Here you will find descriptions of each of the courses offered by the city schools, the skills you will explore in each, the requirements for completion, and the related professions.
The current city school graduation requirements are:
##"The School of Messengers" with Stealth and Elixirs.
Taking messages to far flung locations in the land and aiding your home city in networking its subterfuge (spies and smugglers primarily). The messenger is trained in the land's geography, in the dispatch of notes, and the retrieval of commodities and bounty back within home city walls. Notes are passed to friendly spies in foreign cities and pilfered commodities are then entrusted to the messenger for speedy return home. The messenger course is favoured by those keen to embroil themselves in the politics and conflicts of the land; an early outlet for the ambitious.
Equipment: a red fire potion, a healhand wand, a cloak of hiding. Related Professions: SORCERER, THIEF, RANGER, SEER, LOREMASTER
Further Reading: HELP ELIXIRS, HELP STEALTH, HELP RIDING.
##"The Civic Militia" with Chivalry, Charming, a shortsword and a breastplate.
Since the young, particularly members of the schools, are protected from most attack the civic militia becomes an important organism to guard the streets and boundaries of the city. The militia's most pertinent duty is to thwart the efforts of messengers and their ilk from foreign soil since those messengers carry stolen commodities and cannot be slain by any but a fellow scholar. The militia course is favoured by the competitive, aggressive types eager to develop loyalty, alliances with fellows and, conversely, to fearlessly make enemies and work on early combat prowess. The militia course offers a unique blend of early stage weaponplay coupled with the first eight mage charms.
Equipment: a wooden shortsword, a breastplate, an iron-wrought ring. Related Professions: KNIGHT, MAGE, SORCERER, SEER
Further Reading: HELP CHARMING, HELP CHIVALRY, HELP SWORDPLAY.
##"The Hunter Gatherers" with Forestry, Herbs, and Poisons.
Learning the arts of quick movement and interplay of herbs, poisons and certain animals (the fox, the boar and the rabbit) with a core of geography, particularly in wildland and forested regions, is the aim of this course. The youngster gains an inkling of the skills listed to better educate the guild choice. The peacelover may solely collect herbs and poisons without jeopardising their graduation. The hunter gatherer course appeals to the explorer without political agenda, to the wanderer less keen on being drawn into the cut-and-thrust of competition and foreign belligerence.
Equipment: a cloth herb and poison pouch, a forestal walking stick. Related Professions: MAGE, THIEF, RANGER, ANIMIST
Further Reading: HELP FORESTRY, HELP HERBS, HELP POISONS.
##"The Disciples" with Spiritualism, Healing, Fatalism and Music.
The fledgling disciple is to be tutored in a smattering of disparate skills, for his/her education and enlightenment, and expected to utilise those skills in the real world. The duties of the disciple include collecting tithes, using spiritualism to evoke light to banish evil spirits and, if one is of certain mindset, employing the lute to bring about the evil eye curse. The disciple course is a favourite among those with a preference for exploration and peace, for those who wish to make their way through the land without conflict, aggression and political fervour.
Equipment: brown spiritual robes, a junior lute, a balsa fatalist crucifix, a collections bowl. Related Professions: MAGE, SEER, ANIMIST, BARD
Further Reading: HELP SPIRITUALISM, HELP HEALING, HELP MUSIC, HELP FATALISM.