The Academy Setting so Far

You might recognize some of this from the SDRP Event Walk-ins but there's more to it than that and I am working on collecting all the stuff that's been written over the years for it.

Pardon the unfinished nature of this. There is quite a lot to be written down.

Map Coming Soon~

World
The Academy's world is a strange sort of microcosm that sits on a rift in time and space allowing it to open doors into other worlds and different times. You could think of it kind of like a hot-air balloon floating around a giant interstate system of other universes, separate from the various paths of the many worlds but able to land on them, open doors, take on new passengers, then hop off to a new one. The balloon can travel back and forth along one world's timeline or go sideways to a completely different world altogether. This of course makes for some very interesting inhabitants and such a diverse blend of species, races, and cultures that it is quite difficult to describe the people living here as a group.

The Rift:
A rip in space and time has destabilized the continuity of reality around the Academy campus. In most cases this would be a catastrophic problem that would likely lead to the collapse of the universe involved, and some evidence suggests that it has, but for some reason (magic) the Academy campus and a handful of miles surrounding it has survived. What lies beyond that though is The Rift itself, an incredibly dangerous wasteland of eldritch insanity. I strongly suggest you not go there.

Breaches:
Because of the rift there will be occasional pockets of strangeness (more formally called a breach) throughout the Academy where the border between this world and another wears thin. These can manifest in several ways but for the most part it resembles a haunting (hence we usually just describe it as such). Depending on the severity of the breach they can range from ghostly sounds to gaping portals into other worlds. Technically this is how our Faculty and Staff are able to move between worlds and how the vast majority of the Academy inhabitants came to be here.

Breach Keys:
Magic items held by the Faculty and Staff which allows us to control the breaches and use them as portals from the Academy world into others and back again. Without a Key, tripping a breach will leave you lost and stranded on an alien world with no way back. I wouldn't recommend it.

Lurkers:
In line with our habit of breaking the fourth wall, Lurkers are the shadowy shells of all the players that might have been which fill the SDRP's membership and the Academy's halls. These ghost-like shades linger shuffling through the campus without ever really doing anything. They're generally harmless though a bit sad and creepy with their empty eyes capable of only watching blankly as the world passes them by.

The Academy Campus:
Most of the Academy's inhabitants live on the Academy Campus (hence the name). Not much is really known about the origins of the Campus buildings (my guess is some sort of wizard school) but they were discovered in ruins a few years back by intrepid explorers Umbraja, Jikial, and Vay who made up the founding Faculty here. They were joined by others (most notably Watervoir) and the campus has gone through several renovations since. Thanks to the Faculty and Staff, the Academy Campus is (mostly) a safe and welcoming environment where we invite adventurers of all kinds and experiences to come in, warm up by the fire, have some cocoa, and maybe even learn a little something.

See the Academy Campus section below for more information.

Woods:
Just outside the Campus grounds is a stretch of untamed forest which is home to a wide variety of woodland creatures, both mundane and fey. The Founding Faculty cleared the woods of dangerous creatures when the Academy was started but every now and then something nasty slips in from the Rift and causes trouble. Students are discouraged from going here without supervision.

Train Station:
Evidence of there having once been a larger universe, the Train Station stands lonely in the distance at the very edge of the Rift. We've not gotten around to completely clearing this place out or fully exploring it so students aren't allowed to go here and even staff and faculty are discouraged from doing so alone.

Academy Campus
Student Center:
One of the largest buildings on campus, the Student Center houses our cafeteria, main auditorium, Shope, student lounge, and dorms.
  • Student Lounge: The main entry to the Student Center opens up into the Lounge, a large atrium dotted with plants and couches tucked away in corners around little tables and soft rugs. It's a nice, comfy place just to hang out.
  • Cafeteria: Hot cocoa is free but you'll have to pay for the cookies, chocolates, lattes, cakes and other delights! Did we mention that the lunch lady doesn't accept cash?
  • Auditorium: with seating for almost 200, this is where most of the Academy's big events will be hosted. There's equipment for a projector as well as a podium and chalkboard if you're old school.
  • Shope: a sort of convenience store with an impressive inventory, if the store clerk can't get you what you need then it's likely not to exist. Whether you can afford his prices are another matter entirely.


Academic Building:

Dorms:

Library:

Quad:
An open area surrounded on three sides by campus buildings. A campfire has been set up in the center, perfect for warming hands, roasting marshmallows, melting chocolate, and making s'mores.

Gymnasium:
There are several indoor gymnasiums at the Academy, all located in one region of the school. Separate gyms are for different things: some are equipped with weights and other fitness equipment, while others are spacious and have two basketball hoops hanging at opposite ends of the room, and with the proper set up can be geared for volleyball, badminton, tennis, etc.

Music Building:
The music rooms are located in a separate wing. The Academy has equipment for bands and orchestras alike. The rooms and equipment seem to come and go as people need them. Sometimes, the faint sounds of a piano can be heard down the hall, even when no one can be found at the piano.

Clock Tower: