Magi Academy

The Magi Academy is where the magi of the Velum Empire are trained.

### Location:

The Magi Academy is located in Wesrik, among the most grand cities in the empire, second only to the empire capital, Hikari.

The host city of Wesrik only boasts a population one fourth that of Hikari.

### Attendance:

Those with magic potential born in the empire are required to attend the academy, and are drafted into the empires service for a portion of their long lives. This is effectively an involuntary draft for those who come of age in the empire.

Those born without magic potential are known as null or 'a null'.

New students to the academy begin at the Novice tier, when their magic is newly awoken, and they are at their lowest power level.

### Ranks:

Magi in the empire increase in tiers and ranks as they grow in power and experience, strengthening their abilities and their well of aether.

There are ten tiers, and each is broken down further in to ten ranks. Each tier also has a correlating color, which is seen most often in the color of the kimono of the magi in question, as well as on their rank medallion, whose 10 rings also light up with the magi's current colors as their rank increases as the magi grows in strength.

* Novice- White
* Apprentice-Sunflower
* Initiate- Orange
* Adept- Emerald
* Magus- Cyan
* Master- Cobalt blue
* Grandmaster- Midnight blue
* Elder- Lavender
* Sage- Periwinkle
* Divine- Indigo

### Clans:

(clans should be turned into its own separate page)

Clans are magi organization of importance covering financial, martial, and political areas. Clans pick who they wish to recruit, and approach them with such intentions. Joining a clan can provide a magi access to training, financial support, and more.

While a clan member is beholden to the clan, the clan is in turn responsible for them. This is relevant in such ways as a magi's actions influencing the gain or loss of standing for the clan. This is why clans normally do not take in the weakest of magi, unless there are other factors influencing the decision. For example, magi who come from a wealthy background might still be accepted, as that relation may prove valuable to the clan.

If a magi lacks power or their magic is not sought after, a magi might find themselves unable to find entry into a clan. The rare apprentices and even rare initiates who fall into these instances may continue to live in the ground dormitory due to this.

* Aether's Guard - Forgotten clan, emblem is the aether flame within a shield. Clan head: Elder Lightshield
* Eternal Blossom -
* Eternal Flame - Largest manor within the Academy. Clan head: Grandmaster Shun.
* Gelta -
* Han Merchant Exchange - Second largest clan manor within the Academy; walls are of golden marble, external fixtures shining silver. Clan head: Marcia Han.
* Hardened Fist - Emblem depicting a gauntletd fist. Majority of the members love combat; mostly consists of mercenaries - will fight for anyone for the right price. Other countries have been known to hire this clan - it is allowed by the Emperor.
* Iron Hand - Manor looks more like barracks; main fighting force for the empire for the last 100 years. Clan head: Master Yong Chen.
* Saito - Small clan, emblem is an open palm. Clan head: Magus Anita Alon.
* Shining Light -
* Swift Wind -
* White Eagle - Clan building is made of black marble, emblem is a white eagle. Clan head: Master Quinn Marzden.
* Whispering Darkness -
* Yamato Shipping -
* Earth Roots -

### The Blade

When a new magi is enrolled, they are taken to Aether's Blade, also known simply as the Blade, which will let them know their magical type/s.

### The Grounds

Time on the campus is marked by the ringing of a bell. It is not clear if there are times in the night the bell does not chime.

Confirmed third bell.

#### Walls:

The magi academy is enclosed in walls made of stone 60' high 30' thick, with solid metal gates guarded at all times by 2 dozen magi. To one side of the giant gates is a small metal goor, in turn guarded by six guards and an apprentice. It is commented that on days off, novices are to be back in the grounds by sundown or face disciplinary action.

#### Admin Building:

Just inside the gate (which gate?) is a large five story building abutting the wall. Upon entering through the double doors, this buildings interior is composed of all white marble with streaks of black and red. The entrance room is full of a number of small dark wood tables, with cushions beside them. Interspersed through the room are decorative screens and potted plants to break up the space. Also stationed in this room is a desk where Proctors fill out a number of forms having to do with the arrival of new novices.

#### Zen Rock Garden:

A plot of land with gravel, sand, and rocks that can be raked as a meditative practice. If not in use, the garden can be changed ybanyone to better help them meditate

#### Small tree grove:

A plot of land where small trees are cultivated and shaped to look like miniatures of larger trees. It is confirmed these are bonsai trees.

#### Dormitory:

This long three-story structure is made of wood and white paper. Upon entering the building, one comes to a space for removing ones boots and donning light slippers. Past the front room and through a sliding paper door one finds a small room with a table. This is where one can most often find the dormitory Keeper. Gregory, when first arriving, is placed into room thirty three on the third floor, and Yikiko into room thirty two, both assigned their rooms by Keeper Dia. Keepers are those run the dormitory, and are in charge of the servants, as well as the rule keeper of the building. Novices may speak with the Keeper if they require more supplies, though the Keeper may impose a limit if they believe the novice is being wasteful. Novice rooms are described as square, and are marked off by the same paper walls that the entire structure is dominated by in design. The room, described as twice the size of Gregory's old room in Alturis, is furnished with a mat and bedding in one corner, and a low table with cushions in the middle. The wall straight across from the entrance is also an access to a storage area for possessions, with shelving reaching up to the ceiling. These prepared rooms include a novices two white outfits, ink and paper, and a clear stone medallion in the shape of ten concentric circles. Also in the rooms is a white bag in the closet for laundry, which can be put outside of ones dormitory room when needed, for staff to take after the sixth bell and return after midday. The cleaned bag of clothes is placed inside ones door. As for dormitory residents, it is further noted that, while mostly novices reside within, a few apprentices may still live in the building if no clan has accepted them, and an even smaller number of initiates. To the left, just past the entry hall, and through a door opposite the one the keeper can typically be found in, is a large room with five tables, each with seat cushions. The room is for novices to use to relax, read, play games of chance, and even have debates so long as they are kept civil.

#### Mess Hall:

This two story building is where magi of the academy go for their meals. It is noted that novices are allowed two meals a day, as well as a small snack. Magi present their medallion to get their meals.

The interior of the first floor hols rows of low tables with cushions beside them, filling up half the room. A half-wall divides the room, and the rest of the space is taken up by a large kitchen, typically with four people working within it. Magi line up next to this wall to be served, with wooden trays being provided to carry ones meal. Foods such as soups, salads, a variety of meats, and rice are served. To the side can be found pitchers of drink and cups on a small table, as well as a small basket of utensils for use. After a meal, magi may drop off their dirty dishes and utensils at a designated spot.

The building has stairs on either side of the exterior, that give access to a balcony where one can commonly see adept, magus, and master ranked magi lounging while sipping tea or smoking. In the middle of the balcony is the set of large sliding doors that lead to where the academy adepts, magus, and masters normally dine. No other tiers are allowed up to that level unless as the guest of a member of one of the aforementioned groups. The floor has a private kitchen where food is made to order, but only after the sixth bell of the day.

#### The Archive:

Located on the far side of the grounds from the main gate, this is where the books and scrolls of the academy are kept. The building takes up a huge chunk of land, and stands almost as tall as the sixty-foot wall. Those wearing black inside this building are the keepers of its tomes. These individuals can help guide people to what they seek. The selection of content that one has access to might be limited by their magi rank, most especially novices. The Archive is run by Chief Archivist Sarinia. It is said that the archive holds the biggest collection of works in the entire empire, even grander than the emperor's archive in the capital. The interior of the building is done in white marble that has streaks of black and red through the stone. Wooden tables, shelves, and desks are all uniform white, bordering on the unnatural. Lanterns illuminate the interior as or more brightly than being outdoors. As one would expect, the archive is treated as a place of quiet learning and reflection, so actions such as shouting or yelling are prohibited.

#### Council Tower:

The tallest building on the academy grounds, located in the middle of the grounds, this building reaches almost a hundred feet in height, dominating the landscape. The council of the academy lives within its walls.

#### The Arenas:

The arenas are several miles from the dormitory and commissary, with it taking over an hour to walk to them. Four smaller arenas surround a larger one. Long buildings connect them. The interior of each of the smaller arenas can hold over a hundred people, with the larger one likely holding a thousand, with the raised seating giving everyone attending a view of the sands inside. Arena Colors - Orange, Green...

#### Other features:

* Various stone lined streams are mentioned on the grounds, being around five feet wide, with wooden bridges spanning them. These bridges are often noted to only be wide enough for a single person to cross them at a time. Multi-colored fish are seen swimming in the water. It is confirmed these are koi, and in the world of Aether's Revival, these fish only thrive in aether rich environments.
* Small cottages close to the tower wall are where visiting magi that do not have a clan building inside the walls can stay.
* Many clans have clan manors inside the grounds, large buildings with emblems denoting which clan they belong too.
	+ For example, the manor of the Hardened Fist is a two story structure, similar in design to the dormitory, but instead of wood and paper walls, it is built of stone. An emblem, depicting a gauntleted fist, stands out prominently against the stonework.
* A training hall is located near the arenas. Inside are also segregated baths for cleaning after training. Most of the bathing room is dominated by a large steaming pool. In another part of the room is a long stone bench. A stack of buckets wait at the end of it, next to which was a hand pump for lightly steaming water. Soap is found on a shelf across from the bench.

### Training

Novice - Novice instruction includes a number of classes. Those who reside on the third novice floor apparently begin their instructions with economics, followed by history, aether introduction, and physical conditioning, in that order. Physical conditioning is the only class that has all novices attending it at the same time. Each class period is just short of two hours in length, with the first course starting at the sixth bell. Before physical conditioning is a one hour break, allowing novices to eat. The most common practice among students was to eat breakfast before classes, eat or take their snack before physical conditioning, and have dinner after it.

Aether Introduction - During this course, each type of known magic is shown to teach the novices. For physical enhancement, Proctor Bishop had Gregory disrobe alongside her, down to their underclothes, to compare their bodies while speaking of magical types and paths. Apparently Fureno had to so the same for their class.

Physical conditioning - This course takes place at the various arenas on the campus. It begins at the thirteenth hour. For their first class, they formed up into seven ranks of twelve novices. (84 total) As with other classes, it lasts for two hours, ending at the eighteenth bell.

### Tournaments

At the half year mark, the first novice tournament is help. The results of this help in ranking the members of a novice class, as well as bringing honor or dishonor to the clans they join based on that standing.

At the end of the year, a second novice tournament is held. This tournament serves to help solidify ones standing before moving on to the next magi tier.

Before these two tournaments, novices are supposed to be 'equal' but that is of course not true. While a novice's past is supposed to not matter once they arrive at the academy, reality shows that having previous connections because of ones birth can still matter, and what kind of magic one has can also have an immediate impact on social and political standing in the class and academy.

### Duels and Challenges:

Magi who have a disagreement may challenge each other to settle the issue. While challenges can be non-combative, that is not the norm, and combat challenges are meant to then be settled at the academy arenas. Magi are not supposed to fight outside of challenges, and the repercussions can vary depending on who finds out they have. While self defense is allowed, there can still be penalties or guilt depending on if one continues the fight or escalates it outside an acceptable range. The magi academy archive even has documented rules and guidelines for challenges. Challenges tend to concern not only the gain and loss of honor and reputation, but agreed upon stakes beyond such. For example, in the combat duel between Guthrie Harrison and Samantha Bishop, the loser would be giving up their clan stipend for the year to the winner. Challenges are also adjudicated by an agreed upon officiant to ensure adherence to the rules, and as witness to the results. Common non-combat challenges are Go, chess, various tactical games, and treasure hunts.