Spellblades
The Spellblade believes in balance. They are practitioners of the blade, delvers of magic. They ebelieve in harmony between all things; steel and the arcane, good and evil, right and wrong. They are often willing to do the unthinkable for the greater good and are seen as the neutrality in the war, somewhere between good and evil. Because of this balance, they rarely wear any heavy armor, preferring light garb and the freedom it implies. There are many assortments of races that fight under this name, and they hold high respect for each other. But many of the others find their willingness to perform evil to do good a daunting method. The Spellblade is a furious enemy to the Paladin, whom they see as haughty and naive, full of themselves through all their past glory. They feed off the triumphs of the ancestors.
Paladin
Knights of honor, selflishness, and protectors of all that is good. The paladin is a harbinger of light, who follows a strict code of honor. His shield protects the helpess and his sword smites the wicked. This group is not as large, restricted only to the most pure and the most righteous. But their skill is unmatched in large combat, their heavy armor taking many blows and their spirit never wavering. But they are haughty to other fighters, seeing them as weak and unwilling to push themselves to their extreme.
The Paladin is not just a warrior, but a channel, a sword for the High Lord. Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. They are common with the longsword and the shield, the two like extensions of himself, and his armor is like his skin. He does not waver and he will be the last to fall among comrades. But these groups have become wayward, haughty with their own triumphs. And while willing to do good, they expect praise wherever they go. IN this they have lost the one virtue that kept them above all the others. Their ability to stay humble in the face of death.
Rogue
The rogue is the closest thing to evil you will find in this war. They care for no one but their comrades, and always seem to find humor in the face of depredation. They are thieves, they are sorcerors, they are practitioners of the dark arts. And they are unpredictable. They are not below poisoning their enemies to avoid a confrontation, and they are not past stabbing someone in the back. But surprisingly when it comes to their allies, even through all the competition and rivalry they have amongst themselves, they will never betray an ally. They never have and never will. They bicker with each other, they argue and they fight and they taunt, but they are at the end allies. The only people they have left.
The rogue is a collection of many arts, a jack of all trades. They vary from travelling vagabonds, to roadside bandits and cheap crooks, all the way to groups of pickpockets and elaborate thieves. And in this war they are the hardest to track and the hardest to kill, not for extreme skill in the blade, but the ability to disappear when needed. And the rogue travels, as all the four sides do, in a group. Often like Highwaymen, they attack unwary travelers. They are main enemies to no one. They like to jump around from place to place, but they are a nuisance to all sides. But through this entire war, through all their losses and all the death, they seem to never lose that characteristic humor.
Arcani
The Arcani. Those who wish for power in everything they do. They are not evil, though often their ways are dark, hated by those who do not understand them. And they believe that the world would be better under their rulings, the ways they could improve their lives. The Arcani are varied in their arts, but they all stand for the same idea. Using their methods of magic, no matter how varied they are, to eliminate those that pose a threat to them and to bring the world to a new era through its power. They are necromancers, they are sorcerors, they are monks who use their strange mix between the holy and the arcane, they are mages who use the elements. But overall they never use a sword. They may use the blunt staff, or their hands, but magic is their weapon and always will be. The wish to change the world forever with their combined powers, and to eliminate the Laws of Arcane that prevent them from delving deeper into their mysterious art. The Law that has prevented the world from furthering itself, they insist. And while the law was invented to limit their power, they see it as a foolish idea. Their main enemies are the Paladin, and they laugh and taunt the wayward practice of the Spellblade. And the nasty Rogues who continue to steal their items and sell them...they are a nuisance that will be eliminated.