fishies-text/field-guide/en-GB/social/schools.md
2026-10-26 13:30:17 +03:00

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# Schools
_A group of keepers of your own: joining, roles, the Cove and School chat._
## What a school is
A school is a group of up to 20 keepers who swim together. It has a name, an emblem built from painted parts and a language, and every school has its own small Cove in Open Water.
Following a keeper does not put you in their school, and being in a school does not make you follow anyone. You are in one school at a time, and you can leave whenever you like: everything that is yours stays yours.
## Joining or founding one
From level 10, signed in, open the School app in the Menu or tap the School Board in the Kelp Garden. Schools with room are listed with your language first. An open school takes you at once; for an ask-to-join school an Elder or the Founder says yes, and a request waits a week. Invite-only schools take the keepers they invite.
From level 15 you can found a school for 10,000 coins: choose its name, a shape, a symbol and two colours for its emblem, its language and how keepers join.
Every school also has a tag of 2 to 4 capital letters or digits, such as REEF. Members wear it in the school's colours beside their name in chat and on their name card. The Founder can change it once a week.
The School also sits in the dock at the bottom of the screen, one press away, wearing your school's emblem once you are in one.
On the School Board each school is a card with its emblem, motto, members and language, and its Join or Ask to join button sits right on the card. Inside your school, every member shows their lead fish, their role and whether they were around this week, beside the notice board and your part in this week's order. To invite keepers, choose Invite a keeper in your school: the keeper chooser lists your friends first and marks anyone already in a school.
## Founder, Elders and Members
Each school has one Founder, up to 4 Elders and its Members.
- The Founder names the school, changes its emblem, language and joining, chooses the Elders, can hand the school over and can close it with 48 hours' notice.
- Elders accept requests, invite keepers, write the motto and the notice board, remove Members and can hide a School chat line for a moderator or mute someone there for a day.
- A Founder not seen for 14 days hands over by themselves to the Elder seen most recently, or else the longest-standing member. No role ever touches another keeper's coins, items, fish or aquarium.
## The Cove
Swim through the School Coves gate in the Kelp Garden, or choose Swim to the Cove in the School app, to enter your school's Cove. Its members are seated there, with the friends they invite, up to 12 at a time, like every place in Open Water.
Its banner flies the school's emblem; tap it to open the school. The notice board shows the motto, the Elders' notice and how far this week's order is.
Leave your fish be for a few seconds and it joins its schoolmates in one shoal that drifts slowly round the bay between the banner and the notice board. Steer it anywhere and it swims off on its own; leave it be again and it swims back in. It takes two to shoal.
From inside the Cove, a member can call a friend (you follow each other) with Swim with me. When they say yes, they are seated in the Cove beside you for the visit, under the school's banner, and can talk in the room like anyone there.
On the Map, the Kelp Garden carries your Cove's gate: its card names your school and says how many keepers are in the Cove now, and the strip along the top says so whenever anyone is there.
## The weekly order
Every Monday your school gets an order: three kinds of fish its members can raise, one of them at silver or better, and a food from the Storeroom. It is sized by how many members were active the week before, so a small school and a large one have the same work each. Open it in the School app's Order tab; the Cove's notice board shows how far it is.
Deliver a grown fish from the aquarium on screen, or grams of the food from your Storeroom. A delivered fish pays you what selling it would, and the food its buyback value: nothing goes into a shared purse, and nobody else gets your coins.
The order raises its bronze flag at 40%, silver at 70% and gold when every line is filled. When the week ends, everyone who delivered at least once gets the chest of the highest flag: 15%, 30% or 50% of a day of sales at their own level, with XP, and the first time, the school's pennant for their own aquarium.
The order league ranks the week's schools by how much of their own order they filled, past 100% when they deliver more. Inside your school, this week's standings rank every member by their part in the order, your own row marked, with the time left in the week. A new week's order and last week's results each arrive as a short moment in the School app and in your notifications.
## School chat
School is a lane in the chat beside Room, Reef and Whisper. Members see its lines wherever they are. It goes through the same checks as every line, a block works both ways inside a school, and lines are kept a week.
## Staying safe
School names, mottos and notices are checked before anyone sees them, and you can report any of them from the school's card. A school never asks for your password or your things, and nobody can take them.
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In the game: https://fishies.lol/wiki/mechanics/schools · Fishies 0.8.10
This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.schools`; correct it there.