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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.