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 [Location] The Llewlynn Academy

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ElectricDevil
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PostSubject: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 10, 2009 5:02 pm

LLEWLYNN ACADEMY – Public Square, Main Campus

Public Square
The front section of the campus that resides in Remia proper features a large, open square that is open to the public. It features a number of buildings that are more of interest to the people who are not from Remia. These buildings, along with the gates surrounding them, are described in this section.

Main Gate
The ornately carved gate that serves as the front door to Llewlynn is actually a 20-foot tall, solid portcullis that is drawn up into the holding pocket in the wall above it during the day. At a moment's notice, the gate can be dropped, falling to earth and sealing off entry into or out of the campus - at least by that main route.
The gate itself is gilt, and it sparkles brightly at any time of day or night. The gate is reinforced with magic to be practically impervious, and in the entire history of the school, it has never fallen.

Eagle and Lion Towers
The Eagle Tower and the Lion Tower flank the Main Gate, the only proper entrance into the Llewlynn Academy from the outside world. Security here is tighter than anywhere else, but it's also the friendliest area on campus as well.
During daylight hours, the Eagle tower is staffed by professional greeters whose job it is to meet all visitors and guide them where they wish to be on campus.
The Lion tower, on the other hand, the people who work in the guardhouse of the Lion Tower are actual guards, not guides. If there are any problems with anyone in the Public Square, particularly at the Main Gate, these well-armed protectors of Llewlynn are authorized to respond with deadly force.
The Eagle Tower gets its name from the massive statue of an eagle that stands on the flat roof next to its side of the Main Gate. Likewise, the Lion Tower gets it's name from the massive Lion which is doing it's share of watching over the Academy.

The Sun and Moon Towers
The Sun tower stands at the far East side of the front wall of the Academy that faces the City of Remia, while the Moon Tower stands on the far West. Not simply styled after Apollo and Artemis, the two Towers were built as directional landmarks for confused students.
As the day begins, the sun rises in the East, in the direction of the Sun Tower. As the sun sets in the West towards the Moon Tower, it marks the beginning of night.
These days, the top of the Sun Tower gleams with a bright light at any time of day. Meanwhile the top of the Moon Tower glows with a ghostly light light's only brightly visible during the dark hours. The two light sources frame the Main Gate in the middle and present the entirety of the facade to the public at large.
It's also said that the view from either tower have the best seats in the house on days where events are held on the Training or Dueling Grounds.

Statue of Athena
The center of the Public Square features a long pool bisected by a fountain spraying water in both directions. A statue of Athena stands over this fountain, her arms outstretched in greeting toward those coming in by the Main Gate.
The bottom of the pool is covered with coins from nearly every realm in the Remian Empire. Once a year, these coins are removed and put into a scholarship fund for some lucky student-to-be.

Administration Building
The Hall of Administration is the largest building at the university, six stories high. Its heavy and imposing facade can be seen even from certain parts of the Harbor. It lacks the artistic flourishes of many of the other buildings on campus, having been built long after them by a group of slipshod human contractors. It is a gray stone rectangle with windows the width of arrow slits. On first glance, one might think it a fortress rather than an administration building. Inside the building, space is used to ruthless efficiency. every dimly lit square foot seems inhabited by some balding scribe scrawling at a a slanted wooden desk. The acoustics of the building are such that no matter where one is, the constant sound of pens scratching on paper can be clearly heard, an insect-like buzz that quickly becomes annoying.
It is here that most high-ranking members of the administration have offices, including the Dean of Admissions, Evin Vernox..
Offices: Evin Vernox (Dean of Admissions)

The Four Winds
The Four Winds Bar and Inn may be one of the most well-known inns in the Empire. A night in the Four Winds is something of a badge of honor for the wealthy and powerful, and the prices of the rooms reflect this. They are normally set in accordance with the standards in the realm that foreign visitors would expect, but they can be five to ten times the rates for a standard inn. Of course, families of students receive a discount that brings the price down to a regular rate for a standard in, and they also gain first crack at such rooms, which squeezes out some of the wealthier patrons.
Some families have tried to sell their reservations to others for large profits. This almost never works, as the staff is unusually good at ferreting out the truth in such matters.
Space at the Four Winds is limited and it often fills up quickly, especially during Spellflag and Mageball season. The ground floor of the inn has several rooms of varying degree – from normal rooms to a few extra-deluxe rooms. The front part of the inn itself has two large common rooms and a number of private booths. There's also a larger private meeting room available for hire. The kitchen serves some of the best food found in any realm and is a real treat for students.
There is a large room on the second floor which is available for hire as well, but only by those affiliated with the Academy in some way. The Headmaster himself has the final word on who is fortunate enough to have the privilege to rent the place out. Competition for the room is fierce, especially during sporting events, as the room has the best view of the Training and Dueling Grounds available for non-students.

Keeler Chapel
Chapel Attendance used to be mandatory, but the practice was discontinued recently. Now the chapel is used for worship as well as meetings and lectures during the school week. The chapel can fit about 200 students on its main floor and surrounding balcony - there are three services on Sundays, one of which is open to the public. Some of the larger lectures are scheduled here during the week, and guest speakers are often invited to present programs here.
The bell in the chapel steeple also signals the time. It chimes once at the quarter hour, twice at half-hour, and three times at three-quarter hour. On the hour it chimes out one ring for each hour of the day which has passed. A large Gnomish clock near the top of the steeple also tells students on the quad the time.
There are two proud facts among the alumni regarding Keeler Chapel. First, since the clock's placement in the year of the college's foundation, the clock has not stopped or been more than a half-minute off the entire time - maintenance has always been exemplary. Second, it has become something of a legend that one alumnus once climbed the clock tower in the dead of winter - from the outside - placing the varsity flag on the top of the Chapel's high steeple after the spellflag team won an upset victory over visiting Redhurst Academy. Hundreds of alumni claim to have seen the feat happen, though no one can agree on who accomplished it.
Office: Mother Marie-Claire

[Location] The Llewlynn Academy MarieClaire
Mother Marie-Claire

The Llewlynn Academy Store
The Academy's Supply and Book Store is open to the public, and it is a sure bet that there are several mages lined up outside the shop there in the public square of the Magic Campus. Ander Pendrake, a former memeber of the Elven Rangers, is ready and willing to help students and any other mages, with supplies. Pendrake's stock is considered second to none, and that his deep reservoir of supplies runs so deep, that if he does not have it, one simply needs to place an order with him, and he is quite likely to be able to procure whatever you need within a month.
Pendrake is even able to offer delivery services to customers who are off-campus. The fees for such a delivery vary, depending on the urgency of the order and the method of delivery used.

Founders' Museum of Magic
As an institute for higher learning concerning the arcane arts, the Llewlynn Academy of Magic offers studies about not only the current state of magic, but also its past. This building features not only artifacts from the various stages of magic development - gathered by the staff in the course of their adventures - but also from the history of Remia and the Academy itself.
Among these artifacts, are items which have pioneered the creation of other magical items. One of the first stable brooms of flying was created at Llewlynn Academy, for example. The museum actually has this broom on display, as well as a number of other artifacts. The first ring of invisibiity developed for the halflings, for example, long before the school was founded. Magic weapons, ranging from humble keen daggers all the way to the legendary Gauntlets of the Damned wielded by the dread Archfiend Megiddozuradon.
There are also many nonmagical items on display. For instance, there is a stunning retrospective on the development of the schools' uniforms. The presentation takes the audience from the days of simple armbands, through the years where students were identified by their hats, to the eveolution of the modern robes.
The museum is open from breakfast to dinner, although exceptions are made for special circumstances - visitors may come and go freely through its doors. After hours visits can sometimes be arranged by appointment.

McCalluster Museum of Taxidermy and Natural History
The McCalluster Museum is enclosed in a two-story gothic-style brownstone building. A basement houses the Museum portion of Callus' operation and the curious are invited to visit this Museum and marvel at the wondrous work of the eccentric Professor of Necromancy.
The Museum houses a collection of oddities that the Professor has stuffed over the years. This includes a two-headed unicorn, a bison with wings, a wolf with eight legs, and other freaks of nature. One section also contains several heads which once belonged to famous bandits that were executed by the City. This is where small samples of the Professor's work are displayed and arrangements for taxidermy jobs or hunting expeditions are made. The storefront is very nice, lit with a hanging lantern. A plush wine-colored rug covers the floor; there are dark velvet draperies on all the walls. A counter/display case arrangement stands in the northwest corner. Other display cases and shelves are scattered about the room. In the northeast corner are the stairs which lead down to the basement Museum. A sign near the stairs reads "Museum" and has a n arrow which points downward. The room is lit by a hanging lantern.
This Museum is open from about mid-day to dusk. Admission to the Museum is free, but donations are accepted. The public entrance to Callus' Taxidermy is on the south face of the building. It is locked when the museum is closed. The ground floor has no windows on the upper floor are curtained and the curtains are generally drawn. The Museum area has stone walls, wooden floors, and a very musty aged smell. The only entrance is from the staircase.

The Professor's Gate
This gate - which is flanked by two watchtowers, much like the Main Gate at the near end of the Public Square - is capable of sealing off the rest of the campus from the Public Square in a matter of seconds. Most of the day, the gate stands open, allowing the students to move back and forth freely between campus proper, the Public Square, and the Outside World.
At dusk, the gate is shut firmly, then reopened again at dawn. The guards who staff the gate allow students to pass through at any time, but those who come through after midnight are disciplined for violating the campus curfew.
As students file in on the first day of classes each year, Headmaster Smoothe and members of the faculty stand before the Professor's gate and greet them as they come. On the final day of class each year, the faculty bids the students goodbye in the same fashion. This long-standing tradition serves to affirm the philosophy of education - that all of our students are our future colleagues in our lifelong exploration of the arcane arts.


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 11:26 am

LLEWLYNN ACADEMY - Main Campus Proper

Teeks Library
Perhaps one of the most interesting places in Llewlynn Academy is the Library. The building was funded by and dedicated to an ambitious Populist Councilman whose ancestor left a sizable inheritance to the Academy at the time of his passing. The library's holdings include complete works by many major authors, and extensive collections of volumes on history, cultures, and languages. Many volumes are thousands of years old.
The library also has quite a collection of rare volumes - a copy of the Emerald Codex, Tombs and Excavations in the Old Kingdoms, several original volumes of Namithia, some scrolls said to have been presented to the first Emperor of Remia, and a complete collection of Bakara Goodfeather, signed by the author.
The Teeks Library is a large Neo-Gothic structure with low slanting roofs. Several spacious reading rooms inside the library provide tables, chairs, and lamps for those studying there. Tall stained-glass windows in the upper half of the library's main hall provide shafts of light through the dust in the day, but the library can still become very dark in corners and within the stacks. The entire place smells musty.
The library's third floor houses Llewlynn Academy's small art gallery and exhibit storage area. It's very small as museums go, but it's Llewlynn Academy's own collection, donated by alumni and professors. The museum displays a smattering of ancient artifacts - some ancient Dwarven vases, Xalambe statuettes, Elven statues, bits of papyrus and jewelry, and a few cylindar seals and statues from the Eastern Empire. A few paintings by minor artists are also on display with some more modern art.
The most impressive collection at the museum is of native Remian artifacts. The exhibit includes many glass cases filled with arrowheads, several wall displays of tribal ritual items, and complete ceremonial costumes for shamans.
During much of the year, Teeks Library is quiet and comfortable. But, during Finals Week and Orientation, it is a hotbed of activity. Experienced students know the best times and places to work in Teeks Library during this time (the old stacks and, for a few, the museum's 'stock' area), though most must settle for the hustle and bustle of the main halls.
Offices: Anita Sommerset (Head Librarian)

[Location] The Llewlynn Academy Image045
Jared Darke, hard at study

Woolley Hall
Named after the man who excavated the royal tombs in Lower Xalambe, this large building is the seat of the history department. The building's most noted feature is the tall tower rising from the center of its main corridor. Behind the tower is the large lecture hall where most students receive their basic knowledge of history from Llewlynn Academy's illustrious history department.
The main lecture hall is surrounded by other halls with classrooms and faculty offices. Most of the professors' offices and some of the classrooms contain maps and some historical knick-knacks. The archeology and anthropology professors are constantly leaving small artifacts and relics around, from small Elven statuettes to ancient Cat masks. Each professor keeps a small library in their office, with books on the fields in which they specialize.
Certain students have taken to calling in grad students and professors who work in Woolley Hall "Woollies." Other professors and administrative personnel have adopted the use of the nickname as well - especially those who are envious of the funding some of the historians and archaeologists (particularly Professor Smoothe) are able to obtain.
Offices: Ebdeminal Moongaiden (Chair, History)

Strahd Hall
This large building with a pillared portico is home to Llewlynn Academy's Literature and Scrollworks Department. It is filled with classrooms and faculty offices - one room is fitted with a small stage for drama classes and those studying and staging plays (The Academy's 'Theater' Department is really just a sub-department of the Lit department).
The first floor contains the Literature department library, a collection of books contributed by all the professors for their shared use. Once can find identical volumes of the great works here, from grand Elven epics, ancient plays, and the literature of Remia's greatest writers. The small library also contains copies' of professors' notes and lectures, and students' papers and theses. There's at least one professor mulling about in the library at any given time.
Offices: Evan Nerion (Chair, Literature Department)

Alba Hall
This two-story stone building contains the languages department classrooms and offices. A large lecture hall dominates one half of the building. Inside are pictures with Elven and Dwarven themes - in the small foyer is a bust of an Remian Senator borrowed from the Llewlynn Academy Art Gallery.
Most students at the college must be proficient in one language other than common, and if they want to graduate with an advanced degree, in one classical language, such as Sylvan. The faculty here is very knowledgeable, and often helps out other faculty - especially in the history and archeology departments - on special translation projects.
A fairly recent movement among the alumni and some of the more vocal students has started to question the necessity for a language requirement at the Academy. Though it doesn't look like a serious challenge now, ever-wary professors and administrators in Alba Hall are concerned about the "lack of emphasis placed on the importance of Modern and classical languages in the curriculum.
Offices: Gustavus Heinrich (Head of Language Department)

Grosbaum Hall
This building is filled with classrooms and offices for the Matehematics and Science department. Quite a few students studying engineering and physics pass between this building and the science building nearby. Although Llewlynn Academy is not known for teaching the sciences, it still ensures that its student body has a working knowledge of math and of its application in the sciences. To many of the Literature and History students, this is the most dreaded building on campus.
It is a two-story building with a large dome dominating the center of the structure. The dome is a central lecture hall, a room centered around a wooden lectern at the bottom level. The lecture hall is ringed with a hallway and a series of smaller rooms on the first and second floors.
Offices: Maryann Whipperwill (Head of Mathematics Department)

Ferguson Science Building
The classrooms of this building are filled with long tables covered in slate. Cabinets on the walls hold jars of elemental components, and all manner of laboratory equipment. The science building holds classrooms and faculty offices. Here students learn alchemy, herbalism, geology and other sciences. A small lecture hall is at one end of the building for larger talks, but most of the students' time is spent in the laboratories. Many professors have their own projects going on in the labs (usually manned by their most loyal grad students). A current rumor is circulating through the Academy is that the Academy's scientists are working on some secret projects for the Senate or some other government body. Since the Academy is not known for its science department, however, this is considered unlikely by all but a few of its inhabitants.
Offices: Alana Valien (Chair, Science Department)

Starfinder Observatory
Named for the School's primary benefactor, this odd-looking building is topped with a cylindrical construction on top - a round room that houses the Academy's telescope and other astronomical and astrological instruments and maps. The lower two floors contain a lecture hall, two classrooms and one professor's office.
The obervatory is on the top edge of the low ridge the Academy sits on, allowing it a clear view of the night sky. The cylindrical dome can rotate to allow the telescope aperture to focus on most parts of the sky. The meteorollogical instruments are used to record and predict weather conditions at the Academy, and help the astronomy professor determine if the weather will prevent clear viewing of the skies, and thus help the astrology professor get accurate readings.
Offices: LB Smoothe

College Cafeteria
This building's high-pitched roof and Gothic arches give the impression that this building could have been a medieval hall. Long tables and many chairs fill the hall, and a kitchen at the back is always busy with cooks readying the day's meals.
Like Keeler Chapel, the meal hall sometimes doubles as a lecture hall. some students also come here to study in the off-hours, and others stop by to try and mooch food off the kitchen staff.
There is an interesting story regarding the name - or lack thereof - of the Cafeteria. Originally named Becker Hall after Samuel Becker, an obscure Mage, the name was changed years ago when Becker's diary was found by one of his descendants. As it turned out, Becker made a living stealing magic spells and inventions from other scientists and students. The Cafeteria was then christened "Murphy Hall" after the first Head Cook. That lasted about three months, before it was discovered he had embezzled heavily during his tenure at the campus. Rather than tempt the "Cafeteria Curse" again, the Academy's Meal Hall has never been renamed.
Offices: Joesephine Marks (Master Chef)

Marshall Gymnasium
This large stone building has a hardwood-floor gym and locker rooms for students. Equipment rooms hold gear for the college's spellflag and mageball teams, which practice on the large playing field behind the gymnasium. In the winter months, when the Academy is snowed in, the gymnasium is especially active - the student clubs use it as a general activity area on the weekends.
Offices: Bethar Thunderfist (Head of Physical Education)

Training and Dueling Grounds
The Training and Dueling Grounds feature the largest amount of open space on campus. While most of the other areas of greenery are filled with formal or casual gardens - with the notable exception of the riding grounds tucked away near the walls - the grassy lawns of these grounds are smooth and level.
The grounds are a favorite of students because this is one of the few places where they can truly cut loose without fear of harming another. These grounds have been enchanted so that no blood can be spilled upon them, no matter how horrible the attack.
When students have a dispute they cannot settle with words, they are often told to "Take it to the Grounds." Here they can duel it out without any fear of permanent damage.
This is also where the Spellflag and Mageball matches are held. Each of the Schools within the Academy field a team for regular intramural matches, with an all-school team that competes against other such teams around the known realms.
When the Magic students are ready to leave the classroom for some real hands-on experience, this is where they are often taken. Once every two weeks, each school of magic has this grounds for the day, and the teachers and students of that school are free to flex their magical muscle. Effects are strictly contained by the magical nature of the grounds, ensuring that many spectators that show up for such a display are kept safe.

Quote :
Training Grounds
All damage taken by those on, above or below this patch of ground is treated as non-lethal or subdual damage. Any other damage that would be lethal only causes the injured to fall unconscious. All ability damage or loss of levels are only temporary.
Strong abjuration; CL 20th.

Dormitories
Most of Llewlynn Academy's Students live in one of the four dormitories on campus. Titicus, Bedient, Vandrake, or Helston are three and four story structures built from red brick. Besides rooms for students, each dorm has a study room in the basement and a lounge with a fireplace near the main entrances. Helston is the Girls' dormitory. All dormitories have a curfew - usually ten o'cclock for underclassmen, twelve for upperclassmen - and all have hall monitors whose main function is to make certain that the Academy does not get any more coeducational.


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 11:31 am

The Isle of Larasia

[Location] The Llewlynn Academy 1Sun_City3
Apocryphal depiction of the Isle of Larasia

Quote :
Addendum by LB Smoothe: Apocryphal is right. The Isle is pretty much alone out facing the sea. And the Lighthouse is much bigger, but it does look something like this.

The Lighthouse of Remia
Atop the Cliffs along the Westernmost edge of the Isle of Larasia sits the great Lighthouse of Remia, a massive 500-foot tower of polished bronze that acts as a beacon to sailors at night. The lighthouse is listed as one of the great wonders of the modern world, although the tower itself is said to predate Remia, as it shares many of the classical architectural styles of the Ancient Empire of Shadow and Flame.
The lighthouse itself sits on land belonging to L.B. Smoothe, and it is he who maintains the lighthouse for the city (for a fee of course). Having weathered time and a few pitched naval battles, there is obviously no small amount of magic wrapped up in the lighthouse, but few really know how much (LB does, and he's not talking). The flame that lights the beacon is certainly magical, as each day upon the setting of the sun, a cold magical flame erupts in the center of the lamp and burns until sunrise, casting a clear, bright white light for miles around.
There are always four to six guards stationed atop the lighthouse, watching the shore and monitoring the island. However, there are also rumors of all manner of creatures and other denizens living within the massive structure. Stories of all manner of beasts wandering the halls and stairwells of the lighthouse circle the students at the academy, as well as tales of burglars who try to break into the tower, only to be found the next day, without nary a memory of who they are or what they have seen.

The Alabaster Bridge
One of the true wonders of the city, if not the world, the Alabaster Bridge is a breathtaking sight. Arching gracefully from the Main Campus of Llewlynn Academy to the Isle of Larasia where the Magic Campus is located, but is not attached to land at either end. Rather, the entire structure is held aloft from a single delicate-looking but surprisingly robust pillar sunk into the bedrock in the center of the channel. The bridge itself is nearly 50-feet wide and its sides are guarded by railings nearly 5 feet high.
The bridge appears to be ancient, predating Remia. The entire span, including the pillar, appears to be cut from a single piece of stone, although how such a feat could be accomplished is unfathomable. The bridge shows signs of light aging and weathering, but there are no cracks or structural damage of any sort. There is text carved into the ridge all along it's length, but it appears to be unreadable.
Both ends of the bridge are protected by security gates manned by the Academy's private security, making it nigh impossible to get onto or off of the structure unnoticed.


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 2:30 pm

LLEWLYNN ACADEMY - Magic Campus

[Location] The Llewlynn Academy MagicCampusGate

The Dean's Gate
the Dean's Gate is the only Gateway into or out of Llewlynn Academy's Magical Camps. Sitting at the Larasian side of the Alabaster bridge, this unassuming portcullis can also be closed within seconds, sealing the Magic campus from outside intrusion, at least by ground.
Most of the day, the gate stands open, allowing the students to move back and forth freely between campus proper, the Public Square, and the Outside World.
At dusk, the gate is shut firmly, then reopened again at dawn. The guards who staff the gate allow students to pass through at any time, but those who come through after midnight are disciplined for violating the campus curfew.

School of Abjuration
The School of Abjuration was recently relocated to this new building after spending much of it's time in the nearer building, the building that now houses the Maintenance department. As one of the oldest schools at the Academy, the School of Abjuration was in drastic need of expanded workspace. The dwarves of the Empire worked on this new structure deftly between the Maintenance department and the School of Conjuration. They masterfully matched the original architecture so well that it's almost impossible for an uneducated eye to know which is the newer building.

School of Conjuration
Located along the West wall of the Magic Campus, the School of Cojuration is tucked between the Bottlecap Labs, the School of Abjuration, and the School of Enchantment. Classes are often held in the gardens between the school and the labs, as many of the creatures the students conjure up in the course of their studies find this green area more comforting than inside any classroom.

Maintenance Building
This particular building is one of the oldest buildings on campus. It was first constructed to be home for the school of Abjuration, a function it performed admirably for many years. Now, this building serves as home and office for Llewlynn's amazing maintenance staff. While much of the meaner work of keeping the school clean and running smoothly is handled by magical means, there are some details that cannot be trusted to anyone less than a master. That's where Manzo Saltbrane and the maintenance staff come in.
The Maintenance building abuts directly onto the nearer end of the School of Enchantment, making for a strange juxtaposition between charms and handiwork. This might seem to be coincidence, but it has become by design.
Enchanters often seem to focus on image over substance, while those involved in the school's maintenace are exactly the opposite. With the two in close, physical contact with each other on a regular basis, the theory goes, they cannot help but influence each other's way of thinking.
So far, the experiment seems to be a scuccess. The maintenance staff is mindful of not only keeping Llewlynn rolling like a well-oiled machine, but also of doing it with style. Similarly, the enchanters of Llewlynn seem to be of a more practical or pragmatic mind than is normally found in practitioners of this specialty. Other institutes from around the Empire have come by on occasion to study this effect, and many of them have begun to implement it on their own campuses.
Manzo and his staff not only keep their offices here, but also their tools. They keep many magic items to help them with many of the most mundane tasks, like keeping the grass of the Training Grounds cropped and clean for spellflag contests. Most of these would be of little interest to adventurers, but they certainly make the lives of Manzo and his crew a great deal easier.

Headmaster's Tower
Aside from the Lighthouse, the Headmaster's Tower is the oldest structure on Campus, predating the Academy by several years. It was originally the home of Leviticus Bombastus Smoothe, the Headmaster of the Academy, and he has since converted it into his office here on the Magic Campus.
The ground floor serves as Smoothe's public offices. His door here is always open, although he seems to only be in his office intermittently, as he prefers to be involved in the daily affairs of the school rather than waiting for them to come to him. On most days, though, he holds regular office hours for two hours directly after lunch. A line often starts forming outside the office well before midday, after his classes, so if one has an issue to bring up with him, they are well advised to show up early.
The tower's second floor holds Smoothe's private office and library, as well as a sitting room in which he likes to receive guests. Students walking past can often see lights burning in here late, as one of our headmaster's favorite pastimes is catching up with old friends who stop by Remia every so often.
The top floor of the tower is home to Smoothe's private quarters within the campus. He is so involved with the workings of the school that he seems to spend little time here, but when he needs to relax, this is the sanctum to which he retires.

School of Enchantment
The school of enchantment is somehow appropriately located between the School of Evocation and the Magic Campus Offices. When the administration in the offices need help, they often turn to either one school or the other. Where diplomacy fails, tforce may rule the day, and vice versa.

The Auditorium
Most classes are held in small, intimate settings in which the students can receive the kind of individualized attention that their devotion to studies deserve. Sometimes, though, we need to have a spot in which every person on campus can gather all at once with a good view of the speakers. At Llewlynn, that place is the Auditorium.
When the campus was first built, the auditorium served many functions, including that of the campus chapel for years before the auditorium was moved to it's current location in the Main Campus.
Today, the Auditorium still serves several purposes. The full-school meeting first thing every week is held here, along with three or four of the largest introductory classes for first- and second- year students. The biggest events that take place in the auditorium are the two or three plays held here every year by the Drama Club. These are the social events of the season, with every student seeing each play at least once. Several dignitaries and even senators regularly attend these plays, which not only have stellar writing and acting, but also the best special effects the school's team of illusionists can provide.

School of Evocation
Both mages and those uninitiated in the arcane arts consider evocation to be the flashiest and most directly dangerous of the schools of magic. The students who study here are instructed in the use of power as raw as magic can make it. They are also given the wisdom to use it well.
It is no coincidence that the school of evocation is next to the Bottlecap Labs. When there is trouble in the labs, the mages we want first on the scene hail from the Evokers. They are the best prepared to deal with the widest variety of potential problems in the most devastating and final fashion.

The Bottlecap Laboratory
This unassuming building is located in the farthest corner of the campus, well away from any of the living quarters or dorms. A formal garden separates it from the nearby Schools, and a paved walk stretches between it and the School of Evocation. It squats in the shadow of the West Watchtower, and the guards there are just as likely to be looking down on the labs as they are to be gazing out at the sea and the Isle's coastline.
The reputation the Bottlecap Laboratories have around campus is well-deserved. First and foremost, it is where the leading-edge theories in arcane manipulation are tested. The facilities here are among the finest in the Empire, if not the Known Realms, and there is no better place in which to test out potentially hazardous spellcraft.
Strong magics have been put into place to prevent any problems and to protect the rest of the campus (as well as the City of Remia). Each room, for instance, is fortified with permanent magic circles against evil and chaos, and there are strict rules about casting other appropriate protective abjurations when necessary.
The outer walls of the building are several feet thick and reinforced with both metal and magic. The walls of each of the rooms are made with permanent walls of force, as well, preventing any problems in one room from escaping into the next. Each student must take at least one class in the labs every semester, as 'hands-on work' is a requirement for attendance. One can only learn so much from the pages of a spellbook, and in the labs, the students can get their hands dirty.
The West Watchtower has direct access into the labs in case there is an incident that they are required to respond to. The guards are regularly running drills to ensure fast response times in case of disaster.


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 5:07 pm

LLEWLYNN ACADEMY - Magic Campus, Part 2

School of Illusion
Classes concerning the arts involved in illusions are apparently held here. Of course, it's hard to tell for certain with a group of illusionists running the place. Even the location of the building seems to shift up and down the right wall from time to time. Isolated from the other buildings int he school as it is, the place is like a magician on stage, giving itself enough distance between itself and its audience.

Dining Hall
As the old adage goes, "Mages cannot live on magic alone!" While technically it's true that wizards and sorcerors can conjure food from thin air, it's rarely of the quality and never the quantity that the staff serve up in our dining hall everyday, along with the help of a number of our trademark seen servants.
While the kitchens are open most of the day, meals are only served in the Dining Hall. Breakfast is served promptly at 7 AM, lunch at noon, and dinner at 6 PM. Meals last for approximately one hour, although to be served you must sit down at least fifteen minutes before the end of that hour.
Those who miss their meals are welcome to arrange for food directly with the kitchens. These offerings are usually served cold, with the exception of the soup of the day, which is kept simmering all day.
The dining hall is also the scen of many exquisite banquets and feasts held on appropriate holidays or other special occasions. Weather permitting - which can be of course, arranged - there is often one meal a week out on the Training Grounds. Sometimes this is directly before one sort of match or another, allowing spectators to make an evening of it.

Kitchen
Keeping so many people fed and in clean sheets and clothes is a monumental task, but the members of the Academy's staff attack it with characterisitic enthusiasm. They prpeare three meals per day, and they clean the laundry for every student and staff member in the complex. Visitors can have their laundry cleaned for a nominal charge of 1 gold per bushel. Meals are available for 1 gold piece each as well.
The kitchens are opena round the clock, although meals are only served from 6 AM to 10 PM. Those who must be fed at other times can wake the staff if need be.

Faculty Housing
Some teachers are housed in the dorms next to their students, many others - along with the remainder of the staff - call this building home instead. The rooms here are large and luxurious, especially when compared with the smallish cells in the nearby dorm. The largest ones go to the staff members with the greatest tenure and seniority.
The common room on the second floor of the building features several picture windows that permit those inside to look out over the sea as the sun dances across it. This is where many of the informal staff meetings take place, and most of the private staff parties and dinners.
This building is generally off limits to students unless accompanied by a member of the staff. This is where many teachers and support staff live, where they go to get away from their jobs for a little while. It is recommended that if a student can wait, they should approach the staff member in their office. If it's an emergency, alert a guard, and he will contact the required person.

Walled Garden
This serene, formal garden is open only to the Academy's staff and their personal guests. Many of the faculty come here to relax between classes and take a moment apart from the bustle that permeates most of the rest of the campus. Its proximity to the Faculty Housing and barracks means that those who rest here are far less likely to be disturbed in their meditations.
Some of the diviners use the reflecting pool in the center of the garden as a means of scrying. In its excpetionally clear water, everything seems clearer and in sharper focus.

Quote :
Pool of Scrying
This pool can be used as a scrying device. A character can use it to see virtually over any distance and into other planes of existence, as with the spell scrying. Subjects viewed through this device suffer a -5 circumstance modifier to their will save, due to the clarity of the water.
Moderate divination; CL 10th; Craft Wondrous Item, scrying; Immobile.

Graveyard
Llewlynn has its own private graveyard near the left wall. Alumni and staff members are eligible to be buried here if they wish, although not all of them take advantage of that opportunity. The grounds are hallowed regularly, ensuring that the remains of our honored dead shall not be disturbed, even by the students in the nearby school of Necromancy.

Fields
While we procure much of our foodstuff from the city and other local vendors in the course of of the seasons, we also grow some of our own food here on the campus in the fields near the right wall. Besides the traditional kinds of food crops, we also grow many different ingredients for use in spells, alchemical concoctions, potions, and even dining sauces.
Only the hardiest foods are grown in our fields, as the changing climate makes for unpredictable growing seasons. More delicate plants find a home in our hothouses.
The field closest to the walled garden is actually an orchard that features fruit-bearing trees of all sorts. The nearest field is a vineyard that produces some of the finest grapes you'll ever taste. The gardeners use some of them to produce the extremely limited Llewlynn Red. Bottles of the best years routinely go for over 100 gold pieces and may even command more.

Cistern
The cistern is a roofless tower sealed watertight. It has no means of entrance other than through the top, although the water can be tapped to go through it to a spigot that empties into the kitchen.
This is a backup water supply for the school. Although there are decanters of endless water built into just about every building on campus, there are times when you need more water than they can provide, especially when you're cooking and cleaning for several hundred people.
The cistern is usually kept at least half full with rain water. When low, a quick spell or two is usually enough to fill it for another couple weeks at least.

The Library
The Library of the Arcane is the finest collection of arcane spells, scrolls, and research materials ever assembled. The Head Librarian, Anita Somerset, does an amazing job keeping everything in order and procuring new books and spells. Her ambition is to have a copy of every book and spell ever created, building on the efforts of the generations of head librarians before her.
Students and staff are allowed free access to the library. Guests of any other sort must apply with Anita for permission to even enter the building. Those who attempt to bypass this restriction are ejected immediately and may be forbidden from ever entering the campus again, much less the library.
Students spend a great deal of time studying in the library. A quiet atmosphere is enforced here, and sitting in the presence of so many recorded spells seems to have an inspirational effect upon many aspiring mages. It's also a chance for them to rub shoulders with some of the most powerful casters in the Empire, many of whom have established borrowing privileges with Anita. Although autograph seeking is discouraged, many of our better known patrons don't seem to mind making their mark for a young fan or two.

Barracks
The Guards of the Academy are housed in this low and unassuming building. Those who are not on duty bed down in their personal cells here. The decor is spare and utilitarian, as befits a more military mindset. Of course, each of our guards are generally mages in their own right.
Most of the first floor is occupied by an indoor training ground. This also doubles as a dining hall, with the guards moving in tables and chairs when the food arrives from the kitchens. The armory is located here too, with weapons and armor enough to outfit a small army in the time of need. This includes a cache of wands to be handed out to all handy when circumstances dictate.
The central hall in the barrack is bare except for dozens of scars and black marks skidding along the walls. The guards like to use this area for indoor target practice with their wands when the weather outside is rotten, and their dedication shows.
The sublevel includes a sizable dungeon, complete with a handful of cells. There is no interrogation chamber, as such, since torture is frowned upon at Llewlynn. Our magely guards have more subtle and effective means of obtaining desired information at hand anyhow.

Staff Housing
At the Academy, we hire only the best people to help run the place, and to draw them in and keep them here, we treat them right. Nowhere is this more obvious than in the Wazakashi building, the well-appointed living quarters of our permanent staff.
A man called "Wazakashi" was the first servant hired on at the school, and the building is dedicated to the legacy of excellence he left behind. Staff members living here each have their own private and spacious apartments on the ground floor.
The second floor comprises a massive recreational area in which the staff can sit, relax, and play. A sunken pit in that area is often filled with water, making for a private swimming pool for our staff to enjoy on hot days. From there it is an easy jaunt out to the second-floor balcony, which overlooks a grassy field. A single tower runs through one end of the building, and staff members can often be seen out stargazing from it at night.

Greenhouses
Many of the more delicate plants necessary for spellcasting or healing or even being entered in as delicate spices need to be cultivated in areas that are not as wild as those of the Remian climate. To compensate for the weather, we keep several greenhouses capable fo maintaing a relatively constant and healthy temperature for the plants inside.
The Greenhouse plants have many uses. Some find their way into meals as tasty herbs. Others are employed by the healers as part of a poultice. Still others are used in various spells. In all cases, you can rest assured that only the plants of the highest quality hail from here.

School of Divination
This is where most classes delving into the arts of divination are heldd. Because of this some students who don't have classes here avoid the building entirely, fearing that someone might pry into their private lives without their permission. Since such an act would be punishable by failure of any related class, there is little threat of this actually happening though.

School of Transmutation
Here students are schooled in the arts of transmutation. The building overlooks the sea - the only school that can see the see from within it's windows - in which students often get to practice spells involving shaping water or even breathing it. Contrary to popular legend, the waters of the sea are filled with live fish, not their animated corpses.

School of Necromancy
This is where most classes in the necromantic arts are held. This school is the furthest of them all from the gates, but it still has easy access to the graveyard. This is not so that students can make use of the corpses, but so the necromancers of the school can instead protect the revered remains of the honored dead.

[Location] The Llewlynn Academy 84700
A practitioner of Necromancy who teaches at the Academy


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 5:23 pm

Academy Dresscode

The Llewlynn Academy Administration has a mandatory dress code for all full-time and part-time students. There are many reasons for a school dress code, including:
- A dress code encourages students to express their individuality through personality and academic achievements, not outward appearances.
- A dress code puts the focus on academics, not fashion, because they project a neat, serious, businesslike image.
- Dress codes reduce discipline problems because students are not distracted.
- Dress codes can be less expensive.
- Dress codes create a sense of school pride and belonging.
- School Colors are defined as: Black and Red being primary school colors, with the house colors of blue, purple, and gold being allowed as well.

[Location] The Llewlynn Academy Guys93schooltag
Male student in uniform

Standard (non-winter) Dress Code
The Academy Dress Code does not allow for clothing with colored trim, stripes, embroidery, decoration, etc. with the exception of the Academy badge. It also does not provide for overalls (overalls with pants or shorts, sweat pants, knit pant/skirts, leggings, etc.

Bottoms:
Females: A pleated skirt of school colors.
Males: Full length black dress pants with a belt.

Tops:
- A white button-down dress shirt, with either long or short sleeves.
- A tie of any combination or a solid school color.
- Either a vest of any combination of school colors, or a dress jacket of a solid school color. Wearing both is allowed. Both the vest and jacket must display the Academy badge available from the Academy Quartermaster.

[Location] The Llewlynn Academy Blondeanime5
Female Student in Summertime school attire

Shoes:
Males are required to wear black dress shoes with dark-colored socks.
Females are required to wear black dress shoes (preferably 'Mary Janes') with black or red -colored hosiery.

Other Dress Code Rules:
- Students currently registered as students in the Magical studies are allowed to wear a full length hooded black robe trimmed with red or gold. This robe must also have the Academy badge.
- School administrators will determine if clothing is appropriate for school and complies with academy rules.

Winter/Cold Weather
On very cold days, students may be allowed to wear a V-necked sweater instead of the vest or jacket. This sweater must bear the Academy badge.


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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeTue Feb 24, 2009 5:28 pm

SPORTS

Spellflag

The game that the Kethmar Academy students seem the most interested in these days is a rough-and-tumble sport called Spellflag. The game is essentially a rarefied version of “capture the flag”, except the players use their magic to help them grab the other team's flag and get it back to their goal.

Spellflag players are required to wear helmets and pads during play. While the pitch on the Llewlynn Academy grounds is magically enhanced to prevent injury, the same isn't true at most other venues where Spellflag is played.

There aren't many spellflag teams up and running yet, but the sport is quickly increasing in popularity. At the Academy, they have had a proper team since Admiral Daley developed the game in Kethmar 10 years ago. For the first few years, there were mainly exhibition matches- in an intrascholastic capacity among the Acadmy members. It was only a matter of time before challengers from other realms arose to compete against them.

Some newer teams play a “touch” version of spellflag in which you can freeze a foe for 10 seconds with a touch of your hand. At Kethmar Academy, they play by the original rules. These state clearly that a player is only down and must give up the flag once he is tackled to the ground. This is by far a rougher and more visceral version of the game, but the nature of the Grounds make it possible for students to play at their most aggressive without fear of sustaining a serious injury.

The rules of spellflag are fairly complex when put down on paper, but they essentially state that you should do your best to not hurt anyone, no matter how tough your armor seems. Also, no magic items are allowed.

Quote :
Addendum by LB Smoothe: Spellflag truly is a wonderful game. I happen to know for a fact that ten percent of the current class were inspired to apply at the Academy in the first place just so they could try out for the team.


Mageball

Object of the Game: Mageball is played by two teams of six players each, who are attempting to place a five-pound ball into a metal ring five feet in diameter, located on the opposing team's side of a 100' x 300' field. The rings are suspended in midair, perpendicular to the ground, with the broad side facing towards the center of the field. Inside each ring is a portal which links to the center of the field, and is capable of transporting the ball and only the ball - anything else moving through the ring will pass through according to the normal laws of physics.

The teams compete for points, earning one point for each goal. The game lasts for two three-minute halves, and at the end of the game, the team with the most points wins.

Players and Positions: Of the six players on the team, there is one Ringmaster (or Ringmistress) who is responsible for defending their team's ring, and one Center, who is responsible for grabbing the ball for their team during a faceoff, and switches between offense and defense for the majority of the game. The other four players are divided between Attackers and Defenders, in any ratio desired by the team's captain, and swappable on the fly. Attackers are responsible for attempting to put the ball through the opposing team's ring, and Defenders are responsible for preventing the other team's Attackers from doing so, as well as attempting to steal the ball back for their team.

Rules of the Game: The players are not allowed to influence the ball through any means other than the Mage Hand spell, with the exception of the Ringmaster, who may also use the Shield spell to cover part of the ring. When a goal is scored, the scoring team is awarded one point, and the ball immediately comes through the other end of the portal, which is a ring floating in the air high above the center of the field, and drops down to the ground. The two Centers then face off for possession of the ball, a test of will against each other, attempting to wrest the ball from the opponent's Mage Hand using your own Mage Hand. Neither Center is allowed to influence the ball until it touches the ground. No magic items are allowed on the field, and each player must wear a Mageball uniform.

Quote :
~Addendum~ Due to rising complaints about the difficulty of a team captain giving orders to the Attackers and Defenders, the Academy Mageball Association has allowed the use of either the Message spell, or similarly enchanted rings worn by the players.

If at any time a player loses concentration on their Mage Hand, they must immediately re-cast it. If they cannot do so, they are removed from the game and his/her team must provide a substitute. If the team captain is unable or unwilling to provide a substitute, the team may play at a disadvantage, with one less player on the field. However, if at any time a team has less than four total players on the field, said team immediately forfeits the game.

Fouls and Penalties: If a player touches the ball with anything other than a Mage Hand spell, this is called "Unlawful Manipulation of the Ball," and possession of the ball is given to the opposing team at the edge of the field nearest to where the foul took place. A common slang term for this is a "Fleshball," due to the fact that the most often used object is the player's own hands or feet.

If the ball leaves the field of play, this is called "Out of Bounds," and possession of the ball is given to the team to which the player who last touched the ball does ~not~ belong, at the point where the ball went Out of Bounds.

It is allowed, and even encouraged, to attempt to disrupt your opponent's concentration on his/her Mage Hand through tackling, leg sweeping, etc. However, any action intended solely to harm another player, including, but not limited to, punching, kicking, choking, pulling hair or clothes, etc, will result in the offending player being immediately removed from the game, for the rest of the game. No excuses. If the player's team is unable or unwilling to provide a substitute, the team may play at a disadvantage, with one less player on the field. However, if at any time a team has less than four total players, said team immediately forfeits the game.

Quote :
Game Mechanics Information: At the start of the game, each player rolls Initiative - this determines the turn order for the rest of the game. Rounds take place exactly like they do in a combat situation.

The ball is considered a throwing weapon with a 10' range increment for purposes of attempting to score a goal. A player who wishes to score must be within 50 feet of the ring, and must make a ranged attack roll against the Ringmaster's AC. A Mage Hand is considered to have the same DEX bonus as its caster for purposes of playing Mageball. If the attack hits, no damage is rolled, but a goal is scored. If it misses by less than 4, the ball hits the Ringmaster's Shield spell and is bounced back in the opposite direction for half the distance it was thrown. If it misses by more than 4, or if the Ringmaster does not have a Shield spell cast, the ball is caught by the Ringmaster's Mage Hand, and can be passed to a teammate within 50 feet.

To pass the ball, a player must make a ranged attack roll against the recipient's AC. If the attack misses, the pass goes wide and the ball continues for the rest of the current range increment before dropping to the ground. If the attack hits, no damage is rolled. Instead, the recipient must make a Reflex save at a DC equal to (20 + his/her own AC - the attack roll of the pass). A successful save results in the pass being caught, and a failed save results in a fumble, at which point any two nearby players can face off for the ball.

A faceoff is done between two players who grab the ball at the same time, or any time someone attempts to steal the ball. It is a test of will against your opponent, and both players involved must make a Will save. There is no DC ~ this is an opposed check. The player with the higher result is the one who ends up with the ball. In the case of a tie, both players must re-roll their faceoff.

Players may attempt to disrupt their opponents' concentration, dissipating their Mage Hand and forcing them to drop the ball and re-cast. To do so, players must make a melee attack roll against the person as if using an unarmed strike, except that there is no attack of opportunity. If the attack hits, no damage is rolled. Instead, the player being disrupted must make a Concentration check at a DC equal to 10 + the disruption attack roll - his/her own AC. If the target succeeds at this check, play continues as normal. If he/she fails, however, his/her Mage Hand dissipates, the ball drops to the floor, and the target must spend his/her next action re-casting the Mage Hand spell.
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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeSat Mar 14, 2009 1:59 pm

Fraternity: Cursus Aquilus ("The Course of the Eagle")

Quote :
"We will lead.

The expression of shared values and ideals of the Empire;
The pursuit of kinship through character, leadership, academics, sportsmanship, and service;
The achievement of personal excellence in each member and collective excellence in our Course;
A lifelong bond of its members."

-Oath of the Cursus Aquilus

Members of the Cursus Aquilus have a long history of rising to great power. Many Senators are members, as are many of the officers in Remia's army, some of the regional governors, and so forth.

The society was founded to prepare and support such individuals for civic duty in the Course of Honors (Cursus Honorum). The society models itself after the sequential order of public offices held by aspiring politicians, mixing positions in student administration and athletic competition.

The Cursus Aquilus is not a secret society, as they host public parties and are known for their members' extraordinary wealth and Membership in the Cursus Aquilus is noted on academic record. The society does however maintain secret elements, such as their initiation rituals.

Membership

A candidate for CA must petition for membership, obtaining an indtroduction by asking an existing member, who then becomes the candidate's proposer. While members are not kept secret, they are not well-publicized either, so finding members becomes a matter of "knowing the right people." Children of current members, called a "Legacy," are often groomed early on and prepared for membership later in life.

Regardless of how a potential member receives his introduction, he must be freely elected by secret ballot by the delegation of ruling members. No more than 15 members are selected each year.

Once selected, candidates are initiated by secret ceremony and then are brought into meetings and given responsibilities as an Eagle.

Requirements of Membership

Generally to become a member of the CA, a candidate must possess several qualities, and must:

-Come of their own free will. Slaves will be turned away.
-Be of good morals, and of good reputation.
-Be of sound mind and body. This is generally an age requirement of young adulthood for the race being initiated (16 for most races, including humans), as well as a measuring stick for maturity. Also, members are automatically expected to be entered into service in the Army, which will not take disabled persons.
-Be capable of furnishing charater references, as well as one or two references from current Eagles, depending on jurisdiction.
-Have a strong belief in bettering the Empire through service.

In the member ship education process of all of the CA, one of the more stressed notions is that an Eagle is a person of CLASS (standing for Character, Leadership, Academics, Sportsmanship, and Service). It is these ideals that the organization and individuals strive to attain through the recruitment and member education process, as well as lifelong objectives of every Eagle.

Organization

The primary objective of the CA is to prepare young people of the Empire for service. As such, the organization is set up in a similar manner to that of the Senate, with the delegation selected by a consensus of Eagle Alumni - which includes trustee members and patrons. This takes the burden of of selecting, recruiting, and initiating their replacements off of members, as it would not be done so in the Senate.

The Hall in which the CA conducts it's business is a windowless building on the grounds of Llewlynn Academy's Main Campus, referred to as "The Eagle's Nest." Twice a week, the members will gather here for dinner and discussion - Once with the all current members, and once with alumni, honorary members and invited guests.

Other meetings are set forth on other days set by the delegation. And it is during these times that current business is conducted, including the teaching of morals and conduct, as well as forming bonds of trust among members.

Chapters

While the CA at Llewlynn Academy is recognized as the only true society, the CA also maintains chapters at other educational facilities. These chapters have their own names, but are still considered part of the greater Cursus Aquilus.

Astoria University maintains an unremarkable chapter called the Cursus Administrae (Course of the Administrators). This chapter produces some of the best Quaestors and bureaucrats in the Empire, which is really all that this chapter has ever produced. The society numbers only six at any time.

The Academy of Arcane Arts in Xalambe has a chapter named "The Society of Imperial Red" consisting of a handful of members who are only seen in public wearing red robes and hoods.

The Royal College in Twin Rivers has a chapter simply called "The Seven" that supposedly predates Cursus Aquilus. This is by far the most secretive of the societies, as most members are only entered into public record after retirement or death.
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PostSubject: Re: [Location] The Llewlynn Academy   [Location] The Llewlynn Academy Icon_minitimeThu Mar 19, 2009 1:50 pm

Llewlyn Academy

Quote :
Students who attend Llewlynn are usually assumed to be 1st level when they are admitted. By the time they graduate from the academy's standard program, they are 3rd-level, much more prepared to take on the Known World.

The Cost of Education
Attending Llewlynn is not cheap. The total cost of tuition, room, board, spell components, spellbook and other supplies comes to 2,000 dinari per year. This is more than most students can afford, so the school offers financial aid and other forms of financing.
The most common form of aid is the loan. Students can borrow up to the entire amount of their total costs each year. Llewlynn charges a fee of 5% per year on such loans.
Llewlynn insists that students take these obligations seriously. Those who default on their loans - who fall more than 90 days behind on payments - receive a visit from a representative of the school. If the student can work out an acceptable payment plan, the school may take no further action - the first time. If it happens a second time, the school's representatives confiscate the student's books and any copies he may have made.
Students may instead arrange to be educated for free in excahnge for agreeing to give a portion of future earnings back to Llewlynn. Normally, this is 10% of of the value of all income - no matter what form it may come in - payable in gold within 90 days of obtaining it. Students who make this deal agree to submit to an audit once per year, upon the request of the school. This is an oral interview handled by a representative of the school who uses a ring of truth to verify the graduate's answers.

Handsignals
So that Llewlynn alumni can recognize each other, the faculty has developed a sign-countersign series of handsignals. To use this, you make the sign with your hand, which you can do quietly and surreptitiously. If someone else recognizes, they make the countersign that you can see it. You must then make a second countersign to affirm your first sign.
The signs and countersigns change every 50 years or so. All students are taught the original set of countersigns, though, so that graduates of all ages can identify each other. Those that don't know either of the two most modern sets of handsignals reveal themselves to be either horribly out of touch with the school or frauds.
Students are cautioned to not put too much stock in the handsignals. Like any other signal that hundreds of people know, its secrets have likely been leaked to others who have little or no affiliation to the Academy. Still, it is a fine way to locate other alumni on the sly.

Working Toward Graduation
A student needs to accumulate 3,000 merits to graduate. The school is set up so that most students should be able to manage this over the course of a five-year education. This means they need to gather an average of 300 merits per semester.
Generally, the successful completion of a single semester course is worth 50 merits. Most students take six courses every semester, althought it's possible to take as many as twelve or as few as four. Additional merits can be earned for extracurricular activities, like playing on the spellflag or mageball team. The values granted for these can vary based upon the amount of time spent on them, but they are generally never worth more than 50 merits each semester or a total of 100 merits a school year.

Merits and Demerits
Students can also earn small numbers of merits for doing exceedingly well at something or making an additional effort. This "extra credit" is applied directly to the students' total. Most times, only one or two merits are awarded at a time, but it can be more. Situations that call for more than 50 merits are likely to only garner the student that 50 merits plus, perhaps, a medal or some similar kind of recognition.
Students who break the school's rules or otherwise end up in trouble can receive demerits from any member of the school's faculty and staff. The amount of demerits given out varies based upon a number of factors, including the severity of the infraction and the mood of the person giving out the demerits, as well as any extenuating circumstances. A student can only be given a demerit once for any particular situation, and faculty from the student's own school of speciality - if he has one - have priority over others when it comes to handing out demerits.
Students who feel they have been wronged can appeal any demerits to the Dean of Students or above him to Headmaster Smoothe. Those who appeal without grounds can have their demerits increased if the administrator finds against them.
Most punishments are only worth one or two demerits. Missing a single class is normally one demerit, for instance. Severe infractions of the rules can cause a student to receive up to 50 demerits at once, although it's rare to receive more. At that point, the student is more likely to be summarily expelled.

Advanced Education
Higher level characters, especially mages, can also apply to Llewlynn to continue their studies. While this is certainly a safe and intriguing way to gain experience, the lure of staying at Llewlynn often pales when compared to the speed at which adventuring mages can gain experience. Most students move on from Llewlynn before too long, unless their dedication to their studies is intense.
Continuing students are granted all the basic benefits a student first enterting the Academy. To earn a higher level degree and be considered a graduate of that program, though, they must earn 6,000 merits or more.

Facilities Access
Only current students and alumni have access to the academy's laboratory facilities and the Library. If a mage wishes to have access to the more advanced facilities, he should either apply to be admitted to the school or should approach Headmaster Smoothe to make an exception and designate the person a "fellow of Llewlynn."
In most cases, Smoothe turns down such requests straight away. If he does not already know the applicant, then the person must do something to prove his friendship with Llewlynn. This can involve going on any number of quests on behalf of the school. Those who succeed are often then granted that valued "fellow" status.
In either case, current students always have priority over visiting alumni and fellows when it comes to access to the library and the laboratories. This is an institution dedicated to education first, research second.
Still, Llewlynn insists on receiving copies of any successful research. This can take the form of a written spell or simply the directions for how to create a new sort of magic item. An actual copy of a new item is not necessary. This information then goes directly into the library to be shared with other students and guests.
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