Alexandreum

Mysidia from some Final Fantasy game

Mysidia from Final Fantasy IV

The greatest known college of magicians was founded thousands of years ago by the long-dead conqueror Alexander as a gift to his magician lover Hephaestion. Alexander’s dynasty collapsed after several generations, but the school thrived, accumulating all the sorcerous knowledge that mortals could structure, systemize, and preserve in magical taxonomies.

However, attendance in latter days has dwindled as fewer applicants could pass the stringent entrance exams, developed by some long dead master and now operating autonomously. Currently, most of the school is no longer occupied by mortals, with only several smalls wards housing the Magicians and their few pupils. The rest of the academy is sprawling halls filled with ignored and forgotten spells. Lacking proper oversight and maintenance, the spells, often lonely, now rule the far parts of the Alexandreum as dwimmers.

Legend has it that any spell ever harnessed by mortal minds (and some that have imagined themselves into existence) can be found somewhere in the Alexandreum. Many, however, have become uncooperative in their isolation. Though it is against the rules to enter the cordoned-off parts of the Alexandreum, in practice it is not hard to sneak in, and adventurers have been known to venture within seeking spells and other treasure.

So strong has the power of mortal authority over reality become within the grounds of the school that not only can divinities and their supernatural agents not affect the school, it does not even exist for them. Though covenanted adventurers may use boons within, deities are remote and unreachable. Spirit Points only replenish during Haven Turns spent in the mundane outskirts of the Alexandreum, a small area of coach houses intended for travelers and visiting merchants.

The appearance of the Alexandreum can be a surprise to new visitors, who often expect soaring and fantastic architecture in keeping with the wonder of a school for magicians. The outer district is highly traditional, with separate spired towers for each robed master and squat dormitories for apprentices. The grounds between are landscaped and crisscrossed with paths tracing out arcane geometries interspersed with gentle streams crossed by low bridges. Closer to the heart of the school the towers give way to low, ominous archive piles along with archaic groups of standing stones, often in abstract and disquieting patterns. Below lie the twisting tunnels and mineral-shielded experimentation chambers of the abandoned wards.

Magicians can consult the archive catalog, still maintained in the outer district, for directions to particular spells, though addresses so obtained can sometimes be difficult to interpret. However, sometimes it takes the master archivist several haven turns to locate the relevant information (which is convenient, given that the referee may need to map and stock that particular dungeon area).

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