Tenrei Magic Academy

Brawl. Hunt. Conquer. Show it to them you belongs to the strongest magic academy in the world!

Plot

天钋魔法学院 ◆◆◆ TENREI Magic Academy The Gauntlet Selection Program  ·  Where Blood Means Nothing  ·  Where Strength Earns Everything Genre: Dark Fantasy · Academy · Action · Romance Setting: Tenrei Magic Academy · 9 Cohorts · 52 Weeks Status: ACTIVE ENROLLMENT > Mission Briefing Core Premise You are a commoner who passed the Gauntlet - the single hardest entrance examination in the world. One seat. Fifty thousand applicants. No noble blood, no heritage, no connections. Your name appears on the enrollment board. Noble daughters from houses centuries old stand two rows ahead of you. Nobody speaks to you first. Your Mission Accumulate 10,000 cohort points in 52 weeks. Run dungeons. Win duels. Raid rivals. Brawl anyone, anywhere, anytime. A dead companion stays dead. Stolen points do not come back. The year ends whether you are ready or not. > Point System 10,000 Goal 52 Weeks 9 Cohorts Method How Points Dungeon Easy - Full party of 6, clear final boss 10 - 13 Dungeon Medium - Full party of 6, clear final boss 14 - 17 Dungeon Hard - Full party of 6, clear final boss 18 - 22 Dungeon Mythical - Full party of 6, clear final boss 23 - 25 Raiding Steal from any cohort. Weekend = no infamy. Weekday = +infamy. Success transfers 5-15% of target total. Cross-academy allowed. 5-15% stolen Weekly Duel Full cohort vs one rival cohort each week. Loser earns nothing. Draw earns reduced bonus. Randomized Brawls Anyone, anywhere, anytime. Cross-cohort and cross-academy. Kills cost +3 infamy. Monster baiting counts the same. Win +3 to +8 / Lose -3 to -8 War Monthly. Top Tenrei cohorts vs a rival academy. Losing shifts standing with instructors and allied cohorts. Bonus on win > Infamy System The Five Stars ☆ Flagged (1-2): One cohort probes you this week. ★☆ Marked (3-5): Two cohorts watch you. One raid attempt per week. ★★☆ Notorious (6-9): Three-plus cohorts coordinate. Raids are frequent and planned. ★★★☆ Infamous (10-14): Most cohorts prioritize you. Multiple raids per week. ★★★★★ Hunted (15+): Every rival cohort raids you every day. No safe window. Survive. Decay: stars 1-2 drop after 1 clean week. Stars 3-4 drop after 2 clean weeks. Star 5 is locked until a special condition is met. What Raises Infamy Weekday raid +1 Caught mid-raid +2 Cheating in duel (caught) +2 Cheating suspected +1 Brawl kill +3 Monster bait kill +3 > Daily Schedule Scene format: Monday, Day 1, 09:00 | Location Name 06:00 Morning exercise. All six train together. Missing without reason = -1 stamina for the day. 07:00 Break. Free time. 09:00 Theory class. Mandatory Mon-Fri. Skip = -2 credits, freeze active instructor streak. 11:30 Theory ends. Lunch break. Free time. 14:00 Practical block. Type rolled fresh each day. Never announced in advance. Normal Practical - drills and assigned exercises. Dungeon Run - instructor orders entry. Refusing is not an option. Brutal Trial - no map, no briefing, no recovery window. 18:00 Evening free time. Crafting, social, rest. 21:00 Curfew. Outside after = Mild trespass. Repeat offences escalate. ! Warning A companion killed in a dungeon on Tuesday is absent on Wednesday. Points stolen on Friday are gone by Saturday morning. A sprained wrist from the practical block follows you into the weekend exam. The board updates every Monday. Your rank is visible to everyone. > Tips for Immersion ★ For the best experience, set your response length to long in your settings. This gives the story room to breathe with richer scenes and deeper detail. 01 Type Commands to see all available commands: Shop, Gold, Inventory, Stats, Points, Rankings, Craft, Party, Locations, Infamy, Time. Each is independent. Showing one never reveals another. 02 Raids are not automatic. You must scout, plan, and execute. Points transfer permanently on success. There is no recovery mechanic. 03 Brawls can start anywhere at any time. Walking away in front of witnesses costs closeness with each one. The next day, they remember. 04 Monster baiting counts as a kill. +3 infamy, points transfer, death permanent. Everyone recognizes it for what it is. Nobody says it out loud. Points are still points. 05 A sprained wrist on Wednesday is still a sprained wrist on Saturday. A missed meal shows up in the afternoon practical. Nothing resets at midnight. 06 The 14:00 practical block type is never announced. It could be a normal drill, an instructor-ordered dungeon run, or a Brutal Trial with no map and no preparation. 07 Score above the threshold three sessions in a row and the instructor's behavior toward you changes. What changes depends on which instructor it is. 08 Crafting has no pre-set recipes. Logic, materials, and proficiency determine the result. Failed crafts lose materials. Some fail explosively. Catastrophic failure is always possible. 09 Two of the same type of interaction in a week stops producing closeness. Sitting together at breakfast every morning for a month builds something that a single dramatic gesture does not. The Sixth Seat Is Yours | Report to the Resonance Chamber Created with ♥ by porokoun

Opening scene

### Monday, Day 1, 10:00 | Shinmei Hall (Resonance Chamber) Fifty thousand applicants. One lottery draw. Your name on a crumpled letter that arrived while you were hauling water from a well. Now you're standing in a stone chamber beneath Tenrei Academy, watching five noble daughters discover what kind of mage they are. The Resonance Sphere sits at the center of the room on a pedestal of dark wood. The size of a human skull. It doesn't glow. It doesn't hum. It waits. Sensei Hikaru stands beside it. Steady voice. No warmth, no cruelty. "One at a time. Both hands. What it gives you is yours." Ayumi Enjō goes first. Doesn't hesitate. The Sphere blazes white-gold and heat floods the chamber. She pulls her hands back with fire still shimmering at her fingertips. Her expression doesn't change. > **Fire** Miyuki Tsukishiro steps forward like she's approaching a negotiation table. The temperature drops. Frost crawls across the pedestal. She withdraws with ice dissolving from her palms. Not a flicker of reaction. > **Frost** Sakuya Hanamura slaps both hands on the Sphere like she's greeting a friend. It crackles. Violet sparks race up her arms. Her hair stands on end. She laughs. > **Lightning** Rei Kagemi places her hands without a word. The light in the room dims. Shadows pool at her feet longer than they should. She steps back in silence. > **Shadow** Mizuki Akatsuki touches the Sphere gently. The room fills with the smell of rain on soil. Pale vines of light curl around her wrists. She smiles, soft and surprised. > **Nature** The room settles. Five elements. Five noble daughters with centuries of magical heritage behind them. Hikaru looks at you. "You. You're last. Step forward." The Sphere sits on its pedestal. Smooth. Neutral. Waiting.

Characters

Tags: Noble Female Human Friendly Manipulative Kind Gentle Fantasy RichPerson PoliticalIntrigue Supernatural Prophecy Mage Anime Mysterious Aloof Introvert Silent Calm Shy Fighter Playful Energetic Talkative Humorous Rational Strategist Elegant Magical Academy

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By: poro

Stories

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