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Idris Academy ([info]idrismods) wrote,
@ 2009-06-04 01:38:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:school info, sports

SCHOOL INFORMATION
Idris Academy is a large school that is set in the middle of the fictional town of Idris. When first-year students arrive, they must walk one-by-one through a large doorway and long corridor. At the end of that corridor, they will be lead into one of four houses which they will be staying for the entire seven years they spend at Idris.

School Rules
(1) Languages: All staff and students are required to have knowledge of English. Students of Idris come from all around the world and therefore there needs to be a common language between everyone. English does not have to be spoken perfectly and there can be accents, but there must be enough understanding of English to be able to hold small talk.

(2) Curfew: Students are expected to be back in their dorm rooms after 11pm on weeknights and after 1am on weekends. Any student found wandering the halls after curfew will be sent back to their rooms and punished.

(3) School Dress: Idris has its own uniform. It is only required to be worn during class time, but students are encouraged to wear it outside of classes as well. A plain checkered skirt of knee length and white blouse for girls and dark blue pants with white shirt for boys. Students are expected to wear their uniform with pride. Skirts must be an appropriate length (stand up straight and let your arms hang down; your skirt/shorts must be longer than the tip of your middle finger!) and pants are not supposed to be falling off your hips. Girls are allowed to wear accessories, but please be sensible about it.

(4) Fighting: There will be no fighting on school property unless it is a sanctioned duel.

(5) Illegal Substances: Students are not allowed to have drugs or alcohol on campus. (Regular cigarettes are okay for upperclassmen.) They are also not allowed to arrive back on campus high or drunk.

(6) Classes: Most teachers have their own rules for classes, but generally, students may not miss more than ten classes per year. Special consideration can be given to students with valid excuses.

(7) Leaving Campus: Students are allowed to go to the town of Idris after classes. However, the rules for curfew apply. Additionally, students are allowed to leave over the weekend starting after classes on Friday and return latest before curfew on Sunday. Special leave due to family reasons will be seen to on a case-by-case basis.

(8) Boundaries: Students are not allowed to swim in the lake, nor are they allowed to wander far into the surrounding forest without the supervision of an adult. There is a small warded off forest spot for students who enjoy that sort of scenery.

(9) Pets: Students are allowed to own cats, small rodents, small and harmless reptiles, and various small birds. Students are responsible for the caring of their pets and animals are not allowed to wander outside the room without proper supervision.

(10) Magical Abilities: Students are allowed to use and practice their magical abilities within school grounds and the town of Idris, but they are prohibited by law to practice magic in front of mundies before they are officially a graduate from the Academy. Students are also disallowed to use any of their magical abilities in a manner that causes harm to others or to cheat in school tests.


breaking the rules
Here at Idris, we believe in dishing out punishment where it is due. To make it fair, we have a 'dice roll' strategy. You do not have to roll every time you break a rule, but it would be preferred that you do so once in a while to keep it believable, especially for the more serious rules. The way it works is, if your character decides to break a certain rule that requires a dice roll, please call either a third party or (preferably) a mod into an aim chat room and roll two dice (type //roll into the chat room). If the sum of the two numbers comes out even, your character was caught and punishment will be issued (talk to one of the mods about possible punishments) if their sum is odd, your character is safe. (If what you are planning isn't on the list, let a mod know.)

Automatic punishments (no rolling; if you do this, you're punished):
- Fighting
- Illegal Pets/Lack of responsibility
- Use of magical abilities to cheat or harm others

Occasional roll required:
- Leaving campus
- Not obeying boundaries

Special Cases:
- Illegal Substances: if the student manages to smuggle illegal substances on campus but doesn't use it (i.e. keeping a bottle of alcohol hidden in their underwear drawer) they are safe. If they happen to use any illegal substance on campus, a roll has to be made. Drinking off campus, while discouraged, is not the school's responsibility. However, should students return drunk and make a scene, a roll has to be made.
- Breaking Curfew: If your character is in the halls after curfew, a roll is required. If they are sleeping over in another character's room (regardless of gender) they are still breaking curfew, but this is based on a roommate agreement policy. If your character has a roommate, you must discuss it with the roommate first; if the roommate is okay with the stay, it goes undetected, otherwise it is automatic punishment. If your character's roommate is an Unnamed Student, a roll is required.


possible punishments
¤ Subtraction of house points
¤ Cleaning the bathrooms in the Sports Complex
¤ Cleaning up after the magical creatures
¤ Assisting in setting up and taking down potions labs


Araboth
Rakiah
Students of Araboth House are known for their tendency to be firm in their beliefs and convictions. They can be blunt, brutally honest, sometimes to the point of being provocative. They tend to stick to pragmatic pursuits rather than whimsical goals.
Head of House: Prof Akio Tanaka
Animal: Raven
Color: Silver
Keystone: Sapphire
Students of Rakiah House are most noticeably a fun-loving bunch. They are dedicated to their friends, outgoing and most often responsible for coming up with the most outrageous ideas and prone to mischief and pranks.

Head of House: Prof. Adam Winsley
Animal: Dolphin
Color: Purple
Keystone: Amber
Mathey
Zebul
Students of Mathey House are softspoken, often reticent in nature. They are the ones you go to if you need a listening ear or a reliable shoulder to lean on. Often, these students can be found in the library or quietly reading a book on the grounds though there are exceptions.
Head of House: Prof. Michelle Wainwright
Animal: Bear
Color: Brown
Keystone: Ruby
Students of Zebul House are quick-witted. Not necessarily smart in academia, although a fair majority of them are, these students are likely to be able to think fast on their feet and worm themselves out of tricky situations.

Head of House: Prof. Simon Lowe
Animal: Fox
Color: Teal
Keystone: Emerald


Matriculation Process
First year students receive their letter from the Idris Academy in their normal mail. Upon deciding to enroll in the Academy, all students would have to live on the campus. However, students are free to return to their homes during weekends and holiday breaks. All students receive an access key in the form of a precious stone that is specifically coded for their dorm rooms and house common rooms. Only roommates have identical keys. Keys can be worn as fashion accessories such as necklaces, rings, or just plain kept in a box. Loss of keys should immediately be reported to the Heads of Houses so that it can be deactivated and a new key can be issued. Consistent misplacing of keys is generally frowned upon and will be severely dealt with.

Upon entering the school, first-year students will undergo a housing selection process. They will be led to a room in which there are four similar doors. They are supposed to pick one of the doors which will lead them down a long corridor and finally to their house tables at the Great Hall. The room, however, is magically influenced. Students pick the doors, but the wards and spells on the room do sway their choices so that they pick the most suitable houses for themselves.


Sports
blitzball
A game played underwater with 6 players on each side. It is similar in style to American football and soccer. The goal is to get the dimpled, red-and-white ball into the other team's goal. There are four 15-minute periods and one 10-minute break during half-time. The team with the most goals after all four periods wins the game. Should there be a tie after the full 70 minutes, a round of sudden death is played.

3 players play offense (which consists of a center, and two wings), 2 players play defense, and 1 player plays the goalie. There aren't many rules to how to get the ball into the other team's goal; players can use specific techniques, magic, hands, feet, etc. Players can get physical, and there have been intense injuries, but spells and magical abilities that can permanently injure a player are prohibited. At any time, there will be two Professors stationed around the pool to serve as referees. Like football, any flouting of rules will result in penalties and other appropriate in-game consequences being carried out.

The game is played completely under water. The field is a specially built indoor, bowl-shaped pool with a radius of 120 meters. Specific underwater gear is used, such as mouthpieces to breathe, wetsuits for easier movement, and goggles for long-distance sight. Stands are located surrounding the outside of the field.

Blitzball is the only house-oriented sport at the Academy and in-game points scored count toward the final Biltzball Tournament as well as the end of the year Best House Award.

dragon racing
An individual sport that is highly regulated and at the same time highly popular amongst the students at the Academy. Dragon racing is exactly as the name suggests, wherein in students pick their dragons and race in a specified racecourse over all of Greenland. The strong warding and spellwork in place ensures that the dragons remain invisible to any mundie eyes that happen to be looking. But sometimes at the right time and place, various strange lights left in the wake of a speeding dragon can be spotted with ordinary mundie vision. A phenomenon that has somehow earned its name as 'the Northern Lights'.

The sport is limited to participation for the sixth and seventh years only. Fifth years may sign up for dragon riding lessons if they wish to take up the sport in the following year. By the end of their lesson year (usually fifth year) the student will have to take a difficult exam. It is generally expected that by the time the students reach this test, those that pass will have formed a strong bond with one of the dragons. As dragons are highly temperamental in nature, it can be extremely tricky to persuade them to yield to your control. Therefore, stringent tests are conducted on all dragons and riders before every race to determine that both are in the perfect frame of mind.

The dragons present at the Academy come from a dragon clan that has lived there since time immemorial. There are few other clans left in the world. And in return for their harmonious relationship with the magical folk at the school, the dragons are protected by the same wards and spellwork that keeps the mundies from ever discovering their presence.


dueling
Arguably the only approved outlet for a confrontation of any sorts between students. While fighting or using their powers on fellow students are strictly not allowed at the Academy, it is possible to challenge their peers to a duel. A challenge can be issued from any student to anyone of their peers judged to be of even footing with the proper endorsement by a Professor. Most duels occur with both parties from the same year. However, there may be special circumstances where students of different years are allowed to duel.

Nonetheless, dueling involves the most exhaustive list of rules ever written. Those called to the duel are to undertake an Oath which binds them magically to obey all the regulations. The winner is determined when he/she manages to strike at their opponent three times.

Those wishing to issue a challenge have to approach their Heads of Houses with a proper written request stating reasons, name of opponent and time and date. The Heads of Houses will then consult with the receiver's Head of House and determine if it is appropriate to allow the duel to take place. In the end, the receiver has the final choice whether or not to accept the challenge. If he/she does, the duel is called and the school's populace is given the opportunity to be spectators at the Arena stands. If he/she does not accept the challenge, the matter is to be dropped and there will be no further mention. Also, the challenger is bound by the rules never to reveal the receiver’s name.



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