First of all, apologies to Patrick Rothfuss for some of the more blatant
Next up, adapting some FATE rules for this. Thinking Dresden Files RPG would be reasonably easy, substituting a few skills here and there, and casting more or less intact.
What I will say is, every character has some form of personal aid or focus to their magic. Whether it's a wands, a ring, a glass orb, or a pentacle necklace. Without the focus, magic isn't possible (without some kind of ability/stunt). These focuses needn't be unique, but are of great sentimental value to the practitioner.
It should also be noted that the school caters for a full panoply of students, and so there are students who have no magickal aptitude whatsoever, for whom the classes in linguistics, tactics and history prepare them for diplomatic careers, or for whom mathematics and engineering leads to architecture.
Ser Coranth School for the Furtherance of Knowledge and Wisardry
Ser Coranth was a noble born slightly over a thousand years ago, and used a portion of his large fortune to establish a great school, that the world as a whole might benefit. He built it at the borders of his own country, as well as those of two others.
Over time, the school has grown to the size of a small town, surrounded by quarters of servants and merchants and innkeepers, whilst at the same time growing itself in the pursuit of new, forgotten, and esoteric knowledge. Its name refers to the long held belief that Magickal aptitude is founded upon deep wisdom.
The school boasts a handful of colleges, almost as many faculties, an overall population in the thousands, and sits upon land bequeathed it by all the surrounding nations, prior to their entry into the Commonwealth.
These comprise the area upon which the school is built, some forested area that disappears over the northern borders
Tuition at the school is set annually, following exams and a personal interview with the Chancellor’s Council. New students forego the exams and take extended interviews.
Tuition usually tops out at fifty Guilders a year, but is influenced by perceived ability of the student and a knowledge of how much a student can afford to pay (a great many nobles send their children to the school after all).
Beneath the Chancellor and the Deans of the Faculties sit the various Masters of a particular subject. It is they who teach the various classes.
Also of note are the Provosts of the various colleges, the Wardens (the enforcers of the various Rules, Laws and Codified Statutes of the School), as well as the servant class that has grown up around the school.
Example ranks/persons:
Chancellor
Dean of the Faculty of History
Dean of the Faculty of Magick
Dean of the Faculty of Natural Philosophy
Dean of the Faculty of Medicine
Dean of the Faculty of Languages
Provost of Bannermouth College
Provost of Coranth College
Provost of Carrefour College
Provost of Polettus College
Master of Early Imperial Literature
Master of Late Imperial Tactics
Master of Mathematics
Master of Pre-causal Effect
Master of True Names
Head Warden
Wardens of the School
Head Groundskeeper
Head Steward
Bursar
Some locations within the school and surrounding area:
Chambers - Home to the Masters
Grand Hearth - a large hall adjacent to Chambers, used for functions
Commons - a group of several buildings of bunkhouses and small dining halls
The Quint - a five-sided open square in the centre of the School
Towers - the tall towers of the school can be seen from miles around
The Undercroft - a storage area/cellar
The Overcroft - located directly above the Undercroft, also for storage
Flagstones Market - the largest market in the school
Goblin Market - a market for finding interesting magical gewgaws, ingredients and formulas
Gardens - a botanical garden
The Rookery - A stack of nests dating back hundreds of generations, on the roofs of Commons
Limns - Where new manuscripts are transcribed and illuminated
Twixt - A frequently used alleyway running between the Towers
Ministry - The Ministry of the Assembly. The Assembly maintains a presence to keep a watchful eye on things, headed by the Minister
Ideas of classes:
Alchemistry
Advanced Enchantment
Abjuration and Wards (Early Imperial through Modern Commonwealth)
Basic Retrotheometry
Basic Potioncrafting
Comparative Anthropology
Geometry of Magick
Introduction to Medical Applications of Herbs
Languages of the Goblin People
Legal Statutes on Augury and the Ethics of Precognition
Parazoology
Pattern Resonance
Pottery
Precognitive Dissonance Theory