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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. The minimum age to enter a Schooling institution is 14.
"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. |
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 Divine College of Divinity for example, the Character is not allowed to be a Dogmatic Unionist Celate. | 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 |
- Crown-Heartlands
- Regalian Archipelago
- Ithanian Sovereignty
- Etosian Theocracy
- Lusits Kingdom
- Gallovian Principality
- Killarallis, Sirallis, and Arvost Republican Sphere
- Crown Dependencies
- Nordskag Kingdom
- Hedryll Kingdom
- Ostynde Kingdom
- Arlora Kingdom
- Torse Kingdom
- Silbrae Republic
- Dormin Republic
- Kelmoria Protectorate
- The Moors
- Talamoor Kingdom
- Talath Kingdom
- Ermoor Duchy
- Iramoor Kingdom
- Teliannh Kingdom
- Yervonth Kingdom
- Menvonth Kingdom
- Isvonth Kingdom
- Carmoor Kingdom
- Chrysant States
- Thomt Kingdom
- Alvaan Kingdom
- Rists Republic
- Mulac Duchy
- Chazr Republic
- Qwilac Kingdom
- Monzzthae Kingdom
- Thaqz Duchy
- West Hadar
- East Hadar
- Solacian Governorate
- Taria
- Bunisle
- Daen Govenorates
- Tertaverra
- Cañuz
- Caslin
- Costa Marte
- Costa Daen
- Sol Lucia
- Hallonq
- Osso
- Massif
- Basqlierra
- Mataderro
- Frontierra
- Minaal Protectorate
- L’Elvellen Principality
- Salarian Duchy
- Visois Duchy
- Andois Duchy
- Sulèce Duchy
- Crown Colonies
- Mulére Colonial Charter
- Trois Etoile Colonia Charter
- Montbartre-Etère Colonial Charter
- Maarket Colonial Charter