Classes

This section breaks down all our classes and their paths.  It gives detailed information on what each class can do.  This section provides all the basic data a player needs when playing their character from each class.

Sections
Assassin
Fighter
Mage
Mage (Dry)
Noble Birth
Priest
Scholar
Smith
Thief
Unlinked

Assassin

Masters of both stealth and martial ability, assassins are feared throughout all nations.  One needs no special skill to kill another person for money, but those who are truly successful in this career all pick up some of the same kinds of abilities.  Being a member of a guild also helps individuals to gain contacts for jobs as well as protection from the law.

Unguilded

An unguilded assassin is someone who has no loyalty to anyone but themselves.  It’s a dangerous but free position to be in.  Until they gain their own contacts and reputation they usually have harder times finding jobs.  Once they gain a reputation, guilds try to recruit them or take them out.

Territory

  • Commonly Found: These assassins can be found in every corner of the isles.
  • Hostile Territory: Without the protection of a guild these assassins risk their lives and freedom wherever they go.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Conceal up to 4 items
  • 2- Parry 3 times a day
  • 3- Shadow Walk 4 times a day
  • 4- Parry 6 times a day
  • 5- Greater Shadow Walk 4 times a day

Malice

Malice is a guild built around the idea that poisoning is the most effective way to kill someone.  They spend much of their time learning better and more creative ways to poison their targets.  Some of their members almost see the art as a religion in and of itself.

Territory

  • Commonly Found: Malice works mostly out of Odesben, but ventures anywhere if the money is right.
  • Hostile Territory: Delbin tends to be more dangerous than any other nation for these assassins.  Not only do they have the law to deal with, but Delbin seems to be where their rivals, the Silent Blades are most commonly found.

Demographics

  • Size- Around 1500
  • Race- 60% Elves, 30% Night Elf, 10% Other
  • Religion 70% The Ladies, 20% Marcus, 5% Other, 5% None

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Conceal up to 2 items, poison making
  • 2- Parry 3 times a day
  • 3- Shadow Walk 2 times a day, Immune to one Poison
  • 4- Parry 6 times a day
  • 5- Greater Shadow Walk 2 times a day, Slow 8 times a day

Silent Blade

The Silent Blades have a long and sordid history.  Their roots are known to go back to the time of the Forgotten King.  They are an elite group and therefore are unforgiving of any members who put the group at risk.  It is well known that any Silent Blade who gets caught in their mission should find a way out themselves or take their own lives.  Many suspected Blades have ended up mysteriously dead in their prison cells.

Territory

  • Commonly Found: The Silent Blades works mostly out of Delbin, but ventures anywhere if the money is right.
  • Hostile Territory: Odesben tends to be more dangerous than any other nation for these assassins.  Not only do they have the law to deal with, but Odesben seems to be where their rivals, Malice are most commonly found.

Demographics

  • Size- Unknown
  • Race- Unknown
  • Religion- Unknown

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Conceal up to 2 items, Silent Victim 2 times a day
  • 2- Parry 3 times a day
  • 3- Shadow Walk 2 times a day, Silent Victim 4 times a day
  • 4- Parry 6 times a day
  • 5- Greater Shadow Walk 2 times a day, Silent Victim 8 times a day

Fighter

Fighter is a group of diverse paths with all the same goal in the end; to defeat a foe through martial combat.  These paths can vary greatly in how they achieve this goal, but in the end, they all get to the same place.  There are many who follow more than one path and combine the skills to take down their foes to greater effect.  Each chosen path can help one to conquer or defend.

Berserker

Berserkers are those who can, for some reason or another, tap the most primal instincts of their race to gain strength and stamina in battle.  Some are born with this ability while others gain it later in life.  There are cultures that see a Berserker’s rage as a blessing from the gods, while others think it is a curse.  No matter the source, anyone with these instincts soon learns to use their power, or die as the power consumes them.

Territory

  • Commonly Found: Berserkers are most commonly accepted in the Wildlands.
  • Hostile Territory:  “Civilized” nations tend to fear and persecute anyone with the berserker abilities.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Minor Rage 2 times a day
  • 2- Parry 3 times a day
  • 3- Minor Rage 4 times a day
  • 4- Parry 6 times a day
  • 5- Moderate Rage 4 times a day

Defender

The discipline of Defender is one only trained in by those with something to protect.  These fighters learn to put aside their own safety for that of those who cannot defend themselves.  Town and city guards tend to be Defenders.   This path teaches one how to use armor and shield to the greatest advantage.

Territory

  • Commonly Found: This path is most commonly found as members of city and town guards.  They are also often employed as bodyguards.
  • Hostile Territory: There is no place defenders are not welcome.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Extend Armor
  • 2- Parry 3 times a day
  • 3- Moderate Extend Armor
  • 4- Parry 6 times a day
  • 5- Hardened Armor

Mystic Warrior

The Mystic Warrior discipline is one of the newest paths on the islands.  Those who study this path focus most of their energy on fighting those who wield the forces of magic.  They learn to listen and move with such precision that they can actually counter magic without wielding it themselves.  Though this discipline is not banned in any country, many are wary of those who use it.

Territory

  • Commonly Found: Those who follow this path tend to wander and have no settled home.
  • Hostile Territory: Any community that relies heavily on magic tend to be hostile towards those who follow this path.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Spell Parry 4 times a day
  • 2- Parry 3 times a day
  • 3- Spell Parry 8 times a day
  • 4- Parry 6 times a day
  • 5- Pierce 8 times a day

Paladin

This is not one path of the fighter but many.  A Paladin wields the power of their god in a similar way to a priest.  Where priests are the voice of their god, a paladin is their arm.  These holy warriors have been chosen to fight those their god would call an enemy.

Territory

  • Commonly Found: Paladins are found throughout the islands.  Though the gods they follow vary depending on the country.
  • Hostile Territory: Because this path varies depending on the god they serve, whether they find friend or foe depends on the beliefs in the area.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Banish 3 times a day
  • 2- Parry 3 times a day
  • 3- Harmful Banish 3 times a day
  • 4- Parry 6 times a day
  • 5- Heal Wound 4 times a day, Harmful Banishment 4 times a day

Ranger

Rangers are those with skill in the wilderness.  They learn to survive off the land and fight like wild beasts.  They are trackers and scouts.  These fighters are sought after by anyone wishing to go into the wild places of the isles.

Territory

  • Commonly Found: Rangers are mostly found in Pedear, Soterious, and the Wildlands.
  • Hostile Territory: There are no communities that are hostile to those of the Ranger path.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Simple Tracking, Forest Hide 2 times a day
  • 2- Parry 3 times a day
  • 3- Favored Prey
  • 4- Parry 6 times a day
  • 5- Expert Tracking, Forest Walk 2 times a day

Sailor

The sailor fighting style is one of shipboard combat and tavern brawls.  These fighters have a knack for getting out of tricky situations.  Every sailor knows how to man a ship, though not all have a ship to man.  Sailors who find themselves without work will often adventure on land, and apply their skills to new situations.

Territory

  • Commonly Found: This path is most commonly found at sea or near port cities.
  • Hostile Territory: There are no communities that are hostile to those of the Sailor path, though sometimes people are wary of those they suspect are pirates.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Disarm 4 times a day
  • 2- Parry 3 times a day
  • 3- Insult 4 times a day
  • 4- Parry 6 times a day
  • 5- Great Escape 2 times a day

Specialist

A specialist has trained in a single kind of weapon for many years.  That kind of weapon becomes more deadly in their hands than anyone’s around them.  The most commonly found specialist is the Sword Master, but any kind of specialist can be just as deadly with their chosen weapon.  A specialist can only use their fighter abilities with their chosen weapon.

Territory

  • Commonly Found: Because of the versatility of this path it is found throughout the known world.
  • Hostile Territory: There are no communities that are hostile to those of the Specialist path.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Parry six times a day at level three the person has six parries a day at that level.

  • 1- Bash 4 times a day
  • 2- Parry 3 times a day
  • 3- Bash 8 times a day
  • 4- Parry 6 times a day
  • 5- Thrash 2 times a day

Mage

A Mage (plural is Magi) is someone who can manipulate the invisible storm that rages around us all.  There are many orders or groups who have picked a certain way to look at the storm and manipulate it according to their own beliefs.

Wind

The measure of power it takes to manipulate the storm in any way is called Wind.  Almost all living things in the world have at least some small amount of wind.  The only living things that do not are called Unlinked, and it is belaved they are not linked to the Storm.  Dead things and things that were never alive also have no connection to the storm.  The average non-mage has a wind of three.  Those who are not trained to use their wind like Magi will pass out if completely depleted.

Casting Spells

To cast a spell, most magi must say the verbals of the said spell as they are focusing their wind on casting the magic.  Once the mage says any verbals needed, they should use any call word to let others know what they are casting, if needed.  Not every spell needs or has call words.

Meditation

Magi can meditate to gain back used wind and reconnect themselves to the storm.  Without any sort of catalyst, it takes ten minutes of meditation to gain back one point of wind.  Meditation may take many forms.  Traditionally it is sitting still and focusing on one’s mind, but there are other ways as well.  Without meditation, wind is gained back wind at a rate of one point per hour.

Memorization

When a mage memorizes a spell they are able to cast it once without using the verbals.  To memorize a spell a mage must spend five minutes completely focused on that spell and nothing else.  When casting a memorized spell the mage just uses the call words to the spell.  A mage may memorize up to ¼ of their wind in spells at one time.  They can decide to forget any spell they have memorized to replace it with another by memorizing a new spell.  When a mage sleeps, willingly or not, for any amount of time all memorized spells are forgotten.

Levels

  • 0: 3 Wind
  • 1: 7 Wind, 3 starting spells
  • 2: 15 Wind
  • 3: 24 Wind
  • 4: 34 Wind
  • 5: 45 Wind

Starting Spells

Magi can choose any three spells from the Arcana at character creation.  These are the spells the character comes into the game knowing.

Learning New Spells

There are several ways for a mage to learn new spells.  To learn a spell a mage must gather the components required and dilute them into Mage Oil.  Once that is done, they rub the oil into their palms and meditate on the spell for ten minutes.  While they are meditating they must spend the wind cost of learning the new spell.  This process can be made easier if another mage teaches them how the spell works.  To learn a spell with help from another mage, it costs the same amount of wind as casting the spell.  To learn a spell without the help of another mage, the cost of learning it is doubled that of casting it.

Creating New Spells

Some magi feel they have enough understanding of the magical storm to create and learn new spells with no guide to follow.  This is a dangerous, difficult, and draining process.  To learn a spell this way costs four times the amount it would take to cast the spell.  If too much wind is put into a spell then it can have dangerous and even deadly side effects.  If a mage tries to learn an untested spell too often it becomes more dangerous.  It takes a mage about a week to fully recover from failing in an attempt to learn a new spell this way.  For each time they try a new attempt in this week the chance of the spell backfiring doubles.  It also extends the recovery time by half.

Mage Guilds

  • Unguilded- A Mage is someone who can manipulate the invisible storm that rages around the world.  Unguilded magi are not affiliated with a guild.  There are many ways to be trained as a mage without a guild.  They could be self-taught or have a mentor.  They could even be the ex-member of a guild that left or was kicked out for any number of reasons.
  • Bringers of Logic- Bringers of Logic believe that Orange or Logic magic is the purest color in the spectrum.  Therefore they study it exclusively.  They are also the only order in which it is mandatory that their members carry a spell book.
  • Brotherhood of the Mighty Fist- The Brotherhood of the Mighty Fist is a mercenary order of magi.  They have a reputation for selling their skills to the highest bidder, though the order usually leaves the final say on taking any given job to the individual mage.  This order specializes in Purple and Brown magic.
  • Children of the Divine Truth- The Children of the Divine Truth are most well known for being insane.  The formation of the Order is traced back to an elf named Lurz Silverhand.  It is said that Lurz disappeared for many years without a word.  When he came back he was not only far more gifted with magic, but he claimed a fairy had taught him the true way of natural magic.  As he spread his knowledge the order soon formed from his teachings.
  • Daughters of the Grave- It is said that this order originated in Odesben where women do not have much power over their own lives.  The head of the order is said to be the same women who founded it over three hundred years ago.  This order is completely female and is known to practice necromantic magic.  They specialize in Black and Red magic.
  • Guild of the Sacred Dance- This is a nomadic mage order that most other magi shun as a savage throwback to a barbaric time.  The common person mostly treats them as criminals and con-men.  They are originally from the Wildlands.  The Guild of the Sacred Dance is mostly a group of bloodlines.  Outsiders have been known to gain acceptance into the guild, but these instances are rare.  They speak no words of power while casting their spell, but instead tattoo these words onto their skin.  They specialize in Pink and Purple magic.
  • Order of the Shining Light- The Order of the Shining Light is said to be one of the oldest orders still active on the islands.  There are rumors this order predates the Forgotten King and that they alone know his name.  They are collectors of information and givers of none.  They are especially good at performing arcane rituals.  It is often said they are the true recorders of history and that they were started by the last of the humans for that very reason.  They specialize in Orange and Pink magic.
  • Order of the Unyielding Line- The Order of the Unyielding Line is the royal mage guild of Delbin.  They are called peacekeepers but most truly see them as order keepers. They are seen with respect by the common person within Delbin, but many adventures resent their authority.  They specialize in Green and Orange magics.
  • Seekers of Lost Knowledge- Unlike most other guilds the Seekers of Lost Knowledge do not believe that information is something to be hoarded.  They believe that knowledge is something that belongs to everyone, and not just a select few.
  • The Guardians- The Guardians can only be called a guild in the loosest sense of the word.  They do not gather together, but they have a common goal.  They wish to protect those places that are still wild.  They do not like civilization and it is said they keep the company of plants and animals of all kinds. They specialize in Brown and Green magic

Magi (Dry)

A Dry Mage is someone who has the potential to learn to wield the magical forces known as the storm.  Most end up becoming full magi, others just use the benefits of being magical without bothering to learn any spells.  As a Dry Mage one starts the game as a level 0 mage.  This means they can use wind towards things like rituals and on magical objects without a magi’s help.  To become a full mage one must learn a spell and level from 0 to 1.  If one starts the game as a Dry Mage they do not get the starting spells at level 1.

Noble Birth

Bring of noble birth means something different to each of the separate cultures of the Islands of the Forgotten King.  Where it may mean a long, pure lineage to one nation, it could mean a position that can only be earned by service to one’s people in another.  Each of the kingdoms on the islands gives their nobles different duties and privileges.  It some territories it’s impossible to grain noble birth after character creation, while in others it’s something that happens all the time.

Delbin

The peerage of Delbin is mainly passed on through bloodlines.  There are a few cases where one can earn a title through service to the crown, but those are few and far between.  Though not noble themselves, the merchant guilds also hold a lot of sway in politics as they invest funds in high ranking nobility.

Titles

Noble birth means the character has one of the following titles.  A character from Delbin cannot start with any title above Baron.

  • King/Queen- The highest level of rulership in the country.  The king or queen is responsible for the country as a whole.
  • High Prince/Princess-  Usually the firstborn child of the king/queen.  This is the title given to the heir to the throne.
  • Prince/Princess- Any children of the ruler of Delbin, past or present.
  • Duke/Duchess- This is the rank given to a noble responsible for one of the seven fiefdoms of the country.
  • Baron/Baroness- They are usually responsible for smaller areas inside a duke/duchess’ land.  This is not always the case.  There are many barons and baronesses that have no land to manage.
  • Earl/Earless- An Earl is a member of the peerage, below the rank of Baron.  Most often of a family with no landholdings.
  • Sir/Dame- This title is given to the children of nobles who are not their parent’s heirs.  It is most common for the second son to join the military and the third to join the church.  Daughters are usually expected to marry into another title or help to manage the household.

Dwarven

Those considered noble within the dwarven lands are seen as servants of the people.  Though many titles are usually passed down through bloodlines the dwarves believe highly in merit over birth.  It is for this reason that those who consider themselves noble work hard to keep their people’s trust.

Titles

Noble birth means the character has one of the following titles.  A character from the dwarven lands cannot start with any title above Clan Chief.

  • High Thane- The Leader of the Dwarven Empire. He or she is elected from amongst the Council of Thanes to serve for a 100-year term.  They may serve as High Thane multiple times but cannot serve two consecutive terms.  
  • Thane- Thanes are the leaders of the individual kingdoms of the Dwarven Empire. They sit on the Council of Thanes, making laws and offering counsel to the High Thane. A Thane is born to the ruling Clan of their kingdom, and is usually the eldest son or daughter of the ruling family, as the clan sees fit.
  • Aetheling- The heirs to the Thanes, The Aethelings are often taught how to rule by being the day to day rulers of their respective kingdoms.
  • Clan Chief- The head of a clan. There are many clans in a kingdom, but only one clan rules over the kingdom as a whole. A hereditary position, usually the head of the chief family within the clan.
  • Hersir- The Military leader of a clan, responsible for training the clan’s soldiers, preparing the clan’s defenses, and leading them into battle.
  • Galdr- The Religious leader of a clan, responsible for the spiritual health of the clan.
  • Jarls- They are appointed by the Clan Chiefs, and serve the people as protectors.

Odesben

Odesben runs heavily on a class system.  It is hard very hard, but not impossible to move from one class to another within society.  Those born noble within this country see themselves as a class above all others.  Even the poorest noble looks down upon someone of the merchant or crafting classes.  Though women in this nation do not have the same rights as men, those of higher classes enjoy more rights than those of the lowest.

Titles

Noble birth means the character has one of the following titles.  A character from Odesben cannot start with any title above Emir.

  • Sultan- The highest level of rulership in the country.  The Sultan is responsible for the country as a whole.
  • Nasir- This is the rank given to a noble responsible for one of the tri-sectors of the country
  • Emir- They are usually responsible for smaller areas inside a Nasir’s land.  Though some Emirs have no land.
  • Sheikh– They are the heads of royal families that hold no land.
  • Pir- Usually the military heads of a household and to all officers of the Odesben Military above Lieutenant.

Pedear

Those within Pedear do not see their leaders as nobles.  Those born to the Diplomat caste are trained in leadership roles as they usually show the most promise for the field.  Leadership is not a right of birth within this nation and those who travel this path take their work very seriously.

Titles

Noble birth means the character has one of the following titles.  A character from Pedear cannot start with any title above Apprentice Councilor.

  • Adjudicator- The highest level of rulership in the country.  The Adjudicator is elected from amongst the Grand Councilors for life but is expected to step down if they are no longer capable of doing their duty.  
  • Grand Councilor- The ruling body of the Nation, elected from by the District leaders. Like the Adjudicator, the position is technically for life but one is expected to leave if they are no longer fit for the role.
  • Councilor- Councilors rule the districts.  Chosen by the previous councilor for apprenticeship.
  • Apprentice Councilor- Effectively heir to the Councilor, they serve the councilor the same way an apprentice smith serves a master smith.
  • Envoy- Trained diplomat, they are the mediators and judges within this society.
  • Diplomat- Anyone born within the Diplomat caste.

Soterios

The nobility of Soterios is predominately female.  Women are the true holders of power in this kingdom with few men that ever gain real renown.  Authority is passed predominantly from mother to daughter, but any holder of a title must also be of the correct caste.  Non-noble children born to noble mothers are still respected within the family and put to other honorable duties unless they shame themselves in some other way.  Most male child’s duty, within the nobility, is to find a worthy wife that will bring honor and power to his House or family.

Titles

Noble birth means the character has one of the following titles.  A character from Soterios cannot start with any title above Favored Daughter.

  • Empress: Highest level of rulership in the country.  The Empress is responsible for the nation as a whole.
  • Queen: Usually the first-born female child of the Empress. This is the title given to the heir to the throne.
  • Princess/Prince: Any of the Empress’ acknowledged children who are not the heir.
  • Regnant: Ruler of one of the seven regions of the country, this title can only be held by a someone of the rank Favored Daughter or above.
  • High Mother: Head of one of the Houses of Soterios.  Only a High Mother can rule over one of the seven regions of the country, but not all High Mothers have this power or honor.
  • High Daughter: The heir to a High Mother.
  • First: Ruler of smaller areas within a Regnant’s land.  This rank is the only landholding title that can be bestowed upon a male heir.
  • Favored Daughter: A female related to the High Mother, but not the heir to the House.  Favored Daughters are often given the title of First, but not all Favored Daughters have this power or honor.
  • High Son: Male heir.  High Sons can be given the title of First, but this rarely happens.
  • Favored Son: Male child of any noblewoman that they acknowledge.  They cannot inherit property.

Wildlands

There is no widespread government in the Wildlands. Each tribe controls its own lands and fights break out when those territory lines are questioned or crossed. There are hundreds of tribes in the Wildlands, but only nine powerful ones. All other tribes live and operate on these tribes lands and pay them homage for the privilege.

Powerful Tribes

  • Bloodvine Lands- This tribe is known to be untrustworthy. It is usually led by the one who can take the power from their predecessor. Strength, cunning and a willingness to get one’s hands bloody are respected above all else.
  • Fangbright Lands– This tribe has a deep respect for the goddess Leneara. They believe that before she became a full goddess she was one of their numbers. Because of this, the women of the tribe are held as the hunters of the group, where the men are left to do the gathering and planting. They are not welcoming towards outsiders.
  • Fireborn Lands- This tribe almost exclusively follows Freya as there is a holy volcano within their lands. They are considered by outsiders to be quite tame compared to other tribes and they have had peaceful negotiations with outsiders in the past. They respect wisdom as much as strength and treat their members according to merit.
  • Mubgrump Lands- This tribe is known for strength. Their leaders are chosen by feats of pure strength. They tend to fear knowledge to the point where the only healers among them are priests. They accept followers of any of the elemental gods in their tribe and stomp out any religion they consider to come from the civilized land. All of this combined makes for a “dumb” community, but they are not actually considered brutal.
  • Overblade Lands- This tribe is known for their smiths. Their lands are rich in iron and other metals. It is said that some of the smiths from this tribe can make weapons from the magical Storm itself. They do not trust outsiders and so do not trade often with those from any civilized nation.
  • Proudhill Lands- This tribe is best known for their constant invasion of Soterious and Pedear. They work harder than any other tribe to regain the pieces of the Wildlands that have been lost over the years.
  • Reefwind Lands- It is said that this tribe has a secret village under the waters between Phoebe and Hyperion. It is unclear whether this means they have fully unlocked the secret to breathing underwater, or if they just count merpeople among their number.
  • Sacred Dance Lands- This tribe is known to many as a “guild” of magi, but this is a misconception. One does not have to be a mage to be a member of the tribe of the Sacred Dance. Though they are known to have a high quantity of magically gifted among their number. They are not considered one of the more powerful tribes only because they have no wish to rule outside of this territory, and no wish to expand their borders. There is no other tribe that is foolish enough to question them at this age and time.
  • Thorngorge Lands– This tribe honors not only strength but brutality. They take pleasure in making their enemies die horribly and drinking their heart’s blood. Their right of passage to become an adult member of the tribe includes killing an innocent and crushing the skull with their bare hands. All those from the Thorngorge tribe wear a tooth from each person they have killed on a necklace. Their leader is always the one with the most teeth.

Priest

Priests are those who practice the worship of a given God and are often the messengers of that god in the world.  Gifted with the power to perform miracles, they also attend to the temples and practitioners of their Faith.  What miracles they have access to is in part determined by the god they worship.

Devotion Points

Devotion points (DP for short) are used to buy new miracles.  Each level a priest is given a certain amount of DP.  The DP cost of miracles is based on the miracles power and usefulness.

Miracle Points

Each day the priest has a set number of miracles they can cast.  The pool of energy they spend on miracles is defined as Miracle Points, MP for short.  With each level, the priest gains more MP so they can cast more and greater miracles as they gain power.

Casting Miracles

Each god is different in the way they prefer to have their miracles cast.  They can even have different relationships with each priest.  Some demand their power to be heralded by loud and boisterous prayers, while others only desire soft words of gratitude.  The length of a prayer must at least be five times the MP cost to cast a miracle in seconds. Once a prayer is used the priest should speak any call-words that may be needed in a loud enough voice for the target to hear what was cast.

Levels

  • 1- 10 Miracle points per day: 10 Devotion Points to buy Miracles
  • 2- 13 Miracle Points per day; Additional 3 Devotion Points to buy Miracles
  • 3- 16 Miracle Points per day; Additional 3 Devotion Points to buy Miracles
  • 4- 19 Miracle Points per day; Additional 3 Devotion Points to buy Miracles
  • 5- 22 Miracle Points per day; Additional 3 Devotion Points to buy Miracles

Gods

  • Adaly- Adaly is the goddess of war and wisdom.  Her followers tend to be leaders and generals.  She is considered a neutral goddess because she tends to have followers on both sides of any battle.  She is usually depicted as an old hag holding the crown of the Forgotten King.
  • Chaos- The chaos god has no name; or rather it has too many names to count.  Chaos is just that, chaotic.  It never seems to appear in the same shape twice, or use the same name.  It has no temples because its priesthood has no organization for obvious reasons.
  • Civan- The god of vengeance in all its forms, from righteous anger, too underhanded treachery.  He tends to be very single-minded when he has a goal. He is usually depicted as a handsome man in dark armor, brooding over his next plot.
  • Draxuz- Draxus is the god of order.  He is strict and uncompromising.  He is a neutral god, supporting whoever is the most disciplined.  It is said that he was once a golem made by Thurn, and when he is depicted it is always in that form.
  • Freya- Goddess of fire and destruction, she is known for her quick temper.  It is said she is also one of the most seductive of women when she wishes to be.  This goddess is seen as a beautiful woman, with dark hair and red eyes.
  • The Ladies- The Ladies are the twin goddesses of the balance of good and evil, life and death.  They are almost always worshiped together, respecting each other and living in harmony.  Some zealous factions of both the day elves and the night elves worship them separately.  They are usually depicted as twins, one dressed in all black, one in all white.
  • Leneara- Lenora is the goddess of predators.  She is a hunter, as wild and free as the beasts.  While the rest of the gods have their place in the heavens, she is said to spend most of her time on the land.  She is usually depicted as an Orcish woman with cat’s eyes.
  • Lilia- Goddess of love and the stars.  Some cultures see her as the innocent maiden that Marcus stole away from his brother in the night.  Others see her as the harlot that seduced both brothers for her own ends.  She is always depicted as a beautiful young woman.
  • Mala- Mother of the gods, for most of the islands she is considered caring and benevolent. In Soterios she is the strict matriarch who cares about strength above compassion. She is the Goddess of the earth and of life. She is almost always seen as an old woman looking over the world.
  • Marcus- Marcus is the god of the moon, darkness, and magic.  Much to his dismay, he is the twin brother of Solice.  He is the creator of The Storm.  Seen as evil by many cultures of the isles, they must respect him nonetheless.  Any country that outlaws his priesthood finds The Storm quite unreliable around their lands.  He is always seen as a mage shrouded in darkness.
  • Natara- Natara is the goddess of trickery and lies.  Respecting cunning above all else, she is mostly worshiped by thieves and assassins. Though she is always depicted as female, she wears whatever face suits her purposes that day. Most cultures have outlawed her worship.
  • Nen- Nen is the god of water and decay.  To some he brings life, but to others, he is the harbinger of death.  He appears as either a wise bare-footed old man, whose footprints fill with water or as a sinister lich that brings death with a  wave of his hand.
  • Pernus- First child of Mala, he is the god of air and weather. Usually seen as a child with bright yellow eyes. Unruly when he doesn’t get his way and sweet and kind when he does.
  • Solice- Solice is the god of the sun, light, and justice.  Much to his dismay, he is the twin brother of Marcus.  He believes in the unwavering pursuit to banish evil and darkness from the world. He is seen as a shining paladin in golden armor.
  • Thurn- Thurn is the god of mortal’s cunning; he is the one the inventors worships for inspiration.  His domains are smithing, alchemy, and building.  He is usually depicted as a dwarf working in his forge.

Scholar

Scholars are the those who focus on learning more about the world.  They seek out the hidden knowledge and new ideas to pass onto the next generation.  No matter their path a scholar always seeks the truth.

Alchemist

Alchemists are those who study the properties of various substances, finding ways that they can be combined. They can heal without magic, treat poisons, or grant other bonuses. There are four schools these crafts are split into: Antidotes, Medicines, Potions, and Poisons. At character creation, an Alchemist starts out as a journeyman in one of these categories a novice in another, and an apprentice in the third, and is considered untrained in the last.

Alchemist Ranks

As an alchemist’s levels, they improve in their schools at different rates.  This is represented by the alchemist ranks.  With each rank comes new skills.  Also, the higher ranked an alchemist is the higher quality their creations have.

  • Apprentice: It takes an apprentice 30 minutes to brew an alchemical mix of average quality.  An alchemist of this rank makes average quality items and can learn basic and simple recipes.
  • Novice: It takes a novice 15 minutes to brew an alchemical mix of average quality.  An alchemist of this rank makes average quality items and can learn basic and simple recipes.
  • Journeyman: It takes a journeyman 10 minutes to brew an alchemical mix of average quality.  An alchemist of this rank makes average quality items and can learn basic, simple, and moderate recipes.
  • Expert: It takes an expert five minutes to brew an alchemical mix of average quality.  An alchemist of this rank makes average quality items and can learn basic, simple, moderate, and high recipes.

Item Quality

Alchemy items come in varying qualities. An item’s quality is a sign of how well it was made.  Items of higher quality are usually more effective or last longer than their lower quality counterparts.

  • Poor: Concoctions of this quality take half the time to make.  They can’t be enchanted in any way.  Their shelf life is one fourth that of an average quality concoction.
  • Average: Concoctions of this quality take full time to make.  They can’t be enchanted in any way.  They have a normal shelf life as listed in their recipe.
  • Master: Concoctions of this quality take full time to make.  They can be enchanted in limited ways.  Their shelf life is double that of an average quality concoction.

Concoction Schools

  • Antidotes: The Antidote school concerns itself with curing the effects of various poisons and toxins.
  • Medicines: The Medicine school focuses on treating wounds and curing diseases.
  • Potions: The Potions School focuses on finding alchemical ways to do things that can be done with magic or in bolstering the abilities of magic.
  • Poisons: The Poison School focuses on harming or killing people more efficiently.

Levels

  • 1- School A: Journeyman, School B: Novice, School C: Apprentice, School D: Untrained  
  • 2- School A: Journeyman, School B&C: Novice, School D: Apprentice
  • 3- School A&B: Journeyman, School C: Novice, School D: Apprentice
  • 4- School A: Expert, School B: Journeyman, School C: Journeyman, School D: Novice
  • 5- School A&B: Expert, School C: Journeyman, School D: Novice

Linguist

A linguist is someone who is accomplished in several languages beyond their native tongue.  They are someone who specializes in the study of language.  At character creation, they start with Trade Basic, their native language, and three additional languages chosen from the list below.  Furthermore, if a player registers a new language they have learned with operations after character creation they will have access to a replacement cipher if they lose their notes.

Languages

  • Arcane- This is the academic language of magic
  • Arcane (Seelie)- This is the language of the Seelie Fae
  • Arcane (Unseelie)- This is the language of the Unseelie Fae
  • Celestial- This is the language of the Gods
  • Draconic- This is the language of Dragons
  • Dwarven- This is the language of the Dwarves
  • Elven- This is the language of the Day and Night Elves
  • Goblinoid- This is the language of the Goblins
  • Orcish- This is the language of the Orcs. This language is spoken only.
  • Trollish- This is the language of the Trolls. This language is spoken only.

Smith

Smiths are those who spend their lives working with metal.  They are the ones who make everything from helms to hammers.  Smiths are separated into two groups: those who make armor and weapons and ones that make tools and jewelry.  Each is important to society and each can work to make items of the finest quality.

Smith Ranks

As a smith levels, they improve in their schools at different rates.  This is represented by the smithing ranks.  With each rank comes new skills.  The higher ranked a smith is the higher quality their creations have.

Item Quality

An item’s quality is a sign of how well the item was made.  Items of higher quality are usually more sturdy and useful than their lower quality counterparts.

  • Poor: Items of this quality take half the time to make but cannot be repaired. They can’t be enchanted in any way.  If the item created has limited uses poor quality items have half the uses of average quality items, rounded up.
  • Average: Items of this quality take full time to make and repair. They can’t be enchanted in any way. If the item created has limited uses average quality items have the number of uses listed in the recipe.  Any apprentice can repair these items with no ill effect.
  • Master: Items of this quality take full time to make but halftime to repair. They can be enchanted with single-use effect by a mage with the proper training. If the item created has limited uses, master quality items have five additional uses above average quality items.  If the item is repaired by anyone less than an Expert the item’s quality goes down to average.

Item Schools

There are six schools in smithing that all smiths will eventually have access to.  Depending on the path of smithing one takes they start out with a focus on three of the schools and gain access to the last three at higher levels.  One will never master the second three schools as fully as they master the first.

  • Leather: The leather school covers anything made of leather.  The school focuses on techniques to work with and manipulate leather items.  This school also includes the preservation of hides to make leather.
  • Metal Armor: The metal armor school covers any armor with a metal component.  This ranges from full plate to chainmail.
  • Weapons: The weapon school covers the creation and repair of weapons.  Mostly it focuses on metal weapons, but can also be applied to some kinds of wood, stone, or other materials.
  • Smelting: The smelting school covers the techniques to combine metals together in order to make an alloy.  It also helps to identify and work with different metals and alloys.
  • Tools: The tool school focuses on making items that are used to make other things.  When these items are made from specialized alloys and metals they take on magic like effects.
  • Jewelry: The jewelry school focuses on making small items such as rings and necklaces.  When these items are made from specialized alloys and metals they take on magic-like effects.

Battlesmith

A battlesmith is someone who knows how to make and repair armor and weapons.  They focus most of their skill on equipping armies and adventurers.  There are three main schools within battlesmithing: leather, metal armor, and weapons.  Battlesmiths level in these schools at different rates depending on their focus at character creation.  The smith must assign a rank to each school when they create their character.

Smith Ranks

  • Apprentice: It takes an apprentice one month to make a weapon of average quality, or a single point worth of armor.  This means if the smith is making armor with a higher value they spend a month per point of armor. To repair armor or weapons it takes the smith 15 minutes per point of armor needed to be fixed or one full weapon repair.  A smith of this rank makes average quality items.
  • Novice: It takes a novice one week to make a weapon of average quality, or a single point worth of armor.  This means if the smith is making armor with a higher value they spend a week per point of armor. To repair armor or weapons it takes the smith 10 minutes per point of armor needed to be fixed or one full weapon repair. Smiths with of this rank make average quality items.
  • Journeyman: It takes a journeyman three days to make a weapon of average quality, or a single point worth of armor.  This means if the smith is making armor with a higher value they spend three days per point of armor. To repair armor or weapons it takes the smith five minutes per point of armor needed to be fixed or one full weapon repair.  A smith of this rank makes average quality items.
  • Expert: It takes an expert 10 hours to make a weapon of average quality, or a single point worth of armor.  This means if the smith is making armor with a higher value they spend 10 hours per point of armor. To repair armor or weapons it takes the smith two minutes per point of armor needs to be fixed or a full weapon repair.  A smith of this rank makes average to master quality items.

Levels

  • 1- School A-Journeyman, School B-Novice, School C-Apprentice
  • 2- School A-Journeyman, Schools B&C-Novice
  • 3- Schools A&B-Journeyman, School C-Novice, Smelting-Apprentice
  • 4- School A-Expert, Schools B&C-Journeyman, Smelting & Tools-Apprentice
  • 5- Schools A&B-Expert, School C-Journeyman, Smelting-Novice, Tools & Jewelry- Apprentice

Metallurgist

A Metallurgist is someone who knows how to make and use metal alloys.  They focus their skill in the study of metal and how it affects objects made from it.  There are three main schools within metallurgy: smelting, tools, and jewelry.  A metallurgist levels in these schools at different rates depending on their focus at character creation.  The smith must assign a rank to each school as they create their character.

Smith Ranks

  • Apprentice: It takes an apprentice smelter four hours to make enough metal for a single item.  It takes an apprentice in tools or jewelry one week to craft a single average quality piece.  To repair an item it takes the smith 10 minutes.  A smith of this rank makes average quality items.
  • Novice: It takes a novice smelter two hours to make enough metal for a single item.  It takes a novice in tools or jewelry one day to craft a single piece.  To repair an item it takes the smith 10 minutes.  A smith of this rank makes average quality items.
  • Journeyman: It takes a journeyman smelter 40 minutes to make enough metal for a single item.  It takes a journeyman in tools or jewelry four hours to craft a single average quality piece.  To repair an item it takes the smith five minutes.  A smith of this rank makes average quality items.
  • Expert: It takes an expert smelter 20 minutes to make enough metal for a single item.  It takes an expert in tools or jewelry two hours to craft a single average quality piece.  To repair an item it takes the smith two minutes.  A smith of this rank makes average to master quality items.

Levels

  • 1- School A-Journeyman, School B-Novice, School C-Apprentice
  • 2- School A-Journeyman, Schools B&C-Novice
  • 3- Schools A&B-Journeyman, School C-Novice, Weapons-Apprentice
  • 4- School A-Expert, Schools B&C-Journeyman, Weapons & Metal Armor-Apprentice
  • 5- Schools A&B-Expert, School C-Journeyman, Weapons-Novice, Metal Armor & Leather- Apprentice

Thief

A thief is someone who makes their living by deception.  They are skilled in stealth and have a light touch.  Though the three paths of this class have different backgrounds, all are very good at going unnoticed.

Con-Man

Con-men are the masters of deception and charm.  They use their silver tongues to convince others to do things they normally wouldn’t or to give in to deals that are usually too good to be true.  It’s said that an expert con-man can talk the queen out of her knickers.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Suggest five times a day at level three the person has five suggests a day at that level.

  • 1- Pickpocket, Suggest 3 times a day
  • 2- Shadow Walk 3 times a day
  • 3- Suggest 5 times a day, Conceal up to 4 items
  • 4- Shadow Walk 6 times a day
  • 5- Command 5 times a day, Conceal up to 6 items

Cutpurse

Cutpurses are not just those who steal what is not theirs, any thug can do that.  They are true thieves that have a set of skills that allow them to steal without being caught.  Many towns and cities have a thief’s guild but as of yet, none have gained power beyond the borders of their village or city.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Shadow Walk six times a day at level four the person has six shadow walks a day at that level.

  • 1- Open Simple Locks, Pickpocket
  • 2- Shadow Walk 3 times a day
  • 3- Cut the Cord, Conceal up to 4 items
  • 4- Shadow Walk 6 times a day
  • 5- Open Expert Locks, Conceal up to 6 items

Spy

The men and women of this profession are those who can go completely unnoticed in a crowd.  They are the ones who can slip through the cracks of any security undetected and find the information their employers desire.  Many of them work for one kingdom or another, but some are freelance and will work for the highest bidder.

Levels

As one levels they gain new abilities as well as the use of established abilities more times per day.  The number on the leveling chart below represents what someone has at each new level.  When one gains more use of an established ability the number of times per day listed next to the level is all of the uses they have at that new level.  This means if it says Shadow Walk six times a day at level four the person has six shadow walks a day at that level.

  • 1- Open Simple Locks, Simple Observation
  • 2- Shadow Walk 3 times a day
  • 3- Pickpocket, Conceal up to 4 items
  • 4- Shadow Walk 6 times a day
  • 5- Expert Observation, Conceal up to 6 items

Unlinked

Unlinked are those who have no connection with the storm of magic that rages around us all.  They are feared for being unnatural and sometimes thought to be an evil mutation.  Whatever discipline they choose to pursue they are treated as outsiders in nearly all societies.

Spark

The measure of energy it takes to use an unlinked power is called Spark.  Only the unlinked have this sort of anti-magical power.  It is said it is a by-product of the fact they are not linked to the storm.

 

Levels

  • 1- 10 Mind Points
  • 2- 15 Mind Points
  • 3- 20 Mind Points
  • 4- 25 Mind Points
  • 5- 30 Mind Points

 

The Blade

Blades are those with the ability to use their power in battle.  To the untrained eye, they can almost seem like magi.  They have the ability to protect as well as destroy which makes them the most feared of all the unlinked.  The Blades gain their powers one tier at a time. Each tier has a damage and defense power.  With each level, they also gain more spark to energize their powers.  A player can find these abilities on the powers page under Blade Powers.

Levels

  • 1- Tier One
  • 3- Tier Two
  • 5- Tier Three

The Mender

Those with the natural ability to heal and take the pain of others are known as Menders. Due to the way their abilities work it is rare to see a Mender harm another living creature.  Any pain felt by a living being within 20 feet of the Mender is also felt by the Mender themselves.  The Mender gains access to many abilities at first level.  As they go up in level they gain more energy called spark to power these abilities.  A player can find these abilities on the powers page under Mender Powers.

The Witness

Those with the ability to see down to the truths of the world are known as Witnesses.  Due to the way these truths can affect a person’s mind they are known for being somewhat unstable.  These unlinked are wracked with visions of past, present, and future.  The Witness gains access many abilities at first level.  As they go up in level they gain more energy called spark to power these abilities.  A player can find these abilities on the powers page under Witness Powers.

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