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Asphodel Gardens Academy

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Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Apr 20, 2015 4:31 pm


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          Asphodel Gardens Academy was founded after the 50 Year War, two years after the Great Soulstone Cache was discovered in Alcyone. After much deliberation, it was decided that the thousands of soul stones would be awakened little by little, to help bolster Below's dwindling population. However, the orphans needed a place to live and be cared for. Because the general population were now having more freshlings of their own, the Great Council decided to restore an old boarding school to raise the new freshlings, naming it Asphodel Gardens Academy and filling it with new life.


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          Nestled next to the bustling demon capital, Asphodel, the grounds of the academy are quaint and scenic. The majority of the academy's buildings were restored from an old school that had gone into disrepair early in the war (a time when many freshlings were home-schooled), resulting in a classic, almost timeless atmosphere to the grounds. Connecting the buildings are winding pathways, which usually have at least a few students wandering them at any given time. Bordering the grounds are fragrant meadows of sweetgrass and wildflowers, as well as a dark, mysterious wood to its north that students are forbidden from entering without adult supervision.


The Houses, House Events, The Curriculum, School Life, Uniforms, Professors and Staff


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PostPosted: Mon Jul 06, 2015 10:59 pm


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          The goal of Asphodel Gardens Academy is to produce well-rounded and independent students who have all the tools they need to strike out into the world. They take great pride in being able to take a young student's raw strengths and polish them into something truly extraordinary. When young children are first enrolled in Asphodel Gardens Academy, they are sorted using into one of three houses that each specialize in a set of particular talents and interests.

          This does not, however, mean that a child's future is set in stone. While the houses might specialize in certain qualities, all children are made to take a wide variety of classes so that they can have a better understanding of the world. A child's house might push them gently in a certain direction, but it is ultimately up to the child to choose whatever path is right for them. Houses are not separate schools, and it's likely for students to have friends and classmates who are in each of the different houses.


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          The House of Eldritch is concerned primarily with the Nightmare/Daydream condition. They value learning from the past and understanding how Nightmares/Daydreams, either by themselves or in groups, will change the world around them. Students in this house are taught to consider the human (or rather, Nightmare or Daydream) element in their studies, whether they learn about geography or mathematics. While some might think the students of Eldritch house to be too fixated on dead Nightmares and Daydreams and trying to predict the future, they know that their knowledge and insight will help them to succeed.

          Common subjects a student of Eldritch might choose are history, psychology, divination, economies, kinesiology and philosophy.

          The house color is purple.

          An example of a textbook Eldritch student
          When Odette was little, she always found herself terribly interested in the past. While other students sometimes wonder why she cares so much about deeds of Nightmares who are long dead, she can't understand why they don't. The way she sees it, Nightmares have always been, more-or-less, the same kind of people forever. So, if Nightmares just try to understand the details of past events – the whens, and whys, and hows of what past Nightmares have done – it's a lot easier to figure out how future events will play out. Plus, Nightmares in the past were just so stylish.


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          The House of Arkham values creativity above all else. While they do focus primarily on the arts, they understand that you can apply this creativity to almost any field. Students are encouraged to apply creativity to all aspects of their lives – from using language creatively in their essays, to coming up with innovative solutions to problems. However, some children might mistake "creativity" with flightiness, which is something a lot of Arkham students just have to roll their eyes at. They know that without creativity and innovation, civilization would never have gotten anywhere.

          Common subjects a student of Arkham might choose are fine arts, literature, fashion, design and cooking.

          The house color is green.

          An example of a textbook Arkham student
          Sometimes people think Brynn is a highly impractical person. This is sort of true, he guesses, if by "practical" you mean "short-sighted and also terribly dull." It's not that he doesn't care about the-here-and-now, or the-then-but-not-anymore, it's just that he'd rather focus on how to make things better. Whether it's a blank piece of paper or his best friend's birthday party, Brynn's always trying to take something plain and predictable and make it something truly memorable. And, really, if you're expected to fix a leaky sink with just some string, an old sock and some chewing gum, you're going to need to think outside the box.


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          The house of Enoch is one of logic and facts. The world of theory is their playground, and understanding how the world works is the key to the fence that surrounds it. Students of Enoch are taught how to view the world with an observant eye so that they might see the truths inherent in the world and use them to their advantage. While some might view these values as boring and rigid, the students of Enoch know that shining light on what you don't know only serves to make your world a brighter and more colorful place.

          Common subjects a student of Enoch might choose are the sciences, alchemy, mathematics, engineering and medicine.

          The house color is turquoise.

          An example of a textbook Enoch student
          Kaleb is used to many of his friends not caring very much about his interests. It doesn't really phase him anymore when he'll bring up the eating habits of a particularly interesting species of dead reptile, and they just roll their eyes in reply. He knows that they just don't realize how interesting the natural world is, or how much they can improve their lives by understanding it. The way he sees it is this; if you get lost in the woods, would you rather have somebody with you who knows which berries will kill you, or somebody who's never bothered to learn about what's in their backyard? Plus, he knows how to make the fluffiest pancakes out of everybody he knows. Cooking is, after all, just chemistry.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Jul 06, 2015 10:59 pm


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          The houses compete throughout the school year through various games, activities, and being rewarded points for their participants behavior. The house with the most points during the competition will receive the House Cup and be awarded prizes for those who helped the house win. Playful rivalry is encouraged, and typically the house events are taken seriously throughout the school! It isn't uncommon to see houses proudly decorating their dorms and floors during events, or playfully tease one another during competitions.

          Read a more detailed guide here.


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PostPosted: Mon Jul 06, 2015 11:01 pm


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          As of right now, we don't have a specific list of classes to choose from. However, there are some required subjects your character will probably be learning about. Below is a list of core classes, which are classes your character must take to both grow and graduate!

          Core Classes:
          • Mathematics - Students will take a math course most, if not all, years. While only students with particular interest will take higher-level courses, all Nightmares are taught practical mathematics.
          • Language Arts - Students take a language arts class most years, as well. They learn grammar as well as understanding literature.
          • Health and PE: Basic classes attempting to instill the value of healthy living and getting plenty of exercise, also basic first aid.
          • Social Studies - Most years, students are expected to take a social studies class. These classes can include history, geography and Nightmare culture.
          • Sciences - Students are expected to take quite a few science courses. Freshlings will often start with very basic courses, but seniors may take courses that are far more specific.
          • Life Skills - Because Asphodel Gardens Academy is a boarding school, many of its students are learning their life skills in school. These classes include a little bit of everything a Nightmare needs to function in the real world, such as cooking, housekeeping, finances and group dynamics. Only juniors and seniors take this class.


          Electives, classes that may be selected based on your students interests, are listed below.

          Electives:
          • Herbalism - Study of plants and herbs and their many magical and non-magical uses.
          • Alchemy - Students learn the laws governing, uses, and how to preform basic transmutation.
          • Numerology - The implementation of using numbers as a means to divine the future.
          • Fine Arts - Various class offerings in art such as: painting, drawing, sculpting, etc.
          • Performing Arts - Covering such subjects as music, theatre, dance, and vocal training.
          • Craftsmanship - Covering a variety of more intensive and physical mediums, that can be implemented in a artistic or practical way. Woodworking, smithing, glassblowing, etc.
          • Divination - Students will learn of the many different ways in which it is possible to divine the future including, tarot, tea leaf, and astrology.
          • Creative Writing - A class focusing on the more creative side to writing, including short stories and poetry.
          • Trade/Business - Learn the ins and outs of where goods come from and how they move throughout the world.
          • Care of Magical Creatures: - A class focusing on familiars and how to not only care for them but also how to understand them.

            We encourage our members to think of classes their Nightmares might take during their education. Nightmare education isn't too incredibly different than that of traditional Western schools (well, if they had a little more whimsy and magic), so feel free to use some of the classes you took in grade school as inspiration.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Jul 06, 2015 11:03 pm


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          A student at Asphodel Gardens Academy's daily life changes significantly depending on how old they are. Older students are afforded quite a bit of independence, whereas the younger students are watched and guided a little more carefully. The age groups – Freshling, Junior and Senior – are more descriptions of age-groups than a specific age, and the academy has tailored school life to the needs of each of these important life-stages.

          Because most students are orphans (and the rest are away from home), there are plenty of caretakers and counselors around who can help children feel like they have a family that cares about them. While it is still lonely without relatives, this at least gives a child the support and guidance to become happy adults.


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          All orphaned freshlings begin their lives in the nursery. Once awakened from their soul stones, the tiny infants can enjoy a simple life of eating, playing, cuddling and sleeping. Nursery caretakers will watch and care for these orphans, making sure they are happy, healthy and loved.

          Infants are nursery age, and very young freshlings.


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          The life of a freshling at Asphodel Gardens Academy is full of learning and exploring, but these young students are guided by the nurturing hands of the Freshling Education Department. Each house has a large staff of adults whose sole job is to offer care and support to their charges, so that they don't grow up feeling as though they lack a family.

          Once freshlings are old enough to leave the nursery, they can begin classes. Classes for freshlings are focused more on play and exploration than simple memorization. Younger freshlings will play a lot of games with their instructors to help them learn the basics of being a Nightmare or Daydream, whereas older freshlings will start learning things in a more traditional academic setting, but still enjoy the enrichment of educational games and activities.

          Freshlings spend most of their free time doing activities with their caretakers and each other. While juniors and seniors are expected to enroll in formal clubs, freshling caretakers will run after school activities later in the day. Here, they can learn about a variety of interests, such as crafts, music and sports, but also more academic interests like literature and sciences.

          When their busy day is at an end, freshlings sleep in dorm rooms depending on personality. Those who prefer privacy are given their own rooms, however the door has a window for caretakers to peek in. Those who prefer company are placed in rooms that have multiple beds (typically group rooms have 4-6 Freshlings living in it at a time), as well as a window in the door. Each dorm floor has a couple of caretakers, in case anybody needs a glass of water or a comforting hug after a bad dream.

          Because they're still learning how the world works, freshlings spend all of their time under the watchful eyes of their caretakers so they don't get into trouble! Rooms are placed in the house they belong to.

          Freshlings range from preschool to elementary school age.


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          The junior's school life is an academy student's first real taste of independence. While their school life becomes more structured and academic, they are allowed more free-time to do with as they please. They also mingle more with older classmates, so it's not unlikely that you might find older juniors and seniors hanging out in the same lounge. Juniors are given new rooms, and once more the room varies on personality. Those who require privacy are given single rooms, while those who need company are given rooms roommates. 2-3 juniors tend to live in group rooms at a time.

          A junior's day begins in the early morning with breakfast in the cafeteria, followed by their classes, with a few scheduled breaks and a longer lunch break in the afternoon. They normally take seven classes a year, with the bulk of them being required classes. Juniors get two electives a year, which lets them choose classes that interest them. Their education is mostly like that of a middle-schooler or young high-schooler, with lectures and projects and exams.

          A junior's free time is expected to primarily be taken up by clubs and study groups. There are quite a few clubs available to juniors, all of them focusing on a particular interest, such as pottery, math, social problems, knitting, philosophy, religion, animal care and various sports. This is where they will do most of their socializing outside of weekends, and likely make the most friends. After clubs and on weekends, Juniors are allowed in the lounges until curfew, after which they must return to their dorms. Juniors are allowed to wander campus grounds, with a staff-member, leave school grounds.

          Like freshlings, there are a few caretakers available in the houses to keep an eye on the juniors and make sure they feel like they are being taken care of. Rooms are placed in the house they belong to.

          Juniors range from junior high to highschool school age.


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          Seniors are given more independence, but with that independence comes responsibility. As adults who will soon be going off to university, or striking out into the world, seniors must learn how to be fully independent, while balancing their academic life, social life and their goals for after graduation. Their rooms are, again, given by preference. Group rooms typically have 2-3 seniors living in it at a time.

          A senior's academic life is almost entirely like a junior's, except with a little more focus. Where juniors may take more basic math classes, a senior might take calculus. They also take many more classes that will prepare them for life outside of school, in the event they want to go straight into a career or off adventuring, and it is not uncommon for seniors to attend workshops on certain life-skills.

          Like juniors, seniors are also expected to attend clubs, though not with the same frequency. They're given far more freedom with their time outside of classes, and many seniors are often given permission to organize outings to the surrounding towns. However, a senior must be careful about balancing their personal life with their school work. Seniors have quite a big of homework, and if they don't want to get held back to repeat classes, they have to make sure their grades stay good.

          Senior dorm buildings are also separated by house. There is one caretaker per senior dorm building, who functions more as an RA than a parent. However, it is not uncommon for seniors to seek out the comfort and guidance of past caretakers, as being on the cusp of adulthood can be a very frightening thing. Rooms are placed in the house they belong to.

          Seniors in academy typically are the age of those in their last year of highschool.


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          Once a senior is in their final year at Asphodel Gardens Academy, they will be expected to start either apprenticing at a local business or applying to a university. While there are many universities in Below that have scholarships for these students, most will apply to Leviathan, Asterion or Grendel University. All students from Asphodel Gardens will receive a free education at these small universities, which makes them a useful resource for students without families or the money to attend more expensive schools.

          While each university has a specialization that corresponds with an academy house, students may attend any of these universities regardless of what house they belong to.


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          • Students aren't able to wander around wherever they please without consequence. Juniors and seniors have an after-dark curfew at 10:30pm during the school year and at 11:00pm during breaks or holidays, while freshlings are never far from a caretaker's watchful eye.
          • Because Nightmares and Daydreams breed with magic, all dorms are co-ed. Juniors and seniors are allowed privacy, but typically it's discouraged to partake in explicit activities. That doesn't stop them, though.
          • Nightmares and Daydreams might spend a lot of time with their house in their core classes, but they are encouraged to have friends in other houses.
          • Nightmares and Daydreams change rooms each time they move up a stage.
          • Rooms are placed in the house they belong to, but visitors are always welcomed, without question. The academy greatly encourages students to mingle and make as many friends as possible.
          • A student may request to room with someone from another house. If accepted, the dorm can be in either of the houses.


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PostPosted: Mon Jul 06, 2015 11:04 pm


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Note: An image will be placed here of what uniforms look like! In the meantime, have this blank space.


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          Juniors and seniors are expected to wear uniforms when attending class and traveling between classes. A student not wearing their uniform will be sent to detention later that evening. Uniforms come in light blue for juniors with accents the color of their house, and grey with accents the color of their house for seniors. While it's not encouraged to alter your uniform, Nightmares tend to disobey the rules and do so anyway! Small accessories added are overlooked, but cutting the uniform or sewing items onto it tends to earn a Nightmare detention.

          Freshlings do not have to wear uniforms, or even have them.


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          Students are allowed to wear whatever they like once their classes are over. Typically it's expected those who are wearing their uniform are currently in class or traveling there, so those found lounging in their uniform tend to get yelled at.

          Field trips have different rules depending on where the teacher is taking the students. The teacher will let the students know what clothes they may or may not wear.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Jul 06, 2015 11:13 pm


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          While these characters do not teach, they help run the academy smoothly. Some hold more power than others, but generally all students must obey all staff, no matter their job. Staff tend to keep themselves familiar with the other students, and typically act as caretakers as well. Some staff members live in the academy. Some staff members double as professors.

          This list is currently under construction and it should be, in-character, assumed there's many more staff members then seen on this list. If you believe you have a senior Nightmare/Daydream who would be good as a staff member, please post here.

          • Headmaster - Adira
          • Head Librarian - Lyra
          • Nurse - Yuki




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