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Overview

Name fingerprint

The Hearth Halls of Wizardry

Description

Hearth's magic school, where Vessels train to become Wizards

Type of school

Wizarding school

security

Identity

Colors

White, as white light contains all colours and so the school encompasses all types of magic. White is also associated with Enorwen, generally viewed as the most powerful and mystical deity, and so the white colour links to her use of balance magic.

Brown, signifying the school's link to the natural world and earth, and linking to the brown cloaks worn by Wizards. The combination of brown and white give the school a simple but striking colour theme.

Uniforms

  • A standard-issue tunic in the colour of their patron deity (red, grey, green, light blue, yellow, dark purple, lilac or white)

  • A long, dark-brown wool cloak

  • A grey undershirt

  • Light brown leggings or skirt

  • Boots of their choice

  • Magic-conducting gloves (optional)

  • A staff which acts as an amplifier for magic

Purpose

To train Vessels to harness their god-given powers, in order to protect Feralthia and its citizens, learn more about the deities, and better improve Feralthia's understanding of magic

Reputation

The Hearth Halls are the largest school of wizardry in the whole of Istoria, as many nations have differing or even opposing opinions about magic. Therefore, it has garnered worldwide fame and receives many international students. However, in some places, magic is banned or not trusted, and so some nations believe training Vessels to use magic is dangerous or wrong. Within Hearth, the school is seen as prestigious and it's an honour to send a child there - many children grow up with dreams to attend the Halls. The classes are generally thought of as rigorous and thorough, neither too lax or overly strict.

color_lens

Classes

Subjects

Many different subject areas are available at the Halls including charms, potion making, history, tutoring tailored to individual talents, runes, and many specific classes (see below).

Class offerings

A selection of classes:
- Introduction to Charms and Casting
- Rudimentary Potion-Making
- Divine History
- Personal Magic Tutorial 1
- Istorian Magic: A Global View
- Introduction to Rune Reading and Translation
- Further Potion-Making
- Writing Novel Runes
- Rune and Charm Etymology
- Introduction to Necromancy
- Basic Combat Magic
- Magical Botany
- Pre-Divine Magical History
- Magic and Sociopolitical Relations
- Chemistry of Magic
- Magic and Anatomy
- Magical Zoology
- Magical Law

Core curriculum

  • Introduction to Charms and Casting

  • Rudimentary Potion-Making

  • Divine History

  • Personal Magic Tutorial 1

  • Istorian Magic: A Global View

  • Introduction to Rune Reading and Writing

School specialties

The Hearth Halls are known for preparing their students to use their specific, deity-given powers, via specific tutorials. Generally, the areas of healing and nature magic are seen as its specialties, due to the prevalence of vessels of Adeltha and Thalea.

Tuition

The Halls are free to attend.

Other costs

No additional costs.

Grading system

In true Hearth fashion, grading is based on colours. After marking an exam, professors will enchant the paper so that a circle on the reverse of the parchment changes colour when the student touches the paper. The colour can be black (fail), brown (poor), grey (average), green (good) or yellow (excellent).

Schedule

  • Wake up and prepare for the day

  • Eat breakfast in the dining hall and courtyard

  • Finish preparing for the day

  • Lesson 1 (~1.5 hours)

  • Lesson 2 (~1.5 hours)

  • Break

  • Lesson 3 (~1.5 hours)

  • Lesson 4 (~1.5 hours)

  • Lunch hour (students can eat in the school, or leave school grounds)

  • Lesson 5 (~1.5 hours)

  • Dedicated homework hour/extracurricular activities (optional)

  • Dinner in the dining hall or courtyard

  • Free time and bed

Students may not have all five lesson slots in a day filled, so can choose to do work, stay in school or leave school grounds during this time.

assignment_ind

Students

Acceptance criteria

To be accepted into the school, one only needs to be a Vessel, which can be proven by looking at the Blessing mark on the back of the hand. However, it's possible for some non-vessels to take some classes in specific cases, for instance scholars interested in a certain area of magic but without magical ability themselves. Many employees of the Scriptorium and Quillory do this, as many are experts in particular fields such as magical history.

Demographics

Most students are from Hearth, or at least Feralthia, but there are some international students.

Grade levels

1st to 5th year students, who have qualified from commonschool.

Student ages

15-20

Current students

Ember Crow, Wilfred Wintersun

Past students

Brent Ashlight, Acacia North, Bryn Serpentine, Sage Silverrain

Famous students

Brent Ashlight, Bryn Serpentine

info

Overview

Details about this school's overview

Name fingerprint

The Hearth Halls of Wizardry

Description

Hearth's magic school, where Vessels train to become Wizards

Type of school

Wizarding school

security

Identity

Details about this school's identity

Colors

White, as white light contains all colours and so the school encompasses all types of magic. White is also associated with Enorwen, generally viewed as the most powerful and mystical deity, and so the white colour links to her use of balance magic.

Brown, signifying the school's link to the natural world and earth, and linking to the brown cloaks worn by Wizards. The combination of brown and white give the school a simple but striking colour theme.

Uniforms

  • A standard-issue tunic in the colour of their patron deity (red, grey, green, light blue, yellow, dark purple, lilac or white)

  • A long, dark-brown wool cloak

  • A grey undershirt

  • Light brown leggings or skirt

  • Boots of their choice

  • Magic-conducting gloves (optional)

  • A staff which acts as an amplifier for magic

Purpose

To train Vessels to harness their god-given powers, in order to protect Feralthia and its citizens, learn more about the deities, and better improve Feralthia's understanding of magic

Reputation

The Hearth Halls are the largest school of wizardry in the whole of Istoria, as many nations have differing or even opposing opinions about magic. Therefore, it has garnered worldwide fame and receives many international students. However, in some places, magic is banned or not trusted, and so some nations believe training Vessels to use magic is dangerous or wrong. Within Hearth, the school is seen as prestigious and it's an honour to send a child there - many children grow up with dreams to attend the Halls. The classes are generally thought of as rigorous and thorough, neither too lax or overly strict.

color_lens

Classes

Details about this school's classes

Subjects

Many different subject areas are available at the Halls including charms, potion making, history, tutoring tailored to individual talents, runes, and many specific classes (see below).

Class offerings

A selection of classes:
- Introduction to Charms and Casting
- Rudimentary Potion-Making
- Divine History
- Personal Magic Tutorial 1
- Istorian Magic: A Global View
- Introduction to Rune Reading and Translation
- Further Potion-Making
- Writing Novel Runes
- Rune and Charm Etymology
- Introduction to Necromancy
- Basic Combat Magic
- Magical Botany
- Pre-Divine Magical History
- Magic and Sociopolitical Relations
- Chemistry of Magic
- Magic and Anatomy
- Magical Zoology
- Magical Law

Core curriculum

  • Introduction to Charms and Casting

  • Rudimentary Potion-Making

  • Divine History

  • Personal Magic Tutorial 1

  • Istorian Magic: A Global View

  • Introduction to Rune Reading and Writing

School specialties

The Hearth Halls are known for preparing their students to use their specific, deity-given powers, via specific tutorials. Generally, the areas of healing and nature magic are seen as its specialties, due to the prevalence of vessels of Adeltha and Thalea.

Tuition

The Halls are free to attend.

Other costs

No additional costs.

Grading system

In true Hearth fashion, grading is based on colours. After marking an exam, professors will enchant the paper so that a circle on the reverse of the parchment changes colour when the student touches the paper. The colour can be black (fail), brown (poor), grey (average), green (good) or yellow (excellent).

Schedule

  • Wake up and prepare for the day

  • Eat breakfast in the dining hall and courtyard

  • Finish preparing for the day

  • Lesson 1 (~1.5 hours)

  • Lesson 2 (~1.5 hours)

  • Break

  • Lesson 3 (~1.5 hours)

  • Lesson 4 (~1.5 hours)

  • Lunch hour (students can eat in the school, or leave school grounds)

  • Lesson 5 (~1.5 hours)

  • Dedicated homework hour/extracurricular activities (optional)

  • Dinner in the dining hall or courtyard

  • Free time and bed

Students may not have all five lesson slots in a day filled, so can choose to do work, stay in school or leave school grounds during this time.

supervisor_account

Staff

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assignment_ind

Students

Details about this school's students

Acceptance criteria

To be accepted into the school, one only needs to be a Vessel, which can be proven by looking at the Blessing mark on the back of the hand. However, it's possible for some non-vessels to take some classes in specific cases, for instance scholars interested in a certain area of magic but without magical ability themselves. Many employees of the Scriptorium and Quillory do this, as many are experts in particular fields such as magical history.

Demographics

Most students are from Hearth, or at least Feralthia, but there are some international students.

Grade levels

1st to 5th year students, who have qualified from commonschool.

Student ages

15-20

Current students

Ember Crow, Wilfred Wintersun

Past students

Brent Ashlight, Acacia North, Bryn Serpentine, Sage Silverrain

Famous students

Brent Ashlight, Bryn Serpentine

rowing

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