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Waiver

PostPosted: Sat Oct 29, 2005 3:09 am


Classes:

The abilities of the Ilium and Trillium manifest strongly when they reach puberty. Throughout their childhood, the young exhibit special abilities that tend towards one profession or another. Each class is critical to the community and equal in rights. Once a dragon has reached the juvenile stage, he or she can choose a class in which their talents will be developed. The classes reaffirm their place and the whole community benefits from each individual's abilities.

Ranks:

The ranks section will list the leading the members of the various classes and what they are responsible for. As well as those of the candidate, apprentice, journeyman, and master ranks.
PostPosted: Sat Oct 29, 2005 12:39 pm


General Classes

These base classes apply mostly to Ilium, but some Trillium can learn them because of their ancestry. These classes lead to more powerful ones as well.

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Guardians:

Young dragons who have shown tactical prowess and strength above average lean towards the guardian class. The Guardians are just that - guardians of the Ilium community. They act guards, soldiers, policemen and protection whenever needed. Many begin training at an early age in order to hone their fighting skills and learn to utilize almost of their body as a weapon. However, formal training only begins once the dragon is a juvenile.


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Mages:

Mages are draconic masters of the arcane who can sense the world about them to a degree beyond that of most other dragons. Many mages always show an affinity towards one particular element and grow in that field but jack-of-all-trades, are not uncommon. The jacks, as they're known, don't master any particular element but dabble in every one, limiting their abilities to a certain degree. It is a rare dragon indeed that can master all the elements. Once a dragon has become a juvenile and chooses the mage class, they are tested and assigned the element they are most affiliated with.


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Healers:

Those who have shown a natural ability to treat the wounded and ill and a kind demeanour generally become Healers. Healers treat the wounded and ill of the community, whether it is a birthing or a battle wound. They can generally stand the sight of blood and gore much better then their fellows and show a curiosity about how living things work. Ilium are dragons, which means they have talons not hands, so when an Ilium is shown to have nimble, hand-like talons, they are earmarked as Healers simply because of the ease with which they do surgery or dress wounds. A few healers even utilize white magic to heal the more seriously injured.


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Oracles:

Oracles see past, present, and future. They are exceedingly rare individuals whose eyes have no pupils and whose bonded is often blind. The strain from these visions generally makes an oracle reclusive, and far from social. However, each Oracle is born with a strong sense of duty and function as an advisor to the King in predicting trouble or good tidings. There had ever only been one oracle alive at a time. (A staff member will most likely play the oracle so the RP doesn't get out of hand. If not, there will not be an oracle until we approve of one.)


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Wind-walkers:

Wind-walkers are celebrated entertainers and scouts. Theirs is a dual function; that of entertainer in peace times and scout or messenger in troubled times. Ilium must demonstrate a high degree of agility and manoeuvrability at a young age. Wind-walkers are chosen by the master wind-walker after candidates have been watched throughout their childhood. Some wind-walkers even learn to manipulate the wind to their benefit.


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Bards:

Bards maintain and pass down the oral history and traditions. They are master musicians and signers, capturing the imagination of their audience with their wonderful voices. Bards are central to Ilium society, as they keep very little written word; everything is passed down via stories, songs, and dances. As such, bards are often considered the community's scholar as well. Bards act as advisors to the king and entertainers whenever needed. Wind-walkers and bards often pair up to give an amazing display at festivals and celebrations.


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Minders:

Minders often show a talent with dealing with babies and young, exhibiting patience and a kid-like wonder. Minders do exactly what their title suggests - they mind things. Their main purpose though, is to watch over the eggs and hatchlings, making sure they stay out of trouble or getting them out of it if they do. The class Minder is one of the more common jobs, but is an integral part of Ilium society.

Waiver


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PostPosted: Sat Oct 29, 2005 1:07 pm


Specialty Classes:


Only those dragons who belong to the Ilium species and have fullfilled the criteria may adopt these classes.

Specialty classes are talents and abilities that are unique to the Ilium species. As an Ilium grows and becomes experienced in the base classes, he/she may chose to take on a new one in addition to the old. Characters may have up to 2 base classes and 1 specialty class. The Soul-Weaver is an advanced class that is awarded by staff and does not take up a specialty class slot.

If you want to adopt a new base class, you must be well experienced in your original class and apply. To apply, please PM one of the Guild staff and we will discuss it. You'll be notified shortly thereafter if you can have the new class.

Please note that every time a new class is adopted, an updated cert with the new class will be given to you along with the specifics of the specialty class you've chosen. (ie. Agamemnon is a Bard but wants to be a Mage now. He applies and is granted the class. His old cert had Bard underneath the class heading but his new cert has the Mage class.) Also, once a new class is adopted, those new skills are minimal and must be developed too. The new skills are in addition to the old skills.


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Storm-Riders:

The majesty of the sky fascinates many Ilium and the Storm-rider class often becomes their goal. Only Wind-walkers, guardians, and mages are considered when initiating new members into their specialized ranks. The ferocity of the thunderstorm or renewing touch of a spring shower becomes familiar to these storm-tied warriors. Among their duties is the responsibility to assist with agriculture whenever needed, provide elite air support for guardians or amazing spectacles at the major festivals. Storm-riders dance in a storm and the one that's able to dance amidst the massive lightning bolts and pelting rain the longest is celebrated for not only are the Storm-riders warriors, they are weather shamans too. Manipulating the weather is a dangerous profession and only the best of the best are allowed to join and take the strict vows of the Storm-rider. A Storm-rider can be identified by the electric blue eyes of both the Ilium and the Bonded and the small arcs of blue lightning that snap across their bodies after a storm. However, a reckless streak often develops in these thrill-seeking individuals.

Storm-Rider Rules:
-DO NOT adopt this class on your own, you must apply for it
-Only Wind-Walkers, Guardians, and Mages will be considered for this class
-If you feel you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel you're ready, we will award with the class
-The abilities of a Storm-Rider are unique to each one and will be awarded by the staff.
-Please include your preference for the type of weather your characters are most affiliated with in the application. The final decision on the affiliation will be the staff's as we need to keep things balanced
-weather manipulation is very dangerous, pulling moisture from one are and heat from another may cause environmental havoc, so only short periods of strong magical storms are allowed.
-If a Storm-rider's affiliated storm occurs near that individual, they can utilize the storm without fear of side-affects
-to initiate larger storms (like hurricanes, tornadoes, thunderstorms, etc.), a nudge is required. A nudge sets the weather into proper motion to create the desired storm in the desired place, between 1 to 8 days after the initial nudge. More nudges are not needed and will not affect the building of the storm
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential



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Warden:

The more nature and adventured inclined of the Ilium society often seek this class. Only guardians and bards are considered to join these ranks. To be considered for this class, the applicant must show a sense for nature or love of the wild. Once a member of the Wardens, one is taught the secrets of the forest and develops an strong connection with both the flora and fauna around them. Wardens are responsible for standing guard and patrolling the outermost regions of a community and maintaining the game population so that over-hunting does not occur. Over time, all Warden's eyes turn a forest green in colour and their physical ageing stops (though they can still be killed or die of old age). Unfortunately, many develop a deep fear of fire. Nonetheless, these easy-going and greatly respected folk have become an integral, if not often seen, part of Ilium society.

Warden Rules:
-DO NOT adopt this class on your own, you must apply for it
-Only Guardians and Bards will be considered for this class
-If you feel you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel you're ready, we will award with the class
-Each Warden has an affinity with a specific type of animal or plant (ie. Canines, Flowering Plants), so please include your preference in the application. The final decision on the affiliation will be the staff's as we need to keep things balanced
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential



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Paths:

Paths are rare individuals who are able to develop the strength of their mind and will to the point where they manipulate objects without touching them. The signs come early in an Ilium's career and generally consist of the individual's above average ability to focus and concentrate. While bards and mages occasionally become Paths, minders tend to become Paths the most. Telepathy is a very useful ability when one must several hatchlings and babies at once.

Paths Rules:
-DO NOT adopt this class on your own, you must apply for it
-Only Bards, Mages, and Minders will be considered for this class
-If you feel you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel you're ready, we will award with the class
-Paths utilize telepathy but this does not mean they can lift hundreds of tons without effort. How much that can be moved will be unique to each individual and included in the details once the class is awarded.
-If you're applying for this class, you can request the maximum weight your character will be able to manipulate in your application. However, the final decision will be the staff's as we need to keep things balanced
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential



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Soul-Weavers:

While the Soul-weaver class is open to all basic classes, it is the hardest class of all to achieve. An Ilium and his/her Bonded must show a very tight relationship, to the point where they seem to act with one mind in whatever they do whether it be fighting or caring for the young. Very few individuals are able to achieve this level of trust and faith even though unbreakable bonds are common. A careful eye is always on the general populace to spot these individuals and the Kings and Queens themselves often chose the new Soul-Weavers. Once chosen, the candidate undergoes intense tests and initiation rites that test the bond between the Ilium and the Bonded. If the candidates pass, they are taught the secret art of Soul-Weaving: the ability to meld their two souls into one for periods of time. This ability, once mastered, combines the strengths and weakness as well as the physical characteristics to masterful effect. However, it is extremely dangerous and tiring for those involved and deaths have been known to occur if the technique is abused. Those who have achieved this class are rewarded with important positions in the King's Court and the Ilium community. The Masters of the different classes are often Soul-Weavers, though they rarely, if ever, utilize the technique. Positions of influence are not awarded solely on the basis of power but wisdom and character; a Master knows how to deal with a situation without bullying someone into submission.

Soul-Weaver Rules:
-The class soul-weaver is awarded by a guild and business staff vote. Do not adopt the class; it will be given out the most deserving when the time comes.
-All classes will be considered when giving out this advanced class
-The combining of the two souls is called the Union and lasts between 5 minutes and 5 days, depending on the level of mastery. The union also affords a few special abilities to the individuals depending on the original class
-Spend too much time combined, and your character will likely suffer irreversible insanity and is stuck between the forms, neither human nor Ilium nor Soul-weaver. It's a sad thing indeed when this happens. Death soon follows.
-When combined, all abilities are magnified, but the weaknesses of the two individuals are also present. Details will be specific to each Soul-Weaver.
-the technique is incredibly draining on those involved and at least 3 day's rest after its usage is a normal occurrence.
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential
PostPosted: Sun Oct 30, 2005 10:14 am


General Classes

These general classes apply mostly to Trillium, though they are similar to Illium classes. Sometimes the two dragon species can develop the other's classes.

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Archons:

Young Trillium with noble personalities and an affinity for the weapons of the body often turn out to be Archons, an elite guard that patrols the city. They dress in the colours of the ruling Monarch and often spend time with Guardians when off duty. Even though they are noble and even a little chivalrous, they are still Trillium and can be very disdainful. Some are even abusive, though only when nobody's looking. Archons have earned themselves the nickname of Tyrants. They mostly guard the very outskirts of the city and the castle. Like the Guardians, training only begins once their future is clear.


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Sorcerers:

Sorcerers are the cousins of Mages, and can also feel the energies of the world to a certain degree. Though they do tend towards certain elements, these elements are like shadows of the ones that Mages use. If a Mage's element is water, then the equivalent for Sorcerers is soul, as earth equals either body or matter, wind is mind, and fire is energy. Sorcerers almost never are able to use other shadow elements than those they were born with, but they do start with two, sometimes. When it is clear that a Trillium is a Sorcerer, they are watched closely until they are juveniles, whence they are tested and trained.


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Surgeons:

These dragons are the Trillium equivalent of Healers. Though they have no magic whatsoever to help them, they often have Thrummer traits, and so have soothing voices that act a little as an aneasthetic. Some scholars of Sorcery speculate it is a magic of its own. Surgeons can shrug off death quite easily, even if their patient dies while they're working on them. The King's or Queen's torturer is often a Surgeon, as they instinctively know about vital organs and how to cause pain. A Surgeon's talons are sharp as a scalpel, but they can work with their curved claws turned inwards without trouble.


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Seers:

Seers are able to dreamwalk, where their soul leaves their body when they sleep so that they can travel the world they have emotional bonds to and watch out for the city at large. Sometimes a spiritual guide will show them something that can avert trouble, but not often. Like Oracles, they are very rare and reclusive, but that's mostly because other dragons don't often understand what they are talking about. Trillium do not bond, but they do have good human friends. A Seer's friend is often a hermit.


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Water-walkers:

Trillium who are sleeker-looking than average often become Water-walkers. Their main profession is to entertain, and it's easy to do when they are skilled swimmers and can sometimes even walk on water. With a lot of practice, they can even walk on hot coals without being burned. They are great aquatic scouts, and the normal Water-walker's friend is often a sailor. Almost half of the Trillium population have Water-walker traits.


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Warblers:

These musical dragons need no instruments, for their voices are their instruments. They cannot talk, but their human friend can often translate for them to other humans. Warblers sing their emotions and feelings rather than communicating with words, but others of their class can understand them all the same. They can pair up with Bards for an entertaining show, but a Warbler with a Thrummer can move even an abusive Archon to tears.


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Thrummers:

The cat-like thrumming of the aptly named Thrummers is calming and soothing, and are good listeners. They care mostly for the elderly of the community, and are sometimes hired as caretakers for young children both human and dragon. Their claws are dull and their wings smaller than normal, but their teeth are sharp little needles. Just about half of the Trillium population is a Thrummer, or has Thrummer traits.

CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Mon Oct 31, 2005 6:29 am


Specialty Classes:


Only those dragons who belong to the Trillium species and have fullfilled the criteria may adopt these classes.

Specialty classes are talents and abilities that are unique to the Trillium species. As a Trillia grows and becomes experienced in the base classes, he/she may choose to take on a new one in addition to the old. Characters may have up to 2 base classes and 1 specialty class.

If you want to adopt a new base class, you must be well experienced in your original class and apply. To apply, please PM one of the Guild staff and we will discuss it. You'll be notified shortly thereafter if you can have the new class.

Please note that every time a new class is adopted, an updated cert with the new class will be given to you along with the specifics of the specialty class you've chosen. (ie. Agamemnon is a Bard but wants to be a Mage now. He applies and is granted the class. His old cert had Bard underneath the class heading but his new cert has the Mage class.) Also, once a new class is adopted, those new skills are minimal and must be developed too. The new skills are in addition to the old skills.


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Typhoon-waker:

Water and it's mysterious properties calls to the Trillium and the class of Typhoon-waker is a common goal for many of them. Not all Trillium can be Typhoon-wakers, however. Only Water-walkers, Archons, and Sorcerers can become the deep-sea dwellers. Not only are they the only ones who can breathe water, and therefore recover lost ships, harvest the glowing aquatic weeds and find treasures both natural and artificial, but they can call tsunamis and giant pillars of the clear liquid they are tied to. A Typhoon-waker at a festival can do amazing things, like create statues of water and put on fantastic fountain displays. Manipulating giant waves and the tides is very dangerous, as it could affect underwater currents and change the climate, and more immediately destroy the soil that the community needs. Because of these dangers, only a few Trillium are ever granted the Typhoon-waker class, and only when they are among the best in their base class. When the moon is overhead and is pulling on the tides, a Typhoon-waker's hide turns iridescent and glows with reflected light. A Typhoon-waker becomes restless and sensitive to powerful energies.

Typhoon-waker Rules:
-DO NOT adopt this class on your own, you must apply for it.
-Only Water-Walkers, Archons, and Sorcerers will be considered for this class.
-If you feel that you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel you're ready, we will award with the class.
-The abilities of a Typhoon-waker are unique to each one and will be awarded by the staff.
-Please include your preference for the type of weather and water your characters are most affiliated with in the application. The final decision on the affiliation will be the staff's as we need to keep things balanced.
-Water manipulation on this scale is very dangerous, creating deadly waves and twisting pillars of water. Only short periods of water use as such is allowed.
-If a tsunami occurs naturally, the Typhoon-waker can use it to their advantage, though it will still cause some disruption.
-To send waves of water that will build and are perhaps directed at an enemy across the sea, a small nudge is required. A Typhoon-waker cannot immediately create a tsunami that will appear else-where, unless they follow it, where it would still take them the same amount of time to reach the destination. No more nudges are required.
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential



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Druid:

The Druid society is hard to get in to, but Trillium with a sense of the wild can try. Warblers, Thrummers, and Archons are only considered for this class. The Druids are bonded to specific types of flora and fauna, almost like the way an Illium is bonded to a human, except the Druid can control that specific element of nature. Druids ensure the health and safety of wildlife, be it forest or river, and slowly come to resemble that animal or plant. Their aging slows but does not stop, and when it is their time to die, they become the spirit of a new sapling that grows where they disappeared. Druids develop a fearful bias against humans in general, but they will trust the individuals who take the time to know them. Druids can share their bond with nature with the human that becomes their friend.

Druid Rules:
-DO NOT adopt this class on your own, you must apply for it.
-Only Warblers, Thrummers, and Archons will be considered for this class.
-If you feel that you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel that you're ready, we will award with the class.
-Each Druid has an affinity with a specific type of animal or plant (ie. Cougars, Oak Trees), so please include your preference in the application. The final decision on the affilliation will be the staff's as we need to keep things balanced.
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential.



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Kenners:

Kenners are perhaps the ultimate multitaskers. Though they are speaking vocally to one person, they can talk directly to up to three others no matter where they are, at the same time, using their minds. A sign to becoming a Kenner is a talkitive personality and a liking for animals. Kenners can speak to any creature, as long as that creature is smart enough. For example, insects have very small minds and thoughts, and can only think of one thing at a time, and cannot think in words. Warblers and Sorcerers sometimes become Kenners, but Thrummers are the most likely to develop this psi ability. Even in thought speech, Thrummers can only speak in emotions and pictures. It is a useful skill because it can make the meaning of something clearer, and being able to send pictures directly to someone's mind can help out with learning the location of something.

Kenner Rules:
-DO NOT adopt this class on your own, you must apply for it.
-Only Warblers, Sorcerers, and Thrummers will be considered for this class.
-If you feel that you're ready for this class, PM one of the Guild staff and together, we will all discuss your application.
-If we feel that you're ready, we will award with the class.
-Kenners utilize telepathy but this does not mean they can lift order an entire army without effor. How many people one can talk to at the same time will be unique to each individual and included in the details once the class is awarded.
-If you're applying for this class, you can request the maximum number of people your character will be able to communicate with in your application. However, the final decision will be the staff's as we need to keep things balanced.
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential.



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Devourers:

This class is available to all Trillium, but it is the hardest to achieve and the most dangerous. To be even considered an official Devourer, your Trillia and human friend must have such a close and emotional bond that they can feel each other's pain and emotions over distances, like an Ilium's bond but with psi rather than soul. Like with Soul-Weavers, Devourers are always being watched for, but for very different reasons. A rogue Devourer is a threat to themselves and others. What makes them a specialized class is the ability to actually take someone's soul and merge it with their own. The victim is immediately dead, and there is no afterlife for them to look forward to. This can cause damage to a Devourer itself, as if the merge is not complete they can easily go insane. A newfound Devourer must take strict vows to do what's right for the greater good. If a Trillia develops in to a Devourer and is not noticed by the King or Queen, they can go renegade and not know why, stealing souls left and right and consequently going crazy, which makes them even more dangerous. This power must not be abused. Devourers are feared, and given wide berths, but their unique point of view is sometimes sought. When royalty is executed it is done by a Devourer, and in battles, these Trillium are good Commanding Officers.

Devourer Rules:
-The class Devourer is awarded by a guild and business staff vote. Do not adopt the class; it will be given out to the most deserving when the time comes.
-All classes will be considered when giving out this advanced class.
-The merging of a soul is dangerous and is not recommended for new Devourers to do it more than once every two weeks, if at all. Every soul eaten adds a little to the Devourer's abilities.
-If a soul is not merged properly, it will make the Devourer insane. They will go renegade.
-A little of the abilities of a soul is added to the Devourer every time, though some weaknesses are also magnified. Details will be specific to each Devourer.
-A Devourer can only use their power when they have a tight emotional and psychic bond with a human.
-Once a character achieves this class, their abilities must be developed in order to achieve their fullest potential.
PostPosted: Mon Oct 31, 2005 3:15 pm


Ranks



Royalty
Royalty

King
The head male of the community. The King, or High Chancellor, is responsible for overseeing trials and disputes, creating laws, and managing the welfare of his people. The King's Bonded is the human lead male. The Kings share their power equally with their mates, the Queens.

~Myst King: portrait soon to come
~Fairweather King: Portrait
~Aurum King: portrait soon to come


Queen
The head female of the community. Shares the same duties as the king. The Queen's Bonded is the human lead female. The King and Queen must be mates for their titles to be official - for both the humans and dragons. It is not uncommon for a female to take the throne. The successor is chosen by deeds and if the female proves herself more capable, the throne will be passed on to her.

~Myst Queen: portrait soon to come
~Fairweather Queen: portrait soon to come
~Aurum Queen: portrait soon to come


Heir
Male successor to the rank of King. Each clutch of eggs usually contains a male and a female. If more then one male is born, they must also prove themselves right along side their siblings.

~Myst Heir: portrait soon to come
~Fairweather Heir: portrait soon to come
~Aurum Heir: portrait soon to come


Heiress
Female successor to the rank of Queen.

~Myst Heiress: portrait soon to come
~Fairweather Heiress: portrait soon to come
~Aurum Heiress: portrait soon to come


The Court
The Court

Master Bard/Warblers
The most experienced and talented bards and warblers obtain the rank of Master. They are responsible for maintaining the stories and songs of the community. The Master Bard/Warbler is also the chief advisor to the King, when called upon to do so. They often work hand in hand with the Master Wind-Walker or Master Water-walker to plan the music and finales for events.

Commander in Chief
The head of the military. They manage the guardians or archons and also oversee the maintenance of defence posts, weaponry, and the training of new recruits. The Commander in Chief works most often with the King and Master Wind-Walker/Water-walker when exploring new territory.

Master Oracle/Seer
The only living Seer or Oracle at the time. He or she often works with the Master Bard/Warbler in an advisory position to the King or recording their visions for future reference. The Ilium Oracle and the Trillia Seer is one of the few who make a habit of writing things down, since it is difficult for a dragon to manage anything resembling a pen.

Master Mage/Sorceror
The most experienced and talented mages or sorcerers. He or she functions as the Headmaster at the Arcane Academy or one of the teachers. It is not uncommon for the Master Mage or Sorcerer to have mastered two or more elements instead of the usual one.

Master Healer/Surgeon
The most experienced and talented healers and surgeons obtain this rank. The Ilium often master white magic and utilize it to treat the more seriously ill or wounded - which is their primary job along with teaching the healers in training. The Surgeons rely on their vast knowledge of biology and those with the best understanding and skill are often run off their feet with requests for assistance. Master Surgeons are also also responsible for teaching new surgeons.

Master Wind-Walker/Water-Walker
The most experienced and talented wind-walkers and water-walkers take this rank. The Master Wind-Walker is responsible for managing the wind-walkers and training them. He or she is also responsible for choreographing the special dances for festivals and celebrations. Master Water-walkers are awe-inspiring swimmers as well as reliable scouts. Their duties include teaching aspiring water-walkers and maintaing the all important informational link between scout and officer in a battle.

Master Minder/Thrummer
The most experienced minders and thrummers earn this rank. He or she generally delegates the various jobs to the other minders and makes sure everything runs smoothly at the Hatchery. The Master Thrummers ensure the care of the elderly and are responsible for maintaining a relaxing atmosphere for the elders as well as looking after the young.


Commoners
Commoners

Candidates: Beginner for the Class. Introductory studies.

Apprenctices: Intermediate for the Class. Medium-level studies.

Journeymen: Senior for the Class. Advanced studies. Longest rank, time wise. Must prove oneself before becoming a master.

Others: Those without a Class are the common people. They are the hunters, farmers, tavern keepers, and every other important worker in the Ilium/Trillia society. Not everyone has to have a class.

SkieBorne
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Dapper Gekko

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Ilium Enchanted

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