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TestFire: Difference between revisions

From MassiveCraft Wiki
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===Dredger===
===Saendr===
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! Ability Description
! Ability Description
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| style="background-color:#dcd5f2; width: 21%;" | Super Self 2
| style="background-color:#dcd5f2; width: 21%;" | Spirit Familiar 1
| Mythic Shift
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Super Self 1 | The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
| Grants the user {{#simple-tooltip: Spirit Familiar 1 | The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
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| style="background-color:#dcd5f2;" | Magic Sight 1
| style="background-color:#dcd5f2;" | Inth Gift 3
| Toggle Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Magic Sight 1 | The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.
| Grants the user {{#simple-tooltip: Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.
}}
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Revision as of 00:10, 20 May 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.

Summary of Racial Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status. Of the list below, regardless of what Cultures a Character belongs to, one Ailor Lineage must be chosen. It is not possible to mix Lineages.

Aldor

Ability Name Ability Type Ability Range Ability Description
Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Sorcery Skill 1 Constant Passive Self Grants the user Sorcery Skill 1

Home Upgrade 1 Region Enchant Self Grants the user Home Upgrade 1

Ruin-Khurr

Ability Name Ability Type Ability Range Ability Description
Pure Body 1 Constant Passive Self Grants the user Pure Body 1

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Dredger

Ability Name Ability Type Ability Range Ability Description
Super Self 2 Mythic Shift Self Grants the user Super Self 1

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Magic Sight 1 Toggle Passive Self Grants the user Magic Sight 1

Saendr

Ability Name Ability Type Ability Range Ability Description
Spirit Familiar 1 Toggle Passive Self Grants the user Spirit Familiar 1

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Inth Gift 3 Constant Passive Self Grants the user Inth Gift 3

Occult Power Legislation and Usage

  1. Occult or Aberrant Powers are defined as the usage of those powers found within Sorcerers, Mages, Sanguine, Werebeasts, Silven, Dragon-blessed or the Undead. While this article does not define the legality of simply existing as one of said things, it defines the legality of using what unnatural abilities are granted upon those falling under said definition.​
  2. It is illegal to use Occult or Aberrant Powers. There are a series of exceptions to this:
    • It is legal while within the confines of one’s own home and only if said powers are not being used to harm any Citizen of Second Rank and above or in an act of self-defense. This does not apply to shops, and requires the explicit permission of the homeowner before use.
    • It is legal while serving as a member of the Violet Order and only while in the act of defense or attempted arrest, though one must first submit a Common Occult Registry Form (found later in this article) to the Occult Ministry and have it approved.
    • It is legal while one is a registered and approved holder of one of the following ranks recognized by the Occult Ministry and the usage of said powers falls within the confines of the specific terms of their registry. These terms are malleable and may be altered with written consent when one of said persons is commissioned by the Ministry for an approved operation. The registered ranks are:
      • Court Mage
      • White Mage
      • White Sorcerer
      • White Drake
      • White Silven
    • These ranks do not allow one to use said Powers if the owner of a home, shop or estate they are within verbally bars them from using their Powers, unless the person has explicit permission by virtue of working for or with the Violet Order or on official Ministry or Imperial business by commission.
  3. A Noble Family may have a single Court Mage within their employ, unless granted specific written permission from the Occult Minister. A Court Mage must already be a registered White Mage, White Sorcerer or White Silven, and the Noble Family must gain the Minister’s verbal or written approval before employing them. Upon employment, the Noble Family is required to provide their Court Mage with the following:
    • Comfortable room and board within their estate, no smaller than a servant’s quarters.
    • A monthly stipend of no less than 1,000 Regals for the Court Mage to use as they will.
    • A place at their dining table along with three meals a day.
    • Offered accompaniment to any events where Court Honneurs do not preclude the Court Mage from attending due to any factors of their person.
    If the Ministry finds that a Noble Family who employs a Court Mage does not meet these standards, they will rescind the Family’s right to employment of a Court Mage until they are reinstated at the Minister’s discretion. A Family’s Court Mage’s conduct will reflect upon their employing family in all potential positive and negative ways, especially so if a Family’s Court Mage successfully undertakes commissions at the Ministry or Empire’s behest. Additionally, a Family may choose to have their Court Mage represent themselves and engage in a Mage Duel with another Family’s Court Mage. Said Duels can be arranged through the Occult Minister, who will oversee and organize them.
  4. The Common Occult Registry Form can be filled out by requesting a form from the Greygate front office or via contacting the Occult Ministry. The person must include their name, nature of affliction or source of Powers, and position within the Violet Order for verification before submitting it to the Occult Ministry. If approved, it will be returned with the Ministry’s seal and the approved user may use their Powers as outlined in the 2nd exception of point iii. of this Article.
  5. Registration for any ‘White’ ranks is done by meeting with the Occult Minister by appointment or public hearing, and then undergoing a personal interview that may or may not involve demonstration of the interviewee’s Occult or Aberrant powers. For the duration of the interview, all Occult or Aberrant powers are legal by the Occult Minister or Scribe’s official verbal consent. If said person is approved, they will be marked in the registry by name, nature of affliction or source of powers, and the terms of their approved registry. This will vary for each and every registered person, but may explicitly prevent the use of some kinds of Powers while granting approval for the use of others. They will also be provided with a minted license for their own personal safekeeping. If said license is ever lost, a five hundred Regal fine will be incurred upon them for the replacement license.

Knight Order Leaders

Name Description

Primae Domenico Lampero

Domenico Lampero is the current Primae of the Viridian Order, a position he has held since the death of the former Primae, Jean-Baptiste Tuillerons, to Deathling forces during the Lo Occupation. Domenico is not only the first Dressolini Primae, but the first Primae to have never been an Elder prior to his elevation. As the entire Elder Council was executed by Freya Lo following the capture of the former Viridian Castle, Domenico was chosen by Emperor Alexander I for being the only Viridian Knight to speak of the failure of the Order at the Diet of Axford following the Crisis. Though Alexander was the one to appoint Domenico to his position as Primae, it would be his brother Cedromar I that worked with the Primae to reform the Viridian Order into its current iteration, most notably implementing the Code of Ehrenhof and retiring the Code of Charlemois, which was determined to lack the guidance needed for the future of the Viridians. While well advanced in years, Domenico always looks to staying fit, often holding his meetings with the Viridian Elders by walking around the castle grounds, as he disdains staying in one place for too long, unless there is a cold glass of whiskey in his hand. While known as a ruthless instructor who is often told to ask the impossible from the newly recruited Pages, the Primae does have a sense of optimism about the next generation of Knights, believing that honor can be found in everyone, and that it is the duty of the Viridians to bring that honor out to be seen by all. Domenico is fiercely conservative in his social views, a diehard loyalist to the Imperial Family, and the Great Uncle of the Iron Duke of Vultaro, who happens to be the Primae of the Blackguard Order.

King Florent de Gosselin

King Florent de Gosselin is the Primae of the Villiers-Eclaire Order, but is better known as the current King of the Ithanian Sovereignty. Originally the Duke of Basta, Florent was always known as an ambitious nobleman who was always interested in invading Ithania in order to implement reforms to the nation to make it more Imperialized in cultural tones. He found his opportunity during the start of the Anglian Mist Crisis, which saw his only true rivals in the region, the former Imperial Dynasty of Ivrae de Sange, swallowed up by the mist. With nobody to command the Ivrae banners against him, Florent mobilized his personal levies, alongside some of the Villiers-Eclaire Order, and invaded Ithania. The Regalian Synod was quick to recognize his ascension as Ithanian King, with the Regalian State following soon after. Since his coronation, King Florent has been a very hands-off Primae to the Villiers-Eclaire Order. Recognizing his own limitation for being a sea away from the Carainthais Monastery, he has delegated the overall running of the Order to his Elder Council, which is mostly comprised of family members and de Gosselin Loyalists. Despite his seemingly political nature, King Florent is a generally pious Unionist, who often donates part of his income to local church missions and charities, encouraging the Villiers Knights to do the same. He is the leader of the Hilfrontist Movement in the Regalian political landscape, and while Ithanian by blood, is known to be of the Imperial Culture in practice.

The Council of Eight

Spicy jalapeno bacon ipsum dolor amet ut ut laborum, chicken meatball consectetur filet mignon shank prosciutto tempor boudin pig cow spare ribs. Ex short ribs ham tongue sint meatloaf deserunt nisi t-bone doner aliquip. In ea pork chop sirloin, proident pig ullamco frankfurter corned beef pariatur ground round bresaola sed t-bone. Occaecat commodo short ribs nulla anim velit, dolore kevin qui andouille beef elit pork turducken deserunt.

Primae Witterich Luxenbourgh

Witterich Luxenbourgh is the Primae of the Lion Pelt Order, and was formerly the Order's Master of Coin on the Elder Council. The son of a Lion Pelt Knight, Witterich grew up with the intentions of joining the Order to further the family's military pursuits. Squiring under his father directly, the many learned the significance of bodyguarding, as well as being an extension of a patron's wealth and power. Upon his graduation, Witterich took up work in the city of Praag, where he became a familiar face among the elite of the area. Eventually working himself into protecting clergymen, Witterich was considered an informal Hellerian Guard, as he carried out the same duties as the halberdiers, albeit with higher fees owing to the Lion Pelt Order's reputation. This line of serving the Church would eventually land him the greatest client any Pelter could ask for: Supreme Reverend Wolffram Ultor. As the chief bodyguard of the second most powerful man in Unionism after the Emperor, Witterich earned the respect of many around him, and even acknowledged by the Villiers-Eclaire and Oranjen Orders as a equal among their ranks. Eventually, the Supreme Reverend's contract expired, and Witterich returned to Emprizais du Lion Castle, where he was made an Elder on the Council in order to teach other Knights on the skills needed to protect powerful clients such as the clergy. In present times, Witterich still serves as Primae of the Lion Pelt Order, and has been a strong proponent of the Order's services. When the Supreme Reverend Piète-a-Piète Kade-Salards was killed by Hellerians loyal to the Brothers of Virtue, the Primae was quick to remind everyone of his time guarding Wulffram Ultor, and that a Lion Pelt Knight would have been able to hold against the Hellerian traitors. However, he is also quite open to working with other Imperial Respect Orders, and even provided alms to the Oranjen Order in order for them to recover from the assassination of Piète-a-Piète. He is a Leutz-Vixe by culture, a conservative in ideology, and a strong supporter of the Emperor, having a positive view of the Imperial Guard.

Baron Richarr Tyrmont-Tirgunn

Baron Richarr Tyrmont-Tirgunn is the Primae of the Darkwald Order, though is more (in)famously known by his title of the Grey Baron. The eldest son of his father, the previous Baron and Primae, Richarr was not raised as a Darkwald Knight, but instead given a standard noble education to prepare him for feudal rule. Following his schooling in statesmanship, Richarr opted to remain away from his family holdings in Tirgunn, instead pursuing doctoral studies in the natural sciences and alchemy. It was during these studies that he became enamored by the potential to combine scientific theory with the Darkwald mission, which molded his personality into what it was today. When his father eventually passed away, Richarr inherited the title of Baron, alongside the role of Primae of the Darkwald Order. As Primae, Richarr took a more unorthodox approach to running the order, opting to research into the arcane and using his scientific background to create new ways to combat against the occult. It is said that many of the concoctions used by Arcanologists today (and supposedly the Nellon Serum for the Imperial Guard) were created by Richarr in his laboratory, earning him a position in the Imperial Scholars Court, where his stipend from the Crown went towards funding the Darkwald Order's operations. While his craft certainly earned him respect at court, his reclusive personality often led to him working in the shadows of more sociable scholars when it came to courting the Emperor's Favor. This would all change during the Undead Scare, which saw all three of Justinian II's sons killed off within the span of a few days. Sympathetic to the Emperor's loss at the hands of aberrancy, Richarr negotiated for the Darkwald Order to receive Imperial Respect, in exchange for their assurances that another Undead Scare would never put the Imperial Seat in jeopardy. Since his deal with Justinian, Richarr has remained a lurking presence in the Scholar's Court, though often keeping to his laboratory in Castle Virgadulvas until he sees reason to present his findings. Many rumors circulate as to the moral ethics used by the Grey Baron in his experiments, but the details are only privy to the Darkwald Elder Council and the Emperor Himself. He is a staunch Purist in ideology, a member of the Belliard Guilds, and a Leutz-Vixe in Culture. While technically the Baron of Tirgunn, he prefers to delegate the running of the Tyrmont holdings to the Darkwald Council and his brother the High Steward.

Grand Elder Richard Duurwallis

Richard Duurwallis is the Grand Elder of the Bloodcast Order, having been elected by the Knights at Blücherwald Castle in recent times. The bastard son of a Dragenthal Noble, Richard made a name for himself after joining a band of Bloodcast hedge Knights moving through the region, training under them as a Schilder until being formally knighted as a young man. Richard's most notable action was during the Drachenwald Crisis, where he was under the emplyment of Aldrich von Leberecht against the van Sherburne and Imperial forces. Following the Battle of Lausitze and subsequent death of Aldrich to a sellsword, Richard fled the region and went into hiding for several years, until the Chrysant War saw him return to the good graces of the Regalian Empire through his service in the military. Following the war, Richard returned to Dragenthal, training a few Schilders of his own for another decade, before setting his sights to the Crown Isle. Arriving at Blücherwald Castle, he was present during the death of the previous Grand Elder, prompting an immediate election from all Bloodcast Knights present. With only a few dozen Knights gathered, the election was determined by drawing lots, which saw Richard chosen as the next Grand Elder. Since his appointment to the position, Richard has encouraged the Bloodcast Knights to capitalize on the shortcomings of the other Knightly Orders, noting the constant assaults on the Viridian Order during the Anahera and Lo Occupations. However, the eradication of a majority of the Viridian Knights to the Deathlings caused Richard to take a step back from his rhetoric against code-abiding Knights, opting instead for coexistence and allowing personal honor to demonstrate which Knightly Order is the most noble. Richard Duurwallis is apolitical officially (though is often labeled a progressive) and a Heartland Ceardian in Culture.

Gradmaster Lancewyn of Carentot

Grandmaster Lancewyn of Carentot, known formally as Duke Robwyn of Brithdyr, is the head of the Wards of Fae Order. As the Order was believed to have been eradicated by the Azure Order in 140AC, Lancewyn's leadership is only recently becoming public knowledge, as his leadership of the Fae Knights was mostly done covertly through most of his tenure as Grandmaster. When Alexander issued the Imperial Decree on the Magi, Lancewyn was quick to reveal the full force of the Wards of Fae, and immediately went to work pushing for the Order's relic collecting mission to the public at large, making up for nearly a century and a half of sluggish success. While ultimately drawing the ire of House Tyrmont-Tirgunn and the Darkwald Order, Lancewyn is quite secure in his castle in Kintyr, owing to local Breizh support of the Wards of Fae, and the service the Knights provide in safeguarding dangerous Artifacts from more problematic groups. Lancewyn's name, like all names given to the Fae Elders, is a symbolic reference to the legends of Sir Arthair, and the Round Table from which the Wards of Fae claim to originate from. Lancewyn was Arthair's foremost Knight, and Duke Robwyn took this name owing largely to his martial prowess. As with most Fae Knights, Grandmaster Lancewyn has magical experience, with his spells revolving around combat enhancement. However, very few Fae Knights have ever seen the Grandmaster fight before, as his old age has saw him mostly focused on administrative functions and feudal management. Lancewyn is a Breizh in Culture, and fervently loyal to Kintyr's history as a result.

Prior Logan of South Bassartland

Holy Minister Logan of South Bassartland is the Prior of the Oranjen Order. While originally the title given to the leader of the Oranjen Knights was Primae, the practice ended with the tenure of the previous leader, Supreme Reverend Piète-a-Piète Kade-Salards (who himself was a former Oranjen before retiring to the Thousand Blade Monastery). Logan was never a Knight, and was a Unionist clergyman for his entire life. Working his way up the Church hierarchy, he eventually was granted the rank of Holy Minister, an office given to senior Reverends within the Sancella of Union. Eventually settling in Anglia, Logan eventually became friends with Piète-a-Piète as a fellow Minister, and the two clergymen found a shared calling in the Thousand Blade Monastery. When Alexander Kade declared Piète-a-Piète the next Supreme Reverend, Logan became something of a personal secretary to his friend, which mostly consisted of answering letters as the Supreme Reverend meditated in the Monastery to better understand the Spirit's intentions. When the Tenth Creed was discovered in an abandoned monastery by Piète-a-Piète, Logan was declared his successor as Prior of the Oranjen Order, and office he took upon his predecessor's assassination. Since becoming Prior, Logan has continued in his friend's footsteps, encouraging the Oranjen Knights to respect his position as a moral guide, but to follow their own spiritual beliefs to remain apolitical in religious and political matters. He mostly defers to the Elder Council in regards to the actual running of the Order, opting instead to pray with other monks in the Thousand Blade monastery. Logan is an Anglian in Culture, fervently loyal to the Emperor, and is wholly apoliical.

Grandmaster Carlos of Alvas

Carlos of Alvas is the current Grandmaster of the Monzon Order. Known by his nickname, the Lion of Algavarvistas, Carlos is an oddity when it concerns the leadership of Knightly Orders. While most Elders are relatively advanced in age, Carlos is by far the youngest Knight to have ever lead an Order, being only in his mid-30s. His abnormally quick ascension to the seat of Grandmaster owes largely to the missions he underwent after being knighted by the Monzons. While it is common for Monzon Knights to not reveal their syndicate contacts, it is rumored that Carlos was heavily involved in the criminal empires of Daen, with some even saying his nickname is due to his work with the Asha Corsair Lords. Regardless of the validity of these claims, Carlos did earn himself a hefty sum of gold for his services, which he used to essentially buy his way into the seat of Grandmaster once the previous holder passed away. Since his ascension, Grandmaster Carlos has been something of a local hero to Girobaldans, acting as a focus of Daendroquin pride after the Anahera Occupation tarnished the reputation of the Noble House for a brief time. While the Anahera Cabal has since regained its reknown in the region, the Lion of Algavarvistas is still a name spoken aloud by local boys, who dream of becoming Monzon Knights where they too can earn a name for themselves through fortune and glory. Carlos of Alvas is a Daendroque in culture, a Liberal in ideology, and a supporter of House Anahera.

Iron Duke Ryker Lampero

Spicy jalapeno bacon ipsum dolor amet ut ut laborum, chicken meatball consectetur filet mignon shank prosciutto tempor boudin pig cow spare ribs. Ex short ribs ham tongue sint meatloaf deserunt nisi t-bone doner aliquip. In ea pork chop sirloin, proident pig ullamco frankfurter corned beef pariatur ground round bresaola sed t-bone. Occaecat commodo short ribs nulla anim velit, dolore kevin qui andouille beef elit pork turducken deserunt.

Vyso Issar Ekatios

Issar Ekatios is the Vyso, or Grandmaster, of the Parthas Order. Issar was born to an Etosian family in Hellatia, and from a young age was brought up in the Etosian faith. He was sent to the Baitus Krelmin to become a Parthas Knight, and soon joined their members after being trained by his Vladno mentor. After being knighted, Issar immediately made his way to the Crown Isle, where he entered into the services of the Azure Order as a Sentinel of the Spire. As the Parthas Order was the sole contractor of security within the Azure ranks, Issar played a role in the "reeducation" of illegal Mages. However, his real skills were found in hunting down Shunners, or runaway Mages. Despite the offer of the Azures to utilize their Witchbloods and Seers, Issar went after Shunners by himself, often travelling into the seedier areas of the capital's undercity, interrogating magic sympathizers until they provided him information to track down his targets. It is said that Issar never came back empty handed, and was made a Parthas Elder for his efforts in the Azure Order. When the Azures were mothballed at the turn of the 4th Century AC, Issar returned to the Baitus Kremlin, where he became involved in the local slaving operations. He became the Grandmaster of the Parthas Order recently, and oversaw the integration of Undead Knights into the organization, seeing a return of many previous Parthas Knights who were once expelled for their Affliction. Issar is an Etosian in Culture, loyal to the Patriarchate of Etosil, and apolitical in ideology, aside from his strong support of slavery.

Schooling Edits

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
Riding School
  • Drixon School of Calemberg (Ailor Open)
  • Lancierron School of Ivaëlle (Altalar Open)
  • Morroïs School of Hortutor (Avanthar Open)
  • Banat-Ânya School of Horses (Ailor Open)
  • Viridian, Villiers-Eclaire, Darkwald, and Parthas Orders (Knights Only)
  • Calemberg
  • Tanaar Ivaëlle
  • Avanth Hortutor
  • Baldmark
  • Knightly Training*
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
  • Imperial Regalian Naval Academy (Ailor Open)
  • Dormin Naval School of Thought (Ailor Open)
  • Silverwind Pirate Commune (Ailor Open)
  • Talant Ilha-Faial Academy (Altalar Open)
  • Zarmanh College (Asha Only)
  • Zurmaaltaarvan (Slizzar Only)
  • Qamanalanha Admiral School (Kathar Only)
  • Dragenthal
  • Essalonia
  • Silverwind
  • Talant Ilha Faial
  • Kingdom of Nakhoor
  • Ssassrakand
  • Saivale
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
  • Al-Arraas Hamanh College (Qadir Open)
  • Narlas College for Commerce (Ailor Open)
  • Masaya Coin Academy (Songaskia Open)
  • Olamaan Economic Theoretica (Altalar Only)
  • Lion Pelt, Monzon, Blackguard, and Parthas Orders (Knights Only)
  • Qadir Hadrityas
  • Dragenthal
  • Masaya
  • Tanaar Ivaëlle
  • Knightly Training*
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
  • Imperial Regalian Marshal Academy (Ailor Open)
  • Calemberg Ordner School (Ailor Only)
  • Oussafalin Academy Songay (Songaskia Open)
  • Mizalaan College for War (Altalar Open)
  • Solsanthëa Silverhelm Commandery (Altalar Only)
  • Roktokaar College for War (Kathar Only)
  • Minenlaamjar College for War (Suvial Only)
  • Collége de Guerre et État (Ithanian Only)
  • Skole Militair Nordskag (Ailor Open)
  • Viridian, Villiers-Eclaire, and Blackguard Orders (Knights Only)
  • Crown Isle
  • Calemberg
  • Masaya
  • Tanaar Llarana
  • Tanaar Hyä-Ereya
  • Saivale
  • Avela Monvarindra
  • Ithania
  • Nordskag
  • Knightly Training*
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
  • Duchess Morgannan Society (Imperial Only)
  • Regalian Statesman Academy (Ailor Open)
  • Ivaëlleanthe Presidium (Altalar Open)
  • Kollokana Academy Songay (Songaskia Open)
  • Hadarian College of Governance (Allar Open)
  • Al-Hafirah Hamanh College (Qadir Open)
  • Viridian, Villiers-Eclaire, Lion Pelt, Darkwald, and Monzon Orders (Knights Only)
  • Irvellan
  • Vixhall
  • Tanaar Ivaëlle
  • Masaya
  • Fessa Huallo
  • Qadir Hadrityas
  • Knightly Training*
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
  • Regalian Diplomatic Academy (Ailor Open)
  • Eälessa College for Tact (Altalar Open)
  • Aerzyraaqvan (Slizzar Only)
  • Collegiate d’Évraux (Ailor Open)
  • Viridian, Villiers-Eclaire, and Wards of Fae Orders (Knights Only)
  • Anglia
  • Tanaar Essaëlle
  • Ssassrakand
  • Ithania
  • Knightly Training*
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
  • Regalian Ecological Academy (Ailor Open)
  • Al-Hamjad Hamanh College (Qadir Open)
  • Great Oak Order (Knights Only)
  • Vultaro
  • Qadir Hadrityas
  • Knightly Training*
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
  • Ssassrakand Mentoring College (Slizzar Only)
  • Regalian Informational Academy (Ailor Open)
  • Cro-Aezzan Society of Observation (Allar Open)
  • Praanistha College of Insight (Altalar Only)
  • Groupe d’Intervention Pratique (Ailor Open)
  • Thr-Aqontaal Society (Kathar Only)
  • Darkwald, Monzon, and Parthas Orders (Knights Only)
  • Ssassrakand
  • San Girobalda
  • Fessa Huallo
  • Suvial States
  • Ithania
  • Saivale
  • Knightly Training*
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
  • Canon College of Sancelle (Sancellist Unionism)
  • Minolla Convecture (Faith of Estel)
  • College of Priesthood (Shambala)
  • College of Vultdragonism (Vultdragon Unionism)
  • Kollegio Etosio (Etosian Unionism)
  • Collège des Prêtres (Priscelle Unionism)
  • Zondeloze Dogartan School (Dogartan Unionism)
  • Paarthalaar Prefect Seminary (Kathar Prefects)
  • Nessrassi Freemnazq Colzar (Slizzar Only)
  • Viridian, Villiers-Eclaire, Darkwald, Oranjen, and Parthas Orders (Knights Only)
  • Any Sancellist Region
  • Any Estellian Region
  • Any Songaskian Region
  • Any Vultarin Region
  • Any Etosian Region
  • Any Priscelle Region
  • Any Anglian Region
  • Any Dread Region
  • Ssassrakand
  • Knightly Training*
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
  • Door-Inner Huis College (Ailor Open)
  • Nicolodi’s Dance Academy (Ailor Open)
  • Madame Bette’s Performing Arts Institute (Ailor Open)
  • Anglia
  • Vultaro
  • Any Ithanian Region
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
  • Imperial Regalian Archaeology Academy (Ailor Open)
  • Litántha Allornata (Altalar Only)
  • Al-Sharorah Hamanh College (Qadir Open)
  • Tohn Amantheet (Maraya Only)
  • Great Oak, Darkwald, and Wards of Fae Orders (Knights Only)
  • Crown Isle
  • Ol Lavei Tyrai
  • Qadir Hadrityas
  • Home Swarm
  • Knightly Training*
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.