Cinderbrand
The Ashfall Warlords
“Burn first. Apologize never.”
The Warlords held the passes by being impossible to remove. Cinderbrand students are loud, fast, and convinced a duel is a conversation you win.
Malakor · Year of the Long Vigil
A truce nobody trusted. A school built over a sealed door. Four houses of mythical creatures learning to kill what crawls out of it — with cards, tempers, and house pride on the line.
4
Houses
4
Mythic species
22
Spell cards
1
Legion
The war within sight
Every house still tells the story with itself as the hero. The bones of it are the same.
I
Four proud factions held the nation: the Ashfall Warlords in the passes, the Thunderpeak Riders in the high air, the Glasmere Circle in the frozen meres, the Vaultborn Masons underground. They raided each other for a century and called it tradition.
II
Something old woke beneath the border. It did not raid — it harvested. Villages went quiet overnight, and the thing that came back wearing them moved only after dark.
III
The four factions signed a pact they trusted no one to keep, pooled their magic, and founded one school in the contested middle: a place to forge the next generation into something the dark could not harvest.
IV
Each faction sent its most promising pupil. Houses grew up around those first students, and so did the grudges. The academy has been the only thing standing between Malakor and the Legion ever since.
Four disciplines, four grudges
Your house is your discipline, your dormitory and your politics. It decides how you duel — and who is obligated to hate you on tournament night.
House points decide the year
The Ashfall Warlords
“Burn first. Apologize never.”
The Warlords held the passes by being impossible to remove. Cinderbrand students are loud, fast, and convinced a duel is a conversation you win.
The Thunderpeak Riders
“Strike before the thunder lands.”
Riders raced storms for sport and messages. Skyrend trains instinct over planning — the fastest chain of spells is its own kind of strategy.
The Glasmere Circle
“Patience is the sharpest blade.”
The Circle answered every raid with silence, right up until the trap closed. Rimewatch students are the school's best analysts and its worst enemies.
The Vaultborn Masons
“What we build, we outlive.”
Masons sealed the academy's foundations before the first lesson was taught. Deepstone students are slow to speak, slower to break, and impossible to rush.
What you are born as
Species is the magic in your blood — one passive, one active power, and a temperament the whole school will learn to read before you open your mouth. House is what you choose to study. They do not have to agree.
Wrath first, thought second — and a fierce loyalty underneath it. A Dragonkin learns to aim their temper the way they aim a spell.
Passive
Kindled Blood
Your first fire spell each duel costs 1 less.
Active · once per duel
Draconic Roar
Once per duel: deal 4 damage and your next fire spell deals double.
Acts a heartbeat before thinking and usually gets away with it. Brilliant in bursts, allergic to waiting.
Passive
Windstep
Draw an extra card on the first turn of every duel.
Active · once per duel
Skyfall Cry
Once per duel: gain 3 mana and draw a card.
Speaks little and misses nothing. Feels deeply, shows almost none of it — and never loses count of who wronged whom.
Passive
Still Air
Hexes and traps you play last one turn longer.
Active · once per duel
Winter's Verdict
Once per duel: freeze your opponent's mana for a turn and deal 3.
Unhurried, unimpressed, unbreakable. A Golem speaks once and means it, which is why the whole school listens.
Passive
Bedrock
Start every duel with 8 extra health.
Active · once per duel
Vault Stance
Once per duel: gain 10 shield and cleanse all hexes on yourself.
How a duel actually plays
Duels are turn-based card battles in the spirit of old tabletop mages. Shuffle a deck, draw a hand, spend mana that grows each turn. A well-built deck beats a lucky draw nearly every time — and each element wins a different way.
Emberlash
1Deal 3 damage. Burn 1 for 1 turn.
Fast damage that keeps burning after the spell lands. Win before your opponent can stabilize.
Chain Lightning
3Deal 3 damage, +2 for each card played before it this turn.
Cheap spells that feed one another. Every card you chain makes the next one land harder.
Glacial Snare
2Trap: negate the next attack against you and deal 4 damage.
Set the board before your enemy moves. Freeze their tempo and punish every attack they dare.
Bulwark Sigil
2Gain 8 shield.
Outlast everything. Stack wards, shrug off blows, and let the mountain win the long game.
Mana grows
Start small, cap at ten. A cheap curve beats one expensive finisher.
Traps wait
Frost lays cards face-down that fire the moment an attack comes in.
Allies linger
Summons strike at the end of every one of your turns until they fade.
The reason the school exists
They do not march. They arrive. The Legion works only after dark, wears what it kills, and gets stronger the longer a fight drags on. Every class you pass and every duel you win is practice for the night it reaches the gates.
Pack enemy
Legion conscripts, sent in threes. Weak alone, vicious in a rush.
Life-drainer
Bleeds health back out of every wound it opens. Long duels feed it.
Shadow ambusher
Strikes between turns, when the wards are down and no one is looking.
Armored brute
A dead soldier welded into plate. Slow, and almost impossible to break.
The Gorecrowned
The Legion's arm behind every raid on Malakor. The academy exists because of him.
The entrance rite
Species decides the magic you were born with. Your house decides how you will fight, who will cheer for you, and who will spend all term trying to knock you off the yard.
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Arcanum Academy · Malakor