Magic Overview:
Magic Permeates Desylinn, embedded in every creature, plant, rock, wind, and
flame. This wild and ever-present magic manifests in three forms, arcane magic,
sympathetic magic, and souls. Almost all beings have some form of magic, but it
manifests in different ways. When magic builds in an individual but that person
is unable to control it, this sympathetic magic builds until it bursts, such as
the wild rages of Gren males. When an individual has more control, they gain
the rare abilities associated with a magic casting class. This Arcane magic
grows in power, but all casting classes are included in this category, from
Clerics to Sorcerers. Arcane Magic is highly addictive and has significant effects, with the high of Bliss and the horrific crash of Despair. Finally, Soul magic is involved in the creation of magic
items, as quality increases in a magical item increase the probability of
attracting a soul to that item, leading to high numbers of intelligent items.
Barbarian: Throughout
Desylinn, barbaric clans wander, hunter-gatherer tribes explore new territory,
and violent warriors battle for primacy. The world is young, and peoples of
every race can commonly be found as Barbarians. Wild Dwarves hold long valleys
and abandoned mines, powerful Geato Abira warriors jealously guard vast swaths
of swampland, and humans sail to a neighboring island to perform ritualistic
warfare. From the mountains to the plains, the swamps to the islands, the greatforest to the icy north, Desylinn has wild clans of settlers, explorers, hunters,
and warriors, fighting for survival against other clans, wild beasts, and
nature itself.
Bard: In a world
as wild and unformed as Desylinn, the demand for a bard may seem small, but the
opposite is true. With no formal or established messaging services, low
literacy, a strong oral tradition and a growing repertoire of musical
instruments, the Bard fills a number of necessary roles. Serving as messenger,
historian, entertainer, and gossip, Bards are slowly becoming more and more
common in Desylinn. As magic users they must learn to discipline themselves or
fall to the tempting drug of magical power, and when fighting they use their
cunning and skill to avoid the worst mishaps.
Cleric: Although churches and cults are scattered
across Desylinn, few of them are actually led by clerics. Some have charlatans,
some faithful believers with no training, and some with soldiers, warriors, or
fighters. Some few cults are led by an individual with the martial prowess,
inner fortitude and self-discipline needed to become a Cleric. These Clerics
often serve ideals rather than specific deities, as the Great Seal prevents
even the simplest spell flowing from a deity to their servants. As a result,
many Clerics aren't even associated with a church or cult, choosing instead to
develop their ideals independently.
Druid: The Great Southern Forest influences any who come within its borders, twisting and
shaping them into new and strange beings. The Druids stand between the forest
and the world, warning some outsiders of the danger and luring others deeper
into its influence. Spending their time on the border allows them a degree of
freedom from the Forest's charms, but they are bound to it, gaining strength
and power in exchange for their service. Although druids rarely stray far from
the Forest, those who do often carry with them a seedling to remind them of
their homeland. They often have some important quest they are attempting to
accomplish, after which they return to the Great Southern Forest.
Fighter: Trained
in the art of weaponry from a young age, Fighters are most commonly found in
wealthy families in civilized areas. The Elven Empire, the Ryu-jin strongholds,
the Five Free Cities and Eartlinn are places where Fighters can typically be
found, as they have the resources to devote to the purely militaristic training
which is required. Other fighters come from a wide variety of backgrounds,
including weapon specialists from barbaric clans and street toughs who have
learned to fight to Kindred Pit-Fighters and Geato Abira women trained to fight
from birth. Regardless, Fighters have a reputation for their skill in combat
and little else.
Monk: The
traditional monk, dedicated to developing inner peace, wholeness, and self
purity, is most commonly found in the Black and White clans of the Ryu-Jin.
Among the Kindred and the Gren, strong monastic traditions teach the path of
peace requires the mastery of your own rage. The "Haze," as they call
it, is the focused use of this primal power, and allows for the development of
significant supernatural powers. While those of other races occasionally
stumble across either of these paths accidentally, the lack of established
monasteries and training makes advancement more difficult. Most such adherents
eventually make their way to a distant monastery to seek formal training in
their art.
Paladin: As with all healing magic in Desylinn, a
Paladin must embrace the shadows in order to assist others. Instead of using
burning light, Paladins use the warm comfort of darkness to bring peace and
hope to those who are lost. Most Paladins are attached to one cult or another,
and they often rise to positions of great authority. Throughout Desylinn, those
with injuries and disease great and small seek out Paladins for comfort, hope,
and healing, lurching into the shadow and then emerging back into light as new
men and women.
Ranger: Desylinn
is a young world, and much of it is untamed wilderness. Rangers skirt the edge
of the civilized lands, wander caravan routes, and explore unknown lands. Some
serve in the employ of great lords, others act as caravan guards, while more
still simply explore on their own. Regardless, a Ranger spends her time
hunting, tracking down the wild monsters and strange beasts to slay them. Many
Rangers keep trophies of their best kills or favorite hunts, ranging from teeth
or claws to preserved heads and tanned hides.
Rogue: Skilled at
the art of silence, utilizing the secretive aspects of shadow to hide them, and
always on the lookout for the next big score, the Rogue is ever present in the
larger cities of Desylinn. In addition, many conmen, thieves, spies, or secret
agents wander through small towns and villages, exploiting the local populace
for their own benefit. When a juicy lead comes up, you can expect competition from
other rogues, but when it dries up or moral issues come into play, don't expect
them to stick around.
Sorcerer: The
most common casting class in Desylinn, Sorcerers form the backbone of magic
use. Their arcane magic unquestionably comes from their bloodline and they
embody the world's chaos. Blue Clan Ryu-Jin, Hub's Mage's Guild, Geato Abira
wise women and Gren Maitres are all commonly Sorcerers, as are many other
individuals who have yet to organize or rise to power. Unfortunately, Sorcerers
are typically the most vulnerable to magic addiction, as their chaotic nature
prevents them from building defenses against it.
Wizard: No great
history of written spells exists in Desylinn. While scrolls exist, vast
libraries and wizard schools have yet to come. Instead of depending on spell
books and great tomes, Wizards have learned to channel their magic through
varying states of emotion. They record specific patterns and memories in order
to easily bring about an emotional switch, allowing them to change from
Abjuration spells to Transmutation with ease. Although they are still subject
to Bliss and Despair, the discipline Wizards must utilize protects from it
somewhat.
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