Umbrian College

From Harthorns-Reverie

There are three five Umbrian Colleges in Lumea Sangelui; _, _, _, Broan Cowld, and _.


Sómniaoř



History

With Lumea Sangelui being founded in 1330, the three Umbrian races quickly took on particular roles creating a society, Báuturíí took on a lot of the more civilized and political jobs, while Máncátír began forming a militaristic force and dealing with agricultural jobs. Ŕunca took to history keeping and scientific pursuits. After two decades of building this society, it was decided by the newly formed Orbis Sanguis Terrarum that a type of school would be good for their people, and so opened the first Umbrian College in 1352; [[_]]. It was met with great success and praise, until the White Plague appeared in Lumea Sangelui and killed off most of the Umbirans. It wasn't until 1572 that another school was opened, as the Umbrian community was still struggling to regain their strength after the effects of the white plague. This school, [[_]], was however, less successful as it focused on a militaristic force instead of knowledge as the first school had done. Since then, three other schools opened, which were [[_]], [[Broan Cowld], and [[_]].

Attendance

Attendance is neither required or enforced, however it is recommended that a Umbrian take at least one year. While a student can drop out anytime with or without guardian consent, they can also join with or without guardian consent.

Subjects

  • Base; Students are required to visit these classes or will be expelled.
    • Spell Basics
      • Ra'dov
      • Crook
      • Fulda
      • Torack
    • Alchemy
    • Physical Conditioning
    • Umbrian Sociology
  • Self-Study; These subjects have no class however the information to learn them are offered to students, passing the self-study test every friday is required, or expulsion.
    • Math
    • Human Studies
    • Language
      • Laopkanias; The language most books and laws are written in, as well as the native tongue for Umbrians.
    • Geography
    • Herbology
    • Constellation
    • Music
    • Art
  • Optional Additional; These subjects are entirely optional, however most students take two per year.
    • Theurgy; Ritual magic that allows you to communicate with a god's Dlua and summon them via continues incantation, drawn circles with special symbols, specific items, ect. These gods typically give special effects during the time of their summoning, or some give special effects the more they're summoned. Usually, Prisylaes peruse this Optional Additional.
    • Divination; The practice of seeking knowledge of the future. Those who take Divination will learn the proper techniques used for palmisty, scrying, anything ending in 'mancy' (except necromancy). Usually, Prisylaes peruse this Optional Additional.
    • Study of Ancient Runes;
    • Care for Astral Creatures;
    • Astral Studies;
    • San-Exercite Training; With the techniques you've learned over the course of your five years, you decide to join the San-Exercite, a special branch in the Orbis Sanguis Terrarum's military. In this class you will learn the proper techniques for fighting Astrals and Umbrians using your Dlua and tools. Usually, Bloise peruse this Optional Additional.

S.E.A.

Sorcerer Expectation Achievement, or S.E.A., is the score students must reach to pass that year and move on to the next. If they do not pass, they will be forced to repeat the year.

Graded on a scale from 0 to 1,000. Each year the passing score is raised, if you manage to get within the top ten students that year, you will receive a special reward over the summer break.

Gaining/Losing Points; The primary way of gaining points is attending class. When attending class, you will be asked to roll Inteligence and get above a specific number. When you pass/fail the class, the difference goes directly into your S.E.A. If you pass, the difference is added to your score, if you fail, the difference is taken away from your score.

Grading Gameplay

In order to pass a grade, you must attend and pass the subject four times (ranks). Each time you attend class, you will have to roll Intelligence to see if you pass that day's class, if you don't nothing happens, if you do, your rank goes up by one.

  • Grade 0
    • Class 1 = Rank 1, Class 2 = Rank 2; Class 3 = Rank 3 = Class 4 = Rank 4
    • Rank 1 you must roll above a 5 on your intelligence. Rank 2-4 you must roll above a 10.
  • Grade 1
    • Class 5 = Rank 5, Class 6 = Rank 6 = Class 7 = Rank 7, Class 8 = Rank 8
    • Rank 5 must roll above a 15, where as 6-8 above a 20.
  • Grade 2
    • Class 9 = Rank 9, Class 10 = Rank 10 = Class 11 = Rank 11, Class 12 = Rank 12
    • Rank 9 must roll above a 25, where as 10-12 above a 30.
  • Grade 3
    • Class 13 = Rank 13, Class 14 = Rank 14 = Class 15 = Rank 15, Class 16 = Rank 16
    • Rank 13 must roll above a 35, where as 14-16 above a 40.

If you fail a class, you will not advance or get any rewards. Meaning next time, while everyone else is in their class, you will be stuck in the one they already passed.

All you really have to do for Grade 0 is show up. You will be asked to roll intelligence and as long as you get above a 1, you're good. I hope everyone can get above a five, at the very least at the beginning of school.

The Self Study System is rather simple, all you got to do is take a test every Sunday. You may get a bonus to your rolls if you took the time to study through out the week, if not, you'll roll a base Intelligence.

The Optional Additional System is probably the simplest and most enjoyable. Unlike the other two systems, where you're forced to sit down and make an intelligence roll to see if you pass before moving on with the game, a majority of the classes in the OA system are more hands on, actually teaching you about the world and having your character respond, for example, in the Care for Astral Creatures class, you will actually be allowed to leave school grounds and get up close and personal with these creatures, maybe even getting one of your own. Optional Additional classes are not a requirement nor are they forced, they are however recommended by the teachers for any student who wishes to learn more about the Lumea Sangelui and Astrals.



The Five Castles of Education

Each castle represents a distinct philosophy or regional approach to survival and education in Lumea Sangelui. These institutions don’t merely teach children academics but also instill survival instincts, cultural values, and practical skills necessary for navigating the dangerous world outside.


1. Castle Drakhold (The Watchers' Bastion)

  • Location: Perched on a craggy hill overlooking a wild expanse of forests and ravines.
  • Focus: Observation and defense.
  • Philosophy:
    • "Survival comes to those who see first."
    • Drakhold emphasizes awareness, vigilance, and adaptability. Its students are trained to read the environment, spot threats, and act swiftly in response.
  • Curriculum:
    • Tracking and Scouting: Identifying signs of Báuturíí or Máncátír activity, as well as other dangers in the wildlands.
    • Fortification: Basics of setting traps and reinforcing structures against external threats.
    • Wildland Studies: An understanding of the creatures and environments of Lumea Sangelui.
  • Student Life:
    • Students at Drakhold begin each day with physical conditioning, followed by practical lessons. They are also encouraged to take turns guarding the castle's perimeter as part of their training.
  • Notable Feature: The Eye of Drakhold, a massive, ancient telescope in the castle's tallest tower, used to observe distant lands and teach students long-range surveillance.

2. Castle Sanclavé (The Silent Keep)

  • Location: Hidden within a deep valley, shrouded in perpetual mist.
  • Focus: Diplomacy and subterfuge.
  • Philosophy:
    • "Strength is the shadow of knowledge."
    • Sanclavé focuses on teaching students to navigate the complex political landscape of Lumea Sangelui, fostering skills in negotiation, deception, and understanding others.
  • Curriculum:
    • History and Politics: Emphasis on Lumea Sangelui’s history and its intricate relationship with Báuturíí and Máncátír.
    • Rhetoric and Persuasion: Training in public speaking, debate, and emotional manipulation.
    • Stealth and Evasion: Techniques for avoiding danger and gathering information covertly.
  • Student Life:
    • Days are quiet and structured, with students encouraged to keep journals of their observations. Role-playing exercises simulate real-world negotiations or survival scenarios.
  • Notable Feature: The Hall of Whispers, a massive library containing records of treaties, secret dealings, and histories, where students spend hours decoding encrypted texts.

3. Castle Bleakhaven (The Iron Fortress)

  • Location: Atop a windswept cliff, overlooking a stormy coastline.
  • Focus: Resilience and combat.
  • Philosophy:
    • "Only the strong survive."
    • Bleakhaven teaches students physical and mental fortitude, emphasizing combat training and enduring hardship.
  • Curriculum:
    • Martial Training: Hand-to-hand combat, swordsmanship, and basic firearms (though these are scarce in Lumea Sangelui).
    • Resilience Building: Lessons in enduring pain, hunger, and exhaustion.
    • Beast Studies: Training to face Máncátír and other wild creatures in combat.
  • Student Life:
    • The days are physically demanding, with rigorous drills and survival exercises. Students sleep in spartan conditions, learning to endure discomfort and deprivation.
  • Notable Feature: The Arena of Trials, an enclosed area where students face simulated challenges, from fighting off wild beasts to surviving harsh weather.

4. Castle Vintaroc (The Scholarly Refuge)

  • Location: Hidden deep within a mountainous cave system, protected by labyrinthine tunnels.
  • Focus: Knowledge and magic.
  • Philosophy:
    • "Knowledge is the truest weapon."
    • Vintaroc teaches the secrets of Lumea Sangelui’s history, magical remnants, and scientific advancements.
  • Curriculum:
    • Arcane Theory: Basics of hemomantic and aetherial magics, though limited post-Idle-Glance.
    • Alchemy and Herbology: Creation of potions, salves, and basic remedies.
    • Engineering and Innovation: Basic mechanics and crafting, using what little resources the wildlands provide.
  • Student Life:
    • Days are spent in study, with regular experiments in the castle’s laboratories. Students are encouraged to collaborate on projects that could aid survival outside.
  • Notable Feature: The Sanctum of Echoes, a massive, glowing chamber where ancient relics hum faintly with lost magical energy.

5. Castle Solairus (The Guiding Citadel)

  • Location: On a vast plateau, surrounded by golden fields that shimmer in sunlight.
  • Focus: Leadership and community.
  • Philosophy:
    • "The future belongs to those who inspire."
    • Solairus trains future leaders and caretakers, emphasizing responsibility, empathy, and the ability to unite people.
  • Curriculum:
    • Leadership Training: Lessons in governance, decision-making, and moral philosophy.
    • Community Building: How to foster trust, cooperation, and resilience in others.
    • Practical Survival: Basic farming, crafting, and first aid to sustain a community.
  • Student Life:
    • Days begin with communal activities, such as maintaining the castle grounds, followed by lessons on leadership and group dynamics. Students often roleplay as leaders or mediators in simulated crises.
  • Notable Feature: The Crown Hall, where statues of past leaders line the walls, serving as a reminder of the responsibility carried by those in power.

The System and Its Impact

  1. Selection Process:
    • At age 5, children from every settlement are chosen to join a castle. Assignments are based on aptitude tests and the needs of their community.
  2. Life at the Castles:
    • Students live in their assigned castle until age 14. During this time, they form close bonds with their peers while being prepared for the dangers and realities of Lumea Sangelui.
  3. Graduation and Reintegration:
    • At 14, students are sent back to their home settlements or further trained in specialized roles (e.g., joining Báuturíí enforcers, Máncátír scouts, or sorcerer archives).
  4. Political and Social Influence:
    • Graduates of the castles often hold important roles in their communities, shaping the culture and survival of Lumea Sangelui.

Symbolism of the Castles

The five castles symbolize humanity’s resilience and adaptability, each representing a different approach to thriving in a hostile world. They also reinforce the social stratification of Lumea Sangelui, as the type of training a child receives can significantly shape their future.


Famous Graduates of the Castle System

1. Draeven Vos (Castle Drakhold)

  • Role: Legendary Scout and Pathfinder
  • Legacy:
    • Draeven is remembered for mapping the Shattered Vale, a notoriously dangerous and uncharted region of Lumea Sangelui, filled with Báuturíí enclaves and rogue Máncátír packs.
    • His innovations in tracking techniques and survival tactics became standard lessons at Drakhold.
  • Conflict:
    • Draeven was executed after being accused of leading Báuturíí sympathizers into a fortified town. Debate continues on whether he was guilty or a scapegoat for political convenience.

2. Alyssara Marowen (Castle Sanclavé)

  • Role: Diplomat of the Scarlet Accord
  • Legacy:
    • Alyssara brokered the Scarlet Accord, a historic treaty between Báuturíí elders and human settlements, ensuring safe passage for caravans in exchange for blood donations.
    • Known for her ability to manipulate perception through subtle words and gestures, Alyssara was both admired and feared.
  • Conflict:
    • Her assassination during the Accord's signing ceremony triggered widespread distrust between humans and Báuturíí, nearly igniting war.

3. Harkon Trelmar (Castle Bleakhaven)

  • Role: Leader of the Ironshield Crusade
  • Legacy:
    • A warrior of unparalleled strength, Harkon led the Ironshield Crusade, reclaiming several settlements lost to Máncátír during a deadly uprising.
    • He is credited with developing the Red Fang Protocol, a combat strategy specifically for dealing with Prodigura-class Máncátír.
  • Conflict:
    • Harkon’s brutal tactics, including the extermination of peaceful Máncátír, led to his exile. His story remains a cautionary tale about the dangers of unchecked power.

4. Miren Dell (Castle Vintaroc)

  • Role: Historian and Relic Keeper
  • Legacy:
    • Miren unearthed the Tome of Fragmented Threads, an ancient text believed to hold remnants of sorcerer knowledge. Though incomplete, the tome became a cornerstone for modern magical studies.
    • She founded the Arcanum Collegium, an institution dedicated to preserving and studying hemomantic and aetherial artifacts.
  • Conflict:
    • Miren was exiled after a faction within the Collegium accused her of experimenting with forbidden sorcery. Her whereabouts remain unknown, but her discoveries continue to shape magical studies.

5. Elias Voltren (Castle Solairus)

  • Role: Founder of the Voltren League
  • Legacy:
    • Elias united dozens of fragmented settlements into the Voltren League, a cooperative network focused on mutual defense and resource sharing.
    • His emphasis on empathy and diplomacy earned him a revered status, but his methods also sparked resentment among more militaristic factions.
  • Conflict:
    • Assassinated by radical separatists who viewed his cooperative policies as a threat to their independence, Elias’s death fractured the League and led to decades of infighting.

Conflicts Related to the Castle System

1. The Scarlet Dissent

  • Overview:
    • A faction of Lumea Sangelui’s elders viewed the castle system as an unnecessary drain on resources, arguing that children should be raised within their families to strengthen community bonds.
  • Outcome:
    • This dissent grew into a violent rebellion, with rogue Báuturíí attacking caravans and abducting children en route to the castles.
    • The rebellion was suppressed after the Red Moon Massacre, where hundreds of dissenters were executed.

2. The Bleakhaven Purge

  • Overview:
    • Graduates of Castle Bleakhaven, emboldened by their training, formed a militarized faction called the Crimson Legion, claiming the castle system created "the strongest of the strong."
  • Outcome:
    • The Legion attempted a coup, seeking to impose martial law across Lumea Sangelui. The other castles united to crush the Legion, resulting in the Bleakhaven Purge, where hundreds of former students were executed.

3. The Shadow March

  • Overview:
    • During the height of the Idle-Glance, sorcerer graduates from Castle Sanclavé led an uprising against the governing council of Lumea Sangelui, claiming that the castle system had bred subservience instead of innovation.
  • Outcome:
    • The rebellion ended in the Shadow March, where sorcerer remnants attempted to retake Sanclavé. The council responded with Máncátír enforcers, decimating the rebels. The castle remained operational but became heavily monitored by Báuturíí forces.

4. The Tainted Thread Scandal

  • Overview:
    • Castle Vintaroc was implicated in a scandal involving the trafficking of sorcerer relics, which were being smuggled out of Lumea Sangelui to nations like Eisina and Hashikonai.
  • Outcome:
    • Several staff and graduates were executed, while Castle Vintaroc’s reputation suffered immensely. This event marked a turning point, leading to stricter oversight of the castle system.

5. The Exodus of Solairus

  • Overview:
    • During the Eaftousian War, graduates of Castle Solairus abandoned their duties, fleeing to the Caidanadian Concentration. They argued that Lumea Sangelui’s reliance on the castle system had created a fragile society incapable of facing global conflicts.
  • Outcome:
    • Solairus suffered a decade-long decline, with fewer families sending their children to the castle. It took the efforts of charismatic graduates like Elias Voltren to restore faith in its teachings.

Cultural Legacy of the Castles

  • Graduates as Heroes: Many graduates become legendary figures, celebrated in folklore and history. However, their stories often carry a darker edge, reflecting the harsh realities of Lumea Sangelui.
  • Generational Debate: Some argue that the castle system breeds resilience and unity, while others see it as a tool for indoctrination and control.
  • Global Influence: As graduates venture beyond Lumea Sangelui, they bring its values, philosophies, and conflicts with them, shaping the politics and cultures of other nations.


The five castles in Lumea Sangelui serve as both educational institutions and bastions of survival, but their operation is far from harmonious. Each castle has its own internal hierarchy, power struggles, and unique challenges, which shape their relationships with one another and the outside world.


Hierarchy and Governance

Each castle is led by a Castellan, who oversees all operations, from education to defense. The Castellan works with a Council of Mentors, senior instructors who represent the castle’s various disciplines. Beneath them are Junior Mentors and Apprentices, often former students who stay on to teach or assist.

  1. The Castellan:
    • Holds absolute authority within the castle walls.
    • Selected through a combination of seniority, political influence, and—rarely—popular vote among the Mentors.
    • Responsible for balancing the castle’s internal needs with the external demands of Lumea Sangelui’s governing council.
  2. Council of Mentors:
    • Composed of five to seven senior instructors, each specializing in a key discipline (e.g., survival, history, combat, diplomacy).
    • Often divided by conflicting ideologies or loyalties, leading to intense debates over curriculum, alliances, and the treatment of students.
  3. Junior Mentors and Apprentices:
    • Act as the bridge between students and the upper hierarchy.
    • Apprentices often resent their position, as they are essentially unpaid workers tasked with menial duties while striving to earn a permanent role as a Mentor.

Rivalries and Conflicts

  1. Inter-Castle Competition:
    • While the castles are supposed to collaborate, their differing philosophies and methods often lead to tension.
    • Bleakhaven and Drakhold frequently clash over military versus observational approaches to survival.
    • Sanclavé and Solairus have an ongoing ideological conflict, with the former advocating for calculated manipulation and the latter for empathetic leadership.
  2. Factionalism Within Castles:
    • Mentors often align themselves with factions based on their beliefs about the castle’s role in Lumea Sangelui.
    • For example:
      • In Vintaroc, the Preservationists focus on safeguarding relics, while the Experimenters push the boundaries of hemomantic and arcane research, risking moral and physical dangers.
      • In Solairus, the Traditionalists emphasize communal values, while the Reformists advocate for greater individual freedoms.
  3. Resource Disputes:
    • Each castle has unique needs but relies on limited resources from the settlements. This leads to competition over supplies, especially during harsh winters or periods of external strife.
    • Students and Mentors are often sent on diplomatic missions to secure alliances with nearby Báuturíí or Máncátír groups.

Student Representation

Though rare, students sometimes form informal councils or factions within the castles to voice their concerns or influence policies. These groups are often tolerated but closely monitored.

  1. The Drakhold Scouts:
    • A secret student group that gathers intelligence on the wildlands and shares it with fellow students, occasionally undermining the official curriculum.
  2. The Solairus Freeborn:
    • A collective advocating for more student autonomy and reduced military-style discipline.
  3. The Silent Pact (Sanclavé):
    • A clandestine organization of students learning unsanctioned forms of manipulation, including mind games and subtle uses of leftover aetherial magic.


Caravans That Transport Children

The caravans that bring children to the castles are critical to the survival of Lumea Sangelui’s education system. However, these journeys are perilous, as they traverse the dangerous wildlands, passing through Báuturíí enclaves, rogue Máncátír territories, and untamed wilderness.


Structure of the Caravans

  1. The Guardians:
    • Each caravan is protected by a group of Guardian Scouts, elite fighters trained to handle wildland threats. Many are Bleakhaven graduates or retired Báuturíí enforcers.
    • Guardians operate in pairs, using both martial skills and strategic traps to fend off attackers.
  2. The Carriage Train:
    • Each caravan consists of several heavy, fortified carriages:
      • Children’s Carriage: Enclosed and reinforced, with narrow, barred windows and hidden compartments for emergency evacuation.
      • Supply Carriage: Carries food, water, medical supplies, and weapons.
      • Guardian Carriage: Equipped with mounted weapons, such as harpoon launchers or flame jets, to deter or kill attacking creatures.
  3. Wayfinders:
    • A pair of Drakhold-trained scouts travel ahead of the caravan, mapping the route, spotting ambushes, and laying traps if necessary.

Challenges Faced by the Caravans

  1. Báuturíí Attacks:
    • Some rogue Báuturíí covens see the caravans as easy prey, targeting them for blood or ransom.
    • Diplomatic Guardians often carry blood offerings to placate such groups.
  2. Máncátír Ambushes:
    • Packs of Máncátír often see the caravans as intruders in their territory, leading to violent confrontations.
    • Caravans use a combination of defensive tactics and baiting techniques to escape.
  3. Environmental Hazards:
    • The wildlands are treacherous, with frequent storms, quicksand pits, and unstable terrain. Guardians must ensure the carriages stay on course while protecting passengers.

The Children’s Experience

  1. Fear and Uncertainty:
    • For many children, the journey to the castles is their first exposure to the dangers of the wildlands. Guardians often struggle to keep them calm and quiet to avoid attracting predators.
  2. Stories and Myths:
    • Guardians and older children tell tales of castle heroes and past graduates, blending fact and fiction to inspire courage among the younger passengers.
  3. Emergency Drills:
    • Children are taught evacuation protocols, including how to hide in false-floor compartments beneath the carriages or flee to nearby hideouts marked by the Guardians.

Legendary Caravan Tales

  1. The Shadowed Crossing:
    • A caravan en route to Sanclavé was ambushed by a massive Prodigura pack. The Guardians managed to hold them off until a Báuturíí elder arrived, offering sanctuary in exchange for a blood pact with the students.
  2. The Ghost Caravan:
    • A Vintaroc-bound caravan vanished during a storm in the Black Marshes. Decades later, travelers claimed to have seen spectral carriages in the marsh, with the voices of children echoing through the fog.
  3. The Siege of Pale Hollow:
    • A caravan headed for Bleakhaven was trapped in an abandoned village surrounded by rogue Báuturíí. The Guardians and students held out for three days before reinforcements arrived, earning them a place in castle lore.

Impact on Lumea Sangelui

  • Cultural Symbolism:
    • The caravans are a testament to the resilience and courage of Lumea Sangelui’s people. Stories of their journeys are passed down through generations, becoming part of the national identity.
  • Political Tensions:
    • The resources required to maintain the caravan system often cause friction between settlements and castles, with some arguing that the system prioritizes children over the struggling adults left behind.
  • Graduates' Attachment:
    • Many graduates carry fond or traumatic memories of their caravan journey, influencing their loyalty to their castle and their perspective on the dangers of the wildlands.