After the morning duties are completed, a small number of sensei ask those whose schools specialize in either the arts or courts to remain inside the dojo to conduct their morning training. They go over a number of different topics each day, usually involving a story of a court they had attended and ask the students what they think could have been done differently, or what was done correctly. Additionally, one or two sensei ask students of the arts to observe and attempt to copy them in their art, and correcting mistakes as they spot them.
This is a repeatable event, and will happen over multiple days. Each day, you must select a Ring to use, at which point, you may not use that ring again for this event. Players should make a note in their Personal Forum with a topic called "Daily Art and Courtier Training " and note which days they used each ring.
Characters with Seven Fortunes Blessing may only use their blessing for one roll per event.
Characters who have the following disadvantages have the following penalties:
Antisocial: Instead of suffering the dice penalty, instead increase your TNs by 1 or 2 respectively.
Only characters with the Artisan, Courtier, or Shinobi school tags may enter this event
In order to complete the training, you must do the following:
Select a ring to use (not including Void), not using the same ring you have already selected before for this event. You will use either its physical or mental traits for this event. (Artisans choose either a physical or Mental trait, based on what the artisan skill typically uses. Courtiers use only Mental traits)
Then, make a Meditation/Void check at TN6. If you succeed, you gain that ring as a bonus to your rolls for this event
Then, you must complete the following steps in order, selecting either Arts or Court:
Arts
Pick a skill: Acting, Artisan (any), Perform (Any)
Then you must make three rolls using that skill with the TN starting at 4, then 5, then ending at 6.
Courts
First you must make a Courtier roll at TN 4
Then a Sincerity roll at TN 5
Finally an Etiquette roll at TN 6
Rewards:
ArtsSpecial: On the final iteration of this event, If you pass at all of your Art rolls in at least 3 of the 4 events, you gain the Touch of the Spirit Realms: Yomi Advantage. You MUST pick a school skill that matches one of the passed skills used during the 4 events
- -For every roll you succeed, you gain +2 Dojo Points
- -if you succeed all three rolls, you gain +1 to the skill used. You may only gain this reward once per skill.
- -If you ever roll a 15 or higher on any skill, you gain the Great Potential advantage for that skill
- -If you have a roll explode twice on a Perform skill that relies on your voice (such as Singing or Oratory), you gain the Voice Advantage
- -If you have a roll explode twice on an Artisan skill, you gain the Soul of Artistry advantage
- -If you have a roll explode twice on a Perform skill, you gain the Sensation advantage
- -At the end of the event, you gain a permanent +1 to the Mental and Physical Traits associated with the ring you selected. You may only gain this reward once per Trait.
CourtSpecial: On the final iteration of this event, If you pass at all of your Court rolls in at least 3 of the 4 events, you gain the Touch of the Spirit Realms: Meido Advantage
- -For every roll you succeed, you gain +2 Dojo Points
- -If you succeed all three rolls, you gain +1 to your choice of either Coutier, Sincerity, or Etiquette. You may only gain this reward once per skill
- -If you ever roll a 15 or higher on any skill, you gain the Great Potential advantage for that skill
- -if you have a roll explode twice on your Courtier roll, you gain the Benten's Blessing advantage
- -If you have a roll explode twice on a Sincerity (Honesty) roll, you gain the Balance advantage
- -If you have a roll explode twice on an Etiquette roll, you gain the Clear Thinker advantage
- -At the end of the event, you gain a permanent +1 to the Mental and Physical Traits associated with the ring you selected. You may only gain this reward once per Trait.