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Posted: Tue Jun 12, 2012 5:13 pm
Hello everyone, and Welcome to the Legends of Elleria: The Tales of War!
A tale of good and evil and those who won't chose a side. Daring deeds and terrible tragedies. Damsels and Demons and Dragons.....well, no. No dragons, actually, but everything else I mentioned before is here!
This guide is here to help you learn about the guild, make your character, and give you some ideas as to how to start out and where to get involved. First, you're going to want to pick a Race. We've got five basic ones, humans, elves, dwarves, orcs, and demons. Among the Elves are Sub-Races which include High-Elves, Wood-Elves, Dark-Elves, City-Elves, and Half-Elves. Each race is starkly different from another, with their own factions, allegiances, and motivations. Take a look closely at what you'd like to fit into, as well as what fits into your character idea. Because if you prefer hardy characters who like to be at the front of the batteline and tend to stay in it you're not going to want a High-Elf. Remember that your race must be taken into consideration when you're making a character.
After that you need to go through the Starter-Classes and pick the basic class you would like to have your character start off as. This class decides the overall direction of your character's abilities, whether swordsmanship, magic, guile, or whatever else you are looking to play as, take a look carefully before you choose. This is probably your biggest choice. Because if you enjoy being someone who goes charging into battle, broadsword raised high you are not going to be a bard. And no dancer can carry a sword and likewise it's unlikely to find a Paladin in the street dancing with gypsies.
From there, you may, if you so desire, pick one of the several Specialty Classes of your own choice from the Starter Classes subsets. Humans and Demons, however, have the ability to choose two specialty classes. Each starter class has their own specific special classes they can branch off into. Don't go expecting a warrior to turn out as a spirit healer, for example.
Finally you need to go to the proper Subforum for your profile, where you'll be posting all this. There are three different sub-forums. There is the Pending Profiles forum which is where all members will post their profile to be accepted. You then have the Accepted Profiles forum which is where the MOD that accepted your profile will move your profile to in order to keep them seperate from the pending profiles. Also we have a Faction Profiles forum, this will only be used for those who join a faction. Once you have joined a faction the MOD of that faction will then move your profile from the accepted profiles forum to the faction profile thread that you joined. Go to each city and read it's explanation and it will give you a description of what the city is like and about and a picture giving you an image of what the basic looks are. Links to the various cities can be found further down on this thread. Each person has their own unique story to tell, fates to live out and obtain, destiny to fulfill. So go forth brave warriors, villainous fiends, tricky thieves, seductive dancers, greedy mercenaries, righteous paladins and blood thirsty demons and carve your destiny on the fields of war!
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Posted: Tue Jun 12, 2012 6:56 pm

 Demons have a wide range of appearances. If you have ever imagined a monster under your bed or had a nightmare with some hideous creature, odds are, there is a demon that looks like it. From towering horned monstrosities to charming, beguiling manipulators, demons come in all shapes and sizes, most of them unpleasant. Usually the lesser demons are quite ugly and having only the barest shreds of intelligence, these weak ones are not what we're interested in. The greater demons are the ones that we're focusing on. Often, out of either some twisted perversion of nature, or some other diabolical intent known only to them, their kind will look sort of like humans, but something is always 'off''. Horns, a red tint to the eyes, an odd scent, or reek with an evil aura. Others are just flat-out monsters with claws, fangs, scales, and a far more traditional 'demonic' appearance, though no less intelligent or powerful. Demons like to be in the dark and their powers are only at their fullest in complete darkness.
Attributes: Demons tend to be physically tougher and more powerful than mortals, and magic often naturally courses through their veins, though only some demons can tap that power. Their power is greatest in the dark, which is one reason raids against their strongholds often only happen during the day. On a downside, demon's natural power tend to make them cocky, proud, and arrogant,and more than one of these beasts has been toppled by little more than their own hubris. Demons are one of two races able to have two different specialty classes.
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 Dwarves are a tough, stocky race with solid builds and an affinity for the earth. Hearty, greedy, stubborn, and proud, dwarves are often immensely attached to their clan history and the deeds accomplished by their bloodline. A 'proper' dwarf has a long, well-maintained beard, a plethora of scars with daring stories attached to them, and an absolutely heroic tolerance for alcohol. In fact, the majority of dwarven ales would knock out one of the other races with a single glass. They often view the other races as a little bit weak. While they often look down on humans, they will do almost anything to prove they are better then elves, though no one really knows their reasons. Well, no one except the dwarves and elves, and none seem willing to divulge the reason. Most dwarves don't even make it to five feet in height, but their powerful build more than makes up for their vertical challenges. Prideful and seclusive, nonetheless, they have unquestionable loyalty to any who can earn the right to be called their friend.
Attributes: Dwarves, as mentioned, are short, but powerfully built, with heavily muscled frames and notoriously thick skulls. Magic, in dwarven society is often heavily frowned upon, but few others ever make as stout warriors as dwarvenkind. Their living underground has attributed to a fine knowledge of stone, and, much to their pride's chagrin, a tendency to become easily....sunburned. If you want someone to hold the front line, take impossible wounds, and still walk back out in one piece, send in a dwarf.
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 Elves were originally a single race that were very attached to nature and all of it's wonderful splendor. Slender, often hauntingly beautiful people with a radically extended lifespan. The average elf stands a few inches taller than a human, with pointed ears, and a slightly slanted look to their features. They have soft skin and gentle voices. Most have a natural affinity for healing magics and can talk common, elven, and draconic. As a rule of thumb, elves are naturally lithe and graceful, with incredibly sharp senses. Their highly acute vision has made them some of the best archers in the land. Their long lifespans, however, have made them slow to adapt to new changes or ideas, and they can seem a bit 'stuck in their ways'. At the same time, they rarely forget the mistakes of the past as easily as other races.
Dalarian Elves: These elves, sometimes referred to as wild elves, are the ones that maintained their independent civilization and would not leave the forests like their city elf brethren. Torn between compassion for their enslaved brethren, and distaste for their foolishness, they are willing to accept any escaped slaves, provided they prove that they can adapt to Dalarian civilization. Often aloof and prejudiced, though admittedly with reason, Dalarian elves rarely venture beyond their own borders. Their knowledge of the wilderness is unparalleled, and their grasp on nature magic often far surpasses that of other races.
High Elves: Rarely seen these elves are very reclusive and known to be one of the most knowledgeable races in all of Elleria. Their libraries hold tomes that hold secrets long lost to the other races. They are also known for their mages, not their soldiers. High elves have a very potent magick, and as a form of trade-off are weaker than other classes as far as muscles and endurance go. Their magick is very strong and their battle mages are not to be scoffed at. Although it is frowned upon in their society to attack first. They are very peaceful, if hard to find. Because of their difficulty to locate they have lost touch with many civilizations cultures and customs. Some of the newer ideas come as very odd to them and they are quite stuck in their ways.
Dark Elves: A race of nocturnal creatures whose night vision is so amazing that they cannot look at sunlight for long without pain. Their sensitive eyes tends to be either red, purple or gold. Their skin tends to be dark purple, black, grey or blue. Their hair is pale in color, unless they are a mixed race in which case their hair will be any variety of colors. Their hair tends to be long and flowing and they live deep in the darkest parts of the forest and in caves where their cities reside. Because of the way their cities are most Dark Elves are a bit more violent then their kin. In their cities most Dark Elves are as ready to pick a fight as give a greeting. Their cities are run by women, and most are taught from birth that only the strong survive. Their uncanny ability to uncover details from little movements makes many believe they can read minds. They also tend to be smaller than their cousins. Some are even smaller than humans. But what they lack in height they make up for in muscle. This race is also occasionally mistaken as powerful demons or demon allies. But the race as a whole is not aligned with them, what select individuals do is up to them.
Wood Elves: They are tall willowy creature with pointed ears that range from tiny to long. They can navigate through any wooded area with ease and they travel over any terrain without sound. Most of them can identify any plant they see and know all the uses and properties. They are great medicine makers. They travel through forests by use of trees, hopping from one to the other with ease.. They have a good amount of endurance and can run for days without stopping. But they have to have constant food and water. These races tend to take up jobs that keep them in the forest, preferring woodland life to that of the city.
Attributes: Quick and agile, elves often make excellent archers and adept swordsmen. Though not particularly tough in a knock-down, drag-out fight, their skill and agility allow them to nonetheless hold their own. Expert trackers and wildsmen, no one knows how to lead a party through the wild....or lead an enemy hopelessly lost in it.
City Elves:These elves left the forests and tried joining humans in the cities, choosing their prosperous, rapidly advancing society over a life of seclusion in the wild. This turned out to be a very bad decision in the end. Humans, during a period of rash thinking, soon enslaved the majority of elves that came to live with them. Even to this day, very few of their kind are truly free. Still, the harsh environment caused the city elves to change and adapt to the harsh environment, and left them with certain skills their wilder cousins lack.
Half Elves: Typically a half elf is half human half elf. These mixtures are usually only found in the cities. A half elf tends to have small, pointed ears and the height of a human. They tend to take in the skin color of their Elven parent and the hair color and eyes of their human parent. Half elves have the capacity for more muscle and grow it faster than most Elven races. They are faster and more agile than a human but still slower than any full blooded elf. Their aim is better than most human archers as well, but not better than an Elven archer. Their strength tends to be at or just below human and stronger than other elves. Because of the mixture of the two races they also have access to a very unique type of power, a mixture of human and elvish magick. They also learn as fast as a human would and retain most things they learn, their lifespan is much longer than any humans but shorter than any elf's. They are a very adaptive race.
Attributes: As quick and agile as their wild brethren, few city elves, as slaves, have access to formal martial training. Those that do are often better swordsmen, having elven ability and learning human martial arts on top of it. Archery is almost instinctive even to those without training, and the lowliest slave is still a deadly shot. Magic courses through their veins, but those who are given the opportunity to learn it often learn the arcane magics more familiar in human cities than the wild magic of nature. Having lived their lives among humans, pressed in on all sides of them, the elves picked up something of humanity's adaptability, and city elves often learn at a much more rapid pace than their wild cousins do.
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 Humans are easily the most populous race on the planet. Having made their homes in fields and forests, swamps, mountains, islands, in the bitter arctic and the scorching deserts, humans are adaptable and ingenious people. Often viewed as childish and impulsive by the other races, humans are passionate and quick to change to overcome any obstacle. Dwarves accuse humans of having no respect for history, and elves see them as brutal thugs with no wisdom or forethought. but humans will ever be, in their own minds, pioneers, blazing a trail through uncharted lands and forging a new future. Most technology originates in human lands. Humans also have little 'racial pride', in that they are more than willing to borrow and learn whatever from other races that will further themselves. Dwarven blacksmithing and architecture, elven magic-shaping and herb craft, many humans have branched off to explore and bring these traits into their own culture with an enthusiasm not found among the more seclusive races. Above all, humans are adaptive, inventive, quick to learn, and absolutely determined to overcome any trial in their path. But they'll need more than their own ability to overcome this new threat to the land.
Attributes: Humans are 'average' in that they are often considered the status quo to be measured against. Humans come in all shapes and sizes, from quick speedsters to mountainous berserkers. Philosophers and philanderers, heroes and villains, all shapes and sizes are found among human kind. Humans are best known for their ability to learn in a very short amount of time, and are one of two races with the capacity to develop two special classes at the same time.
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 Orcs tend to be taller than humans, roughly the same height as an elf. They have thick hides that need less protection than other races and they are known for their muscles which rival those of the Dwarves. But unlike the other races Orcs are born with no magickal talents whatsoever, as a result most of them tend to be soldier and warriors. They have a slight resistance to magic, which means healing spells won't always work right on them either. While they have no magic they do have an affinity for nature and animals. Some, if trained in the ways hard enough, can even talk to them. Orcs all tend to have odd fashion sense, preferring brightly colored clothing to more 'normal' colors and their hair can be any color of the rainbow. Their skin tends to be either brown or green. Typically they have large over or under-bites where disproportional fangs can be seen protruding giving these creatures a meaner look then some boast in their personality. For while the have a volatile temper and Orc will be loyal to any person they call a friend and are known to fight to the death. While they have thick skins some poisons have been rumored to be able to slice through Orc hide if placed on a sharp weapon and their defense against magic only goes on basic spells. An advanced mage will be able to take them down.
Attributes: Stronger than humans and elves, with thick skins that are hard to penetrate unless one's arrows and swords are coated in special poisons. They have no magick of their own but have affinities with animals. They tend to be warriors because of their stamina and strength and refusal to quit. They learn fighting techniques quickly and tend to be slow learners in other arts. But if you are in a battle against ten men and all you have with you is an Orc, well then. You'll be just fine.
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Posted: Wed Jun 13, 2012 3:29 pm
Starter Classes
This outlines the basic classes that you may start as. A couple things to note is that these classes do not cover every possibility, only a very basic outline. The fine-tuning is dealt with by your second, specialty class.
Archer: The light twang of a bowstring being released is the only warning someone will have before they suddenly start sprouting feathers. And not in a good way, typically these feathers are attached to a long shaft of wood with a point. And if this point isn't firmly embedded in either your heart or head then you were meant to be captured alive. Because an archer will never miss a shot. These silent warriors are hardly ever seen by their targets as they release arrows into the sky to land exactly where they should be. If you need to check for an archer check for high places, places where warriors and other close range attackers won't be able to get to them easily. Archers are taught how to fight hand to hand and with close range weapons like daggers but they are mediocre at best. They tend to travel with at least one warrior in case they are attacked close range. You will never see an archer without a bow, sling or crossbow on them. They are easy to spot in a tavern or a crowd by their typical long bows rising above the heads of most other civilians. Archers are great in a party that needs to ambush or cover for a retreat. Enemies are less likely to pursue foes when arrows are flying at them.
Weapons Available: Long Bows, Compact Bows, Slings, Sling Shots, Crossbow, Daggers.
Armor type: Light armor, leather or light mail.
Damage Type: Far range attacker.
Specialty Classes: Master Archer, Spell Bow, Ranger and Assassin
Stat Bonuses: Dex +250 Per +150 Intel +100
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Hunter: Adepts at tracking prey through dense woodland the last person you want after you is a Hunter. Trained in the forest to tame wild animals and make them their companions not only will you have a person proficient at several types of weaponry after you but likely an animal ready to pounce and tear you to shreds. More adept at tracking and dealing with animals many of the things they are taught can be transferred to the hunting of a person. Or demons, who do, after all, bear more resemblance to twisted forms of animals than people. The beginner Hunter though does not start off with an animal, much to the disappointment of many young apprentices. No they have to first learn how to tame an animal, care for it and how to gain it's trust. They must also learn all the different types of animals and the food they eat, their habits and anatomy before they are even allowed out to watch them. After they have studied them properly are they allowed to attempt taming. It takes many tries before an animal is tamed and even then Hunters can only tame a single medium sized animal and a smaller animal that seems to gain intelligence the longer it's around the Hunter. But even a beginner can track a person through the forest and dispatch of them, after all hunting and tracking are the first thing they're taught.
Weapons Available: Compact Bows, Slings, Sling Shots, Crossbow, Daggers, Quarterstaves, Glaives.
Armor type: Light armor, leather or light mail.
Damage Type: Far range attacker to mid-range.
Specialty Classes: Ranger and Beast Master
Stat Bonuses: Dex +250 Per +100 Char +150
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Bard: Many a towns-person or lonely traveler has heard a sirens call in mid day or even at midnight. Like the sailors of tales they flock towards the sound of an angels voice. Luckily for these people this siren is very much on land, and not too interested in seeing them crash into pointy rocks and drown. They go by the name of Bard and their songs, played either by voice, instrument or both, can very quickly ensnare the attention of anyone within hearing distance. Much like the dance of a dancer will, which would be why the two travel together often. Bards make a great distraction in a town setting for their rogue companions to make a quick buck, or three. People usually notice a lighter wallet after leaving a Bard but the song of a Bard can be sung to calm the masses from inciting a riot. This doesn't mean they tend to stay in one town long, not everyone will fall prey to a Bards song. In battle they can boost their teams strength, stamina, and willpower and decrease their enemies will, distract them, entrance, and sometimes even paralyze them. Making for an easy target for the attackers in their party. Their enchanting voices and skills can be taken to everyday life and business deals. If negotiating with a Bard be very careful. They have a way with words. And daggers. Weapons Available: Harps, Guitars, any instrument, flutes, daggers, slings, sling shots.
Armor type: Cloth armor.
Damage Type: Far range attacker. Assistance.
Specialty Classes: Minstrel, Spell Bow, and Spirit Healer
Stat Bonuses: Char +250 Will +150 Wis +100
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Dancer: The jingle of bells and coins against hips, arms and fingertips coupled with the teasing, almost translucent clothing that swirls around their bodies makes Dancers a sight sure to hold everyone's attention. Long enough for their friends to empty your pockets anyways. Or for a dagger to find itself in between your ribs. These quick footed seductresses know how to keep a crowds attention on them. Of course not all of them are bad, some dancers dance just for the love of it. Although you would be wise to assume they are all bad and to keep a warrior at your side and your money safely hidden away. These nimble creatures are adepts at many weapons, though they prefer weapons that they can incorporate into dances, for that is the fighting style they tend to learn. They are trained from either birth or when they join as an apprentice how to move the body like the wind or a river, fluidly. How to slice an opponent and be out of the way before they even know what's happening. This class can slice a person to pieces before that person even realizes they've been tricked. Such is the magic of a dancer, their dances hold as much magic in them as a Bard's song. They can help their team or hinder their opponents. They do best at confusing and entrancing.
Weapons Available: Daggers, Sabers, Katanas, Rapiers, Quarterstaff, Glaive, Fan.
Armor type: Cloth armor, leather at most.
Damage Type: Close ranger, Subterfuge, Assistance.
Specialty Classes: Assassin and Tempest
Stat Bonuses: Dex +150 Char +250 Per +100
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Rogue: A knife in your back, your coin purse vanished, that man with his face covered holding a rapier to you're throat as his friends relieve you of your goods. Rogues are the people who make a living taking things from others. And they do their jobs well. Walking through a crowd in regular clothes they leave it with several new jingling purses in their pockets. Locks won't do much to hold these nimble fingered people away. In battle they are the opponent you never see. Striking from the shadows then dissolving away. Confusing opponents and dispatching them with a quick slit of the throat while they sleep or a dagger between the shoulder blades in a dark alley. These people do their best work where no one is around to see. They can collect documents or listen to conversations, for a price. And they'll be long gone before anyone realizes that precious information a has been taken. Rogue's tend to be selfish, caring mostly for themselves. It's a harsh world, and they get that. When it comes down to it a Rogue cares only for Number One and it's very are for them to make lasting ties. Rogues rely on speed, agility and dexterity to get their jobs done, you won't find a large rogue because most of them are dead. Never get on the wrong side of a rogue, else wise you'll find yourself with a vital organ pierced or a poison dart in your throat.
Weapons Available: Bows, Sling Shots, Crossbows, Daggers, Bombs, Fist Weapons, Daggers, Short Swords.
Armor type: Light leather armor.
Damage Type: Close range attacker. Subterfuge.
Specialty Classes: Assassin, Tempest, and Ranger.
Stat Bonuses: Dex +250 Per +150 Char +100
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Mage: Bringing castles down in a heap of rumble, calling demons from the earth, creating a devastating fire storm. These are things that mages are capable of doing, along with the typical turning people into frogs and flying on broomsticks shtick. Mages are well known to be practitioners of magics. Well known are Arcane, Shapeshifting, and Healing. Feared far and wide are those who practice Blood Magic. Typically the most common mages you will find are those who practice Arcane and Healing. Arcane magic is used to enhance casting abilities and martial prowess. Regular mages though are not yet specialized in any magic, they tend to have a mismatch of different types. Most know healing and battle spells. Which, even if they are basic, are still quite capable of taking down foes. A mage does best in a party where he has time to ready spells while his comrades distract the enemy. Parties also tend to do better with a mage there to heal their wound, perform spells that up their strength and someone to perform spells that leave their enemies as craters.
Weapons Available: Wands, Staves, Daggers.
Armor type: Cloth armor
Damage Type: Far range attacker. Assistance.
Specialty Classes: Shapeshifter, Blood mage, Spirit Healer, Warlock, Reaver and Arcane Warrior.
Stat Bonuses: Will +250 Intel +150 Wis +100
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Warrior: A bloodcurdling war cry, the clang of a broad sword meeting a shield, the pleas of foes downed by their hands. These are noises one would commonly associate with a warrior. And a warrior cover a very broad spectrum of people. Mercenaries, Bounty Hunters (although some classify them as Rogues), Guards, Soldiers, Champions, Martial Artists, Fencer, the list goes on. A warrior can be taught any type of fighting style, all depending on who their teacher is. But no matter what fighting style they learn some things stay the same. A warrior is the first to rush into a battle and usually the last to leave it, often times leaving a good deal of enemies dead. Warriors are all classified by strong muscular bodies, if you're looking for a warrior look for the guys and girls with muscles bulging from their shirts. These are guys you don't want to challenge to an arm wrestling match that for sure. While some aren't as muscular as a berserker, a fencer or a bounty hunter might boast less muscle, their jobs are the same; protect the party from other warriors while their mages, archers, dancers, bards, and rogues give them back up. A warrior is a vital part of any party seeing as many other classes don't have the strength to go into a sustained battle for long and warriors are the epitome of stamina and brawn. After all they are the only class that can use the large claymore and keep a battleaxe or broadsword swinging during battle.
Weapons Available: Bows, Daggers, Staves, Quarterstaffs, Broad Swords, Sabers, Katanas, Claymores, Glaives, Maces, Polearms, Battleaxes, Fist weapons.
Armor type: Cloth, Leather, Mail, Plate, Shields
Damage Type: Close range, Heavy damage dealer.
Specialty Classes: Paladin, Templar, Berserker, and Reaver
Stat Bonuses: Str +250 Con +150 Dex +100
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Posted: Wed Jun 13, 2012 8:21 pm
Specialty Classes
Assassin: The lightest nick on the back of your neck, a tasteless poison in your wine. These are ways that Assassins dispatch of their targets. They are deadly and you never see your death coming. An assassins work is always easy to see. When a dinner guest keels over in the middle of a conversation, or a person drops dead at their door step. these silent killers are untraceable and even their employers don't know what their faces look like. An assassin has many guises, a lowly peasant girl or a rich noble they can be anyone they need to be and these people are adepts at the art of lying. They can spin tales that will leave you without question. They can make you feel like you've known them forever, they are skillful at twisting people, making them feel comfortable. But an assassin always has a heart of stone, otherwise they would've long ago given up this line of work. These people are experts at hand to hand combat and know the human body very well, memorizing all the pressure points and main arteries. The best places for a poisoned dart or dagger to find a resting place. While they can't fight with large weapons or in armor, or even sustain a battle for too long they only need to nick your skin to win the battle. And odds are that nick just released a deadly toxin into your system of that Assassin's own making, seeing as they like to make their own poisons, and only they have the antidote.
Weapons Available: Bows, Sling Shots, Crossbows, Daggers, Bombs, Fist Weapons, Daggers, Short Swords, Blowpipes.
Armor type: Light leather armor.
Damage Type: Close-Long range attacker. Subterfuge.
Stat Bonuses: Dex +50 Per +50 Intel +50 Char +50 Wis +50
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Arcane Warrior: The nightmare of soldiers everywhere these particular foes have the ability of both a warrior and a mage. So not only can the slice you into two they can turn you into an icicle or a barbecue as well. Their magic is more combat based though, they are better suited at increasing strength and stamina on the field and creating shields to block blows and magical attacks. They can usually only increase their own power and their shields cover themselves and perhaps two others at most. Their prowess at weapons depends entirely on how long they have been training with them. But still these two skills together makes for quite a formidable foe on the battlefield. These are people you want on your side and not rallied against you. Their grasp of combat spells varies depending on what they learned before they turned to physical powers as opposed to the arcane ones. An Arcane warrior can still learn spells after they have begun their Warrior training but their development of new spells will be greatly hindered so most try to learn what they can before they switch. Their knowledge of healing will probably be basic, a person who wants to take up a sword is probably more focused on ways to make themselves stronger, prevent others from hitting them and destroying foes.
Weapons Available: Wands, Staffs, Quarterstaffs, Staves, Daggers, Quarterstaffs, Broad Swords, Sabers, Katanas, Glaives, Maces, Polearms, Fist weapons..
Armor type: Metal plate armor, heavy arrmor, cloth armor.
Damage Type: Close range damage dealer.
Stat Bonuses: Str +50 Will +50 Wis +50 Con +50 Dex+ 50
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Beast Master: Animals quiet around these animalistic people. They watch them with respect as they walk, for these people have adopted animalistic traits and know the languages of all animals. Few animals would dare attack them for a Beast Master knows the weaknesses, names and strengths of all animals, yet does not exploit their weaknesses unless attacked. They hold a deep respect for all of animal kind, because why else would they have chosen this line of work? They can tame any animal they want and the ones that have are even smarter than they began with. And their medium sized one has...enlarged itself some. Unless it has some power that corresponds with it, in which case it's size stays the same. A good trade, wouldn't you think? They also now have two small pets around them, if they wish. If these people leave the forests where they dwell they are very easy to pick out, if not by the way animals will follow them around and they will seem to have intelligent conversations with them, then by the way they look. The cat-eyes or wolf ears, the retractable claws or fluffy tail, the elongated canines or patterned skin. The way they walk also is a give away, they all walk like a predator. like an animal, some walk with the grace of a leopard others lope like a wolf. But every move they make is reminiscent of some animal. Their attacks are like that too, swift, deadly, and animalistic.
Weapons Available: Long Bows, Compact Bows, Slings, Sling Shots, Crossbow, Daggers, Quarterstaves, Animals.
Armor type: Leather armor, Cloth Armor.
Damage Type: Far range to mid range attacker.
Stat Bonuses: Cha +50 Con +50 Dex +50 Intel +50 Per +50
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Berserker: Feared by any soldier with a shred of intelligence left in his head this class is often mistaken for Shapeshifters. Although it's a good thing that these men and women do not have access to animal like enhancements otherwise we'd all have reason to hide in underground cellars for the rest of our lives. these fearsome warriors will go into a form of 'rage' mode where they will attack anyone in site that seems to be a threat. The only time this can be prevented is if the people around them are people who they have close emotional ties to or they have trained enough that they can control their actions enough to direct their violence at enemies not friends. Berserkers become much stronger when enraged, they become faster and they cease to feel or notice pain. They can still die from a knife to the heart or blood loss and even poison. Poison will probably kill them faster because of their increased pulse in this state in fact. But you have to be able to land a blow to infect them. Once out of their enraged state Berserkers are very weak and most of the time will lose consciousness immediately. When a Berserker is enraged they will use whatever weapon is available, be in a broad sword, a bone, or a person. They are typically not masters at these weapons and tend to use them to hack, slash, stab, beat, or pummel with them. But if they are a master swordsman in their normal form they will be a master swordsman in their enraged form. which is a very scary thing. most Berserkers aren't masters at a specific weapon though. They are trained in all close combat and mid ranged weapons so they will have an idea of how to use them when enraged so they do not prove to be more hindrance than asset in battle. They can chose a specific weapon to master, either during or after training although they still are required to learn how to use all weapons. These men and women are dangerous at all times and one should tread carefully when you hire or befriend on of these class.
Weapons Available: Staffs, Broad Swords, Sabers, Battle Axes/Hammers, Claymores, Glaives, Maces, Polearms, Fist Weapons
Armor type: Cloth, Leather, Mail, Plate, Shields.
Damage Type: Close range, Heavy damage dealer.
Stat Bonuses: Str +50 Con +50 Wis +50 Dex +50 Per +50
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Blood Mage: The baddest of the bunch, the rotten apples these mages are usually all evil. These evil doers get their magic from their own blood and the blood of others, usually forcibly taken form unwilling donors. Most enjoy getting the blood from those who are on their last breathe, and usually its the blood mage harvesting who put them there. Now not all of them are evil. Every now an again there comes this rare blood magic practitioner who uses only their won blood, the blood of animals killed for food, or that of willing donors. In fact some harvest their own blood to sell to these unusual mages, and breeders will harvest carefully taken blood of mythical creatures they own for them in exchange for rare talismans and items made from blood magic. But these people are few and far between. Most of eh Blood mages out there enjoy taking people with magical or potent blood as well as creatures and torturing them. Wringing every last drop of blood possible from them, often times keeping them imprisoned for years under constant torture before they will finally kill the poor souls. These tortured creatures by this time are usually begging for death, and are at the point where that is the only thing that will bring a ghost of happiness to them. Blood Mages are luckily scarce, they are hunted non-stop by Templar, a class created specifically to hunt down evil mages such as them. But they are still out there and if you ever run into one you'd better run.
Weapons Available: Wands, Staves, Daggers.
Armor type: Cloth armor
Damage Type: Far range attacker. Assistance.
Stat Bonuses: Con +50 Intel +50 Wis +50 Will +50 Cha +50
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Master Archer: There are rumors that these guys are born with a bow in their hands. None of them will dispute this rumor, and some will even boast of it. And they have well earned this arrogance and then some. A master archer can shoot a bullseye at night with their eyes covered. They are trained to still be able to shoot accurately without their sense of sight, relying on their sense of smell, hearing and feeling. These people put natural born Elven archers to shame for even an elf in their army could not match up to these expert, who are of all races. These people are truly a master at their weapon, all the bows used by a Master Archer are made by them, half the time all the arrows are too. They will not use a weapon made by someone else unless that person is a Master Archer as well. The draw strength of these weapons is such that most people can't even string the bow, let alone pull it back. When an Archer is given the task of making his own bow, of any type, and making a quiver of arrows especially for it this is when they are finally allowed to call themselves 'Masters'. They are left in a wood with only a composite bow and a handful of arrows and are ordered to spend a month there and to bring back a bow and a quiver of arrows. This bow is usually enchanted by the Archer's master or a mage is bought to do the spell casting, and only the highest quality mage is permitted. After the spell work is done the Archer is fully promoted and set lose on the world.
Weapons Available: Long Bows, Compact Bows, Slings, Sling Shots, Crossbow, Daggers.
Armor type: Light armor, leather or light mail.
Damage Type: Far range attacker.
Stat Bonuses: Per +50 Dex +50 Luck +50 Intel +50 Wis +50
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Minstrel: If a bard is a siren then a Minstrel is a God of song. These songs hypnotize and control. even the willful will fall under the enchantment of a Minstrels song. Their singing talents are unparalleled and they can make you do anything they want with their voice. Their voices could grab the attention of a battlefield. They can encourage their team, give them new hope, courage and strength or make their enemies see this battle as already lost. Minstrels tend to specialize in a single instrument although they can play all of them. They have a memory that can hold hundred of songs, and they can remember a song after hearing it once. Most even have a store of their own songs that they wrote and composed on their own. Like Master Archers they make their own weapon, making the instrument they will specialize in, and they imbue it with song magic. All Minstrels have to be mages and have innate magic, their spells just come in the form of songs instead of coming out of a want or staff or potion bottle. They learn magical runes and how to say and sing them so that they can add them to their songs or instrument.
Weapons Available: Harps, Guitars, any instrument, flutes, daggers, slings, sling shots.
Armor type: Cloth armor.
Damage Type: Far range attacker. Assistance.
Stat Bonuses: Will +50 Wis +50 Intel +50 Cha +50 Luck +50
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Paladin: These men and women are warriors of a holy stature. Some say they are saints that have taken up the sword to defend the helpless and innocent. This is honestly not that far from the truth. These warriors are kind and true, they take up oaths from the beginning of their training to uphold justice and to protect the innocent. They will do anything to keep to these oaths, even if it means breaking a few laws in the processes. While they might be good, some of the only true good people in all of Elleria, they will break any law they see fit to break if it gets in their way. Some laws will be upheld without thought, such as not committing murder or not stealing. They will only steal under certain circumstances, otherwise look out if you're snatching a purse near a Paladin, they don't take it well. A Paladin will do all they can to avoid killing another person unless they are so corrupted with evil that there is no choice. These people have the purest hearts and strongest courage. Along with those admirable traits are some abilities to go along with them. A Paladin can perform healing spells, depending on how long they trained in healing magic they can either be very strong or weak. They can also drain the life out of foes, and friends if they're not careful. This class is also one of good fighters, knowing how to swing one's sword correctly is one of the first lessons a paladin is taught. After all how can they fight evil if they don't know how to actually fight? Sadly this class is a very small one, seeing as the good and pure of heart are becoming harder to find everyday.
Weapons Available: Bows, Daggers, Staffs, Broad Swords, Sabers, Katanas, Claymores, Glaives, Maces, Polearms, Battleaxes, Fist weapons.
Armor type: Cloth, Leather, Mail, Plate, Shields
Damage Type: Close range, Heavy damage dealer.
Stat Bonuses: Con +50 Str +50 Will +50 Wis +50 Intel +50
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Ranger: These people call the forest their home, much like a Survivalist or a Beast Master they train in these secret meadows and learn the hidden trails their chosen forest has to offer. A ranger knows how to hide in the shadows and move without a sound. And the forest they live in is the forest the protect. often times called 'The Guardians of The Forest' any forest they call home will not be tampered with unless permission is had from them and all animals living in it. For while the animals depend on a ranger to protect them from interlopers a Ranger depends on the aid of animals in a fight as much as they on them. So a Ranger will always consider the needs of the animals of the forest first. And if someone tries to attack an animal for poaching or desecrates the forest in some way they will meet a fast end at either the claws of animals called to arms or a feathered shaft of an arrow or the steel of a weapon. One can usually find a ranger, when they are not patrolling, sitting by a creek or sunbathing in a meadow. Probably with some animals sleeping next to them or conversing with them in their native tongue. A ranger must be at one with themselves and with the nature surrounding them, for they will be seeing a lot of nature over the course of their lives. A ranger must be prepared to live their whole life in a forest, making their living from the land. It is not always lonely, they have many animals friends around to talk to. Although a craving for another of their race might come. No ranger is forced to be celibate and may have a lover. Although the secrets of a ranger must always be kept unless they have acquired an apprentice, and if they do this one will soon learn secrets few people are privy to.
Weapons Available: Bows, Sling Shots, Crossbows, Daggers, Bombs, Fist Weapons, Daggers, Short Swords.
Armor type: Light leather armor.
Damage Type: Close-Long range attacker. Subterfuge.
Stat Bonuses: Cha +50 Dex +50 Str +50 Will +50 Per +50
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Reaver: Sometimes called 'Reapers' for their tendency towards the black arts and soul devouring. Thier use of black tombs really doesn't help with the case. Although some quite like being called a Grim Reaper, it inspires fear in victims and opponents. And a fearful opponent can be taken down more easily. But these particular black magic practitioners are not quite as dangerous as others, for one they are not adepts at black magic. For another they will not eat the soul of anyone they do not kill personally. So just don't let them kill you and you'll be fine! And not insulting their lineage or mothers would probably be a wise choice as well. Because for every soul they snack on they grow stronger in power, strength, and intelligence. So if your dealing with a more experienced Reaver you might be in for some trouble, unless you are smart enough to befriend them. A shaky ally at best a Reaver is still better as a friend than as your enemy. Because their less than adept magic results in a less than adept but still competent fighter. They have to kill you in some way, right? So be careful if you ever go against a Reaver, they've spent years learning how to kill you and eat your soul...
Weapons Available: Polearms, Staffs, Battle Axes, Swords, Claymores, Sabers, Maces.
Armor type: Light leather armor.
Damage Type: Far range attacker to mid-range.
Stat Bonuses: Will +50 Wis +50 Intel +50 Con +50 Str +50
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Shapeshifter: Like the animals they can become a Shapeshifter will live in the wild, rarely comfortable in a city setting. most can't even stand villages or towns. They are wild animals, essentially, and must be int eh wild to be at home. These people will never be poised, tame, or entirely safe. But before they can become an animal they spend years out in the wild, studying the animals. Learning their habits, how they talk to one another, how they interact. What food they eat, what they abhor. How they traipse through the forest, and how to make no sound as they do. Any Shapeshifter must have some magic, not necessarily a huge abundance of it but they need some to begin their transformations, which will take years to perfect. They may begin turning their eyes, or ears. Teeth, and hands. Larger limbs come next such as arms and legs. Then the torso. And head. Some will die in training, transforming something at the wrong time and their body won't be able to support it. And example would be a tiger's heart in a human body, a tiger's heart is much too big for a human's body. Their brain is as well. Transformation takes a lot of time to perfect so you can eventually do it fluidly and without too much thought. Those who go after this class with the aim of turning into a fearsome predator in a few months typically die. Along with their ability to transform they also have some minor healing abilities, depending on how much time they spent on it. They have knowledge of nature magic as well but with the lack of books in the wild their knowledge is based on word of mouth and the occasional journal. When a Shape shifter is finally finished learning and can become an animal they will be bigger, and stronger than any normal animal. A bit of a reward for all the hard work.
Weapons Available: Bows, Daggers, Staves, Quarterstaffs, Broad Swords, Sabers, Katanas, Claymores, Glaives, Maces, Polearms, Battleaxes, Fist weapons.
Armor type: Cloth, Leather, Mail, Plate, Shields
Damage Type: Close range, Heavy damage dealer.
Stat Bonuses: Dex +50 Str +50 Will +50 Intel +50 Wis +50
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Spell Bow: This is an archer with magical capabilities. Limited although they may be, they can concentrate their energy into their arrows and bows making them a powerful ranged master indeed. They are usually using this magic to enchant their arrows to have a frost, fire, arcane, or nature magic tipped arrow. Others have been known to do this to their bows which automatically give their arrows these abilities.
Weapons Available: Long Bows, Compact Bows, Slings, Sling Shots, Crossbow, Daggers.
Armor type: Light armor, leather or light mail.
Damage Type: Far range attacker.
Stat Bonuses: Wis +50 Will +50 Intel +50 Dex +50 Per +50
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Spirit Healer: These mages are mages that not only can use the arcane arts to a various degree but they can also delve deep into healing magic making them good requirements for any war. They can heal slight wounds all the way up to large wounds, but the bigger the wound the more energy it takes from them to heal it.
Weapons Available: Wands, Staves, Daggers.
Armor type: Cloth armor
Damage Type: Far range attacker. Assistance.
Stat Bonuses: Con +50 Will +50 Wis +50 Intel +50 Per +50
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Tempest: Tempests are masters of using two weapons. When it comes to a fight they prefer speed and agility over brawn and power. In the battle they are rarely touched and cant be seen. They spin there weapons in various patterns and aren't known for being kind. Most Tempests undergo strenuous training from the beginning of there lives.
Weapons Available: Dagger, Sword, Short Sword, Axe, Katana (these are used in sets, and can be mixed or matched weapons)
Armor type: Cloth, Leather, Mail, Plate
Damage Type: Close range, Light damage dealer, Fast attacks.
Stat Bonuses: Dex +50 Per +50 Intel +50 Will +50 Con +50
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Templar: A Templar is a mage hunter. They have various armor's and oaths that make them immune to the mages magic. Only Blood Mages have been known to kill a Templar and exceptionally powerful mages. They are an order bent on making sure that Magic is kept under order and they will hunt down any mages misusing there powers.
Weapons Available: Bows, Daggers, Staves, Quarterstaffs, Broad Swords, Sabers, Katanas, Claymores, Glaives, Maces, Polearms, Battleaxes, Fist weapons.
Armor type: Cloth, Leather, Mail, Plate, Shields
Damage Type: Close range, Heavy damage dealer.
Stat Bonuses: Wis +50 Intel +50 Con +50 Will +50 Str +50
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Warlock: A user of the black and dark arts of magic. They use black magic and summon small demon partners with minimal power to help aid them in battle. They are usually wicked but some have been known to be good. They most commonly use everything to their advantage and will do anything to get to their goals.
Weapons Available: Wands, Staves, Daggers.
Armor type: Cloth armor
Damage Type: Far range attacker. Assistance.
Stat Bonuses: Wis +50 Con +50 Will +50 Intel +50 Char +50
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