[center][h1]School Lore[/h1][/center] [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 Zenith's Library, where the original Recordbook of Ahn-Shune and 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 in 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]Hierarchy 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. Nobles generally discouraged from joining. - 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 optional 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, while still others are primarily humorous in nature. Students may register for up to five at a time. [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]Ipte's Courtyard[/b] – 7.5% - Open to all although membership is very tiered, even among classes themselves - Learn how to court in different nations and cultures to find your one true love! - Often performs mock courting situations and dates, many find their partner here. - Concerning rate of births out of wedlock from present and past members. - Belzagg is the flavour of the month [*][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]Little RAScals[/b] - 6.5% - Open to any students with a RAS below 6.5 - No tiered membership or even leader. Formed off egalitarian ideals, it is oftentimes chaotic and directionless - A good place to learn 'efficient' magic tricks; low energy but high in impact spells. - 'Study groups' are commonly formed - Is rumoured/known a sizeable portion have cheating methods undetectable by the Zenos [*][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. Also parties in the woods. - 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]Drudgunzean Union[/b] - 4.9% - Open to all students of Drudgunzean citizenship or heritage, though membership is loosely tiered by social class. - Bierhall nights, excellent cooking, amazing parties. - Many significant alumni and connections with nobility. - Fingers in many import/export business and mechanical device making. [*][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 philosophy and drinking - A bunch of talented, crazy drunkards [*][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 and clandestine experiments - Insular and secretive, cool hangouts [*][b]The Eyes of Vashdal[/b] - 2.7%, exclusive with all explicitly Quentic societies - Membership open to all Darhannic (Hexaic) students, regardless of social class, though it is tiered. - A support group for a minority, but also economically well-connected. Importers of many rare goods from West Severa. - Tight-knit and focused on culture as much or moreso than religion. Comforts from back home. - Active good deeds, outreach, and (rather tame) activism. [*][b]The Crafters' Guild[/b] - 2.5% - Open to all artisans and others who can show proof of quality craftsmanship - Provide crafting spaces and materials at a discount - Connections with the Innovators' Exchange. Needle & Thread, and numerous suppliers, free market stalls - A great place to share and learn trade secrets; code of honour. [*][b]The Orators' Society[/b] - 2.4%, exclusive with Eshiran's Own - Open to members of all social classes, with tiered membership. All members must pass a basic literacy and speaking test. - Aggressively academic and engaged with philosophy, history, and science. - Reasonably well-connected. - Lots of 'big brains' in here, contrarians, and posers. Decent otherwise. Bloody alcoholics. [*][b]The Society of Humanity's Burden[/b] - 2.3%, mutually exclusive with Yasoi'riimel, Eeaiko-Kaihoo, and The Mountain Men. - Open to all humans, though they have to be judged by the inner circle before joining. - Organizes rallies and soapbox speeches focusing on their desire to help and uplift the "lesser races" - Makes fun of the Yasoi'riimel and their declining numbers. - Sends aid to all the suffering regions of the lesser races but will not give up their influence once rooted. - Secretly has way more members than the official numbers given. [*][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]The Gamers' Union[/b] - 2.2% of students - Open to all students, with membership tiered by contribution - Informally quite well-connected. Have many small hangouts and some economic clout. - All about the playing of games, sports, and cooperative-competitive pasttimes. - Active members very likely to make lifelong friends here. [*][b]The Red Table Society[/b] - 2.2% - Open to all, membership tiered by social class - War re-enactment club - Began with the ancient war between Eskand and Parrence, most major conflicts are now covered on a monthly rotation - Commoners take the roles of soldiers, merchants and nobility roleplay as the war's greatest heroes - Taken very seriously, rivalries bleed outside the club all the time - Good place to learn about warfare and battle tactics [*][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]Innovators' Exchange[/b] - 2.1% - Open to Patrons and Innovators, which can sometimes overlap. - The former must have proven cash reserves of over 1000 Neskal or access to a significant shipping concern. - The latter must have an active proposal for a new invention or innovation which can be marketed. - Very much about networking, profit, and technological progressivism. [*][b]Rare Mamas[/b] - 2.1%, mutually exclusive with most religious clubs, Lamplighters, Blazing Angels, and Corpse Flowers - Open to 'those who best exemplify and appreciate the beauty of the female forme'. Nobles receive certain... privileges - Two types of members: 'joes' and 'mamas' - Meetings consist of 'painting sessions' where models pose and are painted by their admirers, or 'dances', where models dance. - models are often paid, but must pass a test to join. No harassment or misbehaviour is tolerated from other members. [*][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]Corpse Flowers[/b] - 1.9% - Open to all with obvious physical disfigurements - Society focused on positive body image and finding beauty in the 'ugly' - Activities include fashion shows, tea parties, speed dating, and more - Lots of group talks and confidence building exercises - Gender ratio 3:1 in favor of women [*][b]The Bards' Society[/b] - 1.8% of students - Open to members of all social classes, with equal membership. - Many connections within the performing industry. - Supposedly apolitical, but they shill for wealthy benefactors when needed. - Many flaky 'artiste' types here, but also a lot of fun. [*][b]Aesthetics[/b] – 1.5%, exclusive 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]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]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 intellect, unpretentious, throw amazing parties - A place where the wealthy do not have to stand on ceremony. [*][b]Oath of the Blade[/b] - 1.2% - Open to all students who pass their tests, they will often search out potential prospects. - They only accept a certain amount of members per recruitment cycle. - Tiered membership based lightly upon your social class and heavily upon your skill and strength in melee combat with the use of magic. - Often times those of Nobles and the such will find themselves in higher positions, however there are a few higher level members who are of Common birth. - You are trained to use your magic through weapons and hone your skills in melee combat. - Full of well connected individuals who will invite many prominent figures. - A very well connected club making it possible for them to do small outings as a group to nearby areas to fight creatures terrorizing areas, bandits, and the occasional war games. - Known in other circles as the Society of the Knight, and in others as the Dying path, as many of those who follow this path follow the more knight and frontline roles taken by the knights during and after the time of Perrence's Victory over Eskand and the solidification of it being a true power. [*][b]The Fauna Society[/b] - 1.1% - Membership open to all who love animals. Entrance interview. Strangely, most members seem to be either noble or common. - Active zoological study. Lots of hanging out and nerding out, but also diligent in academics and adventurous fieldwork. - A bit niche and marginal in terms of influence, but can make a killing breeding and training rare animals. - [i]The [/i]place to go for animal familiars and unusual mounts. [*][b]Surveyors[/b] - 1.1% - Open to all, students with kinetic/binding aptitude are highly desirable - Society members act as volunteer civil engineers - Directly sponsored by Ersand'Enise - After a period of training, students complete public works projects under expert supervision - Incentives include extra credit and financial aid [*][b]Needle & Thread Guild[/b] - 1.05% of students - Open to all female students, though membership is tiered based upon social class. - All things sewing, knitting, embroidery, and fashion. - The girliest of girly clubs. No boys allowed (though many hang around informally) - Currently in the midst of a power struggle between traditionalists and Cruella-types. [*][b]Nachaias's Own[/b] - 1% - Open membership for those who pass a written test - Club members discuss applied and theoretical mathematics and try to prove old theories or create new ones - Monthly math competitions for bragging rights and a plaque on the club room's wall - Members often take bribes from other students to do their homework - Very geeky [*][b]Waveriders[/b] - 1% - Open to all who can pay the joiner's fee, friendly relationship with the Oceanborn - Society for lovers of aquatic recreation - Organizes competitive events for aquatic sports such as sailing, open water fishing, and surfing - Boats and equipment freely available for use by members [*][b]Draconic Order / Ordo Draconum[/b] - 1% true members, numerous appreciators. Also commonly known as the [b]Fireflies[/b]. - Tiered membership. Dragonbreeders at the top, then DragonRiders, then DragonOwners, DragonCrafters, DragonContributors, DragonAppreciators. - Home to a wide range of important alumni including King Sancho of Torragon. Frequently brings in distinguished guests. - Has the grounds to house, groom, and feed dragons. This comes with a high cost. - Works closely with the Draconic Regulatory Association and Group on Organisational Nomenclature. [*][b]Brotherhood of Brew Appreciators[/b] - 0.9% of students - Membership is tiered based on a pair of entry tests: chugging and hops recognition. - The society of beer enthusiasts, more or less. Balanced between the arts of brewing and consuming. - Have their own microbrewery and beer garden. Regularly cater and mint special commemorative batches. - Connections to many monastic brewers, especially local ones across Revidia, Perrence, and Miatto. - A surprising number of Kerremans in here. Many Enthish, Kressians, Huulendamsch, Pestians, Budesrnans, and Warlish. [*][b]Pageturners[/b] – 0.9%, - Began as an exclusive club for nobility, recently opened to all - Essentially a book club where members discuss the latest and greatest literature - Leans heavily towards fiction but appreciates nonfiction as well - Once every other month club members are required to submit self written short stories to share - Occasionally gets a hold of articles forbidden by the school or the state - Lots of introverts and eccentrics here [*][b]Genealogy Society[/b] - 0.8% - Open to nobles as well as merchants who can prove their pedigree - Engage in research and discussion on noble an occasionally other genealogies - Lots of snobs who enjoy patting themselves and each other on the back. - Some serious researchers here too. Kind of not that diligent overall, though. [*][b]The Mage Hunters' Society[/b] - 0.8% - Open to all, regardless of social class. Equal membership. ~60% of members are Drudgunzean. - The magusjaegers' society. Focus on skill and innovation. - Team-building exercises, war games, survival skills. - Somewhat secretive and exclusive: a band of brothers (and sisters) - Known to visit a brothel or ten. [*][b]Olive Drag[/b] - 0.8% - Originally a crossdressing club that was created purely as a joke at someone's expense, it soon morphed into a hybrid theater club and support group. - Very assertive recruitment of effeminate men. - Numerous valuable connections for anyone interested in the arts. - Notorious partygoers who trend progressive. Eccentric leadership. - Open to all students but vigilantly prune members who aren't actually interested in club activities. [*][b]Lamplighters[/b] - 0.7% - Open to all who pass an interview and background check - Society members act as volunteer watchmen for the school after hours - Directly sponsored by Ersand'Enise - Authorized to police misdemeanors and enforce curfew - Incentives include extra credit and financial aid [*][b]Dark Sky Society[/b] - 0.6% of students - Tiered membership based upon scientific credentials and possession of a telescope. - This is the nascent astronomers' society, pointedly separate from that pseudoscience Astrology. - Access to the newly-built telescope abutting the Grand Library. Trying to gain access to the big one in the Forked Tower. - A handful of very wealthy patrons. They're building their own observatory in the countryside near the Perrench border. - Scientific talks, theorizing sessions, scientific instrument shoppe, 'dark sky parties' in the hours of Dami and Ipte outside school grounds. [*][b]Treasure Hunters[/b] – 0.6%, - Open to all who truly believe in the cause or are at least cool - Based around the 100% factual treasure of Captain Meridair buried somewhere in Ersand'Enise that is not at all legend - Occasionally go looking for other treasures when opportunity provides itself - Have a massive vault full of their plundered treasures, though no one's actually allowed to look inside - Often bullied for believing children's stories, wasting time, and making a general mess of the school grounds [*][b]The Rat Bastards[/b] - 0.5% - Explicitly open to all students who are either bastards or orphans, but accepting of others... for a price. - An irreverent group of rejects with a penchant for mischief. - Know how to cheat at everything. The place to find loopholes and buy answer guides. - Smugglers and mercenaries, unacknowledged noble children. Also a support group. [*][b]The Essence Club[/b] - 0.5% - Membership open to all students, but first, you have to take a hit of this, dude. - Experts in botany and internal chemistry and, particularly psychoactive substances. - Bravely test these on themselves in their large, late-night gatherings... for science! - Many artists and musicians. Long, philosophical ramblings, unassumingly hedonistic. [*][b]The Tasters' Union[/b] - 0.5% - Open to all of those with a refined palate, though membership is tiered. Membership fees for those who have not published at least ten culinary reviews. - Access to the finest locally-produced and imported food and drink. - Opulent parties where people eat... and eat... and drink (and publish reviews). - Connections to the Pumpernickels, Grapes, Brewers, and Essence clubs. [*][b]The Pumpernickel Clubbe[/b] - 0.5% - Open to all, with equal membership, but you must pass a baking test. - By the Gods, they cook the best food and know all the secret recipes. Most members are skilled artisans. - Lots of 'nerdy-hot' girls in here... and some simps. - They run shops and cater, hold sleepovers, and make [i]bank[/i]. [*][b]Sleuths[/b] - 0.5% - Open to all - The club for mystery lovers - Members have fun staging mock murders and escape rooms, lots of roleplaying involved - Joint events with the Fingersteeplers are surprisingly common [*][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]Excavators[/b] - 0.4% - Open to all - The paleontology club - Activities are mainly digging up and studying fossils - Mostly a hobbyist society, but sometimes major discoveries are made and submitted to the school [*][b]The Special Ones[/b] - 0.4% - Exclusive to individuals with rare mana types, membership requires a blood oath - Discussions and activities focus on the possible identification, benefits, and uses of rare mana types. - A strict rule of keeping society activities within the society. Those caught breaking it face warnings, revocation of privileges, or expulsion from the club. - Tight-knit group. Every meeting ends with a drinking party, though some members have complained of the aftermath's aches and lack of memory. - Wealthier members provide support to members in need in the form of loans and favours. Many are kept 'off the books'. [*][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]The Fingersteeplers[/b] - 0.3% - Open to anybody, but high nobility receive an animal familiar and fawning minions. - A roleplaying club where people dress up in dark and 'villainous' clothing and pretend to be evil. - Considered embarrassing to join but is actually kind of cool. Lots of secret 'masked' members. - Many creative writers and nerds here. Some really rich people too. Surprisingly well-connected. [*][b]Cherry Blossoms[/b] – 0.3% - Majority Nikanese membership but anyone can join after passing an oral test - Club activities centered around traditional Nikan theatre, music, and painting - Members must wear a yukata or kimono in the club room - Many non ethnic members secretly wish they were from Nikan - Lots of broken Nikanese spoken here (to the embarrassment of club leadership) [*][b]Madcaps[/b] - 0.3% - Open to all, membership is mostly commoners - Society for those who wish to demonstrate their machismo - Tests of pride abound, members regularly undergo 'dares' ranging from eating hot peppers to exploring haunted buildings - Full of fun loving delinquents - Well-known for their end of the year 'fear factor' competition [*][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]The Blazing Angels[/b] - 0.2% - A quasi-religious order, many Red Rezaindians and active Somnians. Membership is tiered according to social class. - Basically, the paladin order. Defenders of the Quentic Faith. DEUS VULT! - Active training and sparring, prayer, good acts. Well-connected. - Also practice having awesome aesthetics through use of illusion and mount-taming: winged hussars, flaming warhammers, dragon riding. [*][b]The Speed Demons[/b] - 0.2% of students - Open to fast people only, regardless of class. Membership is tiered based on ability to win races. - Started as a serious society, became a joke, and became legitimate again. - Everything is a race. Love races of all types. Meme-level competitive and also host many competitions. - Live for The Dragon in the Trials. Highlight of their lives. Have many strategies for it. [*][b]The Unhumans[/b] - 0.2% of students, mutually exclusive with the Special Ones - A secret club that does only targeted recruitment. Open to carefully chosen members who aren't publicly listed. - Meet only on nights of four and five moons, often outside of school property - Seem to have secret, powerful benefactors. - Watched carefully by the school establishment. [*][b]The House of Japes[/b] - 0.2% of students - Officially, a comedy club, but truly a facade for notorious pranksters - Comedy shows, practical jokes, magic tricks, and (often intricate) illusions - Many illusionist skills taught here as well as some useful for nonlethal combat - Shenanigans, mischief, tomfoolery, and japery abound. - Kooky raccoon mascot. [*][b]The Milliners' Society[/b] - 0.2% of students - Open to those who like hats. Must pass an oral exam and possess a collection of at least six hats. - The society for hatmakers and hat enthusiasts. Both appreciation and techniques; access to materials. - Members must wear a hat for the duration of all meetings. - Novelty hats and fun competitions. Hat challenges and hat-wearing marathons. [*][b]Blow-flies[/b] - 0.19% - Open to all - Splinter faction of the Fauna Society, intended for people who like bugs and insects - Bug catching, pet breeding, and ant farming are major club activities - Huge collection of organisms not natively found on Constantia [*][b]Faithkeepers[/b] - 0.1% - Open to all, targeted towards the religious - Front for a widespread Quentic reformation movement - Seeks to break the walls between religious orders and restructure the church entirely - Lots of preaching and activism, slowly gaining influence among free thinkers [*][b]The Golden Mushroom Society[/b] - 0.08% of students - Open to all who possess the ability to use Atomic magic, though traditionally a noble stronghold. - Seek power and unlocking the mysteries of deep magics above all else. - Small group, but considered prestigious. A weird mix of snobs and really chill people. Some heavy drinkers here. - Huge testing range out in the coastal fields, and cliffside property to use the sea for testing. Legendary cantina. [*][b]Yasoi'riimel[/b] - 0.05% of students (much larger in the past) - Open to all yasoi and half-yasoi students and, recently, to humans who take an interest in yasoi culture, language, and religion. - Cool hideouts in the Arboretum and the Violet Enclave (!) Main suppliers of yasoi goods and news. - Largely left to their own devices. In recent times, a small, tight-knit group of friends who are more like family. - Ancient society with formerly a lot of pull. Know many campus secrets and still own many tiny properties scattered everywhere. [*][b]Truth-Seekers Society[/b] - 0.04% of students, mutually exclusive with any scientifically diligent clubs - Open to anyone willing to hear the truth, tiered membership based on trust levels and tenure - Profess to know the entire truth about Sipenta, the Gods, and even the Zenos - Wild claims of snake people living in mountains, creatures from other worlds visiting - Constantly talk about Dark Magic/Blood Magic (not to study, just discuss) - Accuse Zenos and Zenith of conspiracies on semi-regular basis, occasionally leading to trouble - Never taken seriously - Any kooky/wise-crack player guesses about Traveler/Hugo/Sipenta go here [*][b]Eeaiko-Kyhoo[/b] - 0.03% of students - Open to all and any eeaiko or provably part-eeaiko students, others allowed to attend with permission. - Share properties with the oceanborn and waveriders. Significant overlap in membership. - Focus on mutual support, cultural adjustment, religion, and consumption of traditional eeaiko foods and culture. - If something cool is scavenged, mined, or found underwater, you'll hear it here first. [*][b]The Mountain Men[/b] - 0.02% of students, mutually exclusive with yasoi'riimel - Open to all and any hegelan or visibly part-hegelan students. - A new club, gifted choice property in the heart of the Crafter's District and on the crags near the museum of St. Berenice. - Focus on mutual support, cultural adjustment, religion, and consumption of traditional hegelan foods and culture. - The student body's best connection to hegelan goods and lands [*][b]Unchained Society[/b] - 0.01% - The official Tethering club, membership exclusive to those with the disease - A gathering for those seeking physical or emotional support - Older members help their juniors learn to live independently and take advantage of their curse - Emphasis on physical therapy, long range battle skills, and magical reading - Currently experiencing difficulties due to club members being approached by suspicious individuals [*][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 [*][b]Egalite Fraternite[/b] - ??% - Open membership to those who believe in a world where people are not discriminated against, including based on their RAS level. - They provide welfare and support to struggling students. - Activities including volunteering, fund raising, public projects, and festivals. - Events are open to non-members, with a strong presence on campus. - Secretly: It is a front for the teachings of the Traveller. Only those in the higher hierarchy are open to this fact. - Full of altruistic and well-meaning people, and those who had positive interactions after requesting support. Known for being full of goody-two-shoes.[/list][/hider] [hider=Eminent Figures][center][h2][u]The Zenith: Claresse Upta[/u][/h2] [img]https://i.imgur.com/0EjGHNt.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/0EjGHNt.jpeg]Claresse Upta[/url][/cell][cell]66[/cell][cell][color=FFC0CB]Female[/color][/cell][cell]Joruban[/cell][cell]Zenith[/cell][cell]8.61[/cell][cell][color=FF0000]Binding[/color][/cell][cell][color=FFFFF0]Temporal[/color][/cell][cell][color=BA55D3]Chemical[/color][/cell][/row][/table]Claresse Upta is the Zenith of the Academy and the nominal head of all mages in Constantia, Severa, and Tarlon. Coming originally from a merchant family in Joru, she was identified as a prodigy from an early age and sent to train at Ersand'Enise where she made and still maintains many connections. What fewer people know is that her quiet support for the Republican faction in the Joruban Revolution fifteen years ago played a pivotal role in the overthrow of the monarchy, though the elements that eventually came to power were considerably more radical than she might've hoped. Currently, Claresse is ten years into her 25-year term as Zenith. Shrewd and hard-nosed, she is noted for taking a less academic approach to magic and focusing on the economic and societal opportunities that it provides. She is a relentless and skilled politician as well as a talented mage and eminent master of Binding, Temporal, and Chemical magics.[hr] [center][h2][u]The Paradigm: Hugo Hunghorasz[/u][/h2] [img]https://i.pinimg.com/564x/60/a0/a5/60a0a57dbdb80c2456bb0b01b4edb884.jpg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/Hywk2vw.jpeg]Hugo Hunghorasz[/url][/cell][cell]117[/cell][cell][color=87CEFA]Male[/color][/cell][cell]Pestian[/cell][cell]Paradigm[/cell][cell]9.54[/cell][cell][color=FFFFF0]Temporal[/color][/cell][cell][color=00FF00]Atomic[/color][/cell][cell][color=000000]Dark[/color][/cell][/row][/table]Hugo Hunghorasz is the Paradigm - a retired two-time former Zenith. Universally held to be the greatest living mage, he is also considered by many to be the greatest of all time, period. There simply isn't enough space to begin to describe his many exploits, his triumphs, tragedies, and sometimes uneasy relationship with the magical establishment. However, at the age of 117, he remains active as a researcher and is considered the foremost authority in the twin continents on the Temporal and Atomic Schools of Magic. It is rumoured that, even now, he is unlocking the secrets of the fabled Dark School of magic. How much time he has left on his mortal clock to finish this final great work, only the Gods of the Pentad know.[hr] [center][h2][u]Council of Six, Member One: Joshe Intaba[/u][/h2] [img]https://i.imgur.com/wm1aG1s.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/wm1aG1s.jpeg]Joshe Intaba[/url][/cell][cell]64[/cell][cell][color=87CEFA]Male[/color][/cell][cell]Medrilaner[/cell][cell]Arch-Zeno[/cell][cell]8.90[/cell][cell][color=00FF00]Atomic[/color][/cell][cell][color=1E90FF]Kinetic[/color][/cell][cell][color=FFD700]Magnetic[/color][/cell][/row][/table]Council of Six, Member One: Master of the Magical Pentad, Hero of Cape Bathazar, Warden of the Book of Shune-Zept, and Lion of Medrilan, Joshe Intaba is perhaps the second most famous magic practitioner in the land. However, he tends to view these accolades from a wary distance, much preferring to avoid politics to the point where, ironically, he has amassed a sizable following who believe in his credo that "A Zeno's business is the Gift, and only the Gift." A master of the Atomic, Kinetic, and Magnetic Schools, he is the only Arch-Zeno on the council of six who remains an 'Active Master', taking on apprentices. He is also considered by many to be the council's most fearsome fighter.[hr] [center][h2][u]Council of Six, Member Two: Ardredelle Latvar[/u][/h2] [img]https://i.imgur.com/fsViC0q.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/fsViC0q.jpeg]Ardredelle Latvar[/url][/cell][cell]47[/cell][cell][color=FFC0CB]Female[/color][/cell][cell]Pestian[/cell][cell]Arch-Zeno[/cell][cell]8.45[/cell][cell][color=BA55D3]Chemical[/color][/cell][cell][color=FF0000]Binding[/color][/cell][cell][color=00FF00]Atomic[/color][/cell][/row][/table]Council of Six, Member Two: Ardredelle Latvar is the second youngest of the Arch-Zenos, as well as the Academy's and arguably the twin continents' foremost practitioner of Chemical Magic. She was Hugo Hunghorasz's final graduate student before he retired from teaching and, unbeknownst to her, is his illegitimate great-granddaughter. He has quietly sponsored and advocated for her since she was small, determined that she would play a pivotal role in dismantling the establishment that he only grudgingly reconciled himself to. Ardredelle is notable for her embrace of both humanism and the new natural sciences in her magic practice and very much represents the vanguard of the modern generation of mages now challenging the magical establishment.[hr] [center][h2][u]Council of Six, Member Three: Giacomo Giarrone[/u][/h2] [img]https://i.imgur.com/B2s16fy.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/B2s16fy.jpeg]Giacomo Giarrone[/url][/cell][cell]86[/cell][cell][color=87CEFA]Male[/color][/cell][cell]Revidian[/cell][cell]Arch-Zeno[/cell][cell]8.70[/cell][cell][color=FF0000]Binding[/color][/cell][cell][color=800000]Blood[/color][/cell][cell][color=FF8C00]Arcane[/color][/cell][/row][/table]Council of Six, Member Three: If they say to fear an old man in a profession where men die young, Giacomo Giarrone is the ultimate example of this. This elder magus is known to many as 'Giacomo the Crow' in homage to his ancestor Giacomo the Owl, his half-Eskandish heritage (crows are a harbinger of Eshiran in their culture), and his past as the most feared assassin of the Black Rezaindian Order. You would never guess it from his demeanour now, however. In most respects, he comes off as a kindly grandfather figure, ever supportive and encouraging towards his students. In addition to being a master-level illusionist and a powerful internal chemist, he is the academy's foremost practitioner of Binding Magic. Of course, while he doesn't speak of such, it is an open secret that he is a master in another, similar school...[hr] [center][h2][u]Council of Six, Member Four: Riu Kai-tan[/u][/h2] [img]https://i.imgur.com/1hc92nz.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/1hc92nz.jpeg]Riu Kai-Tan[/url][/cell][cell]61[/cell][cell][color=87CEFA]Male[/color][/cell][cell]Rettanese[/cell][cell]Arch-Zeno[/cell][cell]8.51[/cell][cell][color=1E90FF]Kinetic[/color][/cell][cell][color=800000]Blood[/color][/cell][cell][color=FF8C00]Arcane[/color][/cell][/row][/table]Council of Six, Member Four: It was not easy for the Zenos of Ersand'Enise to convince the world's foremost Kineticist, Riu Kai-tan, to join them in the City of the Bells, but some say that he had ulterior motives for making the journey. As a South Rettanese hero, he found himself the target of two failed assassination attempts by the neighbouring Kingdom of Tan Keoul's famous Lotus Sentry. While he was able to defeat these (and the Lotus Sentry is never known to fail twice), there were rumours that his own government offered him no protection due to his criticisms of the twin emperors' decadence and corruption. Whatever the story, he has been a welcome addition to the ranks of Ersand'Enise since arriving, and a gruff but often wise voice of reason in their politics. Disciplined and hard-working, he often finds himself agreeing with Joshe Intaba's philosophies, if not always his methods. To this end, Zeno Riu has been working hard to improve his Avincian so that he can feel comfortable taking on apprentices.[hr] [center][h2][u]Council of Six, Member Five: Alassa Tojarra[/u][/h2] [img]https://i.imgur.com/L7wvXV9.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/L7wvXV9.jpeg]Alassa Tojarra[/url][/cell][cell]50[/cell][cell][color=FFC0CB]Female[/color][/cell][cell]Torragonese[/cell][cell]Arch-Zeno[/cell][cell]8.36[/cell][cell][color=FFD700]Magnetic[/color][/cell][cell][color=BA55D3]Chemical[/color][/cell][cell][color=1E90FF]Kinetic[/color][/cell][/row][/table]Council of Six, Member Five: The Steel Countess, Alassa Tojarra is Ersand'Enise's master of the Magnetic. One of the most renowned battle mages of the twin continents, she is widely respected for perfecting the scythe-chain tactic that has become a staple of today's battlefields. Born the fourth daughter of the Conde Medina-Abrantes in Southern Torragon, she seemed destined for an unfulfilling political marriage until she manifested a Thunderchild mana type and profound ability with the Gift as she approached puberty. After studying and earning her Tan-Zenoship at Ersand'Enise, she returned to protect Torragonese neutrality during the Joruban Revolution, as the neighbouring kingdom's deposed monarchy attempted to slip into the Torragonese outback and use it to wage a guerilla campaign. It was there that she took to wearing plate armour, in order to help her store charges, and there that she earned her other famous accessory. During one battle, an enemy illusionist slipped through the lines and stabbed her in the left eye. However, Alassa was able to electrocute him to death by wrapping her arms around him and discharging her gathered electricity into him, using the knife embedded in her eye socket as a conduit. Thus began her legend.[hr] [center][h2][u]Council of Six, Member Six: Karan Harachorra[/u][/h2] [img]https://i.imgur.com/vJfyGhd.jpeg[/img][/center][hr][table=bordered][row][cell]Name[/cell][cell]Age[/cell][cell]Gender[/cell][cell]Nationality[/cell][cell]Rank[/cell][cell]RAS Level[/cell][cell]Primary Specialization[/cell][cell]Secondary Specialization[/cell][cell]Tertiary Specialization[/cell][/row][row][cell][url=https://i.imgur.com/vJfyGhd.jpeg]Karan Harachorra[/url][/cell][cell]44[/cell][cell][color=87CEFA]Male[/color][/cell][cell]Inipori[/cell][cell]Arch-Zeno[/cell][cell]8.89[/cell][cell][color=FF8C00]Arcane[/color][/cell][cell][color=00FF00]Atomic[/color][/cell][cell][color=FFFFF0]Temporal[/color][/cell][/row][/table]Council of Six, Member Six: Karan Harachorra is a stylish devil and he knows it. Third son of the Sultan of Inipor, and scion of an exceptionally Gifted line of bluebloods, the young Prince of Inipor revealed a generational-level talent for the Gift from his earliest years and was sent to train at Ersand'Enise, where he also acted as a good-faith ambassador to the Quentic Kingdoms of Constantia. A profoundly gifted Arcanist due to his innate Fireblood abilities, Karan is especially unusual for having a RAS level approaching 9.00. This is generally unheard of with Firebloods. Urbane, sophisticated, handsome, and silver-tongued, he has quickly worked his way up the ranks, but has found himself in an odd position, politically, as one of the more conservative members of the younger generation of Zenos and the council's only Darhannic member. While he believes in the divine right of rulers and the primacy of the nobility and Arcane School of magic, he would not repeat the follies of the Joruban monarchy and recognizes the need for at least the outward appearance of change. Karan believes that one is a fool to fight the rising tide. Yet, sometimes he can't help but feel as if he is fighting it himself.[hr] [/hider] [hider=Campus Legends]Coming soon: The Hand! Mallow the Goose, Cerrick Rampard, the Sigma Mindset, Giacomo's Lost Owl, and Erith Lenneker.[/hider] [hider=Course Registration Forms][center][h2]Taking an Interest in Your Education[/h2] Before commencing studies at the Academy of Thaumaturgy, all students must fill out, sign, and date the following two forms. [img]https://i.imgur.com/Rei2dV7.png[/img] [img]https://i.imgur.com/WmKhOxX.png[/img][/center][/hider] [hider=The Libraries of Ersand'Enise][center][h2]The Libraries of Ersand'Enise[/h2][/center] As a city dedicated overwhelmingly to learning, Ersand'Enise is home to many libraries, most of them the smaller private collections of Zenos, religious orders, and businesses. However, the city is also home to [s]five[/s] four prominent collections which may be of use to scholars. [b]1. The Grand Library of the Academy of Thaumaturgy:[/b] on campus, this grand building is ten stories tall and a monument to learning. Packed with all manner of magical and mundane books, scrolls, maps, and artifacts, some say that it is the grandest library in the entire world. The Grand Library is a wondrous place: so large that people have literally lived in there. [b]2. The Zenith's Collection:[/b] in the Forked Tower of the Violet Enclave. The entirety of this midsized library is only accessible to those of Arch-Zeno rank and above, with Zenos being able to access all but the Vault and Tan-Zenos granted access only for specific research. This is also where the sacred artifact, the Recordbook of Ahn-Shune, is stored, along with all tomes on forbidden and hypothetical magics. [b]3. The Cathedral Archives (The Crypt Library):[/b] is located in and under the cathedral in its extensive basement. There are many particularly ancient texts and scrolls here, often covering matters of a religious and historical nature. [b]4. The Ersand'Enise Merchants' and Artisans' Guild Library:[/b] is located in the Merchants' Quarter of the city and contains an up-to-date collection of newsletters, weather reports, political commentary, and market information. It is also home to a great many treatises on practical and professional skills. 5. [i][b]The Seaside Exchange:[/b] to be found at an undisclosed location in Mudville. People whisper that this hidden exchange (less of a library) exists, but nobody has ever provided conclusive evidence for their claims. Some people say that it deals in underground texts on forbidden magics, insider trading, and radical political treatises.[/i][/hider] [hider=The Trials][center][h1]The Trials[/h1][/center]The Trials are an ancient school tradition and, while the exact games played rotate from cohort to cohort, with some of the most popular appearing more often than others and a few having faded into obscurity, matters are almost always intensely and tightly contested. The winning team of five is awarded a unique and valuable prize by the year's sponsor and gains access to the fabled Forked Tower within the Violet Enclave for one entire week. They are bound by a magical Non-Disclosure Agreement to not reveal what they witnessed inside its walls. The Trials take place among the six to eight Apprentice Colleges, each headed by an Arch Zeno. Sometimes, the Zenith also heads a college, as with the current cohort and, if here is a Paradigm of sound mind, he or she will head a college as well. In order of seniority, the current colleges are: [list][*][b]Hourglass[/b]: Hugo Hunghorasz [*][b]Lions' Den[/b]: Joshe Intaba [*][b]Spellbinder[/b]: Claresse Upta [*][b]Crowsnest[/b]: Giacomo Giarrone [*][b]Countess[/b]: Alassa Tojarra [*][b]Mountaintop[/b]: Riu Kai-Tan [*][b]Firebrand[/b]: Ardredelle Latvar [*][b]Sunbeam[/b]: Karan Harachorra[/list] While many things change and events rotate, for the past hundred years, The Trials have always kicked off with an event known as The Great Melon Derby and ended with another called Tug of Peace. Below, you'll find further details and information on just what these games entail.[center][hr][h3][u]Trial One: The Great Melon Derby[/u][/h3][/center] With the holiday Melon Day having just ended, thousands of melons flood the city of Ersand'Enise. Most years, the number comes in just north of 20,000. This year, the exact total is 20,606, divided between the five 'elemental' melon types of firemelon, watermelon, thundermelon, terramelon, and cloudmelon. Precisely one of each type is special: created through binding magic and seeded with a spell that will trigger only once it is picked up by someone with a RAS of 5.00 or above. This spell will correspond to its elemental type: the firemelon will scald, the watermelon will splash, the thundermelon shock, the terramelon cover you in dirt, and the cloudmelon buffet you with a strong gust of wind. One further melon, of a type that matches the element of the deity currently in ascendance, is the 'Melon Supreme'. It is seeded with a temporal magic spell that will freeze time for all but its holder for precisely two minutes. It will also send out a massive beam of energy into sky, marking the position where it was picked up. It is strongly recommended that its bearer use their two free minutes to beat a hasty retreat to somewhere safer. Each melon is worth a particular number of points, with the special melons being worth the most. Below is a guide to these: [indent]All [b]standard melons[/b] (there are 20,050) are worth 1 point. These give no special indication. Some [b]larger melons[/b] (there are 500) are worth 10 points. These have a bell hidden inside and will jingle. The bells have a specific magic signature and are very hard to counterfeit. A small number of [b]very large melons[/b] (there are 50) are worth 100 points. These have a special magic item bound inside of them that will release a pleasant and pungent aroma whenever they are handled. Also very hard to counterfeit. The five [b]'elemelons'[/b] are each worth 2000 points. These will have the effects described in the previous paragraph, depending on the element that they represent. The one [b]Melon Supreme[/b] is worth a mighty 10,000 points. It is generally considered an all-but automatic win. Only twice in history has a team finished with this melon in its possession and [i]not [/i]won.[/indent] Teams may acquire melons by all and any means possible, barring direct assault causing serious bodily harm against their opponents or non-participants. They may lie, cheat, steal, bribe, and destroy at will and often do. Targeting opponents' melons to deny them points is a tried and true tactic and the teams' home bases (their Zeno's house) are often temporarily turned into veritable fortresses, even though opposing teams may not actually [i]enter[/i] the property. All melons acquired by a team must be deposited at their home base in order to count for scoring purposes. In general, the rule with regards to cheating is, 'cheat in style.' Counterfeit melons, created either through binding or a mix of chemical and greengrowth abilities need to be able to seamlessly pass as the real thing. Get busted and any fake melons you're caught with will [i]cost[/i] your team five points each. Rough someone up? That's a 25 point penalty, though some teams tactically decide to eat it. As for sneaking into an enemy team's home base? Better not get caught, or that's a 100 point penalty per person per instance! Any severe injuries that you cause that can't be quickly healed through binding will result in immediate disqualification. Just... don't be that edgy. It's not worth it. When the derby ends and melons are totaled and inspected, they must be in a condition judged to be 'consumable' as part of a healthy meal in order to earn their team points. Destroyed, badly damaged, obvious cheat, or rotten melons will not count, regardless of which type they are (including the elemelons and the supreme). The five teams with the highest point totals will occupy the podium for this event. Allied teams will share the same ranking.[center][hr][h3][u]Trial Two: The Dragon[/u][/h3][/center] All you have to do is make it to the finish line before the other teams...or at all. Chosen from a rotating roster of fifteen possible events, this year's second event is the infamous relay race known as 'The Dragon' for its extreme difficulty. Competing in their teams of five, every student must complete two legs of the race. The essential rules are as follows: [list][*]Teams must consist of five members. [*]The race is a relay consisting of ten legs in total. [*]Each team carries a magically-bound item of their choice that serves as a baton and must be carried through all ten legs. [*]Each member must complete two legs. [*]The legs must be completed in sequence and the team cannot continue until the previous leg has been completed by its designated racer. [*]The order in which team members first appear is determined by a random draw. [*]A racer is allowed onto the track both before and after it is their turn to race. They may offer support and assistance to their teammates and work to impede the progress of opposing teams. [*]If a racer who has already completed her assigned legs is knocked out of the race, it is of no consequence. She can keep going as long as she is able and is simply free support for her teammates who are still racing. [*]However, if she is knocked out before having the chance to complete both of her assigned legs, she is out of the race and the team will be unable to complete it. [*]Team members who are not actively racing may enter and leave the course only at the start or end of each leg without being considered to have been knocked out. [*]Importantly, while the order of appearance is randomly selected, a racer does not have to complete both of his required legs back-to-back so long as the overall order of first appearances is maintained. For example, a weak racer may be assigned to go first, but he can complete only one leg before letting all four of his teammates complete both of theirs, and then complete his second (and the overall final) leg with their risk-free support. [*]Racers may use all abilities at their disposal in order to overcome race obstacles and opposing racers. [*]However, direct, intentional, and significant assault causing bodily harm (life-threatening or unable to be fully and properly healed by means of Zeno-level binding magic) is prohibited and will result in immediate disqualification. [*]More than incidental destruction of the course, except in events where it is necessitated, is prohibited and will result in immediate disqualification. [*]The first five teams to cross the finish line or, if less than that number complete the race, those who made it furthest, will comprise the podium.[/list] The Dragon has a reputation for being hellish, grueling, and - at times - downright unfair. Past relay legs have included racing 100 meters through a literal pit of vipers, swimming to the surface of the water from a depth of 250 meters, crossing an open field in the middle of a rhinodon stampede, climbing a 50 meter tall Great Barbaro Cactus with tens of thousands of large, poisonous spines, racing without letting one's feet touch the floor, navigating a suspension bridge with collapsing planks, outrunning a froabas, and so forth (these are honestly rather midrange, others involved mind-altering effects or shifting terrain and parameters). Completing it is considered a mark of prowess and perseverance, and the names of previous winning teams can be found inscribed on various parts of the course.[hr][center][h3][u]Trial Three: Roses and Neskals[/u][/h3][/center] Will you use your neskals wisely or squander them? Will your roses flourish or wither. Sadly, that's not entirely up to you. Chosen from a rotating roster of fifteen possible events, this year's third event is the ever-popular game of magical dodgeball known as Roses & Neskals. Teams of five will maintain sculptures known as 'roses' in the air behind them on a long and narrow playing field. Opposing teams will attempt to break these or otherwise knock them from the air. The last team with a player left standing wins. The essential rules are as follows: As a player in Roses & Neskals, your job is to support your teammates, stay 'alive', and take out the other team's 'roses' with a 'neskal'. [list][*]The 'Neskals' are wooden balls painted like gold and black Eskandish Neskals. There are as many allowed in the arena at one time as there are active players. [*]The 'Roses' are broadly circular figurines one yard in diameter that each player crafts from a material of their choosing so long as that material itself is not inherently dangerous or radioactive. [*]There are advantages to choosing heavier materials, which are more durable and less likely to be moved by the Neskal hitting them. They can be exhausting to keep aloft, however, fall faster, and are difficult to control an maneuver. Lighter projectiles, while more fragile, are much less exhausting and much more elusive. [*]Roses must remain aloft and intact for the entirety of the match. If they fall, go out of bounds, or become more than fifty percent destroyed, their associated player is knocked out of the game. [*]Roses can only be struck by Neskals and not by other projectiles, players' bodies, or magic directly. Doing so in a way judged to be intentional by referees will immediately result in the offending player being disqualified from the match and, if applicable, the downed player reinstated. [*]Roses may be struck off of a deflection but, again, it must be only by Neskals. Players may also be directly struck or struck off of a deflection by Neskals and Neskals only. [*]A player may only return to action when knocked out if their rose is more than 50% intact and if they have already knocked an opposing player. In this case, they may return, but one player they have knocked out will get to return as well. [*]Roses do not need to be kept aloft through the actions of their associated player, so long as they are kept aloft, period. [*]The playing field is long and narrow (72 yards by 12 yards), with a hundred foot tower behind each end. Roses are allowed to rise no higher that the top of the towers. [*]Neskals may be thrown, kicked, and manipulated with any body part. They may also be moved through magic so long as it does not directly interfere with opponents' roses. [*]Once a Neskal is in a player's hands, it may not be taken from that player's hands. [*]Being struck by a Neskal can be quite painful, and blows to the head sometimes result in loss of consciousness, but they have never proven fatal. Highly skilled binders are onsite to ensure that no serious, permanent injuries are sustained.[/list] The tournament proceeds in a single elimination format until a champion is crowned. There are eight playing fields. One is shown in the hider bbelow for your convenience. [hider=Roses & Neskals Pitch][img]https://i.imgur.com/is7N8Do.jpg[/img][/hider] [hr][center][h3]Trial Four: Thin Air[/h3][/center]Just how high can you rise? Remember that it takes more than mere ambition to reach the top. Further information on this event will be coming soon.[center][h3]Trial Five: Tug-of-Peace[/h3][/center]Binding Magic is not used for offense. Dark Magic isn't real. You must play fair in Tug-of-Peace. Further information on this event will be coming soon.[/hider] [hider=This Year's Prizes and Competitors for The Trials][h2]The Trials: Prizes and Competitors[/h2] Four hundred Zeno groups will compete in The Trials of DZ54 at Ersand'Enise, half of them from the school, and the remaining half from other Academies of Magic, including: [b]双王魔法学院 (Shuāng huáng mófǎ xuéyuàn):[/b] Twin Emperors' Academy of Magic [i]in ReTan[/i] [b]Tantas'ilwash Eloam Sen'wes'bii:[/b] Tantas Island Magic Academy [i]in Tantiac[/i] [b]सुनहरा सितारा जादू संस्थान (Sunahara Sitaara Jaadoo Sansthaan):[/b] Golden Star Magic Institute [i]in Sawand[/i] [b]Texoiluikatl Temachtilkaliuinaualotl:[/b] Blue Sky School of Magic [i]in Xolectoxo[/i] Only ten will receive prizes of free tuition and food, cash, and a Medal of Merit. Of these, the top five claim the coveted podium spots of Diamond, Gold, Pearl, Silver, and Bronze. To these victorious teams comes a choice of five prizes. They will select in reverse order of finishing, with bronze choosing first and diamond last. Teams may take any item remaining in the pool or any chosen by a team that went before them. If a team's item is chosen by a higher-ranked team, that team may choose again from the remaining items or those of teams ranked still lower. Prizes available are: 1) [b]After signing an NDA, 5 people gain full access to the Forked Tower and its secrets for one week. Includes access to:[/b] Forbidden Temporal Magic Knowledge Secrets of the Arch Zenos Forbidden Dark Magic Knowledge Artifacts of the Gods Forbidden Blood Magic Knowledge Secrets of the Wildbloods Forbidden Atomic Magic Knowledge A Light Aberration 2) [b]A clutch of five assorted eggs that are all said to belong to flightless dragon species. May include:[/b] Grand Mountain Serpent Skuggvar Savannah Runner Ironhead Qilin Fireboar Burning Lurker Black Devil Royal Sand Wyrm Skunk Dragon 3) [b]A crate of five Hegelan-crafted materials imbued with Runes of Power. May include:[/b] Living Bonsai Staff of the Ambrosia Amulet of the Supreme Mercy Obsidian Dragon Pauldrons Steel Chain Rifle of Fiery Valor Crown of the Demon God Laughing Skull Greaves Golden Lion Spellblade of Aur'iguul'adzong 4) [b]A crate of sirrahi technology. Each team member may take two of the following:[/b] 1980s-era equivalent cellular phone Bicycle A walkman with headphones and a collection of 25 cassettes Magic Nullifying Device Magic Intensifying Device Rollerblades 115hp outboard boat motor Bazooka A lifetime supply of Nixie Five's Bull BBQ Sauce A personal solar power generator 5) [b]Land available for ownership in perpetuity. Includes:[/b] One hundred square miles in the Dune Sea of sunny Torragon: a beautiful beach just waiting for some water! Genuine development opportunity with guaranteed peace, seclusion, and brilliant local fauna. Remember to dress for the weather! One hundred-fifty square miles along the Dragonspine Mountains of southern Eskand. Please, somebody - [i]anybody[/i] - come farm this place. We have volcanoes! And... uh... snow peppers and fire apples! Just [i]oozes[/i] hidden value. The entire ninety square mile island of Longwan in Rettan. It's a little far out there, but we've heard that the climate is... pleasant, aside from the odd typhoon, and some people say that there are treasures and mythical beasts! Comes with peasants that speak an unintelligible dialect. A whole live kelp forest (size may vary) in Glaskum, including balloon kelp, Sea Sprites, and friendly eeaiko neighbours. Join this fast-growing hotbed of cultural exchange and innovation. Please remember to respect local traditions. A house in an unnamed city in Callanast, location undisclosed. 1400 square feet. It comes with a long list of warnings including rough roads, crowded living conditions, high ambient heat, and low ceilings.[/hider] [hider=Currency of Ersand'Enise: The Incantor][h2]Currency of Ersand'Enise: The Incantor[/h2] Partly as a consequence of growing geopolitical uncertainty but also in the name of seizing opportunities that come with being a reliably neutral and dependable tax haven, Ersand'Enise has recently created its own currency, the Incantor (ICR): ⌘. Its greater form is the Magus (Ỽ), while its lesser forms are the Veneficus (✤) and the Praefator (∝). 1) [b]Magus:[/b] worth roughly the same as a Neskal and, in some ways, a shameless imitation of its success, this is a grape-sized figurine shaped like a wizard's hat. Made of gold, amethyst, jade, opal, or blue topaz depending on the member of the Pentad in ascendance, its underside is marked with the seal of Ersand'Enise, year minted, and name of the current Zenith. These pseudo-coins are known informally as 'Hats'. Their symbol is: Ỽ 2) [b]Incantor:[/b] Roughly half the value of a Corona or Couronne, with ten being equal to one Magus, the Incantor - a simplification of 'Incantator' - is often known as the 'Inky' to those who exchange it, or the 'Hugo'. While one side portrays the bust of the current Zenith, the other honors Hugo Hunghorasz, with his tall bearded figure standing before a swirling portal. It is also notable for its beveled piecrust edges, not dissimilar to the Eskandish Konge. Its symbol is: ⌘ 3) [b]Veneficus:[/b] Twenty-five of these silver-rimmed bronze coins make up a single Incantor. Their obverse depicts the Revidian founder of Ersand'Enise: Giacomo the Owl, with his namesake bird perched on his shoulder. The silver portion on both sides is stamped with the year of minting, current Zenith's name, and the Avincian words Abscondere Palam: Hide in Plain Sight. These coins are commonly known as 'Owls' or 'Jacks'. Their symbol is: ✤ 4) [b]Praefator:[/b] Twenty-five of these small copper coins are equal to a single Veneficus and, like the Incantor, are stamped with piecrust edges, though not significantly beveled. The figure honoured in this currency is Benedict the Blessed: the great Perrench king who did much to expand the school a century prior. He stands beneath a depiction of the arch named for him. Many people refer to these coins as 'Bennies' or, ironically, 'Fatties'. Their symbol is: ∝[/hider] [hider=Banking in Ersand'Enise][h1][u]Banking in Ersand'Enise[/u][/h1] Given the free city's status as a neutral tax free hub of trade, banking flourishes within its walls... and even without. Ersand'Enise plays host to a number of institutions of varying purpose and quality. These are listed for your convenience below. [h2]Merchant Banks[/h2] [b]Malatesta Bank of Commerce:[/b] Indirectly owned by Prospero Malatesta, alumnus and Doge of Revidia, this grand institution has two branches: by the Sea Gate and on Parade Street, just off campus. With substantial cash reserves and wide-ranging connections, MBC offers currency exchange, local and international chequing, and maritime insurance. Larger accounts (over Ỽ1000) are eligible for rewards. [b]Green Dragon Banking Consortium:[/b] A branch of this large, newly-formed Kerreman institution is located in the Crafter's Quarter, halfway between the Sea Gate and the Queensgate. While its connections to other banks are not as extensive as Malatesta's, its fees are lower, and it offers personal, travel, and property insurance as well as maritime. [b]Seafarers' Exchange:[/b] Just south of the Arboretum, lies the Seafarers' Exchange. Run by a consortium of Miattan merchants, this trade bank specializes in quick loans and currency exchange at all hours of the day (and night) and reasonable insurance rates for smaller ventures. Trade connections are limited mainly to the Ensollian Sea, but chequing turnaround is impressive. [h2]Pawnbrokers[/h2] [b]Sealy's Bank:[/b] Owned and backed by renowned Enthish shipping magnate Isidore Sealy, this tidy, no-nonsense bank located close to the Sea Gate gives quick loans in small or medium amounts to immediate business ventures. Interest is not low, but is manageable and collateral is minimal. The approval process is quicker the smaller the loan and the more certain the taker's ability to repay. [b]Somnian Bank of Reliable Measure:[/b] Backed by the Somnian order of the Quentic church, this nonprofit bank located in the cathedral district is notable for its large cash reserves, very low interest, and rigorous recordkeeping. Designed to combat both usury and poor investment practices, it is notoriously difficult to gain approval for a loan here and collateral is often high. [b]Garibaldi's Pawn:[/b] There's one in every city. This notorious pawnbroker, owned by local businessman Salvatore Garibaldi, can be found just off the main road in Mudville, near The Crying Lion Tavern. Anybody can get a loan here. Anybody can get a large loan. To do so, however, you're either paying very high interest or posting serious collateral. Failure to repay is... not advisable. [h2]Deposit Banks[/h2] [b]The Zenith's Bank of Ersand'Enise:[/b] A sizable institution located just north of campus on Parade Street, the Zenith's Bank keeps interest-bearing personal accounts and short-term business accounts for faculty, students, and merchants. Backed by the school's and the city's substantial cash reserves, it is known for its stability, transparency, conservative investing, and low interest offerings. [b]Banque Royale de Perrence:[/b] Located on Parade Street close to the New Gate, this state-backed institution caters to a wide swathe of wealthy and common clientele. Underwritten by crown treasuries, investors have carte blanche to use deposited money aggressively. Returns are often spectacular and interest can be quite rewarding. However, there is always risk, processes are opaque, and often unfriendly service limited in hours. [b]Bluebell's Investment Group:[/b] Underwritten by a consortium of Zenos and former students, this small bank, located close to the Proving Grounds in the Workman's Quarter, is a no-nonsense blue-collar venture. Bluebell's offers student accounts, modest loans, and middling interest which is generally reliable in its returns. Investment advice is available, customer service friendly, and hours long. This is, however, a smaller bank with lesser reserves.[/hider] [hider=Levels of Graduate][h2]Levels of Graduate from Ersand'Enise[/h2] Alta, Summa cum Laude: Expert level in all five schools, Master in at least one, 0.5% of students. Alta, Magna cum Laude: Journeyman level in all five schools, Expert in at least three and/or Master in at least one, 3.5% of students. Alta cum Laude: Journeyman in at least three schools, Expert in at least two - 14% of students. Alta: standard graduate: Adept in all five schools, Expert in at least one - 60% of students. Alta-Biro: completed the program but failed to attain Adept level in all schools or Expert in at least one - 11% of students. An-Biro: did not complete the program - 11% of students. In order to be considered for the Tan-Zeno program, a student must have graduated at least cum Laude. All students who graduate Summa cum Laude and some who graduate Magna cum Laude are eligible for a fast-tracked Tan-Zeno program.[/hider] [hider=Affording your Education at Ersand'Enise][h2]Affording your Education at Ersand'Enise[/h2] 1) Zenith's Scholars are almost always particularly talented commoners and receive free tuition and housing in the common student dormitories. Their only expenses are personal ones like food, clothing, and academic materials. To this end, they receive a monthly stipend of ⌘40 (40 Incantors or 4 Magi). For those not sponsored, the road can be difficult, and they must seek out loans from often less-than-reliable sources, earn outside income, solicit patrons, or indenture themselves. 2) A sizable portion of artisanal students are also unable to afford tuition, but they rarely qualify for Zenith's Scholar status. In many cases, they are sponsored or partially so by trade guilds who agree to pay their expenses in return for a portion of their earnings until repaid in full. They also rarely have trouble taking loans out from banks and often must do so to pay for housing, which is part of the commons area. In some cases, this is subsidized by the school or a local trade guild hoping to retain their services. 3) Most merchants pay their own way and occupy dormitories smaller than those of nobles but similar otherwise. For those unable to cover their costs in whole, banks are often eager to offer loans, leveraged against parents' existing assets or future earnings. Housing is comfortable and well-located but generally rather expensive, so some opt to rent a room or townhome in the city and walk or ride to school. A few will take along a general servant or secretary, paid from the stipend their family provides. 4) For a noble not to be able to afford tuition is unthinkable, and less wealthy families will often secretly sell assets to avoid the shame. Noble dormitories are well-located and opulent, and often include servants' quarters. Those not bringing or hiring live-in servants will sometimes sublet these spaces to commons. Nobles generally receive large stipends from their families to maintain their lavish lifestyles.[/hider]