Most arcane academies treat spellcasting and magical research as subjects best studied under isolated, highly regulated conditions. The Passage Institute, on the other hand, believes that the place to study, research, and practice magic is out in the world. Rather than developing a new generation of aloof, self-important, arcane snobs, the institute encourages its students to use their skills freely for the good of all—and for personal gain.
Joining the Passage Institute
Students typically come to the Passage Institute for one of three reasons. Many never demonstrated the magical aptitude to be accepted at one of the more prestigious arcane academies. Some began their training at other schools (such as the Arcane Congress located in nearby Arcanix), but after finding the academic atmosphere stifl ing, they sought out the Passage Institute for its greater freedom and more relaxed air. Finally, a large number of students come to the Passage Institute simply because the tuition is less than half that of most other schools.
The Passage Institute accepts anyone with the interest to study spellcasting, whether they were born with the knack or not. About half its students come from other walks of life and simply want to augment their abilities with basic spellcasting skills. Because it emphasizes work in the field, the atmosphere on campus is filled with stories of exciting exploits and fabulous treasures, rather than excruciating speculation about arcane minutiae. Because much of a student’s advanced training is in the field (with the school keeping half of any profits generated by these expeditions), the institute is able to keep fees to a bare minimum.
Life at the Passage Institute
Introductory classes are similar to those found at other arcane academies, but are augmented with lessons in elementary dungeoneering. When a student reaches a basic level of proficiency, about half of his or her course load becomes “practical field exercises.” In other words, the institute sends the students out on adventures, even hiring them out to adventuring parties (creating another revenue source for the school). A student graduates once his or her exploits have netted the institute a total of 1,000 gp.