TEXT:  
   
  Fantasy Role Playing System 
   
  Academagia
  
   
   
  Trevor Cashmore—that’s me! 
  Tyler Mead and John Bearden 
  Tyriq Plummer 
  Jared Cohen 
  Alexander Martin 
  Brance 
   
   
  Credits 
  
   
   
  Welcome to Academagia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  Enrollment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Grade Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Colleges and Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  College Of Elemental Magics  
   
   
  Cryoturgy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   
   
   
  Electroturgy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Pyroturgy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
  College Of Natural Magics 
   
   
  Aeromancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Geomancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Hydromancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  College Of Alchemy & Artifice 
   
   
  Armory & Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Potions & Herbology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Transfiguration & Imbuement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
  College Of Traditional Shamanism 
   
   
  Beast Taming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Life Channeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Shaman Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  College Of Theology 
   
   
  Chthonology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Hierology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Tenebrology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  College Of Theoretical Magics 
   
   
  Choromatics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   
   
   
  Chronomatics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
   
  Neuromatics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
   
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  Table of Contents 
  
   
   
   Paths and Extracurriculars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Fitness, Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Wisdom, Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Life at the Academagia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Tests And Easy Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Results, Triumphs, And Consequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Degree of Failure Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Life Lessons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Study Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Report Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Encyclopedia of Tyrr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Academagia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Tyrr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Five Fundamental Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Oceanic League . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  Dvergan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   
   
  Sylphid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Spiritual Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Arbiters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Free and The Liberated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Immaculate Legion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  The Guild of Godheads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
   
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  The Academagia is the most famous 
  and esteemed institution for the 
  study of the arcane arts across all of 
  the infinite planes of existence. Each 
  year, thousands of particularly 
  talented and gifted magical 
  prodigies from all across the 
  wondrous world of Tyrr are  
  accepted into our prestigious 
  university as apprentice Student 
  wizards and witches, taking their 
  first steps towards the most 
  honorable and noble pursuit in life, 
  the pursuit of knowledge. 
  The first section of the book is the 
  Academagia Guide, which will serve 
  as your trusty companion and 
  chaperone as we tour the systems 
  and rules of Academagia for the 
  benefit of Students and 
  Administrators alike. The second 
  section is the Encyclopedia of Tyrr, 
  which steps away from the 
  Academagia to talk about the 
  greater world of Tyrr and its peoples. 
  Now, without further ado, let us 
  move on to the Academagia Guide! 
  Welcome to the Academagia 
  1
  
   
   
  The Academagia is a university that 
  prides itself on giving Students the 
  freedom to explore their magical 
  education in whatever ways they see 
  fit, and on learning life by 
  experiencing it via adventures and 
  quests. However, though the 
  Academagia and its professors 
  value individuality and 
  independence, we still have a 
  system in place! 
  Parties of prospective Students are 
  guided by an Administrator, whose 
  duty and honor it is to present them 
  with unique scenarios, conflicts, and 
  challenges to explore and overcome
  - and the Student's goal is to add life 
  and personality to these adventures, 
  to spice it up, and make the story 
  their own. To guide the adventure 
  along, the Administrator is the one 
  who determines results, administers 
  challenges, and makes decisions. 
  Then, the Students drive the story 
  forward, by acting in and reacting to 
  the scenarios and conflicts that the 
  Administrator presents them with, 
  helping create new osbtacles and 
  scenes for the Administrator to 
  present once more… and so on. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The guiding themes of the 
  Academagia experience are growth, 
  learning, and discovery. Students of 
  the Academagia are not only going 
  to be adventuring and questing at 
  the Academagia, they’re also going 
  to be maturing, from Students to 
  mature and capable Wizards 
  Witches. Students will be learning 
  life lessons alongside school 
  lessons, and progressing not only as 
  mages, but as people. The stories 
  that the Academagia system tells 
  best are stories of fantastical 
  adventures built around discovering 
  many things - the power of 
  knowledge, the world around you, 
  and the true potential within. 
  2
  
   
   
   
  Enrollment 
  Every Student has a Report Card, on 
  which are recorded not only their 
  grades, but also their career path 
  and ambitions, their extracurriculars 
  and experiences, and other essential 
  aspects of themselves.  
  Step 1: Name 
  To begin with, of course, a Student 
  must fill in their Name! If a Student 
  doesn't know their name by now, 
  perhaps they aren’t as qualified to 
  be a student here as we expected! 
  Try recommending them to our rival 
  university, the Magicademy, to find a 
  school more befitting students of 
  their skill level. 
  Step 2: Path 
  After a Student fills in their name, 
  comes their ultimate goal - their 
  Path. What does the Student want to 
  do when he or she graduates our 
  occult college? The Student is to fill 
  out their future dream profession 
  here. "Adventurer" is too vague - we 
  get so many of those per year, we’d 
  prefer if the Student specified which 
  3
  
   
   
  role they’re aiming to have in 
  whatever adventuring party they 
  wish to join in the future, if indeed, 
  adventuring is their pursuit and 
  passion. But Academagia accepts 
  magicians of all kinds, ranging from 
  knights to necromancers, 
  theologists to thieves, and 
  swordmages to sauciers. Our 
  education is flexible to every 
  Student's needs!  
  Step 3: Extracurriculars 
  The third step for a Student filling 
  out their Report Card is their 
  Extracurriculars. What are the 
  Student’s hobbies, interests, 
  passions, apprenticeships, jobs, and 
  more? Students should write down 
  their two most defining 
  Extracurriculars, which represent 
  specific skills they’ve picked up. A 
  few good examples for 
  Extracurriculars could be 
  “Dungeoneering Team Captain”, 
  “Apprentice Necromance’d for the 
  Dark Lord Sh’bal for a Summer”, or 
  “Understudy General of the Holy 
  Army.” Whatever works! 
   
   
  Step 4: Classes 
  Each Student has to sign up for a 
  Major and a Minor, each chosen 
  from among the six Colleges 
  available at the Academagia — 
  Elemental Magics, Natural Magics, 
  Alchemy & Artifice, Traditional 
  Shamanism, Theology, and 
  Theoretical Magimatics. Each 
  College has three Classes 
  associated with it, from which 
  Students choose to take two 
  Classes from their Major College, 
  and one Class from their Minor 
  College. Students should try to 
  maximize the synergy of their 
  chosen Classes with their chosen 
  Path and two Extracurriculars—it 
  wouldn’t make much sense to take 
  Classes which will teach you skills 
  that you will never need, right? 
  The list of Colleges and their 
  Classes can be found in the Colleges 
  and Classes section—a real shocker, 
  I know — which is the very next 
  section after this one. It’s almost 
  like we planned that! 
  Now, once you have a list of Classes, 
  next comes the most important part 
  to any Report card—the Grades! 
  4
  
   
   
  FFledgeling
  ledgeling 
  You're in the Class, but you are either very 
  new to it, or very bad at it. Or both.  
  You have an Extracurricular, but no real skills 
  or teachings have been acquired from it. 
  You have a passing interest in your Path, but 
  you haven't pursued it meaningfully. 
  DDilettante
  ilettante 
  You are interested in this Class, and capable 
  of some of the basic cantrips that it teaches. 
  You have a helpful Extracurricular that 
  provides you some rudimentary skills and 
  know how. 
  You have dabbled in your Path as a hobby, but 
  not pursued it professionally. 
  CCompetent
  ompetent 
  You are doing well in the Class - you have 
  learned all the beginner spells and abilities. 
  Your Extracurricular has taught you some 
  useful lessons and talents, but nothing fancy. 
  You are an apprentice of your Path, having 
  been on-the-job and begun training. 
  BBright
  right 
  You have mastered the basics of the Class, 
  and are now an average magician of it! 
  Your Extracurricular has given you a variety of 
  helpful skills and knowledge. 
  You’re more than just a beginner of your Path, 
  now you’re well on your way to mastering it. 
  AAdept
  dept 
  You are accomplished with the magics of the 
  Class, and can even execute some of its most 
  advanced magics with some effort. 
  Your Extracurricular has significantly changed 
  you for the better, giving you profound 
  wisdom and expert skills. 
  You have undergone rigorous and extensive 
  training in the pursuit of your Path, and are 
  now prestigious in your Path's line of work 
  and recognized as a prodigy. 
  Step 5: Grades 
  Students should now have six items 
  on their Report Card: their Path, their 
  two Extracurriculars, and their three 
  Classes. Each of these is called a 
  Subject, and each Subject has a 
  Grade. Each Student begins with an 
  F in each of their Subjects—but not 
  to worry, they also begin with 100 
  Learning Points to improve their 
  Grades in Subjects, up to a 
  maximum Grade of A. The cost to 
  improve a Subject’s Grade is not 
  constant - the higher your Grade, the 
  more you have to learn to improve. 
  The Learning Point costs are: 
   
   
   
   
  These aren't the only Learning 
  Points a Student will ever get! 
  Students can also earn Learning 
  Points by taking Tests, and learning 
  Life Lessons. More on those in the 
  Life at the Academagia section. 
  To the right, there is a chart detailing 
  what each Grade in a given type of 
  Subject means. Hope it helps! 
  F→D
  F→D 
  10 Learning Points 
  D→C
  D→C 
  20 Learning Points 
  C→B
  C→B 
  40 Learning Points 
  B→A
  B→A 
  80 Learning Points 
  5
  
   
   
   
  Colleges and Classes  
  The Academagia began thousands 
  of millenia ago as a university 
  devoted to the study of magic as a 
  whole—but even in its first 
  millennium, the research mages of 
  the Academagia realized that the 
  study of magic was a multifaceted 
  beast, and decided to split the field, 
  and the Academagia, into many 
  specialized schools. Now the 
  Academagia is a university built out 
  of six research Colleges, each of 
  them already esteemed alone, and 
  together forming the Academagia.  
  Each College is devoted not only to 
  studying one school of magic with 
  scholarly rigor, but also to teaching 
  that school of magic with passion 
  and skill. The top mages from each 
  school of magic are the Archmages 
  of the six Colleges, giving the 
  curriculum the benefit of a master’s 
  experience and perspective—and the 
  head of all six Colleges is the 
  Archmage of the Academagia 
  himself, the Dean, the greatest mage 
  in the history of the multiverse. 
  Colleges and Classes 
  6
  
   
   
  The six Colleges of magic are... 
  The College of Elemental Magics: 
  Magic governing the elemental processes that underlie all energy and 
  matter. This magic concerns itself with the control of elemental energies. 
  Headed by Archmage Kaos, three-time recipient of the Knight prize. 
  The College of Natural Magics: 
  Magic of the natural realm. Instead of controlling magic, natural magic is 
  about guiding and channeling magic inherent to the material world. 
  Headed by Archmage Phanes, pioneer of string leyline theory. 
  The College of Alchemy & Artifice: 
  Magic of the inanimate or soon-to-be-animate. Alchemy & Artifice 
  focuses on the manipulation with magic of artifacts. Headed by Archmage 
  Enki, the first alchemist to create an automated being. 
  The College of Traditional Shamanism: 
  Magic of the blood and of the flesh, Shamanism is the most ancient magic 
  of all the disciplines and revolves around the primal essence of life itself. 
  Headed by Archmage Atman, a former Wild’s Speaker. 
  The College of Theology: 
  Magic of the soul and the divine, theology is the study of the magics of the 
  cosmology that we live in. Theology students seek to pierce the veil that 
  surrounds mortality and the human experience. Headed by Archmage 
  Scadeleot,  Mortal Ambassador Emeritus of the Divine Conference. 
  The College of Theoretical Magimatics: 
  The study of the nature of magic itself, theoretical magicists strive to 
  understand the esoteric nature of the arcanic energies that power all 
  magics. These classes elucidate the more abstract magics of space-time, 
  and manipulation of magic itself. Headed by Archmage Nikolzar, who 
  pioneered the first research into the Five Fundamental Forces of Magic. 
  7
  
   
   
   
  Cryoturgy 
  Taught by Professor Boreas 
   
  The Elemental Magic of cessation, enervation, stillness, and 
  deceleration. Cryoturgy is the study of the making of 
  invocations to shape frost and ice. Student Cryoturgists will 
  learn how to wrought ice from air, freeze any object, shape 
  and control ice, and summon ice elementals.  
  8
  College of Elemental Magics 
  
   
   
  FF 
  Making things cold, but not really to the point of freezing. Lame. Chilling in a 
  small radius (1 foot / half a meter) around the hand.  
  DD 
  Freezing anything but living things - magical essences in living things counteract 
  the enervating effects of ice upon magical energies, so it takes far more 
  practice to freeze a living thing. Can freeze surprisingly quickly, but only in the 
  small radius (1 foot / half a meter) around the hand.  
  CC 
  Freezing things and create ice objects within an extended radius of about 15 
  feet / 5 meters or so. Creating basic ice sculptures (spheres, cubes, icicles, etc.) 
  out of the air within this radius as well. Freezing within the small radius around 
  the hand is incredibly quick now, within a second.  
  BB 
  Creating elaborate sculptures within the small radius, such as walls, platforms, 
  and bridges. Ice is granted unnatural resilience and resistance to heat. Chilling 
  multiple things at once.  
  AA 
  Calling down hail and snow from the air. Freezing living objects. Creating ice 
  within a much larger radius, of 30 feet / 10 meters. Freezing multiple objects at 
  once. Summoning ice elementals.  
  A+
  A+ 
  Creating ice at a distance farther than 30 feet, reducing temperatures to 
  intense levels (such as reaching 0 degrees Kelvin), and animation of ice objects.  
  9
  Grade Chart 
  Cryoturgy 
  
   
   
   
  Electroturgy 
   
  Taught by Professor Perun 
   
  The Elemental Magic of tension, separation, potential, and 
  movement. 
  Electroturgy is the art of calling upon and commanding 
  lightning. Electroturgy was once thought to be a subset of 
  theology magic, but with the recent renaissance in Magical 
  thought brought about by Five Fundamental Forces theory, 
  it has now been realized to be an independent Element of 
  its own.  
  10
  College of Elemental Magics 
  
   
   
  FF 
  Imbuing things with an electric charge within a small radius of the hand (1 foot / 
  half a meter). 
  DD 
   Casting sparks of lightning, but no control over them - they'll go towards the 
  nearest conductive object. Imbuing things with weak magnetic charges.  
  CC 
  Imbuing objects with powerful magnetic charges, and can cast lightning bolts at 
  a target. The bolts are weak, so they can't really kill people, but it's a nasty 
  shock that'll easily stun a person.  Better against magnetically charged targets. 
  BB 
  Casting powerful lightning bolts that can burn and harm. Summoning 
  thunderstorms, but can't control them. Casting lightning bolts that 'scatter' upon 
  striking a target, shocking everything in a nearby radius. Casting uncontrollable 
  lightning bolts in an area within 15 feet / 5 meters. 
  AA 
  Commanding a thunderstorm to strike with dangerous (still non-lethal) lightning 
  bolts at chosen targets, but can only command a single bolt at once. Chaining 
  lightning bolts from one target to the next, diminishing in power with each target. 
  Casting lightning bolts in an area within 15 feet / 5 meters, and control them as 
  well. Summoning lightning elementals.  
  A+
  A+ 
  Controlling multiple nonlethal bolts at once, and controlling with precision lethal 
  lightning bolts.  
  11
  Grade Chart 
  Electroturgy 
  
   
   
   
  Pyroturgy 
  Taught by Professor Phlogiston 
   
  The Elemental Magic of stimulation, innervation, ignition, 
  and acceleration. Pyroturgy is the art of creating and 
  controlling fire, emphasis on the control moreso than the 
  create. Student Cryoturgists will quickly learn how to make 
  fire — most of the rest of the class is spent learning how to 
  control it well. 
  12
  College of Elemental Magics 
  
   
   
  FF 
  Creating piddly little sparks that have no hope of igniting anything. Warming 
  objects within a small radius of the hand (1 foot / half a meter) to noticeably 
  warm levels, yet still not hot enough to ignite anything. Lame. 
  DD 
  Creating fire within a small radius (1 foot / half a meter) around the hand, but 
  not controlling it. Which is troublesome, as its certainly hot enough to spread. So, 
  uh… be careful with that? 
  CC 
  Casting shaped fire spells in specific shapes (fireball, column of fire, cone of fire, 
  etc.) but still can’t control the flame once it's out in the wild.  
  BB 
  Controlling fire within a small area, radius of 15 feet / 5 meters or so. Creating 
  and casting elaborate patterns of fire, far more detailed than just 'shapes'. 
  AA 
  Controlling fire within a large area (radius of 30 feet / 10 meters) and sculpt it 
  into elaborate shapes. Increasing the temperature of fire beyond its natural 
  limits, and give it unnatural resilience. Heating objects up without setting them 
  aflame first. Summoning fire elementals.  
  A+
  A+ 
  Controlling and creating fire at farther distances than 30 feet, controlling 
  infernos larger than that size, and creating fire past 2000 degrees Celsius, and 
  heat objects past 500 degrees Celsius. 
  13
  Grade Chart 
  Pyroturgy 
  
   
   
   
  Aeromancy  
   
  Taught by Professor Ouranus 
   
  Invocations and rites to channel the magic of the air and 
  sky. Aeromancy grants Students the ability to guide and 
  direct the winds at their command, and even allows for 
  flight, th dream of many a student. 
  Students with a fear of heights are discouraged from taking 
  this class.  
  14
  College of Natural Magics 
  
   
   
  FF 
  Creating a zephyr. 
  DD 
   Creating a brisk wind, which can float anything up to the size of a large person
  for a few seconds.  
  CC 
  Creating a powerful wind that can let a single object 'glide' (give it no 
  significant upward vertical motion, but allow it to stay in the air for an extended 
  and indefinite period of time) and knock over objects with ease. Cannot glide 
  multiple things at once, but can float multiple things at once. Creating precise 
  but weak 'blasts' of winds as opposed to just gales.  
  BB 
  Creating powerful blasts with enough force to stun or knockout a living 
  opponent. Gliding multiple things at once, and float a large amount of things at 
  once. Making one thing 'fly' (give it significant upward motion) at once.  
  AA 
  Creating blasts so powerful that the 'blades' can cut rope and scratch steel, 
  and the 'shots' can pierce skin and break wood. Making multiple things fly at 
  once. Controlling a powerful and speedy windstorm with a radius of about 15 
  feet / 5 meters around the user.  
  A+
  A+ 
  The creation of massive storms; blades and shots that can obliterate any object. 
  15
  Grade Chart 
  Aeromancy 
  
   
   
   
  Geomancy  
   
  Taught by Professor Gaia 
   
  A course in the elements of strength and endurance - sand 
  and stone. Geomancy teaches Students how to channel 
  and guide the power of the earth for their own purposes, to 
  devastating effect.  
  Field course, with plenty of outdoors work.  
  16
  College of Natural Magics 
  
   
   
  FF 
  Shaping small amounts of earth (dirt, soil, sand, etc.) Stone remains unpliable. The 
  earth/stone cannot be levitated above the ground. Small amount is the size of a 
  human head.  
  DD 
  Shaping a decent amount of earth, and a small amount of stone. The earth can 
  be compacted to be harder, and can be levitated. Decent amount is the size of 
  human.  
  CC 
  Shaping  a large amount of earth (a circular area abut 10 meters in diameter) 
  and levitating this earth. Shaping a decent amount of stone.  
  BB 
  Propelling earth with considerable speed. Levitating stone. Motion of earth 
  allows for animated 'creations' of dirt, soil, sand, etc. Summoning harder rock 
  from beneath the surface to the surface, and controlling earth beneath the 
  immediately available surface.  
  AA 
  Propelling stone quickly, allowing for 'creations' of rock, chalk, mineral, crystal, 
  etc. Controlling all earth and stone within a large radius of the user, even 
  beneath the surface.   
  A+
  A+ 
  Control of a sandstorm or an incredibly massive amount of stone, such as an 
  entire plateau or a castle.  
  17
  Grade Chart 
  Geomancy 
  
   
   
   
  Hydromancy 
   
  Taught by Professor Tethys 
   
  Wielding water, the magic of fluidity and continuity, 
  Students who learn Hydromancy learn to act as mediums 
  for the most flexible magic of the Natural Magics. 
  Class is equipped to the nadatorium.  
  If you are of an element likely to be extinguished or who has 
  a volatile reaction to water, we do not recommend taking 
  this course.  
  18
  College of Natural Magics 
  
   
   
  FF 
  Controlling and levitating small amounts of water.  
  DD 
  Shaping a decent amount of water, and give it some speed.  
  CC 
  Shaping a large amount of water, and give it some speed. Giving a decent 
  amount a considerable amount of speed. 
  BB 
  Summoning water from the sky and from beneath the ground to materialize it 
  seemingly from nowhere. Giving a large amount of water considerable speed, 
  and give a decent amount of water enough speed to shatter glass. Giving a 
  small amount of water enough speed to break bones. Extracting oxygen from 
  water to breathe it. Shaping non-water liquids. 
  AA 
  Shaping massive amounts of water (a pool in size) and giving it considerable 
  speed, allowing for destructive waves, intense rains, and intense pressure that 
  could break wood.  
  A+
  A+ 
  Shaping of lakes or oceans, pressures that can crush steel and break bones, 
  and the control of monsoons and tsunamis.  
  19
  Grade Chart 
  Hydromancy 
  
   
   
   
  Armory & Equipment 
   
  Taught by Professor Masamune 
   
  Designing, forging, and smithing magical tools, items, 
  weapons, armor, and equipment. Covers shields to staves 
  and gadgets to gizmos.  
  Lab credit.  
  20
  College of Alchemy & Artifice 
  
   
   
  FF 
  Creating a trinket with a 'trivial' effect.  
  DD 
  Creating a small equipment ('accessory', such as crown, bracelet, glove, etc.)  
  with a weak effect. 
  CC 
  Creating a small equipment with a decent effect or a medium equipment 
  (gauntlet, boot, helmet) with a weak effect.  
  BB 
  Creating a small equipment with a strong effect, a medium equipment with a 
  decent effect, or a large equipment (sword, shield, hammer, armor, etc.) with a 
  weak effect.  
  AA 
  Creating a large equipment with a decent effect, a medium equipment with a 
  strong effect, or a small equipment with a powerful effect. 
  A+
  A+ 
  Creation of an epic equipment, which is any size of equipment with a unique 
  and legendary quality (such as "never misses," "can be summoned back to own-
  er's hand from anywhere in the world", "drains life force from victims", and 
  "owner cannot be injured while sheathed in scabbard".)  
  21
  Grade Chart 
  Armory & Equipment 
  
   
   
   
  Potions & Herbology 
   
  Taught by Professor Bacon 
   
  Creating elixirs, draughts, and poultices infused with 
  magical spells and effects. Also covers the mixing and 
  creation of potion recipes. 
  Lab credit.  
  22
  College of Alchemy & Artifice 
  
   
   
  FF 
  Creating a Potion with an F-grade spell from another Class you're enrolled in, 
  or that gives a minor and 'trivial' effect. (Up to the Administrator what counts as 
  'trivial'.) Potions are one-use only. Identify trivial herbs. 
  DD 
  Creating a Potion with a D-grade spell from another Class you're enrolled in, or 
  that contain two F-grade spells from other Classes you're enrolled in. Identify 
  useful herbs. 
  CC 
  Creating a Potion with a C-grade spell from another Class you're enrolled in, 
  two D-grade spells from other Classes you're enrolled in, or a F-grade spell 
  from a Class you're not enrolled in.  
  BB 
  Creating a Potion with a B-grade spell from another Class you're enrolled in, 
  two C-grade spells from other Classes you're enrolled in, or a D-grade spell 
  from a class you're not enrolled in.  
  AA 
  Creating a Potion with a B-grade spell from another Class you're enrolled in, 
  two B-grade spells from other Classes you're enrolled in, or a C-grade spell 
  from a class you're not enrolled in.  
  A+
  A+ 
  Creating a Potion with an A-grade spell from another Class you're enrolled in, 
  two A-grade spells from other Classes you're enrolled in, or a B-grade spell 
  from a class you're not enrolled in. Creation of a Potion with a 'major' effect that 
  cannot be replicated easily by a spell of another class.  
  23
  Grade Chart 
  Potions & Herbology 
  
   
   
   
  Transfiguration & Imbuement 
  Taught by Professor Rava 
   
  Imbuing inanimate objects with magical properties and 
  effects, and how to transmogrify and transmute inanimate 
  objects. Also covers the creation of golems and homunculi 
  granted with intelligences and mobility.  
  24
  College of Alchemy & Artifice 
  
   
   
  FF 
  Magically changing the surfaces of inanimate objects with touch, and imbue 
  them with minor and 'trivial' charms. (Up to Administrator discretion what counts 
  as 'trivial'.)  
  DD 
  Changing the shape of small inanimate objects (wristwatch in size), and imbue 
  them with an F-grade spell from another Class that you're enrolled in.  
  CC 
  Changing the shape of medium-sized inanimate objects (helmet in size) and 
  imbue them with a D-grade spell from another Class that you're enrolled in. 
  Creating a rudimentary homunculus, a fragile and small (3 feet / 1 meter tall) 
  humanoid that can obey extremely simple commands.   
  BB 
  Changing the shape of large-sized inanimate objects (the size of a suit of 
  armor) and imbue them with a C-grade spell from another Class that you're 
  enrolled in. Creating complex homunculi, capable of following abstract, 
  complicated commands. Creating a rudimentary golem, a durable construct a 
  bit larger than the average human, which can follow simple commands.  
  AA 
  Changing the shape of a very large inanimate object (the size of a carriage), 
  and imbue them with a B-grade spell from another Class that you're enrolled in. 
  Creating complex golems, capable of following intricate and ambiguous 
  commands. Giving complex homunculi elaborate sets of instructions and 
  rudimentary artificial intelligences.  
  A+
  A+ 
  Changing the shape of a massive object (the size of a portcullis or traincar) and 
  imbue them with an A-grade spell from another Class that you're enrolled in. 
  Creating massive golems, twice the size of a human, and twice as durable as 
  the normal golem, that are intelligent and capable of following intricate and 
  elaborate commands. Creating human intelligence homunculi.  
  25
  Grade Chart 
  Transfiguration & Imbuement 
  
   
   
   
  Beast Taming 
  Taught by Professor Anima 
   
  Basics of communicating and handling wild magical 
  beasts, and how to create binding contracts in order to 
  summon familiars.  
  Field course, heavily outdoors, requires a safety waiver. If 
  you’re not good with animals, this course is not 
  recommended. 
  26
  College of Traditional Shamanism 
  
   
   
  FF 
  Speaking like an idiot to wild animals of considerable intelligence, or magical 
  animals.  
  DD 
  Speaking conversationally to any intelligent animal or magical animal, or like an 
  idiot to more primitive animals.  
  CC 
  Speaking fluently to any animal. Negotiating contracts with magical creatures, 
  allowing for partnerships as familiar and summoner. Summoning is not an Easy 
  Action yet, however, so it's best if your familiar at this point stays by your side.  
  BB 
  Summoning your familiar to your side at any time. Channeling a Grade C spell 
  or lower from your familiar, and vice versa, they can channel a Grade C spell 
  or lower from you.   
  AA 
  Negotiating contracts with multiple magical creatures, but can only summon one 
  to your side at a time. Channeling a Grade B or lower spell of your currently 
  active familiar, and vice versa.   
  A+
  A+ 
  Summoning multiple familiars at once, channeling Grade A or lower spells from 
  your active familiar, and channeling of Grade B or lower spells from your inac-
  tive familiars.  
  27
  Grade Chart 
  Beast Taming 
  
   
   
   
  Life Channeling 
  Taught by Professor Crown 
   
  Introduction to the world of ki and chakra, the primal 
  essence that flows in all living beings. This Class teaches 
  students how to commune with the lives of other beings, 
  and how to channel the ki and chakra of themselves in 
  order to strenghten their bodies.  
  28
  College of Traditional Shamanism 
  
   
   
  FF 
  Healing scratches and bruises.  
  DD 
  Healing small injuries, such as cuts or torn muscles, and strenghtening someone's 
  body a bit, amplifying natural abilities of the target a small amount. 
  (Approximately 1.5x)  
  CC 
  Healing considerable injuries, such as gashes or debilitating pain. Encouraging 
  the rapid growth of plants (though not controlling when and how they grow). 
  Can imbue people with chi, to strengthen them by about 2x, and even add chi 
  to attacks, allowing one to strike from a range of about 3 feet / 1 meter.  
  BB 
  Healing large injuries, such as broken bones, significant amounts of blood loss, 
  or big gashes. Guiding the rapid growth of plants, targeting with more precision 
  and encouraging them to grow into certain shapes. Imbuing people with chi to 
  strengthen them by about 4x, and chi-amplified attacks double in strength and 
  AA 
  Precisely controlling the exact shape of plant growth, strengthening people to 
  about 8x their natural strength, and chi attacks increased to a range of 12 feet /
  4 meters and amplified in strength by more than four times.  
  A+
  A+ 
  Reattachment of severed limbs, and regeneration of lost flesh. Creation of pow-
  erful blasts of chi that can shatter stone and cut down trees from an immense 
  range (essentially projectiles).  
  29
  Grade Chart 
  Life Channeling 
  
   
   
   
  Shaman Training 
  Taught by Professor Mundi 
   
  Exploration of the historical role of the shaman as liaison 
  between humanity and the magical spirits and elementals 
  of the world. Students will begin apprenticeship as 
  fledgeling shamans, and learn the skills of communicating 
  with the Wild.  
  30
  College of Traditional Shamanism 
  
   
   
  FF 
  Seeing the Wild hazy, like through a fog. Your voice is less than a whisper. 
  Speaking the universal tongue of all intelligent races like an idiot. 
  DD 
  Seeing and communicating with the souls of the Wild clearly. Speaking the uni-
  versal tongue of all intelligent races conversationally. 
  CC 
  Speaking the universal tongue fluently. Stepping into the lifestream and com-
  mune directly with the Wild. Taking on an aspect of the Wild to incarnate it met-
  aphorically (sight of hawk, strength of tree, resilience of glacier, etc.)   
  BB 
  Negotiating well with the Wild  - but not magical entities of other sorts - allow-
  ing for gleaning of information and acquisition of favors. Taking on an aspect of 
  the Wild to incarnate it physically (turning into a hawk or animate tree, etc.)  
  AA 
  Skillfully negotiating with the Wild, allowing one to take on archetypal aspects 
  of the Wild (such as turning into the most eagle-y eagle to have ever eagle'd)  
  A+
  A+ 
  Negotiating the Wild into acting on your behalf or incarnating itself - some ex-
  amples include the river diverting its course, or the aspect of the eagle incar-
  nating as the archetypal eagle to provide assistance. Taking on multiple as-
  pects at once, thus becoming a chimera (a hawk made of wood, for example).  
  31
  Grade Chart 
  Shaman Training 
  
   
   
   
  Chthonology 
  Taught by Professor Mort 
   
  The study of the afterlife and underworld, chthnology 
  entails an in-depth theoretical analysis of apparitions, 
  ghouls, ghosts, ghasts, geists, phantoms, revenants, spirits, 
  wights, wisps, wraiths, zombies, other undead, and more. 
  Teaches the art of communication with the departed.   
  32
  College of Theology 
  
   
   
  FF 
  You can hear the undead and be heard by them, just barely.  
  DD 
  You can speak successfully and make your presence known to the dead.  
  CC 
  In the land of the living, you can turn dead and force ghosts into the spiritual 
  realm. You can enter the spiritual realm but not for long - past 5 minutes, and 
  you're dead. (Anyone can leave the spiritual realm, though.) You can use this 
  time to exorcise weak ghosts by pulling them into the spiritual realm, put to rest 
  the undead one at a time by doing the same, and locate spirits’ dead bodies. 
  BB 
  You can exorcise weak ghosts and put back to rest undead while in the land of 
  the living. You can seek out and commune with spirits, by venturing into the 
  spiritual realm for a small period of time (10 minutes). While in the spiritual realm, 
  you can do many things... You can guide a spirit into possessing an object, giving 
  that object intelligence, minor ghostly powers, and any magical abilities of the 
  spirit when it was alive. You can raise dead, but they will be unable to act 
  without command. All of these must be done while in the spiritual realm.  
  AA 
  You can find a specific spirit in the spiritual realm, by venturing into it for a 
  longer period of time (30 minutes at most before you die). You can also venture 
  to the higher levels of the spiritual realm, to seek out the Immaculate Legion, the 
  Liberated, and the Guild of Godheads, if you so wish. You can raise subservient
  dead, who can follow rudimentary commands. You can bind a single spirit to 
  your will, and mute theirs, giving you complete control. You can put to rest 
  multiple undead at once, whether you're in the land of the living or not.  
  A+
  A+ 
  You can resurrect the recently dead, revive the long-dead into undead 
  creatures. You can resurrect yourself, if you can locate your dead body in time 
  from the spiritual realm. You can exorcise ghosts and undead permanently. 
  33
  Grade Chart 
  Chthnology 
  
   
   
   
  Hierology 
  Taught by Professor Joshua 
   
  The study of holy and law magic, alongside the basics of 
  protective charms, shielding, and boons and blessings.  
  34
  College of Theology 
  
   
   
  FF 
  Identification of blessings, of wards, and of magical bindings.  
  DD 
  Creation of flimsy protective charms that can take the brunt of a weak spell, 
  small blessings that give minor energy, and minor boons that provide good luck. 
  Creating wards, which are small areas (6 foot in diameter) that have small laws 
  (such as "No rocks allowed") that when broken cast a binding spell on the viola-
  tor, which is pretty much only good as a hindrance or distraction.  
  CC 
  Creation of basic protective charms that can take the brunt of an average 
  spell, blessings and boons that provide noticeable stamina, creation of small and
  weak magical shields that don't protect a thing but instead an area, and larger 
  wards (12 feet in diameter.)  
  BB 
  Creation of strong protective blessings that both protect the recipient from the 
  average spell, and provide them noticeable toughness; creation of larger and 
  more resilient shields; and creating powerful wards, that cast stronger binding 
  spells, which can actually serve to detain someone for a bit. Targeting peo-
  ple with weak wards.  
  AA 
  Creation of powerful protective charms that grant immunity to something, bless-
  ings of greatly increased resilience; casting of powerful wards on people; and 
  incredibly strong shields that can take a beating. Wards can now smite violators 
  with magical damage.  
  A+
  A+ 
  Being able to smite people at-will instead of relying on wards to do it; establish-
  ing a direct line of communication to the Immaculate Legion. (More on that in The
  Encyclopedia of Tyrr, under The Immaculate Legion)  
  35
  Grade Chart 
  Hierology 
  
   
   
   
  Tenebrology 
  Taught by Professor Shaytan 
   
  The Dark Arts often get a bad reputation due to the many 
  villainous tenebrologist warlocks who have risen to infamy, 
  but just like any other school of magic, tenebrologists come 
  in all shapes and sizes. Just, most of those shapes happen 
  to be very edgy. 
  This class teaches Students how to wield shadow magics, 
  understanding the nature of entropic magic and negative 
  energy, and the basics of occultology.  
  36
   College of Theology 
  
   
   
  FF 
  Can identify the presence of negative magic and Liberated. (More on that 
  in The Encyclopedia of Tyrr, under The Free and the Liberated)  
  DD 
  Can cast a basic bolt of shadow, nowadays known as 
  entropic or negative energy. pure decay, which typically manifests as pain and 
  rot when it strikes a living thing, but also wears down and destroys inanimate 
  objects and magical spells as well.  
  CC 
  Can create antimagic bolts, which - when they strike a magical thing - cause 
  considerable damage to the spells underlying that thing. If they strike a person, 
  they'll temporarily disrupt their spellcasting capabilities. If they strike a spell, they 
  cancel it out. Can control darkness and shadows - not able to create it, just 
  manipulate it.  
  BB 
  Can cast controlled entropic magic in specific shapes (spheres, columns, cones, 
  bursts, etc.) and create antimagic fields that last until they've been hit by a spell, 
  whereupon both the field and the spell are canceled out. Can create shadow 
  and manipulate it. Can commune with specific Liberated.  
  AA 
  Can create durable antimagic fields that can absorb multiple spells before 
  being worn down completely. Can cast multiple antimagic fields at once, but 
  not multiple durable ones. Can cast multiple entropic bolts at once, and 
  individually control each one. Can cast supercharged antimagic bolts that will 
  disable the spells of a person for an extended duration of time. Can form basic 
  contracts with Liberated, negotiating for power and knowledge.   
  A+
  A+ 
  Can bind magical entities - including weaker Liberated - to one's will, by using 
  complex antimagic shackles. Establishing a direct line of communication to The 
  Free.   
  37
  Grade Chart 
  Tenebrology 
  
   
   
   
  Choromatics 
  Taught by Professor Euclid 
   
  The domain of all spells that create spatial and matter 
  distortions - effects that alter size, geometry, or distances. 
  In covering matter magic, it also covers the basics of 
  gravity magic.  
  38
  College of Theoretical Magimatics 
  
   
   
  FF 
  Can notice the gravitational field and exact dimensions of objects. 
  DD 
  Can distort spatial dimensions and gravity by up to 1.5x. For instance, causing 
  something to be 1.5x more or less heavy, 1.5x more or less far away, or larger 
  or smaller by a factor of 1.5x.   
  CC 
  Can distort spatial dimensions by up to 2x. Can teleport small objects within a 
  radius of 6 feet / 2 meters around the user to any other spot in that radius.  
  BB 
  Can distort spatial dimensions by up to 4x. Can teleport large objects (up to 
  the size of people) within a radius of 6 feet / 2 meters around the user to any 
  other spot in that radius. Can completely negate the gravity of small things 
  (usually, things with less gravity than the user). Can create portals through which 
  any object can go through to another specified place of your choosing. You 
  must place the portal yourself, though.  
  AA 
  Can distort spatial dimensions by up to 6x. Can teleport large objects within a 
  radius of 12 feet / 4 meters, and really big objects in a radius of 6 feet / 2 me-
  ters. Can completely negate the gravity of large things (things with the same or 
  up to twice as much gravity as the user. This means you can negate your own 
  gravity.) Can now create wormholes from a distance of up to 6 feet / 2 meters.  
  A+
  A+ 
  Create miniature and extremely fleeting black-holes, create wormholes any-
  where in eyesight, reverse all gravity within the immediate area, negate all 
  gravity within the immediate area. 
  39
  Grade Chart 
  Choromatics 
  
   
   
   
  Chronomatics 
  Taught by Professor Zeno 
   
  Spells ranging from Haste to Slow, Temporal Magimatics is 
  a crash course in magics that alter time.  
  A waiver will have to be signed by you before taking the 
  class in all time streams, for those enterprising time-
  traveling students.  
  40
  College of Theoretical Magimatics 
  
   
   
  FF 
  Can cast a basic haste or slow spell on something, to make it go 1.5x as fast or 
  1.5x as slow.  
  DD 
  Can cast a stronger haste or slow spell, to make it go 2x as fast or 2x as slow. 
  Can stop something in time for about 10 seconds.  
  CC 
  Can cast an even stronger haste or slow spell, making an object go 4x as fast 
  or 4x as slow. Can stop something in time for about 30 seconds. Can see 
  ahead into the future a few seconds, allowing one to dodge attacks. Can read 
  the pasts of objects by touching them.  
  BB 
  Can cast the strongest haste or slow spell, making an object go 6x as fast or 6x
  as slow. Can stop something in time for a few minutes. Can see ahead into the 
  future up to a minute. Can see the past of anything and/or everything in an im-
  mediate radius of about 12 feet.  
  AA 
  Can travel back in time one turn, reversing all things that happened in that turn. 
  Cannot use this spell more than once per scene.  
  A+
  A+ 
  Time travel backwards more than one turn. Travel back in time one turn more 
  than once in a scene.   
  41
  Grade Chart 
  Chronomatics 
  
   
   
   
  Neuromatics 
  Taught by Professor Galen 
   
  Magic of the mind, a modern day re-envisioning of the traditional mental 
  magics of the past once known as Neuromancy. The skills of telepathy, 
  telekinesis, scrying, and illusions are taught in this broad-discipline class. 
  A psychology test will be required for admission.  
  42
  College of Theoretical Magimatics 
  
   
   
  FF 
  Discern a general mood of the room.  
  DD 
  Read the general mood of a specific person. Create an inanimate and noticea-
  ble illusion.  
  CC 
  Create an inanimate but much more resilient illusion. Get a random insight on a 
  person's personality.  
  BB 
  Read someone's current thoughts. Create animate illusions. Implant suggestions 
  into other people's minds.  
  AA 
  Dive into people's minds to retrieve specific thoughts. Read multiple minds at 
  once. Implant suggestions into multiple minds at once.  
  A+
  A+ 
  Mind control. Persistent and autonomous illusions.   
  43
  Grade Chart 
  Neuromatics 
  
   
   
   
  Paths and Extracurriculars 
  The Classes are strictly defined by 
  Academagia - there's no 
  independent study on campus, only 
  those 18 classes to choose from. So 
  the capabilities described by each 
  Grade are generally obvious, and 
  easily defined for all students. But 
  how do the Administrators define 
  capabilities of each Grade of the 
  Students' Paths and Experiences, 
  which are unique to each Student? 
  Well, we're not asking the question 
  for the hell of it - here's how. 
  Generally, the capabilities that Paths 
  and Extracurriculars will be used to 
  describe fall into one or more of four 
  Categories: Fitness, Dexterity, 
  Wisdom, and Character. When the 
  Administrator is judging what a 
  Student's Grade of a Path or 
  Experience implies about the skills 
  and capabilities of that Student, 
  they may refer to one of the four 
  Categories that they feel best 
  describes what skills the Student 
  acquired from that Path or 
  Experience.  
  44
  
   
   
  The Academagia staff recommends 
  that Students have their Path and 
  Extracurriculars represent a large 
  variety of skills and abilities, to give 
  the Student the most material to 
  draw from. A Student’s Paths and 
  Extracurriculars are going to apply 
  the four categories very narrowly - 
  for instance, an Extracurricular 
  “Work at a Monster Zoo” is going to 
  measure the Student’s Wisdom or 
  Character with Monsters, not their 
  Wisdom or Character in general - so, 
  the average Student will still want to 
  represent a broad range of skills, to 
  give them a larger variety of 
  situations and scenarios that they’re 
  useful in. Try to be clear with the 
  Administrator what you want your 
  Extracurriculars and Path to 
  represent, skill-wise. 
  At the same time, Administrators are 
  going to be looking at a Student’s 
  Extracurriculars and Path to see 
  what adventure and journey would 
  suit them best—for instance, if a 
  Student is clearly optimized for 
  social situations, then their best 
  adventure would probably be full of 
  moments for these skills to be 
  tested. 
  Choosing a Path and 
  Extracurriculars: 
  A Path already describes a lot about 
  a Student—what good can the 
  Extracurriculars do on top of that? 
  The key to choosing a good Path 
  and Extracurriculars is for them to 
  reinforce the depth and potential of 
  the Student, while also supporting 
  their strengths and focus. For 
  instance, a Student who’s hoping to 
  become a Knight is going to 
  obviously have the Path “Knight”… 
  right? Well, not necessarily. This 
  Student could have the path 
  “Dragon Knight”, or “Spell Knight”, or 
  “Felknight” - anything to give them 
  that extra bit of depth! In a sea of 
  Report Cards, a Student needs to 
  stand out to get noticed by the 
  Academagia. Likewise, their 
  Extracurriculars should reinforce 
  who they are—a Knight—but also 
  give them some extra intrigue and 
  possibility. Remember, 
  Administrators will be testing you 
  based on your Extracurriculars, so 
  choosing Extracurriculars with a ride 
  range of applications and utility is 
  the key to success! 
  45
  
   
   
  Fitness can range from feats 
  of pure strength, to ones of 
  toughness. Regardless of 
  whether you’re enduring a 
  vicious blow or dishing one 
  out, both are acts of Fitness. 
  Obviously, if the 
  Administrator deems that 
  your Path or Experience 
  would give you only one of 
  the two - strength or 
  toughness - then that's that. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dexterity is the skill of 
  balance, agility, reflexes, 
  hand-eye coordination. 
  Dextrous Students move 
  precisely and effectively, 
  without sacrificing speed or 
  quality. Aiming a wand, 
  sculpting a masterpiece, and 
  walking a tightrope are all 
  abilities that can be 
  mastered with a sufficient 
  Grade in Dexterity.   
  46
  Categories 
  
   
   
  Wisdom is the skill of 
  cunning, intuition, and 
  insight. While Students learn 
  much at the Academagia, not 
  everything is taught n class 
  — shocking, I know. Wisdom 
  represents worldly 
  knowledge like street smarts 
  and hands-on experience, 
  the kinds of knowledge that 
  help one solve problems 
  creatively, and notice things 
  that others wouldn’t. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Character describes the 
  general force of personality 
  that a Student has, alongside 
  one’s people skills, charisma, 
  and mental strength. A silver 
  tongue, nerves of steel, and a 
  good read on a person’s 
  personality- those are just 
  some of the many skills that 
  a good Grade in Character 
  earns a Student. 
  47
  Categories 
  
   
   
   
  Life at the Academagia 
  Now that the Students have finished 
  up their Report Cards, it's time to 
  begin their lives at the Academagia!  
  The Academagia is a magical school 
  full of intrigue, adventure, quests, 
  lost ruins, treasure, wilds, and more. 
  The grounds for the Academagia 
  were specifically chosen—and 
  perhaps even nudged along by its 
  founding wizards and withces—to be 
  a diverse land, giving the students of 
  the Academagia the widest possible 
  range of settings from all across 
  Tyrr to learn from. A day at 
  Academagia is never boring—there 
  is always some great adventure to 
  be had! Ancient tombs are opened 
  and release equally-ancient curses, 
  wild beasts roam the forgotten halls 
  of the Old Grounds, magical 
  experiments go awry in the 
  laboratories, and more! Each day, 
  Students are going to be reacting to 
  the scenarios provided by the 
  Administrator—and so, let’s explain 
  exactly how a Student does that! 
  48
  
   
   
  Tests and Easy Actions 
  You can't get through your 
  education in Academagia without a 
  few Tests. Or rather, a lot of Tests. 
  A Test is any dramatic action that 
  would be difficult for you. As a wise 
  philosopher dog once said, "Dude, 
  suckin’ at something is the first step 
  to being sorta good at something." 
  You're going to be facing a lot of 
  Tests as a Fledgeling or Dilettante in 
  anything - but what's nice is, you 
  will learn from these Tests, whether 
  you succeed or fail, and only by 
  learning can you go stronger and 
  start being sorta good at that thing. 
  Every student has some actions that 
  they are obviously capable of easily 
  doing. These action are not labeled 
  Tests by the Administrator. They are 
  called Easy Actions. How does the 
  Administrator determine what is or 
  isn't an Easy Action, given the 
  Grades of a Student? For Classes, 
  refer to the Grade Chart under that 
  Class in the Colleges and Classes 
  section, which lists the possibilities 
  of each Grade. Anything your Grade 
  or below is an Easy Action. For 
  Paths and Extracurriculars, eyeball 
  the Grade Chart in the Enrollment 
  section to get an idea of what each 
  Grade is capable of for each 
  Category. Its only when a student 
  attempts something dramatic and 
  truly out of their reach - that is, that 
  requires a Grade in a Subject that 
  they aren't at, and when failure 
  would be interesting and important - 
  that they have to take a Test. 
  When you take a Test, roll two six-
  sided die. The difference between 
  your Grade in the Subject and the 
  Grade at which the action you're 
  attempting becomes effortless (the 
  Difficulty Grade) is the Curve of the 
  Test, which determines how difficult 
  it is to Pass the Test. 
  For the purposes of tests, there 
  exists a fifth and final Grade, 
  unattainable by any mortal being -
   A+. Even a Student with an A in a 
  Subject will have to struggle and 
  work to do some things - and those 
  things have a Difficulty Grade of A+.  
  Your Curve is the number you need 
  to beat on both die to Pass the 
  test! For instance, if you've a Grade 
  of F and you're trying to do an action 
  with Difficulty Grade A+, you're 
  49
  
   
   
  going to need to roll more than 
  (F→D→C→B→A→A+)=5 on both die 
  to succeed.  
  As they say, you don't learn from 
  success as much as failure - and 
  that carries on into the Academagia 
  system as well. If you fail your 
  Test, you learn from the experience, 
  and gain Learning Points equal to 
  the Curve of the Test! Thus, 
  attempting the nigh-impossible 
  (such as a Grade A+ action with a 
  Grade F in that Subject) also rewards 
  you a lot, with 5 Learning Points! The 
  trade off, of course, is that you're 
  also very likely to just fail completely. 
  You can spend these Learning Points 
  at the end of a session to increase 
  the Grades in your Subjects, just like 
  during Enrollment. 
  Results, Triumphs, and 
  Consequences 
  When you take an Easy Action, you 
  describe what you do, and then the 
  Administrator says what happens. 
  The action can't backfire on you, or 
  be completely ineffective - but it is 
  still up to the Administrator to 
  determine what the results of your 
  action are. 
   
   
   
   
   
   
   
   
  However, when you Pass a test, you 
  have complete control over the 
  results of your action. For instance, 
  you could discover a weakness of 
  the monster you're attacking, find a 
  hidden treasure in the room you're 
  exploring, or force a person you're 
  interrogating into divulging their 
  secrets. The result must make 
  logical sense - so revealing a sea 
  serpent is allergic to water is not 
  gonna work - and it must be 
  an obvious application of your 
  Subject - so you can't use your 
  Warlord Path to make a golem, for 
  example, even if you justify it by 
  saying it's a war-golem or whatever. 
  A basic guideline: Passing a Test 
  lets you create an advantage, not 
  end the scene or change the plot. 
  50
  
   
   
   
   
   
   
   
   
   
   
   
   
  Life Lessons 
  0 
  0   
  or less
  or less 
  This means that the Student Passed on one 
  die by an equal or higher degree than they 
  Failed on the other. The Student chooses to 
  succeed at a costly price; or to have nothing 
  happen, neither good nor bad. 
  11--22 
  The Student fails, and there's a minor price for 
  that failure. A swing and a miss at the 
  monster results in them losing their balance; 
  in lying to a teacher, they inadvertently let 
  something important slip; locked in a flooding 
  room, they fumble and lose a treasured item. 
  33--66 
  The Student has badly failed, and the situation 
  escalates. The monster gets mad; the teacher 
  realizes you're lying; failing to disarm a trap, 
  the Student triggers a magical sentry. 
  7-8 
  The Student has failed dramatically, the 
  situation escalates, and they are knocked out 
  for a round. The monster has cold-clocked 
  them upside the head; they are shocked into 
  silence by a riposte in a debate; they are 
  scrabbling for purchase on a steep cliff. 
  99--10
  10 
  There are serious negative consequences for 
  this failure. The Student is out of commission 
  for the rest of the scene, and the situation has 
  gone supremely south for the Students!  
  Failing a Test, of course, carries 
  some dire repercussions. When you 
  fail a Test, the Administrator gets to 
  describe how your action is botched, 
  and the consequences of the failure. 
  Typically, the higher the difference 
  between the results of a die and the 
  result necessary to Pass, the more 
  significant the failure. Add together 
  the amount below Passing the 
  Student was on both die. If they 
  Passed on one die, subtract that from 
  the other number instead. The sum is 
  their Degree of Failure. Check the 
  Degree of Failure table, to the right, 
  for the results. 
   
   
   
   
   
   
   
   
   
   
   
   
  51
  
   
   
  Not all lessons are learned just from 
  Tests, of course! A lot of the most 
  important teachings and knowledge 
  are acquired simply by adventuring, 
  fighting enemies, making friends, 
  going on field trips, and even 
  studying (though that one's boring). 
  In other words, just by living their 
  lives, overcoming challenges, and 
  improving as people, Students can 
  earn Learning Points! 
  If the Student has uncovered a grisly 
  secret about their family, had their 
  values tested, or discovered the lost 
  secret of making a great pastry, they 
  have learned something important, 
  and thus earned Learning Points! 
  The basic guideline is that Students 
  earn Learning Points at the end of a 
  session based on how much they 
  changed and grew that session. The 
  'degree' of change can be measured 
  up against the Curve. Changing 
  extremely drastically could be 
  likened to 5 Learning Points, and a 
  minor lesson could be 1 Learning 
  Point. The only real thing to keep in 
  mind is that the change must be 
  lasting. If it is going to be forgotten  
  in just a few adventures, that wasn’t 
  truly growth or learning. Of course, 
  the final decision of how much to 
  hand out is up to the Administrator - 
  if the Administrator feels that 
  Students earned extra Learning 
  Points through exciting action or 
  creative plans, the Administrator can 
  hand out Learning Points for that 
  too, and in fact, this is encouraged!  
  Just like the Learning Points earned 
  from Tests, and the ones during 
  Enrollment, Students can spend 
  these Learning Points at the end of a 
  session to increase the Grades in 
  their Subjects. 
  52
  
   
   
  Alright, let's have a brief review of the Academagia system as a whole, shall we? You 
  can use this as a quick reference sheet if need be. 
  ◆The group of people adventuring together consists of one Administrator and any 
  number of Students. The Administrator acts as the moderator, guiding the course of 
  the journey, while the Students act and react to the events and characters the 
  Administrator narrates. 
  ◆ Students choose a Major and take two Classes from it, choose a Minor and take 
  one Class from it, describe two Extracurriculars they think will help them at 
  Academagia, and then choose their Path, their ambition and future goal. These are 
  their six Subjects. They start with 100 Learning Points (LP). 
  ◆ The Students spend their 100 Learning Points among any number of their six 
  Subjects to increase their Grades in the Subjects. To increase to the next Grade in a 
  Subject, a Student spends 10 points for each Grade they already have in that Subject. 
  ◆ Over the course of the adventure, whenever a Student would take an action, the 
  Administrator compares it to their Grade in the relevant Subject - if their Grade 
  determines that they can do the action with no effort, it's an Easy Action, and they 
  succeed. Then, the Administrator describes the results. Otherwise... 
  ◆The Student takes a Test. They compare their Grade in the subject to the Grade of 
  the action they're attempting to do, which is set as the Curve of the Test. Then, they 
  roll two six-sided die. If the number on both die is over the Curve of the Test, they 
  Pass! Otherwise, they Fail. 
  ◆ When a Student Passes a Test, they get to describe the result of their action. 
  ◆ When a Student Fails a Test, the Administrator describes how their attempted 
  action fails, and its consequences. Refer to the Degree of Failure Chart to figure out 
  how exactly the Student fails.The Student gets LP equal to the Curve of the Test. 
  ◆ At the end of each session, all Students earn LP - ranging from 1 to 5 - correlating 
  to how much they learned and grew that session. 
  That's the Study Guide! With that, the Academagia system has been described. No 
  more is needed to go on adventures with the Academagia system - one can go out 
  right now to quest with their fellow Students in the pursuit of knowledge! 
  However, if you wish to completely understand the magic and world of Academagia, 
  look no further than The Encyclopedia of Tyrr, which is coming up soon. 
  53
  Study Guide 
  
   
   
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  The Encyclopedia of Tyrr 
   
  55
  
   
   
  The Academagia is an ancient and legendary 
  school of magic and wizardry. Founded eons 
  ago — so long ago that very few people alive 
  know exactly when — the Academagia 
  began as an institute devoted to the study 
  and learning of magic in all forms.  
  Founded by a mysterious Unnamed Mage 
  who was known to each of the many 
  universes of reality by different names, the 
  Academagia quickly became a place of myth 
  and rumor. Few mages were accepted into 
  its halls, and when they returned, they were 
  profoundly changed, having now turned into 
  incredibly powerful magicians with no equal 
  besides other students of the Academagia. 
  Over the centuries — and especially after 
  the Unnamed Mage disappeared under 
  mysterious circumstances — the 
  Academagia has grown more accepting of 
  students of disparate skill levels. When the 
  Dean took up the role of the Archmage for 
  the first time centuries ago, the Academagia 
  finally opened its doors to truly all magical 
  students, no matter their mastery. 
  The Academagia spans an entire continent 
  in its universe, Tyrr. Some theorize that the 
  Unnamed Mage created this continent, 
  while others claim that he transformed an 
  existing one into the Academagia as it is 
  today. However it came to be, the 
  Academagia now is home to realms and 
  terrains taken from many universes like 
  patchwork. The prevailing theory of thought 
  is that the Unnamed Mage built it this way 
  to provide as myriad an experience as he 
  could to his pupils. The Academagia holds 
  mountain ranges, volcanic fields, icy 
  extremities, overgrown jungles, and a lot of 
  dungeons and ruins, perhaps leftover from 
  what came before it. Though the 
  Academagia is vast, it is filled with magics 
  that allow students to quickly traverse it. 
  Until a millennium ago, the Academagia 
  studied solely ’magic’ - there did not exist 
  the standard College division of the modern 
  day, as all magic was thought to be the 
  same. Archmage Paracelsus was the first to 
  use the College system, when he divided the 
  field of magic into six Colleges — and along 
  with that, the Academagia itself — and 
  chose the first Archmages for each College. 
  His theoretical divisions of magic quickly 
  spread across the multiverse and became 
  accepted as the prevailing system of 
  magical thought. 
  The Academagia 
  56
  
   
   
  Like a majority of the multiverses, the 
  dominant race in Tyrr is humanity. It 
  also natively—or at least, as far back 
  as recorded history can tell — has 
  been a home to the other intelligent 
  races, Dvergan, Sylphid, and beings of 
  the Oceanic League. All of Tyrr speak 
  the same language, Tyrrean, which is a 
  rough butchering of the First Tongue.  
  Filled with ancient temples, epic 
  artifacts, legendary prophecies, 
  chosen ones, vast kingdoms, it is 
  considered perfectly average. With 
  one exception of course—Tyrr is the 
  home of the Academagia. 
  The Academagia makes up an entire 
  continent of its own on Tyrr. Besides 
  the Academagia there are four other 
  continents, one in each of the cardinal 
  directions of the Academagia: Sesar to 
  the north, Vhok to the south, Umeria 
  to the east, and Ee to the west. 
  Sesar is an arctic continent, 
  surrounded by treacherous waters 
  and a perpetual stormline. Covered in 
  frozen lakes and rimed rivers, it is the 
  home of the Tyrr’s members of the 
  Oceanic League, with the most 
  common member on Tyrr being the 
  Mer, as is usual for universes. 
  Vhok is a mountainous continent, with 
  stretches of desert between the 
  ranges. Beneath the earth, however, 
  deep rivers and vast caverns are home 
  to Tyrr’s Dverg.  
  Umeria is covered by the vast Umerian 
  Empire, founded by the humans of 
  Tyrr millennia ago with might and 
  magic. Its land was once diverse, but is 
  now mostly urban city. Umeria is the 
  magological cutting edge of Tyrr, as is 
  expected with human civilizations. 
  Ee is a grassy land of rolling hills and 
  vast fields. The Sylphids of Tyrr claim 
  it as their homeland, but they really 
  live more in its air space, not on the 
  land. The continent itself is diverse, 
  home to members of each race. 
  Tyrr 
  57
  
   
   
  Magical thought and research have existed forever. 
  As all races are naturally gifted with magic, it was 
  inevitable for some intrepid being to start 
  investigating the magical abilities that people could 
  access. This study was first known as magology. 
  For much of magology’s history, magic has been 
  known to be driven by a single force, called the 
  arcane. Immaterial, and invisible to all races except 
  humans, the arcane was thought to make up the 
  heavens and all magical spells. However, as 
  magology progressed and developed, magical 
  researchers began to realize that the different 
  styles of magic differed in many ways that could 
  not be explained easily. Though all were powered 
  by the arcane, spells weren’t made of the arcane. 
  For millenia, they sought a Unifying Theory of 
  Magology, that would connect the many types of 
  magic and their practitioners in some way.  
  When Archmage Paracelsus of the Academagia 
  began his research into the workings of Elementals, 
  he quickly noted that only three types appeared—
  those associated with what had been termed 
  elemental magic, obviously. Yet many other kinds of 
  magic existed in practice, with no elementals of 
  their own! Paracelsus devised a classification 
  system, separating the schools of magic into what 
  made them unique — Elemental Magic had 
  elementals, Natural Magic had matter, Alchemy & 
  Artifice had enchantment, Shamanism life, Theology 
  soul, and what he termed Theoretical Magimatics 
  was the study of magic itself. And thus, the six 
  Colleges were born — and with it, the idea of magic 
  as not one entity but many, the first hint to the 
  theory of the Five Fundamental Forces. 
  A century ago, Mage Nikolzar—before he became 
  the Archmage of Theoretical Magimatics— was 
  researching the concept of mana, the single link 
  remaining between the various Colleges of magic. 
  He was convinced that there existed some 
  fundamental interaction between the Colleges at 
  the level of mana—for how could one energy source 
  power such disparate spells, if they had no shared 
  root? Researchers scoffed at Nikolzar’s attempts to 
  revive the long-dead Unifying Theory — but his 
  efforts weren’t for naught, as Nikolzar realized 
  when he looked at a very small scale, that each of 
  the magics manipulated a unique incredibly small 
  particle! (Alchemy & Artifice and Theoretical 
  Magimatics manipulating all particles in a limited 
  fashion.) Elemental Magic manipulated 
  ‘elementons’, the particle of energy; Natural Magic 
  manipulated ‘atomons’, the particle of mass; 
  Shamanism ‘vitons’, the particle of life; Theology 
  ‘ectons’, the particle of soul. Alchemy & Artifce 
  could bind magics to processed and manmade 
  objects, which lacked a magic of their own; and 
  Theoretical Magimatics, then a neglected and purely 
  theoretical field as the name implies, could 
  manipulate ‘arcanons’, the even smaller particle of 
  concept, which makes up all magical particles and 
  the fabric of the universes itself.  
  With this discovery, Nikolzar was thrown headlong 
  into fame, and made the youngest Archmage to 
  date, heading the College of Theoretical Magimatics. 
  The Five  
  Fundamental Forces 
  58
  
   
   
  Humans are naturally frail bipedal 
  creatures entirely made of soft and 
  fragile flesh, and are bestowed with 
  significant stamina. They are 
  inherently social creatures, having 
  begun in small tribes and worked their 
  way up to large civilizations. Art, 
  politics, and strategy come far more 
  naturally to them than the other races, 
  and that alongside wizardry has led to 
  them often being conquerors, both 
  culturally and militarily, despite their 
  natural frailty and weakness. They are 
  allies of all other races, despite this. 
  Humans are the only race to not have 
  a bond to a Natural Magic—instead, 
  they are imbued with all inherent 
  Natural Magics, being made out of Air, 
  Earth, and Water equally. This 
  symmetrical distribution balances out 
  quite well, resulting in Humans having 
  a natural affinity with all Colleges, and 
  being the only race to naturally be able 
  to see the arcane and the workings of 
  spells. These facts combined result in 
  Humans being natural wizards and 
  witches across the multiverse, and 
  often leading their universe’s 
  civilizations in magological progress 
  and research. For instance, a majority 
  of inventors of magological devices 
  and spells across the Colleges have 
  been Humans—with the exception of 
  the Natural Magics, of course. 
  Theoretical Magimatics is the College 
  that Humans are most readily capable 
  with, as arcane-sight is an inherent 
  trait of all humans, and would 
  obviously be of use when researching 
  arcanons and their uses. Thus, it 
  comes as no surprise that Archmage 
  Nikolar, the father of modern-day 
  Theoretical Magimatics and its current 
  Archmage, is a human from birth.  
  Besides Theoretical Magimatics, 
  Humans also display an affinity for 
  Alchemy & Artifice, which they use to 
  circumvent their natural frailty. 
  Humans 
  59
  
   
   
  The Oceanic League is not one race, 
  but instead a large variety of races. 
  The most common of these, and the de 
  facto leaders of the League, are the 
  Mer, who have the features of various 
  types of fish. Beyond the Mer, there 
  exist an uncountable number of other 
  races. A few of the more common are 
  the Dar, titans who look similar to 
  whales; the Ur, scaled reptilians akin 
  to crocodilians; and the Kir, tall and 
  quiet peoples who take after squids. 
  Other races remain unnamed since 
  they are too rare for such convention. 
  The Oceanic League come in so many 
  shapes and sizes because they are 
  naturally affined to Hydromantic 
  magic, which is of change and 
  continuums. Thus, their races have 
  evolved and diverged over time like a 
  river from its source, resulting in the 
  incredible variety they now have. The 
  Oceanic League also are generally 
  skilled with Electroturgy, as it and 
  Hydromancy share a similar 
  philosophical root in being magics of 
  transition, movement, and flow. 
  The constituent tribes of the Oceanic 
  League are all naturally warlike, and 
  prone to competition and rivalry. 
  Though the formation of the Oceanic 
  League a millenium ago has reduced 
  the tribes’ wars and rivalries, the 
  League is still tenuous at best, and 
  millennia of tension do not disappear 
  with such an alliance. The Oceanic 
  League itself remains organized in 
  tribes, who compete for political 
  positioning and with the Mer for the 
  position as the leader tribe. 
   The Oceanic League are begrudging 
  allies of Humans, often contesting 
  with them over coastal areas but 
  approximately friendly in relations 
  otherwise, though a bit tense. The 
  Oceanic League, even when rivals of 
  the Humans, admires their fighting 
  spirit and the Humans’ ambition to 
  overcome their squishy bodies. 
  The Oceanic 
  League 
  60
  
   
   
  The Dvergan typically live deep 
  underground, within expansive 
  caverns. The Dvergan are creatures 
  made of rough and thick skin, with a 
  stone carapace covering much of their 
  body. Their stone carapaces are 
  ritualistically sculpted into intricate 
  armors and etched with glyphs and 
  sigils that tell the stories of their clan 
  going back for generations. Each 
  Dvergan also dons a stone mask, upon 
  which is written their own deeds. 
  The Dverg are made of stone because 
  they are the race naturally affined to 
  Geomancy, the Natural Magic of 
  Earth. As such, they are staunch and 
  proud creatures, who are set in their 
  ways and rarely change. Thus, it 
  makes sense that they also share a 
  natural connection with Cryoturgy, 
  which has a similar philosophy of 
  inflexibility, stillness, and constancy.  
  Families to the Dverg are very 
  important. A family is more than just a 
  shared bloodline—it is also a shared 
  creed, personality, philosophy, and 
  more. A Dverg tries their best to 
  emulate their forefathers going back 
  for generations, and to live up to one 
  of the chosen Iduks of their clan, a 
  particularly important Dverg from the 
  past who ascended into oratory 
  legend. All clans share some Iduks — 
  Sword, the warrior and the king; 
  Shield, the wright and the kind; and 
  Staff, the wizard and the clever. When 
  a Dverg disgraces their clan, they are 
  to take off their mask for their life — 
  in other words, to be forgotten to the 
  Dverg and their histories forever. 
  The Dverg are suspicious and cautious 
  folk, and thus have no overly friendly 
  relations to any of the other races—
  nor are they enemies, though. They 
  venture out above ground only in their 
  younger years, typically, and remain 
  careful to never forget the traditions 
  carved into their stone hearts. Some 
  few do remain above ground, however. 
  Dvergan 
  61
  
   
   
  The Sylphid are beings of the air, so 
  light and diaphanous that they may 
  float upon the breeze effortlessly. Thin 
  as paper, they are nonetheless 
  remarkably resilient to harm, though 
  there’s not much cause to worry as 
  they also typically live hundreds of 
  kilometers above the earth alighted 
  upon the winds. The Sylphid have only 
  recently—a few milleniums ago— 
  begun diplomatic relations with the 
  peoples of the surface, using 
  complicated armors they call Agra 
  Talun to weigh them down enough to 
  drag them to land, and which are 
  powered by magic in such a way as to 
  make them feasible to move with such 
  weight. The Agra Talun of each Sylphid  
  is designed elaborately and oddly, in a 
  way that the Sylphid sees as beautiful, 
  but each other race is perplexed by. 
  Such alien practices are typical of the 
  Sylphids. Being separated from the 
  other races for a huge majority of 
  their existence, they have therefore 
  developed very alien cultures and 
  mindsets to the other races, making 
  them at best confusing, and at worst 
  enigmas. Sylphids have no prose, no 
  sculpture, no painting—their only art 
  and form of transmitted culture is 
  storytelling and comedy, the latter of 
  which is a favorite to them. Sylphids 
  are giddy and excitable, and friends to 
  every race — though, as nuisances, 
  the kindness is not always returned. 
  As should be clear, the Sylphid are 
  affined to Air — flighty, difficult to 
  grasp, and forever free. This also 
  connects them inherently to the 
  Elemental Magic of Pyroturgy, the 
  element of liberation and excitement. 
  The current Archmage of the 
  Academagia, known only as the 
  Dean—for Sylphid names are 
  unpronounceable to other races, as 
  they are spoken with silence — is a 
  mysterious individual who rose to 
  prominence as an extremely powerful 
  Sylphid 
  62
  
   
   
  The Wild is not another plane of 
  existence, but instead another world 
  overlaid on top of ours—the world of 
  vitons, the particle of Shamanism. 
  Shamans learn to see only vitons, and 
  in doing so, the Wild — which is the 
  stream of Vitons that flows deep 
  beneath the fabric of reality, 
  connecting all living things across all 
  universes. From the Wild, all living 
  things are born and patterned — and 
  from all living things, vitons flow into 
  the Wild. A continual cycle of feedback 
  and patterns creates the complex 
  ecosystems, the organisms that make 
  up these ecosystems, and the patterns 
  and relationships that define them. 
  All vitons are the same, yet not — they 
  each are patterned differently, by their 
  experiences and usages in the natural 
  world, and thus imbued with a pattern 
  and form over time. Vitons of similar 
  patterns pool together in the stream of 
  the Wild, like fluids in a mixture, 
  forming pools—and these pools create 
  Archetypes, the powerful and massive 
  organisms of pure viton that live in the 
  Wild. Archetypes are the embodiments 
  of certain living things—they are the 
  ideal, the pattern and form that these 
  living things strive to emulate, and the 
  mold from which they are forged. 
  As these Archetypes lack material 
  form or spiritual form, they have no 
  presence or sentience — but they are 
  still capable of action on an instinctual 
  level, and on communicating with 
  skilled Shamans. Archetypes may work 
  through their constituent members in 
  the living world, able to influence 
  living things that are patterned off of 
  them, but this is rarely observed. 
  Traditional Shamans, who seek the 
  way of the messenger and mediator 
  between the living world and the Wild, 
  seek to communicate and negotiate 
  with its Archetypes and bring balance 
  to the Wild and the living world.   
  The Wild 
  63
  
   
   
  The Spiritual Realm is the home of 
  spirits — those entities separated form 
  their atomons and vitons, purely 
  divorced convictions and beliefs of a 
  person. In other words, the dead. A 
  glassy obsidian floor perpetually full of 
  mist, the Spiritual Realm is made 
  purely of ectons, the soul and 
  thoughts of a being. Without ectons, 
  something is not capable of true 
  thought of emotion. As such, ectons 
  are particularly connected to 
  arcanons, the particle of concept, and 
  researchers have found that ectons 
  are the best conductors of arcanons.  
  The Spiritual Realm is a treacherous 
  and difficult place for any being made 
  of substances other than ectons to 
  traverse. Unlike the Wild, it is a 
  separate realm of existence from the 
  material world, and thus operates by 
  its own laws, though magic still works. 
  Chthonologians are the most 
  intimately connected to the Spiritual 
  Realm out of the Theologians, able to 
  serve  as mediums between the two 
  realms by walking along their edge. 
  The Spiritual Realm is not the afterlife 
  — it is the home of those awaiting 
  judgment by the Arbiters, who may 
  take days to years to judge a soul. 
  Until then, spirits may wander the 
  Spiritual Realm, or even try to force 
  their way back into the realm of the 
  living as ghosts or the undead. Neither 
  work out well, as Chthonologians are 
  hired to take care of such problems. 
  The Spiritual Realm is also home to the 
  three factions of deities of the 
  universe claiming to be the true 
  Almighty, the Immaculate Legion, the 
  Guild of Godheads, and the Liberated. 
  The divinities reside far within the 
  Spiritual Realm, too far for most 
  Chthonologians to reach, but not far 
  enough to be truly out of reach for all. 
  A determined individual can still 
  beseech the gods in person, though it 
  rarely works out well for them. 
  The Spiritual Realm 
  64
  
   
   
  Since the dawn of time, there have 
  existed the mysterious and enigmatic, 
  Arbiters. They are made of pure 
  arcanon — their existence is merely a 
  truth, driven by no matter, spirit, life, 
  or energy. Nobody knows how many 
  Arbiters exist, and attempts to make 
  grimoires describing all of their kind 
  have always failed, as each one is 
  unique in appearace, either radically 
  or subtly. Some theorize that they are 
  infinite in number; others theorize that 
  there is but one, constantly changing.  
  All Arbiters share a few things in 
  common, at least. They are purely 
  monochromatic, devoid of all color. 
  Arbiters come in two main varieties — 
  either predominantly ebon or pallid. 
  They are always cloaked and robed. 
  Their faces are never seen, though it 
  varies how exactly they are obscured. 
  The Arbiters roam the Spiritual Realm, 
  until they reach a soul. When they do, 
  they stop before the soul in complete 
  silence ‘judging’, and then claim it. The 
  soul then dissipates into the perpetual 
  mist of the Spiritual Realm, never to be 
  seen again. No one is sure exactly 
  what happens to the spirits claimed 
  this way by Arbiters, though each of 
  the factions of divinities have their 
  own competing theories and ideas on 
  Arbiters to sell you. Each faction 
  believes some of the Arbiters to be 
  theirs, and yet have no evidence to 
  show for their arguments. The 
  Immaculate Legion claim the pallid 
  Arbiters as allies of their ranks that 
  choose the devout to ascend to join 
  the Immaculate, and the ebon as 
  servants that damn the wicked. The 
  Liberated say the ebon Arbiters were 
  created by The Free to reward those 
  who act, and the pale to punish those 
  who oppress. And the Guild of 
  Godheads claims many things about 
  the Arbiters, all conflicting. 
  The Arbiters 
  65
  
   
   
  The Liberated are a faction led by the 
  divinity the Free, one of the claimants 
  for the title of the Almighty, like all 
  other divinities. The Free believes 
  himself to have been born at the dawn 
  of time, and that he wrenched himself 
  from the primordial sea of 
  nothingness, then taught the rest of 
  existence to do the same. He claims 
  that all things exist only to serve your 
  wishes, and that the meaning of life is 
  to act according to your own desires. 
  He preaches complete freedom and 
  total liberation—hence the title of his 
  most devout, the Liberated, who see 
  themselves as freed from their prisons 
  by the Free, just as he tore himself 
  from nothing in his desire to exist.  
  The Liberated form the ranks of the 
  Free. They have no titles, no 
  organization — they serve however 
  they wish, whenever they wish. The 
  Free emphasizes the voluntary nature 
  of his disciples, and their choice in all 
  things they do. However , the Free 
  often presents his Liberated with 
  difficult ‘choices’. For example, “Obey 
  my command, or I kill you.” Devout 
  and faithful Liberated are rewarded 
  with great ectonic power, however, 
  this power deterioriates their life and 
  matter like a poison. The Free’s most 
  pious are ascended into Demons, 
  beings of pure ecton and great power. 
  The Free is a powerful and fierce 
  divinity, and like all divnities, is made 
  purely of ecton. In his case, he is 
  supremely gifted with tenebrology, 
  and he himself is a being of chaos. He 
  rewards those that choose and act, no 
  matter what their choice and action is. 
  He is often willing to grant wishes, if 
  only the wisher pays a price or returns 
  a favor to him in the future. 
  Among the Liberated, there exists one 
  fallen El from the Immaculate Legion, 
  who fell only recently. She has named 
  herself “O”. Tensions between the two 
  factions have grown considerably. 
  The Liberated  
  and The Free 
  66
  
   
   
  The Immaculate Legion maintain that 
  they serve a divinity, the Perfect, who 
  is one of the claimants to the title of 
  the true Almighty of reality. The only 
  problem with their assertion is that 
  the Perfect has not made his presence 
  known in eons, and it is repeatedly 
  called into question whether he is 
  dead, or even existed in the first place.  
  The Legion is organized in strict order, 
  first divided into nine Demesnes, 
  which are futher separated into nine 
  Spheres, then split into nine 
  Symphonies, arranged once more into 
  nine Choirs, then lastly grouped into 
  nine Melodies, who each have nine 
  Legionnaires. Each of the nine 
  Demesnes is led by a Quorum of nine 
  nameless El, powerful beings of pure 
  ecton embodying hierology. 
  The Immaculate Legion work as 
  militant missionaries of the Perfect, 
  who embodies all things perfectly, but 
  especially justice and order. They see 
  themselves as servants of the Law of 
  the One True Almighty, and seek to 
  have all others understand his 
  righteous ways. It doesn’t matter 
  whether they convince you with a 
  silver tongue or a steel blade, as long 
  as you are convinced.  
  The Legionnaires, as exalters of order 
  and law, thus work with Hierology, as 
  would be expected of servants of El. 
  The El themselves are powerful 
  practitioners of hierology, with a 
  complete knowledge and control over 
  it, and are therefore incredibly 
  powerful and dangerous, when they 
  appear, which is very rare indeed. 
  They usually rely on the Legionnaires, 
  though no one is quite sure why. 
  Only one El has fallen, quite recently 
  in fact, and she fell to the Free, a fact 
  that the Free is never afraid to remind 
  the Immaculate Legion of. This leaves 
  the ranks of the El numbering eighty, 
  which consternates them to no end. 
  The Immaculate 
  Legion 
  67
  
   
   
  The Guild of Godheads is a group of 
  divinities, many of which are claimants to 
  the title of the Almighty, the creator of 
  the universe and its one true god. The 
  Guild of Godheads was founded a few 
  millennia ago relatively recently in the 
  scale of the divine. Faced before the 
  combined might of the Free and his 
  Liberated, and the organized ranks of the 
  Immaculate Legion, the many smaller 
  divinities and their loyal pantheons of 
  fellows were hopeless to win followers. 
  However, Zowz, the leader of the Hellan 
  pantheon, rallied the smaller divinities 
  together to unify and form the Guild. 
  The Guild of Godheads is made up of 
  pantheons, groups of divinities who each 
  back up each other’s claims, and Unions, 
  which represent the shared skillsets 
  among many of the gods in their 
  pantheons. For instance, Zowz is  the 
  head of the Union of Thunder, which 
  consists of storm deities. The number of 
  Unions is countless, but the largest ones 
  correlate roughly to the magics. Fire, 
  Winter, Thunder, Sea, Land, Sky, Nature, 
  Life, Smithing, Medicine, Justice, Death, 
  Evil, Time, and Wisdom. 
  The divinities of the Guild of Godheads 
  are not all claimaints. Many are smaller 
  divinities who seek to stay out of the war 
  for the title, and simply wish to survive. 
  The Guild of Godheads exists very 
  shakily. The pantheons are always 
  bickering, especially for territorial rights 
  of worship, claims over waffling 
  followers, and arguments over the 
  legality of syncretism. It doesn’t help that 
  many pantheons are lead by claimants to 
  the Almighty, thus leading to a lot of inter
  -pantheon rivalries and even wars in 
  some cases. Nor does it help that Zowz, 
  the charismatic and ambitious leader of 
  the Guild, is also an arrogant blowhard 
  who is a known braggart and showboat. 
  The Guild of Godheads is often faced 
  with public ridicule for their 
  unprofessional and ungodly behavior—
  yet, they are also the most widely 
  worshipped of the three factions of 
  divinities. Apparently their mortal 
  resemblances earn them some sympathy. 
  The Guild  
  Of Godheads 
  68
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Academagia.pdf