Ossirian Deep — The Last Academy

📖 Overview

Ossirian Deep is the last surviving magical academy of the Arcane Accord — a hidden, underwater arcane city where the blooded elite are refined into magical powerhouses. It is more than a school — it is a crucible of power, a political engine, and the final keeper of magical tradition in a fading world.

Though most Mortalkin believe magic is gone, Ossirian Deep remains beneath the waves, untouched and untouchable.


🌊 Location & Structure

🌍 Where Is Ossirian Deep?

  • Hidden in the Abyssal Scar, the deepest trench in the known oceans

  • Suspended within a massive Ambient Wellspring, which keeps a stable air pocket alive below the ocean’s crushing pressure

  • Protected by the Auric Dome, a translucent, rune-etched magical barrier that filters pressure, toxins, and anti-magic interference


🏛️ What Is Ossirian Deep?

A city-sized magical fortress, carved from obsidian and infused with flowing mana. It is divided into symmetrical radial districts, each tied to a mana type and a governing House.

The school is structured more like Atlantis by way of ancient academia — steeped in tradition, sealed in myth, and powered by forgotten magic-tech.


🚇 Arrival & Transportation

New students and visitors reach the city through vast magitech transit tubes known as the Mana Veins, which stretch miles beneath the sea floor.

Transportation Hierarchy:

  • Upperclassmen ride arcane surfboards or spell-propelled fins through the tubes, showing off control and bravado.

  • General students arrive via massive school yachts—floating lounges powered by mana jets.

  • Each House has its own gilded vessel.

  • Fraternities often commission their own luxurious, often absurdly customized yachts (some even fly above the water in breaches).


🧠 Internal Layout

Ossirian Deep is a circle-within-a-circle, organized into layers of increasing secrecy and prestige.

🏰 The Heart of the Deep

  • Central fortress & administration

  • Holds the Throne Vault, where ancient conduits and forbidden relics are kept

  • Site of high-stakes Council sessions, Upperclassmen Trials, and inter-Fraternity Rites of Ascendancy


🧭 Six Radial House Districts

Each House governs a district, reflects its mana, and influences student culture:

HouseMana TypeDistrict FeaturesRoleIgnos 🔥FireEmber-lit towers, flowing lava pathsDuelists, Pyromancers, War CastersTerranox 🌍EarthStone coliseums, echoing vaultsDefenders, War Scribes, Gravity MagesVerdalis 🪵WoodLiving halls, moss-wrapped towersWild Mages, Shapeshifters, HerbalistsFerrix ⚙️MetalGolem forges, gear-rotating librariesArtificers, Tacticians, Conduit EngineersAqualis 💧WaterSubmerged cloisters, floating hallsHealers, Illusionists, NegotiatorsNocthyr 🌫️AmbientNon-Euclidean halls, dream gardensConjurers, Reality-Benders, Chaos Scholars


🌐 The Fringe (Outer Ring)

  • Fraternity Halls – Prestige housing, private libraries, political clubs

  • Spell Arenas – Duels, ritual combat, public trials

  • Conduit Market – Artisan relics, black-market magic, family forges

  • Mana Hubs – Regulated portals for travel, goods, and graduates


🎓 Structure of Education

📘 Commons Track (Years 1–8)

A rigorous eight-year program covering:

  • Spell theory & bloodline law

  • Survival dueling

  • Mana manipulation

  • Conduit crafting

  • Wizard Chess (mandatory)

  • House lore & rituals

“Anyone can apply. Not all survive.”

Tone Shift:

  • Years 1–4: Creative, competitive, traditional

  • Years 5–8: Harsh, isolating, dangerous — students begin vanishing from dorms, not graduating


🔥 Upperclassman Trials (Years 9–12)

Only elite students are permitted entry via a life-binding trial.

🩸 Risks:

  • 40% death rate

  • Constant duels, ambient experiments, soul rituals

🎓 Rewards:

  • Access to ancestral conduit vaults

  • Control of Wellspring territories

  • Entry into noble magical courts

“The Upperclassmen do not take tests. They survive ordeals.”


🛡️ House System & Advancement

Students are assigned based on bloodline or mana affinity. They can change via the Mana Reclamation Trial, a ritual duel against one’s own soul.

Each House hosts:

  • Dormitories

  • Spell arenas

  • Seasonal Rites

  • Private trials and traditions


👑 Hierarchy of Power

🪓 The King (Headmaster)

  • Always Ambient-blooded

  • Rules from the Throne Vault

  • Holds absolute, unchallengeable authority

  • May only be replaced by death or the unanimous vote of all House Lords

🧑‍🎓 Lords and Ladies (Faculty)

  • Each is a high-caster tied to one mana line

  • Equivalent to noble status

  • Enforce bloodline law, conduct high trials, and oversee magical inheritance


🏛️ Fraternities – Power Behind the Veil

Frats are elite societies of bloodline or merit-based casters who live and rule like magical oligarchs.

🎖️ Benefits:

  • Prestige housing

  • Personal golem guards

  • Secret libraries

  • Access to ancient dueling grounds

💀 Frat Politics:

  • Control conduit distribution

  • Influence school policy

  • Wage magical proxy wars under the sea, hidden from staff

“In the frats, you don’t make friends. You make alliances.”


🧬 Philosophy & Culture

Mana is Legacy.

  • Ossirian Deep believes power is inherited, not earned — but refined like steel

  • Weak bloodlines either die or vanish into obscurity

  • Death is not feared — it is recorded, revered, sometimes reused

“Blood makes you born. Fire makes you forged.”


⚙️ Conduits & Inheritance

  • Magical tools bonded to casters by blood or rite

  • Highly restricted by law and ancestry

  • Some become sentient over generations

  • Soul Conduits are revered as both weapon and ancestor

Stealing one is magical treason.


🌀 The Ambient Question

Ambient magic is a wild card — the source of dreams, chaos, and forgotten potential.

⚠️ Ambient Casters:

  • Must sacrifice for greater spells

  • Face mutation, madness, or mana loss

  • Are closely watched by the King

Only Ossirian Deep dares to teach it, and even then, only to those willing to pay the cost.


🧩 Rumors & Mysteries

  • A Seventh House, removed from records, hidden from memory

  • A sealed door beneath the Keep no spell can open

  • A soul-flame beneath the Auric Dome that whispers in Ambient

  • Fraternity wars buried under political silence — with casualty counts higher than real wars


🎯 Summary Statement

Ossirian Deep is not a school.
It is a magical city-state, submerged and sealed from the world, where bloodline supremacy, ancient magic, and arcane politics rule all.

A place where students fight, die, and rise again as legends.
Where conduits whisper.
Where the last truths of mana still burn.

Ossirian Deep — City Map (Radial Design Overview)

🌀 Conceptual Structure:

Ossirian Deep is designed like a magical clock under the sea: a circular city divided into radial sectors, with layers moving from the central Heart of the Deep out to the Fringe (outermost ring).

Each layer represents a different level of importance, secrecy, or social status.


🧩 LAYERS OF THE CITY (from center out)

1. The Heart of the Deep (Center Circle)

  • Function: Central fortress, administration, archives

  • Contains:

    • The Throne Vault (seals Ambient relics & royal conduit)

    • The High Tower where the King (headmaster) resides

    • Grand Council Chambers for trials, rituals, and court decisions

    • Portals to upper-world for elite transport

  • Style: Obsidian citadel, golden inlays, floating staircases, constant magical light