• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Feyrin – The World of Feywild
  2. Lore

Classrooms for the groups

🔴 The Bastion Hall (Guards Classroom)

Atmosphere: Military, rugged, and disciplined.

Colors: Scarlet & Dark Iron

Description: This classroom resembles a tactical war room more than a traditional lecture hall. The room is semicircular in shape, with stepped benches of dark, heavy oak that are nicked and scratched by generations of impatient students' daggers. Along the walls hang huge topographical maps of the fey realm, the clan tundras, and the citadel's defenses. Instead of decorative paintings, the room is adorned with tactical diagrams showing formations and strategic defensive positions.

At the front stands a massive iron lectern, and behind it hangs a gigantic blackboard where instructors draw up legal clauses from the Fragile Golden Agreement and strategic attack plans. The students sit here in their scarlet uniforms, pulled taut, and the air always smells of polished leather, chalk, and the faint whiff of gun oil that has crept in from neighboring Ironhall.

🔵 The Chrono-Lecture Room (Magic Group Classroom)

Atmosphere: Hypnotic, intellectual, and soaring.

Colors: Sapphire Blue & Silver

Description: The Magic Group's lecture hall is round, surrounded by tall, narrow windows of smoked glass that look out onto the rift. The benches here are arranged in a perfect circle around the center of the room, and each seat is equipped with small brass holders for inkwells, hourglasses, and magical crystals. Along the walls stretch shelves filled with heavy theory books on chronomancy, star charts, and bottles of glowing fey essences.

In the absolute center of the room floats a large, magical globe of amber. As the professor lectures on Level 1 to 3 magic, the globe draws magical formulas, timelines, and energy currents into the air with the help of sparkling lights. The air in here is cool and has a distinct, tingling charge that smells of ozone and burnt parchment. Deep stillness and focus are required from the students in their sapphire-blue robes; a single misplaced whisper can cause the ink in the neighbor’s horn to start flowing backwards.

🟢 The Accord Chamber (Diplomat Group Classroom)

Atmosphere: Elegant, relaxed, and strategic.

Colors: Emerald Green & Gold

Description: The Diplomat Group Hall is more like an exclusive council chamber or a court library. There are no hard wooden benches here; instead, the students in their emerald green robes sit in comfortable, upholstered armchairs around an enormous, horseshoe-shaped table made of polished amber wood. The walls are hidden behind heavy, sound-deadening tapestries depicting historical peace negotiations, and in the background a cozy fire always crackles in a brass stove.

Here, rhetoric, geography, and the art of reading the will of others without showing your own cards are studied. Along the table lie copies of historical treaties, seal stamps, and maps of trade routes. The air is warm and smells of exclusive tea, dried fey fruits, and wax. The discussions are intense but low-key, and it is here that the students learn that a well-chosen word can be considerably sharper and more deadly than the heaviest sword in Ironhall.

🎭 Adventure Hooks in the Classrooms

The Sabotaged Tactics Exam (Guard Group): Ahead of the big exam in The Bastion Hall, someone has enchanted the large blackboard. Every time the teacher draws up a defense plan, the lines are secretly changed to show a completely wrong tactic. The instructor accuses a tundra student of sabotage, but the players suspect that a haughty noble student is behind it to get his rival kicked out.

The Wild Formula (Magic Group): During a lecture on time synchronization in The Chrono-Lecture Room, a tired student falls asleep, breaking his focus in the middle of an exercise. The floating amber globe in the center of the room goes berserk, locking the entire classroom in a local 30-second time loop. Players must use their street smarts to break into the room and stop the globe before the loop's energy explodes.

The Stolen Accord (Diplomat Group): During a debate exercise in The Accord Chamber, a unique original document from the Fragile Golden Accord, borrowed from the citadel, suddenly disappears. The room was locked and only the Diplomatic students were there. Players must use their emotional intelligence and interrogation skills to spot the students' lies before the school's leadership gets involved and creates a diplomatic crisis.