..Classes
A subclass is an alternate name you can have for your main class on your cert, but you will still report to the main guildhall of that particular class. Please be sure to let the colorist know what you want!
Note :: Classes that have ** Next to them are closed clases this is either due to severe amounts of a certain class or the class is supposed to be rare!
..Fighter-types
Fighter :: The questing knight, the conquering overlord, the knigs champion, the elite foot soldier, the hardened mercenary, and the bandit king--all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventurers may be soldiers, guards, bodyguards, champions or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.
Characteristics: Of all the classes, the fighter has the best all around fighting capabilities. Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own.
Role: In most adventuring parties, the fighter serves as a melee combatant, charging into the fray while his comrades support him with spells, ranged attacks and other effects. Fighters who favor ranged combat can prove very deadly though without other melee support, they can find themselves in front-line combat more often than they might prefer.
Possible Alignments: Any
Nicknames: Fighter, Knight, Mercenary.
Guildmaster: ??? - played by RyftBringer
Worship: Any, but many favor Graven
Dislikes: None.
Archer :: The archer's specialty is his bow, and it is this he's dedicated his life to. Deadly from afar, often unseen until too late, the archer is a precision fighter who has refined sense and a good knowledge of what the best shot is to aquire the desired effect. While able to operate in groups creating a deadly shower, the archer can work alone as well, and many often use their skills for hunting as well on the side. The archer is knowledgeable in anatomy as well of many things, simply to allow for disabling rather then death as well.
Characteristics: The archer has a keen eye for things, often catching finer details most wouldn't. They deliver their attack from afar, leaving them often only to a dagger for close-range defense. Still, as long as they can keep their advantage of distance and high perches, they are excellent as snipers and hunters.
Role: The archer is a formidable warrior from the back, and a decent survivalist, though by no means a ranger. They are good and understanding wounds, but hardly a healer, and know what sort of injury can cause what sort of problems though - simply by virtue of being able to cause them from afar.
Possible Alignments: Any
Nicknames: Hunter, Bowman, Sniper
Guildmaster: OPEN
Worship: Any, some favor Neadra or Graven
Dislikes: None.
Ranger :: The forests and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (and indeed they are), and he knows his prey in deadly detail.
Characteristics: A ranger can use a variety of weapons and is quite capable in combat. His skill allows him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature, that he can actually draw upon natural powers to cast divine spells, much as a druid does.
Role: The rangers best role is that of a scout and secondary combatant. Without the heavy armor of a fighter or the staying power of the barbarian, the ranger should focus on opportunistic and ranged attacks. most rangers use their animal companions as sentries, scouts, or to assist them in melee combat.
Possible Alignments: Any
Guildmaster: Khel Iloun - played by Syrius Lionwing
Worship: Neadra, rarely Gwynh or Tyr
Dislikes: None.
Barbarian :: From the frozen wastes of the north and the hellish jugnles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These 'barbarians', however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning, resourcefulness, persistance, and mercilessness.
Characteristic: The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded and has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Role: A barbarian's typical primary role in a group of adventurers is a front-line combat specialist. No other character can match his sheer toughness. He can also serve as a good scout thanks to his speed and trap sense.
Possible Alignments: Any
Nicknames: Barbarian, Beserker, Warrior, Viking.
Guildmaster: Stark the Terrible - Played by Nothing Yet
Worship: If any, Graven or Neadra
Dislikes: None.
Amazon :: Akin to the barbarians, the Amazons are different in other ways. While the barbarian has their rages, the Amazon is a more refined fighter, and also female only! Amazons are a society to themselves, or once were. Now they are expanding, but keep their ranks limited to females only in reverence of the goddess of Nature they often look to and their origins by legends as well. The amazon is adept with weapons, and prefer spears or close-combat weapons depending on their tastes. Dextrous, agile, and full of finesse, the Amazon is a warrior to be feared on the field of battle as she can be relentless, sharp and cunning, and quicker then the eye!
Characteristics: The amazon is defined not only by her gender, but by her lithe agility and trained combat skill. While often better at hunting and stalking then the Fighter, she is often less adaptable and sticks to a few well-trained combat methods. Still, she has little fear and will push ahead into a fight, calculating her moves as she goes and elaving a path of blood behind her until she wins.
Role: The amazon makes a great front-line fighter and a decent strategist and also able to help a group survive the wilds with her natural given talents of survival. She's also a decent scout, and well-versed in nature lore of her home terrain.
Possible Alignments: Neutral Good, Chaotic Good, Neutral, Chaotic Neutral
Guildmaster: *pending*
Worship: Neadra usually, rarely others.
Dislikes: None.
**Paladin :: The compassion to pursue good, the will to uphold law, and power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion it takes to walk the paladin's path, but those few are rewarded with power to protect, heal and to smite. In a land of scheming mages, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.
Characteristics: Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to help others, healing their wounds or curing diseases. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.
Role: The paladin's chief role in most groups is as a melee combatant, but she contributes other useful support as well. She makes a good secondary healer and her high charisma opens up fine leadership opportunities.
Note: Paladins symbolize the ultimate purity. Aiding an evil class (rogue, necromancer, assassin, pirate, death knight) or evil people from neutral classes will result in removal of paladinship. Deflowering a virgin will result in removal of paladinship. So much as getting drunk in a tavern can cause one to be removed from paladinship. They are a strict and pure race for a reason. No other way is accepted. Those removed for minor offenses will become a Fighter. Those removed for major offenses will become a Death Knight. I'm sorry but there's no choice in this. No way a god will forgive one. Those that are demoted to Fighters may regain the favor of their god in one mortal year (say three months real time) if they maintain paladin code without paladin powers/abilities. (Means you act like a paladin as much as possible, even while not being one). Death Knights do not get a second chance.
Possible Alignment: Lawful Good
Guildmaster: Shade - played by Jerryhargabyte
Worship: Aurok
Dislikes: Death Knights
**Death Knight :: A death knight is perhaps the most evil class in all the land. Usually brought back by a necromancer or cursed by a god to live a life of torment, the death knight lives his undead life to bring pain to those around him. A death knight is usually a noble fighter that did a great wrong or a paladin that swayed away from his noble cause. They were once noble people that broke a code or honor and thus, becomes cursed when brought back as an undead thing.
Characteristics: A death knight does not have the magic a paladin has for such a special gift was stripped from them when cursed. However, they do gain a mount, much like the paladin does but the death knights mount is a nightmare, a steed as evil as it's owner.
Role: A death knight prefers to travel alone but if in a group is usually necromancers, assassins and rogues. They death knight cannot stomach anything good and pure and sees out to destroy it so is usually found with those nearly as evil as himself.
Possible Alignments: Chaotic Evil
Guildmaster: *pending*
Worship: Modoven
Dislikes: Paladins
..Arcane-types
The arcane type classes are those who's primary source of action and attack is their spells. Their spells are learned through hard training and study, dedication and the energies are not otherwise granted by the gods.
Mage :: A few unintelligible words and fleeting gestures carry more power than a battleaxe, when the yare the words and gestures of a mage (wizard). These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook, preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Mages 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. For a mage, magic is not a talent but a difficult, rewarding art.
Characteristics: The mages strength is with her spells. Everthing else is secondary. She learns new spells as she experiments and grows in experience and she can also learn from other mages. In addition to learning new spells, a mage can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.
Role: The mage's role depends somewhat on her spell selection, but most mages share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some mages provide great support to their comrades by way of their spells, while others may focus on divinition or other facets of wizardry.
Possible Alignments: Any
Nicknames: Wizard, Witch, Sorcerer, Sorceress, Mage, Warlock
Guildmaster: Richard Angora - played by Mintaka
Worship: Bendor, Zydrik usually, sometimes others
Dislikes: None.
Bard :: It is said that music has a special magic, and the bard proves that saying is true. Wandering across the land, gathering lore, telling stories, working magic with his music and living on the gratitude of his 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's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. Evil bards forgo blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences 'willingly' give.
Characteristics: A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that mages often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rel on speech or sound.
Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he works best in a supporting role. He can't usually match the stealth of the ranger or rogue, the spellcasting power of the cleric or mage, or the combat prowess of the barbarian or fighter. However, he makes all the other characters better at what they do, and he can often fill in for another character when needed.
Possible Alignments: Any
Nicknames Gypsy, Jester
GuildMaster: Gwynna - played by Kimie Kitty
Worship: Chauntea, occasionally Jasmine
Dislikes: None.
Necromancer :: Some people obsess over the dead. This scary lot hides in the shadows or in cemetaries, weaving their magic in a cruel attept to bring back the dead and use them for their own means. They are puppet masters, cunning controllers and manipulators that use the tortured souls and undead bodies for their own gain.
Characteristics: A necromancer has quite a few spells known only to them that they have found or created for their own purposes. No other mage has access to such spells though I'm sure a few have tried to gain access to such knowledge. Though a necromancer uses the spells for darker purposes, the power to control the dead would benefit many armies. Necromancers are often sought out and paid well for such aid.
Role: Necromancers do not often join in parties and on the rare moments they do, they prefer to keep their distance, summoning undead creatures to fight for them.
Note: Necromancers are bad. Despite rumors that there's good ones that can put the dead to rest.. they are bad. No one can put the dead to rest, as in forgive them for cruel actions done in their life, except the gods. Necromancers are bad people that use the dead for their own means. Nuff said.
Possible Alignments: Lawful Evil, Neutral Evil, Chaotic Evil
Guildmaster: ??? - played by Miliardo Kason
Worship: Mordoven most of the time
Dislikes: Most everyone.
..Holy-types
The holy type classes are those who gain their powers and use primarily spells granted by their gods. This excludes the Paladins who are warriors first, and clericly skilled second. This is the clerics domain, and those like them.
Cleric :: The handiwork of the gods is everywhere-- in places of natural beauty, 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 intermediaries--their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the gods will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too.
Characteristics: Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death and an experienced cleric can bring back people who have crossed over that brink. Clerics 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 the way it does with arcane spells.
Role: The cleric serves as a typical group's primary healer, diviner, and defensive specialist. He can hold his own in a fight but usually isn't well served by charging into the front of combat. They are better suited to the middle of a group, using their magic and fighting as needed.
Possible Alignments: Any
Nicknames: Priest, Healer
Guildmaster: OPEN
Worship: Any
Dislikes: Necromancers
Druid :: The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druids command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.
Characteristics: Druids cast divine spells much the same way as clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented towards nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals. Druids do not wear armor. They prefer simple robes and avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.
Role: The druid enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power.
Possible Alignments: Any
Nicknames: Summoner, Elementalist
Guildmaster: OPEN
Worship: Neadra, Zydrik
Dislikes: None.
Monk :: While the priest brings the will and word of their gods to the people to help, the monk uses their spiritual powers to train and refine themselves in combat. They call upon mystical forces to defend and protect, and devote themselves entirely to trainign and perfection of mind, body and spirit. Thier dedication is to their ability and training, often calling on the name of a god for guidance and protection, though not to the same extent as the Cleric.
Characteristics: The monk is like a holy warrior with some spiritual powers, trained in bare-hand combat and martial-arts styles. They can wield minor healing magics but are more adept and skills and moves which call upon their diety's powers to offensively strike those who dare encroach upon their sacred territory or threaten that whhic they are devoted to.
Role: The monk is an offensive fighter who can be deadly without a single weapon and strike hard and fast without warning. However they are disciplined, often resorting to combat nly when necessary, and are quite knoledgable in the non-magical healing arts.
Possible Alignments: Any
Guildmaster: OPEN
Worship: Any
Dislikes: None.
..Rogue-types
They are the ones who rely on dexerity, agility and tricky skills to get by, or the ones who otherwise get by on means other then sheer combat or magical efforts. This is a much broader class, with thigns form pirates to rogues to the assassins.
Rogue :: Rogues have little in common with one another. Some are stealthy thieves. Others are silver tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.
Characteristics: Rogues are highly skilled, and they can concentrate on developing any of several category of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues have a sixth sense when avoiding danger. Experienced rogues can develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks.
Role: The rogues role in a group can vary dramatically based on her skill selection--from charismatic con artist to cunning burglar to agile combatant--but most rogues can share certain aspects. They aren't capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. The rogues stealth and trapfinding ability make her one of the best scounts in the game.
Possible Alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil
Nicknames: Rogue, Thief, Pickpocket, Burglar, Con Artist, Gambler
Guildmaster: Allen - played by Achan
Worship: Any, but favor Syn, Jasmine, Tyr
Dislikes: None.
Pirate :: Pirates are masters of the high seas, able to travel any body of water with little difficulty and prefer life at sea. Granted, if there's a treasure or good aventure - or women even - you can bet the pirate will set his sights on land. If you're ever in a pinch for getting around on the waters, look no further then the pirates, but be careful who you trust. While some are more benevolent and kind, yet still rebellious, others are dirty and cruel and wouldn't think twice to shove you off the plank!
Characteristics: Pirates are masters of crafts on water and much of the seafaring life. They wield swords adn daggers often, able to defend their ship at a moment's notice form mutiny or raiding, and able to return the favor to others. They're well-rounded in comat, and gifted in the more dextrous arts, but don't expect one to skulk around like a common thief! They're just naturally more adept with their sea legs then most landbound people.
Role: The Pirate is th seafarer and adventurer, the carefree soul wandering in search of something or even perhaps running a semi-decent living shuttling people for a fare while listening in on gossip for something of value. Wether heartless and ruthless or cheeky and good-hearted, the pirate fills the needs of the sea and searches for adventure in all corners.
Possible Alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil
Nicknames: Buckaneer, Swashbuckler
Guildmaster: Spatz - played by Nothing Yet
Worship: Any, if they do.
Dislikes: None.
**Assassin :: Death from the darkness, the assassin is a specialist of being unseen and bringing death in an instant. Much feared and respected both, the assassin does her work and leaves only rumor and a cold body behind. While most never recognize the face of the assassin, they will talk of the deaths that come unknowingly. The assassin kills not for simple pleasure, but through contracts and orders, and also for furtherment of power. They are a secretive, specialzed guild that few make it through. They are not rogues, or thieves and to insinuate such to an assassin is being marked for death. The assassin has no good in them, though they are quite organized often and respectful to a point. They value honor, tradition, and respect the rules.
Characteristics: The assassin is agile, dextrous and quick, smart in all manners of death from well-placed stabs to poisons to other methods. They can incapacitate as well, avoiding a kill and know how to retrieve what they need if the issue is pushed. However, their specialty is dealing death and warnings desired by others too wise or cowardly to do it themselves. An assassin who goes against the will of the Guildmaster is thrown out and branded a rogue, a fate worse then death in this honor-bound class.
Role: The assassin plays form the shadow, the unseen hand that sometimes guides others as they will. The assassin also adventures in search of trainign and refinement, to study other things and to gather information. They are agile and quick, often skilled in dual-wielding combat but restricted to light armor. Still, they often cause more harm then they take.
Possible Alignments: Lawful Evil, Neutral Evil, Chaotic Evil.
Guildmaster: ---
Worship: Mordoven or Syn
Dislikes: Most people.