to teach basic magic is an Alta-Zeno. Those still learning magic are known as Biro (the plural is the same as the singular). Anybody disbarred by the Academy is known as an Anto, and this is considered a profound disgrace. Below, you'll find the ranks of magic users. [center][img]https://i.imgur.com/CV5Fo5h.png?1[/img][/center] [/hider] [hider=Student Societies][center][h2]A Place for Every Student?[/h2][/center]Like any school, the Ersand'Enise Academy of Thaumaturgy has a bustling student life. There are dozens of clubs, organizations, and societies that one can join, and the first week of each school year is recruitment week. While some of these are centered around hobbies or shared identity, others are related to profession or act as recruiters for lifelong vocations. On top of joining optional clubs, it is mandatory for students to join a guild, and there are three choices.[center][h3]Guilds[/h3][/center][list][*][b]Magicians’ Guild[/b] – 43% of students, exclusive with the Enchanters’ Union, Society of the Gift, and Malturra Society - Open to nobility and merchants only, with membership split roughly half-half - Considerable commercial and political power with many highly-placed alumni - 'Big-tent' group: few students are deeply involved with guild activity - Discounts and favours in some shops - Often facilitate the annual 'Produce War' between the nobles' and merchants' dorms. [*][b]Society of the Gift[/b] - 32% of students, exclusive with the Magician's Guild, Enchanters' Union, and Malturra Society - Open to nobility only - Ancient, traditional, and well-connected, with many highly-placed alumni - Little involvement in society activity for most students - If you're active in this group, they can pull strings and open doors for you - Reputation for being privileged and snobby [*][b]Enchanters’ Union[/b] – 25% of students, exclusive with the Magicians’ Guild and Society of the Gift - Open to all, though mostly artisans and commoners, with some merchants - Growing political power and considerable activism - The union will have members’ backs - Actively progressive and reformist - Not an asset to belong to in some circles[/list] [center][h3]Clubs[/h3][/center]Outside of the three guilds are numerous other optionnal clubs. many of these revolve around student interests and activities and most people would have a pretty good idea of what those might look like. However, some are tied more directly to magic use or ethnicity. [list][*][b]Loyalists [/b]– 11.8%, exclusive with the Malturra Society and Indigo Front - Open to nobility, merchants, and artisans, but with tiered membership based on social class - Encourages the use of Arcane magic - Staunchly loyal to the Zenith and established order - Conservative and traditionalist. Most members are wealthy - Lots of posers here [*][b]Indigo Front[/b] – 11.7%, exclusive with The Loyalists and Olde Bronze Society - Open to all - Known as the Chemical Mage society - History of intellectualism and political activism - Recently, traditionally high academic standards have lowered [*][b]Olde Bronze Society[/b] – 9.4%, exclusive with the Indigo Front and the Malturra Society - Open to all, but membership is tiered loosely on social class - The Magnetic Mage society - Nominally loyal to the Zenith and established order - Some members in very high positions, but their influence is faltering as a group. [*][b]Cloudchasers[/b] – 8.3% - Open to all - The Kinetic Mage society - Intellectual optimism and political idealism - Strong focus on group building and physical activity. [*][b]Carnation Accord[/b] - 7.3%, exclusive with the Malturra Society - Open to all, but membership is tiered based on social class - The Binding Mage society - Lots of religious lip service - Actual seminars and instruction on the practice of Binding Magic [*][b]Torragonese League[/b] – 5.9%, exclusive with the Red Rangers - Open to nobility, merchants, and artisans, with tiered membership based upon social class - Members must be Torragonese by birth or background - Staunchly loyal to the Torragonese crown - Well established and fairly insular. [*][b]Eskandish Circle[/b] – 5.1% - Open to all, but privileges are informally tiered based upon social class - Members must be Eskandish by birth or background - Tied to Eskandish druidic-style worship of the Pentad. - Ancient and well-established, but always somewhat marginal. [*][b]Pragmatics[/b] – 5.1%, exclusive with Eshiran’s Own - Open to applicants who pass their entry test - The new Chemical mage society - Focus on the new sciences and experimental learning, academic diligence - ‘Work hard, play hard’ mentality. - Pointedly apolitical. [*][b]Malturra Society[/b] – 3.2%, exclusive with many other societies - Open to merchants, artisans, and commoners. Nobility must pass a test. - Presents itself as an alternative Binding Mage Society, but everybody knows that it's really the Blood Mage society - Controversial group, known for political dissent - Insular and secretive, cool hangouts [*][b]Ruesics[/b] – 2.3% - Open to all - Members follow the teachings of Tanson Ruesi, a famous philosopher and warrior - Focus on competency with all forms of magic and the ability to channel - Eschew conversion and focus on speed and channelling endurance [*][b]Strakhalists[/b] – 2.1% - Referral only, open to all otherwise - Focus on offensive drawing, usually using Kinetic, Arcane, or Binding magic - Members follow the teachings of Rahn Strakha, who invented offensive drawing - Pointedly apolitical - Willing to use advanced techniques and skew very close to forbidden magics. Main focus is on power. [*][b]Valgardiers[/b] – 2% - Open to all who pass their test, though membership is loosely tiered - Members follow the teachings of Wensa Valgarde, a famous converter - Focus on patience and specialization - Advanced skills can be reached from any type of draw through conversion techniques. [*][b]Aesthetics[/b] – 1.5%, exlcusive with Eshiran's Own - Open to all - Members reject the violent use of magic - Members attempt to be apolitical but tend to skew progressive - Tight-knit group that focuses on art, beauty, and creating [*][b]Oceanborn [/b]– 1.5% - Open to all, but membership is tiered according to social class - The society for mages who want to focus on liquid-manipulation abilities - Properties off-campus, right on the sea - Inclusive group, a little bit flaky [*][b]Society of the Grapes [/b]– 1.2% formally, 4% informally - Open to merchants and nobility, but welcoming of others - Started out as a parody of the Society of the Gift - Tight-knit, respect strength of magic and inttellect, unpretentious, throw amazing parties - A place where the wealthy do not have to stand on ceremony. [*][b]Steamchurners [/b]– 4.8% - Open to artisans and merchants, but also to others who pass a test - Pointedly unpretentious new Arcane Mages society - Strong belief in science, rationality, and humanism - Lots of philosphy and drinking - A bunch of talented, crazy drunkards [*][b]Red Rangers[/b] – 0.3%, exclusive with the Malturra Society and the Torragonese League - Open to all, though commanders must be noble - Independent ranger corps nominally loyal to the Perrench crown - Wide-ranging set of skills, including physical combat and survival: battle mages - Group cohesion, respect, self-efficacy, and duty are central values - A life of adventure, romance, and danger, but also a lifelong commitment [*][b]Children of the Moon[/b] – 0.3% - Open to all, though applicants must demonstrate an interest in Mooncasters - Originally intended to be a Mooncasters society, but mooncasters are extremely rare - Most members are obnoxious fangirls, fanboys, and oddballs - When a true mooncaster appears every few cohorts, he or she is basically forced into joining [*][b]Eshiran’s Own[/b] – 1.4%, exclusive with The Aesthetics and The Pragmatics - Open to all who can pass their test - Mostly arcane, chemical and atomic mages, some crypto-blood mages - This is the fighters’ society, filled with combat mages - Tend to be low academic achievers. [*][b]Firebreathers [/b]– 0.2% - Open to all - Mostly arcane and chemical mages, small, self-assured group - Members must have an innate ability to resist fire - Access to secret knowledge and focus on highly advanced fire techniques [*][b]Puppeteers [/b]– 0.4% - Open to all who can pass their test, targeted recruitment - Mainly kinetic and magnetic mages - Focus on stealth and manipulation of golems and mechanical apparatus - Known for being tricksters and eccentrics [*][b]Faceless [/b]– 0.01% - Invite only, regardless of social class. Secret membership. - Fighters for a secular vision of justice and morality - Focus on lightbending and stealth techniques - Dabble in forbidden magics and considered criminals - Frowned upon by the authorities, but they have shadowy powerful benefactors[/list] [/hider]