Sharpen your aim and reaction time defending against waves of incoming magical ejecta swirling out from the vortex.
Click on the buttons above to explore the handbook of monsters and items from the world.
This section will guide you through the essentials of getting started, creating your character, understanding game mechanics, and using tools like Avrae. It’s your first step into becoming a legendary Diaper School adventurer!
Before you can battle dragons (or maybe just very grumpy dust bunnies), there are a few things every Diaper School student needs:
Sometimes, the bestest heroes are the ones you dream up all by yourself, with sparkly powers and cool outfits not found in the regular storybooks! This is called "homebrew," and it's like inventing your own super-duper flavor of ice cream!
If you're using homebrew bits like a special race (maybe you're a Fluffy Cloud Kitten!) or a new class (like a Crayon Knight of Justice!), our grown-up helpers (Admins) need to give it a big thumbs up first. But don't fret! Making your character sheet can be as easy as 1-2-3-4 with a friendly robot helper (that's an AI Assistant!).
Create a Level 5 D&D character with the provided materials. The character needs to have both the 2024 background option (which includes a feat and an Ability Score Increase - ASI) AND their normal racial ASI. Use the 27 point-buy method for ability scores, and make sure they have maximized Hit Points (HP) at every level. Please provide the character sheet in a document format if you can!
Imagine telling a super exciting story with your friends, but instead of talking out loud, you write it all down! That's "Play by Post" (or PbP for short). It's like passing secret notes in class, but with more dragons, fewer detentions, and definitely more diapers!
We use our Discord clubhouse for PbP games. Because Discord is super speedy like a race car, our stories can zoom along much faster than old-fashioned forums, which were more like slow, sleepy snails. You can post when you have a moment – maybe during snack time, after school, or before bed – and the adventure keeps unfolding, one exciting message at a time!
Even in a world filled with magic, monsters, and mountains of plushies, we all need to be good friends to each other. That's what roleplay etiquette is all about! It’s like sharing your toys, taking turns on the slide, and not throwing sand (unless it’s magic sand, and everyone agrees it’s okay!).
When you're roleplaying, you'll be doing all sorts of fantastically fun things! Casting super-duper spells, using amazing magical items, and taking brave actions that make everyone say "Wow!"
Meet Avrae! He's a super-smart robot on our Discord who helps us roll dice.
Rolling with a Character Sheet:
!a [weapon name]!c [skill name]!s [ability score]Rolling Without a Character Sheet:
!r 1d20!r 1d20+5!adv 1d20+5!dis 1d20+5!r 1d8+3Manual Rolling: If you roll physical dice, just announce your results clearly in the chat!
Combat is like taking turns in an exciting game!
!init. Manual: !r 1d20 + [Dex mod]. Highest goes first!Example Scenario: The Case of the Cranky Cookie Monster!
Player 1 (Fighter): "I shout, 'Hey! Those are for sharing!' and run towards him! I try to bonk him with my rolling pin!" (Posts !a rolling pin at Cookie Monster)
Player 2 (Wizard): "I'm going to try and make the cookies float away! I cast Mage Hand to gently lift the cookie jar out of his reach!" (Posts !cast mage hand and describes the action)
The DM will then tell you if your actions work and what the (now even crankier) Cookie Monster does next!
Roleplaying is like being the star of your very own adventure movie or cartoon! You get to decide what your hero says, thinks, and does. It's all about imagination and having fun pretending! This section offers advice on bringing your character to life, thinking creatively, and engaging with others in the game world.
Sometimes the bestest adventures come from thinking outside the toy box!
Our Discord is for making friends and finding playdates!
Your hero can be in more than one story (scene) at once!
Ready to become a Diaper School Deluxe Detective or a Padded Pro Player? These advanced tips are for little heroes who want to add some extra sparkle and strategy to their game! Learn more about Avrae, Gsheets, and using AI assistants to enhance your experience.
Let's teach Avrae new tricks!
!a longsword), type # then your description. Example: !a greatstaff at Ogre # Barnaby whacks the ogre!!a shortsword at Goblin 1 # Poke 1! then !a shortsword at Goblin 1 # Poke 2!!cast healing word on Pip"!use Second Wind!cast fireball -l 3!hp +10, Damage !hp -5, Temp HP !thp +8!cc create "Cookies" -max 3 -reset long. Use: !cc -Cookies. View: !ccOur Google Sheet is like an organized toy box!
AI Assistants can do MORE cool stuff!
Remember, little heroes, the most important rule is to have FUN and be kind to your fellow adventurers! Now go forth and have some amazing Diaper School adventures!
Got questions? We've got answers! Here are some common queries about life and learning at Diaper School.
No, while required for enrollment as a means of ensuring a player is somewhat committed to the idea of play, using your stats and skills is NOT required in non-combat/technical scenes. If you're just spending time in the cafeteria or common areas, checks not-related to potty-stuff are completely optional in most circumstances. This is Diaper School, so learning AT LEAST how to roll a constitution check is probably a good idea- the bot will do it for you, so learning !c con shouldn't be too much!
The physical handbook is currently deprecated and thus the TOC is in disarray. Use CRTL-F to enable the search function (on mobile click your browser menu and look for "search" or "search page text") and enter in what you are looking for. This is the built-in browser search that exists in almost all modern browsers (and in tons of modern programs, too, just as a hot tip!) and you can easily find any text of which you have even a partial memory.
Avrae has a cheat sheet, the school has one, too, but you can just find it here:
Also, see the "Avrae: Our Friendly Dice Robot!" section earlier in "How to Play" for common commands!
Absolutely, such attention to detail is encouraged. If you need realm lore, the handbook (starting page 17, "A Brief History of the Scholia Diaspros") has lore that will give you a feel for the knowledge a denizen of the plane would have.
Yes, just use your diaper! But for real, YES, you are encouraged to gain the experience in the realm through activity and be vetted to make a "Staff" or teacher/professor character. These higher-level PCs are able to lead and send students out on quests, can create their own subquest plotlines, and can even work with the GM on main plotlines and seasonal events!
Use D&D Beyond (https://www.dndbeyond.com/) for character creation; it's a free service. If you need access to paid materials via content-sharing, ping Admin Staff for an invite. Use the Point Buy system for your ability scores. Don't overthink where to start! (Handbook, p. 7)
Student characters start at Level 5. Teacher characters start at Level 11. Advancement is typically by milestone. (Handbook, p. 7)
Hit Points are MAXIMIZED every level. (Handbook, p. 7)
You get your starting equipment package AND at least 100GP. Alternatively, you can use starting equipment and level 5 starting gold which is $500 + 1d10 \times 25$ GP. Your uniform, if desired, counts as this acquired armor. (Handbook, p. 7)
Yes, your character can be any alignment except Evil. (Handbook, p. 7)
Characters should generally speak in a Polite, Nice, and Thankful manner. Specific racial language options are detailed in the "Species of the Academy" section of the handbook (starting p. 85). (Handbook, p. 7)
Yes. If you want to play a Warlock, your character's patron will need to be approved by admin staff first. This is to prevent disruption from certain darker patrons. (Handbook, p. 7)
To make a teacher character, you must have had a student character for at least a few seasons or be approved by the Admin staff. (Handbook, p. 7)
Assistance Staff and Little Helpers are the first line to ping about character approval questions. (Handbook, p. 7)
Maybe, but you might want to check out the handbook for racial options already pre-approved, including Crinkly Succubi, Pampires, Kittenfolk, Pupperlings, Bunbunkin, Skunkiddos, Ghosts, Morphian Changelings, Cowbuddies, Darklings (Ossuite & Dark-Kin subraces), Tanukijin, Foxfolk, Warforged Titans, Gemini Celestians, Celestian Archists, Possumfolk, Living Dolls, various Demi-Gorgon subraces (Medusii, Chronoling, Totan, Anubite Pup, Deva Spark, Kaitiaki Sprout, Qilin Calf, Frosty Tot, Valiant Sprout, Kiddie Kraken, Clay Kid, Feathered Fledgling, Whisper Wisp, Little Nanook, Canyon Sprout, Prairie Pup, River Otterling, Sunstone Spark, Jungle Tot, Esus' Fledgling, Lava Tot, Mountain Kip, Oasis Sprite), and Seimei (Treebearer & Floralfolk). This also includes more options for Anthro/Furry and Legendary humanoid races like the Fates-inspired Chronolings or the Hindi-inspired Devic Sparks. All other homebrew MUST be approved by admin staff. Homebrew already included in the Beyond Campaign materials is pre-approved. (Handbook, p. 7, pp. 85-120)
Feats and flaws related to server-based homebrew, such as Incontinence, can be found in the Reference section of the server. (Handbook, p. 7)
Every student gets two packs of plain white institutional diapers in their dorm—whether or not they need them—and upon depletion of the pack, a tracker in the student's digital tablet or school-approved analog device will notify the school's network to authorize the delivery of another two packs of diapers. These standard briefs offer 4 Use Charges. You may only receive a new pack of diapers twice per week, amounting to approximately 2.4 changes per day.
Many diapers, especially magical ones, have a certain number of "Use Charges." These represent how many incidents (wetting or messing) the diaper can handle before it's considered fully used or its magical properties are depleted.
Always refer to the specific diaper's description or the "DA BIG DIAPER CHART" for its exact number of use charges and how incidents affect them.
NO PANTIES ALLOWED. DIAPERS ONLY. Just kidding- if you're not incontinent or suffering from some sort of punishment or curse, you are allowed to wear whatever appropriate underwear you wish.
The Academy uses several types:
A more detailed list with specific properties and costs can be found in "DA BIG DIAPER CHART" (Handbook, p. 66).
Whenever a situation requires you to check your control, roll a d20. The result determines your diaper's state according to the "CONTINENCE (CON) CHECK CHART" (Handbook, p. 9). Outcomes range from "Complete Loss of Control" (mundane diaper full, magical diaper uses 3 charges) to "No Incident" or "Exceptional Control."
A mundane diaper is full after accumulating a combination of uses, such as:
The GM has the final say. A "Full Diaper" cannot absorb more without becoming a "Leaking Diaper." (Handbook, p. 9)
You suffer a 15-foot reduction in movement speed and disadvantage on Dexterity (Acrobatics, Stealth) checks and Charisma-based checks where composure is key. Stealth checks against creatures with keen scent are made with significant disadvantage. Concentration-based spells have a 10% chance to fail upon casting and each round of maintaining concentration. (Handbook, p. 10)
Penalties are starker than a full diaper. Movement is reduced by 15 feet; you have disadvantage on Dexterity checks, Dexterity saving throws, and all Charisma checks. Concentration for spells suffers a 25% failure chance upon casting, with a 10% additional chance of failure per subsequent turn the leaking state persists. A visible and olfactory trail may follow you. Prolonged leaking can lead to rashes or exhaustion. (Handbook, p. 11)
Triggered by a critical failure on a Continence Check while already Full or Leaking, or by GM fiat. Movement speed drops to 5 feet (or 0 if catastrophic). You are unable to take movement-based reactions (unless dashing, if possible) and suffer Leaking Diaper penalties until changed. You may also suffer disadvantage on all attack rolls and ability checks. (Handbook, p. 11)
A character with this trait (Prerequisite: Constitution > 11, or by flaw/choice) relies on diapers. When making a Continence Check, any roll above 10 is treated as a 9 (minor loss of control). You emit a subtle odor giving disadvantage on Stealth checks against creatures tracking by scent within 15 feet. You automatically gain the Diaper-Trained trait. (Handbook, p. 9)
Your character is accustomed to diapers. You don't suffer initial surprise/distraction penalties. You have a brief moment of awareness for minor incidents (Continence Check 6-9). You know basic diaper changing. (Handbook, p. 10)
Prerequisite: Incontinent trait.
Yes. Magical influence, high-adrenaline/combat scenarios, environmental hazards, cursed items/zones, ingestion of potent substances, or physical trauma can all trigger a Continence Check. (Handbook, p. 12)
Potty-Trained characters only make Continence Checks under extraordinary conditions (magical compulsion, extreme stress, specific consumables, teacher-enforced diapering). (Handbook, p. 10)
These are magical diapers, usually disposable, designed to be difficult for the wearer to remove. Their "Defeat Conditions" are generally severe. If sentenced to locked diapers, you cannot change your own diaper (or only when completely full, with consent and at the locker's discretion). Others can usually change you. Not getting re-diapered can lead to curses like Incontinence, Exhaustion, etc. (Handbook, p. 14)
Short Answer: Yes, the mechanic exists. Long Answer: Messy, full, and leaking diapers are a mechanic in the realm. You do not have to enjoy it, you do not have to describe it in ways that disgust you, and you don't need to go out of your way to describe it, but it may occur! Just go get changed. When playing with others, you MUST pre-discuss your intended mechanical desires if you expect them to be accommodated. (Handbook, p. 15)
Key rules include:
This usually means player time (IRL days). For example, "two weeks in diapers" means two IRL weeks. Disappearing to avoid punishment time is considered poor form. If your character is in a situation where in-game time passes differently (e.g., a dungeon taking 4 IRL days but only 1 in-game day), the IRL punishment duration still applies, but your character serves the in-game equivalent. (Handbook, p. 14)
Yes, punishments that you can opt out of include: Spanking, Chastity, Plugs, and Age/Mind Regression. (Handbook, p. 15)
Yes:
No. If killed/incapacitated, your body is instantly removed to the infirmary. If revival isn't immediate, your body can be collected. If no body, you may be penalized for a homunculi copy, which starts incontinent. (Handbook, p. 16)
There are three main ways:
If it's not in the handbook, check here: Diaper School Price List.
For items available through the VR Sim, remember 1 VRP = 1 Gold. (Handbook, p. 127)
Normally yes, but all gear purchase approvals must be submitted in the #i-want-to-buy-something channel on Discord for staff review. This ensures items are appropriate for the game balance and setting.
The handbook details several, including:
Yes, the "Padded Arcana" section (Handbook, pp. 70-84) details many spells focused on diapers, diaper use, regression, comfort, and related humorous or utility effects.
Darklings are a type of creature found in the Academy, with various forms like Lurkers, Slurpers, Enforcers, Ossuites, etc. They have traits like Scent, Tendril Lash, Umbral Jaunt, and Shadow Regeneration, but are vulnerable to radiant damage. Player character Darklings are also an option. (Handbook, pp. 15-38, 94-95)
The handbook contains "A Brief History of the Scholia Diaspros" (starting p. 17), detailing its founding ~1000 years ago, the Old War Period involving Sorceress Tabitha Caelestis and her Warforged Host, the Middle War Period (The Long Chill), the First New Dawn of Stability, and the Modern Age Period, up to the present day. This section provides extensive lore.
Expeditions allow characters to explore areas around the campus. They can be for "Expanded Reconnaissance" (mapping an area) or "Speculation" (gathering resources/items). Players choose a zone and area, then make skill checks (Survival, Nature, etc.) to determine success and rewards. Random encounters and events can occur. (Handbook, pp. 121-126)
A system for combat practice.
These are homebrew Artificer subclasses with a "Diaper School Edition" variant:
No, not necessarily. As long as the student roleplays going to the Infirmary (or a pre-approved staff character/PC who has agreed to let their character handle these off-time actions) to seek a change, they will normally be given such a luxury. The key is the roleplayed attempt to seek appropriate help.
No, not in an OOC (Out Of Character) sense. "In player time" means the punishment's duration is tied to real-world days of play, not strictly in-game days. For example, a "seven-day diaper punishment" means your character is considered under that punishment for seven days during which you are actively playing or present in the game. The purpose is to ensure players are present and accountable for the duration of their character's punishment and can't simply disappear OOC for a week to have their character return unpunished. Your character remains under the effects of the punishment in-game for that period.
The "Unexploded Regression Bomb" (p. 53) and "Old-War Regression Mine" (p. 53) specify physical stats are reduced to 8, movement to 10, and size becomes small, but intellectual skills are unaffected. The "Big Babification" spell (p. 84) causes broader effects including mental regression (disadvantage on INT/WIS saves) and impacts to potty checks. For other forms of regression (e.g., from "Babybrain" spell p. 75, or "Personal Littlespace" p. 75), refer to the specific spell/effect description. Generally, unless an effect states otherwise, core class abilities might become difficult or impossible to use effectively if the regression is significant, subject to GM discretion based on the new form's limitations.
The "Da Big Diaper Chart" (p. 66) doesn't explicitly list sizes for Large creatures. However, magical diapers often resize (e.g., "Diaper of the Hyena's Riddle" p. 57, "Padding Swap" p. 80). It's assumed the Academy can procure or magically create diapers suitable for all its students, including Large ones. Mundane diapers might be specially ordered or require multiple standard ones. This would be a good point for GM discretion or a specific ruling if it becomes a frequent issue.
The "Produce Milk" ability (p. 93) states the milk is "fully nutritious" and "bolsters vitality," allowing creatures to regain 1d4 hit points. It doesn't inherently suggest it's a "potent substance" in the negative sense that would trigger a Continence Check like spoiled rations or disruptive potions (p. 12). However, a creative player or GM might explore scenarios where an excessive amount or magically altered version could have unintended digestive consequences. Standard use is beneficial.
Pacification: This spell restricts speech and muffles the voice. It doesn't directly mention affecting continence. However, the general theme of infantile items might lead to roleplay scenarios or GM rulings where a pacified individual might be treated more like a younger child, potentially leading to more frequent checks or assumptions about their needs.
Babybrain: This spell clouds the mind with "infantile simplicity," reduces movement, and limits actions. While not explicitly stating an effect on continence, the significant mental impairment could reasonably lead to a GM ruling that the character has less control or awareness, making them more prone to accidents or requiring Continence Checks at a lower threshold or with disadvantage. The "Big Babification" spell (p. 84), which is a more severe transformation, explicitly states disadvantage on potty checks.
"Willing" in this context likely refers to the other creature's consent to the sexual act itself, independent of the wearer's ability to experience physical pleasure from it. The curse is on the wearer; the other participant must still genuinely agree to the encounter. The challenge for the wearer is to achieve this seduction (DC 18 Charisma check) despite their own sensory deprivation and the inherent awkwardness of the situation. The focus is on the act of seduction and consensual participation from the partner, not necessarily mutual physical gratification.
"Lethal magic" likely refers to spells or abilities that are inherently designed to kill or cause grievous bodily harm, even if the campus wards convert direct damage to subdual. For example, a spell like Power Word Kill or a high-level Disintegrate would still be considered lethal in intent and use, even if the wards prevent the finality of death. AoE spells that could cause significant, dangerous environmental destruction (e.g., a massive Earthquake spell that collapses a building) could also fall under this, as the intent isn't subdual. This is an area where GM interpretation of intent and potential consequences would be key. The rule aims to prevent students from using magic designed to kill, regardless of campus safeguards.
"Formless Passage" allows movement through non-magical objects, doors, or walls. A standard, mundane locked diaper might be passable. However, many punitive or cursed diapers in this setting are explicitly magical (e.g., "Locking Diapers" p. 14 are "always magical," "Clothen Pamprison" p. 56 is enchanted). If the diaper is magical or magically locked (as many in this setting are implied to be, especially punitive ones), "Formless Passage" would likely not work as it specifies "non-magical objects" and "does not work on magically locked or sealed areas."
Seimei "suffer disadvantage on any effects or rolls related to bowel/brown-note influences" due to overconsumption of human foods.
Welcome! We're excited to have you. The "How to Play: Naptime Adventures!" section earlier in this handbook is a great place to start. It covers getting on Discord, character sheets, and the very basics of D&D. Don't worry if it seems like a lot; many students and staff are happy to help new players. The core idea is to tell a story together and have fun. The D&D Player's Handbook is the ultimate guide, but you don't need to read it all at once. Focus on understanding your character's abilities and how to make basic rolls first.
Subdual damage is still damage. So, if your Barbarian takes subdual damage while raging, it would still count as taking damage for the purpose of maintaining rage. Similarly, if a spellcaster takes subdual damage, they would still need to make a Constitution saving throw to maintain concentration on a spell, just as if it were lethal damage. The main difference with subdual damage on campus is that it won't kill you outright but can still knock you unconscious and has tactical implications.
This is a nuanced interaction. "Bulky Training Diapers" (p. 8) are described as "extra thick and noticeable, potentially used to emphasize a student's regressed state or as a disciplinary measure, often imposing disadvantage on Stealth checks due to noise and bulk." "Diaper-Mastery" (p. 10) states, "In combat, aside from suffering the effects of a Leaking Diaper, you are no longer penalized by a full or messy diaper."
If the "Bulky Training Diaper" is also "full" or "messy," Diaper-Mastery's combat adaptation should negate any penalties specifically arising from its fullness or messiness (like the movement speed reduction associated with a standard "Full Diaper" state, p.10). However, if the disadvantage on Stealth from Bulky Training Diapers is due to their inherent size, noise, and visual obviousness *regardless* of how full they are, Diaper-Mastery might not negate that specific Stealth penalty, as it's a property of the diaper type itself, not just its current state of use. The GM would make the final call based on the specific circumstances and whether the penalty is tied to fullness or inherent bulk/noise.
Remember, little heroes, the most important rule is to have FUN and be kind to your fellow adventurers! Now go forth and have some amazing Diaper School adventures!
The basic expectations of all students includes BUT IS NOT LIMITED to:
A student accepts all responsibilities of being an enrolled member of the academy family- failure to do so will result in expulsion.
If you're hanging around the spaces within the Academy, you can assume you're enrolled. Orientation is optional.
Accidents that soil pants, underpants, bedding, seating, or school property may result in immediate diapering.
This school has played host to demons, angels, princes and princesses, imperial nobility, and all manner of deities nascent and juvenile. They got diapered when they had accidents. This is also expected of you.
The length and thickness of diaper punishments given to you is entirely dependent on the punishing staff member and your own actions and behavior.
If you're acting especially rotten, your diapers may also look appropriately infantile to match your tantrum.
No student is above punishment for their actions.
There exists a punishment applicable for every student and every infraction.
Hall Monitors can enforce rules & are allowed to use force when it is necessary.
Hall Monitors should attempt to restrain before subjecting anyone to force.
Alcohol and Smoking are prohibited in dorms and on school grounds.
We all know you're going to do it anyway... just be aware it's right here in the rules when you're over a knee complaining that you "had no idea," you couldn't do a keg-stand in the common area.
Use of live weapons/lethal magic on campus is highly prohibited.
All students will note that their weapons do not deal lethal damage while on campus- though are capable of knocking out and generally harming others regardless.
Uniform dress code will be enforced all weekdays & for all Students given punishment classes or other weekend duties.
As well, students taking part in dungeons or adventures off-campus must wear their armored uniform during the course of their assignment. Uniform includes: undergarment, button-up or blouse, vest, pants/skirt/diaper (counts for undergarment as well), bow/tie/bowtie/ascot, and any appropriate regalia as called-for by the activity in question.
Cheating on assignments and other forms of academic dishonesty will be dealt with severely.
Mechanical or player-based cheating of the game may result in removal of playing privileges up to and including outright Expulsion from the Realm.
Theft of personal items from staff/students will be punished severely depending on the item.
Light fingers are one thing, taking the important items of other students is another and will not be tolerated.
Right to go on quests is dependent on behavior and availability.
Questrunners are people with lives and responsibilities- they will schedule and run these quests at their own discretion. You cannot reasonably expect quests and dungeons to be paused or held back for you. If your presence in a situation would be dangerous if you need to leave, you will be teleported to safety.
Pick a game, put on your pamps, and have fun!~
Sharpen your aim and reaction time defending against waves of incoming magical ejecta swirling out from the vortex.
Face the obelisk and its trials in this focused challenge inspired by the classic playground game Red-Light-Green-Light.
Fast-paced side-scrolling runner — jump and double-jump to dodge pits, rocks, bunnies, and birds.
Cast your line, time the hook in the golden sweet spot, and reel in loot with a skill-based twist.
Build and export decks, and play on custom interactive gamespace included!
A multiplayer board-game race to be first place and ace graduation across 60 squares of eventful space! Add players, roll them dice, use your class abilities, and sprint to the finish!
Navigate a living labyrinth that shifts under your feet. Escape monsters, collect masses of treasure, and use Rune Shatter wisely to reach the exit before the maze reshapes!
A Simon-like pattern memorization puzzle. Watch, listen, and recreate the sequence across rotating rune rings.
Contain darklings across rounds with evolving weapons, powerups, and bosses. Loot up and survive.
Over the last 900 years, the academy has been a bulkwark of education against the misuse of power and an institution of consistent renown in the business of training up generations upon generations of heroes and champions of just causes.
~1000 Years Ago: Academy Plane is established by the enigmatic figure known only as The Headmaster.
~900 Years Ago: The Headmaster teaches his first class, "Practical Adventuring." The class is so overbooked that the backlog to attend is estimated to be ~890 years long.
~850 Years Ago: The Headmaster disappears from everyday life amongst the Academy. Somehow, he continues to teach his classes as usual. In time, students forget they even take the class despite it appearing on their rosters and their earning of credits towards the class. Some students claim memories from these sessions with a Professor Hoots, but many dismiss these claims as some illusory trick of the Academy's latent magics.

~800 Years Ago: Sorceress Tabitha enrolls at the Academy at the age of 12, an orphan from a devastated and erased realm.
~770 Years Ago: Tabitha creates The Well of the Blessed Engine, a device she claims will allow her to save souls from outside the realm.
710-708 Years Ago: Sorceress Tabitha unleashes the true intent of the Well of Souls. Despite claiming it had never been turned on to full power to save the souls of those who died on other planes without some way to preserve the sanctity of their spirit, the device had been collecting and storing souls for almost a century. Using this power, Tabitha creates the first of her Warforged Host.
~707-705 Years Ago: Using the power of the Well and her Warforged Host, Tabitha wrests control of the Academy from The Council of Professorial Oversight which had taken over for the Headmaster after his sudden ontological dysfunction became apparent. Her pataphysical control over the Academic Plane becomes so strong that she is able to eject students and staff that pose any sort of threat to her hegemony.
Tabitha begins to recruit students not simply for the purpose of training but to harvest the failures for conversion into a part of her Warforged Host.

704-700 Years Ago: The First Internal Siege of Scholia Proper occurs. This represents the first attack on the Campus rendered by The Warforged Host. After finding a way to bring down the anti-lethality wards on the school, Tabitha sets out to reave the souls of the largest enrolled class since the opening of the Academy. Hundreds, if not thousands, die within the first few days of fighting in the small demiplane.
704 Years Ago: Pliya and dozens of other students are killed during the events of the First Internal Siege. Warforged emerge from beneath the school and ravage the campus- held back by bulwarks of remaining magical wards and the efforts of valiant students and staff who turn back the initial tide. Tabitha, Acting Headmistress, disappears from public view when scrutiny falls on her after the attack is repelled.

703 Years Ago: Magiana and Lesser Radiana are consumed in magical fire and etheric nuclear flame as the Dragons of Monacalath are seen flying overhead in their first war formation in 200 years. They send message that this is a warning for the Academy to surrender to Tabitha's entourage. However, in burning the only lesser-protected spaces outside the grounds, Tabitha had also torched her own auspices of negotiation- war was now absolute and armies would march at The First Battle of the Gate in this year- Tabitha's armies, led by Monacalath the Dragon Lord and Sylane the Sister-Witch of the Sorceress, and the Scholian Forces led by Galander Forsythe and Ylva of the Circle of the Academy.
After weeks of slamming their forms against the Bulwark of the Gate, the Battle at the Doors takes place in the later days of this year. For a second time, Monacalath and Sylane are turned back from the Academy grounds they had once called home. The cost, Avatar of the Headmaster and another hero of the age are said to have held aloft the original doors of the school, using them as weapon and aegis against the foes of the Warforged Host.
At the Apex of Planar Power on The Eve of the New Year, The Mountains Mordest are levelled in an act of revenge after the loss of Galander Forsythe, Leader of Scholia Armies. Ylva made a pact with the spirits of nature bound to the Academy plane to destroy the mountains, dropping them into the planar void.
702 Years Ago: The Day the Mountains Tumbled results in the near-total annihilation of the Renegade Remnant of students under Tabitha, as well as eliminating most of The Training Fortress, which had been converted into The Ebony Echelon by Tabitha's forces.
The Iron March Begins as The Longest of Wintertide begins. Using Spatial Distortion magic fuelled by a last-ditch effort to tap the Well of Souls to defend against Tabitha, the Planar Demesne is drastically elongated in both spatial and temporal dimensions. The tension and stress of this action claims the lives of the entire Scholia Psionica and would mark the end of those studies at the Academy for almost 650 years.

~699 Years Prior: The Iron March concluded, and the Council of Professorial Oversight, now bolstered by the indomitable spirit of surviving heroes, reasserted its governance. The Well of the Blessed Engine, a once-proud bastion of innovation, was sealed, and the Academy embraced a new epoch of prudence and restraint in arcane research.
~680 Years Prior: The Academy, its reputation besmirched by the dark shadow of conflict, saw a dramatic decline in enrollment. In response, the Council broadened its admissions criteria, inviting pupils of diverse and unconventional backgrounds to walk its storied halls.
~650 Years Prior: The Great Library of Scholia, a bastion of erudition and the epicenter of academic endeavor, arose from the ashes of the past. It was enshrouded by an enchanted barrier, impermeable to those whose intentions were not pure.

~630 Years Prior: The Shadow Guild, a clandestine cabal of nefarious scholars and practitioners of the arcane, insinuated themselves into the very fabric of the Academy. Their machinations aimed to corrupt the youth and pilfer the school's ancient secrets.
~600 Years Prior: The Second Internal Siege of Scholia Proper was discovered as the Council unearthed a clandestine chamber within the Great Library, serving as the nexus of the Shadow Guild's operations. The ensuing battle cleansed the School of this malicious presence. After the battle, the first sightings of darklings outside the walls of the school is reported. Early darklings are largely formless and pose little threat to anyone.
~580 Years Prior: In the wake of the Old War, the Academy introduced a novel curriculum centered on the study and safeguarding of ancient artifacts, recognizing the dual nature of power in the hands of the unenlightened.

~550 Years Prior: The Planar Games, an interdimensional tournament of wit and might, were established to foster unity and camaraderie among the disparate realms of existence.
~520 Years Prior: The Circle of the Academy, a clandestine society dedicated to the protection of the School and its tenets, was formed. Their unseen hand has been a bastion of order and vigilance within the ever-shifting tapestry of academic intrigue.
~490 Years Prior: The Great Reawakening of Magic reverberated through the multiverse, and the Academy's enrollment soared. This influx of aspirants sought to harness the burgeoning power and prevent future cataclysms.

~450 Years Prior: The Headmaster's Tome, an ancient grimoire replete with the secrets of the founder's disappearance and the Academy's latent potential, was unearthed in the desolate ruins of the Training Fortress.
~430 Years Prior: The Planar Exchange Program was initiated, enabling students to venture forth and study in distant lands, thus weaving a tapestry of diplomatic ties and cultural exchanges that spanned the cosmos.

~350 Years Prior: The Academy delved into the esoteric study of Planar Mechanics, mastering the intricacies of interdimensional travel to navigate and safeguard the multiverse.
~330 Years Prior: The Diapered Defenders, a band of heroes known for their peculiar choice of emblematic attire, graduated from the Academy. Their legend grew as they championed humility and vulnerability in the face of adversity.
~300 Years Prior: The Great Schism rent the academic community asunder, as a contingent of traditionalists advocated for a return to the bygone era of the Well of Souls. The Council's intervention brought about a harmonious resolution, though echoes of discord lingered.

~280 Years Prior: The Outreach, a satellite campus of the Scholia Magus Academy, was established in the Material Plane, offering the fruits of knowledge to those unable to partake in the Planar Campus's ethereal embrace.
~250 Years Prior: The "Incontinence Incident," a regrettable prank gone awry, cast an embarrassing pall over the School. The ensuing hilarity and confusion, however, did little to deter the student body's resolve.
~230 Years Prior: The Council of Professorial Oversight was infiltrated by the descendants of the Shadow Guild. The Diapered Whisperer, a mole of insidious intent, began subtly shaping the Academy's destiny.
~200 Years Prior: The "Water War," a magical conflagration precipitated by a student's experiment, led to the temporary closure of the School of Elementalism for renovations.

~155 Years Prior: The era saw the enrollment of several current luminaries of the Academy's faculty, including the esteemed Ardelie Heller.
~150 Years Prior: The Diapered Defenders reunited to confront the emergent menace of "The Infantilizer," whose insidious power sought to diminish the great to the state of the powerless.
~130 Years Prior: The enigmatic Ghostly Host materialized before the eyes of the School's denizens, their spectral presence a silent sentinel and a poignant reminder of the Academy's storied past.

~120 Years Prior: The Infantilizer was vanquished, though not before leaving a trail of diapered dignitaries in his wake. The Diapered Defenders, having served their purpose, once again dispersed into the annals of history.
~100 Years Prior: The millennial anniversary of the Academy's founding was celebrated with the Grand Quest, a series of trials to test the mettle of its pupils and reaffirm its legacy of heroism.
~90 Years Prior: The Ghostly Host was revealed to be an unintended consequence of the Headmaster's efforts to shield the School. Their existence served as a haunting reminder of the interplay between protection and confinement.
