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  1. Organizations

Frecia Academy of Magic

Academy

A large scale academy where those of magical nature go to learn. The academy is sanctioned off by their appropriate schoolings of magic. Abjuration Alteration, Conjuration, Divination, Enchantment, Illusion, and Invocation. Necromancy is considered forbidden to learn.

The school is separated into different factions. Crest of the Moon (blue/White) Nature Magic, Crest of the Star (White/Black) Scholars Magic, Crest of the Sun (Yellow/Orange) Blessed Magic, and Crest of the Comet (Black/purple) Engineering Magic. 


The School is ran by headmaster Arishia with Vix Silvertail as her assistant. Each crest has an individual faculty member who is the head of the crest with an assistant of their own. The assistants of each crests are former students who work for the Academy as solo adventurers gathering supplies, representing the school and more. 


Taking Courses gives benefits to the players outside of their class, racial, and background traits. 


For example taking the courses around alchemy and herbs gives players advantage on nature checks for herbs and allows them to create their own potions with advantage. 

Requirements

Frecia Academy

Crest of the Moon            Crest of the Star             Crest of the Comet         Crest of the Sun

Nature Magic                    Scholar Magic                   Engineering Magic           Blessed Magic


 

To graduate you must have completed 40 courses in total, the full 20 from your Crest and 20 Additional Elective Courses. Elective Courses can also be from other Crests. You must pick one Club or Sport


Non Crest Courses

Frecia Academy

Basic Magic

1.      Secondary Arts and How To Control

2.      High Magic

3.      White Arts

4.      Red Arts

5.      Blue Arts

6.      Green Arts

7.      Advanced Magic

8.      Supreme Mending

9.      Beginners Ancient Books

10.   Classical Crucial Control Magic

11.   Remedial Easy Evocation

12.   Effective Charms

13.   Beginners Legerdemain

14.   Sympathetic Destruction

15.   Helpful Crucial Enchantment

16.   Elementary Chaos

17.   Crude Adapted Elementalism

18.   Ethical Magic

19.   Radical Runes

20.   Basic Herbalism


Astral Magic

1.      Cosmic Elementalism

2.      Inter-Planar Prestigitation 

3.      Radical Divination

4.      Essential Divination

5.      Seasonal Bibliomancy

6.      Inter-Planar Divination

7.      Clairvoyance Studies

8.      Tarot Reading and Oracle Studies

9.      Astral Projection in the Planar Dimension

10.   Spirit Magic

11.   Constellation Reading

12.   Exploring the Deeper Mind

13.   Summoning the Astral Body

14.   Advanced Summoning

15.   Ritual Circles and Alignments

16.   Soul Control

17.   Mystical Erudition

18.   Tea Reading and Mysticism

19.   Advanced Psionic Planar Veil

20.   Moon Cycles


Military and Political

1.      Military Hemetics

2.      Advanced Remedial War

3.      Military Inelegant Transmutation

4.      Beginners Military Creation

5.      Light and Dark Law

6.      Dynamic Communication

7.      Simple Military Thaumaturgy

8.      Primitive Inappropriate War

9.      Classical Battle Magic

10.   Military Enchantment

11.   Artillery Control

12.   Battle Smith and Creations

13.   Runic Magic in Battle

14.   Words of the Crowds

15.   Leadership and Magic

16.   Guiding the Words

17.   Weaponry and Armory

18.   Royal Families and Noble Crest

19.   Kingdoms and Boarders

20.   Revolutions and Rebellions Studies


Linguistics and Culture

1.      Dwarf Culture and Histories

2.      Elven Natures

3.      Cultures of the Gnomes

4.      Lives of Haflings

5.      Humankind Studies

6.      Orc’s of the World

7.      Ways of the Leonin and Tabaxi

8.      Beings of the Feywild

9.      Arakocra of the Skies

10.   The Genasi and Elemental Studies

11.   The Bloodlines of the Gith

12.   Goblin Kind Research and Studies

13.   The Goliath Studies

14.   Lizard, Kobold, Tortle, and Yuan-Ti Cultures

15.   Research of the Minotaurs

16.   The Aquatic Lives of Triton

17.   Mimicry of Kenku’s

18.   Loxodon’s Cultural Studies

19.   The Dreamworld of Khalashtar

20.   The Lives of Mixed Bloodlines and Lineages


Mythos and History

1.      Theoretical Lycanthropic Magic

2.      Draconic Primitive Emblems

3.      Draconic Complex Elementalism

4.      Draconic Sympathetic Legerdemain

5.      Classic Legends from Around the World

6.      Dragonborne and Half-Dragon History

7.      Feywild, Shadowfell, and the Sylvan Glade

8.      Ancient Ruins and Runes

9.      The Darkness of Divelinson

10.   The Cradania Divine Crystal

11.   Risla Desert History

12.   Studies of the Corrupted Isle

13.   History of Frecia

14.   Marktinla Country of Battle

15.   The Newborn Trylinion

16.   Kawit Magical Flow

17.   Yeezla the Country Under the Moon

18.   The Labela Oasis

19.   The Saints of Virtue

20.   The Draconic War


Magic of the Arts

1.      Common Cursory Movement

2.      Basic Literature

3.      Advanced Music

4.      Primitive Music

5.      Music of the World

6.      Dance and Acrobatics

7.      Sewing Fabrications and Mending

8.      Movement and Magic

9.      Acting and Performance

10.   Illusions of the Theater

11.   Paints and Ceramics

12.   Bringing Art to Life

13.   New Age Photography

14.   The Magic of Drawing

15.   Sculpting and Constructs

16.   The Muses of Magic

17.   Charming the Audience

18.   Worldly Dances

19.   Art of Different Cultures

20.   Scriptures and Writing


Alchemy

1.      Analytical Potions

2.      Mundane Allegorical Potions

3.      Fundamental Contemporary Potions

4.      Rudimentary Complex Potions

5.      Elixirs and Enchantments

6.      Combining Alchemy and Runes

7.      Herbal Harvesting

8.      Experimenting with Alchemic Properties

9.      Invocation Potions

10.   Magical Hazardous Materials Information Systems (MHMIS)

11.   Reading Alchemical Symbols

12.   Alchemy and the Growth of Engineering

13.   Equivalent Exchange of Alchemy

14.   Animal Materials

15.   Elixirs and Control

16.   History and Scriptures of Alchemy

17.   Mysticism Alchemical Properties

18.   Natural Alchemy

19.   Complex Analytical Symbolism

20.   Field Alchemy

Extracurricular Activities

Frecia Academy

1.      Artisan Club

2.      Calligraphy Club

3.      Cartography and Navigation Club

4.      Cooking Club

5.      Leatherworking Club

6.      Blacksmithing Club

7.      Woodcarving Club

8.      Brewing Club

9.      Cobbler Club

10.   Glassblowing Club

11.   Jewelry Making Club

12.   Masonry

13.   Painting and Pottery Club

14.   Weaving Club

15.   Horseback Riding Club

16.   Archery Club

17.   Swordsman Club

18.   Theater and Music

19.   Dance Club

20.   Gardening Club

21.   Engineering Club

22.   Gaming Club

23.   Magic Dueling Club

24.   Mageball

25.   Fight Club

The Story

Runners found dead in Dyonis by, Chef, Umbra Shor’GoDen, Shiloh Krallenxia, Erato, and Jo'Han Dough prompted an investigation. These Runners were wearing Frecia Academy pins. Using the pins they found a teleporter connected to the school and complied with the no weapon and constructs rules. They were introduced to Headmaster Arishia and her assistant Vix Silvertail. Relaying the information to the headmaster, she decided to launch a schoolwide lockdown. All students were to be accounted for by the leaders of each crest and their assistants. Vix had all of the assistants returned to conduct the count while the visitors were housed in a guest room for the time being. 

After the lockdown, it was learned that all of the students were present and accounted for. This sparked an outrage from Arishia. The visitors were able to roam free on the campus while the assistants were placed on guard duty. The following day, it was revealed that there was foul play within the academy. All teachers, leaders, and assistants had fallen under a charm like spell. The castor being Cecil the Crest of the Star assistant. Two students were found dead while Cecil made their escape.

The headmaster issued for Vix to track down Cecil and bring them in.