Theme:FFAC-1 Alexander Academy

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Overview

A prestigious boarding school, Alexander Academy is a well-known and top-notch school for gifted individuals. Those who excel at in their fields (or who have the backing of a noble house or particularly wealthy corporation) find themselves welcomed to Alexander Academy. The school is located on Chocobo; it is a massive complex, large enough to be considered a fully separate city on its own right. Most teachers live on campus, as do all students. The school is less than a hundred years old, but has already distinguished itself.

The school contains twelve levels, each named for a local monster. Starting at the bottom-most (roughly analogous to first grade in the real world):

  1. Imp Class
  2. Goblin Class
  3. Zombie Class
  4. Skeleton Class
  5. Cait Sith Class
  6. Basilisk Class
  7. Medusa Class
  8. Ogre Class
  9. Elemental Class (E-Rank)
  10. Golem Class (D-Rank)
  11. Gigas Class (C-Rank)
  12. Behemoth Class (B-Rank)

It is encouraged for players to avoid playing characters of a younger age than Elemental Class; below that point, characters become increasingly uncomfortably young.

Classes

Faculty

Alexander Academy Faculty have a strong presence in the daily lives of the students. Often acting as providers of quests (In the form of assignments, field trips, or on the various Job Boards), each is a powerful practitioner of their own Job, as the Faculty not only are examples for their students, but also act as a first line of defense in emergency situations (as well as occasional boss fights).

Alexander Academy is also designed to augment legitimate Faculty Members by providing them outgrowths of their powers to allow them to cast misbehaving (or failing) students into the infamous Detention Zone. If a student doesn't resist, the D-ZONE spell is simple enough to execute and can be used by any Faculty Member. A Faculty Member will also often incorporate this into their combat routines as a major threat (and to get the students used to boss mechanics).

Faculty Members have no official PL range. Some are infamously powerful (Usually the ones who use their power to enforce order in the class as well as to run bossfight Final Exams), while no one has ever seen the Headmaster fight. Ever.

Multiversal Faculty members, for various reasons (mostly them not really needing it, as well as various compatability and trust issues), do not benefit from the Faculty augmentations.

  • Headmaster Vannes Townsend (Merchant) - The Headmaster of Alexander Academy. Open and friendly, but hands-off of general Academy life. Dangerously genre-savvy.
  • Professor Elizabeth Darcy (Class?) - Common (English?) Teacher for Behemoth and Gigas classes.
  • Hanaaloha Glyphan (Class?) - Magic (Which?) Teacher
  • Professor Tygan King (Engineer?) - Science Teacher and Sports Club Coach
  • Hakaril Silvar (Red Wizard) - Teacher of basic white and black magic.
  • Eleanor DeSalle (Black Mage) - Keeper of the Rare Book Room, also teaches Black Magic classes. (Faculty Skill: D-Flare)
  • Thalia Marksworth (Beastmaster) - Head Librarian of the Kramer Memorial Library. Keeps the Tonberrians organized. (Faculty Skill: Detention Doink)

Clubs

The life at Alexander Academy was as much learning various trades as surviving through the byzantine network of politics between various clubs and groups that were formed in the academy.

The Light Warriors: A school club recently founded by Kamon Lionward with Soan and Kyra as members. It was formed not long after the Unification of Galianda. Members of this extracurricular organization more or less fight multiversal forces of evil with the Union. And Chaos. Can’t forget about The Enemy (thank you, Dragoon Man!). The faculty sponsor/advisor for the club is Professor Tygan King, who is all for them punching out evil.


The DETENTION ZONE

A place spoken of in hushed whisper throughout Alexander Academy and beyond, the DETENTION ZONE is an extradimensional space that is designed to contain anything sent to it indefinitely. The Zone obviates the need for food or drink (unless otherwise required), but does nothing for the need for sleep and other biological functions. Time passes in the D-ZONE on a 1:1 basis.

No two experiences with the DETENTION ZONE are alike, as it constantly seems to change. As one explores the ZONE, they are presented with challenges and objectives from entities that reside within the area. The land seems to be fueled by bad quest design, however, and the tasks are usually tedious and time-consuming. Once everything is completed, only then will they face the Knight of the Detention Zone, an enigmatic figure who guards the exit and enforces a final challenge. Should they succeed, then they are returned to the Academy intact.