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Kids on Brooms · Magical academy

Astra Noire
Academy

A school of stars, houses, and hard-earned mastery.
Your setting, your first student, and your guide to the app.

  1. IThe Academy
  2. IIHouses & Magic
  3. IIIAt the Table
  4. IVThe App
The premise

What are you sitting down to?

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

Kids with power

You are still growing. Your magic is big, messy and yours. The academy is where that Potential gets sharpened.

The stage

School first

Classes, houses, friendships and rivalries. Adventure starts in the halls you already know.

The edge

Wonder with teeth

Wards, sealed doors, and a Headmistress rumoured not to have aged in fifty years. Wonder never means “safe.”

Tone

Wonder, discipline, and a little mischief

Starlit library under a stained-glass dome

Potential

You were chosen because something in you must be sharpened. Talent is common. Mastery is earned.

Six house banners in a candlelit atrium

Belonging

A house, a broom, a familiar, a friend who saves you a seat. The school is a home that asks you to grow up.

Enchanted forest wards glowing at the academy edge

Consequence

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.

Chapter I

The Academy

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.”
History

Four centuries under the wards

  1. The Third Age of Stars

    Two founders, one ring

    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.

  2. The long centuries

    The school takes root

    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.

  3. Within living memory

    The Grey Breach

    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.

  4. The Virelle years

    A steady hand

    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.

  5. This term

    The wards are fraying

    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.”

Arrival

Report to the Grand Atrium at dusk

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.

— Alara Virelle, Headmistress
Bring
  • One focus item: a wand, a staff, or an approved substitute
  • A personal belonging of emotional significance
  • Your familiar, if bonded
First night

The Sorting into one of the Six Houses. Uniforms are issued after. Then the first night in a dormitory under your house banners.

Daily life

A day at Astra Noire

  1. Before first bell

    Breakfast

    The Great Hall fills. The kitchen sprites have baked four hundred loaves. They accept compliments but never help.

  2. Morning

    Lessons

    Arcane theory with Mire, shields with Stonehart, and a potion bench that rings a warning bell.

  3. Afternoon

    Practicals

    Arena lanes, broom drills on the grounds, and patient hours in the Familiar Sanctuary.

  4. Supper

    The long table

    Supper runs into clubs, debates and whispered plans. Desserts trade across house lines.

  5. Dusk

    The lantern walk

    Bram walks the forest boundary. The common-room fire never quite goes out.

  6. After curfew

    Night classes

    The Astronomy Tower opens. Class ends “whenever the sky has finished its lesson.” Everyone else should be in bed.

Campus

Three areas, one school

Inside the wards

The Academy

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.

Outside

The Grounds

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.

Past the south trail

The Forest

Wards to restore. Creatures that don’t care about house points. Old Bram says the trees remember.

Misty forest wards near the academy

The wards hold. The forest remembers.

Conduct

Rules of the school (and why they exist)

  1. The forest is out of bounds after dark

    “This means everyone. Especially the third-years.” The Groundskeeper’s notice is nailed to the gate.

  2. Duel only when a duel is called

    The arena’s wards lower on schedule and not otherwise. The infirmary keeps beds three and four ready for Fridays anyway.

  3. The Sealed Archive needs a key

    You need a professor’s key, and a very convincing reason to borrow it.

  4. No spell without consent

    In the Meditation Chamber, nobody casts unless everyone present agrees. Even the portraits fall silent there.

  5. Familiars choose you

    Bonding is never assigned or hurried. The sanctuary paths steer you away from creatures who need quiet.

  6. Magic has consequences

    Magic used irresponsibly may result in “corrective measures.” Captain Graves will want clear answers.

Rumours in the halls

Secrets in the stones

The Archives

The third niche

Two founders sleep in the crypt beneath the library. A third niche waits beside them, its plaque reading “for whoever earns it.”

The Archives

The round door

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 Archives

The wet ink

The archivist’s ledger changes handwriting every few lines. The newest entry is still wet. It shows your name and today’s date.

The Headmistress

Fifty years

Students say Alara Virelle hasn’t aged in fifty years. The official records say nothing about it, and some find that silence suspicious.

The Grounds

The humming well

Bram sealed it years ago. Lean close and it hums a tune that was popular four centuries ago. It takes requests.

The East Wing

A red stone

It sits on a pedestal in the alchemy lab, and everyone agrees it is “probably decorative.” Lead goes in. Something comes out.

Chapter II

Six ways to belong

Ten questions sort you on your first night. Your house becomes your home, your rivalry, and the way you use magic.

The Six Houses

Who sits at your table

Luminae

Brains

Wisdom illuminates the darkest paths.

The seekers of knowledge and light: curious, analytical, insightful.

Head of houseProfessor Cassian MireKeeper of Knowledge

Ignivar

Fight

Strength forged in the flames of action.

The warriors of passion and power: brave, determined, passionate.

Head of houseProfessor Valerian SteelMaster of Destructive Magic

Zephyra

Flight

Freedom flows like the endless wind.

The free spirits of wind and change: adaptable, independent, swift.

Head of houseProfessor Leonara VanceMistress of Motion

Terravale

Brawn

Protection stands firm as stone.

The guardians of earth and duty: loyal, protective, steadfast.

Head of houseProfessor Helena StonehartGuardian Instructor

Velmira

Charm

Hearts bound by understanding.

The weavers of connection and influence: charismatic, empathetic, persuasive.

Head of houseProfessor Serra PinneMistress of Influence

Gravem

Grit

Unbreakable through every storm.

The enduring souls of resilience: resilient, patient, enduring.

Head of houseProfessor Dorian KadeMaster of Endurance

Magic

Six schools, six stats

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 · Flight · Brains

Fight breaks barriers. Flight slips past them. Brains sees the pattern before anyone else.

Brawn · Charm · Grit

Brawn holds the line. Charm changes minds. Grit keeps going when the spell goes wrong.

Spells misfire

You are learning. Magical mishaps are part of the curriculum, and sometimes the start of an adventure.

Your kit

Wand, broom, familiar

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.

Chapter III · At the table

How a session often feels

  1. 1

    A class, then a problem

    Panic in the potion lab. A duel that went too far. A ward flickering in the forest. School life is the plot hook.

  2. 2

    Roll what fits

    Kids on Brooms asks which of the six stats you lean on. Narrate the spell, the broom trick, or the brave, stupid choice.

  3. 3

    Leave a mark

    House points, a teacher’s notice, a secret shared with a friend, a forest ward restored. The school remembers.

Before the first session

One student. One friend. One secret.

Ambition

What do you want?

Name one thing your student hopes to master this term, and one ordinary school problem that feels just as urgent.

Bond

Who will you trust?

Choose another student you already know. Decide what brought you together and what might test that friendship.

Safety

What is out of bounds?

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?

Chapter IV · The app · Start here

Your first evening, in three steps

  1. 1

    Find your house

    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 quiz
  2. 2

    Meet your mage

    Build 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 pregens
  3. 3

    Enter the academy

    Read your admissions letter, meet the staff, and find the places your first session might take you.

    Read your letter

Open to all This guide, the quiz, pregens, magic reference, academy pages and games need no account.

The app · Your character

Make someone worth getting into trouble

Create Open to all

A student, not just stats

Choose a name and house. Assign your six stat dice, then add strengths and flaws that hint at both talent and trouble.

Create a mage
Equip Open to all

The things that choose you

Explore familiars, brooms, wand woods and wand cores. A distinctive companion or focus gives your magic a personality.

Open the interactive sheet
Save Sign in

Keep your work

Sign in to save your mage to your account. Characters is where you manage your saved students and their spells.

My characters

Guest experiments are not saved to an account. Pregens can also be downloaded as JSON for the interactive sheet.

The app · Your table

Bring your friends into the story

Join Sign in

Join a campaign

Open Campaigns and enter the join code your GM shared. The campaign is your table’s shared space.

Open campaigns
Play

Follow the session

Campaign pages collect sessions, NPCs, clues and handouts. Your role and the GM’s visibility settings decide what you see.

Track

Keep score together

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.

The app · Explore

Learn the halls. Follow the strange light.

Map

The illustrated map

Get your bearings on campus landmarks before the session. Use the map as a shared reference when the group makes plans.

Open the campus map
Game

The Academy Explorer

Walk the academy, grounds, forest and archives. Fill your field journal, and seal the three leaking wards before the trees miscount themselves.

Start exploring
People & places

Meet the academy

Read 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 academy

Explorer progress and sound settings are saved in this browser only. They don’t change your tabletop campaign.

The app · Between classes

A reference shelf and a little practice

Reference

Study a school of magic

Browse Fight, Flight, Brains, Brawn, Charm and Grit, and read their spells. Let them inspire what your student tries next.

Browse magic
Reading

Consult the Codex

Read the academy’s collected reference entries. Bring an interesting detail back to the table as a question, an ambition, or a scene.

Read the Codex
Games

Play between sessions

Potion Mixer, Rune Decoder, Spell Wordle and more. Every classroom game is collected in the games hub.

Visit the games hub

The browser games are companions to play. A mini-game result isn’t automatically a campaign reward. Agree on tabletop outcomes with your GM.

Begin

You possess Potential.

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.

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