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Post by >>Trinity;; on Jan 19, 2009 16:11:12 GMT -8
Categories: Guardian: Knight Scout: Assassin, Ranger Spiritualist: Shaman, Cleric, Oracle Weaver: Enchanter, Bard
Gifted: No Gift: Rogues Need 25 quests completed, 15 in 1st-4th place to reach epic level for no gift classes.
Smattering: Rangers, Druids, Fighters Need 30 quests completed, 20 in 1st-4th place to reach epic level for some gift classes.
Gifted: Healers, Seers, Gypsies, Bards Need 40 quests completed, 25 in 1st-5th place to reach epic level for gifted classes.
Fighter (becomes Knight) Guardian
Description: Fighters are chosen to defend their grex and in many flocks they swear an oath that binds them to this duty until they are released by their Natuk or by death. To turn against your grex is one of the highest crimes a fighter can do and they are often killed or banished. Those that had achieved knighthood before the crime was committed become fallen knights and are then rejected by their god causing most fallen knights to follow Farlin or Zanic (with Zanic being the most common).
Pure, Neutral, or Chaotic: Knights must be pure aligned. Fallen knights may be neutral or chaotic aligned (fallen knights are not members of a grex unless the whole grex follows Zanic). Pure aligned fighters are not welcome in a Zanic aligned grex and are banished or even killed, just as chaotic aligned are banished or killed if they are discovered in a pure aligned grex. Neutral fighters are allowed in chaotic aligned grex (but not pure aligned), but are often not well accepted.
Gift Abilities: Fighters are not born gifted. If they pass the challenges and survive the details of their task to reach knighthood, they gain a limited gift that allows them to sense evil intentions around them. As a paladin, (or high lord if they are fallen), they gain a greater gift that allows to seek out places holy to their deity and sometimes to speak to that god without having to channel through a seer or a gypsy (which may just take what you offer in exchange and run).
Ranks: Page Squire Knight/Fallen Knight Paladin Chaotic aligned may achieve High Lord
Druid (becomes Shaman) Spiritualist
Description: Druids are silent watchers of all things nature. They guard the plants and animals of their realm, only destroying life to eat and often then it is a simple fish or rabbit every now and then. Most druids are loners, whether they are born loners or choose that life on their own, and most follow Farlin as most take an infuriatingly neutral outlook on things. Occasionally one might come across a group of druids led by a shaman that coexist in a single realm together, this group is known as a druidic clan and often has another title given it by the people that are a part of it.
Pure, Neutral, or Chaotic: Most druids are neutral followers of Farlin. It is very rare to encounter a pure aligned druid but an occasional chaotic druid is not out of the question.
Gift Abilities: They have a smattering of gift and rely mainly on herbal remedies, rituals, and prayers.
Ranks: Caretaker Druid Sage Shaman
Hunter (becomes Ranger) Scout
Description: Hunters are skilled at blending into their surroundings, and using nature as both a weapon and a defense. Hunters spend most of their time traveling the land, learning all they can about hunting, scouting, and disappearing into their surroundings. They can travel like ghosts through any land, without leaving a trace. Able to live securely in any environment, they have great respect for nature and are strict guardians of it.
Pure, Neutral, or Chaotic: A hunter can have any alignment.
Gift Abilities: This class has a smattering of gift, like druids, except that what they can do is limited. They may heal but most healings need the aid of herbs unless it is something such as a shallow cut or a common cold. Something serious requires more than their gift can provide. Pure and neutral aligned gryphons cannot cause harm to others lest their gift be taken by their chosen god. Those that fall and choose to follow Zanic regain a bit of gift, but the gift is tainted and often enslaves the gryphon mind, body, and soul into following Zanic's every command. Neutrally aligned gryphons that have fallen to neutrality from purity have the choice of becoming one of the druid class or fighter class at that same level.
Ranks: Hunter Scout Explorer Ranger
Seer (becomes Oracle) Spiritualist
Description: Seers are loners and often misunderstood. Guided by intuition and visions, seers can be strong or weak, young or old. The ability to see (sometimes called the Sight) is a gift, and so a seer is born with the ability: it is not a created skill. However, a seer can strengthen his or her ability. Seers are rarely a part of any grex: they are often driven out because of their strange visions and disturbing insights about others. Very in touch with whichever god they choose to follow, it is sometimes questioned whether an oracle sees the future or creates the future. Seers are born with an eye marking upon their foreheads to signify the all seeing eyes of the Watchers, the gods and ancestors of the Triadic Religon. A single Oracle will lead a coven, which is usually all female since male seers are extremely rare. Seers are not allowed mates, even in the chaotic alignment, for fear that the All Seeing One (see Myths and Legends) may be born of the union.
Pure, Neutral, or Chaotic: Usually taking a very neutral outlook on things, most seers follow Farlin. There are those who take other alignments, though, with a Dark Oracle (chaotic aligned) being the most dangerous.
Gift Abilities: Seers start out possessing a reasonable amount of gift that grows stronger as they progress. These special gryphons are the only ones that can see into the future, the past if their god aids them, and into present situations. Often times their gift becomes so strong that they are completely blind by the time they become Oracles. Oracles are extremely rare since your god must raise you to that rank and you must meet specific qualifications.
Ranks: Apprentice Seer Visionary Oracle Pure aligned may achieve White Oracle Chaotic aligned may achieve Dark Oracle
Healer (becomes Cleric) Spiritualist
Description: A healer is a follower and advocate of a particular deity, most often one of a group, or pantheon, of deities. They act in a manner appropriate to that deity, and use their powers and skills to help others (or in some cases harm) and to advance the beliefs of their religion. Ruling over their order are a high priestess and high priest. Sometimes the leaders of the orders are mates but since healers are discouraged from taking a lover this occurrence is rare. Those that do often fall into Zanic's realm upon the loss of their mate or when they stray from their pure path to dance “the lovers dance” and take more than one mate as they tune into their passions. Kits destined to be healers are marked by a silver and black mark upon their foreheads. The mark appears as a crescent moon with a wavy line running through it to symbolize water, a fierce and yet gentle element of nature much like healers themselves. However, healers who choose to follow Zanic lose the water mark, instead gaining a black and red flame on their forehead, representing chaos and passion.
Pure, Neutral, or Chaotic: Clerics must be pure aligned unless they tune themselves into their darker passions and taint their gift. Chaotic aligned healers that reach the rank of cleric become Dark Priests. Dark Priests may still heal, but they are more likely to use their gift for power or to become involved in the necromantic arts.
Gift Abilities: They are born gifted and that gift increases with every rank. Healers do not need herbs. They use their gift and prayers to heal. Healing is not immediate, it is a slow progress over a few days or more depending on the extent of the injury and the strength of the healer. To immediately heal an injury would send the patient into shock and possibly kill them.
Ranks: Healer Monk Cleric/Dark Priest High Priest/Priestess Chaotic aligned may achieve Necromancer
Rogue (becomes Assassin/Spy) Scout
Description: Rogues are the hardest to define because, by nature, they are constantly breaking and reshaping boundaries. Stealth and cunning are their strengths, and though rogues are usually physically strong and agile, they rely mainly on their wits to see them through. Their class is the most dangerous and as a result, rogues generally have the shortest life span. They often use their abilities to sneak into enemy grex unnoticed and are able to take on a variety of personas. Rogues may specialize as an assassin or as a spy, but all are trained in both.
Pure, Neutral, or Chaotic: Almost always chaotic aligned, some rogues are neutral aligned. None are pure aligned.
Gift Abilities: None. Any rogue will tell you that the gift is cheap. Instead, they rely on carefully honed skills to slip into enemy territory undetected. Tricks of light and shadow, noise and silence, and just about anything can be twisted to their advantage.
Ranks: Rogue Initiate Assassin/Spy Ritualist
Gypsy (becomes Enchanter/tress) Weaver
Description: Gypsies have found the ability to manipulate nature through ritual and spiritual gift. Like rogues, they are manipulators, but rely on mental powers, rather than physical ones, to do so. Most enchanters use their skills to attack enemies and to watch over their friends and allies. However, some use their skills more for defense than attack. Also, gypsies are purely nomadic and usually only a male, female, and kits (possibly grandparents, as well) will be found together. The oldest male member of the family leads the gypsy “band.” Females are considered under males, though females that have had young are “higher up” in rank. They cannot become part of a grex without losing their class. As a result, most grex look down on gypsies and consider them liars and outcasts.
Pure, Neutral, or Chaotic: Enchanters may have any alignment, though neutral or chaotic are more common than pure, which tends to be very rare. Chaotic aligned enchanters may choose to specialize in sorcery (a path of conjury much more dangerous and corruptible than wizardry), though all use illusion and confusion to the best advantage.
Gift Abilities: Gypsies are born into their class. Unlike the other classes where most turn to that rank because it just suits them, gypsies must have gypsy parents or they will not have the abilities and will be cast out and must turn to another class. (If one parent is gypsy then a die will be rolled to see if any of the young were born to that path though they will still be shunned by many as a “half-blood.”) Gypsies must harness their gift and complete a single quest before becoming a mesmer as well as reaching the required level.
Ranks: Gypsy Mesmer Enchanter/tress Wizard/Witch Chaotic aligned may achieve Sorcerer/Sorceress
Bard (becomes Historian) Weaver
Description: A bard is a jack-of-all-trades, but a master of none. They are glib of tongue, light of heart, and fleet of foot. All bards are skilled singers and storytellers and sometimes musicians. Most bards are half-blood gypsies that have turned away from their caravan, or band, to explore the world (and leave behind the glares and harsh comments). During this wandering they have learned many stories, some historical and some fictional, as well as how to enchant their audience with quick wit and illusions. Bards do not belong to a grex since they are simple travelers, but it is not unheard of for a bard to take up residence in a grex for a few days while he shares his knowledge and tales. (Bard players should view the Myths & Legends thread for content for their stories; they may also submit their own legend to the administrators.)
Pure, Nuetral, or Chaotic: A bard may choose any alignment but most are either pure or neutral. Chaotic aligned are extremely rare and the bard would have to be enslaved since this goes against everything that they believe.
Gift Abilities: Like their gypsy parents, bards have the ability to weave illusions. Bards often weave an illusion when they are telling their stories so that the audience feels as if they are where ever the story is taking place and witnessing the events firsthand. Bards also have the ability to enchant birds and other creatures to sing to a precise tune to create music to go along with their singing or their own music. Some Bards carry mythical items (gained through quests) that aid in music and story telling.
Ranks: Traveler Historian Bard Illusionist Chaotic aligned (which is RARE) may achieve Magician
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