Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
School of Adventuring
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thief of Always" data-source="post: 1626178" data-attributes="member: 20762"><p>That minotaur head is a great idea...I think I might have to use that in my game...</p><p></p><p>Here's what I've come up with so far...</p><p></p><p>-----</p><p></p><p>The name of the school is Ashram Adventuring Academy. It's located on a demiplane that is a planar hub. Ashram is located in the city of Alkaran, which was built around Ashram two hundred years ago (the school itself is roughly three hundred fifty years young). Alkaran is populated by planar travelers, merchants, and Ashram alumni.</p><p></p><p>Ashram is a circular building, built around what is known as the Well of Worlds, which is a well with passages that connect it to several different planes of existence through small waterways. The Well of Worlds is located underneath the main office of Ashram and is guarded day and night year round by golems and gargoyles. Ashram also has an arena for assemblies and tournaments and a theatre for plays and performances.</p><p></p><p>Ashram has an overwhelming library, with thousands of tomes in their collection. The library is also equipped with globes of different planes, crystal balls, and mimirs you can conference with.</p><p></p><p>Classes at Ashram are organized into different schools, which are actually just different wings inside the building. The schools all have something in common and are headed by their own principal (an overall dean, who is actually Redalla Ashram, the great-granddaughter of the founder of the school, oversees everything in Ashram). The schools and their respective classes are:</p><p></p><p><strong>School of Acting </strong> </p><p>Comedy</p><p>Drama</p><p>Poetry</p><p>Speech</p><p>Storytelling</p><p><strong>School of Arcana </strong> </p><p>Abjuration</p><p>Applied Spell Mechanics</p><p>Conjuration</p><p>Divination</p><p>Enchantment</p><p>Evocation</p><p>Perspective Studies</p><p>Spellcraft</p><p>Transmutation</p><p><strong>Shool of Architecture </strong> </p><p>Architecture</p><p>Dungeoneering</p><p>Engineering</p><p>Masonry</p><p><strong>School of Art</strong></p><p>Applied Art</p><p>Ceramics</p><p>Classical Literature</p><p>Contemporary Literature</p><p>Painting</p><p>Sculpture</p><p>Writing</p><p><strong>School of Cosmology</strong></p><p>Inner Planes</p><p>Outer Planes</p><p>Planar Sociology</p><p>Planar Studies</p><p>Transverse Planes</p><p><strong>School of Culture</strong></p><p>Celestial Linguistics</p><p>Draconic Linguistics</p><p>Dwarven Linguistics</p><p>Dwarven Society</p><p>Elven Linguistics</p><p>Elven Society</p><p>Gnome Society</p><p>Halfling Society</p><p>Human Civilization</p><p>Infernal Linguistics</p><p>Orc Society</p><p>Trade Linguistics</p><p><strong>School of Discipline</strong></p><p>Burning Hand Studies</p><p>Empty Hand Studies</p><p>Foot & Hand Studies</p><p>Gentle Hand Studies</p><p>Striking Hand Studies</p><p><strong>School of Exploration</strong></p><p>Cartography</p><p>Navigation</p><p>Oceanography</p><p>Sailing</p><p><strong>School of Faith</strong></p><p>Divine Research</p><p>Elemental Domain Studies</p><p>Religion</p><p>Transcendant Domain Studies</p><p>Transverse Domain Studies</p><p><strong>School of Mercantilism</strong></p><p>Armorsmithing</p><p>Bookkeepings</p><p>Leatherworking</p><p>Locksmithing</p><p>Shopkeeping</p><p>Weaponsmithing</p><p><strong>School of Music</strong></p><p>Composition</p><p>Keyed Instrumental </p><p>Melody</p><p>Percussion Instrumental</p><p>String Instrumental</p><p><strong>School of Nature</strong></p><p>Desert Studies</p><p>Forest Studies</p><p>Grassland Studies</p><p>Mountain Studies</p><p>Ocean Studies</p><p>Tropic Studies</p><p>Tundra Studies</p><p><strong>School of Physical Science</strong></p><p>Alchemy</p><p>Anatomy</p><p>Mathematics</p><p>Physics</p><p>Zoology</p><p><strong>School of Social Science</strong></p><p>Government</p><p>History</p><p>Law</p><p>Psychology</p><p>Sociology</p><p><strong>School of Strategy</strong></p><p>Archery</p><p>Calvary</p><p>Ferocity</p><p>Tactics</p><p><strong>School of Survival</strong></p><p>Healing</p><p>Stealth</p><p>Sufficiency</p><p>Trapmaking</p><p><strong>School of Thought</strong></p><p>Applied Theory</p><p>Philosophy</p><p>Metaphysics</p><p><strong>School of Wonder</strong></p><p>Lucid Dreaming</p><p>Medium Research</p><p></p><p>{<em>Most of the classes are self-explanatory, but I'll explain a little about some of them.</em></p><p><em>Applied Spell Mechanics is essentially a 'make your own spell' class. It focuses on the process of spell creation.</em></p><p><em>Perspective Studies has students looking at certain kinds of magic from a certain perspective. Essentially, this class teaches such magic as necromancy from a 'safe' perspective.</em></p><p><em>Applied Art is a drawing class.</em></p><p><em>The School of Culture's linguistics classes are divided by alphabets, not languages.</em></p><p><em>Trade Linguistics basically teaches the in's and out's of communication between traders.</em></p><p><em>The School of Discipline's classes are generic names of the martial arts we know.</em></p><p><em>Divine Research is similar to Applied Spell Mechanics, except it works with Divine Magic.</em></p><p><em>Elemental Domain Studies teaches about domains that have to deal with the traditional elements.</em></p><p><em>Transcendant Domain Studies teaches about domains that have to deal with alignment.</em></p><p><em>Transverse Domain Studies teaches about domains that don't have direct connections to alignment or elements.</em></p><p><em>Melody is a singing class.</em></p><p><em>Ferocity teaches warriors how to channel their rage into power.</em></p><p><em>Medium Research teaches how to ghost ride (as from the Ghostwalk setting).</em>}</p><p></p><p>The schools at Ashram are all located on the first floor, with the exception of a few. Student dorms and teacher offices are located upstairs on the second and third floors.</p><p>The dorms are separated into houses, which are actually different wings (much like the schools at Ashram). There are twenty six houses, and each house has a mascot. With the exception of X and Q, each letter of the basic alphabet is represented. Each house also has a leader, who is most likely a student who has the longest attendence at Ashram at that point.</p><p></p><p>To pay for tuition costs, Ashram sends their students out on adventures. Portions of the wealth made by students this way go to their tuition payments, although all of the reputation is upheld by the students themselves. Usually, Ashram sends a dorm house altogether on an adventure, but students have the choice whether or not they wish to participate.</p><p></p><p>-----</p><p></p><p>If it seems that I have missed something, please let me know. I realized while typing this that I've neglected to add a magic item creation class, but I can fix that in later.</p></blockquote><p></p>
[QUOTE="Thief of Always, post: 1626178, member: 20762"] That minotaur head is a great idea...I think I might have to use that in my game... Here's what I've come up with so far... ----- The name of the school is Ashram Adventuring Academy. It's located on a demiplane that is a planar hub. Ashram is located in the city of Alkaran, which was built around Ashram two hundred years ago (the school itself is roughly three hundred fifty years young). Alkaran is populated by planar travelers, merchants, and Ashram alumni. Ashram is a circular building, built around what is known as the Well of Worlds, which is a well with passages that connect it to several different planes of existence through small waterways. The Well of Worlds is located underneath the main office of Ashram and is guarded day and night year round by golems and gargoyles. Ashram also has an arena for assemblies and tournaments and a theatre for plays and performances. Ashram has an overwhelming library, with thousands of tomes in their collection. The library is also equipped with globes of different planes, crystal balls, and mimirs you can conference with. Classes at Ashram are organized into different schools, which are actually just different wings inside the building. The schools all have something in common and are headed by their own principal (an overall dean, who is actually Redalla Ashram, the great-granddaughter of the founder of the school, oversees everything in Ashram). The schools and their respective classes are: [B]School of Acting [/B] Comedy Drama Poetry Speech Storytelling [B]School of Arcana [/B] Abjuration Applied Spell Mechanics Conjuration Divination Enchantment Evocation Perspective Studies Spellcraft Transmutation [B]Shool of Architecture [/B] Architecture Dungeoneering Engineering Masonry [B]School of Art[/B] Applied Art Ceramics Classical Literature Contemporary Literature Painting Sculpture Writing [B]School of Cosmology[/B] Inner Planes Outer Planes Planar Sociology Planar Studies Transverse Planes [B]School of Culture[/B] Celestial Linguistics Draconic Linguistics Dwarven Linguistics Dwarven Society Elven Linguistics Elven Society Gnome Society Halfling Society Human Civilization Infernal Linguistics Orc Society Trade Linguistics [B]School of Discipline[/B] Burning Hand Studies Empty Hand Studies Foot & Hand Studies Gentle Hand Studies Striking Hand Studies [B]School of Exploration[/B] Cartography Navigation Oceanography Sailing [B]School of Faith[/B] Divine Research Elemental Domain Studies Religion Transcendant Domain Studies Transverse Domain Studies [B]School of Mercantilism[/B] Armorsmithing Bookkeepings Leatherworking Locksmithing Shopkeeping Weaponsmithing [B]School of Music[/B] Composition Keyed Instrumental Melody Percussion Instrumental String Instrumental [B]School of Nature[/B] Desert Studies Forest Studies Grassland Studies Mountain Studies Ocean Studies Tropic Studies Tundra Studies [B]School of Physical Science[/B] Alchemy Anatomy Mathematics Physics Zoology [B]School of Social Science[/B] Government History Law Psychology Sociology [B]School of Strategy[/B] Archery Calvary Ferocity Tactics [B]School of Survival[/B] Healing Stealth Sufficiency Trapmaking [B]School of Thought[/B] Applied Theory Philosophy Metaphysics [B]School of Wonder[/B] Lucid Dreaming Medium Research {[I]Most of the classes are self-explanatory, but I'll explain a little about some of them. Applied Spell Mechanics is essentially a 'make your own spell' class. It focuses on the process of spell creation. Perspective Studies has students looking at certain kinds of magic from a certain perspective. Essentially, this class teaches such magic as necromancy from a 'safe' perspective. Applied Art is a drawing class. The School of Culture's linguistics classes are divided by alphabets, not languages. Trade Linguistics basically teaches the in's and out's of communication between traders. The School of Discipline's classes are generic names of the martial arts we know. Divine Research is similar to Applied Spell Mechanics, except it works with Divine Magic. Elemental Domain Studies teaches about domains that have to deal with the traditional elements. Transcendant Domain Studies teaches about domains that have to deal with alignment. Transverse Domain Studies teaches about domains that don't have direct connections to alignment or elements. Melody is a singing class. Ferocity teaches warriors how to channel their rage into power. Medium Research teaches how to ghost ride (as from the Ghostwalk setting).[/I]} The schools at Ashram are all located on the first floor, with the exception of a few. Student dorms and teacher offices are located upstairs on the second and third floors. The dorms are separated into houses, which are actually different wings (much like the schools at Ashram). There are twenty six houses, and each house has a mascot. With the exception of X and Q, each letter of the basic alphabet is represented. Each house also has a leader, who is most likely a student who has the longest attendence at Ashram at that point. To pay for tuition costs, Ashram sends their students out on adventures. Portions of the wealth made by students this way go to their tuition payments, although all of the reputation is upheld by the students themselves. Usually, Ashram sends a dorm house altogether on an adventure, but students have the choice whether or not they wish to participate. ----- If it seems that I have missed something, please let me know. I realized while typing this that I've neglected to add a magic item creation class, but I can fix that in later. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
School of Adventuring
Top