Luminae
BrainsWisdom illuminates the darkest paths.
The seekers of knowledge and light: curious, analytical, insightful.
Head of houseProfessor Cassian MireKeeper of Knowledge
A school of stars, houses, and hard-earned mastery.
Your setting, your first student, and your guide to the app.
You play young witches and wizards at Astra Noire Academy. Kids on Brooms supplies the dice; this school supplies the story. Magic is real. Homework is real. So is the forest that remembers.
You are still growing. Your magic is big, messy and yours. The academy is where that Potential gets sharpened.
Classes, houses, friendships and rivalries. Adventure starts in the halls you already know.
Wards, sealed doors, and a Headmistress rumoured not to have aged in fifty years. Wonder never means “safe.”
You were chosen because something in you must be sharpened. Talent is common. Mastery is earned.
A house, a broom, a familiar, a friend who saves you a seat. The school is a home that asks you to grow up.
Careless magic gets noticed. The forest, the faculty and the wards all keep score in their own way.
Play it sincere. A perfect exam score and a midnight broom race can matter in the same session.
Established in the Third Age of Stars.
Office of Admissions & Magical Advancement · Headmistress Alara Virelle.
“This Academy does not break students. It reveals what they truly are.”
Two founders raise the first tower and lay the ward ring by hand. The star map in the Astronomy Tower floor is set the same year, true to that night’s sky.
The library passes a hundred thousand tomes. The athanor in the alchemy lab is lit and never allowed to go cold. In the kitchens, the founding stew still simmers.
A barrier fails. Professor Stonehart holds it alone for three days while the academy evacuates. Every first-year still learns the stance named after it.
Alara Virelle steers the school through political pressure and magical disaster. Each year the Great Hall falls silent to remember those lost to dangerous magic.
Three sites in the forest leak wild magic, and the thicket is out of bounds after dark. The Founders’ Crypt has a third niche, still empty: “for whoever earns it.”
Office of Admissions & Magical Advancement
Dear Student,
You have been selected to attend Astra Noire Academy. Your acceptance confirms what we already know: you possess Potential.
You may have already noticed that your magic behaves… unpredictably. That is natural. Here, you will learn control.
The Sorting into one of the Six Houses. Uniforms are issued after. Then the first night in a dormitory under your house banners.
The Great Hall fills. The kitchen sprites have baked four hundred loaves. They accept compliments but never help.
Arcane theory with Mire, shields with Stonehart, and a potion bench that rings a warning bell.
Arena lanes, broom drills on the grounds, and patient hours in the Familiar Sanctuary.
Supper runs into clubs, debates and whispered plans. Desserts trade across house lines.
Bram walks the forest boundary. The common-room fire never quite goes out.
The Astronomy Tower opens. Class ends “whenever the sky has finished its lesson.” Everyone else should be in bed.
Classrooms, the Great Hall, the Grand Library, potion labs and the Astronomy Tower. Below the library, a spiral stair leads to Archives that are closed to students.
Courtyards, greenhouses, the duelling green and the gates. Broom practice and the Familiar Sanctuary are here, along with a sealed well that hums four-century-old tunes.
Wards to restore. Creatures that don’t care about house points. Old Bram says the trees remember.
The wards hold. The forest remembers.
Great HallHouses gather under constellation chandeliers. Supper stretches into clubs and plots.
Grand LibraryThree storeys of walnut galleries. Old reference works drift to readers with good questions.
Spellcasting ArenaWard-pillars catch stray spells and measure their force. Duels only when called.
Potion LaboratoryCopper pipes and containment circles. One bell: careful. Three bells: Kade is coming.
Astronomy TowerThe roof opens like an iris over a telescope older than the academy charter.
Familiar SanctuaryStreams, burrows and moonlit lawns. Bonding is never assigned. The creature chooses first.
Enchantment WorkshopRepair what you break. Document what you invent. The best failures sit in locked cases.
Meditation ChamberA reflecting pool and listening crystals. No spell is cast here without everyone’s consent.
Headmistress Alara Virelle
Headmistress of Astra Noire
Rarely raises her voice. A pause and a level look are usually enough. Control, she teaches, is what makes power free.
Miss Penelope Thorne
Administrative Secretary
Applications sort themselves around her desk. Overdue forms follow their owners down corridors. She also keeps tea for frightened first-years.
Old Bram Holloway
Keeper of the Grounds
Walks the forest boundary each evening with a lantern staff wrapped in living vine. Doors that ignore most people open for him.
Captain Roland Graves
Head of Academy Security
Directs the ward patrols. His monocle spots concealed charms, spell residue, and contraband tucked into a sleeve.
Each house has a professor at its head. You will meet them in Chapter II.
“This means everyone. Especially the third-years.” The Groundskeeper’s notice is nailed to the gate.
The arena’s wards lower on schedule and not otherwise. The infirmary keeps beds three and four ready for Fridays anyway.
You need a professor’s key, and a very convincing reason to borrow it.
In the Meditation Chamber, nobody casts unless everyone present agrees. Even the portraits fall silent there.
Bonding is never assigned or hurried. The sanctuary paths steer you away from creatures who need quiet.
Magic used irresponsibly may result in “corrective measures.” Captain Graves will want clear answers.
Two founders sleep in the crypt beneath the library. A third niche waits beside them, its plaque reading “for whoever earns it.”
The Sealed Vault hasn’t opened in living memory. The relic under its dome hums when you lean close, as if it is deciding something about you.
The archivist’s ledger changes handwriting every few lines. The newest entry is still wet. It shows your name and today’s date.
Students say Alara Virelle hasn’t aged in fifty years. The official records say nothing about it, and some find that silence suspicious.
Bram sealed it years ago. Lean close and it hums a tune that was popular four centuries ago. It takes requests.
It sits on a pedestal in the alchemy lab, and everyone agrees it is “probably decorative.” Lead goes in. Something comes out.
Ten questions sort you on your first night. Your house becomes your home, your rivalry, and the way you use magic.
Wisdom illuminates the darkest paths.
The seekers of knowledge and light: curious, analytical, insightful.
Head of houseProfessor Cassian MireKeeper of Knowledge
Strength forged in the flames of action.
The warriors of passion and power: brave, determined, passionate.
Head of houseProfessor Valerian SteelMaster of Destructive Magic
Freedom flows like the endless wind.
The free spirits of wind and change: adaptable, independent, swift.
Head of houseProfessor Leonara VanceMistress of Motion
Protection stands firm as stone.
The guardians of earth and duty: loyal, protective, steadfast.
Head of houseProfessor Helena StonehartGuardian Instructor
Hearts bound by understanding.
The weavers of connection and influence: charismatic, empathetic, persuasive.
Head of houseProfessor Serra PinneMistress of Influence
Unbreakable through every storm.
The enduring souls of resilience: resilient, patient, enduring.
Head of houseProfessor Dorian KadeMaster of Endurance
In Kids on Brooms, your student shines through six stats. At Astra Noire each stat is also a school of magic, and each house leans toward one.
Fight breaks barriers. Flight slips past them. Brains sees the pattern before anyone else.
Brawn holds the line. Charm changes minds. Grit keeps going when the spell goes wrong.
You are learning. Magical mishaps are part of the curriculum, and sometimes the start of an adventure.
A wand of one wood and one core. A broom with a nickname. A creature that chose you back.
They aren’t loot. They are how the school knows your name.
Panic in the potion lab. A duel that went too far. A ward flickering in the forest. School life is the plot hook.
Kids on Brooms asks which of the six stats you lean on. Narrate the spell, the broom trick, or the brave, stupid choice.
House points, a teacher’s notice, a secret shared with a friend, a forest ward restored. The school remembers.
Name one thing your student hopes to master this term, and one ordinary school problem that feels just as urgent.
Choose another student you already know. Decide what brought you together and what might test that friendship.
Agree on the tone, how frightening the mysteries should get, and how anyone can pause or redirect a scene.
Opening promptAt dusk, a light flickers beyond the forest wards. Your familiar notices first. Who do you tell, and who comes with you?
Take the ten-question sorting quiz. Meet the house that reflects how you face a problem, then bring that identity to your student.
Take the sorting quizBuild a student of your own, or pick one of six ready-to-play characters. Give them a reason to be here and someone to impress.
Meet the pregensRead your admissions letter, meet the staff, and find the places your first session might take you.
Read your letterOpen to all This guide, the quiz, pregens, magic reference, academy pages and games need no account.
Choose a name and house. Assign your six stat dice, then add strengths and flaws that hint at both talent and trouble.
Create a mageExplore familiars, brooms, wand woods and wand cores. A distinctive companion or focus gives your magic a personality.
Open the interactive sheetSign in to save your mage to your account. Characters is where you manage your saved students and their spells.
My charactersGuest experiments are not saved to an account. Pregens can also be downloaded as JSON for the interactive sheet.
Open Campaigns and enter the join code your GM shared. The campaign is your table’s shared space.
Open campaignsCampaign pages collect sessions, NPCs, clues and handouts. Your role and the GM’s visibility settings decide what you see.
Roll session dice and keep campaign character details up to date during play. GMs manage adversity tokens and award house points.
Running the game? Create a campaign from the same Campaigns page. Being a campaign GM is a different role from the site’s Archmage administrators.
Get your bearings on campus landmarks before the session. Use the map as a shared reference when the group makes plans.
Open the campus mapWalk the academy, grounds, forest and archives. Fill your field journal, and seal the three leaking wards before the trees miscount themselves.
Start exploringRead the full staff profiles and facility write-ups. Find a classroom for your next scene, or a teacher who might have an answer.
Meet the academyExplorer progress and sound settings are saved in this browser only. They don’t change your tabletop campaign.
Browse Fight, Flight, Brains, Brawn, Charm and Grit, and read their spells. Let them inspire what your student tries next.
Browse magicRead the academy’s collected reference entries. Bring an interesting detail back to the table as a question, an ambition, or a scene.
Read the CodexPotion Mixer, Rune Decoder, Spell Wordle and more. Every classroom game is collected in the games hub.
Visit the games hubThe browser games are companions to play. A mini-game result isn’t automatically a campaign reward. Agree on tabletop outcomes with your GM.
Sort into a house. Name your broom. Step into the Grand Atrium at dusk.
Talent is common. Mastery is earned.
Astra Noire Academy is a setting primer for our Kids on Brooms table. Kids on Brooms is a trademark of Renegade Game Studios. For personal table use.