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! colspan="2" style="background-color:#C9D8CC;" | | ! colspan="2" style="background-color:#C9D8CC;" | The Violet Order is the City Guard of Regalia, and is responsible for law enforcement in the Capital City. Led by a Lord Commander elected by popular vote of the guard force, the Violets have several sub offices which assist in the functioning of the organization. | ||
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''' | '''Lord Commander''' | ||
Duke Viggo Sorenvik | |||
| colspan="2" style="background-color:white;" | | | colspan="2" style="background-color:white;" | | ||
The Lord Commander is the highest authority within the Violet Order. In charge of approving and declining applications for new guards, the position can command any and all in the Violet Order. The Lord Commander is elected by majority vote of all Violet Guards present at regular Guard Meetings, and commanders the organization until resignation, or a vote of impeachment. | |||
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''' | '''Medical Requisition Officer''' | ||
Countess Cecile Howlester | |||
| colspan="2" style="background-color:white;" | | | colspan="2" style="background-color:white;" | | ||
The Medical Requisition Officer (Medical Officer for short) is responsible for maintaining the Guard Medic Corps. The Guard Medic Corps are responsible for medical assistance in Greygate Isle, as well as field-Medical duties to Guards, but also curing of any Affliction they can and are commanded to do. The Guard Medic Corps can be commanded by any City Guard. The Medical Officer can both be a Guard, or a civilian, and grants access to all parts of the prison, but not armor and weapon permits, nor the right to enforce the law. This position can freely be hired and fired by the Lord Commander and is considered part of the Lord Commander's cabinet (so if a new Commander is voted in, this position is expected to be vacated for someone else). | |||
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''' | '''Crafts Requisition Officer''' | ||
Duke Leufred du Triege | |||
| colspan="2" style="background-color:white;" | | | colspan="2" style="background-color:white;" | | ||
The Crafts Requisition Officer (Crafts Officer for short) is responsible for managing the businesses and logistics of the Guard. This can include a forge that works for the guards, as well as managing the Artifact Storage of the Guard. The Crafts Officer should also OOC communicate with the World Staff when new Guard Offices and Rooms are required. They should also manage the report storage for Crimes and bring forth documentation during trials where necessary. The Crafts Officer also manages demolition experts, when they are required in the field, to demolish an entryway through either explosives or battering ram. The Crafts Officer can both be a Guard, or a civilian, and grants access to all parts of the prison, but not armor and weapon permits, nor the right to enforce the law. This position can freely be hired and fired by the Lord Commander and is considered part of the Lord Commander's cabinet (so if a new Commander is voted in, this position is expected to be vacated for someone else). | |||
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''' | '''Reeve's Office''' | ||
Baron Carl von Bepsingen | |||
Vacant | Vacant Clerk | ||
Vacant Clerk | |||
| colspan="2" style="background-color:white;" | | | colspan="2" style="background-color:white;" | | ||
The Reeve's Office is responsible for managing guard-to-guard, guard-tp-commander, guard-to-civilian and all reverse conflicts that may arise, but also acts as a reporting point for any Guard abuse, violation of Guard rules, or general misbehavior from anyone beholden to the Guard. The Reeve's Office is always appointed by the Emperor, but they may have up to 2 Clerks that work at the Reeve's Office to delegate work towards, those two are appointed by the Lord Commander. The Reeve's Office is inherently a conciliatory institution meaning that, even though the Reeve has the right to suspend Guards for investigation, they primarily work to compromise and resolve issues, instead of outright punishing them. Punishment is dealt with separately through Court Martial matters sent to the Military Commissioner, who is beholden to the Lord Chancellor. | |||
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Revision as of 21:10, 24 April 2021
This Page is prone to Shrodinger's Tangerine. "Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21 Keep in mind, content on this page will shift and change.
The Government Agencies
Schooling is a Point-Buy mechanic that allows a Character to have attended a major academy or institution somewhere in the world and gotten an education there. Each school costs 3 Proficiency Points to have attended. When you purchase a pack, specify which School of that pack you attended on your Character Application. Attending a school gives a Character the bragging right of having gone there, but also a unique mechanic that can be used in Progressions to reflect their higher education, and a function that can be used in-game. Whether or not a school blocks students is indicated by the 'Open' or 'Only' next to its name. Open means anyone can go. Only means only the Race or Culture that runs the school can go. There is no cap on how many schools your Character can have attended, although it should make sense in the Backstory you have written up for them. Some packs can be bought multiple times, to get more schools of that pack, but this doesn't apply to all packs. Check the descriptions for more information.
Packs
School Type | Schools | Locations | Function | Progression Use | Backstory Rights |
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Riding School |
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Grants the Character 3 years of Riding School experience with a variety of mounts, allowing them to in theory be able to ride any type of war-mount. This Pack can only be purchased once as all Riding Schools are the same. | Allows the Character some communication contacts at their School to communicate with in Geo Politics who will be somewhat positive towards them. | None |
Admiral School |
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Grants the Character 3 years of Academic Naval Theory schooling, giving them the know how to either function as a Captain or Admiral. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies. | The Character will be able to part-take in Progressions as a Captain or Admiral. | The Character can have employment in the national Navies of the specific school they went to. |
Finance School |
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Grants the Character 3 years of Economic learning at an Economic theory institute. This Pack can be purchased only once as most economic schools teach the same theorem. | The Character becomes less likely to be scammed or cheated out of a financial Progression Action. | The Character can have a modest trade company that is doing well in the nation of the school they went to. |
Command School |
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Grants the Character 3 years of Academic Marshal Theory schooling, giving them the know how to either function as a General or Frontline Commander. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies. | The Character will be able to part-take in Progressions as a General or Marshal. | The Character can have employment in the national Armies of the specific school they went to. |
Statesman School |
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Grants the Character 3 years of Academic learning on how to run a successful state bureaucracy or administration. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies. | The Character will face less failed nation-level implementation of policy. | None |
Diplomacy School |
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Grants the Character 3 years of hands-on Diplomatic learning both from theory at the School, but also from internships at foreign diplomats as secretaries. This pack can only be purchased once. | The Character will no longer cause diplomatic accidents by accidentally offending another nation’s diplomatic protocol, which is possible for those without formal training. | The Character will have been well-travelled, having seen many capitals of many nations, even if they should logically not have the financial means to do it themselves. |
Natural Sciences School |
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Grants the Character 3 years of learning of Natural Sciences and a greater understanding of the natural laws of physics, medicine, meteorology and geography of the world. This Pack can be purchased numerous times to learn additional doctrines. | The Character can detect additional Geographic, Medical, Physics or Meteorological effects in situations that may otherwise appear Occult, or have different theories during certain Occult Progression trips. | Your Character can insist on the prefix Doctor in front of their name, though there is no law dictating that Doctor must be used as title address. If Noble, Doctor is also less important than any other title the Noble may have, including title-less Noble. |
Espionage School |
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Grants the Character 3 years of learning at a school that specializes in how to gather information particularly from other nations, societies and communities. This involves both theory classes and in-practice field tests. This Pack can only be purchased once. | The Character can use additional espionage options during Geopolitics progressions when interacting with non-Regalia societies. | None |
Cleric School |
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Grants the Character 3 years of learning at a School for their organized religion. It is mandatory that a Character who part-takes in their first School is of the actual religion of that School. This Pack can be purchased multiple times however. While the first School must have been of the faith of the Character, additional Schools don’t have to be, and can be treated as “expanding religious horizons to know better how to debate them and disprove them”. | This Pack does not grant Progression uses, but is mandatory before a Character can be an ordained Priest of that particular Religion. Without the Sancellist School for example, the Character is not allowed to be a Sancellist Unionist Curate. | None |
Performance School |
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Grants the Character 3 years of learning at a School for Performative Arts. This involves theory, but also classes and actual stage performance practicals. This Pack can be bought multiple times to add more learning. | None | The Character can be famous for their stage performances in the area where the School is (Door-Inner in Anglia, Nicolodi’s in Vultaro, Madame in Ithania & Pays-Sud). |
Archaeology School |
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Grants the Character 3 years of theoretical learning at an Archeology and research institute to old civilizations. This Pack can be repeated numerous times to learn more about the Archeology of the School’s specific source culture, as they only teach the source culture’s Archeological sites and ruin exploration. | Allows the Character to not have to look around for ruins. Provided they are looking for (for example) Ailor Ruins, and have studied at the Ailor School, they no longer need to play a game of cat and mouse, and will know where to find that type of ruins in a general area immediately. This however will still fail if the area has already been explored fully or all ruins have already been looted. | None |
*Certain Knightly Orders allow their members to learn the equivalent of certain School Types during their training. Knights who wish to learn these School Types may invest the 3 points per Type where applicable, but cannot attend any other schools in the same Type category. Furthermore, Knights cannot claim any of the Backstory Rights, as their membership to their Knightly Order is a lifelong commitment. The Bloodcast Order is the exception to this, and their Knights may freely join any Schooling they wish.