
The following is a list of the classes that Players can choose from for their PC. A PC begins the game with the basic knowledge needed to become an Apprentice so that they can further their training. A PC is not required to maintain their starting class and may change their class at anytime, provided they can find training for their new choosen class.
Warrior
Warriors are the stalwart defenders of those in need, cruel marauders, or brave adventurers. Some are among the best souls, willing to face death for the greater good. Others are among the worst, those who have no qualms about killing for private gain, or even for sport. Warriors who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. Warriors may use any weapons and armor.
Ranger
Rangers often accept the role of protector, aiding those who live in or travel through the woods. The ranger is proficient with all simple and martial weapons and capable in combat. His skills allow him to survive in the wilderness, to find prey, and to avoid detection. Many rangers have animal companions.
Cavalier
The Cavalier is the ultimate mounted warrior of civilized cultures. The cavalier is the shining knight who leads his fellows on an eternal quest for truth, justice, and the elimation of evil. A staunch friend, a tireless cheerleader, and often an overthusiastic pain in the neck. Cavaliers can use any weapon, but distain all non melee weapons, those being fit only for cowards. While able to use any armor, the cavalier prefers platemail over all else. Most cavaliers are honor bound to the Quest, but some have been known to side with evil, becoming known as Black Knights. Black Knights are still bound by the same rules of combat and honor as their good counterparts.
Priest
The handiwork of the gods is everywhere, in places of natural beauty and in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods however, work mostly through intermediaties--their priests. Priests are masters of divine magic, which is especially good at healing. Priests have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells
Monk
Dotted across the countryside are monasteries-small, walled cloisters inhabited by monks. These monks pursue personal perfection through action as well as comtemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Monks approach adventures as if they were personal tests. While not prone to showing off, monks are willing to try their skills against whatever obstacles confront them. Monks are not greedy for material wealth, but they eagerly seek that which can help them perfect their art.
Druid
The fury of a storm, the cunning of the fox, the power of the bear--all these and more are at the druid's command. The druid claims no mastery over nature, but is one with nature. Druids cast divine spells much the same way as priests, though they get their spells from the power of nature, not from gods. Their spells are oriented toward nature and animals. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations and undead. The weapons and armor of a druid are restricted by traditional oaths, not simply training. Druids avoid carrying much worked metal because it interferes with the pure and primal nature that they attempt to embody. Worked metal also tends to surpress their druidic powers.
Wizard
Practioners of Arcane magic, a wizard's strength is their spells. Everything is secondary to the magic. A wizard learns new spells by experimentation, and experience, as well as from other wizards. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. A wizard will never be found far from their spell book. Due to the intense study involved in mastering the magical arts, wizards do not study the use of weapons or armor.
Warlock
A Warlock is a warrior trained in both steel and magic. Warlocks use magic to enchance their warrior skills. All the magical arts used by Warlocks are offensive and defensive in nature. A warlock has no access to any other type spells. Because of limitations due to magic, warlocks cannot use any armor made of iron or steel. While some warlocks can and do use swords, most prefer to use weapons such as warhammers, maces, and the like. There is no prohibitation on edged weapons, but many find it easy to wield blunt weapons and work magic in battle. Warlocks draw their arcane power from Elemental forces and Chaos.
Wiccan
Wiccans are individuals born with the ability to communicate with the dead, and use spell-like abilities. Wiccans use no spellbooks, components, or prayers. The power is created from their own inborn talent, honed by practice and training. Wiccans are distrusted by the common folks and dispised by priests and mages. Wiccans have taken to keeping their abilities secret in order to survive, often posing as a priest or mage. Most Wiccans belong to the Coven, a secret fellowship that offers training and refuge.
Bard
Wandering across the land, gathering lore, telling stories, working magic with their music, and living on the graditude of their audience: such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies. A bard brings forth magic from the soul, not from a book. While only able to cast a small number of spells, these can be used without selecting or preparing them in advance. Bardic magic emphasizes charms and illusions. Bards share some of the same skills used by Rogues, but they are not as focused on skill mastery as rogues are.
Rogue
Rogues share little in common with each other. Some are skilled thieves, others are spies, assassins, diplomats, or thugs. What they share is versatility, adaptability, and resourcefullness. Rogues are highly skilled, and they can concentrate in several types of skills. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop near magical abilities as they master the arts of stealth, evasion, and sneak attacks. Rogues follow opportunity, not ideals.