To be filled with table of contents.
Classes to be edited with more detail later on.
Coming Soon
Squad Level Tactics:
Terran History & Geography:
Military Intern Training (M.I.T):
To be filled with table of contents.
Classes to be edited with more detail later on.
Coming Soon
Squad Level Tactics:
Terran History & Geography:
Military Intern Training (M.I.T):
Last edited by supernal; 11-17-2011 at 08:53 PM.
A man isn't a collection of chemicals; he is a collection of ideas
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Geomancy is the study and execution of Terrenus and Gainism's main discipline. Note that the craft and manipulation in this sense are being referred to as a discipline, and not as magic in the formal sense, and so does not operate under the same rules and restrictions as customary arcana. It is a branch of knowledge, a system of rules of conduct and methods of bringing the disparate elements of the human condition into a synergistic whole. It does not take any magical inclination to learn, and anyone can pick it up with enough sweat and moxie.
Geomancy I: The first class is "unchaining the mind". Loosening the hold of the complex man-made systems of conceptual organization that serve only as tools of division and separation, putting the conscious, ego-centered mind at odds end with the universal whole. When the mind is unchained the discipline comes to realize that all things in the universe are connected, and it is this impression that lays the foundation for further mastery. The work of this class is not the dissolution of the go, but the resizing of it so that it does not dominate completely all aspects of the psyche. By the end of this class, the student has minor earth-bending ability.
Geomancy II: The second class of mastering Gaian Geomancy is "growing closer." Here the students are taught more comprehensive the techniques and methods that bring the spirit-soul in closer harmony to the earth's hum. This serves the dual purpose of synchronizing and stabilizing the, by now, rapidly growing connection between student and earth. They are taught the critical principles of sympathy, empathy, the importance of seeing beyond the illusion of separation is again emphasized, as is the utter necessity to keep a clear mind free of distraction and inner turmoil. By the end of this class, the student has mild earth-bending ability.
Geomancy III: The third class is "learning." Here, the student is versed in the numerous amounts of mental exercises, physical forms, and spiritual strengthening that is equal parts helpful and equal parts essential for the proper utilization of the earth. The student is taught rock gardening, Logos to teach the student how to better organize and articulate their thoughts, and a smattering of martial arts to teach discipline and mind-body coordination. By the end of this class, the student has intermediate earth-bending ability.
Geomancy IV: The fourth and final class is "the awakening." At this point, the student has become fully realized. The discipline is never "mastered", per say, but it can be thoroughly and comprehensively acquired. A radical percentage of the laity has reached this level, as the discipline and progression through the faith go hand in hand. Most of the class is spent in after-care, teaching the student how to live with their new found ability and perspective, how to maintain and expand on their skill-levels, and how to strengthen their resolve. By the end of this class, the student has major earth-bending ability.
Last edited by desolate; 12-14-2011 at 02:56 PM.
A man isn't a collection of chemicals; he is a collection of ideas
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Elemental Theory (I, II, III): Formal study of the main elements (earth, water, wind, fire) and auxiliary elements (light and dark).
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Alchemy: Alchemy is an arcane derivative of the empirical branch of chemistry, studying in what manner and to what degree magic can interface with different atomic models, and the varying substances of the table of elements. Materials that students will be introduced to in this class will be gold, rubidium, rhodium, Chimera hearts and the neo-cortex of illithids.
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Runes I, II, III: Original "alchemical symbology" when taught by professor Edward Brown, before Edward was called away for military reasons, the Runes class is now far more comprehensive and encompassing. Coursework for the first tier will cover mainly transmutation, construction and supporting runes; the second tier will cover mainly deconstruction, boosts, and defensive runes; the third tier will cover Deep Magic and Power Words.
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The Adventure: We live in a terrifying and exciting world - one where men and women with the right skills and talents can make a very profitable, albeit dangerous, living. This course is a practical look at Adventuring/Questing as a profession and lifestyle choice and how to do it without ending up dead. The main structure of the course will be lectures and discussions about specific aspects or concepts related to the Adventure followed by a practical assignment along with several field trips. At the end of the class students will be assigned a quest that will test their comprehension of the overall course material. This class will cover basic survival skills, such as camping, horseback riding, purifying water and climbing.
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Traps 101: Trap, ambush, snare, confidence scheme. Different names for the same thing: intelligent use of resources and brilliant execution of foresight, diligence, and preparation. Traps are used to bar entrance, to protect a certain item or being, to lure an enemy towards or away a specific point, to immobilize, to kill, and so on down the line.
Three main lesson plans will be covered throughout the course of the curriculum.
1. Identify: The identification of traps. This lesson plan is inclusive of classroom materials and demonstrations as well as live-field runs. Types of traps, proximities per opponent, intelligent placement of payload, effective methods of camouflage and placement.
2. Neutralize: The disarmament of traps. Weaknesses of specific types of traps, methods of neutralization ranging from lock-picking to particularly useful abjurative incantations and concoctions, forced backfire, and re-direction of lethal force.
3. Construct: The creation of traps.
4. The "long con"**: The year-long con, the decade long con, the life-long con.
*Arcane/mundane, short-term/long-term, single/double/triple tier, continuum traps, gases and vapors, liquids and balms, pitfalls and avalanches.
**The long-con is a one-week crash course that will be offered to students ranking in the 95th and higher percentile at the end of the semester.
Last edited by supernal; 11-23-2011 at 02:57 PM.
A man isn't a collection of chemicals; he is a collection of ideas
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Herbalism: The study and application of plants, from the following locations: plains, mountains, forests, tundra, desert and sea plants. Also types including: parasitic, flesh-eating, sentient and mythical/unknown plant-types. Course work will cover poisons and antidotes drawn from plants.
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Live Combat (I): A course designed to keep students well-rounded in fields that are most likely to be encountered in live combat. Lessons will include (but are not limited to) dealing with basic elementalism, defense against psionic assaults, hand-to-hand combat, general magic, and enemy/environment analysis.
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Terran Engineering: An in-depth look into the engineering behind Terran magi-technology, ranging from the residential to the government to the military levels. Subject material will include satellites, missiles, pressure sensitive fungi used for screens, the news information arrays, hospitals technology, and the crystal screen input/output information repositories.
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8 Schools of Magic (General Overview): A general overview of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, and necromancy, transmutation. Coursework will involve dabbling in all schools of magic to gain a functional understanding, but not enough for combat application in any of the schools.
Note: You can pick any school of magic in Tier II after taking this prerequisite class.
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Gaianism I, II, III: The systematic study of Terrenus's main religion. Tier I Coursework will cover the study of "chaotic" Gaianism, ie the general worship of the earth and feminization of the Creator God, "unified" Gaianism, ie Gaianism once disparate elements were reconciled under the Saint Odin Haze, and the impact of Gaianism on Terrenus and on nations abroad. Later Tiers go delve more into philosophical areas such as cosmology, epistemology, ethics (virtue is logic), critical introspection and internal politics.
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International Diplomacy: An analysis of the techniques and applications of diplomacy on an international level. Due to a difference in cultures and beliefs, the sensitivity to the success and fail rate of negotiations and conversations is crucial, so precision and win-win scenarios are emphasized more so than other methods of diplomacy. Coursework includes policies and customs of Genesaris, Altus Arcantium, Rosinder, and Muhir.
Internal Diplomacy: Identical coursework as international diplomacy but as applied to different tribes, races and creeds inside of Terrenus. Coursework includes policies and customs of Dwarves, Elves, Infernals, Minotaurs, Sirens (dead subject), and Ents.
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Introduction to Necromancy: "Death, and in particular necromancy, has earned notoriety by way of a few mislead souls. Necromancy is often treated as an abomination that needs to be avoided at all costs. True necromancy does not concern itself with zombies and blight and darkness. It is the study, and respect, of life and death".
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Folk Magic: Also known as hoo-doo and pow-wow. Coursework will involve a vastly traditional account of magic spells, recipes and remedies practiced by the global aborigines of their respective land, both humanoid and non-humanoid.
A man isn't a collection of chemicals; he is a collection of ideas
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