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The academy is a school situated just outside of Sleeps Welle, a small town ten days ride
from the capital of the kingdom of Orelia. Here, young students who have shown a certain
magical intuition are trained in the arcane arts and more, to become powerful and respected
young wizards. Included in this document is a brief history of both the school and the kingdom,
along with supplemental rules for character creation and play compatible with Dungeons and
Dragons 5e, among other things.
A Brief History of the School and its Relations with the Kingdom
Founded by Alistair Cobblepot himself just over two hundred years prior to play, the
school has a long standing reputation for creating powerful and well-studied magicians who go
on to shape the world. Even the current king, Daen Wardell, once was a student at the academy.
Graduates of the school go on to be legendary adventurers, court advisors, and magical scholars
the likes of which the world rarely knows.
In its 200 years since being founded, the school has changed considerably in its fashions
and forms. Long ago, it taught all magic, openly and to anyone who would listen. This was a
time of great exploration into the arcane, when many new spells were being crafted, and just as
many ways of thinking were forming. It is unfortunate, however, that born from this time period
of great learning and thinking was the man who would one day become known as The Black
Lich. An evil lord, who, along with his followers, raised hordes of undead in an attempt to take
the kingdom under his control. King Daen’s father, Jeurgon, fought back the horde and defeated
the Black Lich, and with his dying breath decreed that all necromancy, and the teaching of
necromancy, would be banned throughout the kingdom. In the 50 years since, the school has
remodeled itself, accepting and teaching only those few who show magical talent prior to their
13th birthday, and never, under any circumstances, teaching its students the ways of
necromancy.
Now the school is a prestigious, well renowned academy rivaling even those of the elves,
in their mysterious ways. Accepting children from all races, (though elves only ever attend their
own schools) Cobblepot Academy has become a seat of power within the kingdom, fueling the
magics which allow Orelia to rival those countries larger, and more wealthy in resources. As
such, it can be said that any ruler of Orelia, past or present, would have a vested interest in
keeping the academy’s doors open, so that it can keep creating the wizards of legend who, by the
strength of their backs, lift Orelia up to its highest reaches.
Within the academy’s walls, students of second year and beyond are divided into three
houses based on their choice of which magical school they specialize in. The houses are as
follows:
Within the house of Dragonclaw, those who excel in Evocation and Abjuration become
powerful, undefeated battlemages, mastering both the abilities to launch torrents of elemental
power, while simultaneously guarding against all attacks, magical or otherwise.
Within the house of Faeriewing, those who master the arts of Illusion, Enchantment, and
Divination become master of the mind, of the known and unknown. These few mages are those
who find themselves grounded within the mind, mastering those magics which grapple and bring
into line the minds and destinies of their enemies.
Finally, within the house of Djinnhand, those who are fascinated by the powers of
creation and recreation, Conjuration and Transmutation, learn to master the world around them.
The grow into mages who shape the universe and its ways to their whim, they are those who
control time and space, who can create from nothing anything one can imagine.
All characters begin at the ages of either 13 or 14, and will grow with each year they
spend at the academy. Additionally, character creation for those attending the academy works
very differently from those who begin adventuring as adults. To begin with, select a race and set
your ability scores using this set: 8, 9, 9, 10, 10, 10. Add your racial bonuses, and there distribute
an additional 2 points as you please. Then, choose a skill from this list to gain proficiency in:
Acrobatics, Sleight of Hand, Religion, Insight,
Next, choose a single cantrip to begin play with. This cantrip can not be of the
necromancy school. Next, set your level to 0, and your maximum HP to 5 + your Constitution
modifier. After your first semester at the academy, you will obtain 1st level, and after your first
year you will have obtained 2nd level.
Finally, give your character a name and describe their personality, appearance, and
homelife. It’s important to flesh out their family, if they still have one, as during breaks they may
have to return home even if only for a short while.
Note: First and second year students will take a class in every school of magic throughout
the course of each year. The first year will be focused on learning cantrips, after which, they will
choose their primary school of magic and study, and then be slotted into their house from second
year and onward. Second year students will begin learning first level spells.
Note: Students of second year and up must take a class in their chosen specialization every
semester, additionally, students may only take one class marked Elective per semester.
Note: Gobblesnatch is a game where two teams attempt to steal a golden egg from a monster’s
nest. The monster and the arena changes with every game, and each team is made up of four
roles: The Caller, who provides backline support and tactical callouts; the Screamer, who
distracts the beasts to make an opening; the Bruiser, who works with both the Screamer and the
Runner the fight the beasts off as needed; and finally, the Runner, who is responsible for
grabbing the egg and getting it to their team’s goal. Because the game is played with both teams
on the field at the same time, each member must be able to dynamically switch between focusing
on the beast, the egg, and the enemy team all at once.
Activity Tracker
Ability Score Increases (4 blocks needs per increase):
Str:
Dex:
Con:
Int:
Wis:
Cha: