Alchemist: The
Alchemist has managed to take his own internal magic and, through careful
crafting, pull it outside of themselves for later use. Although some Alchemists
are tinkerers and inventors, most are simple herbalists, craftsmen of the body
trying to improve their own health and the health of others. Some few work in
their makeshift labs to get their next fix, working feverishly to push from one
high to the next, oblivious to the damage the magic has done around them. Alchemists
are common enough they are illegal in one of the Five Free Cities, but their
magic is often misunderstood to be fraudulent, as many of their draughts work
only on themselves. Alchemists are constantly looking to nature to find the
newest combination, never knowing if this rare toadstool and that obscure clam
will result in a brilliant discovery or just a tasty stew.
Anti-Paladin: Rather
than focus on darkness or shadow, Anti-Paladins oppose Paladins. Soldiers of
Light and Warriors of Chaos, Anti-Paladins seek to bring light to those in the
dark and fire to those with hearts of stone. They seek to spread disease and
poison to those who don't follow them, and often come into conflict with the
more civilized areas of Desylinn. Although some are members of cults, most work
independently.
Cavalier: Few
families have the money to support a fully armed and armored mounted warrior,
so Cavaliers are difficult to find. The few who do exist stand as beacons above
the fray, drawing the ire of their enemies. Their leadership is phenomenal, and
their loyalty is unsurpassed. Although all Cavaliers are mounted warriors,
their mounts vary more widely than normal, with anything from Rhinos and
Mammoths to Horses and Dire Wolves. Regardless, the Cavalier is a respected
warrior and often gains significant power and prestige.
Inquisitor: While
most cults are open minded and tolerant of other cults, occasionally one
emerges which is far less accepting. These organizations educate and train
Inquisitors, divine soldiers who seek to grow their own religion at the expense
of others. Preying on lapsed followers of other cults, these churches tend to
grow rapidly and expand into politically volatile forces, dangerous to the
religious balance in their area. The Inquisitors drive this movement forward,
and use their Bliss and Despair as powerful tools in their quests.
Ninja: This is
one of the rarest classes in Desylinn, with almost all Ninjas receiving their
training from the Green Clan Ryu-jin. Although they aren't as racist as some
other clans, it is unusual to find a Ninja that isn't a Dwarf. Ninjas are
powerful weapons in the intrigues between the various Ryu-jin clans, and the
Greens use them to infiltrate into a variety of organizations in each of the
other clans. These agents often multi-class in order to be able to more
effectively disguise themselves, and almost all magic users in the Green Clan
are also trained as Ninjas.
Oracle: One of
the most common magic classes in Desylinn, Oracles often lead churches and
cults. Using their unique abilities, they connect with magic more comfortably
than most classes. Gren Maitres and Geato Abiran wise women are most often
Oracles, and most folk trust them far more than they would most other magic
users. The Kindred also have a strong tradition of raising Oracles, and they
can be found among most other races as well.
Samurai: This
class is most commonly found among the Red Clan Ryu-jin. Other Ryu-jin will
occasionally come to the Reds for training, and the Red Clan is the most
accepting of the other races, so it isn't uncommon to find Kindred who were
trained as Samurai. Loyalty to Family, to Clan, and to the Dragons is
considered a sacred responsibility, and violation of this responsibility is
rare. The Red Clan often sends large groups of their samurai out on long term
scouting and foreign relations missions, and have established permanent
embassies in Eartlinn and the Five Free Cities, so while they aren't common
they can be found through most of Desylinn.
Summoner: Some
Summoners are unimaginative and dull, bringing forth mundane wolves, lions, or
sharks. Others are creative and effective, bringing the right animal for a job,
whether that is a monkey, a hawk, a mouse or a dire badger. The best Summoners
in Desylinn use their magic to bring forth strange and twisted creatures from
their imaginations, combining existing creatures like a Squidlion, or inventing
something altogether new and strange. Regardless, Summoners are powerful magic
users and most have a flair for the dramatic, often waiting to summon until the
critical moment hits, so the creature and the Bliss have the maximum effect
possible.
Witch: The witch
is a powerful force in Desylinn, forming pacts with Elementals from beyond the Seal. Exchanging pieces of their soul for the ability to cast deadly magic,
witches are usually feared and reviled, often for good reason. Although some
manage to control the addiction and avoid hurting innocent people, most give in
to the easy power and addiction, turning on those around them with hexes and
ire. Witches are
most commonly found among the Gren, but anyone in Desylinn with a craving for
power is capable of forging a pact with an elemental.
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