Academy for the Dark Arts

A world Steeped in dark academia where magic is hidden by the various competing sects that wish to control it.

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Academy for the Darks Arts is a more localized setting centered around Sarah Osbourne Academy in Salem, Massachusetts. It is an elite, secret college that plays host to various secret societies and fraternities. All of the members of these groups compete in Contracts. There are rumors surrounding the school and it's connection to a certain Harbinger.

House Rules

Contractors from Academy for the Dark Arts Are portable, and may play in Contracts in other Playgroups.
Academy for the Dark Arts grants 6 Experience points to GMs who achieve the Golden Ratio.
  • Citizenship: Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Contracts, you are barred from playing in The Illumination again until you GM.
  • Supernatural Powers: All non-mastery, non-concealed Powers must be obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.

Full Setting Description

The supernatural are both common place and obscure. Humanity has a history in the world of destroying things they do not understand or that provoke fear. Many humanoid species of supernatural being hide plainly behind simple glamour or the cover of night to disguise themselves so that they can move through the world of humans unencumbered by danger. Some people suspect that the supernatural exists but it has yet to be documented

Magic is underground and taught mostly by familial line, academia, or is learned in a lower level order or secret society more akin to a street gang who most fight each other for secrets gleaned from stolen grimoires.

The Harbingers are shadowy and selective but are known to select Contractors of significant potential from all of the various factions. The have connections is all facets of the Underground Magical World, from Academy staff to Vampire Royalty.