Alchemists: The unenlightened and uneducated
presume that Alchemists are just another variety of Wizard, who spend long hours
brewing strange potions and distilling chemicals. While we do work long and hard
in our laboratories, we are not magicians: we are scholars, and we work not to
cast magical spells or effects, but to better understand the basic nature of
Life itself. The heathen tribes of the Horwathi Steppes have an ancient saying:
"the Blood is the Life." Centuries of trial and experiment by master Alchemists
have proven the humble proverb true. Alchemy is the study of Blood, and its
power to transmute the basic elements of the universe into Life itself.
Assassins: There are some among the ranks of the Thieves, however, who
command respect through fear, and whose names are voiced with either dread or
hatred: Assassins. Not content with stealing gold or plunder, these grim
professionals steal lives instead, killing for their wages, trading blood for
gold. Some Assassins are ruthless predators, who've developed a taste for blood
and thrill at the act of killing, while others are grim professionals, bringing
a kind of honor even to the direst of professions. However they approach their
profession, every Assassin must be able to do three things: get close to their
target, kill them quickly, and escape uncaught. The ease with which an Assassin
performs the first and third tasks marks the difference between an amateur and
an artist.
Barbarians: Mighty warriors renowned for their strength and inhuman
stamina, barbarians often wander far from their homelands, hoping to heap glory
on their names through brave deeds and feats of arms. Some are grim and silent,
some jovial and friendly, others crude, gruff and arrogant. All barbarians see
themselves as superior to the other men of the world, the rightful owners of
anything they can take by force, and bound to a destiny written down before time
began. Coupled with their physical toughness, their belief in predestination
leaves them unafraid of death, and thus all the more fearsome in battle.
Blade Dancer: The first Blade Weavers learned
their Art three full ages of the World ago, in the Age of Twilight, when the
World was young and death was but a dream. In that age, the blades of the Elvish
masters shone like white fire in the eternal twilight - this was long before the
kindling of the Sun and the Dawning of Time. Those first masters wove their
mighty dances, sparring with each other, and the Dance of Battle was another
art, not the grim necessity it is today. The art they shaped demands a
discipline unlike any we children of the wood have ever known. Focus and
discipline of any kind come slowly to ones such as we, whose hearts are made of
wind and water. Those who persevere, however, will join the ranks of the
greatest warriors ever known, and their blades shall protect the wonders of the
world and smite the corrupt like lightning.
Blade Masters: To learn the discipline of Blade mastery, a student must
take the following Oath, which binds them forever to the Path of the Shining
Blade, the Path of Truth.
I. My blade is as my soul - my Spirit made manifest and honed to perfection.
II. My soul is strong - as I trust its strength, so shall my Spirit be my
only shield.
III. From this time forward, I shall move as freely as the wind: let me wear
no armor, or ever hide behind base metal or the devices of man.
IV. My blade shall be the Jen'e'tai, the blade of a Master. None other is
worthy of my soul.
V. Frenzy and Bloodlust are the ways of the Beast, let me always shun them.
Let my blade remain sheathed until I intend to kill, and may it only deal death
in dire need.
VI. The Night's Gift, the wisdom of the Stars, is mine to use, and I shall
study it as long as I live.
VII. The Night's Gift shall I also give to others, and join with it once I live
no more.
Blood Prophet: The power of the Holy Fire to transform: sand into glass,
wood into charcoal, mud into hard brick, flesh into food. The power of the soul
flame to heal and cure, mending flesh and blunting venom. Not much is known of
these folks, as there are very few that would understand or begin to comprehend
what or who they truly are.
Bounty Hunters: Man hunters are becoming common sights these days, moving
slowly from tavern to tavern, town to town, either on a hunt or looking for
work. You can often tell a Bounty Hunter by the manacles he carries at his belt;
however he may intend to bind his target, manacles are as much a symbol of a
Bounty Hunter's trade as a tool of it. If a merchant, lord, peasant or even a
whole village knows the name of a villain they want to see face justice, they
talk to us. We're the finest hunters and trackers in the world, save maybe for
the Horwathi plainsmen. We find our quarry and bring him back. Whatever it
takes. Some say all Time has ended, so what difference is it to us?
Clerics: Clerics are sensitive souls whose
belief and devotion allow them to find the divine spark within them, and use its
power to alter the world around them. The healing of wounds and sickness is the
best known gift that clerics possess, and the most valued in this age of
conflict and pestilence. Many simple clerics go on to devote themselves to one
of the Great Faiths, pledging their life and efforts to advance the causes of
their chosen path, and are rewarded with even greater powers and miracles.
Conjurer: A Conjurer is a wizard who specializes in the summoning of
creatures, and also in the power of teleportation between planes of existence.
As the Conjurer advances in levels, he is able to summon more and more powerful
creatures to do his bidding, beginning with weaker monsters and advancing to
powerful elementals.
Fighters: Men of action, fighters depend upon their strength and
toughness to survive, and many regard fighters as dull-witted sluggards. The
fighter's path is the easiest, they argue, for the warrior lacks the faith and
devotion of a healer, the long, arduous study of the mage, or the rogue's finely
honed craft. Try telling that to the fencing masters of Mellissar, who have
trained eight hours every day with their blades since their fifth birthday, or
the yeomen of Gend, who legends say can fire twenty arrows from their longbows
of yew in the space of a minute. Steel has a discipline all its own, and a
master fighter is capable of feats of arms that can be as potent as any magic.
Besides, when the forces of Darkness or Chaos threaten the world, it is the
fighter, not the mage or healer, who meets them head on, and always stands in
the greatest risk of death.
Gladiators: What a glorious Age this is. Think
on it: the Turning has plunged the broken World into chaos and war, but at the
same time robbed us real death. Now, men of steel have become like unto actors,
thespians upon a stage without walls. They can fight, and can die, gasping out
their final eloquence with pathos aplenty, and return the very next night to
play their parts again. Death's meaning is lost, but the experience of it
remains - there is still blood, and bone, and entrails for the audience to see.
Therein lies the thrill of it, after all.
Bladeslingers: The Bladeslinger is the lone hero, wandering the land,
defending those unable to defend themselves. An enigmatic and laconic
individual, the bladeslinger rose to its current archetypal power during the
13th century, when tales of the old heroes and its unbreakable codes of
survival and honor sparked people's imaginations. The bladeslinger's roots go far
back in history, from the ronin of feudal Japan to the knight errants of
medieval Europe. Some say that the mythic heroes of ancient Greece also embody
the ideal of this questing warrior. Even in older times, this romantic figure
has not gone out of fashion. Indeed, tales of caped avengers protecting the villages
and its citizens from harm resonate with the bladeslinger's undertones. The
bladeslinger is a champion of the oppressed and may never, either through action
or inaction, allow an innocent to come to harm. Also, he cannot ever retire from
his position as defender (the only exception is when he passes on his mantle to
the orphan).
Knights: A Class of nobles working in a unit for the good of their
country. Heavily armored, and equipped with the sharpest of swords, and/or Pikes
(Javelins)). These brave people with their minds set on the rules of their
country as all powerful, will set out and make sure their kingdom, becomes the
most powerful. Normally having their kingdoms, crest embedded in their armor, or
weapon, they are proud, and prideful of the ability to serve their country for a
righteous cause.
Mages: Warriors bases in the skills of Magic. The Magi take on elemental
and non-elemental spells for easy damage to a foe, or unwelcome person. Weapon
of choice is normally staves and rods. Rarely has a magi ever been seen wielding
a small dagger, in a fight. Mercenary: Mercs are hired muscle pure and
simple. They go out to the highest bidder and have been known on more than one
occasion to switch sides in the middle of a war simply because the other side
offered a better deal. Most mercs are ex-soldiers from some sort of military
faction, but whether they are or aren't they all know how to fight and do it
well.
Monk: The Martial Artist is the master of unarmed combat. Martial artists
have use for neither weapons nor armor. Instead they rely on sweeps, hand
strikes, and kicks to help them win the battle. As Martial Artists advance to
the higher levels, and on to Monk or War Monk, they can do a lot of damage
unarmed. They are also adept at avoiding blows from enemies.
Ninjas: If you listen to the stories, you've
heard all sorts of things about the Black Masks. That they are legion, a secret
army of evil killers who've turned their back on God and Law, ruthless assassins
who can walk through walls, who kill every man they see and who grow rich off
the blood they shed. Know this: stories are just air. There are those who think
that the Black Masks are no more, that the Sundering put an end to our
profession. These men are fools. Our role has never been to kill. Killing is
just a means. We are the Hands of Fate. Our blades carve the channels which
shape the river of Time.
Necromancers: So was born the Art of Summoning, a powerful branch of
magic that let a Magus call creatures to him and do his bidding. Over time, the
ancient Summoners learned to call greater and greater beasts, and even learned
to reach out into the Void to call its denizens: the mighty Jinn, the twisted
Imps of Chaos, and even the great Archons themselves. Learning the True Name of
an animal or beast requires exacting study, precise divinations, and more than a
little intuition. The mightier the creature called, the more likely it is to
escape the Caller's control and lash out at everything around it in fury. "Do
not call up what ye cannot put down" is the first lesson every Summoner learns,
and those who reach beyond their grasp do so at their peril.
Priests: Holy mages wielding the white arts of magical prosperities.
Mainly foe to the Undead, these persons ever fight. Known for healing, they
carry only staves made of bless woods or metal products. Wearing only holy
robes, they heal and can kill the undead with their white magicks.
Psycho: Just as the name describes. Mental persons, with a delirium of a
twisted nature. Most people who try to get into a Psycho's head, will normally
find more then they bargained for. Sometimes though You must never mistake
Genius for insanity. Simple and plain, these persons are psychotic by nature and
will kill with in the slight snap of a harsh tone of speech towards them.
Rangers/Archers: This class the most sought
after in long range combat against armies. They are mighty, and powerful in bow
attacks. Normally mastered only by elves, many humans, and other races have come
close to hitting a target over 1 mile away. Just as any class this one is
special for the fact they can attack a charging foe, with deadly accuracy.
Rune caster: The runes are the All-Father's greatest gift to his
children, and the key to the power of Making and Unmaking. Any man may write his
name upon a stone or shield, but only a Rune Caster can bring forth the primal
power of these ancient signs, the power to shape yourself and the world. All of
the lesser magic's of the weak men of the South have grown from the runes - the
sigils of the sorcerers, the formulae of the alchemists, and the terrigan marks
of the shapers are all corrupted shadows of the All-Father's Runes, the signs of
power. Soon, apprentice, you will learn the runes, and the secrets of talismans,
redes, and shaping.
Samurai: The most ancient and honorable Japanese warriors. Samurai are
excellent fighters with unsurpassed skill when it comes to any handheld weapon.
Samurai follow a strict code of ethic's and honor and to disobey would be to
shame themselves and their family, which is only redeemable by ritual suicide.
Soldiers: These noble and obedient Men/Women, tend to look towards their
liege for all truths and knowledge. They will die for their country, if need be.
Noted for their diverse training in Hand to hand, and weapons combat they are
among the elite persons to a king/baron, of a country. Able to wear heavy
armors, and wield powerful weapons, they can fight with the heart of a hundred
men.
Sorcerers: Magic, whether born of Faith or Arcane Lore, has been studied
by the Wise since the very beginning of the World. The Ancient Arts of Wizardry
and Channeling, called by some the "True" or "Eternal Arts" were first developed
and practiced by the Elves in the Age of Twilight before the count of time
began. Indeed, ancient records reveal that the Elves of the Twilight Kingdom had
reached the pinnacle of perfection in those lost times, and that what we know
today as Magic is but a humble shadow of the power known of old. Sadly, too many
secrets of the Elder Days have been lost forever, obliterated when the rise of
the Dragon swept away the ancient, pristine order of the World. None, save
perhaps Zaristan the Wise, can claim to rival the power of those long vanished
Masters
Street Fighter: Street Fighters that hold
allegiance to only themselves. They will protect the innocent, and normally
never take a reward. In troubled times, they will ask for some compensation for
their abilities. Normally wearing armors made of light weight materials, and
strong weapons made of Gems, instead of metals. They are roamers that care only
to make a name as a respected person around the country.
Terrorists: Just as the name describes these persons will bomb, destroy,
and/or do suicidal destruction to a governmental, or order they deem too
powerful in their eyes. Normally never seen as a Psycho, they do have psychotic
tendencies though. Many people find these persons rather dangerous, and
argumentatively deranged.
Thieves: For those who know how to seize an opportunity, even these
troubled times are full of promise. Some who become heroes work not for glory,
or wisdom, or to exalt the name of a God or saint. Rogues strive for personal
gain, looking only for material profit and the easiest means to gain it. Most
rogues have had to fend for themselves since childhood, abandoned by the chaos
and strife of the Age. With nobody to trust or depend upon, rogues quickly learn
to live by their wits, counting on a quick hand and finely honed set of skills
to carry them through any hardship.
Undead Hunters: Men and/or women of the holy cloth, searching the
world(s) to make all of the "Diseased" extinct. Normally of a fanatic order,
they think they are on a mission for their god(s) to make the night safe once
again for the street walkers.
Warriors: Seasoned Fighters can follow many paths in this World: some are
drawn towards religion, joining the armies of the Church or the Temple, while
others are drawn into the wilderness, living as Rangers or Barbarians. Many,
however, never leave the Path of Might, and stay with the discipline of arms.
They are the Warriors, and their strength can either keep the strife of this
dark Age at bay, or unleash it in a tide of blood and carnage. Luck and raw
talent can often carry a young Fighter to victory, but experienced campaigners
soon realize that skill and discipline are far more important. Hundreds of hours
of practice and brutal sparring lead Warriors to a mastery of weapon craft that
none can match. Weapon Mastery combines absolute familiarity with a specific
weapon with a knowledge of anatomy, so that a skilled Warrior can perfectly
place his blows, devastating his opponents. Even the mightiest of foes cannot
hope to stand for long before the savage onslaught of a skilled Warrior.
Wizards: It is written that Knowledge is a well that has no bottom, and
that Lore is a stormy sea without a farther shore. Magi begin their lives by
devoting themselves to the study of anything and everything, and soon come to
the conclusion that there is far more to know than they can ever hope to learn,
even without True Death to bring their study to an end. Some are drawn by the
lure of Power, and learn to channel the massive powers of the Tapestry. Others
tap into strange powers within themselves and become Warlocks. There are other
Magi, however, who continue their observations of the physical World and devote
themselves to unlocking ancient secrets of Arcane Lore. After sufficient study
the Magi take the title of Wizard, and vast powers are theirs to command.