Legends of Itheria
Character Classes
Bard
Alignment: Good.
Weapons: Light.
Armor: Light.
Magic: Illusion.
Skills: Arcana, Diplomacy, Lore, Weaponry.
Description: Bards are story tellers, singers, dancers, acrobats and
musicians. They are the
men and women who have taken the performing class to the extreme and
molded it into a
profitable lifestyle. It is through bards that much of the past is
understood and
that heroes are remembered. Bards exist in almost every society in
Itheria, and are
almost always welcome in most cities and taverns. Inn keepers often seek
them out
and do offer free room and board in return for desirable performances
and a full
tavern hall.
All bards are proficient in one or two types of small or medium sized
instruments,
such as a flute, drum, lute, guitar, violin, lyre, panpipes or harp.
They are also
capable of some acrobatic feats, and are well suited for general
tumbling, dancing,
and contortion. Some bards have learned advanced skills by taking their
learning
further and developed these skills into their secondary class.
Not all bards are capable of using magic and little train in its use
given the expense
of magic training. However some have taken up learning magic, delving
into the
inner workings of illusion and/or spirit magic. A bard can only cast a
small number
of spells, and none of these being arcane. Their magic consists of
charms and illusions
rather than the more dramatic spells that wizards and sorcerers use.
They can encourage
allies, hold their audiences rapt with the sound of their voice and
dazzle with fanciful
illusions. A bard adapt with spirit magic can even attempt to counter
magical effects
that rely on speech or sound.
Bards listen to stories as well as they tell them, of course, so they
typically have
a deep knowledge of local events and noteworthy items. Most bards aren't
that strong
physically, given that their profession relies on dexterity and stamina.
So in dangerous
situations they rely on the best methods suited for them to get out of
it; they run
away or they use their intellect. In some cases bards will learn minor
forms of self
defense and can be quite proficient in the use of short swords, daggers
and knives.
Because the bard relies on the generosity of those they perform for to
gain their
pay, and a frightening bard is by no means going to earn coin. It is no
wonder that
most bards are generally good looking, clean and have a spark in their
personality.
Cleric
Alignment: Holy.
Weapons: Light.
Armor: Medium.
Magic: Fortification, Ilusion, Restoration.
Skills: Arcana, Combat, Lore, Weaponry.
Description: Clerics are spiritual beings, linked to their deity through
their selfless
dedication
and faith. As a cleric you will act as a moral compass. Clerics derive
their magic from
their gods,
and so they will always be equipped with a Divine magic.
A cleric has the benefits of both fighting and spell casting, being
moderately skilled
in both aspects. But don’t let this fool you, for a cleric is a cunning
and surprisingly
skilled opponent. A cleric’s spell set is not as vast or large as a
bishop’s, and
their fighting skills aren’t as advanced as those of a Paladin. The
cleric, by all
accounts, is a medium between their fellow Divine users. Clerics can
heal minor to
moderate wounds, purify water, negate hexes or disabling spells cast on
allies, create
defensive magic shields and enhance their weapons and abilities. Evil
clerics can
cause moderate wounds, place temporary disabling spells on opponents,
and even heal-
though in a much more painful manner.
Clerics are also capable of using one other magic type, and often many
specialize
in an element. They would use these for shields and weapon enhancements.
Some would
use the benefits of spirit magics, others creation or even illusion.
In order to cast their spells and keep their Divine spell abilities
clerics do have
to devote time to honor their gods at least once a day, performing a
praying ceremony,
or in some instances – particularly for evil clerics, a sacrifice
(typically an animal).
Clerics can wreak great havoc with their chosen weapon, and are also
adapt at using
shields. Their skills in battle are more geared for the defensive, using
their fighting
tactics in combination with their magic to protect and aid themselves
and/or those
around them. They don’t rush headlong into battle, but use their wits
and tactical
knowledge to take up a good position against an enemy.
Commoner
Alignment: Any.
Weapons: Any.
Armor: Any.
Magic: Any.
Skills: Any.
Description: A person living their day to day lives, working hard for
themselves or their
families,
doing practical work are the common folk. These people are your next
door neighbor,
a farmer in the field, the pretty seamstress, the blacksmith, a baker, a
bar maid,
the local tavern keeper or a merchant. They are the average people who
make the village,
town or city they live in function, and are the most important factor in
a good steady
economy.
Commoners are typically not fighters or magic users, but they can fight
fiercely
for what they believe in and are ready to bear arms when needed. Some
are educated
in some fashion, learning to read and write in common, while others are not.
Many take on family businesses and carry the line from father to son,
mother to daughter.
Many commoners have a sense of humility to them, not being frivolous
with their hard
earned wealth, and take joy in small pleasures. They can marry whom they
choose,
though some families often try to make smart matches.
Commoners can advance to a different primary class if they are trained.
Healer
Alignment: Good.
Weapons: Light.
Armor: Medium.
Magic: Restoration.
Skills: Arcana, Diplomacy, Lore, Woodsmanship.
Description: A healer is a person who invests their lives in the study
of plants. How they
apply these findings is dependent on the healer. Most do it to aid
society, others
for harm. They create balms, ointments, powders, teas, antidotes,
remedies and natural
tonics for medicinal use using all natural ingredients.
Many healers take their trade even further, specializing in medical
procedures,
and so the majority of healers are what many would call a sort of
medicine man/woman.
The level of these can vary, from basic knowledge of tending the sick
and injured,
to a skilled master knowing how to perform full scale surgeries.
Healers don't hate the use of magic, especially when they see the good
it can
do, but they believe that natural means are superior to those of the
supernatural.
Healers are not afraid to get down and in the dirt or climb a mountain
in order
to find a plant for their needs.
Knight
Alignment: Good.
Weapons: Any.
Armor: Any.
Magic: Any.
Skills: Combat, Diplomacy, Horsemanship, Weaponry.
Description: Knights are charismatic figures, strong, revered and/or
feared for their
abilities.
They are often the focus of stories and legends, a favored subject for
bards to relay
to their attentive and expectant audience. Knights are indeed strong and
brave, but
knights vary as much as any class based on their skills, what they fight
for and
who they fight for.
The majority of all Knights are sworn to the service of a King or lord,
and are
of noble birth that can be traced back many generations. Sometimes,
though rarely,
some are part of a brother/sisterhood, sect or group that holds some
form of prominence.
An example of these would be the Devout Knights, or even the Dominion.
The Knight is a true tank in battle, and can take hits that most classes
could never
withstand. A Knight surpasses the typical warrior standard, learning the
sword as
well as the lance, train in heavy armor, mounted combat, shield use,
warfare and
strategy. They are excellent at lance combat, the majority of knights
practicing
jousting and using tournaments to boost their skill. Given all knights
are of noble
blood they are experienced in diplomatic affairs and intrigue, being
well versed
in the world of aristocracy. Some are even taught the use of magic, much
in the same
as a warrior would, bolstering their abilities with magical
enhancements. Just like
warriors Knights, if trained in its use, can use only up to two, with
Spirit being
the central focus for all Knights, followed by one element. They are
well educated,
knowing formalities and proper etiquette, though how they use their
knowledge is
all based upon each individual.
A Knight can naturally boost the morale of the people and their own
troops with their
strength of persona, charisma and prowess, giving hope and create
change. On the
reverse side they can break people’s wills and strike fear in the hearts
of many
with their status, strength and infamy. A Knight can be of both good and
ill alike,
working with a kingdom to helping to bring it to glory or oppose it to
see it crumble
to dust. In either instance a Knight is truly a fearsome and
intimidating adversary.
Most Knights by disposition can be domineering, even if they don't
realize it, and
tend to have a vain streak given their noble blood.
Mystic
Alignment: Any.
Weapons: Light.
Armor: Light.
Magic: Divination.
Skills: Arcana, Combat, Lore, Weaponry.
Description: Mystics see brief and confusing visions of a future yet to
come or the ability
to see or feel
the fortunes or tragedies to come upon a person. There are many people
who claim
to hold such powers. Most are false prophets seeking to make profit or
power off
petty fortunes and predictions. Yet there are some who truly are capable
of receiving
visions. Blessed or cursed with visions from the Gods, these select few
are referred
to as Mystics.
Unlike the majority of other Magic classes, Mystics have a wide range of
abilities.
They can become proficient at physical combat and maintain an average
ability in
divination. By combining these two skills, however, they are able to provide
a deadly range of attacks upon their enemies.
What truly separates the Mystics from other magic classes is their
ability to receive
visions.
Not all Mystics are capable of receiving visions. Recorded throughout
history have
been three types of abilities shown in Mystics. A Mystic may hold none,
one, or even all
three types.
The power of dream interpretation. This is the most common type. Mystics
that
have this are capable of translating the meaning behind another person’s
dreams.
This is not always an easy feat. Most mystics with this learn to
interpret certain
symbols or images within the dream to determine their possible meanings.
The power to see and read an individual’s body aura. With this level of
vision
the Mystic may see an aura around a person, which provides signs of what
may or may
not happen to that person.
The power of foresight. This is the most rare form and most people do
not understand
exactly how or what a mystic with this ability can do. The Mystic cannot
instantly
know what is happening before it does. In fact, the visions they receive
are often
completely random, brief, and confusing. Some these images never make
sense until
the vision comes to pass. No matter how hard a Mystic may try to
interpret and figure
out the vision, they almost always fail to understand it until it is too
late. In
fact, many visions are often perceived as a cruel curse from the Gods
rather than
a blessing. Sometimes these visions are so violent, they can cause
physical wounds,
scarring and extreme pain.
Although a Mystic may receive numerous visions in his or her lifetime,
the visions never
actually include the Mystic themselves. A mystic, for some reason,
cannot interpret
his or her own dreams or see their own future. Their visions always
involve other
people and places.
Paladin
Alignment: Holy.
Weapons: Any.
Armor: Any.
Magic: Destruction, Restoration.
Skills: Arcana, Horsemanship, Lore, Weaponry.
Description: Paladins are the holy warriors of good Gods, usually
stemming from some
specific
temple or order. They are figures of courage and light, and are only
second in bard’s
tales to the ever popular knights. A paladin's code of ethics is often
associated
by each individual temple or order, varying in some regards, but all
hold the basics
of the paladin creeds: Honor the God. Respect legitimate authority. Act
with honor.
Help the innocent. Punish the wicked. Unlike knights, a paladin can
originate from
anywhere, so long as they fit the calling. They use their strength of
arms to defend
the innocent and the world around them from that which is evil, and will
do their
utmost to uphold the ideals of their creed.
They are warriors of faith, devoted to their God and code of honor, and
so are expected
to act and behave in a manner pleasing to the Gods. Of course attitude
and views
on their class and religion can vary, depending on views of the paladin
and their
creed. This makes for some varied paladin caste, some being true zealots
and sticklers
for order, others being more laxed in world views.
Training to become a paladin is no easy feat for it requires not only
highly developed
physical skills, but also strength of mind. A prospective Paladin goes
through a
fasting vigil of prayer, lasting at least twenty-four hours, but up to
several days
for some sects, to earn their holy magic. Like Fighters, Paladins are
proficient
with most types of weapons and armor, many favoring heavy armors such as
plate, and
weaponry like swords, axes or spears. They are also taught horseback
riding and fighting.
Despite the rigorous physical training they are also well educated
amongst their
creed, taught language, history, writing and literature. Training
paladins are also
expected to contribute while in the care of the church or creed, doing
work around
the grounds, caring for their own items, and doing jobs of some merit
when deemed
capable.
All paladins must be devoted and unfaltering, for if they fall from
grace with their
God they lose their ability to channel their magic. Paladins are able to
cast spells of a beneficial nature, to themselves and also others. They
are also
capable of casting damage spells, though nowhere near the scope of a
Bishop. Because
of their Holy magic Paladins using their spells can deal extended damage
to undeador evil
creatures.
Ranger
Alignment: Good.
Weapons: Medium.
Armor: Medium.
Magic: Restoration.
Skills: Archery, Combat, Weaponry, Woodsmanship.
Description: These people are somewhat aloof from large societies,
preferring to live in
rural
regions. They tend to be rough and rugged, and enjoy simplicity in their
lives. They
are familiar with the land and places they inhabit, and are skilled
trackers, trappers,
and hunters, often making an honest living off the land in a proper
fashion. Rangers
are believers of natural order, being that within nature there are
predators and
prey, a delicate balance that must be maintained. They do not like those
that negatively
affect this, throwing off the balance of the forests, causing
destruction of not
only the land, but of the creatures that live there.
Rangers are excellent archers, and although are no where near the skill
of the royal
archers, their skill with the bow is noteworthy none the less. They are
also capable
of wielding two weapons, commonly short swords or hand axes, and are
well skilled in basic
combat. Rangers are also quite stealthy, able to move through dense brush
and leaf covered forest floors with barely a sound. They are
survivalists, possessing
a great deal of knowledge on animals as well as having basic herbal
knowledge and
foraging.
Not all rangers use magic, though a few have received training in some
form, typically
from another ranger. This magic is for self benefit only, to enhance
their abilities
or weapons.
Some rangers have a dog familiar, this animal being not only a companion
but also
are trained to hunt and for spotting. Rangers cannot communicate with
animals or
plants in any form, but they feel they have a deeper understanding of
the animal
and plant world than most people.
Valkyrie
Alignment: Holy.
Weapons: Light.
Armor: Medium.
Magic: Restoration.
Skills: Archery, Combat, Lore, Weaponry.
Description: Valkyries are a female only class. These are strong women
dedicated to a
Goddess
figure, which is good in nature. They usually live in temples devoted
to their Goddess, teaching, learning and bringing other women of strong
minds, bodies,
hearts and faiths to their fold. It is not uncommon for the Valkyrie to
seek out candidates,
and often approach orphanages to take young girls for training.
Unlike most classes Valkyries are not often seen, or at least not
apparently. Many
times they are mistaken for a Paladin, even a knight. Yet they differ
from both these
classes in teachings and training. The largest part of the Valkyrie
creeds is that
a prospective female has to be pure, unchaste, in order to become a
Valkyrie. This
is where many women fall short, and those who do are often sent away,
though some
are accepted into general work positions around their grounds.
It is a strict life and long road to become a Valkyrie, their training
methods often
thought of as hard and cruel. Many women fail the trials, and so for a
woman to succeed
and become a Valkyrie is indeed an honor.
All Valkyries are granted special powers via their Goddess, but
their spells are only physically oriented. They can temporarily enhance
their strength,
the speed of their swing, lessen the pain of their own wounds, and shout
out intimidating
battle cries to weaken enemy morale. Valkyries must pray once a day in
order to use
these skills, so that their link with their Goddess is strong and
unwavering.
Wizard
Alignment: Any.
Weapons: Magical.
Armor: Light.
Magic: Destruction, Elementalism, Fortification, Illusion.
Skills: Arcana, Combat, Lore, Weaponry.
Description: To the narrow views of many magi, the mastery and usage of
magic is seen as a
pathway to power or salvation. The wizard, on the other hand, does not
share such
a view. To a wizard, magic is an art. Often believed to be obsessed,
these unique
individuals spend a lifetime dedicated to the study and research of magic.
Wizards strive in the discovery and mechanics of spells old and new, and
so are often
seen within their possession a wide array of books and scrolls filled
documentations
on magic. A wizard is known to spend days or even years in the research
of picking
apart a spell in order to figure out its exact operation and method of
molding mana
in order to produce the exact result every time. After discovery of
being able to
cast the same spell time and time again, the wizard will move onward to
improve the
casting of the spell to produce further efficiency and more potent results.
A great majority of schools and students seek out magi of this
classification due
to their extensive knowledge on the operations of magic. Because of the
efforts of
the wizards, new and old magic users alike are able to discover the
secrets of new
spells through the documents left behind. Without those books and
scrolls the
wizards have created over their lifetime, magic would have been long
forgotten and
practically nonexistent.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.