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