Hexerei Academy

The Hexerei Academy was made public knowledge to the people of Eskarya in 30EF, though rumours swell that it was born back not long after the proclamation of the Arcana Aegis Act in 10EF, but kept a secret from those outside the Freehold for fear of attack upon their nation.
==History==
Formed by a powerful Wizard, with aid from those who had travelled to the Freehold from afar and those who had fled the Empire and their authoritarian approach of magic and faith, the Academy is believed to stand on the Isle of Jal'Hinto, standing upon the peak of its mountain and descending into it.
It is rumoured that in the early days of the Academy, when numbers were insufficient to build the Academy to the scale the leader desired, that he formed a ritual that would awaken and transmute familiars into Familiar Children, humanoids that adopted a known race and became sentient, living, breathing creatures to serve the Academy and study as students of the Academy.
== Experimental Magic & Learning ==
It is said that the Hexerei practice in the experimentation of magics to the highest degree, looking outside the traditional learnings of the Wizardry and delving into the Ancient Arcane. It is said that with this new found knowledge of yore, two new Arcane Traditions and Schools of practice had been developed.
===== Sanomancy =====
An enlightened few wizards know that true mastery of life and death requires understanding of the uneasy balance between life, death, and undeath—the necromantic triad. Studying the art of healing magic, Sanomancers are able to draw upon the Divine Magics and craft them into formulas that grant them the ability to heal and restore life, without crossing into the domains of Death and Necromancy. These spellcasters are often referred to as the 'White Mage', in contrast to the dark black robes adorned to Necromancers.
===== Farseer Sorcery =====
Their magic comes from a god of prophecy and prognostication who imbued a sliver of their power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Some are plagued by visions and omens, having no knowledge of their august lineage. These unfortunate individuals might be driven to Madness and ostracized because of their uncontrolled, forbidden knowledge. Regardless, the touch of the divine has forever changed you, and the skeins of fate unravel in your view.
===== Patron: The Oracle =====
They have made a pact with an Oracle, a divine being associated with prophecy, knowledge, and fate. Their Patron guides them through visions, portents, and periods of Ecstatic clarity to act on its behalf and to further its stratagems.
== Spellcrafting ==
The Hexerei Acadamy are believed to have developed new spells unknown to those outside of the Freehold, developing new ways to pull upon the Incarnum of the Demain and have developed spellcraft that belong to the following Domains of Magic.
* Alkemancy: Traditional spellcasting with advanced alchemical practices and concoctions are called alkemancers. They are a mysterious breed sometimes confused with transmuters, with whom they share a complicated rivalry.
* Angelic Magic: Knowledge of angelic Spells is rare, and it’s not possible for a Spellcaster to develop or learn these esoteric Spells without being trained in these specialized practices.
* Chaos Magic: There exists a form of raw arcane power with no rules or structure—only an unthinking addiction to changing the reality with which it comes into contact. This force is known as chaos magic. Those who learn to channel this energy eventually expand and aid this magic in its chaos; to master it, though, chaos demands an emotional price of extreme highs and lows. An eccentric lifestyle or even full-on madness is common among chaos magic specialists, who are collectively known as chaos mages.
* Draconic Magic: Dragon magic is a distinct branch of arcane study, founded in the Draconic language and in an elemental understanding of arcane forces.
* Elven Magic: When the elves first developed their magic long ago, the spells they learned to use were all cast as rituals. Over time, researchers who came later discovered how to cast most spells more quickly and with greater potency—at the expense of sapping their energy and leaving them in need of recuperation.
* Illumination Magic: Wizards who pursue Illumination magic, called illuminators, use the stars to predict when danger is near, and they draw on the power of light to Attack their foes.
* Temporal Magic: The control and manipulation of time is an esoteric and mysterious branch of magic. Spellcasters who seek to alter time have the potential to perform incredible deeds. That potential is tempered by the great danger of intervening with time, which resists mortal interference. Many gods, too, look unfavorably on those who try to divert or dam the Currents of time, and their disfavor should never be taken lightly.
* Shadow Magic: Spellcasters who manipulate shadow draw this mysterious, unsettling energy from alien dimensions and turn it to their own uses.
==Structure==
The Hexerei Academy is split into eleven schools, each is run by an Archmage of the associated school or field of expertise. In addition, there are two divisions of the Academy dedicated to learning and better understanding Warlock magic and the pacts with their patrons, and for Sorcerers to gain greater control over their innate magical bloodline and affinity for spellcasting.
* Divination
* Abjuration
* Enchantment
* Necromancy
* Illusion
* Conjuration
* Evocation
* Transmutation
* Dunamancy
* Sanomancy
It is not known whether the practice of Dissidence magic is used and studied within the Hexerei Academy.
== College of Wyrdsingers ==
Formed by the Hexerei Academy in 123EF, talented bards and crafters of magic through performance and music study at the Bard College of Wyrdsingers that runs in a property adjacent to the Hexerei Academy. 
Bards of the College of Wyrdsingers subscribe to the wyrd, a philosophy that centers around the phenomenon of the same name. The wyrd is that which will be, inexorably tied to such concepts as destiny and fate. 
Though some might consider the idea of a fixed destiny fatalistic, the bards of this college are Inspired by this viewpoint. One may not choose the manner of one’s death, but one can choose how to meet it, and that idea is at the heart of this college. An insect might be caught in a spider’s web. Whether it lives or dies, its struggles ultimately shake the web in its entirety, and it might free itself through such effort. The struggle affects all things, however remotely connected they might be, whereas the insect that merely accepts its death leaves not even a ripple behind. 
To confront fate, to embrace the wyrd and whatever it brings, is to have the power to shake the world and make it take notice.
Category:Organisation
Category:Freehold