Hyparimor

The Arcane Academy

The college is a vast compound made of structures built in and among colossal trees, tall natural stone spires, and towers which are built into the 7,573ft vertical sheer cliff face monolith named Kion Ojaila, which roughly translates to “Chief Grandmother” in the ancient tongue. It is also known as “Old Sentinel” to locals. Hyparimor was built in the center of the Forest of Undying Autumn, and above the epicenter of what is simply known as The Schism, the site of an ancient anomaly. The academy sits a little over 1 mile away from the city of Quirn, or a 15 to 20 minute walk through the forest.

There are eleven primary locations within this academy’s compound, each of which holds a structure where houses and halls and miscellaneous buildings sit. These eleven structures are connected by bridges and pathways that stretch across the tall canopy, varying from floating slabs and stepping stones to hanging wooden suspension bridges and arched stone bridges.

Map layout of Hyparimor (bird’s eye view)

While each of the interior designs of these treehouse-like structures are uniquely different, the exteriors are all integrated as one connected structure giving the effect of a biological or ecological system. The academy is designed in such a way that it blends with the flora and the landscape, almost like an extension of the forest. The academy contains natural motifs such as honeycombs, spirals, waves, and even kaleidoscopic fractals, giving the sensation that the designs are organic, “grown,” and almost improvisational.

Contents

1. Locations

1.1 Forest Floor

1.1.1 Standing Stones Circle

1.1.2 Quirn River

1.1.3 Arboretum

1.1.4 The Conundory

1.1.5 Rimadrishta

1.1.6 Alanj’nezah

1.2 Understory

1.2.1 Entry Arch

1.2.2 Mystic Library

1.2.3 Elemental Plaza

1.2.4 Vanguard Bridge

1.3 Canopy

1.3.1 Congretorium

1.3.2 The House of Splendor

1.3.3 The House of Triumph

1.3.4 Hall of Allocation

1.3.5 Hall of Vigor

1.4 Emergent

1.4.1 Hall of Curiosities

1.4.2 Moonbeam Tower

1.4.3 Sunbeam Tower

1.4.4 Crowned Tower

2. Scholastics

2.1 Students

2.2 Time At School

2.2.1 Curriculum

2.2.2 Core Courses

2.2.3 Advanced Subjects

2.2.4 Elective Courses

2.3 Examinations

2.3.1 The Assessment

3. History

3.1 Foundation

3.2 Living With The Forest

Locations

Forest Floor

Standing Stones Circle 

A circle of ancient slabs of stone erected in a circle, carved with runes in a language lost to time and murals depicting what is assumed to be the gods, beasts, heavenly bodies, and more. The primary entrance and “doormat” of the school. 

This is one of the most powerful sites at Hyparimor, where the sentience of the school probes the mind and the spirit of the one seeking entry and arbitrates with itself on whether it will allow that person or persons to enter. Once allowed entry, the stones will radiate an inner light, parts of the center stone will twist and turn like tumblers in a lock and one may pass through the center stone. After passing through the center stone, one will immediately see floating slabs leading to a staircase which was previously invisible until allowed entry. This staircase leads to the Entry Arch.

Arboretum

The cultivated gardens and greenhouses which reside on the forest floor within the grounds of the academy. There are some species of flora grown here that are not found anywhere else in the world, not even in the dense forests of Hallowood or the jungles of Nahmea. There used to be a maze within the Arboretum for students to test their mettle. One day, however, the maze suddenly disappeared with no explanation and has not since reappeared.

Quirn River

A freshwater river flowing northward from Mount Nanypsilo, through the Ryggrad’n Mountains, curving through Forest of Undying Autumn and the city of Quirn, eventually merging with the Rima River.

The Conundory 

Located across from the Arboretum, inside one of the tree-like pillars of the school. The Conundory is a building dedicated to discovering and, hopefully, solving the highest enigmas of magical and supernatural nature. If these mysteries cannot be solved, they can at least be contained.

Rimadrishta

A cavernous tunnel spiraling into the earth colloquially named as “Doom’s Crater.” There is a magical wall which encircles the tunnel in a ten-yard radius. The area is strictly off limits to everyone. The interior of this wall is covered with jagged rocks and is heavily guarded by powerful spells and wards and enchantments. Only those allowed by explicit consent from the current arch mage of Hyparimor are allowed entry. No one, perhaps even the arch mages, knows what lies within. No one dares to know. The area surrounding Doom’s Crater shifts and warps at random. 

Some say that when the forest is quiet and the wind is still, you can hear what lies within. Everyone hears something different. Some hear a chorus singing, some hear a ringing like that of a bell. Others have been said to hear the voices of the gods, and very few have been noted hearing, “the hammer of time” with no further explanation.

Records indicate that anyone who has traveled too far within the tunnel either returns with their sanity no longer intact, they run far away and don’t stop running, they eventually commit suicide, or they don’t return at all. There has only ever been one instance where someone returned without these side effects, however that individual dissolved into a mist of energy in less than 24 hours.

There is rumor that Lord Aldrivar, when he was still a student at Hyparimor, once delved into Doom’s Crater. This anecdote is treated by many as a farfetched tale spread by his followers.

Alanj’nezah

Often it is simply called “The Schism.” An open rift of immense unknown power lying within the crater known as Rimadrishta. Some believe the rift Alanj’nezah is in some part responsible for why the forest remains in a constant season of autumn. Others believe it is a direct portal to the gods, while a lesser few believe it leads to another universe entirely.

According to ancient legends, descriptions of the phenomena seemed to be caused by the Schism correlate to what are known as Echo Fissures- referring to the rupturing of the flow of time which results in the diverging of parallel or even heterogenous realities where the same events occur differently or not at all for a particular amount of time until such “cracks in time” are sealed.

Entry Arch

This front door to the Arcane Academy passes directly beneath the Mystic Library which arches over the main entrance pathway. The founders and the architect thought it prudent that a student must pass through the seat of knowledge first. 

When coming upon the Entry Arch, one will see a wrought iron gate, a courtyard, gargoyle braziers, and tall wooden double doors. Passing through the archway, one will see chandeliers and sconces lining the walls and ceiling. The floor is cobblestone with drains every so often.

Understory

Mystic Library

The Mystic Library of Hyparimor sits upon exposed stone rising from the forest floor. The library is a large complex designed in a U-shape where the facade faces out toward the Standing Stones hill on the forest floor, and an arcade surrounds the large plaza known as the Elemental Plaza.

The primary building, where the Entry Arch intersects, is large and turret-like, extending as a sheer stone tower with a roof that arches in the shape of a leaf. A spire stands at the summit which doubles as a belltower.

The library has four total floors: the lowest floor is within the primary tower underneath the Entry Arch; the main floor is split in half by the Entry Arch and stretches left and right; the second and third floor. 

Elemental Plaza

Just beyond the walls of the Mystic Library lies a series of quads creating a large plaza with converging pathways of multicolored stone. The plaza includes several small roofed pavilions and sitting areas. 

The Elemental Plaza, like the name suggests, derives from the fountain at the center of this plaza, which features large sculptures of four elemental beasts each pointing in four cardinal directions: Kraken (water; north), Mammoth (stone; east), Dragon (fire; south), Thunderbird (wind; west). It is rumored that these sculptures may spring to life as golems and defend the academy.

The Elemental Plaza acts as a marketplace and a forum of sorts, though it is much quieter than marketplaces in larger cities as it lies just outside the library.

Vanguard Bridge

From the Elemental Plaza begins the Vanguard Bridge, the primary pathway of the academy. This one bridge stretches from the library courtyards at the front of the school, passes through the Central Hall spire as well as passing through the Hall of Curiosities, and ends its journey at the mountain cliffside where the Moon Tower, the Sun Tower, and the Crowned Tower sit. It is the largest and only stone bridge of the academy standing nearly 200ft tall at its highest point and a footpath of 24ft in width. It is the only bridge with piers that reach the forest floor. While it is completely made of stone, the Vanguard Bridge has designs and railings that intertwine and undulate like vines and branches.

Canopy

Congretorium

Commonly known as the Central Hall and formerly known as the Hall of Expression, the Congretorium is a gathering hall whose structure looks strikingly similar to a multitiered beehive, even containing honeycomb accents and structural elements. The building is built atop and around the Vanguard Bridge with a passageway akin to the Entry Arch that bisects the building, where one may enter one of four doors. This bisection does not interfere with the interior, however, as there are flights of stairs almost immediately inside that rise up to the first floor. In the Congretorium, students and staff alike may socialize and relax. There are several floors within which spiral upward to the very top.

1st Floor

A large banquet hall with twelve large round tables with plenty of seating. It is always illuminated in one way or another, though the brightness of the cavernous room changes depending on the time of day.

2nd Floor

For recreation where various card games, tabletop games, and puzzles can be played.

3rd Floor

A lounge area with numerous rugs, overstuffed armchairs, and big squashy sofas.

4th Floor

Strictly for studying, which is why it is one of the furthest away from potential raucous noise. It is constantly stocked with writing utensils and stacks of parchment.

5th Floor

The highest floor, also known as the Whisper Walk, is full of exposed rafters and narrow platforms. Here one may find privacy and speak of intimate matters away from prying eyes or curious ears. 

Roof

The Reminwaul

The giant clockwork owl made of metal which the Hyparimor staff use for surveillance. The owl can be summoned from one place to another, though its roost is the clock tower on top of the Congretorium. There are many circular ornaments found around the academy made from the same lapis lazuli stone as the owl’s eyes. These act as eyes for the bird and take in information, feeding it back to the mechanical bird. Upon request, it will open its metal beak and regurgitate a replication of the sought-after event into the air before it as a light show similar to an aurora. The Reminwaul isn’t able to see everything that happens in the academy, but it is capable of seeing most things.

The House of Splendor

On the left side of the Vanguard Bridge is the House of Splendor. Residential housing reserved for those in their first 2 years attending the academy. The interior feels open and airy with rounded entryways made from woven wood. It is just as earthy as it is dynamic, with warm colored silks swooping across the ceiling, and many upholstered seating arrangements. There are many plants that hang around the wood walls and accents of waxy bronze and copper.

The House of Triumph

On the opposite side of the Vanguard Bride is the House of Triumph. Residential housing reserved for those who wish to extend their knowledge and continue their education at the academy. A similar layout to the House of Splendor, the House of Triumph is larger and more lavish It is described as having a colder feeling due to the stone walls and steely accouterments, yet it is just as bright and cheery and not any less homey or comfortable. Dramatic tapestries and hung silks decorate the walls. The windows and entryways arch to a high ceiling, with the darker corners adorned with glowing crystals.

Hall of Allocation

Further up the Vanguard Bridge on the right is the Hall of Allocation, formerly known as the Hall of Memory. A large spiral-shaped building with four floors of polished stone. The classrooms are separated per floor by subject in a sense, with four classrooms on each floor. For example, the first floor of the Hall of Allocation is focused around introductory subjects and balance while the second floor is focused around ‘change.’ There are also eight separate study areas with private nooks and plenty of desks and drafting tables. 

1st floor

  • Evocation Discovery - Classroom - vibrant and multicolored, very bright and alive with magical energy

  • Maledictions - Classroom - dark and mysterious, many oddities are on display

  • Mancy Control - Classroom - elemental symbols, lots of cabinets vibrant and multicolored

  • Stasis - Classroom - balance of dark and light, soft light, very cozy, mosaics

2nd floor

  • Alchemy - Classroom - vats of bubbling chemicals, workstations, shelves of ingredients, diagrams of molecular structures, arching roof, proper ventilation

  • Enchantment - Classroom - attunement prisms, enchanting tables, and an assortment of items, twin hearths

  • Illusions - Classroom - misc. floating objects that pop in and out of existence, diagrams of the human skull, eye, and brain

  • Metamorphosis - Classroom - four seasons, night and day, moths and butterflies, geometric diagrams, the walls tend to change on their own

3rd floor

  • Auras & Chakras - Classroom - cool, dimly lit, calm atmosphere, spheres and pillows

  • Linguistics of the Magi / Grimoire Investigations - Classroom - runes, many desks and bookcases, 

  • Rites & Rituals - Classroom - totems, taxidermy, oddities, floating lanterns, altars with candles

  • Theory of What / Anomalous Psychology - Classroom - numerology chalkboards, overlapping animated charts of live weather patterns, various dials and -ometers, large windows

4th floor

  • Cymatics - Classroom - lots of soundwave patterns, bowls of sand and fluid solutions, metal plates, bells, tuning forks

  • Fae Studies / Elven Studies - Classroom - open and airy, clouds floating in and out, eclectic decor, nature decor

  • Higher Magics - Classroom - sacred geometry, ticking gears, astrological charts, tons of books, icons and busts of deities and greater spirits

  • Prophecies & Divinations - Classroom - open eyes, stars, crystal balls, cards, diagrams of palms

Hall of Vigor

Across from the Hall of Allocation is the Hall of Vigor, formerly known as the Hall of Strength. This angular building serves as the proving grounds for attendees at the academy who wish to test their skills in the supernatural arts. Almost immediately inside is a wide circular marble balcony overlooking the central atrium from which an audience may spectate duels and larger experiments below upon a raised stone platform. Above the balcony, suspended from a curved glass ceiling, are two life-sized skeletons of a Thunderbird and a Dragon situated in a fighting pose. Attached are wing and tail feathers, as well as spines and horns, respectively. This central atrium opens to many smaller chambers on the floor below where smaller and more specific tests may be performed.

The uppermost layer of a forest, composed of the tallest trees that rise above the dense canopy. In the case of Hyparimor and the surrounding flora, these trees, which can reach heights of up to 200 feet or more, are exposed to direct sunlight, strong winds, and extreme temperatures.

The Vanguard Bridge continues to pitch up above the treetops and toward Kion Ojaila where the towers stand attached to the cliff face.

Emergent

Hall of Curiosities

Standing atop a massive stone plinth rising from the forest floor is the dubious Hall of Curiosities, formerly known as the Hall of Expression. From the exterior, the building appears as a large rectangular pillar with a smooth, perhaps even boring, exterior. There are no windows or doors from the outside, save for one entrance: a circular kaleidoscopic glass door. 

There is a sign above the door that reads “Welcome Oddities,” apparently implying that all those who enter are oddities or mysteries. There is no door handle, but there is a bronze disc engraved with what appears as a star chart that changes in real time as the constellations do. Once a person touches the disc, the glass door unravels into the wall, allowing one to enter.

The interior seems to confound the mind, with the inside seeming to be vastly larger than the outside. New students often double-check when they first enter for their trials by Assessors by poking their heads in and out.

The lobby is extravagant, with a floor of checkered marble and eight wide steps leading to a cavernous glass domed room. Its walls are lined with eight doors situated between columns which are decorated with precious stones and carvings of varying designs. The only furniture within the lobby are three simple wooden benches arranged in a triangle and sitting on a hexagonal rug in the center of the room.

Each door is locked and may only be opened with a phrase designated by the Archmage. Every room changes based on who requires access and what sort of space is required, though these areas are most frequently used by Assessors, so the spaces are unknown until the assessee enters as it is tailored to test the individual’s mind. The most common room summoned is the Judgementorium, a courtroom for the Mage Council. There is a rumor that the sentience of the school may open a door for one it so chooses, when it so chooses. Though no one is certain of the reason.

The plinth which the Hall of Curiosities stands upon seems to have been part of the mountainside at one point, but has since been incorporated into the bulk of the academy, carved in a way that gives it the appearance as a spiraling tree trunk.

Moonbeam Tower

Formerly known as the Tower of Memory. A silvery tower containing the observatory and astronomy classroom where the celestial magics are studied. There are many telescopes, mobiles, with decor of palladium, silver, and moonstone.

Observatory

A great mobile of platinum and glass twirled the Wandering Spheres above a semicircle of tables and chairs. The ceiling was painted midnight blue and emblazoned with metallic celestial designs. 

Tiny stars twinkled amongst pockets of bright clouds which floated and spiraled silently in the air. The stars themselves connected with one another by thin lines, creating familiar constellations on their own. 

A series of stained glass windows depicting the various phases of all three moons in sequential order from new moon to full. There were large brass telescopes pointed at the sky in various directions, perhaps in hopes of glimpsing the gods. Only the base of the largest telescope could be seen through a doorway across the room.

Sunbeam Tower

Formerly known as the Tower of Intuition. A golden tower containing the attunement workshop where staves are calibrated and even crafted, and where the magics of the divine are studied. There are shrines to both popular and unheard of deities, with decor of bronze, gold, and sunstone. 

Attunement workshop

Consisting of many crafting stations and even a forge.

Shrines

Over time, some have come to see this tower as a temple of sorts.

Crowned Tower

A spire of black and white stone rising high above the grounds of the academy. No subjects are studied here as this spire is only for the housing of faculty and staff. There is decor of platinum and naturally growing crystals.

In the lobby are a collection of fossils and paludariums containing unnamed curiosities. 

Phonastor

Also known as the “Aelysiar Chime” or “Bell of the Gods,” the Phonastor is a giant chime made of an unidentified metal etched in ancient runes reminiscent of the ones upon the Standing Stones entrance of Hyparimor. It floats in a secret chamber above the Office of the Archmage. Nobody knows how old it is, who built it, or what it was originally named. It is believed to be a “tonal resonator,” which can sense the great and significant shifts of the world. It begins to hum as a shift of the world approaches and clangs like the ringing of a bell once it has arrived.

Legend says that it is as old as Alanj’nezah, or the “Schism.” Some say it came through the schism, some say it was built to control its energy. There is a documented account that states it has some connection with the Catalyst Horn, however the last time the horn was blown was over 400 years ago and the associated records do not exactly match.

Office of the Archmage & Director of Sorcery

There is a large lattice work window facing the front of the school with three saucer-sized Crown Glass, or discs of circular warped glass. While they do not give a clear view outside, they do give visions of the past, the present and the future.

A small enchanted door exits to the top and level side of the sheer face monolith, allowing the archmage access to the summit and the surrounding forest. 

Scholastics

Students

Unlike some academies, Hyparimor does not segregate its students based upon the strongest personality traits at the time of their arrival. While the entire structure of Hyparimor has enough deep and powerful enchantments to probe the inner workings of each student’s mind when they arrive, neither the school nor the staff presume to assume the potential of each student. Every admittee has their own potential for good or evil, light or dark magic, and all are given the freedom to choose their focus.

The Four Ideals

In many places around the academy, one can find four large tapestries hanging on the walls in vibrant colors of ruby red, amethyst purple, citrine orange, and sapphire blue, each displaying the Arcane Academy’s pronouncements. Formative doctrines and ritualized axioms the academy uses to shape character, balance extremes, and refine each student through purposeful challenge:

For those who display ambition and competitiveness, we give you tasks to care for others. We encourage you to defend those in need and subdue aggressors.

For those who display creativity and wisdom, we give you less to work with. We encourage you to readily share your creative responsibility and solve problems with what is available.

For those who display indifference and inattention, we give you tasks to hone your observation and solemnity. We encourage you to find solace and peace so that you may offer the same to others.

For those who display loyalty and kindness, we give you the most difficult decisions. We encourage you to step forward and challenge your own moral codes.

Time At School

First year students are required to take six core courses at the Apprentice Level that are considered essential for magical learning. However, some students are ahead of others when they arrive so they may take a test for Advanced Level subjects. 

At the time of graduation, a student will be given proper paperwork, and a talisman necklace which displays a symbol of the rank with which they have graduated. There are four ranks which may be given depending on when a student graduates. From the lowest level to the highest level, these are: Apprentice, Evoker, Virtuoso, and Master.

These ranks differ from that of what profession a graduate can be, depending on their Focus or what is needed within the empire. 

If a student passes this level, they will be allowed to either continue their studies or graduate with a rank of “Evoker” and If a student passes the Advanced Level subjects, they are allowed to either continue their studies or leave the school. 

Many only complete two years as the Virtuoso and Master level courses become taxing. 

After completion, a graduate or partial graduate may go on to become a yogi, guru, fakir, archmage, spiritual teacher, or even a court mage.

Curriculum

  • Evocation Discovery

    • Learning the discovery of a student’s own ability to call forth magic from within using the process known as Evocation, and learn why some can and cannot use magic 

    • Prof. Elias Vandren Latthet

  • Illusions

    • Testing the ability to appearance of something without changing the base structure of an object or being

    • Prof. Prismala Kalopsia

  • Magibiology

    • Learn the biology of the varying species of magical flora and fauna, and how to tend and care for said species

    • Prof. Antonio Radix

  • Mancy Control

    • Discussing the various uses of Mancies, destruction magic, and how to harness each

    • Prof. Niriya Ravenwell

  • Metamorphosis

    • The magical abilities and properties of alteration and transfiguration magic, altering the base structure of an object or being, not the appearance (including home repair)

    • Prof. Basil Septimus

  • Stasis

    • The practice of salubrious and the deleterious magic and finding the balance between their extremes, as well as learning how to end certain spells. How to dismantle and repair the mind, body and spirit

    • Prof. Binala Gurung

Core Courses

  • Alchemy

    • Learn the chemical structure and states of matter of magical elements, intermolecular forces, and supernatural reactions

    • Prof. Fern Sterling

  • Astronomy

    • How the relation of celestial bodies affects certain spells and potions, and take supernatural meaning from the natural world

    • Prof. Kasha Abendrot

  • Darker Magics

    • The dangers and the effects of curses, hexes, and jinxes, what they and how to defend against them

    • Prof. Remi Trathuili

  • Enchantment

    • Applying magical properties and effects to an object or being, and learning the basics for staff and wand crafting

    • Prof. Ronin Godaito

Advanced Subjects (reserved for Virtuoso & Master Levels)

  • Elven Studies

    • Learn what happened to the race of beings known as the Oli Kuelve, or the Elves. What magic did they possess? What were their accomplishments, philosophies, and culture?

    • Prof. Moira Stonecypher

  • Higher Magics

    • Delve into the deep secrets of the cosmos, the manipulation of time, the many dimensions, and laws of the souls

    • Prof. Horace Featherwhittle

  • Prophecies & Divinations

    • Learn to utilize astrology, crystal balls, dreams, and other artifacts to glean the future

    • Prof. Calyx Pythios

  • Vibrations & Harmonics

    • Discover the many resonances of the world, and how things can be affected by vibrations and their counterparts

    • Prof. Tobias Barominov

  • What When and Where, Theory

    • For those who find themselves in proper balance, they may learn how to sense the happenings of the now

    • Prof. Dante Vespero

Elective Courses

  • Anomalous Psychology

    • Prof. Dante Vespero

  • Auras and Chakras

    • Prof. Neni Manuera

  • Fae Studies

    • Prof. Ronin Godaito

  • Esoterics

    • Prof. Benedict Paonworth

  • Grimoire Investigations

    • Prof. Tlalli Alcahueta

  • Linguistics of the Magi

    • Prof. Tlalli Alcahueta

  • Rites & Rituals

    • Prof. Remi Trathuili

  • The Assessment

    • Within the Hall of Curiosities, new applicants are required to take the mandatory evaluation known as the Assessment

  • Standards

    • As the name suggests, these are standard tests that each professor gives their students. These vary in many forms, but are usually cumulative.

  • H.O.V.E.R. – Hall of Vigor Examination Review

    • At the end of each quarter, students are requested to test their limits by themselves and with one another in a premade, randomly generated proving ground within the hall. While not mandatory, accepting more H.O.V.E.R.s bodes well for the student looking to stand out in their field

  • Evoker’s Review

    • to earn the rank of Evoker, one must pass this final exam 

  • Virtuoso’s Review

    • to earn the rank of Virtuoso, one must pass this final exam

  • Master’s Dissertation Defense

    • to become a professor or earn the rank of Master, one must take on a case, then prove that case to the board of the Mage Council of Nine within the Judgementorium

Examinations

The Assessment

An aptitude test simply known as The Assessment is designed to examine what a student will need help with the most and assists their decision in what they wish to do with their time at the academy, be it a healer, a court mage, a spiritual teacher, work at the academy, etc.

The Assessment has been a part of the entry process for centuries but became more rigorous during the War of Horrors after the mad prophet Lord Aldrivar was known to have graduated from the academy and effectively ruined their reputation. Now, with the amount of students at an all-time low attendance, The Assessment is primarily used for experimentation.

When the Assessment begins, a student will be led to one of the many –and randomly generated– testing rooms inside the Hall of Curiosities. There are only 8 doors within the Hall of Curiosities, yet there is an undiscovered amount of rooms hidden within. Each testing room within the Hall designs and transforms itself based upon the individual, save for a few such as the Judgementorium. Once inside, they are subject to a hallucinatory reality. Some instantly run out screaming, while others fully finish the Assessment with their heads held high. Most seem to finish the test crying with their minds shaken.

The Assessment gives visions to test past, present and potential future challenges based upon four ideals: 

Morality 

Generosity

Creativity

Focus

After facing these four challenges, the subject will face scenarios that combine their greatest fear with their greatest failure. Whether all of these experiences are based upon the subject’s past, present, or future, is not always clear. 

History

Foundation

Not much is known of the history of Hyparimor, and there is much debate as to when the school is said to have been founded. It is thought to have been established first established thousands of years ago in the Mystic Age, while others say that it wasn’t considered a formal institution until some point early in the era known as the Age of Paragons.

There is legend that states that in the Age of Paragons, a small group of heroes united together to stop an unspeakable evil from the darkest reaches of the cosmos. After their victory, they decided to teach others of the world and how to connect with it and defend it when necessary. Several institutions were established around great sources of power. One of these institutions was built next to a small hill of standing stones, which were already ancient when this institution was founded. It was then called Hyparimor.

Living With the Forest

The Forest of Undying Autumn may be “stuck” within one season, but the Arcane Academy has spent a millennia perfecting its camouflage as well as its incorporation with the surrounding forest.

The grounds of the academy may undergo its own seasonal transformation due to spells and incantations from the arch mage in order to keep proper care for plants or creatures kept within the confines of the school.

This transition has been stated as quite a jarring experience when traveling out of the grounds, especially in springtime or summer.

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