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Classes

This section breaks down all our classes and their paths.  It gives detailed information on what each class can do.  This section provides all the basic data a player needs when playing their character from each class.

Artisan (1)

Artisans are unlike any other class offered in the Isles of the Forgotten King.  They represent a wide array of different skills, from the crafting of potions to weaving elaborate tapestries.  The main difference between an artisan and a simple craftsperson is the continued push towards more complex and amazing pieces and a mind wanting to understand how it all works.  There are two ways for an artisan to level; they can either gain more skill in a path they already possess, or they can acquire a path they did not have before.

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Territory

Artistry can be found in every corner of the Isles of the Forgotten King.

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Available Paths

  • Jewelry- Jewelers make adornments such as rings and necklaces.

  • Medicines- Medics make medicines in a variety of strengths.

  • Metal Armor- Armorers make metal protective items such as shields and chainmail.

  • Potions- Potioneers make concoctions that have unique qualities.

  • Smelting- Metallurgists specialize in identifying and making metal alloys.

  • Textile- These artisans make clothing and other cloth objects.

  • Tools- Toolmakers make the tools that other artisans need to make their crafts.

  • Weapons- Weaponsmiths make weapons out of a variety of materials.

  • Woodworking- These artisans specialize in working with wood.

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Ranks

As artisans level, they improve in their paths at different rates; this is represented by the rank system.  The more accomplished the rank, the more complex items the artisan can make in that path.  Achieving a new rank also allows the artisans to craft and repair more quickly and make higher-quality items.

  • Apprentice- It takes an apprentice four hours to craft a single average-quality piece. An artisan of this rank can learn basic recipes and craft poor and average-quality items. It takes the artisan 15 minutes to repair an item.

  • Novice- It takes a novice three hours to craft a single average-quality piece. An artisan of this rank can learn basic and simple recipes and craft poor and average-quality items. It takes the artisan 10 minutes to repair an item.

  • Journeyman- It takes a journeyman two hours to craft a single average-quality piece. An artisan of this rank can learn basic, simple, and moderate recipes and craft poor and average-quality items. It takes the artisan 7 minutes to repair an item.

  • Expert- It takes an expert one hour to craft a single average-quality piece. An artisan of this rank can learn basic, simple, moderate, and high recipes and craft poor, average, and expert-quality items. It takes the artisan 5 minutes to repair an item.

  • Master- It takes a master 30 minutes to craft a single average-quality piece. An artisan of this rank can learn basic, simple, moderate, high, and master recipes and craft poor, average, expert, and master-quality items. It takes the artisan 3 minutes to repair an item.

  • Grandmaster- It takes a grandmaster 20 minutes to craft a single average-quality piece. An artisan of this rank can learn basic, simple, moderate, high, master, and grandmaster recipes and craft poor, average, expert, master, and artifact-quality items. It takes the artisan 2 minutes to repair an item.

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Item Quality

Items come in varying qualities.  An item's quality is a sign of how well it was made.  Items of higher quality are usually more effective or last longer than their lower-quality counterparts.

  • Poor- Items of this quality take half the time to make compared to their average counterparts. They can't be enchanted, and their shelf life is one-fourth that of an average-quality item.  Poor-quality items can not be repaired.

  • Average- Items of this quality cannot be enchanted.  Their shelf life and effectiveness are considered the baseline for all other qualities.

  • Expert- Under the right conditions, items of this quality can be enchanted with single-use effects.  Their shelf-life and effectiveness are double that of an average-quality item.  Only those of Expert rank or higher can repair an item of this quality.

  • Master- Under the right conditions, items of this quality can hold a single enchantment.  Their shelf-life and effectiveness are double that of an average-quality item.  Only those of Master rank or higher can repair an item of this quality.

  • Artifact- Under the right conditions, items of this quality can be enchanted with a variety of effects.  Their shelf-life and effectiveness are triple that of an average-quality item.  Only those of Grandmaster rank can repair an item of this quality.

Assassin (2)

Masters of both stealth and martial ability, assassins are feared throughout all nations.  One needs no particular skill to kill another person for money, but those who are truly successful in this career all pick up some of the same kinds of abilities.  Being a member of a guild also helps individuals to gain contacts for jobs as well as protection from the law.

 

Unguilded

An unguilded assassin is someone who has no loyalty to anyone but themselves.  It’s a dangerous but free position to be in. Until they gain their contacts and reputation, they usually have harder times finding jobs.  Once they win a reputation, guilds try to recruit them or take them out.

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Levels:

  1. Shadow Walk 3 times a day

  2. Shadow Walk 3, Parry 3 times a day, and Conceal 2 items at a time

  3. Shadow Walk 6, Parry 3 times a day, and Conceal 2 items at a time

  4. Shadow Walk 6, Parry 6 times a day, and Conceal 4 items at a time

  5. Shadow Walk 6, Greater Shadow Walk 4, Parry 6 times a day, and Conceal 4 items at a time

  6. Shadow Walk 6, Greater Shadow Walk 4, Parry 6, Dodge 4 times a day, and Conceal 6 items at a time

  7. Shadow Walk 10, Greater Shadow Walk 6, Parry 6, Dodge 4 times a day, and Conceal 6 items at a time

  8. Shadow Walk 10, Greater Shadow Walk 6, Parry 10, Dodge 6 times a day, and Conceal 6 items at a time

  9. Shadow Walk 15, Greater Shadow Walk 10, Parry 10, Dodge 6 times a day, and Conceal 6 items at a time

  10. Shadow Walk 15, Greater Shadow Walk 10, Parry 15, Dodge 10, Slay 6 times a day, Conceal 6 items at a time

 

Silent Blade

The Silent Blades have a long and sordid history.  Their roots are known to go back to the time of the Forgotten King.  They are an elite group and therefore are unforgiving of any members who put the group at risk.  It is well known that any Silent Blade who gets caught in their mission should find a way out themselves or take their own lives.  Many suspected Blades have ended up mysteriously dead in their prison cells.

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Territory

The Silent Blades are mostly active within the borders of Delbin.

 

Demographics

Size- Unknown

Race- Unknown

Religion- Unknown

 

Levels:

  1. Shadow Walk 1 time a day, Silent Victim 2 times a day

  2. Shadow Walk 1 time a day, Silent Victim 2 times a day, Parry 3 times a day, Conceal 2 items at a time

  3. Shadow Walk 3 time a day, Silent Victim 4 times a day, Parry 3 times a day, Conceal 2 items at a time

  4. Shadow Walk 3 time a day, Silent Victim 4 times a day, Parry 6 times a day, Conceal 4 items at a time

  5. Shadow Walk 3 time a day, Silent Victim 8 times a day, Parry 6 times a day, Conceal 4 items at a time, Greater Shadow Walk 2 times a day

  6. Shadow Walk 3 time a day, Silent Victim 8 times a day, Parry 6 times a day, Conceal 4 items at a time, Greater Shadow Walk 2 times a day, Dodge 4 times a day, 

  7. Shadow Walk 5 time a day, Silent Victim 8 times a day, Parry 6 times a day, Conceal 4 items at a time, Greater Shadow Walk 3 times a day, Dodge 4 times a day, Delayed Death Wound

  8. Shadow Walk 5 time a day, Silent Victim 8 times a day, Parry 10 times a day, Conceal 4 items at a time, Greater Shadow Walk 3 times a day, Dodge 6 times a day, Delayed Death Wound

  9. Shadow Walk 7 time a day, Silent Victim 10 times a day, Parry 10 times a day, Conceal 4 items at a time, Greater Shadow Walk 5 times a day, Dodge 6 times a day, Delayed Death Wound

  10. Shadow Walk 7 time a day, Silent Victim 10 times a day, Parry 15 times a day, Conceal 4 items at a time, Greater Shadow Walk 5 times a day, Dodge 10 times a day, Delayed Death Wound, Dispatch

Fighter (2)

Fighter is a group of diverse paths with all the same goal in the end; to defeat a foe through martial combat.  These paths can vary significantly in how they achieve this goal, but in the end, they all get to the same place.  Many follow more than one path and combine the skills to take down their foes to greater effect. Each chosen path can help one to conquer or defend.

 

Berserker

Berserkers are those who can, for some reason or another, tap the most primal instincts of their race to gain strength and stamina in battle.  Some are born with this ability while others gain it later in life. There are cultures that see a Berserker’s rage as a blessing from the gods, while others think it is a curse.  No matter the source, anyone with these instincts soon learn to use their power, or die as the power consumes them.

 

Territory

Berserkers are most commonly found in the Wildlands, but are not limited to this area.  It is only the general acceptance they find there that draws them to the savage lands and tribal cultures.

 

Levels:

  1. Minor Rage 2 times a day

  2. Minor Rage 2, and Parry 3 times a day

  3. Minor Rage 4, and Parry 3 times a day

  4. Minor Rage 4, Parry 6 times a day, and Feat of Strength

  5. Minor Rage 4, and Parry 6, Feat of Strength, and Moderate Rage 4 time a day

  6. Minor Rage 4, and Parry 6, Feat of Strength, Moderate Rage 4, and Dodge 4 times a day

  7. Minor Rage 4, and Parry 6, Feat of Strength, Moderate Rage 4, Dodge 4 times a day, and Great Rage 4 times a day

  8. Minor Rage 4, and Parry 10, Feat of Strength, Moderate Rage 4, Dodge 6 times a day, and Great Rage 4 times a day

  9. Minor Rage 4, and Parry 10, Feat of Strength, Moderate Rage 4, Dodge 6 times a day, and Great Rage 6 times a day

  10. Minor Rage 4, and Parry 15, Feat of Strength, Moderate Rage 4, Dodge 10 times a day, Great Rage 6, and Greater Rage 6 times a day

 

Defender

The discipline of Defender is one only trained in by those with something to protect.  These fighters learn to put aside their safety for that of those who cannot defend themselves.  Town and city guards tend to be Defenders. This path teaches one how to use armor and shield to the greatest advantage.

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Territory

Defender is most commonly found in both Delbin and Pedear, though the path has spread to every part of the islands.

 

Levels:

  1. Extend Armor

  2. Extend Armor, and Parry 3 times a day

  3. Moderate Extend Armor, and Parry 3 times a day

  4. Moderate Extend Armor, and Parry 6 times a day, and Armor Awareness

  5. Moderate Extend Armor, Parry 6 times a day, Armor Awareness, and Hardened Armor

  6. Moderate Extend Armor, Parry 6 times a day, Armor Awareness, Hardened Armor, and Dodge 4 times a day

  7. Great Extend Armor, Parry 6 times a day, Armor Awareness, Hardened Armor, Dodge 4 times a day, and Unbreakable Shield

  8. Great Extend Armor, Parry 10 times a day, Armor Awareness, Hardened Armor, Dodge 6 times a day, and Unbreakable Shield

  9. Great Extend Armor, Parry 12 times a day, Armor Awareness, Hardened Armor, Dodge 8 times a day, and Unbreakable Shield

  10. Greater Extend Armor, Parry 15 times a day, Armor Awareness, Hardened Armor, Dodge 10 times a day, and Unbreakable Shield

 

Mystic Warrior

The Mystic Warrior discipline is one of the newest paths in the islands.  Those who study this path focus most of their energy on fighting those who wield the forces of magic.  They learn to listen and move with such precision that they can counter magic without wielding it themselves.  Though this discipline is not banned in any country, many are wary of those who use it.

 

Territory

As the Mystic Warriors have the origins in Odesben, they are most commonly found in the desert country, but it is a useful enough path that it has spread throughout the islands.

 

Levels:

  1. Spell Parry 4 times a day

  2. Spell Parry 4, and Parry 3 times a day

  3. Spell Parry 8, and Parry 3 times a day

  4. Spell Parry 8, Parry 6 times a day, Taste of Magic

  5. Spell Parry 8, Parry 6, Taste of Magic, and Pierce 8 times a day

  6. Spell Parry 8, Parry 6, Taste of Magic, Pierce 8, and Dodge 4 times a day

  7. Spell Parry 8, Parry 6, Taste of Magic, Pierce 8, Dodge 4, and True Strike 4 times a day

  8. Spell Parry 8, Parry 10, Taste of Magic, Pierce 8, Dodge 6, and True Strike 4 times a day

  9. Spell Parry 8, Parry 10, Taste of Magic, Pierce 8, Dodge 6, and True Strike 6 times a day

  10. Spell Parry 8, Parry 15, Taste of Magic, Pierce 8, Dodge 10, True Strike 6, and Aura of Anti-Magic 6 times a day

 

Paladin

This is not one path of fighter, but many.  A Paladin wields the power of their god in a similar way to a priest.  Where priests are voice’s of their god, a paladin is the fists. These holy warriors have been chosen to fight all those who would move against their god.

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Territory

Paladins, in general, are found throughout the islands, but there are locations where some gods are worshiped more frequently than others. For example, in the Wildlands they most often worship the four elemental gods as well as Leneara, while it is unheard of for anyone there to worship Draxus.

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Levels:

  1. Banish 3 times a day

  2. Banish 3, and Parry 3 times a day

  3. Banish 3, and Parry 3, and Harmful Banish 3 times a day

  4. Banish 3, and Parry 6, Harmful Banish 3 times a day,and Godly Attuned

  5. Banish 3, and Parry 6, Harmful Banish 4, Godly Attuned, and Godly Gift 4 times a day

  6. Banish 3, and Parry 6, Harmful Banish 4, Godly Attuned, and Godly Gift 4, and Dodge 4 times a day

  7. Banish 3, and Parry 6, Harmful Banish 4, Godly Attuned, and Godly Gift 4, Dodge 4 times a day and Smite

  8. Banish 3, and Parry 10, Harmful Banish 4, Godly Attuned, and Godly Gift 4, Dodge 6 times a day and Smite

  9. Banish 3, and Parry 10, Harmful Banish 8, Godly Attuned, and Godly Gift 8, Dodge 6 times a day and Smite

  10. Banish 3, and Parry 15, Harmful Banish 8, Godly Attuned, and Godly Gift 8, Dodge 10 times a day, Smite, and Holy Presence.

 

Ranger

Rangers are those with skill in the wilderness.  They learn to survive off the land and fight like wild beasts.  They are trackers and scouts. These fighters are sought after by anyone wishing to go into the wild places of the isles.

 

Territory

Rangers are mostly found in the deep forests of the islands.  There are few places in Odesbin or Delbin for them to train, so they tend to learn their trade in Pedear, Soterious, and the Wildlands.

 

Levels:

  1. Simple Tracking, and Forest Hide 2 times a day

  2. Simple Tracking, Forest Hide 2, and Parry 3 times a day

  3. Simple Tracking, Forest Hide 2, Parry 3 times a day, and First Favored Prey

  4. Simple Tracking, Forest Hide 2, Parry 6 times a day, First Favored Prey, and Wilderness Survival

  5. Expert Tracking, Forest Hide 2, Parry 6 times a day, First Favored Prey, and Wilderness Survival

  6. Expert Tracking, Forest Hide 2, Parry 6 times a day, First Favored Prey, Wilderness Survival, and Dodge 4 times a day

  7. Expert Tracking, Forest Hide 2, Parry 6 times a day, First and Second Favored Prey, Wilderness Survival, and Dodge 4 times a day

  8. Expert Tracking, Forest Hide 2, Parry 10 times a day, First and Second Favored Prey, Wilderness Survival, and Dodge 6 times a day

  9. Master Tracking, Forest Hide 2, Parry 10 times a day, First and Second Favored Prey, Wilderness Survival, Dodge 6, and Forest Walk 3 times a day

  10. Master Tracking, Forest Hide 2, Parry 15 times a day, First and Second Favored Prey, Wilderness Survival, Dodge 10, Forest Walk 3 times a day, and Prey Mastery

 

Sailor

The sailor fighting style is one of shipboard combat and tavern brawls.  These fighters have a knack for getting out of tricky situations. Every sailor knows how to man a ship, though not all have a ship to man.  Sailors who find themselves without work will often adventure on land, and apply their skills to new situations.

 

Territory

Sailors are found in port cities throughout the islands and on nearly every ship on the sea.

 

Levels:

  1. Disarm 4 times a day

  2. Disarm 4, and Parry 3 times a day

  3. Disarm 4, Parry 3, and Insult 4 times a day

  4. Disarm 4, Parry 6, Insult 4 times a day, and Escape Artist

  5. Disarm 4, Parry 6, Insult 4 times a day, Escape Artist and Great Escape 2 times a day,

  6. Disarm 4, Parry 6, Insult 4 times a day, Escape Artist and Great Escape 2 times a day, and Dodge 4 times a day

  7. Disarm 4, Parry 6, Insult 4 times a day, Escape Artist and Great Escape 4 times a day, and Dodge 4 times a day

  8. Disarm 4, Parry 10, Insult 4 times a day, Escape Artist and Great Escape 4 times a day, and Dodge 6 times a day

  9. Disarm 4, Parry 10, Insult 4 times a day, Escape Artist and Great Escape 6 times a day, and Dodge 6 times a day

  10. Disarm 4, Parry 15, Insult 4 times a day, Escape Artist and Great Escape 6 times a day, Dodge 10 times a day, and Oh, Shit

 

Specialist

A specialist has trained in a single kind of weapon for many years.  That kind of weapon becomes more deadly in their hands than anyone around them.  The most commonly found specialist is the Sword Master, but any type of specialist can be just as dangerous with their chosen weapon.

 

Territory

There is no place on the islands where a Specialist of some sort cannot be found.

 

Levels:

  1. Bash 4 times a day

  2. Bash 4, and Parry 5 times a day

  3. Bash 8, and  Parry 5 times a day

  4. Bash 8, Parry 9 times a day, and Trick Strike

  5. Bash 8, Parry 9, Trick Strike, and Force 2 times a day

  6. Bash 8, Parry 9, Trick Strike, Force 2, and Dodge 4 times a day

  7. Bash 8, Parry 9, Trick Strike, Force 2, Dodge 4 times a day, and Unbreakable Weapon

  8. Bash 8, Parry 15, Trick Strike, Force 2, Dodge 6 times a day, and Unbreakable Weapon

  9. Bash 8, Parry 15, Trick Strike, Force 6, Dodge 6 times a day, and Unbreakable Weapon

  10. Bash 8, Parry 23, Trick Strike, Force 6, Dodge 10 times a day, Unbreakable Weapon, and Slay 6 times a day

Mage (4)

A Mage (plural is Magi) is someone who can manipulate the invisible storm that rages around us all.  There are many orders or groups who have picked a certain way to look at the storm and manipulate it according to their own beliefs.

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Dry Mage

A Dry Mage is someone who has the potential to learn to wield the magical forces of the storm. Most end up becoming full magi, others just use the benefits of being magical without bothering to learn any spells.  Because of their magical connection, they are surrounded by the storm energy that will manifest itself in uncontrolled and unpredictable ways if they never learn how to properly wield it.  As a Dry Mage you start the game as a level 0 mage.  This means you can use wind towards things like rituals and on magical objects without a magi’s help.  To become a full mage you must learn a spell and level from 0 to 1.  If you start the game as a Dry Mage you do not get the starting spells at level 1.

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Wind

The measure of a person’s connection to the storm is referred to as wind, and this wind is what magi use to cast spells.  Wind replenishes itself at a rate of one an hour up to the person’s wind capacity, and completely with a full night’s sleep.  Almost all living things in the world have at least some small amount of wind.  The only living things that do not are called Unlinked, as they are not linked to the Storm.  Dead things and things that were never alive also have no connection to the storm.  Those without a special connection to the storm (non-magi) have three wind, and those without the training to wield magic will pass out if their wind is completely drained.

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Casting Spells

Spells can be cast in different ways, but regardless of method, a mage must channel wind into the spell, trigger the spell, and say all the appropriate call words for the spell.  Note that not all spells have call words.  When triggering a spell, the caster must either have learned the spell, or sacrifice the components to the spell.  The spell can be triggered by reciting a verbal, touching appropriate symbols tattooed on them, or by moving their hands in a shape while thinking of a color.

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Starting Spells

[Coming Soon]

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Learning Spells

A mage can learn spells in one of three ways.  In any case, it takes twice the amount of wind to learn the spell than it would to cast the spell.  If the mage is learning on their own, then they must spend all the wind themselves.  If they have someone who knows the spell actively teaching them, the cost of learning is split between the two magi.  To learn a spell triggered by verbals, a mage must gather the components required and dilute them into Mage Oil.  Once that is done, they rub the oil into their palms and meditate on the spell for five minutes.  To learn a spell triggered by tattoos, the mage must get the symbols of the spell tattooed on their body with magical tattoo ink mixed with the components of the spell. To learn a spell triggered by shapes, the mage must burn the components with DarK Ash Wood, then rub the ashes on their palms while meditating for five minutes on the color and shape of the spell.

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Meditation

Magi can meditate to gain back used wind and reconnect themselves to the storm.  Without any sort of catalyst it takes five minutes of meditation to gain back one point of wind.  Meditation may take many forms.  Traditionally it is sitting still and focusing on one’s mind, but there are other ways as well.  Without meditation a mage gains back wind at the same rate as everyone else, one point per hour.

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Memorization

A mage can memorize a spell they have learned in order to cast it once without using the normal trigger method.  To memorize a spell a mage must spend five minutes completely focused on that spell and nothing else.  When casting a memorized spell the mage just uses the call words and the required wind to cast the spell.  A mage may memorize up to a quarter of their wind in spells at one time.  They can decide to forget any spell they have memorized to replace it with another by memorizing a new spell.  When a mage sleeps for any amount of time all memorized spells are forgotten.

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Creating Spells

Some magi feel they have enough understanding of the magical storm to create and learn new spells with no guide to follow.  This is a dangerous, difficult, and draining process.  To learn a spell this way costs four times the amount it would take to cast the spell.  If too much wind is put into a spell then it can have dangerous and even deadly side effects.  If a mage tries to learn an untested spell too often it becomes more dangerous.  It takes a mage about a week to fully recover from failing in an attempt to learn a new spell this way.  For each time they try a new attempt in this week the chance of the spell backfiring doubles.  It also extends the recovery time by half.

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Levels:

  1. 7 Wind, 3 starting spells

  2. 15 Wind

  3. 24 Wind

  4. 34 Wind

  5. 45 Wind

  6. 57 Wind

  7. 70 Wind

  8. 84 Wind

  9. 99 Wind

  10. 115 Wind

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Guilds

Many magi find guilds helpful because they are a source of knowledge and training. However, guilded magi tend to walk a more rigid path due to their obligations to their guilds. More information on the specific guilds can be found in the Mage Guilds section.

 

  • Unguilded- A Mage is someone who can manipulate the invisible storm that rages around the world.  Unguilded magi are not affiliated with a guild.  There are many ways to be trained as a mage without a guild.  They could be self-taught or have a mentor.  They could even be the ex-member of a guild that left or was kicked out for any number of reasons.

  • Bringers of Logic- Bringers of Logic believe that Orange or Logic magic is the purest color in the spectrum.  Therefore they study it exclusively.  They are also the only order in which it is mandatory that their members carry a spell book.

  • Brotherhood of the Mighty Fist- The Brotherhood of the Mighty Fist is a mercenary order of magi.  They have a reputation for selling their skills to the highest bidder, though the order usually leaves the final say on taking any given job to the individual mage.  This order specializes in Purple and Brown magic.

  • Children of the Divine Truth- The Children of the Divine Truth are most well known for being insane.  The formation of the Order is traced back to an elf named Lurz Silverhand.  It is said that Lurz disappeared for many years without a word.  When he came back he was not only far more gifted with magic, but he claimed a fairy had taught him the true way of natural magic.  As he spread his knowledge the order soon formed from his teachings.

  • Daughters of the Grave- It is said that this order originated in Odesben where women do not have much power over their own lives.  The head of the order is said to be the same women who founded it over three hundred years ago.  This order is completely female and is known to practice necromantic magic.  They specialize in Black and Red magic.

  • Guild of the Sacred Dance- This is a nomadic mage order that most other magi shun as a savage throwback to a barbaric time.  The common person mostly treats them as criminals and con-men.  They are originally from the Wildlands.  The Guild of the Sacred Dance is mostly a group of bloodlines.  Outsiders have been known to gain acceptance into the guild, but these instances are rare.  They speak no words of power while casting their spell, but instead tattoo these words onto their skin.  They specialize in Pink and Purple magic.

  • Order of the Shining Light- The Order of the Shining Light is said to be one of the oldest orders still active on the islands.  There are rumors this order predates the Forgotten King and that they alone know his name.  They are collectors of information and givers of none.  They are especially good at performing arcane rituals.  It is often said they are the true recorders of history and that they were started by the last of the humans for that very reason.  They specialize in Orange and Pink magic.

  • Order of the Unyielding Line- The Order of the Unyielding Line is the royal mage guild of Delbin.  They are called peacekeepers but most truly see them as order keepers. They are seen with respect by the common person within Delbin, but many adventures resent their authority.  They specialize in Green and Orange magics.

  • Seekers of Lost Knowledge- Unlike most other guilds the Seekers of Lost Knowledge do not believe that information is something to be hoarded.  They believe that knowledge is something that belongs to everyone, and not just a select few.

  • The Guardians- The Guardians can only be called a guild in the loosest sense of the word.  They do not gather together, but they have a common goal.  They wish to protect those places that are still wild.  They do not like civilization and it is said they keep the company of plants and animals of all kinds. They specialize in Brown and Green magic.

Priest (3)

Priests are those who practice the worship of a given God and are often the messengers of that God in the world.  Gifted with the power to perform Miracles, they also attend to the temples and practitioners of their Faith. What miracles they have access to is in part determined by the God they worship.

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Miracle Points

Each day the priest has access to a limited number of miracles. The resource they spend grant access to their miracles each morning is called Miracle Points or MP for short. With each level, the priest gains more miracle points so they can buy more and greater miracles as they gain power. Miracle points are refreshed each day at dawn.

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Devotion Points

Devotion points, or DP for short, is a measure of a priest's connection to their god. Devotion refreshed each night at midnight. A priest uses their pool of devotion to cast the miracles that have chosen to have access to that day.

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Casting Miracles

Each god is different in the way they prefer to have their miracles cast.  They can even have different relationships with their priests. Some demand their power to be heralded by loud and boisterous prayers, while others only desire soft words of gratitude.  The length of prayer must at least be five times the devotion cost to cast a miracle in seconds. (eg. to cast “Heal Limb” the priest must spend 1 devotion point and pray for 5 seconds.)  Once the prayer is used the priest should speak any call-words that may be needed in a loud enough voice for the target to hear what was cast.

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Pre-Casting

A priest can pre-cast a miracle they have chosen for the day in order to use it once, without using the standard prayer length. To pre-cast a miracle a priest must spend five minutes entirely focused on prayer to their god and nothing else for each miracle they wish to pre-cast.  When using the pre-cast miracle the priest only uses the call words as needed. The devotion cost is tied up for as long as the priest has the miracle pre-cast.  A priest may pre-cast up to a quarter of their devotion in miracles at one time. They can decide to release any miracle they have pre-cast to replace it with another by praying over the new miracle without losing the devotion.

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Prayer

Priests can pray to gain back used devotion and reconnect themselves to their god.  Without any catalyst, it takes five minutes of prayer to earn back one point of devotion.  Prayer may take many forms. Traditionally it is sitting still and focusing on one’s deity, but there are other ways as well.  Without prayer, a priest does not gain back devotion until they are refreshed at midnight. Prayer is an exclusive activity, and thus one cannot talk, read, etc. while praying.

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God’s Boon

At level 4 the priest gains the boon of their god.  The boon is a minor flavor effect that the god grants, and tends to be very situational.  The boons for each god are listed just below the god’s description in this section.

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Levels:

  1. 7 Devotion, and 3 Miracle Points

  2. 15 Devotion, Prayer, and an additional 1 Miracle Points

  3. 24 Devotion, and an additional 2 Miracle Points

  4. 34 Devotion, God’s Boon, and an additional 3 Miracle Points

  5. 45 Devotion, and an additional 4 Miracle Points

  6. 57 Devotion, Versatility, and an additional 5 Miracle Points

  7. 70 Devotion, and an additional 6 Miracle Points

  8. 84 Devotion, God’s Great Boon, and an additional 7 Miracle Points

  9. 99 Devotion, and an additional 8 Miracle Points

  10. 115 Devotion, God’s Favor, and an additional 9 Miracle Points.

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Gods:

More information on the specific gods and their worship can be found in the Gods section.

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  • Adaly- Adaly is the goddess of war and wisdom.  Her followers tend to be leaders and generals.  She is considered a neutral goddess because she tends to have followers on both sides of most battles.  She is usually depicted as an old hag holding the crown of the Forgotten King.

    • Fourth Level Boon-

      • Evaluate: Priests of Adaly can immediately size up who has fighting skills within any group.

  • Ashling- Ashling is the goddess of trees, beauty, and poison.  She is the newest of the deities and many still do not recognize her as a goddess at all.  By those who do follow her, she is considered the daughter of Mala and was born from the island of Ashling in Delbin.

    • Fourth Level Boon-

      • Dendrology: Priests of Ashling can identify the various types of trees and plants, and if they are poisonous or not

  • Chaos- The chaos god has no name; or instead, it has too many names to count.  Chaos is just that, chaotic. It never seems to appear in the same shape twice, or use the same name.  It has no temples because its priesthood has no organization for obvious reasons.

    • Fourth Level Boon-

      • Whispered Truths: randomly, priests of Chaos are “blessed” with voices whispering truths about the world in their ears.

  • Civan- The god of vengeance in all its forms, from righteous anger, too underhanded treachery.  He tends to be very single-minded when he has a goal. He is usually depicted as a handsome man in dark armor, brooding over his next plot.

    • Fourth Level Boon-

      • Slow Stalk: A Priest of Civan knows very generally what direction the focus of his revenge is.  It is not as good as the Track skill or Locate spell, but will point them in the rough direction.  Obscuring powers override this ability.

  • Draxuz- Draxus is the god of order.  He is strict and uncompromising.  He is a neutral god, supporting whoever is the most disciplined.  It is said that he was once a golem made by Thurn, and when he is depicted it is always in that form.

    • Fourth Level Boon-

      • Language of Order: Draxus priests are automatically considered to be friendly with any being allied with Order.

  • Freya- Goddess of fire and destruction, she is known for her quick temper.  It is said she is also one of the most seductive of women when she wishes to be.  This goddess is seen as a beautiful woman, with dark hair and red eyes.

    • Fourth Level Boon-

      • Fire Resistance: Priests of Freya are resistant to mundane fires and extremes of heat

  • The Ladies- The Ladies are the twin goddesses of the balance of good and evil, life and death.  They are almost always worshiped together, respecting each other and living in harmony.  Some zealous factions of both the day elves and the night elves worship them separately. They are usually depicted as twins: one dressed in all black, one in all white.

    • Fourth Level Boon-

      • Eye of Life and Death: They can perceive the pure energy of life and death.

  • Leneara- Leneara is the goddess of predators.  She is a hunter, as wild and free as the beasts.  While the rest of the gods have their place in the heavens, she is said to spend most of her time on the land.  She is usually depicted as an Orcish woman with cat’s eyes.

    • Fourth Level Boon-

      • Hunters Life: A Priest of Leneara can tell what the local mundane wildlife is with a glance, as well as the general health and suitability for hunting.

  • Lilia- Goddess of love and the stars.  Some cultures see her as the innocent maiden that Marcus stole away from his brother in the night.  Others see her as the harlot that seduced both brothers for her own ends. She is always depicted as a beautiful young woman.

    • Fourth Level Boon-

      • Red String: A Lilia Priest can tell just by looking, who is romantically or physically interested in whom, and/or who is intimately involved with whom.

  • Mala- Mala is the Goddess of the Earth and Fertility. Mother of the gods, for most of the islands she is considered caring and benevolent. In Soterios she is the strict matriarch who cares about strength above compassion. She is the Goddess of the earth and of life. She is almost always seen as an old woman looking over the world.

    • Fourth Level Boon-

      • Green Thumb: A Priest of Mala can tell exactly what a plant needs to grow healthy and strong.

  • Marcus- Marcus is the god of the moon, light, and magic.  Much to his dismay, he is the twin brother of Solice.  He is the creator of The Storm. Seen as evil by all cultures of the isles, they must respect him nonetheless.  Any country that outlaws his priesthood finds The Storm quite unreliable around their lands. He is always seen as a mage shrouded in darkness.

    • Fourth Level Boon-

      • Moonglow- A Marcus Priest can create a ball or rod of light at will.  While not as bright as the Moon or even the Miracle to produce light, it can still be a comfort in dark places.  (Player can use a light no brighter than a glow stick at will.)

  • Natara- Natara is the goddess of trickery and lies.  Respecting cunning above all else, she is mostly worshiped by thieves and assassins. Though she is always depicted as female, she wears whatever face suits her purposes that day. Most cultures have outlawed her worship.

    • Fourth Level Boon-

      • Appraise:  With a glance, a Priest of Natara can tell the general value of an item.

  • Nen- Nen is the god of water and decay.  To some he brings life, but to others, he is the harbinger of death.  He appears as either a wise bare-footed old man, whose footprints fill with water or as a sinister lich that brings death with a  wave of his hand.

    • Fourth Level Boon-

      • Aqualung: A Priest of Nen can breathe mundane water as if it was fresh air.

  • Pernus- First child of Mala, he is the god of air and weather. He is usually seen as a child with bright yellow eyes. Unruly when he doesn't get his way and sweet and kind when he does.

    • Fourth Level Boon-

      • Compass: Priests of Pernus always know which way is South

  • Solice- Solice is the god of the sun, light, and justice.  Much to his dismay, he is the twin brother of Marcus.  He believes in the unwavering pursuit to banish evil and darkness from the world. He is seen as a shining paladin in golden armor.

    • Fourth Level Boon-

      • Lightbearer: A Solice Priest can create a ball or rod of light at will.  While not as bright as the Sun or even the Miracle to create light, it can still be a comfort in dark places.  (Player can use a light no brighter than a glow stick at will.)

  • Thurn- Thurn is the god of mortal’s cunning; he is the one the inventors worships for inspiration.  His domains are smithing, alchemy, and building. He is usually depicted as a dwarf working in his forge.

    • Fourth Level Boon-

      • Tinker’s Eye: A priest of Thurn can evaluate items and equipment for damage and quality at a glance. They generally know how damages something is and how long it would take them to repair.

Thief (2)

A thief is someone who makes their living by deception.  They are skilled in stealth and have a light touch. Though the three paths of this class have different backgrounds, all are very good at going unnoticed.

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Con-Artist

Con-artists are the masters of deception and charm.  They use their silver tongues to convince others to do things they usually wouldn't or to give in to deals that are generally too good to be true.  It's said that an expert con-artist can talk a thirsty elf out of their last bottle of water.

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Levels

  1. Suggest 3 times a day

  2. Suggest 3, and Shadow Walk 3 times a day

  3. Suggest 7, Shadow Walk 3 times a day, and Pickpocket

  4. Suggest 7, Shadow Walk 6 times a day, Pickpocket, and Know a Mark

  5. Suggest 7, Shadow Walk 6, Charm 7 times a day, Pickpocket, Know a Mark, and Open Simple Locks

  6. Suggest 7, Shadow Walk 6, Charm 7, Greater Shadow Walk 4 times a day, Pickpocket, Know a Mark, and Open Simple Locks

  7. Suggest 7, Shadow Walk 6, Charm 7, Greater Shadow Walk 4, Command 3 times a day, Pickpocket, Know a Mark, Open Simple Locks, and Cut the Cord

  8. Suggest 7, Shadow Walk 10, Charm 7, Greater Shadow Walk 6, Command 3 times a day, Pickpocket, Know a Mark, Open Simple Locks, and Cut the Cord

  9. Suggest 7, Shadow Walk 10, Charm 7, Greater Shadow Walk 6, Command 5 times a day, Pickpocket, Know a Mark, Open Simple Locks, Cut the Cord, and Open Expert Locks

  10. Suggest 7, Shadow Walk 15, Charm 7, Greater Shadow Walk 10, Command 5, Mass Charm 6 times a day, Pickpocket, Know a Mark, Open Simple Locks, Cut the Cord, and Open Expert Locks

 

Cutpurse

Cutpurses are not just those who steal what is not theirs; any thug can do that.  They are true thieves that have a set of skills that allow them to steal without being caught.  Most towns and cities have a thief’s guild, but as of yet, none have gained power beyond the borders of their village or city.

 

Levels

  1. Pickpocket

  2. Pickpocket, and Shadow Walk 3 time a day

  3. Pickpocket, Shadow Walk 3 time a day, Open Simple Locks, and  Conceal 2 items at a time

  4. Pickpocket, Shadow Walk 6 time a day, Open Simple Locks, Sleight of Hand and Conceal 2 items at a time

  5. Pickpocket, Cut the Cord, Shadow Walk 6 time a day, Open Simple Locks, Sleight of Hand and Conceal 4 items at a time

  6. Pickpocket, Cut the Cord, Shadow Walk 6, Greater Shadow Walk 4 times a day, Open Simple Locks, Sleight of Hand, and Conceal 4 items at a time

  7. Pickpocket, Cut the Cord, Shadow Walk 6, Greater Shadow Walk 4 times a day, Open Simple Locks, Open Expert Locks, Sleight of Hand and Conceal 6 items at a time

  8. Pickpocket, Cut the Cord, Shadow Walk 10, Greater Shadow Walk 6 times a day, Open Simple Locks, Open Expert Locks, Sleight of Hand and Conceal 6 items at a time

  9. Pickpocket, Cut the Cord, Shadow Walk 10, Greater Shadow Walk 6 times a day, Open Simple Locks, Open Expert Locks, Open Magic Locks, Sleight of Hand, and Conceal 8 items at a time

  10. Pickpocket, Snatch, Cut the Cord, Shadow Walk 15, Greater Shadow Walk 10, Open Simple Locks, Open Expert Locks, Open Magic Locks, Sleight of Hand, and Conceal 8 items at a time

 

Spy

The men and women of this profession are those who can go completely unnoticed in a crowd.  They are the ones who can slip between the cracks of any security undetected and find the information their employers desire.  Many of them work for one kingdom or another, but some are freelance and will work for the highest bidder.

 

Levels

  1. Simple Observation, and Conceal 2 items at a time

  2. Simple Observation, Conceal 2 items at a time, and Shadow Walk 3 times a day

  3. Simple Observation, Conceal 4 items at a time, Suggest 3, and Shadow Walk 3 times a day

  4. Simple Observation, Pain Management, Conceal 4 items at a time, Suggest 3, and Shadow Walk 6 times a day

  5. Expert Observation, Pain Management, Conceal 6 items at a time, Suggest 7, and Shadow Walk 6 times a day

  6. Expert Observation, Pain Management, Conceal 6 items at a time, Suggest 7, Shadow Walk 6, and Greater Shadow Walk 4 times a day

  7. Expert Observation, Pain Management, Conceal 8 items at a time, Suggest 7, Shadow Walk 6, Greater Shadow Walk 4, and Charm 7 times a day

  8. Expert Observation, Pain Management, Conceal 8 items at a time, Suggest 7, Shadow Walk 10, Greater Shadow Walk 6, and Charm 7 times a day

  9. Master Observation, Pain Management, Conceal 8 items at a time, Suggest 7, Shadow Walk 10, Greater Shadow Walk 6, Charm 7, and Command 3 times a day

  10. Master Observation, Pain Management, Mindful Vigilance, Conceal 8 items at a time, Suggest 7, Shadow Walk 15, Greater Shadow Walk 10, Charm 7, and Command 3 times a day

Unlinked (3)

Unlinked are those who have no connection with the storm of magic that rages around the world.  They are feared for being unnatural and sometimes thought to be a heretical mutation.  It does not seem to matter which unlinked discipline the character's power best aligns with; even the most harmless of unlinked can be treated as a threat.  The unlinked have three disciplines, and once their power is shaped by one, they are forever settled on that path.  The Blades are those who have honed their power for combat; they are often the warriors among the unlinked.  The Menders are those who had nurtured the potent power of healing but often must pay with their own health.  The Witnesses are those who have been gifted with an inner sight and can often be the most feared of all the unlinked as they bring uncomfortable and dire truths into the light.​

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Spark

Spark is a measure of an unlinked's energy reserve.  The unlinked uses their pool of spark to cast their powers.  Spark replenishes itself at a rate of one an hour up to the character's spark capacity and will completely restore after a full night's sleep.  No other living or dead things have Spark; it is utterly unique to the unlinked and what makes them so powerful.

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Using Powers

Most of the unlinked powers are instantaneous, and unlike spells or miracles, they do not require words or prayers to activate.  If the power needs answers or intervention by staff or GM, it is best to let us know before using the power.

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Power Upgrade

There are two ways to upgrade most powers: the player can either extend their duration or range.  Once a Power Upgrade is used, it can not be changed.  The player may upgrade the same power multiple times or spread their upgrades among multiple powers.

  • Range

    • Self​

    • Touch

    • Bean Bag

    • Line of Sight

    • Line of Sound

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Meditation

Unlinked can meditate to gain back used spark.  Without any sort of catalyst, it takes ten minutes of meditation to gain back one point of spark.  Meditation may take many forms.  Traditionally, it is sitting still and focusing on one’s mind, but there are other ways as well.  Without meditation, an unlinked gains back spark at a rate of one point per hour.​

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Levels:

  1. 7 Spark, Access to tier 1 Powers.

  2. 15 Spark, Access to tier 1 Powers.  One tier 1 Power Upgrade.

  3. 24 Spark, Access to tier 1 and 2 Powers.  Two tier 1 Power Upgrades. Meditation

  4. 34 Spark, Access to tier 1 and 2 Powers.  Two tier 1 Power Upgrades, and one tier 2 Power Upgrade.

  5. 45 Spark, Access to all tier 1, 2, and 3 Powers.  Three tier 1 Power Upgrades, and one tier 2 Power Upgrade.

  6. 57 Spark, Access to all tier 1, 2, and 3 Powers.  Three tier 1 Power Upgrades, and two tier 2 Power Upgrades.

  7. 70 Spark, Access to all tier 1, 2, 3, and 4 Powers.  Three tier 1 Power Upgrades, three tier 2 Power Upgrades, and one tier 3 Power Upgrade.

  8. 84 Spark, Access to all tier 1, 2, 3, and 4 Powers.  Three tier 1 Power Upgrades, three tier 2 Power Upgrades, two tier 3 Power Upgrades, and one tier 4 Power Upgrade.

  9. 99 Spark, Access to all tier Powers.  Three tier 1 Power Upgrades, three tier 2 Power Upgrades, three tier 3 Power Upgrades, and two tier 4 Power Upgrades.

  10. 115 Spark, Access to all tier Powers.  Three tier 1 Power Upgrades, three tier 2 Power Upgrades, three tier 3 Power Upgrades, three tier 4 Power Upgrades, and one tier 5 Power Upgrade.

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The Blade

The Blade are those with the ability to use their power in battle.  To the untrained eye, they can almost seem like a warrior mage, but their powers are not spells and have nothing to do with manipulating the Storm.  They are extinctions of the unlinked themselves, reaching out into the world. 

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The Mender

Those with the natural ability to heal and take pain from others are known as Menders. Due to the way their abilities work, it is rare to see a Mender harm another living creature.  Any pain felt by a living being within 20 feet of the Mender is also felt by the Mender themselves.  This forced empathy has been known to make those who follow this discipline calm, if not my nature, then by necessity.

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The Witness

Those with the ability to see down to the truths of the world are known as Witnesses.  Due to the way this information can affect a person’s mind, they are known for being somewhat unstable.  These unlinked are wracked with visions of the past, present, and future.  They can see more about the world around them than any other on the islands.

  • Duration

    • 5 minutes

    • Concentration

    • A Day

    • A Year

    • Permanent

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