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Unwritten Legends
Help Files
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Combat |
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Overview |
Stances |
Ranges |
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Melee combat is any type of non-ranged and non-magical physical attack by one character on another character.
It can be initiated by holding a weapon in your primary hand and typing 'attack target' while you are in melee range of your target.
Most weapons will also have different verbs that can be used to initiate different types of damage. For example, a broadsword can be used to slash or thrust. A slash will cause more damage, while a thrust will be more precise. Simply typing 'attack' will randomly choose between the different attack types of a specific weapon type.
Also, you may specify (target) which part of your opponent's body you wish to attack. If you don't specify, you will randomly attack a body part. Some body parts are more vulnerable to certain types of damage, and some are much more vital (such as the head and neck).
To attack a specific body part you can type 'attack target's right leg'
Or you can string both specific commands together to have 'thrust target's right eye' |
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There are 5 stances in Unwritten Legends:
1) Parry Stance - While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. However, hard hits or near misses may deflect into your body, or perhaps break the arm holding the item you are parrying with.
2) Evasive Stance - Your character will attempt to dodge any incoming attack while in evasive stance. Your defense will suffer a bigger penalty if you are prone or sitting while in this stance.
3) Polearm Stance - This stance should be used only if you are holding a polearm weapon. It works best at polearm range, as you attempt to hold any incoming attacks at bay. At melee range, this stance is less effective.
4) Optimum Stance - While in optimum stance, your character will attempt to use the most effective stance for his or her current position. This is a good stance for new characters to be in. However, in some cases you may be caught unaware!
5) Vulnerable Stance - You cannot manually enter this stance. However, intense hits or unusual situations may push your character into this stance. Your defense will drop dramatically. |
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Range represents how far away you are from other items in the room.
You can approach your target with the advance verb or move away with the retreat verb.
1) Melee - You are within arms (or swords) reach of your target.
2) Polearm - You are within a spear or lance's distance of your target.
3) Stone Throw - You are within a stone's throw of your target.
4) Bow Shot - You are within bowshot of your target.
5) Very far - Your target is out of bow range. |
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Armor |
Shields |
Weapons |
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Armor is useful in absorbing the damage done by various weapons. Armor also has a chance of deflecting successful attacks. If you choose heavier armor without the training to wear it effectively, your defense drops because you are hindered physically.
There are 6 types of Armor in Unwritten Legends.
1) Cloth - Little better than nothing, cloth armor still helps against elemental (hot or cold) type attacks.
2) Light leather - Though light leather requires little training to use, it provides good protection for beginners.
3) Heavy leather - Upgraded light leather requires more training but also provides more protection.
4) Scale armor - This armor provides a very good balance between weight and protection, and is used by many warriors who cannot commit the time and energy to wear heavier armor.
5) Chain mail - Second only to plate mail, this armor provides great protection, but requires very high strength and training to wear effectively.
6) Plate mail - Very heavy, this armor is only for the strongest and best-trained warriors. The benefit is that it provides the highest level of protection.
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Shields are used while in parry stance and need to be held in your off hand. They are good for deflecting melee and especially missile attacks.
There are 4 types of shields in Unwritten Legends:
1) Buckler - A smaller shield that requires little skill and little strength to use effectively.
2) Kite Shield - A triangular shaped shield that covers more of the body than the buckler, but also requires more skill and strength to wield.
3) Tower Shield - A rectangular shield that covers most of the body but requires a good deal of strength to use.
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There are 6 categories of weapons in Unwritten Legends.
1) Bladed - Often made for thrusting or slashing, bladed weapons are a solid choice of an offensive weapon. Most bladed weapons have average precision and damage.
2) Knives and Rapiers - Though most weapons in this category do less damage than other types, they are more precise. You can often aim these weapons with greater accuracy, for inflicting exact strikes on the vital areas of your target. Most of these weapons are used for thrusting.
3) Axes - Built for maximum slashing damage, most axes suffer in the precision category. However, they are ideal when you need to remove a limb from your opponent.
4) Crushing - Crushing weapons are used to break bones and cause painful bruises to your opponent. They often require less skill to be precise, but lack the high precision of smaller weapons.
5) Polearm - Polearms are long weapons used to outreach your opponent. They can do high amounts of damage and vary greatly in their different attacks. Though less precise than other weapons, their long reach can be a great asset in battle.
6) Bows & Arrows - To use a bow - you 'get arrow' (to use the arrow in your quiver use 'get my arrow', to get the one on the ground, just get arrow), 'load bow with arrow', 'draw bow', 'fire creature'. You can also 'fire creature's <body part>, make sure you have the 's after the name of the critter. Bows can be used in bow shot, stone's throw, polearm, and melee. If you fire from a distance further than melee and want to get the arrow on the ground, you will need to approach it, therefore it is best to use the arrows in your quiver until the creature is dead and you can retrieve your arrows safely. Make sure you have long arrows for your long bows, short arrows for short bows. Crossbows use bolts and quarrels.
If you decide not to shoot your bow and it is drawn, you release bow, then unload bow to get your arrow from it.
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Martial Arts |
Damage |
Crits |
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To see what martial arts you have available to you - type martialarts
To change styles - type martialarts <style>
ie. martialarts qai sun bear
Martial Art Moves -
berserk - pummel, bite, headbutt, stomp, throw
brawling - jab, punch, kick, throw, elbow, knee, uppercut
qai sun bear - jab, punch, elbow, uppercut, cross, shoulderthrow, backfist, overhandpunch
qai sun crane - snapkick, frontkick, roundhouse, jumpkick, crescentkick, sweep, spinkick, axekick
qai sun mantis - spearstrike, knifestrike, hammerstrike, jointstrike, ridgehand, twinhammer
qai sun monkey - leappunch, mulekick, hipthrow, legthrow, spinsweep, tumble
qai sun tiger - jab, lowpunch, highpunch, frontkick, sidekick, sweep
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There are four different types of damage that can be inflicted on your body.
1) Slashing - Inflicted primarily by edged blades, this type of damage is characterized by scratches or lacerations. These types of wounds often bleed heavily and cause a high loss of vitality.
2) Crushing - Usually demonstrated by bruises or broken bones, this type of damage is unique in that it causes no bleeding or loss of vitality. Arms and legs are especially susceptible to crushing damage.
3) Punctures - Perhaps the most dangerous type of wound, punctures are piercing wounds to your body. Even light puncture wounds can go deeply into the body and disrupt the vital organs. While arms and legs are at less at risk to serious puncture wounds, the eyes are very susceptible.
4) Burns - Caused by any type of intense heat or cold or even acid, burn wounds represent any type of burn to the skin (or deeper).
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Crits, or 'Critital Hits', represents damage done to a specific limb on your body.
Generally, the more damage done the more painful the hit will be. Higher-level crits will break or even sever limbs. In the most severe of cases, a high level crit can cause death.
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Gameplay |
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Rules of Decorum |
Stats |
Skills |
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RULES OF DECORUM
The following are 10 rather common-sense rules for life in Unwritten Legends. It is a list on which all the staff has agreed and just acts as a fair warning for disruptive players. I know it sounds like there are an awful lot of "Do nots" in the list, but they are there to project the majority of you who are not disruptive and are enjoying UL in the way it should be enjoyed. If there are ever problems with harassment or nuisance behavior from any players or staff please send an email to cs@unwritten.net. This email account forwards to all members of the Customer Service Dept. If you feel uncomfortable with this, you can send an email to myst@unwritten.net or imari@unwritten.net or dyannah@unwritten.net. 1. Do not use Instant Messaging (AIM, IM) to contact UL staff for chat. If you are having a UL-related problem, please type ASSIST and UL staff will do what we can. If you have a bug to report, you can use the REPORT command to alert staff to the situation. You can also email cs@unwritten.net or another appropriate UL staff member to discuss an issue. 2. Do not abuse other players! UL is a role-playing game where you will encounter good as well as evil characters. You may play an evil character, but using that character to abuse others will not be tolerated. In other words, attacking another character with IC cause could get your character thrown into jail in the game. Attacking a player without IC cause or repeatedly targeting another player (even with IC cause) may lead to your character being suspended or even banned. Carrying over real life personal differences in-game, incidents of sexual harrassment, and other forms of OOC abuse will, at the discretion of UL staff, be grounds for immediate and permanent deletion of your accounts. While this is a role playing game and it should be understood that actions are character against character, and not player against player, if you play an evil or otherwise unpleasant character, it is advisable to make sure your fellow players are "on board". You might try using the OOC command to communicate your RP intentions with other players, particularly if you have not played with the other character before. If you feel that a player is becoming too aggressive, you can also try using the OOC command to ask them to stop. If you feel that you are truly being vicitmized by another player, please log the incident and email cs@unwritten.net. You may also use REPORT to alert staff to the situation. 3. Do not make a nuisance of yourself! Even In Character behavior is not to become a nuisance to other players or to staff. If your character frequently engages in various behaviors that result in annoyance to other players or to staff your account may be terminated. UL Staff does not have time to put up with a player with a pattern of problem behavior, and other players should not have to deal with being constantly annoyed. Players are here to have fun, and if you are habitually spoiling that fun, then you will be removed from the game. 4. Do not be disrespectful of other players or their items in game or on the UL forums. Each player deserves the full respect of all other players and staff members. Disrespectful behavior may result in you being banned from Unwritten Legends. If you feel you are a victim of disrespectful behavior and or abuse send a log of the incident to cs@unwritten.net 5. Do not abuse system bugs or flaws. If you discover a bug or profitable flaw, then please use BUG to alert staff to it. In the case of a serious bug or other problem, you can use REPORT. Abuse of system bugs or flaws may lead to your character being suspended or even banned. 6. Do not run a script while away from the keyboard. Running a script while afk is cheating. If you are caught afk scripting, you will first receive a warning. If you ar caught a second time, you will be automatically stripped of 5% or all of your acquired stats and all of your characters will be suspended from the game for two weeks. A third offense will result in permanent banning for UL. Note: "Travel scripts" may be used in UL. 7. Do not run a script or do other repetitive actions in publically frequented spaces. This causes scrolling and is a nuisance to other players. Find an out of the way place to practice your repetitions. 8. Do not go to sleep in public places or log off in public places. Nothing is quite as illusion breaking as a person suddenly appearing out of nowhere at Crossroads or the gates. Go to a more private spot to leave the game. 9. Do not have OOC conversations in-game. For all non-game related topics, please use the OOC command to talk out of character with someone or else use AIM. (Preface your remarks with ooc and the person's name. For example: ooc Breen I have to go now.) 10. Do not use cyber abbreviations, emoticons, or spoken emotes in-game. We do not permit things like "afk", "brb", or smilie, nor do we permit the use of spoke emotes such a "hee hee", "haha", or the like. There are tons of verbs and adverbs available in UL, so please take advantage of them. * Remember that all characters, items, and rooms in game are property of Vaporwhere Inc and as such may be removed or suspended without notice. If this happens to your character and you feel it was unwarranted, please send an account of the situation to cs@unwritten.net
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Strength Helps inflict more damaging hits, carry and drag heavier loads, swing heavier weapons.
Dexterity Helps nimble actions such as picking locks, disarming traps, or working with mechanisms. Bonus to swinging most weapons. Helps in skinning.
Reflexes Helps in evasive maneuvers.
Endurance Gives higher stamina, resistance to poisons, natural crit resistance.
Wisdom Primary stat of astral sphere, helps with lore related tasks, plant collecting, summoning, etc.
Will Primary stat of vedic sphere. Controls the amount of willpower a character has.
Reasoning Primary stat of arcane sphere. Helps in use of mechanical objects and firing ranged weapons.
Intelligence how much essence a character can have, how much exp their buffer holds, and how much damage certain spells do
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SKILLS
Animal Handling - This skill is necessary for the use and care of mounts.
Archery - Necessary for prowess in use of bows, arrows, crossbows and the like.
Armor - This skill allows the player to utilize the armor available to him in game, aiding in his defense during combat.
Axes - Necessary for prowess in use of all axes.
Bladed Weapons - Necessary for prowess in use of bladed weapons such as swords, claymores and those types of weapons.
Channeling - This skill is necessary for those using astral magic, allowing them to direct their magical energies on the veil or their deities.
Conditioning - This skill influences the stamina a person has for movement and during combat.
Crushing Weapons - Necessary for prowess in use of crushing weapons such as clubs, maces and those types of weapons.
Essence Store - Necessary for the spell caster, this skill aids in storing valuable essence as well as transferring it from one person to the next.
Evasion and Dodging - The best line of defense in combat, allowing the player to duck and weave, evading attacks.
First Aid - This skill is necessary for healing wounds as well as tending them.
Focus - This skill is necessary to those who use the vedic magics, allowing them to mentally concentrate and utilize their spells.
Kinesis - This skill allows the aiming of offensive spells.
Knives and Rapiers - Necessary for prowess in use of daggers, rapiers and those types of weapons.
Lockpicking - This skill is necessary for all picking and opening of locks on boxes and doors.
Lore - This skill is your knowledge of the world around you. It aids in playing musical instruments, summoning circles, mixing potions, learning languages and dealing with merchants.
Maintenance - Fixing broken and damaged weapons, instruments, and mechanical items.
Mechanisms - This skill allows competency with traps and all types of mechanisms.
Observation - This skill is the primary defense against covert acts, such as thievery, making the victim more aware.
Outdoorsman - Necessary for prowess in fishing, foraging, tracking, all outdoor skills.
Polearm - Necessary for prowess with polearms such as halberds and staves.
Shady Behavior - Necessary for slight of hand, misdirection, stealing and other similar misbehaviors.
Shields - This skill allows the player to utilize the shields available to him in game, aiding in his defense during combat.
Sorcery - Necessary for those using arcane magic, allowing them to connect their magical energies to the weave.
Stealth - Required for skills such as sneaking, hiding, and ambushing attacks.
Tactics - The root of all combat. Your knowledge of general warfare, spotting weaknesses, taking advantage of them, aiming blows.
Thrown Weapons - Necessary for prowess in throwing and aiming weapons. Almost all weapons can be thrown, this skill aids in the success of the toss.
Unarmed Combat - Your ability to use your martial arts, such as jabbing and punching, as well as all qai moves, during combat. |
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Roundtime |
Stamina |
Vitality |
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Roundtime is the time it takes to perform any action. It represents the amount of time you must dedicate to a task before moving on to the next action.
For example, it may take 3 seconds to swing a sword, or 15 seconds to disarm a trap.
While in roundtime you may not do other actions that require roundtime. However, actions such as speaking are still allowed.
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Stamina represents how much energy your character has for physical actions such as running and combat. As your character performs difficult or physically draining moves, your stamina decreases.
If your stamina decreases to 0, you fall unconscious.
Simply standing in place will allow your character to recover stamina.
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Vitality represents the amount of blood you have. Smaller races such as halflings or elpas have a low vitality, while larger races like gharkins and trolls have a higher vitality.
Blood loss will gradually drain vitality, as can magical spells. If your vitality reaches 0 your character dies.
Magical herbs can be used to replace lost vitality.
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Roleplay |
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Roleplay |
Interacting |
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One thing that we believe sets our game apart from many others is the depth of role-playing. This is reinforced by several methods. First and foremost, by our players, who stay in character (IC) to a remarkable degree. This is encouraged as much as possible with staff-run plots, assistance in player-run plots, role-play awards, etc. Secondly, by the way the game is written, the depth of the world and your ability to interact with it and finally by the "act" command. While we have a comprehensive list of verbs and adverbs, there will always be things you wish to do that are more complex or individual than we could possibly accommodate. To insure that you have the freedom to express yourself, you can type <act> and then your actions. For example, if Myst typed: <act> sits hunched over a fire, absently running his fingers through his tousled hair, other players would see "Myst sits hunched over a fire, absently running his fingers through his tousled hair." The two restrictions that apply to the act command are,
1. The act command will not be used to imply another player's actions or reactions. Example: Myst scratches behind his ear, causing Dyannah to roll her eyes.
2. The "act" command will not be used to describe out of character (OOC) actions.
Example: Telan glares at his computer, complaining about how macs are so much worse than pcs. One way to add depth to your character and more easily role-play (RP) is to use the recognized verbs with or without an adverb. For example, you can type <smile>, <smile your name>, <smile other person's name>, <smile happily>, , etc.
>Your hands are empty.
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Our world is rich with detail and unexpected surprises. To look at a person or item, simply type <look person's name> or <look name of item>. For example, <look Dyannah> will show you what she looks like physically as well as all her visible items (don't be surprised if you see scary stuff when you gaze upon her!). <look table> will give you a description of the table>. You can also look on, in, behind and under certain objects. <look on table> will show you anything that is on the table, and <look in backpack> will show you what is in the backpack, etc.
Using the pronoun "my" will eliminate a good bit of confusion. If you have a pouch on your body and there is another lying on the ground, <look in pouch> will default to the one on the ground, but <look in my pouch> will let you look in yours.
If you have more than one pouch, <look in my pouch> will show you the contents of your first pouch, however to see the contents of a second pouch, you need to type <look in my other pouch> or <look in my red pouch> or <look in my second pouch>.
Similarly, when there is more than one of the same type of item in a room, you need to specify with either a number or an adjective, which one of the items you wish to examine. <look on table> will show you the contents of the first table, <look on other table> will show the contents of the second table as will <look on second table>. If there are more than two of the same items in the room, and they use descriptive adjectives, you can use them like this: <look at red door>, <look at green door>, etc.
You can also interact with items in a room with a surprising degree of realism. <look> at the things you see in the room. Many can be manipulated in some way. Try to interact with verbs like <touch>, <drink>, <lean>, <get>, <kick>, and so forth. All chairs can be sat on, you can lie on all beds and, in fact, you can interact with all the furniture in the world of Thrael either through lie, sit, stand, or kneel.
To get a list of verbs, type verblist. Just typing adverbs will tell you all the ones we have in game. Verbs that work with hidden exits such as holes and ladders and anything not listed in obvious exits are go, climb, jump and swim.
Many of the mobs throughout the world can be asked questions, pick the right questions and they can be helpful, the wrong will get you answers as well, but not what you seek. Many are trainers as well, so you might want to see if they can help you. Lecturers who will teach spells are found in special areas, your search for them will add to the fun of your gaming experience, but once found they will instruct you in how your spells work. You need to listen to the entire lecture to learn.
To find players in game, you might want to look in inns and pubs, our local lushes can usually be found there.
Have fun and enjoy the wonderful world of Thrael.
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Fame & Titles |
Background |
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Titles-
Roleplay awards are given by staff members and help to add points to your experience as well as your fame.
In fact, the only way to get fame is through the roleplay award.
Once you have at least 5k in fame, you can go to the Filk Museum and find a titler who will give you either a general title or one that works for your profession.
So if you are a thief, you can either be Master Joe or Yegg Joe. As you accummulate fame, you are able to get a higher title and perhaps be Highwayman Joe.
Qai Monks will find their titler in their monestary in Koje.
The choice whether to take a title or not is up to the individual. |
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Background
Typing Background and putting in a short history of your character is an excellent way for interactions staff to know something about you that they can use in rp situations.
Try to keep the background information as concise as possible, just a few lines about where your character came from, his/her geneology, any important background facts, and perhaps the direction where you'd like to see your character going.
This would insure that ia folks treat your character as you'd like to be treated.
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Professions |
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Barbarian |
--Spoiler |
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Years of mediation and battling supernatural forces in the rugged Kuthgardian planes have provided the barbarian warrior with a unique anti-magic shell that deflects most incoming spells, making them the bane of all Thraelian wizards. In addition, they can work themselves up into a controlled frenzy, increasing their speed and accuracy in the heat of battle. Woe to the person who injures a barbarian. If the wound is deep, the brute may lose all control of his mind and enter a state of complete chaos. This uncontrollable berserk provides a massive rush of adrenaline, giving them superhuman strength and endurance, imprinting only one thing in their mind... destroy.
The barbarian warrior requires great strength and endurance. |
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So, you want to become a fearless warrior? A blood-thirsty savage? You would become a Barbarian then?
Listen carefully, young adventurer.
We Barbarians are dauntless in the battlefield. We are ruthless and frighteningly efficient at what we do. We kill with our hands, and we do it right.
We are the weapon masters, training in them to a deadly prowess. We are also resistant to the magic of the spell slingers, but only if we do not wear the armor of the ‘grunkols’, the poor non-barbarians who need the metals and leathers to protect them.
Most of all we are masters of our rage. We have learned to shape and form our hatred and fury into a most powerful weapon. On command, we are able to cast ourselves into a ‘frenzy’. We gain great speed and are most deadly with our weapons in this condition, but the most feared of our skills is our 'berserker' state.
We are driven into this when struck down in battle. Our eyes cloud with blood and we rise like the phoenix from the fire with godly strength and one need...to kill...to taste the blood of our foe...to fed on his destruction!
Alas, beware of the bloodlust, the passion, for you return from this fierceness by sitting and causing yourself to ‘calm’ your hatred and brutality. This leaves you weakened and depleted.
Take heed, young adventurer, of all I have said.
I am fearless. I am powerful. I am Amion Carduthal. I am Barbarian.
Join me or risk all you hold dear, perhaps even your worthless life.
What say you?
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Bard |
--Spoiler |
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With a song in their hearts, bards take instrument in one hand and daggers in the other to fight their foe with pure creativity. Whether on stage or fighting in the field, the bard is skillful and adept with magic, blade and silver tongue. Through dance, they can stun audiences and enemies, their flashing feet as deadly as they are entertaining.
Bards need to concentrate on will, reflexes, and dexterity to reach their full potential.
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You enter a small alcove and come into a cozy den-like room. A fire crackles merrily in a large fireplace that takes up most of the south wall. A scarlet tapestry partially covers a window in the east wall that overlooks a forest primeval. Antique instruments are mounted with care on the remaining two walls, and a thick floral rug embraces the floor with its warmth. Facing the fire is an overstuffed leather chair. Also here is Aurorah, seated in an overstuffed leather chair, and John, leaning casually on the back of the chair.
Aurorah says, "Come, my darlings, gather around me. May I offer you a flask of Emerald Fyre? It was brewed by my grandmother, you know. So you wish to know the secrets of being a bard?" Aurorahs eyes twinkle with merriment. "The cardinal rule is..." Aurorah leans in as if she is about to share an intimate secret, "...practice, practice, practice!"
Aurorah continues, "First may I suggest that you take the tour with your local tour guide and acquaint yourself with your new home. This will be crucial to your future endeavors." She pauses a moment to wet her throat with a sip from her flask. "Next you should gainfully employ yourself somehow. There are always packages that need to be delivered, and the fishing is wonderful off of the docks."
John coughs slightly and interjects, "If you happen to be the type that prefer not to deliver for Bhond or smell of fish, there are other options, too." Glancing askance at Aurorah he adds, "Not that there's anything wrong with that, of course." John grins, straightens his longcoat, and says, "Contrary to popular belief, a bard's life isn't always filled with frolicking about, strumming harps and drolling tunes. It certainly can be, but those of us with the propensity for bard-dom are not only musically inclined, but talented in other areas, too. For one, we've all a proficiency for smaller weapons, such as knives or rapiers. Throwing daggers has also long come naturally to bards, and we're quick to learn the art of evasion. With the right fighting form, a bard can be a fierce and formidable foe." With an idle grin, he adds, "And we're also good with alliteration."
Aurorah flashes John a brilliant smile and continues, "During this time you may be considering, "Lugging packages and angling is great, but when do I learn how to harness the colossal talent I just know I have?" Aurorah smiles wryly. "For that, you will have to visit the Lyceum."
"When you enter the Lyceum and see the Florilegium, head west to the Vedic Hall. Enter the doors, go through the arched teakwood door and find Marrek. Have a seat on a pillow and meditate for a bit. Hell wake up soon enough and teach you some very interesting things about the power of the mind."
Aurorah looks into your eyes pointedly. "Our minds power is what makes our spells work. This lecture is crucial, so be sure to pay attention. It will teach you the basics of the spell list called Vedic Prime. Any other lectures can wait until you are a far more experienced bard. The spell lists that we do not learn in the Lyceum are learned by reading sheet music and scrolls that are in certain merchant shops around and about the lands. Be sure to save your coin and invest in these treasures!"
"Spells, you say?" Aurorah taps her chin. "I will give you a brief summary. Aurorah recites,
"Vedic Prime are songs of the mind,
Via Mar Sani Qel link minds in kind.
Via Min Zem inspires and renews,
Via Vas Zem charms life and death too.
Via Yelm Zem are chants that will thrill,
Stun, calm and ultimately kill."
Aurorah pauses for a moment.
John chuckles deeply and mentions, "One of the most important abilities you need to use your offensive bard spells in combat is focus. The ability to stay focused sharpens your spell song skills into a blade which will make the difference between being laughed at by your opponents and causing significant, mortal damage." He grins ruefully and says, "Trust me, I've had both happen."
Nodding to John, Aurorah goes on, "What is lore, you ask? Lore is a skill that we as bards need to have in order to master our instruments. To hone this skill there are certain things that you can do. Firstly, there are shopkeepers and other skilled artisans who with the right question and the right amount of coin would love to train you in all areas that you would seek training in, especially the art of battle. We bards may be lovers," Aurorah drops a wanton wink, "but we can be damned good fighters as well. Secondly, there are actions that raise lore skills. I have, in the past, drawn a spell circle or two to increase my lore skill, much to the amusement of my channeler friends; my circles somehow always look lopsided. Oh well, if you are musical it is rare to be artsy as well. I am told listening to music and playing music will also increase lore, albeit slowly."
John leans an elbow casually on the edge of the overstuffed chair and says, "The ability that allows us to deftly manipulate musical instruments doesn't end with musical instruments." He grins. "If you can play that intricate mess of wires and tuning pegs at breakneck allegretto, imagine what you can do with a lock pick. We're intrinsically deft, don't forget that."
After a slight pause, John adds with a lopsided grin, "And no, I didn't say 'intrinsically daft', although that might often be the case." He scratches his chin thoughtfully for a moment and adds, "Regardless, we're good with our hands. If you've the desire for your path to lead down what one might call the 'shady road', I think you'll be pleasantly surprised how naturally those abilities come to you."
Aurorah takes another brief sip from her crystal flask, seeming to relish the flavor of its contents. She leans back in her chair, shifting her weight. "Once you have increased your lore a bit, you may choose to purchase an instrument. On your travels about town and in seeking out your teachings for lore, you should have happened upon an instrument shop or two. The glass cases there were quite smudged from my nose prints, of that I will assure you." Aurorah laughs ruefully. "Bring some coin; they are not so dear, but dear enough."
John raises a finger and mentions wryly, "And make sure to compliment the Maestro. He LOVES compliments."
Aurorah arches an eyebrow in your direction, her eyes filled with shock. "You dont know how to play? To play your instrument you must play with feeling! I can play my mandolin quickly, softly, slowly, joyfully or mournfully. When my song is finished, and my playing is through, I STOP my mandolin to orchestrate a beautiful ending." Aurorah gazes fretfully at the ceiling and mutters something about bards in this day and age. "Be sure to tune your instrument every single time you play it. Yes, I said every single time you play it. A sloppily tuned instrument is a detriment to the ears. A well-tuned instrument will help you play better."
Aurorah beseeches you with her eyes. "I cannot urge you enough to find a group of people, bring your instrument forth, and play. Sharing music will not only benefit your learning, but theirs. The more lives you touch with music, the more your life is touched.
John nods agreeably and says, "This is also an excellent way to earn coin. You'll find there are many who are happy to bestow a few royals on a bard or bardess willing to give freely of their talents."
Aurorah chuckles at John and makes a shooing motion with her hand. "Go now and share your gift. May the bright blessings of Ghent shine upon you." Aurorah turns and faces the fire, a contemplative smile playing across her face as John takes the flask from her hand and raises it to his lips.
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Channeler |
--Spoiler |
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Believed to have once been Ice Wizards in the distant past of Thrael, Channelers broke from the traditional magicks to experiment with newly found powers that allow them to summon demons and spirits from the mysterious world beyond the veil. Through a combination of arcane and astral energies, they are able to bind the creatures to them and force them to do their bidding...sometimes.
As Astral and Arcane hybrids, Wisdom and Reasoning are primary attributes for Channelers. Dexterity is also important as it is to any arcane spell caster.
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<Management's explanation of the following text - Grimnir is a channeler possessed by his demon. When this happens, Nishino takes over.>
Read this carefully, young Channeler, now let me introduce meself properly. Me name is Grimnir Otrygg, or Father Otrygg (when it pleases me) an' Ah've jest escaped from th' bastard corruptin' me body t'write this little guide. Why this is so important ye ask? Because if th' good Fatha (that's me) is gonna be instrumental in shapin' all future generations inta me own likeness, why that sounds right fine.
If yer readin' this yer either a Channeler in trainin' or some heathenish bastard who got his grubby paws on this guide, an' may ye th' black rot find ye, as Ah know it will. Channelers, or sometimes called Summoners, really came about in the dawn of the Age of Lords, around the year 17,250. Ye see, it's th' il'ltyhe who developed our craft, an' they fled t'th' northeaster part of Ziguran in order t'practice it, bless em very well.
Yer probably wandering what's so bad about bein' a Channeler... let me tell ye verra well. There are base warnings, and then there are higher ones. In our work, we deal with terrible demons, powers beyond th'veil, triflin' with th' very foundations of th' Veil, an' blood an' gore, sacrifice, plots, an' th' struggle t'keep our soul (or sell it, dependin'.) Th' higher warnin' is thus: Not only do we deal with th' demon princes, an' such, but we deal with th' *spirits*: Spirits of air, earth, shadow, light, crystals, an' th' dead get involved when they have a mind to. Possession! Heed this VERY WELL, OR YE'LL END UP LIKE MHyahahaha!
Yes, Nishino Ko must write out his laughter, to say that the way to merriment is short, sweet, and simple. The idiot dwarf says this about possession it is true, BUT the knowledge is better given from Nishino's point of view than this casing of flesh! Hee hee! Nishino is most concerned with you being among the Great, so listen closely, and ignore everything except the words you see here! Hyahahaha!
The wicked il'lythe fused the Astral and Arcane sphere in this profession. Thus! Thus!! There is great variety, and room for all to be unique and lovely. Hyahahaha! It is almost as good as plum wine.
Nishino will tell you this: All that you will need... well, *almost* all (Hyahahaha!) can be found at the Theosophic Academy in Kaezar, or wander around the Great University of Koje and the Great Temple there to find what you need. Oh, yes! This body has not even *touched* the Arcane, so what would he know of such a thing! This is why Nishino saw the need was great and came forward -- he cannot withstand me for long!
Astral Prime By even *thinking* of Channeling, you know one spell of Astral Prime. The calming one. Go to the respective place and learn more! These spells span all things, and the best is almost the last. Spirit Sight to keep track of all your enemies, like Nishino does. Hyahahaha!
Arcane Prime It has some use, yes, but Nishino has learned that only few spells in it are worth learning it *forever*, when you can go to mage friend and ask for wand! Hyahaha!
Via Esu Protection Magicks! This is an Arcane school of protection, that is very good, it covers both physical and magickal defenses. Very helpful! Remember, student, always learn at least one protection circle! You shall regret it if you do not! Hyahahahaha!
Via Fas Esut This is the Astral way of protection. Each piece of the armor has a different attribute! For example, Astral Cloak protects you from elemental attacks! Remember what Nishino has said. Pick a protection circle, or he shall come and pluck out your eyes. Hyahahahaha!
Via Glas This is the way of Cold magicks, Nishino has been on the receiving end of many of these spells. One thing to know that idiot Otrygg forgot, Channelers started as Ice Wizards, so those of you who choose to uphold the tradition pick this! Glas is like other elemental circles, it has offensive, defensive, and odd augmentative spells, as well as one that turn man into ice block. Hee hee! It is a noble choice, but Nishino likes the others better, you will see why! Hyahahaha!
Via Ful Flux This, Glas, and Esu are all of our Arcane circles. Ful Flux is for those of you who want to shape the very essence surrounding you! A fine choice for any, it even has a spell that gives you more essence to use! Hyahaha! Fine spell circle also!
Via Ful Onus Is Nishino's favorite circle, it is no coincidence that it is also our most violent circle! Hee hee! Nishino will list what it does, and leave you to decide what to do! It can frighten, poison, rip the skin off of, blind, weaken, destroy, and convince something to die! Hyahahaha!
Via Kel Nivir This circle is the Darker Spirits, almost like pre-Summoning. All spells in this circle rely on little spirits. Nice thing about this is it have Manifestation, which you can use very young, to convince spirit to come and feed on what you tell it to! Also, fill their mind with spirits to make them see strange things and summon your own steed! Hee hee!
Via Qel Channeling circle. It also like Astral magic defense sometimes. You can pull essence out of something, you can steal a spell even, many things to make your mastery of Channeling (hence the name! Hee hee!) greater!
You may ask, Nishino, you have not covered summoning, and he has not. He will cover them both now, but he must warn you that Channelers can learn four circles when they start their path, and only three more at your trainings of 15th, 30th, and 50th.
Via Min Crix is spirit summoning, it is the basics. To make example, Kel Nivir is like making cookies, Min Crix is like cakes, and Vas Crix is like knowing how to make a sculpture eight feet tall made out of sugar. Nishino use this as example, since babies love sugar, and know it well. Hyahahaha!
Nishino will not go over the spells per se (he is so scholarly when he speaks this way, yes, yes?) but the process. You cannot learn Vas Crix, the Greater Summonings, without learning Min Crix. The spells Lesser Bind is for summoning spirits, and the spell Greater Bind is for summoning demons. These spells are for binding the magic circle...let Nishino explain them!
Chalk. In most cities you can buy the chalk necessary for our art, but Nishino *still* has not found any chalk in Koje. It makes him weep behind his mask. One red and one white chalk do you need. First, you draw with chalk your white circle to keep it ready, Nishino say draw it first since often times baby summoner forget to even draw it and then summon demon who eat him like takee cup.
Put white chalk away, and take out your red chalk and hold it steadily! Here is something idiot Grimnir did not mention, Lore is very important for Channelers, because it is what we need in order to draw with red chalk and mark the red circle.
Marking? Yes! Nishino says mark it very well. Before, you even summon a spirit, mark the red circle as high as you can to see how many marks you can draw. The more marks, the better binding it is, if you do not put enough marks and you try and summon... the thing comes and may get through or just disappear! (They all wish them to disappear. Hyahahaha!)
When marking is done, cast your binding spell on the red circle, stand on white circle and then cast your summoning spell and cross your fingers, praying like your life is at stake! Because it is, young channeler, it is! Now, hopefully you are still alive and you can COMMAND your demon to defend you, to join you, and to attack different things. Remember as well, young son, that not all channelers are dark and sinister as Nishino, so you can send away the demons of darkness and call forth the demons of the light! Maybe they will obey you!
Nishino is getting very long wind Ach! That squinty bastard's gone fer now. Now, where was Ah... Of course, th' dangers of possession...
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Cleric |
--Spoiler |
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Clerics devote their life to Eyssa, the goddess of life and death, pledging their hearts to She who holds the rings and can return life to the dead. These priests and priestesses lead the battle against the abominations of the undead world, their blessings lighting the way for those who seek to destroy any who defile the world of the living as well as hearing the prayers of all who seek the goddess. Living in the astral world, the clerics are pure in that magic use.
To work the magics they need to worship the eternal Eyssa, the cleric should be strong in wisdom and endurance.
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Hello, I am Halidar Liefler, a Cleric of Eyssa. Is there something that I could help you with?
So, you seek to join the ranks of Eyssa's followers. Sit then, and I'll tell you of Eyssa, incase there is something that you do not know, and remind you if you do.
Our beloved Eyssa is the balance in the chaos of our existence, watching over the cycle of life from birth, through the span of man’s time on Thrael until the finality of his death. Her symbol is that of three entwined rings, which represent the threads that the goddess uses to weave the tapestry of a man’s days. If you wish to show devotion to Her, you can find such symbols made out of lanakin, her sacred metal, sold in the cleric shop in Kaezar.
Eyssa does not believe in interfering in the lives of man, unless it affects the balance of the cycle. We gain our power from Eyssa through our faith in her. You can serve her by preaching her doctrine to the masses and spreading knowledge of her name, or you can serve her by destroying the chaos that is the vile creatures that plague this world from beyond the veil such as the phantasm, the ghoul or the remnant.
Our Lady does not dictate how you should live, or how you serve her. We, Her priests, are those that watch over the lands, watching for those whose souls are lost and wandering out of their bodies. Always vigilant to help bring relief to the suffering, whether that is to return a soul to a body, or using healing magic on those in need. It is our duty to Eyssa, to help those that we can, and to bring order to the chaos that is brought by those beyond the veil.
We clerics do not have the powerful magic of the wizards, nor do we enjoy the strength in arms or armor of the warriors. We are a balance between the two. Our magics, brought to us by our faith in the gods, are more of a shielding and healing nature, than one of destruction. Through divine inspiration, we are from birth gifted with the magics of the astral prime circle, mostly helpful spells for shielding, our one true destructive spell, and the ability to look for a person's location. The spirit sight spell is a greatly helpful tool for finding those who are in dire need of help, or of finding the corpse of a fallen one.
Another circle of magic that we may study and is allowed us through our faith in the divinity is that of the astral armor spells, also known as the Via Fas Esut circle. These spells can provide protective armor from the head to the toes, and they can be cast upon another. These magics are effective for giving one extra protection in battle. However, one must be careful if they rely on these magics for their only armor, since like all enchantments these armors composed of astral energy do not last long although their duration is expanded as your skill in channeling improves.
Our next spell circle is truly the most important to us, the most useful to helping not only others, but ourselves as well. These are the spells of the Via In Onus circle, and are the ones that we use to help cure, heal, and bring succor to others. With the powers bestowed by this circle, you can bless a weapon so that is capable of causing damage to the undead, or any spirit or demon from beyond the veil. They also grant us the ability to cleanse the body of poisons, blindness, and of petrification. Two great spells that we gain from this circle, are the Sanctuary spell, and Soul sight spell, for it is through soul sight, we can sense a person’s death, and see the place of their passing. This is invaluable in finding the fallen so that we can return their souls to their bodies. The Sanctuary spell grants the ability to shield ourselves and others from violent attacks upon everyone and everything in the affected area, bringing Eyssa’s peace to all, a most helpful spell for making the vicinity safe to heal and raise the dead during a dread battle.
At this time our final circle is a gift from Eyssa herself, Via Fide Eyssa, also known as the Blessings of Eyssa. These gifts aid us in our defense and slow our fall into death’s embrace. Two of these spells are shielding magics; the lesser, New Faith can be cast on anyone, and the higher, Greater Faith, only upon only ourselves. Eyssa’s Might, another on the circle, grants us the ability to gain strength when it is necessary. Reclamation and Deferred Demise can be used on others that are near death. False Death is a gift from Eyssa to her faithful priests and a powerful way to prevent death. However, invoking this spell will leave you vulnerable, therefore you should only use this when you must to aid your fellows and they can carry you from the battle.
Although we are not as capable as mercenaries at armed combat, we are not weaklings to be shoved about like twigs. Eyssa’s priests are most adept with crushing weapons and some blades; although this is not to say that you cannot use any weapon that you may wish, for we may learn all if we are diligent with our studies. Your choice for weapon though should be suitable to your stature. The sight of a haefdin trying to lift a claymore is an amusing thing to see, moreso as he tries to swing one, as is a gherkin welding a pigsticker. Shields are a handy things and I use one myself. They will serve you well should you find yourself fighting several opponents or beset by archers. Armor, however, is chancier, but you will find that you can use light leathers with no ill effect to your magic. Using heavier armor can cause our magic to go awry, and that can be disastrous at times.
If you have stayed awake whilest I have rambled on, and still are seeking to join Eyssa's way, then then take heart with the knowledge that Eyssa's greatest gift to us is the ability to resurrect the dead, returning their souls to their bodies and bringing them to life. It is of great importance, however, to remember that the corpse must not be bleeding or the soul will quickly flee the body once more and your endeavors will have failed. You can do this by either bandaging the wound, or getting a healer to cure the wound. Using the power of resurrection does bring a cost to the cleric. If you raise more than one soul with no time to restore your energies, you will lapse into an unconscious state as the power of Eyssa wracks your depleted soul. This will last for some time, and is not good to have this happen when one is on the field of battle or alone. It is best to have someone about to guard your comatose body or perform where there is no danger of attack.
Remember, my friend, that the above powers are only gained by procuring Eyssa's favor. To do this, the priest who wishes to become a disciple of the Lady must travel to Verte Bay, where Her hidden temple is located. To arrive there one must face orcs and other strong creatures, which the inexperienced should not face alone. It is best to have some friends, or bribe a mercenary to escort you there, as the way is very dangerous. Once you find the temple, do not be deceived by its appearance. Most would consider it a ruin, and pass it by as being of no importance. The true cleric must search out the inner sanctum, and then the burial chamber within the temple. Let your knowledge of Eyssa and her symbols guide you to what you seek.
Once you have entered the burial chamber, pray before the altar then seek out three items of Eyssa’s portfolio. They are symbols of Her influence. Once this is done, the believer will have to decide how to interact with the three. Once you have made the proper action, you will be given a sign that you have been successful. When you have completed the task, you will know in your heart that you have found the Lady’s blessings, and will be able to carry out her theology. Listen well to the voices that echo through the chamber for they bring you the glory of her magics.
I wish you luck on your journey and with finding Eyssa's favor. If you ever need assistance with your task, you can seek me out. There are also another clerics about that would help you. Safe trails to you, and may you find favor with my Lady Eyssa.
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Druid |
--Spoiler |
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Priests of Beade, the Mother of All, the druids religiously tend to Thrael; the vegetation, the wildlife, all things that grow are under their domain. Each member of this holy sect cultivates a forest grove and maintains that which flourishes there.
Called Friars or Soeurs, druids rely on wisdom and endurance to give them the ability to tend to their ministry.
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The Elder, Hierophant Frere Taleine glances in keen interest at the wax-sealed letter the breathless messenger has dropped onto his desk. He pushes back the deep-cowled hood of his robe, his hair, once a brilliant red now fading to gray, shines in the lamplight. "It seems we have finally heard from her," he says softly, his voice carrying a ring of excitement as his gnarled fingers deftly unsealing the letter. He traces the delicate image on the parchments envelope; a perfect rendition of an oak with a tiny raven in its uppermost branches. Gazing at the other two in his study, he can sense the relief in their manner, as well, at a word home from one of their own. As he begins to read aloud, the others lean forward to hear his words. Bright Blessings of the Mother to you, the Council of the Three, I am well and safe here in this faraway land of Peregorne in the town of Kemstead, my home these past few months. How the time passes; almost half a year gone and winter is upon us. As you suspected I was made welcome here, just another of the newcomers who arrive daily. The villagers are kind and there are many things for a novice to do. How wrong I was to doubt your wisdom when you bade me to seek adventure before settling into the Order. I have a vineyard and orchard that I tend, at times needing to protect the very trees and vines from rampaging creatures with my trusty staff. I fear I shall neer enjoy the killing of creatures, but find my wisdom grows in performing service to our Goddess, by caring for the orchard just outside of town. I even learned how to fish in the river here, but could barely stand to watch the sleek creatures gasping for their watery breaths, yet one must eat. Not far from Kemstead is the city of Kaezar, a horrific spot of nauseating smells and buildings made from hewn and nailed trees. It took me many weeks to feel comfortable in its confining paths, called streets. The buildings themselves seemed skeletons; sad ruins of their once verdant selves. It is necessary to be in this dismal place because of an area called the Theosophic Academy. It is here that one seeks wisdom in all things. In the Lyceum of learning, in the part called the Astral Seminary, a strange little man named Ishne taught me basic holy magicks, called Astral Prime. Still I had no idea where I might learn the druids magicks that I was seeking until one day when perusing an atlas in the athenaeum, in the temple of Duvan, which they call the Abbey, I spied something called Beades Grove on a map of Seton Road. I committed this route to memory and set out for the place. Surely, this must be a holy location not unlike the great henges and tree guarded altars of home. Across the wilds and roads both rocky and damp, I ranged; often running from fell beasts such as orc and jhakor. Yet the land was lovely and full of bounty and I stopped several times to marvel at the flowers and berries growing along the trail. At last I came upon a river and rode across, and in mere steps from the landing on the opposite side, there it was Beades Grove. I cannot describe the beauty of the place for it is lovely fair, with only the Westron Woode as exquisite. In this wondrous place was a root not unlike a mandrake, shaped as a lovely woman, and next to this marvel of nature, a small altar. Down a side path, a most kind eald sat and regaled me with his wisdom and I learned my Via Blym Beade or Beades Love from him. Wiser than when I started, I wandered the grove and discovered a most surprising area. In it, the Friar Aehdrae taught me about Sidlody Fawndock, Thrael's oldest recorded druid. His knowledge and teaching helped me gain insight about our ways and how best to serve the Goddess. Pleased with my interest in our history, he taught me the spells of Via Blym Florae. Those most effective offensive and defensive spells we druids use. Overjoyed that I had discovered these new secrets and insights into our mysteries, I returned to Kemstead where I worked diligently, tending the vineyard and orchard, trying my spells and even killing a beast here and there when attacked myself. Months sped by and my hard work paid off, soon I was ready to learn the most valuable of spells, those called the grove spells, Via Fas Florae. Once more, my feet took me down the now familiar trail to Beades Grove, and there I puzzled over just where I might learn the spells I so dearly sought. Almost ready to give up, I prayed for guidance at the altar and the very ground seemed to bid me to stay. How many times I had run past and not stopped long enough to hear the voice of the Goddess echoing throughout her sacred place, the very sounds of the forest. I sojourned in Beade's Grove and I marveled, but not to the eald or the Friar, but to the Goddess herself, and it was her divinity that sang to me the song time never forgets. Enriched with her wisdom and magic I returned home and created my grove. It has become my home in this foreign land,; a place I find comfort and joy when I am missing the forests of home. Here, I share the beauty of the Mother with those I know respect it. Several weeks ago, I was ready to be granted the last of my spells and I sought out Brother DeMilo in the Lyceum once more. He educated me in the ways of Via In Onus. Able to bless and heal ailments, I can better aid the people that have become my friends and have come to accept me here. Yet, we druids are rare and uncommon in this land full of mages and warriors. I hope I can continue to serve the Goddess and teach the people of her many mysterious ways and wonders. One day I know I will return to the forests of the Woode and to my homeland and you people I love. Each day I grow stronger in my insight and resolve, and find new ways to serve our Mother Beade. I pray you are well and look for the day I shall greet you again.
Until our paths cross once more, Rhianne EmrysCoran Leaning back, Taleine carefully sets the letter down as he and the others are lost in their own thoughts of the young druidess in training so far from her home. |
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Empath |
--Spoiler |
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Masters of their own bodies, empaths can control their tissues and muscles, healing themselves from either the wounds they have received or those that they transfer from others. Whether it is considered a gift or a curse, the empath can feel another's pain, taking severs and lacerations upon their own bodies to relieve their comrade's suffering. Extremely valuable on a hunt, the empath is an astral and vedic magician as well as a weapon user.
Being an empath requires great wisdom, endurance and will.
**Note: To heal someone's wounds an empath must use the transfer verb and name the exact part of the body, such as "tranfer myst's right hand". Some wounds are more difficult than others, and only higher-leveled empaths with a background in advanced healing will be able to transfer them. Empaths automatically regenerate, and their wounds will close after time.
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Advice on how to be an empath? I'm not sure why anyone would want my perspective on it given I'm better at making bits fall off of people than putting them back on. Though I suppose if we're actually going to have more empaths about I should at least contribute towards training them up right; it's amazing how few really know how to properly instill a good disease. But alas, I digress.
My name is Kii'daam. Contrary to what you may hear, it is NOT Cheery Scary Girl. If you happen to see me prowling around and you'd like to talk shop by all means do so, just don't get cranky if I choose to demonstrate empathic abilities on you.
An empath's strengths lie largely in our astral-based spells so I suggest you spend a lot of time honing your ability to channel your essence. We're keen in observing things around us, talented with herbs, have good constitution, are well-focused, and good at storing essence. I find crushing weapons work best, bones just make such delightful splintering noises when they fragment. Though we can wear armor (I highly recommend it), it's best not to be around for a blow if you can manage it, especially if you're the type of empath who wants to wade through the front lines in order to heal those fighting.
Empathy, or the transfer of injuries from one individual to ourselves and vice versa, is our natural gift as well as our greatest weapon; use it competently if not wisely. Should you wish to TRANSFER an injury from another person you will of course need to address the specific bit which is injured, and make sure you keep track of who you're healing. Just the other day I was transfering Meiglan's right arm after I carefully DIAGNOSEd her and watched this wizard beating this poor little healer about the ears, when I inquired why, he told me she actually allowed him to bleed to death as she fumbled about his body. Many is the empath I've seen grabbing the wrong...person's...bits. Right, let's move on.
Your first aid abilities will improve with every injury you take, though it will take you some time before you can heal truly critical injuries such as severs. Keep at it, you'll get there. For those of you with an interest in reversing the process, that's a spell you'll find in the Via Fas Sani circle.
Spells ... empaths have lovely spells available to them. You can find them in Koje and Kaezer, at the lyceum on the eastern side of town.
We're permitted to dabble in astral and vedic spells alike, so choose your circles carefully based upon what sort of empath you choose to be. You'll start with Astral Prime, a collection of all-purpose spells you'll find fairly useful. Then you may select two more circles from the following list:
Via Bin Vir - Blood law. These are the heart and soul of any good empath. Or, depending on your view, any wicked one. These spells will enable you to turn your very blood into a weapon in a variety of ways, most of them acidic-based. Excellent for hunting, but definitely not for the faint of heart.
Empath's Lash. One of my favorite groups of spells, enabling empaths to instill a variety of diseases and physical afflictions on others ranging from seizures to infestations of grubs to exploding brains (my personal favorite). Again, however, not for those empaths who are squeamish about torturing someone internally. *These spells are still in the works to be released soon*
Via Fas Sani - Mental Rites. These are your primary healing spells, and are essential for empaths to have in order to be truly effective.
Via In Onus - Soul Arete, Introvert. Some good spells for combat, protection, and removing afflictions we empaths aren't able to transfer directly such as poison and disease. Take this one and the locksmiths in town will love you.
Via Fas Esut - Astral Armor. The name says it all. I prefer the other spell circles to this one, as we have plenty of defensive spells and can wear regular armor, but if you feel the need to travel light or just want to be a walking fortress, have at it.
Via Mar Sani Qel - Linkings. Vedic spells primarily dealing with telepathic messaging. Excellent for keeping track of your party during combat, or knowing when a friend needs your services on the field while you aren't with them.
Vedic Prime - Basic vedic utility spells, functional and geared mostly towards combat situations.
You'll learn the basics of your spells via lectures, and more from books which can be purchased at the lyceum. The really high level spells you'll have to seek out in tomes held by those best qualified to guard such knowledge.
Remember, your gift is from the gods, or as many feel, a curse. However you perceive your talents, use them wisely. Too many empath's in the beginning overheal in their zealous attempts to assist their fellows. A dead empath is a sorry thing, but that's why Eyssa made clerics, I guess.
Good luck and may all your wounds be healable.
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Illusionist |
--Spoiler |
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Once Wizards, the Illusionists who broke off to follow Grand Mage Zyzyl have come forth into the public's eye, ready to prove themselves to all those who have question their skills. Having access to both vedic and arcane lists, these hybrids bring scientific order to the untapped potential of the mind. Through use of light and shadows, as well as a healthy dose of mental magic, these mages are able to reshape reality into whatever form they desire, forcing others to believe as they do as they bend minds to their will. Beware, for the Wizard Council does not approve of their magics, as they spit in the face of "conventional" arcane science.
Dexterity is primary to all arcane magic users, even hybrids. If you choose the way of illusionists who delve in vedic magic as well, then willpower should be paramount, however reasoning is best if arcane spells are your flavor of choice. |
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Wishing to tamper with reality? Then being an illusionist is for you.
If you wish to meddle with the perceptional reality, the hypothetical reality and the ultimate reality, you will love being this profession, even though it is perhaps the toughest trade to master. In the end, it is one of the most beneficial, I will explain why as we go along.
Firstly, the illusionist spells are riddles of the mind, almost impossible to predict. We have a variety of spells to suffice for our personal pleasure, or self-protection. Many include manipulation of light; others, the bending of reality. The force of our will is our guide to coaxing these vast intricacies. We will get to the spell lists soon, but for now, allow me to say that the conditions surrounding being an illusionist can be very awkward for some, although a few might feel very comfortable with the secrecy we must endure.
Where did Illusionists come from, some may ask, as well as question why the bitterness between wizards and illusionists? Both deal in the arcane arts, both are scientific in their magiks as opposed to the astrals like channelers, yet the friction between the two is almost culpable.
One cannot mention the circumstances surrounding the foundation of the illusionist profession unless they speak of its figurehead, Master Zyzyl, a being as illusive as a spark of warmth over the Sea of the Frost Wyrm. Even the most general rendering of knowledge regarding the Illusionist Master varies greatly, depending on their interpreters chosen school of study. In light of the inconsistent nature of the information itself, many wise scholars choose to examine only the facts surrounding the elusive Master Zyzyl, ignoring the rumor, conjecture, and mystery of this nominal mystic.
Of his doings before the separation of Illusionists from the Wizards, only the following information endures: he was a top member of the Via Flam College of Arcane Arts and held the Flam Seat on the Council of Mages for several decades. Zyzyl was also a natural born Vedic of fantastic powers, lesser only to the great Qai Masters. It is generally assumed that he trained beneath these Masters during a long period of absence several years before the division. When he returned from his travels, he delved into the areas of Reality and The Metaphor. While it was unknown for wizards to study in this field, it was not until Zyzyls joining that it began to gain any real creditability as a true arcane science.
Zyzyl felt that Arcane Magic and its rules were causing essence, itself, to stagnate and stiffen and began experiments into a new magik form. Through various experiments and studies, Zyzyl found that new Reality Modification magik actually caused standardized Arcane Magic to decrease in power, and the newer form to gain power. This, of course, did not make him very popular with the Council when they learned of the school he formed with his apprentice, Trillian. This knowledge came to them from a jealous student named Brint, who came to be known as The Betrayer. Zyzyl and his students found they had to flee to avoid arrest or perhaps even extermination and rumor is that he took his school underground.
This brings us to the present. Only those who follow the Master know if the legends are true or not, but what we do know is we must learn to control the teachings of Zyzyl and Trillian, before they control us. The knowledge of illusion is very much like a double-edged sword that cuts two ways, it can be beneficent or it can turn to pure evil...it is all in the hands of the mage.
As for the spells that are available to the illusionist, they too are extremely involved and it will take weeks of explaining to clarify just one, so I will put what those of us have gathered through trial and error into a brief synopsis.
Via Nox Kol Mar, or Dark Paradigms, is a circle of spells that allows illusionists to intricately manipulate reality to do our deeds. Whether it be forcing reality to believe that magik does not exist, or simply ripping away someone's senses so they cannot tell what is real or not, these spells are very dangerous and highly effective. The road of Nox Kol Mar deals with some very destructive magics and shares some parallels with the void energy, a signature of channeler circles; this grouping is not to be tampered with by the foolhardy.
Via Lun Kol Mar, or Light Paradigms, is the dazzling design of light manipulations and deals with the hybrid Arcane/Vedic theory of light magic, in this case, white light. The circle represents the pinnacle of illusionist study in opticks, one of the gross and intra-convertible forces of the Weave. It involves an equal measure of offensive and defensive spell effects and is quite vulgar and showy. They are worthy in their cause to create a field of illusions, moreover to squeeze them out of a tight situation and ranges from throwing your voice elsewhere, to making it appear that a tree is talking, or blending into the surroundings to be unseen by those not watchful. It is perfect for controlling certain aspects of the balance between reality and illusion, and not quite a danger like Nox Kol Mar is.
The Via Miras circle of magic deals with the primary applications of illusions and illusionary constructs. Unlike many other spell lists, the road of Miras has a very large library of different effects and is quite powerful in some respects (although hampered by the normal belief-based issues common to most illusions). 'Guises' is considered the primary field of study for any ascendant illusionist.
Via Ul Zyzyl is the class taught by Zyzyl himself, which is the most boding spell list for illusionists. It consists of masterful construction of manipulating the three realities to a great depth. From splitting yourself into two entities, to halting arcane magik from being used against you, even becoming the image of any creature you touch, within reason. It was this circle that many feel allowed the Master to escape the Council.
All of these spells need focal points in order to work. What is a focal point, you might still ask, being one who does not quite listen well enough or read between the lines? I will repeat; it is the source of energy extracted from the sun that we instill into an ordinary gem. That gem then metamorphoses into our very source of power. When the sun is bright, the prisms gathered in the gem creates the power of light for the Lun Kol Mar gathers, due to their bending of the brightness. On the other, more gloomy hand, null rings are pure obscurity, which is for the Nox Kol Mar mages, due to their powers to manipulate the darker aspects of the illusionary magik.
Other spell circles that illusionists may also study are Arcane Prime, Via Esu - Protection Magicks, Via Flam Fire Magiks and Via Ful Flux - Flux Magicks; those that Zyzyl brought with him from the council. He also included in his new magik the teachings of his Qai Masters, the mind spells of Vedic Prime and Via Mar Sani Qel - Linkings.
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Lash |
--Spoiler |
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Priests of the Seeress of the Night, Vaen's Lashes are bloodthirsty and cruel. Connected to the Cold Woman through her spiders and serpents, they have entered into her Unholy Covenant more than willingly. Astral beings that they are, they are bound more than willingly to that sphere of magic.
Lashes need Wisdom and Reasoning to do the bidding of the Torturer.
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Taken from the Novitiates Hand Book, Temple library, AyrDane temple, as written by Anchoress Sharlienne Asantani
The origins of the Lash religion lie within the illthye House de nox'Ascenti of western Ziguran. In 15,840 the Age of Elves, this dynasty settled in Ziguran at the mouth of Sodalian Sea and established themselves as the priestly caste of the dark elves. The ties to the Dark Mother had faded amongst the other illthye houses due to the influence of the dragynkin. This resurgence in her faith delighted the Seeress of Night as nothing had for eons.
Possessed of many names, she that is revered as Vaen had proven to be an enigmatic Being of divine status; in one aspect, a loving mother of creation and, yet, in another, the consummate artisan of torture and suffering...a woman of dark beauty and dark passions to be sure, and now, so were her devotees.
Referred to as the Seeress of the Night, Dark Mother, Cold Woman, Torturer and Bitch...there can be no doubt of the dominion Vaen claims as her own. She rules supreme over the domains of cruelty, pain, needless suffering, darkness, night, fear, wastelands, poisons, poisonous plants and creatures, snakes, spiders, insects and empty or abandoned places. Often forgotten domains of the Lady are tyranny, strife, greed, prejudice, invaders, tyrants, wealth, commerce and trade.
Due to this aspect of her divinity, the Lash sent out Anchoresses and Exquissitors to convert those beyond their shores to the worship of their deity. These people began to settle outside of their homeland, proselytizing many races and lineages to the Lash way of life, and propagating their customs and strict discipline into the foreigners existences. Adherents to the culture can now be found on every continent, even where they are not welcomed or outlawed, but only true Lashes can hold a position in the church.
The way of life for the Lash is severe. The responsibility that comes with being born the favored children of Vaen is taken very seriously by Lash parents and is the basis for harsh instruction and exacting discipline.
Throughout the life of the Lash, devotion to Vaen, defines their very purpose and drive. Through rites of blood letting, torture and sacrifice, the Lash child is deeply indoctrinated into the Vaenite life. The scars of youth are testimony to her cruel embrace and permanent hold.
Maintaining high respect for the other illthye Houses, Lash; nonetheless, consider themselves the appointed architects of proper society and culture. To this end, they tend to occupy positions in government, trade and religious instruction.
The Lash considers material gain, economic wealth and ownership an inborn right and privilege. Achievement of such by any means within the capability of the individual is deemed justified by divine sanction and therefore exonerates the individual from any code of ethics or moral liability imposed by foreign cultures and societies.
Many argue that this indoctrination into world culture is a subterfuge and a harbinger to the day when the Lash will take over society, inflicting their beliefs on the rest of civilization, but that is nonsense.
The pleasure that Vaen takes in her children, the Lashes, is evident in the magicks they possess. They are proficient with all conjuring and their powers stem from their connection to Her.
Like all Astrals, the have the basic Astral Prime magics, which tune them to their Goddess.
The Lashes can also count protection magicks, Via Fas Esut by name as part of their influence. This facility is important throughout the Lashes life since this discipline provides protection in this violent world. Illthye tend to avoid the use of armor, as it is cumbersome and unattractive, so the use of spiritual protection is important.
The very potent, Via Kel Nivir, Darker Spirits, is a very powerful Lash circle, and tie them to their sister house, the Channeling, xulAbraxas.
But the most significant and valuable of all the Lashs spells are the Litanies to the Dark Mother, the Via Fide Vaen circle. With these the Lash are truly connected to their god.
The use of weapons is important to the Lash. As with any religious zealot, the young tend to be rather weak in the use of spells and incantations, so proficiency with various weapons is most desirable. Skill with whips and other pole arm weapons is very common among the Lash, as keeping a distance from an enemy is advantageous without armor. Daggers, knives and rapiers are also among common usage, as the Lash may frequently find themselves in situations where a quick slice across an opponents throat or a silent stab in the back could efficiently and quietly end a sour negotiation. The easiest way to conclude an unprofitable contract is to end the life of the soigne. Plus, it is a pleasant way to spend an afternoon. For the Lash, like no one else, can bring the pleasures of pain and torture to the world. It is their destiny and what the Cruel Bitch, Vaen herself, demands of them.
In the early years of a Lashs life, the practice of killing and evading harm in combat is crucial. The later years are spent advancing proficiency in spiritual or magic capabilities. In the end, the mature Lash is a powerful, effective adversary or ally.
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Mercenary |
--Spoiler |
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Extremely well rounded fighters, mercenaries are the most common type of adventurer in the lands. Easily picking up nearly any combat technique, they are also fluent in skills such as weapon maintenance and animal handling. Mercenaries can work for both good and evil, or simply work for themselves.
It is important that mercenaries have high skills in strength, reflexes and dexterity for their taxing physical lifestyles.
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N/A |
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Qai Monk |
--Spoiler |
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Masters of martial arts and the powers of the mind, these enlightened warriors use their inner senses rather than brute strength to rule the battlefield. Magic users as well, they can train their bodies to heal by means of the art of meditation.
Qai Monks rely on their will and dexterity to heighten their abilities.
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Yeosol Kerune looks you over calmly before speaking, "So you wish to understand the Qai Sun Monks?" Yeosol nods slowly and then smiles briefly. "Where to begin..."
"The Qai Sun Monks are not mere warriors. We concentrate on many things. Physical prowess, mental strength, purity of the soul...All are important to the Qai Sun Monk."
"Honoring our ancestors and clearing the mind with meditation are just a few things we can do.
Via Kel Onyr is what we call our Ancestral Rites. Through it, we can ask our ancestors to help us in battle. From blocking our opponents' strikes to aiding us against magic. Even making us more skilled at dodging and our Qai Sun Martial arts..." Yeosol smiles slightly as he notices your eyes light up. "Yes, Qai Sun Martial Arts...in due time."
"Via Sani Pax. Our knowledge of meditation strengthens our resolve and prepares us for the trials ahead. By sitting and concentrating, we send our mind into ourselves. It can help us move faster, be stronger, tougher, take a blow easier, and even heal ourselves. Yes...heal our own wounds."
"These two arts of ours can be taught at our monastery by the appropriate Sensei. Perhaps it can be reached if you heighten your mind above and open your eyes by simply looking around, down, or perhaps up." Yeosol smiles slowly as he folds his hands behind his back.
"Now! The Qai Sun Martial arts...The Tiger, the Crane, the Bear, The Monkey, and the Mantis. We perfect our martial prowess by making our own body a weapon. To protect and defend, to aid us in our walk in life, which can be harsh. I shall give you an example..."
Yeosol moves into an aggressive stance with arms outstretch and hands curled into claws. "The basics start with the Qai Sun Tiger and the stance is quite important. Stand like so...aggressive and powerful as you think MARTIALART QAI SUN TIGER, activating your stance. You become the Tiger. Fast and unrelenting, this is the beginning of your training.
Yeosol moves into a more graceful stance, legs prepared to move at any moment. "The Qai Sun Crane, this time think MARTIALART QAI SUN CRANE, a kicking stance with quick feet movement and maneuverability. Its power can be deceptive and quick motions of the legs can easily knock the largest foes on their backs."
Yeosol moves in a more upright, stance that concentrates on the upper body. "The Qai Sun Bear, concentrate MARTIALART QAI SUN BEAR, a punching and striking stance with immense power. By using the whole upper body in one motion and devastatingly forceful strikes, we honor the Bear. A simple combo from a master in this stance could even leave a timberscrugg troll wondering what just hit him."
Yeosol moves back into a bouncing, deceptive stance that seems to resemble the sporadic movements of an ape. "This, obviously, is the Qai Sun Monkey, set MARTIALART QAI SUN MONKEY in your mind. Ah, do not laugh. That is how you will lose to a master of this style. Quick and deceptive, the monkey strikes from afar and with motions you do not expect. It is also an excellent throwing stance. From hip tosses, tumbling, and sweeping, you will be lucky to get back onto your feet."
Yeosol stands up and takes a more serious expression. His stance moving back, casually and his hands outstretch and slightly curl and stiffen. "The Qai Sun Mantis, remember to concentrate MARTIALART QAI SUN MANTIS, is the last step of the Qai Sun Martial Arts. This deadly stance can make an opponent hit the ground faster than a haefdin on top of a dropped tart." Yeosol glances at you to see if you are still taking him serious. "One strike has the power to knock an opponent unconscious. The fingers become strong and stiff, even cutting the person you strike. Pierce flesh, crushes bones, and kills easily..."
Yeosol stands up and looks at you casually. "Perhaps not a style for you...or is it? The Qai Sun Mantis may be the last style you learn, but you are far from a Master. Life is where you learn and these are just tools to help us. How you use them will determine whether you have mastered the Qai Sun or not."
"If you are interested, please come to the Qai Sun Monastery to learn. Speak to a Sensei and perhaps he may train you in their style of choice, if you are ready. If not, well, practice makes perfect and technique is never wasted."
Yeosol Kerune bows to you gracefully and then straightens before he speaks again, "You have much to learn student...Do not forget what you have learned here. Sensei dislikes repeating themselves. Listen to the sensei well. Only through them will you receive the knowledge on where to execute your maneuvers as well. Where to attack high, mid, or low, depending on the qai style of fighting you have chosen to perform."
"Watch me carefully," Yeosol says as he executes a perfect high jab and then a low sweeping kick. "Some maneuvers cannot attack certain areas, for example, you cannot do a sweep to a high target. It would be most ineffectual. You will learn in time that when attacked you can also block these areas by using your skills to block high, middle, or low. The sensei will teach you how to counter attacks by showing you how to counter high, mid, or low."
"What are you waiting for?" Yeosol Kerune asks. "Time waits for no one." With that, he walks away casually watching his surroundings with interest.
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Ranger |
--Spoiler |
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Keepers of the forest and protectors of Beade's woodland creatures, as well as adept fighters, trackers, and spell casters, there are few talents that rangers do not possess. They can talk to animals and bend them to their wills or whisper on the wind, work the serpent's poison against the viper or walk so stealthily they leave no tracks.
Wisdom and dexterity are the statistics most valued by these knights of Nature.
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Written with much thanks to his fellow rangers by Vincent, Ranger of the Woode and Paladin of Beade.
A firm hand pulls you up the last ledge, to a windswept plateau that is appears to be a haven for the beauty of nature. Standing in the center is the stump of a giant oak, blackened by lightning, which has been smoothed down to create a rough circular table, fully ten feet across. Around the crude table several figures are seated or sprawled on stools fashioned of hewn logs.
Flames, issuing from a fair-sized firepit, flicker light over the gathering, the reddish glow mirrored in the rosy fingers of twilight that stretch across the sky. What appears to be a battle standard with a snarling black wolfs head has been planted in the nearby ground. Some stars have begun to appear and a grouping make a festive wreath around the luminous azure glow of Tempest.
A bear-like voice booms from the largest of the gathering, a giant of a man with a shaggy beard, who is clad in Kivian attire, "So ye think ye ken defend the Mother do ye? Lemme be straight, it be not all about hugging trees and being nice to the fluffy animals. If that be yer horn of mead, fine. But yell have ta understand the Balance, young un."
To your alarm, you realise that low rumbling sound you just heard issued not from him, but from a large brown bear eying you sleepily from behind him.
The huge man rises, placing his knuckles on the table, he leans towards you and continues in a softer voice, "Sometimes yell just know when the forest needs thinning, an animal culled from the herd...or a beast enraged with sickness or pain needs to be returned to the Mothers breast. Yell learn this soon enough, cub, or end up becoming one with soil by way of the business end of a bear!" He reaches down to rub at the beasts thick matted coat, so similar to his beard, and it lets out another thunderous grumble of what you hope is pleasure.
There is assorted chuckling from the various figures around the table. Some low and soft, some bright and high; some that sound like the bright rush of a forest stream and others like the low growl of a forest creature. The large shaggy man appears to be examining you, even over the distance, his eyes glinting, able to pick out the slightest detail of your attire.
"Hmm. Ye dont seem to have a bow. This be not good." As he shakes his head, craggy features, weathered by time and the elements are glimpsed in the firelight. Instinctively you know this is someone of great wisdom.
"See, the bow may not be everyones favorite weapon," with this he glances at a seated figure in a sleek hunter-green cloak, the wolfs head from the standard, tattooed on his arm. "But yer a fool iff'n it dinna become yer best friend. Ye ken how to use one, no?" He slings an extraordinarily large yew longbow from his shoulder and opens the quiver on his back, as you watch carefully.
Bow in his right hand, arrow in his left, he LOADs his bow with his arrow, DRAWs the gut back, and then SHOOTs at a TARGET that has been set up fifty feet away on the plateau, barely visible outside the circle of firelight. A low thwang sounds as the arrow pieces the center, vibrating still.
With a grunt of satisfaction, he places the bow on the table in front of him, squints at you and continues, "Through communion and meditation, Beade will enhance our skill with this weapon, and eventually, ye will become good enough. Ye will learn to shoot faster, and eventually be able two shoot two arrers in the same time that it used to take ye ta fire the one. I suppose that leads us onto what some folk would call majiks but I prefer to think of as Gifts of Beade."
He nods to a seated woman, dressed in soft greens and creams, a gymri fawn lying nearby nuzzling her hand. As graceful as a willow bending in the wind she stands, her voice a soft lilt as she begins to speak, "Due to our connection with Beade, the majiks of ASTRAL PRIME comes naturally to us, who are paladins of the woode. This circle has spells for a variety of situations such as offensive attacks, defensive warding, as well as aids to increase our concentration and stamina. They may not seem like a rangers greatest attributes, but do not forget them for they are the only spells we are able to use when we can not see the sky."
Leaning over to rub noses with her familiar, the sylvan maid continues, "Then comes the choice there is no right or wrong to which of our two other available circles you start with, but you must make up you own mind."
Her brow knits as she says, "VIA TEG AER also known as Thraels essence is a set of majiks that Beade has bestowed on us. The spells are all about using the land and its signs and powers. Their might is great and allows us much; from making an obscuring shield of whirling dust to calling tree roots that tear at the enemies of Nature. It even allows us to use the wind to carry messages across the land, blowing your thoughts into someones ear. Should this be the circle with which you want to begin your calling, you should seek Leif. He has settled in a tree a little west of the South gate of Kaezar and welcomes visitors graciously."
A soft smiles lights the face of the woman as she continues, "VIA XAN ESUT is the other discipline bestowed upon her paladins by Beade and it allows us to mirror the abilities of the animals that reside on the Mother. There is a greenhouse in the Lyceum where you may be taught the ways of this astral majik. There you shall learn to make your eyes as sharp as an eagle's, or mayhaps to call forth serpents from the ground that will either attack enemies that smite you or lend you the poison of their fangs to cover your weapon."
The lady of the woode bends to fondly stroke the small gymri at her feet, "You will find an affinity with animals, one that will develop as you grow in knowledge, to the point where you will be able to summon children of the forest to COMMAND to do your bidding."
"Of course, the most powerful of our spells are carefully hidden, but generally, trees are a good place to start looking...show your devotion, and maybe the way will be opened." She smiles mysteriously, and wanders gracefully a little ways from the table.
You take careful note as she PREPares a spell, waits as her concentration mounts, and then CASTs it. As she raises her arms and points to the sky, you watch in amazement as a flock of birds fly in and settle about her shoulders. "My Winged Companions will fly out to distract an enemy during his attack. A powerful spell, and one that must be searched for, far from the beaten track." The birds on her shoulders preen themselves, chirping merrily before taking wing as she resumes her seat.
The huge man at the tables head resumes his induction. "Well, thats the majiks out o' the way. Mayhaps, we could finish up with some of our other skills, eh, woodsman." He nods his grizzled head to the Carabello with the tattoo.
The firelight catches a wolfish grin as the daun stands, and under his sleek green cloak, you notice a profusion of weapons sheathed at his hip and on his back. He stretches his heavily armoured limbs, bows gracefully in your direction, and begins to speak in a deep voice.
"See, the bow t'aint the only thing we be able to weld, oh no!", he says, smirking at the leader of the assembly. "Some folk may like to stay in bows reach when a troll is swinging a tree at their head, but we can learn just as quick as anyone else how to master the axe, the blade, the spear, why it be pretty much whichever takes yer fancy." With this, he pushes his chair back and strides over to a straw dummy in the shape of a troll that someone has hung on a tree limb. "We are pretty handy with our combat tactics too, observe, sprout!"
"Weaponry is not the only high skill we possess either. We can see signs in our surrounds that the layman misses. We also have proficiency with all matters of the outdoors; SKINing with our knives and TRACKing are two where we are unsurpassed. We can also," he glances down at his steel clad body, "SNEAK around stealthy like, if that be what ye want, and the same eyes that can see things in the wood are just as good at spotting traps, if ye train yerself well. Why if ya willing to learn, a bit of our natural dexterity will even help with picking locks, but it dont come natural to us like a trained locksmith or tinker, and will require patience and work." As he moves to seat himself once more, you notice a silver wolf slink up to him, licking its bloody muzzle as he scratches it behind its ear.
The leader of the assembly nods solemnly, and holds you in an unflinching gaze. "Now, yas think yas got all that? Think yas got what it takes to be a ranger? Mayhaps one of the scoundrels here will be kind enough to show ye 'round, 'cause ye should ne'er ferget, as a ranger, yer never alone. Wherever ye see our crest, ye will know yer in good company." He glances down at the wolf's head pin on his cloak, bright silver in contrast to the black the others wear.
"We look after our own, and I be sure any one of 'em will help ye...after their hangovers clear that is!" He roars with rumbling laughter as he glances at several kegs standing by the archery target, and to the rousing cheers from the seated figures, much hand clasping and back slapping, you are pulled towards the table and fear you will be very ill indeed come the morning.
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Thief |
--Spoiler |
Purest of all rogues and masters of the Thraelian shadows, thieves excell at accurate, yet quick combat. Their preferred weapons are generally of a small, light, and very deadly breed -- such as small blades and throwing stars. Secure in the roles of cut-purse or ambusher, the nimble fingers of thieves also make them born locksmiths.
It is imperitive that those seeking to join the ranks of the assassin or thief have extremely high dexterity and reasoning abilities to remain ahead of their victims (and the Guard). |
Shalimar puts his arm around you as he casually glances down at your closed pouch. Fingering the clasp with his tapered nails, he says, "So...you think you got what it takes to live just this side of the law, eh? Well let's just see about that...
To make it in this world, ya gotta be able to get away with stuff, either through sheer sneakiness or by being so likable that no one suspects you.
The first thing ya gotta know is that nobody likes a thief, so ya cant just up and STEAL from folks and expect to get away with it. I'd say run some deliveries for the local Bhond folks in yer town. Learn the lay of the land. MAP if you need to, its a good skill to have if you want to see how close you are to a prospective 'donator'. You'll need to visited your local merchants and townsfolks. They're a wealth of knowledge for getting training and help with your skills (also known as tags).
Once you feel you are ready, and you come across a prospective target, either by chance or you TRACKed him down, make sure to MARK him to see what your chances are. HIDE for a while, carefully OBSERVE your mark. Is he sharp? Careless? You got to finagle some too. CHARMing them may increase your likelihood of a successful hit, throwing them off guard so to speak. As far as what to steal, well, you'd be the best judge of what your needs are, but as for me, forgive me the pun, keys are the key to my success. Sometimes they're better than pure gold, so be mindful if a sucker leaves his key ring or pouches open.
If you're found with your hands in the cookie jar, there are ways of eluding your pursuers, such as HIDE, SNEAK off, backtrack or run in circles. This is where it helps to know the layout of the neighboring towns rather well. Know where the pawnshops, gem dealers and furriers are and get rid of the evidence. Only a dumb moke would pawn stuff in the town where he stole it. Set up an alibi. Get a friend to lie through his teeth for you.
If, Taqe forbid, you do get caught, you might try getting away. There is always your ability to BACKSTAB, THROATSLIT, or even AMBUSH them. But if the guards have already slapped the cuffs and shackles on you, it's smart to have handy the name of a good barrister. What ever ya do, don't admit to nothin'!
There is also the locksmithing side of the occupation to consider. It is much easier to concentrate on this task if you find a quiet place to sit. Public picking is frowned on by the local pigs...'er...guards. It also helps if you have the tools of the trade, though most are used for removing traps. They are to date, an absorption rod, pliers, a screwdriver, snips, a file, a wrench, and last but not least, a pick. The serious locksmith has a well-stocked toolbox. Now then, once you are properly equipped and have been given something locked, you are ready to begin. Your first step is to INSPECT the box for traps. This is mandate if you hope to keep your arms and legs. If you do find one, grab the appropriate tool and DISARM it. Provided you manage to do this without blowing yourself and your client up, you are then free to PICK the lock and open it to claim your, 'er, your client's prize.
Well, those are the basics, kid. If ya wanna learn more, go and stick yer own neck out. Gotta keep a few secrets for myself." |
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Tinker |
--Spoiler |
Jacks of all trades and masters of most the tinker can create and use (and then of course repair!) amazing new inventions that make life in Thrael more enjoyable. Their skills with anything mechanical are amazing and they are handy to have in the fray with their exploding devices and whirling gizmos. One never knows what deliciousness they will pull out of their pockets next.
Tinkers need dexterity and reasoning to manipulate their various complex mechanisms. |
So, you want to be a tinker? Really? All right, let me give you a taste of what you have got in store. Spells, gadgets, weapons, flying, potions, lock picking and traps.
Sure, all that stuff sounds neat and fun, but trust me, it is more of a pain than it is worth. Pinch your fingers in a gyrocopter, or blow your hand off with a wrongly mixed potion and you will see what I mean. Well, lets get into the nitty gritty, maybe I can dissuade you there.
Spells, ahh, spells. Magicks (I detest them for the most part) are not critical to a tinker, but they are fun to have around. Tinkers can learn four circles. That is all, four. Arcane Prime, Via Teg, Via Min Vadis, and Via Vas Glym.
Arcane Prime and Via Teg are probably the two best circles to take as a beginner, offering basic offensive and defensive spells with only a few minutes of learning.
Arcane Prime is basic cantrips of the arcane sphere, offering mostly building blocks and basic knowledge that will help greatly with the more advanced spells and circles.
Via Teg is earth magicks, an elemental circle that manipulates the ground itself.
The more advanced circles are Via Min Vadis, lesser enchanting and Via Vas Glym, the tinker spells. I would recommend picking up Via Vas Glym when you can, and Via Min Vadis later on. Via Vas Glym offers spells that are more advantageous over Via Min Vadis. At least in my opinion.
Besides magic, tinkers tend to be a sort of mechanical geniuses, able to figure out the workings of intricate devices and repair them.
There are several devices that are available over Thrael which fall into two basic categories, those for combat and utility machines. Combat devices are such things as retractable claws, called brrragas by rehar, automatic crossbows, prods and wrist launchers. Only a few of those are real weapons, but each can help you in combat. Utility mechanisms include spyglasses, lock blasters, gyrocopters, alarms and cameras obscura. Some of these may also be used in combat, in a non-hostile way, for instance, the gyrocopter can help you avoid the blows from a hostile opponent, and spyglasses can tell if a jealous husband or hostile enemy is on their way. Alarms are wonderful way to keep uninvited guests out of your inn room while you are napping.
Important to remember if you choose to use the devices is that they will break and you will need tools to repair them. For the most part, what you need is just your basic lock smithing tool kit: wrench, screwdriver, and pliers. Those three are the most commonly used for repairs.
Tinkers are also clever with the most common device - locks. Lock picking is an entirely different animal than most things, for locks on boxes exist from the intricately complex to the infinitely simple. The main tool in lock picking is, of course, the lock pick. One essential part of lock picking to remember is that most locks resist being opened without their key. Their original owners put traps in the mechanisms to dissuade the smithy from opening them without permission. Therefore, the tinker or thief must show the proper amount of caution.
There are certain tools used for disarming, but you can use many that you have already purchased for repairing. The additions are the file, rod and snips. There are toolboxes available to carry your precious instruments, and they help you make yourself look like you know what you are doing.
Tinkers are not really the most proficient in combat | |