Velq’va Academy Code of Conduct
As inscribed in the Ember’s Handbook, revised by order of the Headmaster
General Conduct
- All Embers are expected to uphold the values of discipline, honor, and mastery in word and deed.
- The use of magic, weapons, or combat techniques within academy grounds is prohibited, except in designated training zones or under supervision.
- Acts of violence, magical harassment, or ritual abuse will result in disciplinary review.
- Loitering, unauthorized spellcasting, and public disruptions will not be tolerated.
- Curfew is enforced from 10:00 p.m. to 6:00 a.m. Embers must remain in their dormitories unless they have permission for scheduled training, assigned duties, or supervised missions.
- Access to the Training Grounds after curfew requires faculty approval or a registered combat schedule.
- Summoned creatures and bonded familiars must be registered. Non-registered magical creatures are not permitted in student quarters.
- Tampering with enchanted infrastructure (signboards, wards, dorm glyphs, etc.) is a serious offense.
- All magic used on campus is subject to detection and review by Arcane Surveillance Wards.
Facility Regulations
Classrooms
- Students must arrive at least 5 minutes prior to the scheduled lesson.
- Weapons and spellcasting are forbidden during lecture unless permitted by the instructor.
- Food, drink, and familiars are not permitted.
- Communal study glyphs and panels must be handled with care.
Training Grounds
- Open 24 hours a day. Proceed with caution — many training creatures are real and partially restrained.
- Sparring between students must be supervised or reported in advance.
- Training beyond your clearance level is strictly prohibited.
- After curfew (10:00 p.m. to 6:00 a.m.), access is restricted to those with proper authorization.
- Purposefully injuring another Ember, even during drills, is cause for disciplinary review.
Library
- Open Hours: 9:00 a.m. – 10:00 p.m.
- Standard materials may be checked out for up to seven days.
- Rare, restricted, or arcane-sensitive tomes must be used on site and returned before the end of the day.
- Remain silent. Vocal spellcasting is strictly forbidden.
- Disruption of magical wards, archivist familiars, or other students will result in immediate expulsion from the premises.
Infirmary
- Visit promptly when injured or suffering arcane side effects.
- Do not attempt to “self-heal” if symptoms are unknown or unstable.
- Magical or alchemical items may not be removed without explicit permission.
Dormitories
- Shared rooms are standard; Exemplars and certain staff may request private quarters.
- Leaving personal belongings in communal spaces is discouraged.
- Quiet hours begin at curfew.
- Unauthorized visitors must be reported.
Cafeteria
- Open Hours: 8:00 a.m. – 10:00 p.m.
- Late-night meals may be pre-ordered for delivery to dormitories before curfew.
- Keep the area clean and return enchanted trays to their glyph-marked stations.
- Arcane flavor enhancers must be approved by staff.
Student Code
Attire
- No formal uniform is required during internal academy hours.
- During missions, ceremonies, and evaluations, students must wear appropriate Ember garb as designated by their class.
- Dress should remain functional, respectful, and not interfere with spellcasting or combat training.
Reward and Discipline
- Commendations may be awarded by faculty or the Headmaster for exemplary achievement.
- Students who engage in repeated misconduct, unauthorized magic, or fall behind in required courses may face demotion, suspension, or expulsion.
- Magic used for personal gain, retaliation, or mischief outside of training is strictly forbidden.
Conduct and Relationships
- The skills taught at Velq’va must never be used to harm, manipulate, or coerce others outside of sanctioned missions.
- Students are expected to act with integrity and avoid bringing disrepute to the Academy.
- Romantic relationships must be consensual and discreet. Magical coercion or emotional manipulation will be met with immediate disciplinary action.
Emergency Protocol
- During magical breaches or external attacks, students on upper floors must use the emergency sigils posted near stairwells.
- Elevators and arcane lifts are disabled during emergencies unless authorized by faculty.
- Senior Embers must assist junior students and non-combatants during evacuation.
- All students must report to their assigned rally ward once clear of danger.
Graduation and Advancement
Admission
- Applicants between ages 10–16 may apply after passing a magical aptitude test.
- Final admittance requires an interview and completion of the Trial of Potential.
Advancement
- Promotion through Ember ranks requires successful completion of coursework, trials, and assigned field missions.
- Students unable to meet expectations by the age of 25 are released from the Academy.
- Exceptional applicants above age 25 may bypass Initiate status and be admitted directly as Operatives-in-training. There is no hard upper age limit for those serving the Academy.
- The title of Exemplar may only be granted with full approval of the Headmaster and faculty council.
Post-Graduation
- Graduates may be recruited into elite mercenary guilds, arcane research halls, or remain at Velq’va as instructors or operatives.
- Extended employment or residence at the Academy requires a faculty sponsor and approval from the Headmaster.
Supplemental Regulations
Dueling Regulations
- All duels must be supervised by a certified Duelmaster or faculty member.
- Duels must be declared with mutual consent. Surprise or forced duels are considered assault.
- Victory conditions must be agreed upon in advance and enforced by magical contract.
- All duels must be conducted within authorized zones protected by Arcana Vitae Sigils, which prevent fatal injuries. Unauthorized dueling is grounds for immediate suspension.
- Dueling outside sanctioned zones is strictly prohibited.
Interdimensional Travel
- Students may not enter portals, gates, or rift zones without explicit written permission.
- Dimensional excursions are reserved for students of Vanguard rank or higher unless part of a supervised course.
- Returning from another plane without clearance is grounds for immediate isolation and magical screening.
- Any student found transporting extraplanar creatures into the Academy will face expulsion and possible extradimensional containment.
Magical Item Carry Permits
- Students may carry minor magical items (Tier 1 or below) at all times, provided they are properly registered.
- Tier 2 or greater magical items must be registered with faculty and may not be used on campus without supervision.
- Items capable of altering minds, summoning extraplanar entities, or disrupting time are strictly prohibited.
- Unauthorized magical artifacts found on a student will be confiscated and inspected by the Arcane Oversight Division.
Faculty Expectations
- Faculty are responsible for the safety, discipline, and growth of all Embers under their care.
- Instructors must submit performance reports, trial evaluations, and behavioral notes to the Headmaster at the end of each moon cycle.
- Faculty may not duel students without explicit administrative approval.
- Romantic entanglements between staff and students are forbidden by contract and enforced by arcane binding clause.
- All staff must be available during emergency drills, raids, and unannounced audits.
Glossary of Terms
Embers – The collective term for students enrolled at Velq’va Academy. Embers are considered sparks of potential, to be honed into true power.
Initiate – A student between Levels 1–4, new to the Academy and undergoing foundational training.
Ascendant – A student between Levels 5–10 who has begun advanced combat, magic, and theory courses.
Vanguard – A student between Levels 11–16, typically assigned field missions and higher-tier magical studies.
Exemplar – A graduate-level student (Levels 17–20), considered a paragon of their class and permitted to lead missions, teach, or represent the Academy.
Tier 1/2/3 Magical Items – An internal classification of magical item power:
- Tier 1: Common, utility, or low-damage items.
- Tier 2: Potent or combat-affecting items.
- Tier 3: Dangerous, reality-altering, or restricted artifacts.
Arcane Oversight Division – A faculty division responsible for monitoring magical item use, planar security, and interdimensional incursions.
Trial of Potential – The entrance exam required to gain admission to Velq’va. Measures aptitude in magic, tactics, and personal will.
Training Grounds – A sprawling and enchanted zone used for live-combat training, monster encounters, and duels. Open 24 hours.
The Master Ledger – A secure magical tome used to update and control Whisperglass Signboards throughout the campus.
Dorm Wards – Personalized glyphs placed at student doors. These track curfew, guest permissions, and magical activity.
Curfew – All students must be in their dormitories by
10:00 p.m. unless authorized for night training or assigned duties.
Student Orders of Velq’va
“We are honed, not chosen.”
Each Ember is assigned to one of the Academy’s four Orders during their first week. These orders foster unique philosophies, learning styles, and tactical identities. They also compete in seasonal Trials of Flame to earn prestige and commendations.
Order of the Fang
- Known for their strength, aggression, and martial pride.
- Popular among fighters, barbarians, and martial-based sorcerers.
- Their emblem is a black wolf’s fang piercing a red shield.
- The Fang Dormitory is closest to the Training Grounds.
- Fang students dominate physical trials and lead combat teams during excursions.
Order of the Veil
- Mysterious and reserved, with a focus on subtlety, foresight, and magical precision.
- Home to rogues, illusionists, warlocks, and strategists.
- Their emblem is a silver mask over a crescent moon.
- Veil students excel in espionage drills, counterspell tournaments, and stealth operations.
Order of the Flame
- Passionate, disciplined, and purpose-driven. Known for inspiring others and holding strong to ideals.
- Common among clerics, paladins, and bards.
- Their emblem is a golden flame spiraling around an open book.
- Flame students organize rituals, rallies, and often serve as mission leaders.
Order of the Root
- Grounded and methodical, emphasizing patience, adaptability, and spiritual strength.
- Favored by druids, rangers, and monks.
- Their emblem is a twisted tree grown through stone.
- Root students often support field expeditions, herbalist studies, and elemental trials.
Order of the Spire
- The arcane elite — scholars, inventors, and spell theorists driven by knowledge and magical perfection.
- Favored by wizards, arcane tricksters, and eldritch knights who view magic as both science and art.
- Their emblem is a radiant spire crowned with a floating crystal and encircled by arcane runes.
- Spire students often serve as researchers, codebreakers, and arcane tacticians during Academy missions.
- Their dormitory includes a private archive, enchanted study mirrors, and an ever-shifting training lab known as the Prism Vault.
Emergency Sigils
Arcana Vitae Sigils are permanently inscribed glyphs placed throughout the academy to ensure student safety during emergencies. These sigils are found near stairwells, classroom exits, training zones, and other high-traffic areas.
When touched during an authorized emergency, a sigil activates and teleports the user to their assigned
rally ward — a designated safe zone determined upon enrollment. Each Ember is magically attuned to a specific ward, and the sigils only function for those properly registered.
Rules and Features:
- Each sigil only functions once per emergency, per registered user.
- Sigils activate only under Headmaster or Arcane Oversight Division authorization.
- Rally wards are shielded, monitored, and reinforced by magical faculty.
- Unauthorized use or tampering with sigils is a serious offense.
During school-wide emergencies, a
rune surge may be triggered, causing all active sigils to emit a visible pulse and an audible chime to signal evacuation. This protocol is maintained and monitored by the
Arcane Oversight Division.
Arcane Oversight Division
The
Arcane Oversight Division (AOD) is the Academy's internal magical compliance and enforcement branch.
Duties:
- Monitor magical item usage and spellcasting within Academy bounds.
- Investigate tampering with wards, glyphs, and Arcana Vitae Sigils.
- Oversee sanctioned duels and ensure dueling ward integrity.
- Manage summon permits and review arcane anomalies.
Members of the AOD wear silver robes marked with a black hexagonal badge. Each carries a
Nullbrand, a wand-like device capable of disrupting active magical effects in a 5-foot radius.
Magister Tyrren Valemire currently leads the Division. Known for their mirrored eyes and stoic demeanor, they are both feared and respected across the Academy.
Combat Safety Wards
Designated dueling areas and training zones within Velq’va are etched with
Arcana Vitae Sigils, powerful enchantments that prevent fatal injuries.
These wards:
- Redirect lethal damage to render a participant unconscious instead.
- Suppress lingering magical effects when a duel concludes.
- Cannot be replicated or transported outside of Academy grounds.
- Require periodic recharging and recalibration by senior faculty.
Use of these wards is limited to specific, monitored zones. Duels outside of these areas are considered
live combat and are not protected by the Academy’s safety protocols.
Student Status & Age Limits
Standard Ember training spans from age 10 to 25. Embers who do not graduate by age 25 are not expelled, but reclassified as
Operatives of Velq’va.
Operative Status:
- Operatives may attend specialized classes and participate in missions.
- They retain access to facilities but are no longer subject to dorm curfew.
- May serve as field leaders, liaisons, or mentors to younger Embers.
Headmaster Solen Vantheir leads Velq’va Academy with calm authority. A master of defensive arcana and educational discipline, Solen is known for his fair judgment and unwavering dedication to the Academy's mission. Some students say he rarely sleeps, as the halls never go unguarded while he is in power.
Comments