Ezechiel, oh my lord, your posts are awesome and amazing and I want to analyze it all and comment on everything. I might miss something but don't consider it because I don't wnat to talk about that topic, its because of sooo much awesome goodness.
Everything about this is awesome and I really look forward to hearing your thoughts on these points and related topics. I think it has so much potential for not just a fun saga but also a creative inspirational thread of discussion. Its just so very fun!
+Why would a magus/covenant/house do this? ++
While all those motivations work my focal player npc (a magus by the name of Nikolas Kalligas) had a little more altrusitic motivation in his decision to create a school of magic. He felt it as a calling, that the benefits in the long term outweighed the somewhat reduction in power in the shortterm.
This said I totally would think that the motivations you mentioned would be perfect for some of additional founders of the school. Well, maybe not the House or Order at least at school founding as I am not sure that I want either a House or the Grand Tribunal to be involved in the actual founding and control of said school of magic.
The idea of wanting to create some very powerful ritual or magical item or other major lab project as a point is a really cool idea. It gives an additional long term goal for the school. The whole purpose of this could be quite varied, but I like the idea of working to integrate something missing in Bonisagus theory or bring over some old mercurian ritual. The potentials of this are manifold, more than I totally could come up with right this second. A random idea would be something ward based or permanent rituals or modified aegis of the hearth or bring over certain ritual effects from pre-Hermetic magical systems.
Having one of the Houses be a secret patron of the school is an interesting one, one that I would have no issue with as long as it doesn't go with the path that everybody would see as the norm. For example, I don't want it to be Tremere as everybody would think its Tremere, and that is no fun. My main dude (and if this were to ever become something more saga-based than just thought ideas he would take a bit of a back seat in a way) is Bonisagus so I could see that House being something related to it. Who would ever suspect House Bonisagus. His Uncle (though not master) is Jerbiton, so that is a House that could be involved. Heck, House Mercere is interesting and so his the idea of having the Quaestires be involved.
Heck, maybe changing it so that its not a House (or its a House plus something else), maybe a magical creature or even something Divine (I don't want faerie, I'd rather the school not be faerie based in past) having a reason to be behind the school being founded. It could be an interesting dynamic and a change of how things work.
Though, the idea that the school founders and their allies work to a high level to pave the way to enhance the political situation of the school so that by Grand Tribunal the school could get some Order-wide support for its operations. I do like the idea that the ramifications of the school have on the whole Order is much greater than what it seems like it owuld be at first glance. At first, magi are all like "oh, it just trains people so I don't have to, great more time to study and work magic" and then later on its, 'hundreds of new magi without certain ties but Order loyalty going places that we never thought to go before' and things change.
The thought of the Order not realizing all the ramifications till it was too late is a nifty one, as are making ramifications that basically even we (as designers) didn't think of. Its very cool.
++ House to handle the House membership? ++
These are very very interesting questions, and I am not even sure of them.
I don't think its a first come first served sort of thing, or even finders keepers. Maybe even more ritual or trying to match the student with the best mentor.
An interesting thing might to be make it so just like apprentices are called Students in the school the masters are called Mentors. The lingustic difference might be a basis in effecting how things work and the way things go.
The points you make about students talking to each other is an interesting one. Their will be exchanges of information and what masters do and stuff. This would make the tortue of say House Tytalus somethign a lot harder to accomplish in the new day and age.
It also might effect how the Houses gain people and what status they might have in the future. Some might rise and grow while others might not be so successful.
The interesting note of the True Lineages, Societies, and Mystery Cult based Houses means how students can become members varies. Technically there is no Hermetic limit on how many apprentices a master might have, so it is possible fo ra single master to take more than one apprentice. Most don't due to training limits, but schooling takes that away.
In all honestly, while many ideas for the school's organization and design have come to me, the way the twelve Houses interact with the the school is one of those that I constantly move back and forth on how.
I mean do students choose a House at the begining, in the middle, at the end, after graduation. Which Houses allow such membership, and how. These questions I do not know, and would love thoughts.
++ School Structure ++
In terms of year length I am moving between 7 years (which not only is time between Tribunal but also the time of university learning) or 14 years (which is the current time of Hermetic apprenticeship in the Theban Tribunal, of which the school is located in.
I get how and why people are suggessting that mundane things be learned first before magical things. But I don't think its that fun. I mean, you go to a school of magic to learn about magical things, why should you have to wait a few years before magic becomes accessible.
From a saga standpoint, if this became a saga and characters created included students than they wouldn't learn magical things till a few years into the game. That is not really fun. So I kind of want magic and mundane things taught at the same time.
But everybody is right when they say that its not really super necessary that magi teach the mundane subjects. Though I do hestitate to let a lot of mundanes in, especially when it comes to living in a high Aura (which on a tiny tangent technically effects the Redcaps of House Mercere, they are not magi and thus do not ignore the effects of warping from living in high aura) and the social effects of the Gift. The later can be bypassed in various ways, but the former causes magical virtues to crop up given a long enough time.
I like the idea of Student of the Arts, it has a nifty ring to it and has a lot of potential. Also, since they learn the Artes Liberalis it technically covers that as well, hehe.
You make some really interesting organizational points for how schooling and education are done. I will say that one doesn't have to learn a supernatural ability at the same time as their arts are opened. For this reason courses can exist that basically grant their enrolled students the Virtue upon passing it at the end of the semester or year.
I like the idea of competition, of exams, of testing in one way or another - but I would never want to penalize students for learning particular bit sof magic. If the school offers it then it should be freely offered, it shouldn't come with a bit of bad reputation or anything like that.
Using the term 'cursus' is really cool and awesome and I love it - it brings the ancient world to the modern hermetic in a good way. Totally going to apply it to the school system.
So many options, so many many options. Your points are all thought provoking and interesting and have so much potential.
Upon graduating from the school I don't know whether they are considered magi or if they need some more training. I kind of wnat them to become full members of the Hermetic Order, but I am not sure of the best ideas.
A very 'simple' way of organizing the school work might be in this idea I list below (obviously other options are possible and I eagerly look forward to reading them if you have any): Roll of Years
XPs given are for each year.
Year One and Year Two
SCHOOLING: 6 classes
-Mythic Scholastics: 6 XP
-Natural Scholastics: 6 XP
-Methodologies: 6 XP
-Elementalism: 6 XP
-Naturalism: 6 XP
-Mentalism: 6 XP
SPELLS: 6 XP on spells.
PRACTICE: 6 XP in Latin.
EXPOSURE: 6 XP, may use anywhere.
ADVENTURE: 0/5-10 XP (varies based on events)
Year Three to Year Six
SCHOOLING: 5 classes
-Mythic Scholastics: 6 XP
-Natural Scholastics: 6 XP
-Arcane Courses (pick 2): 6 XP each
-Auxiliary Courses (pick 2): 6 XP each
SPELLS: 15 XP on spells.
PRACTICE: 6 XP in Latin.
EXPOSURE: 6 XP, may use anywhere.
ADVENTURE: 0/5-10 XP (varies based on events)
Year Seven
SCHOOLING: 6 classes
-Mythic Scholastics: 6 XP
-Mundane Scholastics: 6 XP
-Arcane & Auxiliary Courses (pick 3): 6 XP
-Enchanting Course: XP Special
SPELLS: 20 XP on spells.
PRACTICE: 6 XP in Latin. 5 XP Parma Magica.
EXPOSURE: 6 XP, may use anywhere.
ADVENTURE: 0/5-10 XP (varies based on events)
CLASS SUBJECT DESCRIPTIONS
Core Curiculum: These two courses are mandatory for all students for all seven years of their time within the Scholar Magicae. As one moves up in year than the classes themselves get smaller in student body and more specialized in topic covered.
*Mythic Scholastics: This quite varied course covers the past and present and teaches all about the whys and hows of the magical world and the Order of Hermes. (Code of Hermes, Hermetic Lore, Magic Lore, Faerie Lore, [Area] Lore)
*Natural Scholastics: This multifaceted course covers the core studies of what scholars consider necessary for a proper education, both the senior Artes Liberalis and the junior Philosophae. Aspected class periods also cover the topics related to natural Alchemy and Herbalism. (Aretes Liberalis, Philosophae, [Area] Lore, Mythic Alchemy, Mythic Herbalism, various learned formula)
Arcane Courses: These four central courses cover the basics of Hermetic Magic.
*Methodologies: This course seeks to provide an understanding of the essential manipulations that Hermetic magic can perform. (Creo, Muto, Perdo, Rego, Intellego)
*Elementalism: This course works to provide an understanduing of the raw elemental forces that make up the world. (Aquam, Auram, Ignem, Terram, Vim, Mythic Alchemy)
*Naturalism: This course seeks to grant students an understanding of the magics revolving around life in all its forms. (Animal, Corpus, Herbam, Vim, Mythic Herbalism)
*Mentalism: This subject covers the more immaterial phenomena that can be manipulated by Hermetic magic. (Imaginem, Mentem, Vim)
Auxilary Courses: Within this category are the various additional course subjects that a student of the Scholae Magicae may take. Some examples, can be expanded at will.
+ Hemetic Subjects
*Magic Theory: Studying the theoretical depths that make Hermetic Magic so powerful as well as methods needed to manipulate and alter magic. (Hermetic Magic Theory, Finesse, Concentration, Penetration)
*The Realms: How the four supernatural realms of existence interact and effect the universe and the mundane world. (Magic Lore, Faerie Lore, Divine Lore, Infernal Lore)
*Arithmancy: This course teaches the magic of numbers, which can be used to empower and enhance various other spellcasting attemps. (Hermetic Numerology Virtue, Hermetic Geometry Virtue, Hermetic Architecture Virtue)
+ Supernatural Subjects
*(Supernatural Ability): A number of classes each of which center around a Supernatural Ability. Students must have or be able to quickly get the related ability.
*Runic Studies: Learning the history and power behind the magic of runes. (Rune Lore)
*Astronomy: Learning the movements of the heavens to determine the most effective times to perform magical operations. (Celestial Magic Virtue)
*Divination: This courses teaches the highly falliable and not completely reliable field of Hermetic Divination. (Divination & Augury Supernatural Virtue)
*Theurgy: This course deals with the names of spirits and how to invoke such names in magic. (Name of Power Virtue, Invocation Magic Virtue, Hermetic Theurgy Virtue, Hermetic Synthemata Virtue)
*Oneiromancy: This highly advanced course teaches the magic of dreams. (Dream Magic Virtue)
*Unlocking the Soulbeast: This advanced course teaches the magus how to unlock his spirit beast, enabling natural ability to take on his allied beast's physical form. (Shapeshifting)
+ Mundane Subjects
*Artifice: A course teaching how to inbue magical energy into objects. Though related to Enchanting, this class mostly covers the lesser types of magic items. (Craft[Type])
*Etiquette: Learning all about proper behaviors when walking through halls of power, be it mundane, supernatural, or Hermetic. (Etiquette, Intrigue, Leadership)
*Law: The legal codes of the world, mostly magical but also mundane as it applies to areas with a lot of magi. (Code of Hermes, Civil & Canon Law, Common Law)
*Weaponry: This class trains its students in the arts of combat, mostly those with weaponry. (Bow, Brawl, Great Weapon, Single Weapon, Thrown Weapon)
*Physical Fitness: Training the physical body so that it is as fit and healthy as possible. (Athletics, Survival, Stealth, Swim)
*Care of Magical Creatures: This teaches about magical creatures, their behaviors, wants, needs and societies. (Animal Handling, Ride, Hunt, Survival)
*Healing: Learning the arts to heal the body, mind, and spirit of oneself and others. (Chirgury, Medicine, Medical Magic)
Graduation Course: This is the mandatory course required for graduation.
*Enchanting: This Year Seven mandatory class teaches the fine art of creating enchanted items, of various types. Success in this class sees the student creating a unique and personalized magic item. (Enchanting)
Ceremonial Course: This is a specialized course that is only taught to students who have successfully passed all exams and who have been approved for gauntlet.
*Unlocking Parma: This subjects teaches the Parma Magicae, the final element all Hermetic magi need to fully take their place as a member of the Order of Hermes. (Parma Magicae)
My thinking is three seasons of work each year, with a fourth free season. Students take courses an may put XP gained in various abilities or arts taught within them. I do like the idea of minimums and maximums, to establish balances and boundaries.
My idea is that just like a magus can teach more than one student, a student can learn from more than one subject at a time. Maybe something like 8 is the maximum, with 6 being the standard for most.
I could totally see the school having 'graduate' programs for those students who want to learn more about particular topics. These would be highly restricted in slots and contain certain requirements and minimums.
I like the year that upon graduation from the school the student must spend something like a year or two working for a magus. Its an interesting idea with some potential of bridging the gap between the older members and the new up and coming magi.
I am honestly fine with granting graduates of the school more total XP than equally aged individuals. I would basically rate it as all PCs in such a saga would have to be from the school, or come from masters who are a little more powerful than normal. I really like the idea that future generations are more powerful than the predecessors, just like the magus of the Hermetic Order can do stuff now that the founders didn't really dream of.
I do not think a school of magic would allow any student to graduate without at least a minimum level in each Art.
Your point about strong parens being used to reflect diligent students is an interesting one, and one I like. Other such virtues would reflect tutoring and assisting and stuff, which is a nifty way to go about doing it.
The idea of a Flaw entitled 'Trained in the Ancient Ways" is really cool and has a lot of fun as a story element.
And yeah, I agree with you on supernatural abilities. I think it would be cool to see an Order with various supernatural abilities being seen as standard. And then, given time, such abilities would be integrated into the Art. Probably through the assistance of those from the school of magic that taught the related classes for years.
++ Numbers ++
Yes, I very much see organizing the school in the way we do it now, with a class per year. And yes, that means if there are between 10 and 20 students per year, and between 7 and 14 years then that means student populations eventually ranging between 70-140 and 140-280, of course I could see eventually classes going bigger (maybe between 50 to 100 students, but that is the far far far far far future, hehe).
So yes, as you say they must all be accomodated. And since this is a boarding school every aspect of their life must have something worked out.
Plus, I totally see minor Gifted (as in children) being reered in the school before their studies begin, since who better to care for orphan Gifted than other Gifted (at least in the school).
I will say this, I am heavily going with the idea that the covenfolk are of a magical species of humanoid animals. Why, well why not. I think the additional stories such beings could add to the school make it interesting. Non-magical humans would include rich noble sons who made deals with the school, teachers of various additional skills, redcaps and their allies, and various minor supporting humans, including as you suggest families of magi who live there full time.
The whole idea of such a mass influc of magi into the Order at large with a common sense of identity and a need to show themselves is going to radically change the face of the Order and of Hermetic politics. And its going to be glorious. hehe
For the rest of your comments I can only really say YES!. The ideas put forward are perfect story seeds. Perfect ideas that could be used to increase adventure, story, plot, saga fun, and make the place more enjoyable. The idea of a faerie that comes in and tells a story of how bad it is to summon demons, is really cool. The idea of magical beasts that live in hidden corners doing magical beast things is nifty. The presence of random warped creatures, plants, or items as the school develops and gains power is awesome.
So many nifty nifty ideas. So many.
PS. So my idea of where the school is that its located on Candia (Crete) in the Theban Tribunal. Its located deep within a pass within the Apollon Gorge in an area where four ravine like passes flow into a massive open space that sees a massive stoneship looking mountain rise from the ravine floor. The school is located on the surface of the stoneship isle, with five bridges linking to the sides of the ravines, with the rest of the school carved from the interior of the mountains. Magic is abundant so the Stoneship is Aura 6, with the rest of the covenant Aura 5, magic of course. Entrance is from the ground level of the valley, with a winding tunnel carved through stoneship. The area on the cliff surface is bordered by a short stone wall, within is covenant, outside is the island's territory. This area contains orchards, forests, plains, and other such areas - some of which is farmed for food and resources and sold to the nearby towns or given to the covenant directly.
This is suitably epic and legendary, but is also realistic in some ways. The combination is something I really like.
++
The post by you above is aweosme and amazing and I am so glad that you did it. I'm thankful for everyone's comment, all are thought provoking, but seeing the wall of text, as you put it, is just simply awesome and has pushed my love of this concept back into overdrive.
I would love to create a saga around these ideas, or just a campaign setting document that could potentially be used.