Academy Isle
The vaunted Academy Isle plays hosts to one of the most prestigious institutions of learning in the continent of Cyndralia. From here, emperors, kings, queens, generals, ministers, bishops and many others have once called this institution their home. The Academy for which the isle is named for plays host to a wide variety of instructors from all across the continent and maintains a neutrality policy when it comes to accepting any and all students who show their potential. The isle itself is made up of two villages, a town, and the Academy. Each of which plays a role in maintaining the daily operations of the island.
Larusport
The small port town of Larusport serves as the primary docking point for all activities related to the Academy isle. They act as the main ferry hub between the isle and the Academy, including the Academy''s dedicated ferry. The town is ruled by a few noble houses and features a crafting district, an Adventurers Guild hall, a few taverns and inns, and the Larsian Trading Company. The primary economic purpose of the town is the import and export of goods between the Academy and the wider world.
Villa Gard
Villa Gard is a large village on the eastern end of the island. Though far fewer in number than Laurusport, its residents are just as crucial to the island''s function with their expansive farmlands supplying both the port town and the Academy.
Oakbeach
A small fishing village on the southeast side of the island. Though not as important as the Villa or Larusport, its many coves, caves, and fishing fleet allows for a fruitful connection between it and the Academy. Allowing students who seek to satiate their exploration urges or practicing naval warfare to utilize the village''s resource in return for a decent fee.
Scholar''s Garden:
A decently dense forest that occupies the middle of the Academy isle. It separates the town, villages, and Academy from each other, increasing travel time to and fro. The forest itself has been pruned over the years however, though much of it is still maintained in order to both preserve the island''s identity and to also ensure that there is often a place for practicing herbalists and alchemists to gather fresh local ingredients.
Gardenwatch Tower:
A large watchtower that overlooks the crossroads between Larusport and Villa Gard. A contingent of rangers known as ''The Groundskeepers'' watch over the Scholar''s Garden and taking out threats that might appear within the forest. Aside from quests within the town or searching for herbs, the rangers are the ones most likely to contract adventurers for assistance in eliminating threats.
Saintsglow Tower:
The lighthouse of the Academy Isle. This ancient building has been refurbished and utilises old Myndiri mechanisms and dwarven retrofitting to function. It''s storied history includes murders, plots, and conspiracies, but nowadays serves just to guide sailors to port. At least, that''s all we know so far.
Academy of Arteria:
Gates of Knowledge and Wisdom:
The two gates guard the approaches to the Academy. Their imposing form also serves a practical purpose in holding back any potential intruders that seek to disrupt the Academy through land.
Conclave of Stellar Causality:
The Conclave is the primary branch of the Mages Guild within the bounds of both the Academy of Arteria and Arteria proper. This branch of the guild focuses far more on experimental magicks and preservation of arcane knowledge and the development of magitech. Protected by its own walls and Spellsword guards, the Conclave is rumoured to have its own subterranean network under its buildings to help survive against any threat, or to contain one that is accidentally released.
Astral Cathedral:
A large cathedral to serve as the bastion of Astralian faith. However, given that the Academy accepted students of all creeds and beliefs. The cathedral also has a few small rooms meant for other religious denominations, much to the chagrin of the head bishop.
Karth Hall:
Named for the Dragonlord of Nature, Life and Vitality. The building, much like the belief in the dragonlord, is an aging remnant from an older age. Refurbished and rebuilt twice over, the venerable building serves as a place to host countless classrooms alongside dozens of offices and a clinic for students who get sick.
Hiro''s Hall:
Named after founder Hiromi Miyakashi. This building serves as the main reception building for potential students, sponsers, nobles, scientists, and other such curious minds. The building contains numerous facilities such as a canteen, the residential staff offices, and a few guest rooms for visiting sponsors or nobles that might seek to stay a night on campus grounds.
Arterian Center for Excellence:
Numera Hall or the Arterian Center for Excellence is one of the administrative buildings on campus. It features a large gathering hall, restaurant, and recreational area on the bottom floor. The rest of the floors are a mix between offices, and rooms for Academy faculty.
Guardian Barracks:
The Academy of Arteria maintains its own elite regiment of soldiers that patrol campus grounds as well as the Academy dockyard within Arteria proper. Often seen as little more than glorified ornaments; their training however, is just as vigorous as that of other military organisations and only some of the most proficient and disciplined warriors can be counted amongst their ranks. A company of the guardians always hails from some of Abenstadt''s most elite mercenaries, the Raven''s Wrath, on permanent contract with the Academy to demonstrate the bond between Arteria and Absenstadt. These blood thirsty but disciplined troopers are elite of troops who remain ever vigilant for threats to the Academy.
Calmor Hall:
A class building named after the twin Gods, this building also serves as the main housing for the Department of Scientific Studies and related fields. Many an inventor and researchers were trained here and find great support from national institute within Arteria and beyond.
Runegarde Hall:
Sponsored by the dwarven under kingdoms of old. This unique building is constantly guarded by a squadron of guardians and serves as one of the few buildings above ground where dwarven craftsmen share their skills with outsiders. Many clockwork innovations stem from the mysterious halls of Runegarde and continue to revolutionise the utilisation of clockwork technologies throughout the continent. Here, the Department of Engineering and Architecture also reside and more than a few students have exited with additional craftsmanship knowledge imparted by dwarven instructors.
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Phaeyan Center:
Named after the Goddess of Wind and Magic. This place serves as gymnasium, training centre, and recreation centre for students and staff alike. Located within it is a public bathhouse for students who seek a more collective experience when bathing or those who eschew using dormitory facilities.
Tranquility Garden:
A restricted facility with very controlled entry requirements. Many exotic, expensive and rare herbs are cultivated here under the extensive care of specialists hired from across the continent. Only students under the Academy''s herbology and alchemy departments may tend to garden, and even then, only the senior and most skilled students are granted this privilege. Beyond that, a small peaceful garden area remains open to the public to relax in.
Grats Hall:
An old elven building expanded with new Arterian sections to form a towering is strange hybridised building. The building contains a gym and training centre but unlike those of the Phaeyan Center; those within this building are more geared towards war and fighting than general training. An armoury is located within the building and countless instructors teach students basic self defence as well as advanced combat techniques for those in specialised classes. A large competition hall is also located here and many a martial tournament or competition is held here.
Edel House:
The main theatre complex within the Academy. The building hosts many a play and performances sponsored by the Academy. Though there is a dedicated Department of Arts, many instructors or lecturers beyond the department with a performative disposition are also allowed to hold extra classes here for students that do seek to pursue such studies.
Helia Hall:
The Department of Administrative Studies, Department of Naval Studies, and the Department of Laws and Codes. Many nations often keep a keen eye out for graduates specialised within these departments and seek to recruit such talent into their lord''s councils. Arteria in particular finds great value in poaching candidates for the city''s own administration and Trading Houses.
Euthus Hall:
A large classroom building, the wings are home to the Department of Medicine and the Department of Theology. Many labs and experiment rooms are setup throughout the building and it also plays host to a contingent of guardians and templars from the church that guard it day and night. A few mages also show up from time to time to help train any healers that have potential in the healing arts and light magic.
Alliance Hall:
Rivalling the Grand Library of Arteria. An untold number of tomes call this building home and the Academy employs a host of dedicated librarians and caretakers to ensure the preservation of the literature found within its halls. The library itself does have two restricted basement floors where forbidden tomes and magical artefacts are stored, guarded by a dedicated company of guardians alongside a rotating shift of Abenstadt mercenaries from the Raven''s Wrath Company to augment them. Rumour has it that as a last resort, the guards have a contingency plan to burn and destroy everything within the vaults before letting a foe loot the knowledge contained within. Beyond that, many a student call Alliance hall a second home due to the countless hours spent within its walls reading or studying topics crucial to their academic future.
Willam''s Center:
Named after the other founder Henry Williams. A mostly classroom filled building, it does however, contain a small greenhouse and recreational facility for the gardening club and student usage respectively.
Lance Hall:
Beyond the Guardian Barracks. Lance Hall serves as a more comfortable place for the Academy''s guardians to stay. The bottom floor however, is open to students and contain a few training rooms with no weapons., as well as a branch office of the Adventurers guild, Merchants guild, Pathfinders guild, and Arterian Affairs office. Access to other floors is restricted to guardians and necessary staff only.
Talsfolk Hall:
An older hall refurbished to house the Department of Economic Studies. This prestigious hall has the distinction of producing some of the finest merchants, traders, and advisors in Arterian history. Many of its graduates are recruited by nobles far and wide to advise them on economic matters. A few even end up in the ranks of the great Arterian trading houses.
Three Saints Hall:
The Department of Strategy calls this hall home. Unlike those in Grats hall, though there is still some emphasis placed on physical skills, the martial lessons taught here are mostly those pertaining to strategy, logistics, and battle planning. As a test of skill, oftentimes, students from Three Saints will partner up with those of Grats, and be deployed throughout Arteria on some low level adventures to hone their skills in the field. On rare occasion, Academy adventurers can be found in more dangerous locations, provided the class''s instructors wanted to push their skills and still had a security and rescue team on hand.
Aura Hall:
One of the older buildings on campus. Aura hall contains the Department of History and its subcategories alongside a dedicated branch to the study of Myndiri history and artifacts. Students and faculty from this hall sometimes find themselves accompanying the Pathfinder or Adventurers guild in their travels if only to get a chance on being able to get first hand access to study and document ancient ruins. More gentle souls often find themselves more immersed in archival work and serve to join the ranks of guild staffers.
Mascot Hall:
Miyascot or Mascot Hall is named after the founders of the Academy. Here, a large auditorium, offices, a food hall and an array of gathering spaces can be found. The main administrative building in the Academy. It is from here that Academy policy on a macro scale is coordinated. Within its walls is also a small array of classrooms, though most of these are for advanced classes meant for senior students. Beyond the first half of the building, the attached elven structure behind it rises two stories above the Academy walls. A restricted area with thousands of sensitive Academy documents and a fantastic view over the Bay of Arteria and Sea of Sorrows. It is also within here, that a mysterious Myndiri crystal artifact is housed. The crystal having remained relatively inert and inactive over the centuries, only pulsating out a miniscule amount of mana.
Mykr Tower:
The Tower of the Makers or Mykr Tower is an old Myndiri watchtower refashioned into a high tier workshop in which most of the Academy''s crafting areas are located. Forges, carpentry benches, tanning racks and more all can be found within the building, thus allowing it to live up to its name sake.
Aster Park:
Located across the cathedral. This is a small fenced off enclosure created to allow students a slice of nature. Far more curated than a group trip through the Scholar''s Garden beyond the Academy''s walls.
Dining Halls
Each dining hall has its own staff, cuisine style and recreation rooms for students and faculty alike. Though a few campus buildings do have their own small scale dining areas as well. One speciality that the Academy offers is that they allow for nobility and other such visitors to also access the dining halls. So far, it has proven a profitable business venture that serves to keep the dining halls funded as curious nobles who flock to Arteria pay a higher rate to sample dishes from different lands. Though students sometimes object to this practice, the Academy has remained firm in its stance of allowing it.
- Griffin Hall: Northern/ Western Cuisine - Melton, Carrador, Volksgrad, Ingramar, Ascaran
- Solara Hall: Eastern Cuisine - Lucuria, Gratia, Potomian, Traxian
- Pressel Hall: Southern Cuisine - Arteria, Abenstadt
- Lunara Hall: Coastal Cuisine - Nautican, Veronan, Porinithi, Ostian
- Main Hall: ''Special'' Cuisine - Erynian (Elven), Zephyran (Elven Human Hybrid), Neo Arterian (Saint Inspired), Tosakuran (Beyond Continental Borders)
Residential Buildings
Each residential building is named after the wood used to construct it. Of course, all of them have added supports and used magic in their construction process, bolstering both the wood and the structure''s longevity. The exceptions being Kingswood; named by the early elven sponsors of the Academy (Built using Adornarin wood); Brightwood, named by early dwarven sponsors who thought the wood used was too ''bright'' (Built using birch wood); and Fidelis''s Rest, named by the church and generally houses students studying theology or are sponsored by the church; such as saint candidates. (Built using pine wood)
Each hall, excluding Kingswood, contains at least one recreational space, offices for staff, dorm rooms, and study rooms. Of note: Brightwood has a mini ballroom, Cherrywood has a small gym, and Kingswood has its own dining hall.
- Cedar Hall, Maplewood Hall, Yew Hall, Rosewood Hall, Cherrywood Hall, Brightwood Hall, Kingswood Hall, Fidelis''s Rest