BASIC CLASSES

Basic classes represent those available to all players without the need for DM intervention, region or mentor.

Classes in [brackets] are not complete, classes with marked with * have no image.

MELEE

Duellist

DuellistAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light armour.

Abilities

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Skills:
AwarenessConfident

Keywords:

Adventurer Duellist melee leader
- Blademaster

BlademasterChampion

A Blademaster is a duellist that has further trained to wield a weapon in each hand, while retraining a one handed sword in their primary hand, they can also use a light sword in their off hand. Both weapons must be swords due maintain their agility and balance, this additional weapon allows for greater attack potential without sacrificing defensive strengths, the additional sword is just as defensive as the first. Light armour is all a Blademaster can wear and maintain manoeuvrability.

The paired weapons allow for more cunning block and counter attack manoeuvres, as well as a secondary weapon with which to strike at the enemy, the greatest advantage however is the distracting threat made by the off hand, often an opportunity will arise from the enemy just trying to avoid the off hand weapon. the confidence required for such bold fighting style lends well to a leadership role.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light armour.

Abilities

Blademaster Manoeuvres:
DistractionTwin StrikeSecond StrikePrefect Riposte

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Skills:
ForesightBalancedAwarenessConfident

Keywords:

Champion Blademaster Duellist melee leader

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

     - Warlord

WarlordHero

A warlord is an heroic duellist that has passed beyond Blademaster and become a foremost expert in martial combat, their skill with paired blades is unmatched, and they fear no mortal foe. Those that reach this exceptional level at a young age are amongst the greatest adventurers of the region, often known throughout the land for heroic deeds or tyrannous actions. A warlord is no member of an army, although they might have one of their won.

As with most heroes, a Warlord is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Warlord themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light armour.

Abilities

Warlord Manoeuvres:
FeintHeroic StrikeRetaliateDismember

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Blademaster Manoeuvres:
DistractionTwin StrikeSecond StrikePrefect Riposte

Skills:
AssuredFearlessAwarenessConfidentAwarenessConfident

Keywords:

Hero Warlord Duellist Blademaster melee leader

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Blademaster SummaryChampion

A Blademaster is a duellist that has further trained to wield a weapon in each hand, while retraining a one handed sword in their primary hand, they can also use a light sword in their off hand. Both weapons must be swords due maintain their agility and balance, this additional weapon allows for greater attack potential without sacrificing defensive strengths, the additional sword is just as defensive as the first. Light armour is all a Blademaster can wear and maintain manoeuvrability.

The paired weapons allow for more cunning block and counter attack manoeuvres, as well as a secondary weapon with which to strike at the enemy, the greatest advantage however is the distracting threat made by the off hand, often an opportunity will arise from the enemy just trying to avoid the off hand weapon. the confidence required for such bold fighting style lends well to a leadership role.

- Dragoon

DragoonChampion

A dragoon is a duellist that exchanges their sword for a polearm, retaining their agility, mobility and balance, which leads a dance like fighting style, large sweeping rotations, leaping about and delivering powerful killing blows. They can now deal with many more enemies at a single time, carefully studying their movements while spinning about, watching for those daring enough to try to close in, those issuing commands and those that need to dealt with first.

Dragoons can instantly switch from polearm to sword when the right opponent is found, the enemy commander or an enemy of such skill that honour demands it. A secondary move is for the dragoon to thrown their polearm, it overcommits them but the impaling of an enemy out of reach or retreating is worth it, to throw a polearm requires perfect balance and timing.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple or Light two handed polearms.

Armour:
Light armour.

Abilities

Dragoon Manoeuvres:
DisarmSudden ThrustSweeping StrikeImpaling Throw

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Skills:
AnticipateBalancedAwarenessConfident

Keywords:

Champion Dragoon Duellist melee

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

     - Cataphract

CataphractHero

A Cataphract is an heroic Duellist that has passed beyond Dragoon and become a foremost expert in martial combat, their skill with polearms is unmatched, and they fear no mortal foe. Those that reach this exceptional level at a young age are amongst the greatest adventurers of the region, often known throughout the land for heroic deeds or tyrannous actions. A Cataphract often takes up a place in a grand army, ready to defend the kingdom from all those who wish it harm.

As with most heroes, a Cataphract is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Cataphract themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple or Light two handed polearms.

Armour:
Light armour.

Abilities

Cataphract Manoeuvres:
BraceHeroic StrikeHeroic ReachRotating Strike

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Dragoon Manoeuvres:
DisarmSudden ThrustSweeping StrikeImpaling Throw

Skills:
AssuredFearlessAwarenessConfidentAwarenessConfident

Keywords:

Hero Cataphract Duellist Dragoon melee

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Dragoon SummaryChampion

A dragoon is a duellist that exchanges their sword for a polearm, retaining their agility, mobility and balance, which leads a dance like fighting style, large sweeping rotations, leaping about and delivering powerful killing blows. They can now deal with many more enemies at a single time, carefully studying their movements while spinning about, watching for those daring enough to try to close in, those issuing commands and those that need to dealt with first.

Dragoons can instantly switch from polearm to sword when the right opponent is found, the enemy commander or an enemy of such skill that honour demands it. A secondary move is for the dragoon to thrown their polearm, it overcommits them but the impaling of an enemy out of reach or retreating is worth it, to throw a polearm requires perfect balance and timing.

Guardian

GuardianAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
AwarenessSteadfast

Keywords:

Adventurer Guardian melee leader
- Protector

ProtectorChampion

A protector is a guardian that promises to protect a particular individual, there will be some form of contract, with an agreed payment or other reward for the dedication to the individual. With this comes the need to change how they fight, with a greater emphasis on keeping them free for harm, while a guardian will try to protect all those around them, a protector will sacrifice the defence of the many to save the one. Remaining in heavy armour and with a heavy shield.

Protectors will abide by the letter of the contract, this does not mean they must follow orders, they are free to act in any way they see fit to fulfil the contract, even if the contract is destroyed or lost the protector will continue to fulfil it until the pre-determined end. Within a party the protector would have another member be their designated protectee, typically the leader.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Protector Manoeuvres:
RedirectFirst StrikePreemptive StrikeSudden Intercept

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
FocusedTimingAwarenessSteadfast

Keywords:

Champion Protector Guardian melee

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

     - Stalwart

StalwartHero

A Stalwart is an heroic Guardian that has passed beyond Protector and become a bodyguard to a great monarch, emperor, tyrant or dictator. Their senses are so attuned to danger, and their reflexes seemingly supernatural they are able to not only detect but stop almost any threat to the one they protect. Stalwarts often oversee the personal guard of such leaders, training them to protect those closest to their charge.

As with most heroes, a Stalwart is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Stalwart themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Stalwart Manoeuvres:
Living ShieldHeroic StrikePower AttackInterrupt

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Protector Manoeuvres:
RedirectFirst StrikePreemptive StrikeSudden Intercept

Skills:
ImmovableSelflessAwarenessSteadfastAwarenessSteadfast

Keywords:

Hero Stalwart Guardian Protector melee

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Protector SummaryChampion

A protector is a guardian that promises to protect a particular individual, there will be some form of contract, with an agreed payment or other reward for the dedication to the individual. With this comes the need to change how they fight, with a greater emphasis on keeping them free for harm, while a guardian will try to protect all those around them, a protector will sacrifice the defence of the many to save the one. Remaining in heavy armour and with a heavy shield.

Protectors will abide by the letter of the contract, this does not mean they must follow orders, they are free to act in any way they see fit to fulfil the contract, even if the contract is destroyed or lost the protector will continue to fulfil it until the pre-determined end. Within a party the protector would have another member be their designated protectee, typically the leader.

- Keeper

KeeperChampion

A keeper is a guardian who has been given a relic, they are then charged to protect this relic with their life. Typically the keeper will be instructed by the giver to undertake a grand quest, these can range from getting the relic to a destination or other hero, or simply to put it to use fighting the enemies of whoever or whatever the relic represents. Ultimately the keeper becomes focused on their quest at the expense of all else, at least until the quest is complete.

Keepers will use the relic during the quest if they can, if it's a weapon they will use in combat, some relics are small trinkets that remain hidden to all others, perhaps only sharing the details of their quest with the party leader. All weapons, armour, combat skills remain useable, but having the relic in their possession appears to spur them on to greater feats.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Keeper Manoeuvres:
ResilientFirst StrikeFendSpurn

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
TenaciousEnduranceAwarenessSteadfast

Keywords:

Champion Keeper Guardian melee

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

     - Custodian

CustodianHero

A Custodian is an heroic Guardian and Keeper of a powerful relic, having completed the great quest they are charged with custodianship of the relic for the rest of their lives. Some relics are just powerful weapons that were necessary to the completion the quest, some were power inducing trinkets that gave the keeper the power needed to complete the quest, either way, they must protect them until they are next needed and passed to a new keeper.

As with most heroes, a Custodian is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Custodian themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Custodian Manoeuvres:
Step AsideHeroic StrikePreemptive StrikeEmpowered Strike

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Keeper Manoeuvres:
ResilientFirst StrikeFendSpurn

Skills:
ImmovableSelflessAwarenessSteadfastAwarenessSteadfast

Keywords:

Hero Custodian Guardian Keeper melee

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Keeper SummaryChampion

A keeper is a guardian who has been given a relic, they are then charged to protect this relic with their life. Typically the keeper will be instructed by the giver to undertake a grand quest, these can range from getting the relic to a destination or other hero, or simply to put it to use fighting the enemies of whoever or whatever the relic represents. Ultimately the keeper becomes focused on their quest at the expense of all else, at least until the quest is complete.

Keepers will use the relic during the quest if they can, if it's a weapon they will use in combat, some relics are small trinkets that remain hidden to all others, perhaps only sharing the details of their quest with the party leader. All weapons, armour, combat skills remain useable, but having the relic in their possession appears to spur them on to greater feats.

Berserker

BerserkerAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Can not wear any armour.

Abilities

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
FocusedImpetuous

Keywords:

Adventurer Berserker melee
- Juggernaut

JuggernautChampion

A juggernaut is a berserker who has chosen to wear armour, while this slows them a little, the damage they can cause from crashing into the enemy lines is improved greatly. They become such an unstoppable force that don't try to come to a stop themselves, but gradually turn in large arcs, all the while swinging their large weapon around and felling enemies on mass. Clad in a full suit of heavy armour deflects most damage, while their resilience allows them to ignore the rest.

Juggernauts excel in large battles they are left to their own plan, causing such a distraction to the enemy commander and have the space to move where their momentum carries them. Similarly they relish tight spaces like tunnels, as there is no where to run. In small battles juggernauts are directed to the biggest threat as a method of distraction and the enemies will not be able to block them.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Light, Medium or Heavy armour.

Abilities

Juggernaut Manoeuvres:
ResilientBreak The LineSmashWreck

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
StrongUnrelentingFocusedImpetuous

Keywords:

Champion Juggernaut Berserker melee

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

     - Indomitus

IndomitusHero

A Indomitus is an heroic Berserker that has passed beyond Juggernaut and become so strong and able to carry such momentum that only the thickest of stone walls and steel doors can hold them at bay. Their lust for battle however is no less diminished and they are still found in thick of battle as often as they can, this does not lead to a sedentary life and are likely to have continued adventuring until they fall in battle or no longer capable of picking up their weapon.

As with most heroes, a Indomitus is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Indomitus themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Light, Medium or Heavy armour.

Abilities

Indomitus Manoeuvres:
InvulnerableHeroic StrikeCrashBreech

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Juggernaut Manoeuvres:
ResilientBreak The LineSmashWreck

Skills:
InexorableRuthlessFocusedImpetuousFocusedImpetuous

Keywords:

Hero Indomitus Berserker Juggernaut melee

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Juggernaut SummaryChampion

A juggernaut is a berserker who has chosen to wear armour, while this slows them a little, the damage they can cause from crashing into the enemy lines is improved greatly. They become such an unstoppable force that don't try to come to a stop themselves, but gradually turn in large arcs, all the while swinging their large weapon around and felling enemies on mass. Clad in a full suit of heavy armour deflects most damage, while their resilience allows them to ignore the rest.

Juggernauts excel in large battles they are left to their own plan, causing such a distraction to the enemy commander and have the space to move where their momentum carries them. Similarly they relish tight spaces like tunnels, as there is no where to run. In small battles juggernauts are directed to the biggest threat as a method of distraction and the enemies will not be able to block them.

- Hammerer

HammererChampion

A hammerer is a berserker who specialises in very heavy impact weapons, most notably the grand hammer. The huge weight on the end of a steel bar is swung around the head, with such speed and force that anything it make contact with suffers major damage, obliterating minor foes with just a small contact, able to break through heavy doors and even some stone walls, the ultimate siege breaker. As their berserker roots, the hammers forgoes heavy armour to maintain the momentum such a weapon needs.

Hammerers have become more temperate than berserkers with a more careful approach to combat, while they still wade into combat, more attention is paid to the more notable enemies, avoidance of incoming attacks and tactical advantage. Hammerers will often align themselves to a faction, nation or ideal, looking to join adventurers sharing one of those choices.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed impact weapons.

Armour:
Light armour.

Abilities

Hammerer Manoeuvres:
Step AsideHammer StrikeCritical StrikeCrushing Blow

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
StrongIndomitableFocusedImpetuous

Keywords:

Champion Hammerer Berserker melee

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

     - Armiger

ArmigerHero

A Armiger is an heroic Berserker that has passed beyond Hammerer and become the master of impact weapons, but just as they became more temperate as they grew older, they have become less inclined to venture into battle, often taking up military roles in far corners of the kingdoms, or lone outposts, watchtowers, anywhere where battle is uncommon but of vital strategic importance. The ruler of those kingdoms can rest assured that the Armiger will hold long enough for reinforcements.

As with most heroes, a Armiger is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Armiger themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed impact weapons.

Armour:
Light or Medium armour.

Abilities

Armiger Manoeuvres:
AnvilHeroic StrikeHammer SweepShatter

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Hammerer Manoeuvres:
Step AsideHammer StrikeCritical StrikeCrushing Blow

Skills:
StoicRuthlessFocusedImpetuousFocusedImpetuous

Keywords:

Hero Armiger Berserker Hammerer melee

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Hammerer SummaryChampion

A hammerer is a berserker who specialises in very heavy impact weapons, most notably the grand hammer. The huge weight on the end of a steel bar is swung around the head, with such speed and force that anything it make contact with suffers major damage, obliterating minor foes with just a small contact, able to break through heavy doors and even some stone walls, the ultimate siege breaker. As their berserker roots, the hammers forgoes heavy armour to maintain the momentum such a weapon needs.

Hammerers have become more temperate than berserkers with a more careful approach to combat, while they still wade into combat, more attention is paid to the more notable enemies, avoidance of incoming attacks and tactical advantage. Hammerers will often align themselves to a faction, nation or ideal, looking to join adventurers sharing one of those choices.

Harrier

HarrierAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Skills:
AwarenessBalanced

Keywords:

Adventurer Harrier melee
- Bladedancer

BladedancerChampion

A Bladedancer is a harrier who moves faster, hits harder and gets closer, through sheer speed they avoid enemy attacks while landing blow after blow to those same enemies. To facilitate the speed in which they move, their weapon of choice becomes small blades, daggers, throwing stars, darts, this allows them to carry dozens on themselves, throwing most of them during prolonged combat means they often have to retrieve as they move, plucking them from the dead.

Bladedancers not only throw their small tools of death but can use them in melee, so enemies that close them down quickly discover their mistake. Each strike or shot is carefully planned in the seconds before the attack, and so is the location of each weapon, should they need to gather one up, the Bladedancer has many specialised attacks, able to throw more than one item at time the most common.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Bladedancer Manoeuvres:
DodgeRapid StrikeMany ShotDiving Throw

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Skills:
RapidAgileAwarenessBalanced

Keywords:

Champion Bladedancer Harrier melee

Harrier SummaryAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

     - Wardancer

WardancerHero

A Wardancer is an heroic Harrier that has passed beyond Bladedancer and become an incredible melee combatant, able to hold their own against dozens if not hundreds of enemies, moving with such grace and dexterity that to watch them is to watch a choreographed dance, but to face them is a waking nightmare. With unmatched speed many foes simply do not understand what they face intime for them to react. A free spirit into ripe old age, they will continue the fight for as long as able.

As with most heroes, a Wardancer is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Wardancer themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Wardancer Manoeuvres:
EvadeHeroic StrikeFlurry ShotPirouette

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Bladedancer Manoeuvres:
DodgeRapid StrikeMany ShotDiving Throw

Skills:
SharpSteadyAwarenessBalancedAwarenessBalanced

Keywords:

Hero Wardancer Harrier Bladedancer melee

Harrier SummaryAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

Bladedancer SummaryChampion

A Bladedancer is a harrier who moves faster, hits harder and gets closer, through sheer speed they avoid enemy attacks while landing blow after blow to those same enemies. To facilitate the speed in which they move, their weapon of choice becomes small blades, daggers, throwing stars, darts, this allows them to carry dozens on themselves, throwing most of them during prolonged combat means they often have to retrieve as they move, plucking them from the dead.

Bladedancers not only throw their small tools of death but can use them in melee, so enemies that close them down quickly discover their mistake. Each strike or shot is carefully planned in the seconds before the attack, and so is the location of each weapon, should they need to gather one up, the Bladedancer has many specialised attacks, able to throw more than one item at time the most common.

- Dervish

DervishChampion

A dervish is a harrier who gradually became more efficient with larger melee weapons, replacing the smaller throwing weapons with one handed swords or two handed double blades. With the speed, agility and manoeuvrability of a harrier they engage in melee in a spinning motion, with their arms and blades extended to slash as many opponent dare to close in. Light armour is required to maintain momentum, should the dervish stop they become vulnerable, stamina and resilience key traits.

Dervish are not known for being team players, their style of combat is hard to direct, expecting them to change target or direction just ruins their flow. Party leaders never regret bringing a dervish on board, their skill more than makes up for their independent fighting role, as such they are often just left to their own devices during a fight, or sent of first when in close quarters.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Dervish Manoeuvres:
CycloneTwin StrikeSecond StrikeWhirling Death

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Skills:
ConfidentRelentlessAwarenessBalanced

Keywords:

Champion Dervish Harrier melee

Harrier SummaryAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

     - Guerilla

GuerillaHero

A Guerilla is an heroic Harrier that has passed beyond Dervish and become a master of death, able to slay their enemies before they notice the guerilla is even upon them, but not afraid of diving into the midst of combat either. Often acting on their own volition, seeking out threats while they gather to eliminate before they can come to fruition, With such a career retiring is not a consideration, but in their later years they will take on a role of master, and teach the next generation.

As with most heroes, a Guerilla is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Guerilla themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Guerilla Manoeuvres:
VanishHeroic StrikeFlurry StrikeSilent Death

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Dervish Manoeuvres:
CycloneTwin StrikeSecond StrikeWhirling Death

Skills:
SharpSteadyAwarenessBalancedAwarenessBalanced

Keywords:

Hero Guerilla Harrier Dervish melee

Harrier SummaryAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

Dervish SummaryChampion

A dervish is a harrier who gradually became more efficient with larger melee weapons, replacing the smaller throwing weapons with one handed swords or two handed double blades. With the speed, agility and manoeuvrability of a harrier they engage in melee in a spinning motion, with their arms and blades extended to slash as many opponent dare to close in. Light armour is required to maintain momentum, should the dervish stop they become vulnerable, stamina and resilience key traits.

Dervish are not known for being team players, their style of combat is hard to direct, expecting them to change target or direction just ruins their flow. Party leaders never regret bringing a dervish on board, their skill more than makes up for their independent fighting role, as such they are often just left to their own devices during a fight, or sent of first when in close quarters.

Skirmisher

SkirmisherAdventurer

A skirmisher is frontline warrior, using a medium armour and medium shield for protection and a heavy spear for thrusting offensive actions, the skirmisher can also throw the spear, drawing a heavy blade to use until they retrieve their spear, which they fully intend to do during the encounter. The skirmisher is moderately agile and has reasonable strength, enjoying a middle ground between the agility strength trade off that others choose to make, allowing them to take on all opponents.

Skirmishers are masters of the block, parry and counter attack fighting style, cutting down enemies as they move forward, with the occasional throw of the spear when called for. With a balance of offense and defence the skirmisher is dangerous anywhere, able to fulfil many roles and still come to the aid of allies. Skirmishers often have a military background where shield walls are common.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed spears.

Ranged Weapons:
Thrown spears.

Armour:
Medium armour.

Shields:
Medium shields.

Abilities

Skirmisher Manoeuvres:
PhalanxCritical StrikeSudden TrustSpear Throw

Skills:
AwarenessConfident

Keywords:

Adventurer Skirmisher melee
- Legionnaire

LegionnaireChampion

A legionnaire is a skirmisher who has excelled within units of military skirmishers and risen to leading those units, leading from the front allowed them to favour the heavy one handed sword, while their formation preferred the hoplite spear. Same shield, same technique with the added benefits of heavy sword manoeuvres and command training. Legionnaires spend most of their adult life within the military, first as a skirmisher then a legionnaire commander, it is rare to find one adventuring.

Legionaries that do find themselves discharged will find work as bodyguards or bounty hunters, this does give them an opportunity to recruited in to a party, while they have leadership skills they are unlikely to form a party of their own. Coming from a military background, they can be convinced to join should the quest be about stopping an enemy force or great evil, or align with their goals.

Proficiencies:

Melee Weapons:
Simple or Light one handed spears and Heavy one handed swords.

Ranged Weapons:
Thrown spears.

Armour:
Medium armour.

Shields:
Medium shields.

Abilities

Legionnaire Manoeuvres:
Phalanx CommandHeavy StrikeCounter AttackKilling Blow

Skirmisher Manoeuvres:
PhalanxCritical StrikeSudden TrustSpear Throw

Skills:
RelentlessSteadfastAwarenessConfident

Keywords:

Champion Legionnaire Skirmisher melee leader

Skirmisher SummaryAdventurer

A skirmisher is frontline warrior, using a medium armour and medium shield for protection and a heavy spear for thrusting offensive actions, the skirmisher can also throw the spear, drawing a heavy blade to use until they retrieve their spear, which they fully intend to do during the encounter. The skirmisher is moderately agile and has reasonable strength, enjoying a middle ground between the agility strength trade off that others choose to make, allowing them to take on all opponents.

Skirmishers are masters of the block, parry and counter attack fighting style, cutting down enemies as they move forward, with the occasional throw of the spear when called for. With a balance of offense and defence the skirmisher is dangerous anywhere, able to fulfil many roles and still come to the aid of allies. Skirmishers often have a military background where shield walls are common.

     - Spartan

SpartanHero

A Spartan is an heroic Skirmisher that has passed beyond Legionnaire and become the master of shield and shield, total command of the phalanx fighting formation, the tip of the wedge, the lead fighter, the cornerstone of the most powerful fighting formation. Their life is combat, as they near the end of that life they seek to teach the next generation of skirmishers and specialise in teaching the use of the phalanx formation, Spartans are often hired by the armies of the wealthiest of rulers.

As with most heroes, a Spartan is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Spartan themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed spears.

Ranged Weapons:
Thrown spears.

Armour:
Medium armour.

Shields:
Medium shields.

Abilities

Spartan Manoeuvres:
Shield MasteryHeroic StrikeShield SweepImpassable

Skirmisher Manoeuvres:
PhalanxCritical StrikeSudden TrustSpear Throw

Legionnaire Manoeuvres:
Phalanx CommandHeavy StrikeCounter AttackKilling Blow

Skills:
ImmovableSharpAwarenessConfidentAwarenessConfident

Keywords:

Hero Spartan Skirmisher Legionnaire melee

Skirmisher SummaryAdventurer

A skirmisher is frontline warrior, using a medium armour and medium shield for protection and a heavy spear for thrusting offensive actions, the skirmisher can also throw the spear, drawing a heavy blade to use until they retrieve their spear, which they fully intend to do during the encounter. The skirmisher is moderately agile and has reasonable strength, enjoying a middle ground between the agility strength trade off that others choose to make, allowing them to take on all opponents.

Skirmishers are masters of the block, parry and counter attack fighting style, cutting down enemies as they move forward, with the occasional throw of the spear when called for. With a balance of offense and defence the skirmisher is dangerous anywhere, able to fulfil many roles and still come to the aid of allies. Skirmishers often have a military background where shield walls are common.

Legionnaire SummaryChampion

A legionnaire is a skirmisher who has excelled within units of military skirmishers and risen to leading those units, leading from the front allowed them to favour the heavy one handed sword, while their formation preferred the hoplite spear. Same shield, same technique with the added benefits of heavy sword manoeuvres and command training. Legionnaires spend most of their adult life within the military, first as a skirmisher then a legionnaire commander, it is rare to find one adventuring.

Legionaries that do find themselves discharged will find work as bodyguards or bounty hunters, this does give them an opportunity to recruited in to a party, while they have leadership skills they are unlikely to form a party of their own. Coming from a military background, they can be convinced to join should the quest be about stopping an enemy force or great evil, or align with their goals.

- Hoplite

HopliteChampion

A hoplite is a skirmisher who perfected the spear throw, carrying many light spears into battle, some on their back, some secured to their shield. During battle, a hoplite is likely to strike down several enemies with each spear before throwing it at another, drawing a replacement spear immediately after and continue to repeat the process. The shield, with practice can also be thrown, but this is a last resort option, however a hoplite will practice it just as much as any other manoeuvre.

A hoplite will have joined a military force at a young age and spent most of their young adult life as a soldier, with several more years as a hoplite so they rarely find themselves without a path, but those that do leave, for whatever reason will inevitably join a party to continue to do what they do best. Hoplites often become a party leaders right hand, a reliable and loyal companion.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed spears.

Ranged Weapons:
Thrown spears.

Armour:
Medium armour.

Shields:
Medium shields.

Abilities

Hoplite Manoeuvres:
Combat RollThrust and ThrowLong ThrowShield Throw

Skirmisher Manoeuvres:
PhalanxCritical StrikeSudden TrustSpear Throw

Skills:
Keen EyeMettleAwarenessConfident

Keywords:

Champion Hoplite Skirmisher melee

Skirmisher SummaryAdventurer

A skirmisher is frontline warrior, using a medium armour and medium shield for protection and a heavy spear for thrusting offensive actions, the skirmisher can also throw the spear, drawing a heavy blade to use until they retrieve their spear, which they fully intend to do during the encounter. The skirmisher is moderately agile and has reasonable strength, enjoying a middle ground between the agility strength trade off that others choose to make, allowing them to take on all opponents.

Skirmishers are masters of the block, parry and counter attack fighting style, cutting down enemies as they move forward, with the occasional throw of the spear when called for. With a balance of offense and defence the skirmisher is dangerous anywhere, able to fulfil many roles and still come to the aid of allies. Skirmishers often have a military background where shield walls are common.

     - Slayer

SlayerHero

A Slayer is an heroic Skirmisher that has passed beyond Hoplite and become a true master of the spear, so much so that they forgoes the shield used previously as the spear is so expertly controlled that it is suitable for defence. Able to simultaneously twirl it around to defend, fend and thrust at a handful of opponents in the thickest of fighting anywhere. A slayer is unlikely to meet their end on the battlefield, and only old age will keep them from the battlefield.

As with most heroes, a Slayer is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Slayer themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed spears.

Ranged Weapons:
Thrown spears.

Armour:
Medium armour.

Shields:
Medium shields.

Abilities

Slayer Manoeuvres:
Spear as SheildHeroic StrikeHarrying StrikeCounter Thrust

Skirmisher Manoeuvres:
PhalanxCritical StrikeSudden TrustSpear Throw

Hoplite Manoeuvres:
Combat RollThrust and ThrowLong ThrowShield Throw

Skills:
InexorableSharpAwarenessConfidentAwarenessConfident

Keywords:

Hero Slayer Skirmisher Hoplite melee

Skirmisher SummaryAdventurer

A skirmisher is frontline warrior, using a medium armour and medium shield for protection and a heavy spear for thrusting offensive actions, the skirmisher can also throw the spear, drawing a heavy blade to use until they retrieve their spear, which they fully intend to do during the encounter. The skirmisher is moderately agile and has reasonable strength, enjoying a middle ground between the agility strength trade off that others choose to make, allowing them to take on all opponents.

Skirmishers are masters of the block, parry and counter attack fighting style, cutting down enemies as they move forward, with the occasional throw of the spear when called for. With a balance of offense and defence the skirmisher is dangerous anywhere, able to fulfil many roles and still come to the aid of allies. Skirmishers often have a military background where shield walls are common.

Hoplite SummaryChampion

A hoplite is a skirmisher who perfected the spear throw, carrying many light spears into battle, some on their back, some secured to their shield. During battle, a hoplite is likely to strike down several enemies with each spear before throwing it at another, drawing a replacement spear immediately after and continue to repeat the process. The shield, with practice can also be thrown, but this is a last resort option, however a hoplite will practice it just as much as any other manoeuvre.

A hoplite will have joined a military force at a young age and spent most of their young adult life as a soldier, with several more years as a hoplite so they rarely find themselves without a path, but those that do leave, for whatever reason will inevitably join a party to continue to do what they do best. Hoplites often become a party leaders right hand, a reliable and loyal companion.

Brawler

BrawlerAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
AwarenessStrong

Keywords:

Adventurer Brawler melee
- Bruiser

BruiserChampion

A bruiser is a brawler that became much bigger, stronger and generally more powerful, able to break bones with a single punch. With a snatch a bruiser can grapple an enemy and just a squeeze of their muscular arms they can break the enemies back and even kill, this raw strength belies their speed, able to land a dozen devastating blows before the enemy can react. Free of the restraint of armour the bruiser take on any number of foes, even if they armed.

Bruisers love showing of their strength, engaging in contests wherever possible, eager to show up how much they can lift or break with one punch. This leads to them joining parties whenever asked, as much as the challenge of the unknown and the possible heroic deeds they can complete. In battle they use this to goad the enemy into thinking they can best them one on one, much to their folly.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Bruiser Manoeuvres:
FendWeighty StrikeFlurryBone Breaker

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
PushBreakAwarenessStrong

Keywords:

Champion Bruiser Brawler melee

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

     - Mauler

MaulerHero

A Mauler is a heroic Brawler that has passed beyond Bruiser and become a truly terrifying, muscle-bound monster. All their wealth has gone into making them bigger and stronger, towering above others of their kind, with an almost unnatural strength. Now their existence is consumed by proving they are strongest, which leads them on continual adventure and into many a dangerous encounter. While they can easily overpower another of their own race, there is most definitely someone bigger.

While other heroes will gather a fortune, and equipment to match, with a mauler refusing to wear armour and wield no weapons their wealth is only invested in enhancements to their physique, weather that be enchanted jewellery, tattoos or augments.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Mauler Manoeuvres:
Hardened FleshHeroic BlowCritical BlowPulverise

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Bruiser Manoeuvres:
FendWeighty StrikeFlurryBone Breaker

Skills:
InexorableFearlessAwarenessStrongAwarenessStrong

Keywords:

Hero Mauler Brawler Bruiser melee

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

Bruiser SummaryChampion

A bruiser is a brawler that became much bigger, stronger and generally more powerful, able to break bones with a single punch. With a snatch a bruiser can grapple an enemy and just a squeeze of their muscular arms they can break the enemies back and even kill, this raw strength belies their speed, able to land a dozen devastating blows before the enemy can react. Free of the restraint of armour the bruiser take on any number of foes, even if they armed.

Bruisers love showing of their strength, engaging in contests wherever possible, eager to show up how much they can lift or break with one punch. This leads to them joining parties whenever asked, as much as the challenge of the unknown and the possible heroic deeds they can complete. In battle they use this to goad the enemy into thinking they can best them one on one, much to their folly.

- Rager

RagerChampion

A Rager is a brawler with major anger issues, while many fighters can get angry during a combat, a Rager can not reign it in, resulting in loss of control mid battle, and out of battle they are quick to fly of the handle. While still a versatile combatant, this anger will often distract from the best course of action, and result in the inevitable counter attack, which in turn makes them even more angry. The upside of this is a complete blindness to injuries suffered or the danger they are in.

Ragers are a wild card which many party leaders can not control, in or out of combat, resulting in many a bar brawl, for reasons quickly forgotten. In battle however this anger manifests as pure strength, with a resilience that comes from being blind to the damage they have suffered which at the end of an encounter they will suddenly succumb too, which the party must tend to immediately.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
Ill TemperedUnrelentingAwarenessStrong

Keywords:

Champion Rager Brawler melee

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

     - Furioso

FuriosoHero

A Furioso is an heroic Brawler that has passed beyond Rager and become rage incarnate, so much so that any party that they have joined will have to have measures in place to subdue their companion at the end of battle, otherwise through their blind rage the Furioso may turn on their friends. Similarly, out of the heat of battle, the party will go to great lengths to keep the Furioso out from situations where they will erupt in a fit of range and do something detrimental to their quest.

A Furioso breaks with their traditional preference to wear no armour, now that the can finally afford armour that doesn't just break from their sheer strength, so many clad their armours and shoulders in impressive enchanted amour. Some will even have their own skin imbedded with enchanted markings.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Light or Medium armour.

Abilities

Furioso Manoeuvres:
Ingore BlowHeroic StrikeRelentless StrikeRampage

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Skills:
InexorableFearlessAwarenessStrongAwarenessStrong

Keywords:

Hero Furioso Brawler Rager melee

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

Rager SummaryChampion

A Rager is a brawler with major anger issues, while many fighters can get angry during a combat, a Rager can not reign it in, resulting in loss of control mid battle, and out of battle they are quick to fly of the handle. While still a versatile combatant, this anger will often distract from the best course of action, and result in the inevitable counter attack, which in turn makes them even more angry. The upside of this is a complete blindness to injuries suffered or the danger they are in.

Ragers are a wild card which many party leaders can not control, in or out of combat, resulting in many a bar brawl, for reasons quickly forgotten. In battle however this anger manifests as pure strength, with a resilience that comes from being blind to the damage they have suffered which at the end of an encounter they will suddenly succumb too, which the party must tend to immediately.

SUPPORT

Archer

ArcherAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
AwarenessKeen Eye

Keywords:

Adventurer Archer support
- Sniper

SniperChampion

A sniper is an archer who revels in delivering unseen death, able to wait patiently for the perfect shot, remaining unseen for hours if not days at a time, so accurate that any investigation would not reveal the snipers location. Coupled with the ability to make a shot at such extreme range that most would believe it impossible, more than proficient with a bow than conceivable. Often loners, who only join parties as a means to an end or for promise of riches at the end.

Snipers are often tasked with taking out enemy leadership on the battlefield, formations without their commanders quickly fall apart, in the close confines found underground their skills are hampered massively, relying on their traditional skills to get by. Snipers are often part of military groups sent to seek and destroy foreign targets.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Sniper Manoeuvres:
Rapid ConcealmentTimed ShotPower ShotLong Shot

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
Slip AwayConcealAwarenessKeen Eye

Keywords:

Champion Sniper Archer support

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

     - Deadeye

DeadeyeHero

A Deadeye is an heroic Archer who as a Sniper had already perfected the impossible range shot, they became obsessed with making the perfect shot, no longer satisfied with the killing shot being enough, the arrow had to be so precise that only they could have made the shot. With such perfection their primary goal they are still active adventurers, moving from group to group to have more chances to not only perfect their skills, but to show them off.

As with most heroes, a Deadeye is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Deadeye themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Deadeye Manoeuvres:
Point Blank ShotHeroic ShotHeroic StrikePerfect Shot

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Sniper Manoeuvres:
Rapid ConcealmentTimed ShotPower ShotLong Shot

Skills:
InsightInstinctAwarenessKeen EyeAwarenessKeen Eye

Keywords:

Hero Deadeye Archer Sniper

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Sniper SummaryChampion

A sniper is an archer who revels in delivering unseen death, able to wait patiently for the perfect shot, remaining unseen for hours if not days at a time, so accurate that any investigation would not reveal the snipers location. Coupled with the ability to make a shot at such extreme range that most would believe it impossible, more than proficient with a bow than conceivable. Often loners, who only join parties as a means to an end or for promise of riches at the end.

Snipers are often tasked with taking out enemy leadership on the battlefield, formations without their commanders quickly fall apart, in the close confines found underground their skills are hampered massively, relying on their traditional skills to get by. Snipers are often part of military groups sent to seek and destroy foreign targets.

- Ranger

RangerChampion

A ranger is an archer who is as comfortable in melee as they are with a bow, skilled with swords and knives, a ranger is an all round combatant. Rangers are often lone warriors, going out on their own hunting criminals and claiming bounties, otherwise they offer their services as a tracker, hunter or guide, allowing them to pick and choose their employers and travellers. When the call to adventure is heard, or the enemy is too formidable to take on alone, the ranger will seek out a party.

The Ranger's combat role adapts to meet the situation and party needs, undertaking a ranged or melee role as necessary, capable of taking the lead should the need arise. Within militaries, typically through conscription, they take on the role of scout or within the vanguard, when they are called upon for such duties they fight as hard as any other champion, but are the first to leave once over.

Proficiencies:

Melee Weapons:
Simple or Light one handed knives.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Ranger Manoeuvres:
Quick DrawTwin ShotTwin StrikeBow Parry

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
TrackConfidentAwarenessKeen Eye

Keywords:

Champion Ranger Archer melee support

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

     - [Strider]*

StriderHero

A Strider is an heroic Archer that as a Ranger has hunted hundreds of criminals and slain even more foul creatures, so much so that they are unsurpassed in the skills of tracking, hunting and fighting these foes. With this level of skill they loose interest in the common criminals and roving bands of creatures, so they return to adventuring, to explore strange new lands, see out new threats and tyrannies, to boldly go where no hero has gone before.

915

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Ranger Manoeuvres:
Quick DrawTwin ShotTwin StrikeBow Parry

Keywords:

Hero Strider Archer Ranger

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Ranger SummaryChampion

A ranger is an archer who is as comfortable in melee as they are with a bow, skilled with swords and knives, a ranger is an all round combatant. Rangers are often lone warriors, going out on their own hunting criminals and claiming bounties, otherwise they offer their services as a tracker, hunter or guide, allowing them to pick and choose their employers and travellers. When the call to adventure is heard, or the enemy is too formidable to take on alone, the ranger will seek out a party.

The Ranger's combat role adapts to meet the situation and party needs, undertaking a ranged or melee role as necessary, capable of taking the lead should the need arise. Within militaries, typically through conscription, they take on the role of scout or within the vanguard, when they are called upon for such duties they fight as hard as any other champion, but are the first to leave once over.

Spy

SpyAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light armour.

Abilities

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
Slip AwayConceal

Keywords:

Adventurer Spy support
- Assassin

AssassinChampion

An assassin is a spy who has developed the skills required to eliminate the enemy, while spies can poison or injure they do not seek to kill as that often raises alarms quicker and justice for the kill puts them in danger. The few spies that take the step are ruthless killers, devoid of morales, able to kill with whatever means they can employ to do so unseen and most importantly without leaving evidence of who did it, capable without poisons and explosives.

Assassins will kill indiscriminate to get to their target or to escape, they will destroy buildings just to eliminate one person, sink a ship to prevent being followed, even leave a settlement defenceless if it's the only way to leave. Skilled with all small weapons, throwing weapons, most poisons and toxins, explosives and incendiaries, and with a working knowledge of structural engineering.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Assassin Manoeuvres:
EvadeLaced StrikeWeakpoint StrikeGarotte

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
Poisons & Toxin ProficiencyConcealSlip AwayConceal

Keywords:

Champion Assassin Spy melee

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

     - [Shadowblade]*

ShadowbladeHero

A Shadowblade is an heroic Spy that has passed beyond Assassin and become

As with most heroes, a Shadowblade is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Shadowblade themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Assassin Manoeuvres:
EvadeLaced StrikeWeakpoint StrikeGarotte

Keywords:

Hero Shadowblade Spy Assassin

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

Assassin SummaryChampion

An assassin is a spy who has developed the skills required to eliminate the enemy, while spies can poison or injure they do not seek to kill as that often raises alarms quicker and justice for the kill puts them in danger. The few spies that take the step are ruthless killers, devoid of morales, able to kill with whatever means they can employ to do so unseen and most importantly without leaving evidence of who did it, capable without poisons and explosives.

Assassins will kill indiscriminate to get to their target or to escape, they will destroy buildings just to eliminate one person, sink a ship to prevent being followed, even leave a settlement defenceless if it's the only way to leave. Skilled with all small weapons, throwing weapons, most poisons and toxins, explosives and incendiaries, and with a working knowledge of structural engineering.

- Infiltrator

InfiltratorChampion

An infiltrator is a spy so skilled with coercion and manipulation that they can move behind enemy lines, even deep into enemy help encampments and fortification, the best operating in government buildings and even the palace of kings and queens. Able to move unseen even in a crowded room, through disguise and impersonation of staff, some infiltrators will replace lower born or lesser known nobles to take their place completely, with direct access to the upper nobles and monarchies.

Infiltrators rarely resort to combat beyond the initial knife in the back or well timed push of a ledge so they can supplant their target, but unlike spies they are well trained in combat, as they are so deep inside enemy lands they might have to fight their way out, or even fight well to keep up appearances.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Infiltrator Manoeuvres:
Slip AwayCritical StrikeCounter AttackSurprise Attack

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
DisguiseImpersonateSlip AwayConceal

Keywords:

Champion Infiltrator Spy

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

     - [Doppelganger]*

DoppelgangerHero

A Doppelganger is an heroic Spy that has passed beyond Infiltrator and become

As with most heroes, a Doppelganger is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Doppelganger themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Infiltrator Manoeuvres:
Slip AwayCritical StrikeCounter AttackSurprise Attack

Keywords:

Hero Doppelganger Spy Infiltrator

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

Infiltrator SummaryChampion

An infiltrator is a spy so skilled with coercion and manipulation that they can move behind enemy lines, even deep into enemy help encampments and fortification, the best operating in government buildings and even the palace of kings and queens. Able to move unseen even in a crowded room, through disguise and impersonation of staff, some infiltrators will replace lower born or lesser known nobles to take their place completely, with direct access to the upper nobles and monarchies.

Infiltrators rarely resort to combat beyond the initial knife in the back or well timed push of a ledge so they can supplant their target, but unlike spies they are well trained in combat, as they are so deep inside enemy lands they might have to fight their way out, or even fight well to keep up appearances.

Scoundrel

ScoundrelAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Abilities

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Skills:
BluffSlight of Hand

Keywords:

Adventurer Scoundrel support
- Bandit

BanditChampion

A bandit is an scoundrel turned outlaw, typically they will have formed a band of other outlaws of which they are the leader. The leading bandit will focus their efforts on planning, preparing and executing criminal activates, while their subordinates carry out these planned works. While their combat haven't improved, they develop leadership and team work abelites, using bladed weapons, light armour and ranged weapons.

Bandits who don't form or join a group commonly join adventuring parties, often because the party requires their particular skill set, although often not trusted by other party members. If a bandit has grand plans then they might gather a party and lead them on a singular quest, often a precursor to becoming a bandit leader, depending on their success and the parties thoughts on becoming outlaws.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Abilities

Bandit Manoeuvres:
FadeWarning ShotCoordinated StrikeSurprise

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Skills:
IntimidateStalkBluffSlight of Hand

Keywords:

Champion Bandit Scoundrel melee leader

Scoundrel SummaryAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

     - [Moriat]*

MoriatHero

A Moriat is an heroic Scoundrel that has passed beyond Bandit and become

As with most heroes, a Moriat is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Moriat themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Bandit Manoeuvres:
FadeWarning ShotCoordinated StrikeSurprise

Keywords:

Hero Moriat Scoundrel Bandit

Scoundrel SummaryAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

Bandit SummaryChampion

A bandit is an scoundrel turned outlaw, typically they will have formed a band of other outlaws of which they are the leader. The leading bandit will focus their efforts on planning, preparing and executing criminal activates, while their subordinates carry out these planned works. While their combat haven't improved, they develop leadership and team work abelites, using bladed weapons, light armour and ranged weapons.

Bandits who don't form or join a group commonly join adventuring parties, often because the party requires their particular skill set, although often not trusted by other party members. If a bandit has grand plans then they might gather a party and lead them on a singular quest, often a precursor to becoming a bandit leader, depending on their success and the parties thoughts on becoming outlaws.

- Corsair

CorsairChampion

A corsair is a scoundrel whose mindset has changed from flirting the edge of the law, coercion and talking their way out of situations to a mindset of, by any means necessary, much to the detriment of those in their way. Corsairs are ruthless individuals, well armed and extremely capable in a fight, and they will cut down those Infront of them should they get in the way. Not one for parties, unless needed for their next, outing, a corsair is a loner and does not interact well with others.

In combat a corsair will endeavour to preserve their own life over their allies, dealing with the weakened and detached enemies, avoiding drawing the attention of enemy heroes, and generally operating on the fringe of the encounter. Should the need arise, or be thrust upon them however, they are capable of going toe to toe with enemy hero in one on one combat.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Abilities

Corsair Manoeuvres:
DiveRapid StrikePreemptive StrikeExploit

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Skills:
IntimidateRuthlessBluffSlight of Hand

Keywords:

Champion Corsair Scoundrel

Scoundrel SummaryAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

     - [Reaver]

ReaverHero

A Reaver is an heroic Scoundrel that has passed beyond Corsair and become

As with most heroes, a Reaver is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Reaver themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Corsair Manoeuvres:
DiveRapid StrikePreemptive StrikeExploit

Keywords:

Hero Reaver Scoundrel Corsair

Scoundrel SummaryAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

Corsair SummaryChampion

A corsair is a scoundrel whose mindset has changed from flirting the edge of the law, coercion and talking their way out of situations to a mindset of, by any means necessary, much to the detriment of those in their way. Corsairs are ruthless individuals, well armed and extremely capable in a fight, and they will cut down those Infront of them should they get in the way. Not one for parties, unless needed for their next, outing, a corsair is a loner and does not interact well with others.

In combat a corsair will endeavour to preserve their own life over their allies, dealing with the weakened and detached enemies, avoiding drawing the attention of enemy heroes, and generally operating on the fringe of the encounter. Should the need arise, or be thrust upon them however, they are capable of going toe to toe with enemy hero in one on one combat.

Leader

LeaderAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
NegotiateCompel

Keywords:

Adventurer Leader support leader
- Commandant*

CommandantChampion

A commandant is an exceptional leader, not only mastered battlefield tactics and planning for their, the commandant is able to take command of much larger forces, even without prior experience of working with them. They are able to determine his forces strengths and weaknesses quickly and knows exactly how to put them to use, using their own party as core members within the larger force. Their own combat skills remain limited, preferring to remain free to direct the encounter or battle.

Commandants are successful adventurers, seeking out fame and fortune, when the urge to find new adventures comes they often take up positions within military forces, joining said force as a high ranking military officer. Commandants will often train a personal guard, many of which are other adventurers even those form their own party join them.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Commandant Manoeuvres:
Call GuardianCalled ManoeuvreInspire AlliesMass Command

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
AuthoritativeMaster TacticianNegotiateCompel

Keywords:

Champion Commandant Leader support leader

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

     - [Centurion]*

CenturionHero

A Centurion is an heroic Leader that has passed beyond Commandant and become

As with most heroes, a Centurion is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Centurion themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Commandant Manoeuvres:
Call GuardianCalled ManoeuvreInspire AlliesMass Command

Keywords:

Hero Centurion Leader Commandant

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Commandant SummaryChampion

A commandant is an exceptional leader, not only mastered battlefield tactics and planning for their, the commandant is able to take command of much larger forces, even without prior experience of working with them. They are able to determine his forces strengths and weaknesses quickly and knows exactly how to put them to use, using their own party as core members within the larger force. Their own combat skills remain limited, preferring to remain free to direct the encounter or battle.

Commandants are successful adventurers, seeking out fame and fortune, when the urge to find new adventures comes they often take up positions within military forces, joining said force as a high ranking military officer. Commandants will often train a personal guard, many of which are other adventurers even those form their own party join them.

- Battlemaster

BattlemasterChampion

A Battlemaster is a leader who decided to lead form the front, either through need or desire, they have trained long and hard to be able to engage in the encounter directly. While they haven't lost their ability to command, their calls are made from the front line while dispatching the enemy minions and challenging the enemy commanders, using combat tricks learnt explicitly for this purpose.

Battlemasters love the thrill of battle more than the glory of fame and riches, seeking out new adventures purely to find greater situations to overcome. Partys led by a Battlemaster tend to engage in more encounters than others, and as such are comprised of more aggressive party members, but that's just the group needed when a troublesome horde needs to be sought out and destroyed.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Battlemaster Manoeuvres:
AnticipateHeavy StrikeCritical StrikeCharge

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
StrongIntimidateNegotiateCompel

Keywords:

Champion Battlemaster Leader melee leader

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

     - [Warmaster]*

WarmasterHero

A Warmaster is an heroic Leader that has passed beyond Battlemaster and become

As with most heroes, a Warmaster is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Warmaster themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Battlemaster Manoeuvres:
AnticipateHeavy StrikeCritical StrikeCharge

Keywords:

Hero Warmaster Leader Battlemaster

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Battlemaster SummaryChampion

A Battlemaster is a leader who decided to lead form the front, either through need or desire, they have trained long and hard to be able to engage in the encounter directly. While they haven't lost their ability to command, their calls are made from the front line while dispatching the enemy minions and challenging the enemy commanders, using combat tricks learnt explicitly for this purpose.

Battlemasters love the thrill of battle more than the glory of fame and riches, seeking out new adventures purely to find greater situations to overcome. Partys led by a Battlemaster tend to engage in more encounters than others, and as such are comprised of more aggressive party members, but that's just the group needed when a troublesome horde needs to be sought out and destroyed.

Tamer

TamerAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
AwarenessAnimal Care

Keywords:

Adventurer Tamer support
- Beaststrider*

BeaststriderChampion

A Beaststrider is a tamer who fights alongside their companions in the midst of combat, living with, sleeping with and eating with these creatures all day everyday has allowed the passive life magic of the world to infuse the Beaststrider with traits of their animal companions. Those with packs of wolves or similar become faster and more agile, those with bears and other muscular animal the Beaststrider becomes stronger and tougher, although having birds wont get the Beaststrider to fly.

Beaststriders retains their use of wood and leather in weapons and armour, but is now much more likely to use them, and as such have turned to stone, in particular flint, for more effective weapons, often making these simple weapons themselves. It is important for Beaststriders to wear the furs of the companions species as to better become one of them.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Non metal armour only

Abilities

Beaststrider Manoeuvres:
ResilientBestial StrikeCritical StrikeBeast Mode

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Beaststrider Crafting:
Knapping (Slate Weapon)Leathercraft (Weapon Binding)

Skills:
ImpetuousFocusedAwarenessAnimal Care

Keywords:

Champion Beaststrider Tamer support

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

     - [Beast Lord]*

Beast LordHero

A Beast Lord is an heroic Tamer that has passed beyond Beaststrider and become

As with most heroes, a Beast Lord is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Beast Lord themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Beaststrider Manoeuvres:
ResilientBestial StrikeCritical StrikeBeast Mode

Beaststrider Crafting:
Knapping (Slate Weapon)Leathercraft (Weapon Binding)

Keywords:

Hero Beast Lord Tamer Beaststrider

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Beaststrider SummaryChampion

A Beaststrider is a tamer who fights alongside their companions in the midst of combat, living with, sleeping with and eating with these creatures all day everyday has allowed the passive life magic of the world to infuse the Beaststrider with traits of their animal companions. Those with packs of wolves or similar become faster and more agile, those with bears and other muscular animal the Beaststrider becomes stronger and tougher, although having birds wont get the Beaststrider to fly.

Beaststriders retains their use of wood and leather in weapons and armour, but is now much more likely to use them, and as such have turned to stone, in particular flint, for more effective weapons, often making these simple weapons themselves. It is important for Beaststriders to wear the furs of the companions species as to better become one of them.

- Beast Rider*

Beast RiderChampion

A beast rider is a tamer who only raises a single creature to be their companion and then mastered riding into battle atop it. The companion must be of at least a size that can be ridden, but its more common to see mount much larger than a horse, adorned with leather for a saddle, simple armour, baggage and trophies. From atop such a large beast the rider relies on long spears, thrown weapons and bows, ultimately the beast is doing the worst, felling many enemies with a single swipe.

Beast riders are a force to themselves, if they have allies they stay clear, as the beast makes wide sweeping attacks or ground shaking stomps, within a party the beast rider becomes the focal point of enemy retort, taking the pressure of the other party members, which only leads to the enemies demise. Beast riders are friendly but solitary individuals, opting to stay in wild places of the world.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed spears.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light or Medium armour.

Non metal armour only

Abilities

Beast Rider Manoeuvres:
Companion: Tail SweepCombined AttackLance StrikeThunderous Stomp

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Beast Rider Crafting:
Leathercraft (Animal Harness)Leathercraft (Howdah)

Skills:
ImpetuousBalancedAwarenessAnimal Care

Keywords:

Champion Beast Rider Tamer

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

     - [Beastmaster]*

BeastmasterHero

A Beastmaster is an heroic Tamer that has passed beyond Beast Rider and become

As with most heroes, a Beastmaster is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Beastmaster themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Beast Rider Manoeuvres:
Companion: Tail SweepCombined AttackLance StrikeThunderous Stomp

Beast Rider Crafting:
Leathercraft (Animal Harness)Leathercraft (Howdah)

Keywords:

Hero Beastmaster Tamer Beast_Rider

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Beast_Rider SummaryChampion

A beast rider is a tamer who only raises a single creature to be their companion and then mastered riding into battle atop it. The companion must be of at least a size that can be ridden, but its more common to see mount much larger than a horse, adorned with leather for a saddle, simple armour, baggage and trophies. From atop such a large beast the rider relies on long spears, thrown weapons and bows, ultimately the beast is doing the worst, felling many enemies with a single swipe.

Beast riders are a force to themselves, if they have allies they stay clear, as the beast makes wide sweeping attacks or ground shaking stomps, within a party the beast rider becomes the focal point of enemy retort, taking the pressure of the other party members, which only leads to the enemies demise. Beast riders are friendly but solitary individuals, opting to stay in wild places of the world.

Pioneer*

PioneerAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Shields:
Light shields.

Abilities

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Skills:
TrackInvestigate

Keywords:

Adventurer Pioneer support
- Pathfinder*

PathfinderChampion

A pathfinder is a pioneer who specialises in finding routes up, through, over and out of forests, wastelands, mountains and other vast areas of the natural world, especially where there are no paths, roads or settlements. Using the suns and moons to navigate and relying on their experience to find a safe route, usually to and from a parties destination. Hired by citizens and heroes alike, a pathfinder is the most sought after individual when a party seeks to go where very few have gone before.

Pathfinders join any party willing to pay for their services, they shun military life, although will work for them if paid well, seeking to do the job to the best of the abelites and to keep everyone alive, out of self interest more than a sense of morality. Well armed, well trained, lightly armoured for manoeuvrability and flexibility, a preference for small, light weapons.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Shields:
Light shields.

Abilities

Pathfinder Manoeuvres:
Warning ShotRapid ShotRunning ShotPrecise Shot

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Skills:
Overland WayfindingKeen EyeTrackInvestigate

Keywords:

Champion Pathfinder Pioneer support

Pioneer SummaryAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

     - [Forerunner]*

ForerunnerHero

A Forerunner is an heroic Pioneer that has passed beyond Pathfinder and become

As with most heroes, a Forerunner is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Forerunner themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Pathfinder Manoeuvres:
Warning ShotRapid ShotRunning ShotPrecise Shot

Keywords:

Hero Forerunner Pioneer Pathfinder

Pioneer SummaryAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

Pathfinder SummaryChampion

A pathfinder is a pioneer who specialises in finding routes up, through, over and out of forests, wastelands, mountains and other vast areas of the natural world, especially where there are no paths, roads or settlements. Using the suns and moons to navigate and relying on their experience to find a safe route, usually to and from a parties destination. Hired by citizens and heroes alike, a pathfinder is the most sought after individual when a party seeks to go where very few have gone before.

Pathfinders join any party willing to pay for their services, they shun military life, although will work for them if paid well, seeking to do the job to the best of the abelites and to keep everyone alive, out of self interest more than a sense of morality. Well armed, well trained, lightly armoured for manoeuvrability and flexibility, a preference for small, light weapons.

- Dungeoneer

DungeoneerChampion

A dungeoneer is a pioneer who specialises in finding routes up, through, over and out of caves, caverns, tunnels and other vast areas of the natural world, especially where there are no paths, roads or settlements. Using the flow of water and the sounds of echoes to navigate through the darkest depths, to lead their party to and from their destination. Hired by citizens and heroes alike, a pathfinder is the most sought after individual when a party seeks to go where very few have gone before.

Dungeoneers join any party willing to pay for their services, they shun military life, although will work for them if paid well, seeking to do the job to the best of the abelites and to keep everyone alive, out of self interest more than a sense of morality. Well armed, well trained, lightly armoured for manoeuvrability and flexibility, a preference for small, light weapons.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Shields:
Light shields.

Abilities

Dungeoneer Manoeuvres:
Point Blank ShotTwin ShotDiving ShotRicochet Shot

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Skills:
Under Realm WayfindingDarksightTrackInvestigate

Keywords:

Champion Dungeoneer Pioneer support

Pioneer SummaryAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

     - [Delver]*

DelverHero

A Delver is an heroic Pioneer that has passed beyond Dungeoneer and become

As with most heroes, a Delver is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Delver themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Dungeoneer Manoeuvres:
Point Blank ShotTwin ShotDiving ShotRicochet Shot

Keywords:

Hero Delver Pioneer Dungeoneer

Pioneer SummaryAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

Dungeoneer SummaryChampion

A dungeoneer is a pioneer who specialises in finding routes up, through, over and out of caves, caverns, tunnels and other vast areas of the natural world, especially where there are no paths, roads or settlements. Using the flow of water and the sounds of echoes to navigate through the darkest depths, to lead their party to and from their destination. Hired by citizens and heroes alike, a pathfinder is the most sought after individual when a party seeks to go where very few have gone before.

Dungeoneers join any party willing to pay for their services, they shun military life, although will work for them if paid well, seeking to do the job to the best of the abelites and to keep everyone alive, out of self interest more than a sense of morality. Well armed, well trained, lightly armoured for manoeuvrability and flexibility, a preference for small, light weapons.

DIVINE

Exemplar

ExemplarAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

Divine power requires the Exemplar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Exemplar melee leader divine
- Justicar

JusticarChampion

A Justicar is an exemplar that has exceled in the protection of others and upheld their oath to their deity without wavering and for considerable time. Only their deity can elevate an exemplar to a Justicar, and this transformation is visible to all, and those within any organisation recognise this change and treat them accordingly. Justicar are champions of the people, and amongst the most respected of all citizen of any nation, often taking up roles of importance within large towns and citie

Justicars are granted further divine power and train further to improve their combat skills, with these new abilities they often feel the call to complete a grand quest, in which they will recruit allies and undertake a long and perilous adventure, often returning many years later to retire from a combative role and take up a position of protector of the realm.

A Justicar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
A Justicar is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Justicar Manoeuvres:
TauntCritical StrikeSmiteHeroic Strike

Justicar Divine Powers:
RadianceDetect ChaosPenanceAbsolution

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
ChivalrousCoup De GraceHonourableHonest

Divine power requires the Justicar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Justicar Exemplar melee leader divine

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

     - [Marshall]*

MarshallHero

A Marshall is an heroic Exemplar that has passed beyond Justicar and become

As with most heroes, a Marshall is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Marshall themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Justicar Manoeuvres:
TauntCritical StrikeSmiteHeroic Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Justicar Divine Powers:
RadianceDetect ChaosPenanceAbsolution

Divine power requires the Marshall to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Marshall Exemplar Justicar

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

Justicar SummaryChampion

A Justicar is an exemplar that has exceled in the protection of others and upheld their oath to their deity without wavering and for considerable time. Only their deity can elevate an exemplar to a Justicar, and this transformation is visible to all, and those within any organisation recognise this change and treat them accordingly. Justicar are champions of the people, and amongst the most respected of all citizen of any nation, often taking up roles of importance within large towns and citie

Justicars are granted further divine power and train further to improve their combat skills, with these new abilities they often feel the call to complete a grand quest, in which they will recruit allies and undertake a long and perilous adventure, often returning many years later to retire from a combative role and take up a position of protector of the realm.

- Crusader*

CrusaderChampion

A crusader is an exemplar chosen by their deity to pursue a grand quest expected to take many years, perhaps decades, all the while they are away from home and expected to uphold their oath. A crusader proudly wears a pristine long white robe adorned with the emblems of their deity, this robe will become a tapestry of their heroic deeds over the years, a history of great deeds and proof to other of the strength of their conviction, each night the robe is cleaned and blessed.

Crusaders are familiar with almost all weapons, with such a time spent questing is inevitable that they find and practise with, or use out of convenience, a huge range of weaponry. A crusader's quest is often rallied against a singular threat, be it against another deity or the ever present power, the void, only when an adversary of sufficient power is vanquished will they begin the journey home.

A Crusader must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
A Crusader is proficient with thier deities chosen weapon.

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Crusader Manoeuvres:
DisarmCritical StrikeHeavy StrikeCrusading Strike

Crusader Divine Powers:
Crusading WillDetect ChaosSacred StrikeMartyr

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Crusader Crafting:
Clothcraft (Basic Clothing)Clothcraft (Military Uniform)

Skills:
MeticulousPatienceHonourableHonest

Divine power requires the Crusader to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Crusader Exemplar melee leader divine

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

     - [Templar]

TemplarHero

A Templar is an heroic Exemplar that has passed beyond Crusader and become

As with most heroes, a Templar is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Templar themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Crusader Manoeuvres:
DisarmCritical StrikeHeavy StrikeCrusading Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Crusader Divine Powers:
Crusading WillDetect ChaosSacred StrikeMartyr

Crusader Crafting:
Clothcraft (Basic Clothing)Clothcraft (Military Uniform)

Divine power requires the Templar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Templar Exemplar Crusader

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

Crusader SummaryChampion

A crusader is an exemplar chosen by their deity to pursue a grand quest expected to take many years, perhaps decades, all the while they are away from home and expected to uphold their oath. A crusader proudly wears a pristine long white robe adorned with the emblems of their deity, this robe will become a tapestry of their heroic deeds over the years, a history of great deeds and proof to other of the strength of their conviction, each night the robe is cleaned and blessed.

Crusaders are familiar with almost all weapons, with such a time spent questing is inevitable that they find and practise with, or use out of convenience, a huge range of weaponry. A crusader's quest is often rallied against a singular threat, be it against another deity or the ever present power, the void, only when an adversary of sufficient power is vanquished will they begin the journey home.

Tormentor

TormentorAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

A Tormentor must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
A Tormentor is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
IntimidateCoerce

Divine power requires the Tormentor to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Tormentor melee leader divine
- Persecutor*

PersecutorChampion

A persecutor is an tormentor that has achieved great evils in the name of their deity, without wavering and for considerable time. Only their deity can elevate an tormentor to a persecutor, the transformation is often visceral but outward appearance can often take on more aspects of their deity's persona. Persecutors are often the individuals behind evil schemes and malicious groups, many adventurers seek out these persecutors to destroy them, most never return.

Persecutors are granted further divine power and train further to improve their combat skills, with these new abilities they will either be instructed to seek out opposing factions and destroy them, seeking out enemy generals and leaders. The persecutors that succeed often take over these areas and rule them with an iron and bloody fist.

A Persecutor must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
A Persecutor is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Persecutor Manoeuvres:
GoadCritical StrikeSmiteDefile

Persecutor Divine Powers:
DoomDetect LawExtinguishMisery

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
DeceiveCoerceIntimidateCoerce

Divine power requires the Persecutor to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Persecutor Tormentor melee leader divine

Tormentor SummaryAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

     - [Doombringer]*

DoombringerHero

A Doombringer is an heroic Tormentor that has passed beyond Persecutor and become

As with most heroes, a Doombringer is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Doombringer themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Persecutor Manoeuvres:
GoadCritical StrikeSmiteDefile

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Persecutor Divine Powers:
DoomDetect LawExtinguishMisery

Divine power requires the Doombringer to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Doombringer Tormentor Persecutor

Tormentor SummaryAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

Persecutor SummaryChampion

A persecutor is an tormentor that has achieved great evils in the name of their deity, without wavering and for considerable time. Only their deity can elevate an tormentor to a persecutor, the transformation is often visceral but outward appearance can often take on more aspects of their deity's persona. Persecutors are often the individuals behind evil schemes and malicious groups, many adventurers seek out these persecutors to destroy them, most never return.

Persecutors are granted further divine power and train further to improve their combat skills, with these new abilities they will either be instructed to seek out opposing factions and destroy them, seeking out enemy generals and leaders. The persecutors that succeed often take over these areas and rule them with an iron and bloody fist.

- Accursed*

AccursedChampion

An accursed is a tormentor with a singular goal, once that will inevitably end with their demise. The accursed is first anointed through a ritual only performed by their deities highest representative, this ritual bestows great power in return for a renewed pact. Once ready the accursed will be rewarded with the finest weapons and armour and sent out into the wider world, with a quest to hunt down and destroy a singular individual or group, or destroy a critical building.

Accursed are doomed, their life span is counted in days not years, the divine power they have been granted with ultimately consume them in a massive elemental explosion, depending on their deities plane of residence. This self immolation can be brought on at will to ensure that they can destroy their enemy should they fail to overcome them in battle, or once the task is complete.

An Accursed must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
An Accursed is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Accursed Manoeuvres:
SunderHeavy StrikeSmiteCursed Strike

Accursed Divine Powers:
SubjugateDetect LawFearDivine Curse

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
StrongJuggernautIntimidateCoerce

Divine power requires the Accursed to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Accursed Tormentor melee leader divine

Tormentor SummaryAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

     - [Apotheosis]*

ApotheosisHero

A Apotheosis is an heroic Tormentor that has passed beyond Accursed and become

As with most heroes, a Apotheosis is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Apotheosis themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Accursed Manoeuvres:
SunderHeavy StrikeSmiteCursed Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Accursed Divine Powers:
SubjugateDetect LawFearDivine Curse

Divine power requires the Apotheosis to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Apotheosis Tormentor Accursed

Tormentor SummaryAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

Accursed SummaryChampion

An accursed is a tormentor with a singular goal, once that will inevitably end with their demise. The accursed is first anointed through a ritual only performed by their deities highest representative, this ritual bestows great power in return for a renewed pact. Once ready the accursed will be rewarded with the finest weapons and armour and sent out into the wider world, with a quest to hunt down and destroy a singular individual or group, or destroy a critical building.

Accursed are doomed, their life span is counted in days not years, the divine power they have been granted with ultimately consume them in a massive elemental explosion, depending on their deities plane of residence. This self immolation can be brought on at will to ensure that they can destroy their enemy should they fail to overcome them in battle, or once the task is complete.

Diabolist

DiabolistAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

A Diabolist must serve the Void.

A Diabolist must serve the deity void.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Skills:
CoerceDeceive

Divine power requires the Diabolist to be wielding a void shard.

Keywords:

Adventurer Diabolist melee void
- Iconoclast*

IconoclastChampion

A iconoclast is a diabolist gifted with greater divine power for a singular task, to destroy the iconography of the deities of the world. Only the most experienced diabolists are chosen, those with superior fighting skills and leadership skills can fulfil this task, as it is far more overt than normal diabolist activates and requires a party to be organised and directed. Gifted the sturdiest of armours and the sharpest of weapons and a cache of void shards with which to empower others.

Iconoclasts are fated to be stopped, as they will continue to destroy temples, churches, statues, monuments and anything set in place for an enemy deity. With their time limited, they attempt to caused a s much destruction as they can, but while planning, bring as many followers to the cause as time allows, with

An Iconoclast must serve the Void.

An Iconoclast must serve the deity void.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Iconoclast Manoeuvres:
Called AidHeavy StrikeCalled StrikeRend

Iconoclast Divine Powers:
RuinDetect ConsecrationDecimateCondemn

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Skills:
IntimidateStrongCoerceDeceive

Divine power requires the Iconoclast to be wielding a void shard.

Keywords:

Champion Iconoclast Diabolist melee void

Diabolist SummaryAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

     - [Despoiler]*

DespoilerHero

A Despoiler is an heroic Diabolist that has passed beyond Iconoclast and become

As with most heroes, a Despoiler is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Despoiler themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Iconoclast Manoeuvres:
Called AidHeavy StrikeCalled StrikeRend

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Iconoclast Divine Powers:
RuinDetect ConsecrationDecimateCondemn

Divine power requires the Despoiler to be wielding a void shard.

Keywords:

Hero Despoiler Diabolist Iconoclast

Diabolist SummaryAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

Iconoclast SummaryChampion

A iconoclast is a diabolist gifted with greater divine power for a singular task, to destroy the iconography of the deities of the world. Only the most experienced diabolists are chosen, those with superior fighting skills and leadership skills can fulfil this task, as it is far more overt than normal diabolist activates and requires a party to be organised and directed. Gifted the sturdiest of armours and the sharpest of weapons and a cache of void shards with which to empower others.

Iconoclasts are fated to be stopped, as they will continue to destroy temples, churches, statues, monuments and anything set in place for an enemy deity. With their time limited, they attempt to caused a s much destruction as they can, but while planning, bring as many followers to the cause as time allows, with

- Hellhunter*

HellhunterChampion

A Hellhunter is a diabolist who can summon the Voidscarred creatures of wild, these creatures act as animal companions, doing the Hellhunters bidding far more efficiently than mortal beats. They are bigger, tougher and faster than their common kind, able to destroy entire towns by themselves, but as the companions of a Hellhunter, their sense is focused, now they hunt with purpose. The Hellhunter does not form a bond with these beasts, more of a mutual agreement of destruction and death.

Hellhunters are fierce devotes of the void, together with their demonic companions they seek out and kill the heroes of the enemy, a follower of any deity is an enemy, but the Hellhunters pursue the greatest amongst them, in particular, those that wield divine power. When such a foe is met the clash of divine power against void energy is spectacular, but destructive to everything nearby.

A Hellhunter must serve the Void.

A Hellhunter must serve the deity void.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Hellhunter Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Sacrifice

Hellhunter Divine Powers:
FortifyDetect ConsecrationVoid ShotHunters Mark

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Skills:
AwarenessKeen EyeCoerceDeceive

Divine power requires the Hellhunter to be wielding a void shard.

Keywords:

Champion Hellhunter Diabolist support void

Diabolist SummaryAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

     - [Headtaker]*

HeadtakerHero

A Headtaker is an heroic Diabolist that has passed beyond Hellhunter and become

As with most heroes, a Headtaker is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Headtaker themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Hellhunter Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Sacrifice

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Hellhunter Divine Powers:
FortifyDetect ConsecrationVoid ShotHunters Mark

Divine power requires the Headtaker to be wielding a void shard.

Keywords:

Hero Headtaker Diabolist Hellhunter

Diabolist SummaryAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

Hellhunter SummaryChampion

A Hellhunter is a diabolist who can summon the Voidscarred creatures of wild, these creatures act as animal companions, doing the Hellhunters bidding far more efficiently than mortal beats. They are bigger, tougher and faster than their common kind, able to destroy entire towns by themselves, but as the companions of a Hellhunter, their sense is focused, now they hunt with purpose. The Hellhunter does not form a bond with these beasts, more of a mutual agreement of destruction and death.

Hellhunters are fierce devotes of the void, together with their demonic companions they seek out and kill the heroes of the enemy, a follower of any deity is an enemy, but the Hellhunters pursue the greatest amongst them, in particular, those that wield divine power. When such a foe is met the clash of divine power against void energy is spectacular, but destructive to everything nearby.

Priest

PriestAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Priest must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Priest to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Priest divine spellcaster
- Hospitalier*

HospitalierChampion

The most devout priests will eventually become Hospitaliers, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree. As an adventurer they undertake quests of great importance, seeking out great evils and cults to find and destroy. When a Hospitalier retires from questing, will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows.

Hospitaliers are among the most powerful mortals in the world, no matter which deity or region. With this power comes the total understanding that they must always be prepared to defend the innocent and protect their deities interests. In times of great need or desperation Hospitaliers are either gathering a group of powerful individuals or being recruited for the same purpose by a great leader.

A Hospitalier must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Hospitalier Divine Powers:
Ward DeadConsecrated SheildCelestial SmiteHallow

Hospitalier Spells:
SanctifyBarrier Of ProtectionRepelling WaveMass Heal

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PatienceDevoutPersuasiveOrateDetect Magic

Rituals:
Ritual: RestorationRitual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Hospitalier to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Hospitalier Priest leader divine spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

     - [Evangelist]*

EvangelistHero

A Evangelist is an heroic Priest that has passed beyond Hospitalier and become

As with most heroes, a Evangelist is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Evangelist themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Hospitalier Divine Powers:
Ward DeadConsecrated SheildCelestial SmiteHallow

Priest Spells:
BlessSanctuaryHealHealing Wave

Hospitalier Spells:
SanctifyBarrier Of ProtectionRepelling WaveMass Heal

Divine power and Spellcasting requires the Evangelist to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Evangelist Priest Hospitalier spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Hospitalier SummaryChampion

The most devout priests will eventually become Hospitaliers, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree. As an adventurer they undertake quests of great importance, seeking out great evils and cults to find and destroy. When a Hospitalier retires from questing, will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows.

Hospitaliers are among the most powerful mortals in the world, no matter which deity or region. With this power comes the total understanding that they must always be prepared to defend the innocent and protect their deities interests. In times of great need or desperation Hospitaliers are either gathering a group of powerful individuals or being recruited for the same purpose by a great leader.

- Lightbringer*

LightbringerChampion

A Lightbringer is a priest who has been charged with seeking out and destroying the undead that plagues the world, while most Lightbringers are in kingdoms heavily influenced by Rayis and Victirus, any of the children of Frahuden can raise Lightbringers, the undead scourge can be found anywhere. Gifted special powers to deal with this specific creature type they are formidable anti undead warriors, capable of turning bone to ash in an instant.

Lightbringers are single minded, they only join parties when their goal directly leads to the undead, they have no time to waste on other matters, they will also never turn away from possible undead threat, which can leave party leaders frustrated as they charge off in a random direction or instant they venture into a town or down a dark tunnel as they can sense the presence of the undead.

A Lightbringer must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Lightbringer Divine Powers:
Ward DeadConsecrated SheildCelestial SmiteResonance

Lightbringer Spells:
SanctifyBarrier Of DisruptionTurn to AshReturn to Death

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PatienceDevoutPersuasiveOrateDetect Magic

Rituals:
Ritual: Cleanse The DeadRitual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Lightbringer to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Lightbringer Priest divine spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

     - [Purifier]*

PurifierHero

A Purifier is an heroic Priest that has passed beyond Lightbringer and become

As with most heroes, a Purifier is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Purifier themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Lightbringer Divine Powers:
Ward DeadConsecrated SheildCelestial SmiteResonance

Priest Spells:
BlessSanctuaryHealHealing Wave

Lightbringer Spells:
SanctifyBarrier Of DisruptionTurn to AshReturn to Death

Divine power and Spellcasting requires the Purifier to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Purifier Priest Lightbringer spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Lightbringer SummaryChampion

A Lightbringer is a priest who has been charged with seeking out and destroying the undead that plagues the world, while most Lightbringers are in kingdoms heavily influenced by Rayis and Victirus, any of the children of Frahuden can raise Lightbringers, the undead scourge can be found anywhere. Gifted special powers to deal with this specific creature type they are formidable anti undead warriors, capable of turning bone to ash in an instant.

Lightbringers are single minded, they only join parties when their goal directly leads to the undead, they have no time to waste on other matters, they will also never turn away from possible undead threat, which can leave party leaders frustrated as they charge off in a random direction or instant they venture into a town or down a dark tunnel as they can sense the presence of the undead.

Disciple

DiscipleAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Disciple must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
PersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Disciple to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Disciple divine spellcaster
- Hierophant*

HierophantChampion

A hierophant is a disciple who shown great potential and gained greater power, achieved greater things for their deity and generally outdone their peers. As a reward their deity has elevated this disciple to a hierophant and tasked with far more important duties than those around. Guided by their deity into a ritual to receive these new powers, the ritual leading the hierophant to discover relics, or writings that will unlock secrets of the world to which the deity themselves can not see.

Hierophants are similar to scholars in many ways, as such they often hide in enemy lands under the guise of philosophers or scholars, researching their secret using the libraries of the enemy. They can spend many years trying to decipher the relic or find clues to what it reveals, should they be discovered they have to fight or flee, and typically only those who flee survive.

A Hierophant must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Hierophant Divine Powers:
ConfusionSilenceInflict WoundsAbolition

Hierophant Spells:
DegradationPlane FlickerFalse LifeMass Harm

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
MeticulousPatiencePersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Consume SoulDark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Hierophant to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Hierophant Disciple divine spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

     - [Demagogue]*

DemagogueHero

A Demagogue is an heroic Disciple that has passed beyond Hierophant and become

As with most heroes, a Demagogue is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Demagogue themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Hierophant Divine Powers:
ConfusionSilenceInflict WoundsAbolition

Disciple Spells:
AnointSanctuaryHealHarm

Hierophant Spells:
DegradationPlane FlickerFalse LifeMass Harm

Divine power and Spellcasting requires the Demagogue to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Demagogue Disciple Hierophant spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Hierophant SummaryChampion

A hierophant is a disciple who shown great potential and gained greater power, achieved greater things for their deity and generally outdone their peers. As a reward their deity has elevated this disciple to a hierophant and tasked with far more important duties than those around. Guided by their deity into a ritual to receive these new powers, the ritual leading the hierophant to discover relics, or writings that will unlock secrets of the world to which the deity themselves can not see.

Hierophants are similar to scholars in many ways, as such they often hide in enemy lands under the guise of philosophers or scholars, researching their secret using the libraries of the enemy. They can spend many years trying to decipher the relic or find clues to what it reveals, should they be discovered they have to fight or flee, and typically only those who flee survive.

- Chirurgeon*

ChirurgeonChampion

A chirurgeon is a disciple who has been assigned the role of healer within their cult, all wounds and sickness within the cult members is brought before them, for they can not use the available facilities for fear of discovery. The chirurgeon can not expend divine power to cure every low level cult member, it would drain them and leave them unprepared should the come under attack, as such they resort to more primitive methods, often earning the name of flesh doctor.

Chirurgeon have learnt many surgical techniques to use out of combat, in a workshop fixing minor injuries and sickness. In combat however they are focal points of their party, able to heal major wounds and prevent sickness with a wave of their hand. The unique power they are granted in return for tending the flock, is the ability to store all that sickness and pain and use it upon their enemies.

A Chirurgeon must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Chirurgeon Divine Powers:
Resilience Relive PainInfectious StrikeShare Affliction

Chirurgeon Spells:
Old WoundsSicknessHealMass Suppression

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
DebridementTriagePersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Extract DiseaseDark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Chirurgeon to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Chirurgeon Disciple divine spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

     - [Fleshwarper]*

FleshwarperHero

A Fleshwarper is an heroic Disciple that has passed beyond Chirurgeon and become

As with most heroes, a Fleshwarper is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Fleshwarper themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Chirurgeon Divine Powers:
Resilience Relive PainInfectious StrikeShare Affliction

Disciple Spells:
AnointSanctuaryHealHarm

Chirurgeon Spells:
Old WoundsSicknessHealMass Suppression

Divine power and Spellcasting requires the Fleshwarper to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Fleshwarper Disciple Chirurgeon spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Chirurgeon SummaryChampion

A chirurgeon is a disciple who has been assigned the role of healer within their cult, all wounds and sickness within the cult members is brought before them, for they can not use the available facilities for fear of discovery. The chirurgeon can not expend divine power to cure every low level cult member, it would drain them and leave them unprepared should the come under attack, as such they resort to more primitive methods, often earning the name of flesh doctor.

Chirurgeon have learnt many surgical techniques to use out of combat, in a workshop fixing minor injuries and sickness. In combat however they are focal points of their party, able to heal major wounds and prevent sickness with a wave of their hand. The unique power they are granted in return for tending the flock, is the ability to store all that sickness and pain and use it upon their enemies.

Apostate

ApostateAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

An Apostate must serve the Void.

An Apostate must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light or Medium armour.

Abilities

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Apostate Spells:
CastigateSanctuaryMendRift

Skills:
DeceiveLurkDetect Magic

Rituals:
Adorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Apostate to be wielding a void shard.

Keywords:

Adventurer Apostate void spellcaster
- Recreant*

RecreantChampion

A recreant is an apostate who, after some time serving the void is elevated to the outer circle, a small group of the most powerful servants of the void who known as The Ring. A recreant leads from the shadows, organising uprisings, giving void shards to diabolists and apostates, leaving them for others to find in the hope they can be turned or found by animals that will become Voidscarred forms of their kind. Their own void shard becomes embedded in their forehead, making their greatness.

The outer ring comprises of seventeen members, each of them is either a recreant or a hag, equally powerful and equally knowledgeable of the reality of the void, that is it some other dimensional entity seeking to cleanse their world and remake it, and only the Ring will survive. It is their duty to put events in motion that ultimately see the world end, for the last time.

A Recreant must serve the Void.

A Recreant must serve the deity void.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light, Medium or Heavy armour.

Abilities

Recreant Divine Powers:
Ward FaithVoid BarrierVoid StormObliterate

Recreant Spells:
DreadOppressionVoid StrikeDemoralise

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Apostate Spells:
CastigateSanctuaryMendRift

Skills:
AwarenessRuthlessDeceiveLurkDetect Magic

Rituals:
Adorcism: The RingAdorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Recreant to be wielding a void shard.

Keywords:

Champion Recreant Apostate void spellcaster

Apostate SummaryAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

     - [Mephisto]*

MephistoHero

A Mephisto is an heroic Apostate that has passed beyond Recreant and become

As with most heroes, a Mephisto is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Mephisto themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Recreant Divine Powers:
Ward FaithVoid BarrierVoid StormObliterate

Apostate Spells:
CastigateSanctuaryMendRift

Recreant Spells:
DreadOppressionVoid StrikeDemoralise

Divine power and Spellcasting requires the Mephisto to be wielding a void shard.

Keywords:

Hero Mephisto Apostate Recreant spellcaster

Apostate SummaryAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

Recreant SummaryChampion

A recreant is an apostate who, after some time serving the void is elevated to the outer circle, a small group of the most powerful servants of the void who known as The Ring. A recreant leads from the shadows, organising uprisings, giving void shards to diabolists and apostates, leaving them for others to find in the hope they can be turned or found by animals that will become Voidscarred forms of their kind. Their own void shard becomes embedded in their forehead, making their greatness.

The outer ring comprises of seventeen members, each of them is either a recreant or a hag, equally powerful and equally knowledgeable of the reality of the void, that is it some other dimensional entity seeking to cleanse their world and remake it, and only the Ring will survive. It is their duty to put events in motion that ultimately see the world end, for the last time.

- Ritualist*

RitualistChampion

A ritualist is an apostate who has focused on the summoning of the demons of the shadow plane, now capable of both summoning a larger number of the lesser demons, or the more powerful greater demons. A ritualist can also open a connection to the void to allow their summoned demons longer on the mortal plane, while they will do the bidding of their summoner, they will also have their own agenda which the ritualist will have to be careful to manage, otherwise it may take over thief own plan.

Ritualists have a much more dangerous way to bring demons to the mortal plan, they can allow their own body to be possessed by a greater demon, the possession can last no more than seventeen minutes, but in that time the ritualist will gain all the demons powers and physical might. They can also channel a possession into another, this possession will consume the body after the seventeen minutes.

A Ritualist must serve the Void.

A Ritualist must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light or Medium armour.

Abilities

Ritualist Divine Powers:
Ward MortalsVoid BarrierCompanion: AttackGreater Obsecrate

Ritualist Spells:
DreadVoid TetherVoid StrikeSelf Possession

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Apostate Spells:
CastigateSanctuaryMendRift

Skills:
MeticulousPatienceDeceiveLurkDetect Magic

Rituals:
Adorcism: Greater SummoningAdorcism: PossessionAdorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Ritualist to be wielding a void shard.

Keywords:

Champion Ritualist Apostate void spellcaster

Apostate SummaryAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

     - [Shadow Walker]*

Shadow WalkerHero

A Shadow Walker is an heroic Apostate that has passed beyond Ritualist and become

As with most heroes, a Shadow Walker is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Shadow Walker themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Ritualist Divine Powers:
Ward MortalsVoid BarrierCompanion: AttackGreater Obsecrate

Apostate Spells:
CastigateSanctuaryMendRift

Ritualist Spells:
DreadVoid TetherVoid StrikeSelf Possession

Divine power and Spellcasting requires the Shadow Walker to be wielding a void shard.

Keywords:

Hero Shadow Walker Apostate Ritualist spellcaster

Apostate SummaryAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

Ritualist SummaryChampion

A ritualist is an apostate who has focused on the summoning of the demons of the shadow plane, now capable of both summoning a larger number of the lesser demons, or the more powerful greater demons. A ritualist can also open a connection to the void to allow their summoned demons longer on the mortal plane, while they will do the bidding of their summoner, they will also have their own agenda which the ritualist will have to be careful to manage, otherwise it may take over thief own plan.

Ritualists have a much more dangerous way to bring demons to the mortal plan, they can allow their own body to be possessed by a greater demon, the possession can last no more than seventeen minutes, but in that time the ritualist will gain all the demons powers and physical might. They can also channel a possession into another, this possession will consume the body after the seventeen minutes.

ARCANE

Mage

MageAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumMeticulousDetect Magic

Keywords:

Adventurer Mage arcarnum spellcaster
- Arcanist*

ArcanistChampion

An arcanist is a mage that after decades of study have unlocked a new level of power, finding out new ways to harness the arcane forces and do previously impossible things with it. Only a few mages will reach this level so they often end up as the head of an mage order, academic institution or prominent advisory positions of small councils and other inner circles. Their staff is part of the process to unlocking greater powers, formed from solidified arcanum, topped with an arcane crystal.

Arcanists continue to study the arcane, there is always more to learn, sometimes their research will require venturing to far off lands, dangerous nations and monster infested wilderness. To do this they will join or form a party of other champions, for glory or gold. Arcanists are often sought out due to their renown ability to teleport great distances.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Arcanist Spells:
SleepMajor IllusionArcane BombardmentTranslocate

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Arcanist Crafting:
Manaforge (Arcanum Crystal)Manaforge (Arcanum Staff)

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Minds EyeSteady HandsAppraisal: ArcanumMeticulousDetect Magic

Keywords:

Champion Arcanist Mage leader arcarnum spellcaster

Mage SummaryAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

     - [Archmage]

ArchmageHero

A Archmage is an heroic Mage that has passed beyond Arcanist and become

As with most heroes, a Archmage is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Archmage themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Arcanist Spells:
SleepMajor IllusionArcane BombardmentTranslocate

Arcanist Crafting:
Manaforge (Arcanum Crystal)Manaforge (Arcanum Staff)

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Keywords:

Hero Archmage Mage Arcanist spellcaster

Mage SummaryAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Arcanist SummaryChampion

An arcanist is a mage that after decades of study have unlocked a new level of power, finding out new ways to harness the arcane forces and do previously impossible things with it. Only a few mages will reach this level so they often end up as the head of an mage order, academic institution or prominent advisory positions of small councils and other inner circles. Their staff is part of the process to unlocking greater powers, formed from solidified arcanum, topped with an arcane crystal.

Arcanists continue to study the arcane, there is always more to learn, sometimes their research will require venturing to far off lands, dangerous nations and monster infested wilderness. To do this they will join or form a party of other champions, for glory or gold. Arcanists are often sought out due to their renown ability to teleport great distances.

- Enchanter*

EnchanterChampion

An enchanter is a mage who focuses on their ability to infuse the energy of arcanum into weapons, armour and trinkets, working alongside smiths to first forge the item, and then fit an arcanum infused gemstone. The type of gemstone determines what kind of enchantment is infused, and the purpose of the item denotes how it manifests, weapons will inflict damage on contact, armour adds protection from contact, while trinket effects are also determined by the precious metal used in it construction.

Enchanters are typically amongst the most wealthy of citizens, as such they have lavish homes and a large workshop, some will own their outlets, although most produce to order. If the call to adventure comes, it must really inspire them to action, be of great benefit to themselves or threaten their very survival, when in party, an enchanter can temporarily infuse the arcanum into their allies.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Enchanter Spells:
Ephemeral EnchantmentTransmogrifyArcane BombardmentAntimagic

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Enchanter Crafting:
Manaforge (Arcanum Gemstone)Manaforge (Arcanum Staff)

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Steady HandsFocusedAppraisal: ArcanumMeticulousDetect Magic

Keywords:

Champion Enchanter Mage arcarnum spellcaster

Mage SummaryAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

     - [Mage/Ench]*

Mage/EnchHero

A Mage/Ench is an heroic Mage that has passed beyond Enchanter and become

As with most heroes, a Mage/Ench is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Mage/Ench themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Enchanter Spells:
Ephemeral EnchantmentTransmogrifyArcane BombardmentAntimagic

Enchanter Crafting:
Manaforge (Arcanum Gemstone)Manaforge (Arcanum Staff)

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Keywords:

Hero Mage/Ench Mage Enchanter spellcaster

Mage SummaryAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Enchanter SummaryChampion

An enchanter is a mage who focuses on their ability to infuse the energy of arcanum into weapons, armour and trinkets, working alongside smiths to first forge the item, and then fit an arcanum infused gemstone. The type of gemstone determines what kind of enchantment is infused, and the purpose of the item denotes how it manifests, weapons will inflict damage on contact, armour adds protection from contact, while trinket effects are also determined by the precious metal used in it construction.

Enchanters are typically amongst the most wealthy of citizens, as such they have lavish homes and a large workshop, some will own their outlets, although most produce to order. If the call to adventure comes, it must really inspire them to action, be of great benefit to themselves or threaten their very survival, when in party, an enchanter can temporarily infuse the arcanum into their allies.

Seer

SeerAdventurer

A seer is an arcane spellcaster that has a connection to the power of time itself, called chrono, or chronomancy, the seer can see the course laid before them, with study they can see how their choices or those of their allies can potentially alter outcomes. In an encounter these power is limited to just a few moments, and the time it takes to impart this knowledge limits its use, they can call out to evade, or strike at an important moment, or hold to prevent a trap being sprung.

Seers typically wear nothing but a robe, carry no weapons and keep themselves unencumbered, with nothing but bare essentials in their pack, all to make the chronomancy more accurate. Seers are recruited by parties for their unique powers, and often end up being very close to the party leader as an advisor and eventually friend, although it is said that no seer would join a party doomed to fail.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Seer Spells:
ForesightAvoidanceDoomsayingRehearsal

Seer Crafting:
Manaforge (Chrono Shard)Infusion (Chrono)

Skills:
PrecognitionGuidanceDetect Magic

Keywords:

Adventurer Seer chrono spellcaster
- Oracle*

OracleChampion

An oracle is a seer that has not only perfected the art of foretelling but can manipulate the flow of time itself, turning back time for a few seconds can save lives, allowing an ally to dodge a blow or avoid a trap. Normally found far from combat, an oracle prefers to study time and use their powers to make sure great evils are averted, just and honourable rulers are not unexpectedly assassinated and natural disasters cause fewer casualties.

Oracle called out to fight will aid their allies by speeding up time in their favour, to the enemy it appears that they are moving much faster than normal. If engaged directly an oracle can touch an enemy and accelerate time to much that they grow old, wither and die, but their greatest power is the ability to return to the past, to a time they have pre-determined by activating a Timeshard.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Oracle Spells:
QuickenDo-OverAccelerate LifetimeReset

Seer Spells:
ForesightAvoidanceDoomsayingRehearsal

Oracle Crafting:
Manaforge (Chronodust)Greater Infusion (Chrono)

Seer Crafting:
Manaforge (Chrono Shard)Infusion (Chrono)

Skills:
CalculatingQuick ReflexesPrecognitionGuidanceDetect Magic

Keywords:

Champion Oracle Seer chrono spellcaster

Seer SummaryAdventurer

A seer is an arcane spellcaster that has a connection to the power of time itself, called chrono, or chronomancy, the seer can see the course laid before them, with study they can see how their choices or those of their allies can potentially alter outcomes. In an encounter these power is limited to just a few moments, and the time it takes to impart this knowledge limits its use, they can call out to evade, or strike at an important moment, or hold to prevent a trap being sprung.

Seers typically wear nothing but a robe, carry no weapons and keep themselves unencumbered, with nothing but bare essentials in their pack, all to make the chronomancy more accurate. Seers are recruited by parties for their unique powers, and often end up being very close to the party leader as an advisor and eventually friend, although it is said that no seer would join a party doomed to fail.

     - [Fate Weaver]*

Fate WeaverHero

A Fate Weaver is an heroic Seer that has passed beyond Oracle and become

As with most heroes, a Fate Weaver is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Fate Weaver themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Seer Spells:
ForesightAvoidanceDoomsayingRehearsal

Oracle Spells:
QuickenDo-OverAccelerate LifetimeReset

Oracle Crafting:
Manaforge (Chronodust)Greater Infusion (Chrono)

Seer Crafting:
Manaforge (Chrono Shard)Infusion (Chrono)

Keywords:

Hero Fate Weaver Seer Oracle spellcaster

Seer SummaryAdventurer

A seer is an arcane spellcaster that has a connection to the power of time itself, called chrono, or chronomancy, the seer can see the course laid before them, with study they can see how their choices or those of their allies can potentially alter outcomes. In an encounter these power is limited to just a few moments, and the time it takes to impart this knowledge limits its use, they can call out to evade, or strike at an important moment, or hold to prevent a trap being sprung.

Seers typically wear nothing but a robe, carry no weapons and keep themselves unencumbered, with nothing but bare essentials in their pack, all to make the chronomancy more accurate. Seers are recruited by parties for their unique powers, and often end up being very close to the party leader as an advisor and eventually friend, although it is said that no seer would join a party doomed to fail.

Oracle SummaryChampion

An oracle is a seer that has not only perfected the art of foretelling but can manipulate the flow of time itself, turning back time for a few seconds can save lives, allowing an ally to dodge a blow or avoid a trap. Normally found far from combat, an oracle prefers to study time and use their powers to make sure great evils are averted, just and honourable rulers are not unexpectedly assassinated and natural disasters cause fewer casualties.

Oracle called out to fight will aid their allies by speeding up time in their favour, to the enemy it appears that they are moving much faster than normal. If engaged directly an oracle can touch an enemy and accelerate time to much that they grow old, wither and die, but their greatest power is the ability to return to the past, to a time they have pre-determined by activating a Timeshard.

- Fateslayer*

FateslayerChampion

A Fateslayer is a seer that has taken to the field of battle, using their unique ability to peer into the future for long enough to dodge enemy attacks, make the right tactical decision, or even change their manoeuvre to get the best outcome. A preference for sword and shield so they can block or parry while maintaining the ability to counter attack effectively, a Fateslayer makes for a most formidable opponent as they can see your decisions before you make them.

Fateslayers are a rare branch of a rare tree, as such there are very few, and their overconfidence in the ability to foresee their victory leads them into encounters in which they are far outmatched, which only reduces their numbers further. Eager to join adventuring parties by the promise of riches and glory, and immediately welcomed into any party by the leader for the advantage they bring.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light armour.

Shields:
Light shields.

Abilities

Fateslayer Manoeuvres:
Foreseen BlowCritical StrikeWeakpoint StrikeFatal Strike

Seer Spells:
ForesightAvoidanceDoomsayingRehearsal

Fateslayer Crafting:
Manaforge (Chronodust)Greater Infusion (Chrono)

Seer Crafting:
Manaforge (Chrono Shard)Infusion (Chrono)

Skills:
ImpetuousConfidentPrecognitionGuidanceDetect Magic

Keywords:

Champion Fateslayer Seer melee chrono spellcaster

Seer SummaryAdventurer

A seer is an arcane spellcaster that has a connection to the power of time itself, called chrono, or chronomancy, the seer can see the course laid before them, with study they can see how their choices or those of their allies can potentially alter outcomes. In an encounter these power is limited to just a few moments, and the time it takes to impart this knowledge limits its use, they can call out to evade, or strike at an important moment, or hold to prevent a trap being sprung.

Seers typically wear nothing but a robe, carry no weapons and keep themselves unencumbered, with nothing but bare essentials in their pack, all to make the chronomancy more accurate. Seers are recruited by parties for their unique powers, and often end up being very close to the party leader as an advisor and eventually friend, although it is said that no seer would join a party doomed to fail.

     - [Chronicler]*

ChroniclerHero

A Chronicler is an heroic Seer that has passed beyond Fateslayer and become

As with most heroes, a Chronicler is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Chronicler themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Fateslayer Manoeuvres:
Foreseen BlowCritical StrikeWeakpoint StrikeFatal Strike

Seer Spells:
ForesightAvoidanceDoomsayingRehearsal

Fateslayer Crafting:
Manaforge (Chronodust)Greater Infusion (Chrono)

Seer Crafting:
Manaforge (Chrono Shard)Infusion (Chrono)

Keywords:

Hero Chronicler Seer Fateslayer spellcaster

Seer SummaryAdventurer

A seer is an arcane spellcaster that has a connection to the power of time itself, called chrono, or chronomancy, the seer can see the course laid before them, with study they can see how their choices or those of their allies can potentially alter outcomes. In an encounter these power is limited to just a few moments, and the time it takes to impart this knowledge limits its use, they can call out to evade, or strike at an important moment, or hold to prevent a trap being sprung.

Seers typically wear nothing but a robe, carry no weapons and keep themselves unencumbered, with nothing but bare essentials in their pack, all to make the chronomancy more accurate. Seers are recruited by parties for their unique powers, and often end up being very close to the party leader as an advisor and eventually friend, although it is said that no seer would join a party doomed to fail.

Fateslayer SummaryChampion

A Fateslayer is a seer that has taken to the field of battle, using their unique ability to peer into the future for long enough to dodge enemy attacks, make the right tactical decision, or even change their manoeuvre to get the best outcome. A preference for sword and shield so they can block or parry while maintaining the ability to counter attack effectively, a Fateslayer makes for a most formidable opponent as they can see your decisions before you make them.

Fateslayers are a rare branch of a rare tree, as such there are very few, and their overconfidence in the ability to foresee their victory leads them into encounters in which they are far outmatched, which only reduces their numbers further. Eager to join adventuring parties by the promise of riches and glory, and immediately welcomed into any party by the leader for the advantage they bring.

Neuromancer

NeuromancerAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Proficiencies:

Armour:
Light or Medium robes.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindForget itDetect Magic

Keywords:

Adventurer Neuromancer psionics spellcaster
- Ghostwalker*

GhostwalkerChampion

A Ghostwalker is a Neuromancer that has mastered the control over many minds, providing they are all given the same misconception. This allows the Ghostwalker to virtually move unseen, even through crowds, their mind altering aura all hiding their presence to those otherwise normally able to see them, the Ghostwalker must be careful to avoid their paths as they will not make any effort to avoid them, as they simply do not know they are there.

Ghostwalkers make excellent spies, but many turn to crime due to their ability to be undiscovered, but those that join parties are often used to infiltrate and spy on their enemies, move through their lines or encampments and get the information the party need to launch an attack. In combat they go unnoticed, until they plunge a dagger into the enemies back.

Proficiencies:

Armour:
Light or Medium robes.

Abilities

Ghostwalker Spells:
Thought DispersalVanishAssault MindMass Manipulation

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
CalculatingQuick ReflexesRead MindForget itDetect Magic

Keywords:

Champion Ghostwalker Neuromancer psionics spellcaster

Neuromancer SummaryAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

     - [Dreamwalker]*

DreamwalkerHero

A Dreamwalker is an heroic Neuromancer that has passed beyond Ghostwalker and become

As with most heroes, a Dreamwalker is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Dreamwalker themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Ghostwalker Spells:
Thought DispersalVanishAssault MindMass Manipulation

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Keywords:

Hero Dreamwalker Neuromancer Ghostwalker spellcaster

Neuromancer SummaryAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Ghostwalker SummaryChampion

A Ghostwalker is a Neuromancer that has mastered the control over many minds, providing they are all given the same misconception. This allows the Ghostwalker to virtually move unseen, even through crowds, their mind altering aura all hiding their presence to those otherwise normally able to see them, the Ghostwalker must be careful to avoid their paths as they will not make any effort to avoid them, as they simply do not know they are there.

Ghostwalkers make excellent spies, but many turn to crime due to their ability to be undiscovered, but those that join parties are often used to infiltrate and spy on their enemies, move through their lines or encampments and get the information the party need to launch an attack. In combat they go unnoticed, until they plunge a dagger into the enemies back.

- Illusionist*

IllusionistChampion

An illusionist is a Neuromancer who can creating realistic figures and environments that everyone around can perceive as real, the figures are able to talk and move just as if they are real, provided no physical contact is made with an illusion almost everyone will believe them to be real. Should another individual make contact they will immediately break the illusion but only for themselves and anyone who witnesses the contact, the realisation of the illusion is enough to make them resistant.

Illusionists can be invaluable to an adventuring party, but due to their skills they are adept at thieving and deception so most find their way into a life of criminality. Those that don't either become important figures within government or monarchies, or street entertainers, which is where the few adventuring illusionists are pulled from, by leaders with a understanding of their abilities.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light armour.

Abilities

Illusionist Spells:
Grand IllusionIllusionary TauntIllusionary FearIllusionary Impersonation

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
CalculatingMeticulousRead MindForget itDetect Magic

Keywords:

Champion Illusionist Neuromancer psionics spellcaster

Neuromancer SummaryAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

     - [Alucinatio]*

AlucinatioHero

A Alucinatio is an heroic Neuromancer that has passed beyond Illusionist and become

As with most heroes, a Alucinatio is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Alucinatio themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Illusionist Spells:
Grand IllusionIllusionary TauntIllusionary FearIllusionary Impersonation

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Keywords:

Hero Alucinatio Neuromancer Illusionist spellcaster

Neuromancer SummaryAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Illusionist SummaryChampion

An illusionist is a Neuromancer who can creating realistic figures and environments that everyone around can perceive as real, the figures are able to talk and move just as if they are real, provided no physical contact is made with an illusion almost everyone will believe them to be real. Should another individual make contact they will immediately break the illusion but only for themselves and anyone who witnesses the contact, the realisation of the illusion is enough to make them resistant.

Illusionists can be invaluable to an adventuring party, but due to their skills they are adept at thieving and deception so most find their way into a life of criminality. Those that don't either become important figures within government or monarchies, or street entertainers, which is where the few adventuring illusionists are pulled from, by leaders with a understanding of their abilities.

Witch

WitchAdventurer

A witch is an arcane spellcaster that has come into contact with the dark energy of the Void. The void force is euphoric, it is also corrupting; the spellcasters morale centre will be eroded over time, then they will lose sight of their goals and eventually they will become as much a servant of the void as the void itself, all the time completely unaware that the void is a great power from beyond their world. Many believe themselves to be mages when they first develop their powers.

Witches power comes from darkness, their spells manifest as darkness, and the touch of their magic is itself corrupting, even so far as transforming their enemy into a twisted spawn. Witches can wield small weapons and wear light armour but they can not wear or touch gold, silver, coper, palladium or iron, do to so burns intensely and prohibits their connection to the void.

A Witch must serve the Void.

A Witch must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Can not wear gold, silver, coper, palladium or iron.

Abilities

Witch Spells:
ShroudVoid CageTendrilsTransfigure

Witch Crafting:
Manaforge (Void Shard)Infusion (Void Taint)

Skills:
DeceiveCoerceDetect Magic

Keywords:

Adventurer Witch void spellcaster
- Hag*

HagChampion

A hag is a witch who after some time serving the void is elevated to the inner circle, a small group of the most powerful apostates who each call themselves The Ring. The hags mortal body will age rapidly, it becomes weaker and more frail as the witch becomes stronger and more powerful, their life extended by the pure energy of the void, capable of living for centuries, its last few decades a hag retreats to their hovel as the void can no longer animate the body for long periods.

The Ring comprises of seventeen members, each of them is either a Mephisto or a hag, equally powerful and equally knowledgeable of the reality of the void, that is it some other dimensional entity seeking to cleanse their world and remake it, and only the Ring will survive. It is their duty to put events in motion that ultimately see the world end, for the last time.

A Hag must serve the Void.

A Hag must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Can not wear gold, silver, coper, palladium or iron.

Abilities

Hag Spells:
DreadBlindnessDestroy MindCurse

Witch Spells:
ShroudVoid CageTendrilsTransfigure

Witch Crafting:
Manaforge (Void Shard)Infusion (Void Taint)

Skills:
Read MindHide from thoughtsDeceiveCoerceDetect Magic

Keywords:

Champion Hag Witch void spellcaster

Witch SummaryAdventurer

A witch is an arcane spellcaster that has come into contact with the dark energy of the Void. The void force is euphoric, it is also corrupting; the spellcasters morale centre will be eroded over time, then they will lose sight of their goals and eventually they will become as much a servant of the void as the void itself, all the time completely unaware that the void is a great power from beyond their world. Many believe themselves to be mages when they first develop their powers.

Witches power comes from darkness, their spells manifest as darkness, and the touch of their magic is itself corrupting, even so far as transforming their enemy into a twisted spawn. Witches can wield small weapons and wear light armour but they can not wear or touch gold, silver, coper, palladium or iron, do to so burns intensely and prohibits their connection to the void.

     - [Crone]*

CroneHero

A Crone is an heroic Witch that has passed beyond Hag and become

As with most heroes, a Crone is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Crone themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Witch Spells:
ShroudVoid CageTendrilsTransfigure

Hag Spells:
DreadBlindnessDestroy MindCurse

Witch Crafting:
Manaforge (Void Shard)Infusion (Void Taint)

Keywords:

Hero Crone Witch Hag spellcaster

Witch SummaryAdventurer

A witch is an arcane spellcaster that has come into contact with the dark energy of the Void. The void force is euphoric, it is also corrupting; the spellcasters morale centre will be eroded over time, then they will lose sight of their goals and eventually they will become as much a servant of the void as the void itself, all the time completely unaware that the void is a great power from beyond their world. Many believe themselves to be mages when they first develop their powers.

Witches power comes from darkness, their spells manifest as darkness, and the touch of their magic is itself corrupting, even so far as transforming their enemy into a twisted spawn. Witches can wield small weapons and wear light armour but they can not wear or touch gold, silver, coper, palladium or iron, do to so burns intensely and prohibits their connection to the void.

Hag SummaryChampion

A hag is a witch who after some time serving the void is elevated to the inner circle, a small group of the most powerful apostates who each call themselves The Ring. The hags mortal body will age rapidly, it becomes weaker and more frail as the witch becomes stronger and more powerful, their life extended by the pure energy of the void, capable of living for centuries, its last few decades a hag retreats to their hovel as the void can no longer animate the body for long periods.

The Ring comprises of seventeen members, each of them is either a Mephisto or a hag, equally powerful and equally knowledgeable of the reality of the void, that is it some other dimensional entity seeking to cleanse their world and remake it, and only the Ring will survive. It is their duty to put events in motion that ultimately see the world end, for the last time.

- Haruspex*

HaruspexChampion

A haruspex is a witch has become more power through the use of consuming the flesh of the mortal animals that have Voidscarred. Finding Voidscarred creatures requires the haruspex to spend most of their time in the wilderness or the deep dark places of the world, when found and killed, the haruspex consumes the animals entrails, the most concentrated storage of void corruption. This grants the haruspex unusual powers and briefly empower their existing power.

Haruspex become addicted to the effect, often consuming when unnecessary, if they can restrain themselves they can store the flesh to consume when needed, either when they are undertaking a task sort by the void or when attacked by a adventuring party. Storage of the entrails requires a process akin to embalming, the preserved flesh kept in small pouches to always have it to hand.

A Haruspex must serve the Void.

A Haruspex must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Can not wear gold, silver, coper, palladium or iron.

Abilities

Haruspex Spells:
Sense Void FleshVoidscarred DefenderGreater TendrilsEnhance Power

Witch Spells:
ShroudVoid CageTendrilsTransfigure

Witch Crafting:
Manaforge (Void Shard)Infusion (Void Taint)

Skills:
DebridementEmbalmingDeceiveCoerceDetect Magic

Keywords:

Champion Haruspex Witch void spellcaster

Witch SummaryAdventurer

A witch is an arcane spellcaster that has come into contact with the dark energy of the Void. The void force is euphoric, it is also corrupting; the spellcasters morale centre will be eroded over time, then they will lose sight of their goals and eventually they will become as much a servant of the void as the void itself, all the time completely unaware that the void is a great power from beyond their world. Many believe themselves to be mages when they first develop their powers.

Witches power comes from darkness, their spells manifest as darkness, and the touch of their magic is itself corrupting, even so far as transforming their enemy into a twisted spawn. Witches can wield small weapons and wear light armour but they can not wear or touch gold, silver, coper, palladium or iron, do to so burns intensely and prohibits their connection to the void.

     - [Harridan]*

HarridanHero

A Harridan is an heroic Witch that has passed beyond Haruspex and become

As with most heroes, a Harridan is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Harridan themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Witch Spells:
ShroudVoid CageTendrilsTransfigure

Haruspex Spells:
Sense Void FleshVoidscarred DefenderGreater TendrilsEnhance Power

Witch Crafting:
Manaforge (Void Shard)Infusion (Void Taint)

Keywords:

Hero Harridan Witch Haruspex spellcaster

Witch SummaryAdventurer

A witch is an arcane spellcaster that has come into contact with the dark energy of the Void. The void force is euphoric, it is also corrupting; the spellcasters morale centre will be eroded over time, then they will lose sight of their goals and eventually they will become as much a servant of the void as the void itself, all the time completely unaware that the void is a great power from beyond their world. Many believe themselves to be mages when they first develop their powers.

Witches power comes from darkness, their spells manifest as darkness, and the touch of their magic is itself corrupting, even so far as transforming their enemy into a twisted spawn. Witches can wield small weapons and wear light armour but they can not wear or touch gold, silver, coper, palladium or iron, do to so burns intensely and prohibits their connection to the void.

Haruspex SummaryChampion

A haruspex is a witch has become more power through the use of consuming the flesh of the mortal animals that have Voidscarred. Finding Voidscarred creatures requires the haruspex to spend most of their time in the wilderness or the deep dark places of the world, when found and killed, the haruspex consumes the animals entrails, the most concentrated storage of void corruption. This grants the haruspex unusual powers and briefly empower their existing power.

Haruspex become addicted to the effect, often consuming when unnecessary, if they can restrain themselves they can store the flesh to consume when needed, either when they are undertaking a task sort by the void or when attacked by a adventuring party. Storage of the entrails requires a process akin to embalming, the preserved flesh kept in small pouches to always have it to hand.

Druid

DruidAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareAnimal CareDetect Magic

Keywords:

Adventurer Druid gaia spellcaster
- Awakener

AwakenerChampion

An awakener is a druid who has spent so much time in the deep forests of the world that they become able to communicate with the plant life of the forest as if it were sentient life. Should they spend a lot of time with an individual tree it will slowly wake, at first, this sentience is temporary, but repeated efforts will see it become a fully self-aware and independent being, eventually, they can uproot themselves and walk the forest as a Treekin, forever protecting their forest home.

Awakeners teach these trees about the outside world, as they last remember it and are often hundreds, even thousands of years old, sustained by Gaia itself so the forest can have a protector forever. In these ancients forests an awakener can have hundreds of their Treekin with to defend the forest, which can come at great surprise should an outside force decide they need a lot of wood.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Awakener Spells:
ForestwalkPrimal WardSummon PlantMomentary Life

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
RelentlessSteadfastPlant CareAnimal CareDetect Magic

Rituals:
Gaia Ritual: Commune with PlantsGaia Ritual: Awaken Treekin

Keywords:

Champion Awakener Druid gaia spellcaster

Druid SummaryAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

     - [Animist]*

AnimistHero

A Animist is an heroic Druid that has passed beyond Awakener and become

As with most heroes, a Animist is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Animist themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Awakener Spells:
ForestwalkPrimal WardSummon PlantMomentary Life

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Keywords:

Hero Animist Druid Awakener spellcaster

Druid SummaryAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Awakener SummaryChampion

An awakener is a druid who has spent so much time in the deep forests of the world that they become able to communicate with the plant life of the forest as if it were sentient life. Should they spend a lot of time with an individual tree it will slowly wake, at first, this sentience is temporary, but repeated efforts will see it become a fully self-aware and independent being, eventually, they can uproot themselves and walk the forest as a Treekin, forever protecting their forest home.

Awakeners teach these trees about the outside world, as they last remember it and are often hundreds, even thousands of years old, sustained by Gaia itself so the forest can have a protector forever. In these ancients forests an awakener can have hundreds of their Treekin with to defend the forest, which can come at great surprise should an outside force decide they need a lot of wood.

- Wildshaper*

WildshaperChampion

A Wildshaper is a druid who channels the Gaia force through their own body, transforming it into other sentient lifeforms of the animal kingdom. While the forms they can transform into are limited by their own life experience and size of the animal they can adopt is limited by their power, only the most powerful can change into the tiniest or largest of animals. Another limit to their power, regardless of their experience is that they cant take the form of any higher intelligent form.

Wildshapers have full control when in animal form, they can fly as a bird, swim as a fish and tear down doors as a bear, what they can't do, is talk, as animals lack the vocal tools necessary. In animal form however they can communicate, with other animals of the same species, although this does not guarantee the other animals will accept commands or head advice.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Wildshaper Spells:
Calm AnimalsPrimal WardCommand The WildWildshift

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
AwarenessGentlePlant CareAnimal CareDetect Magic

Rituals:
Gaia Ritual: Commune with AnimalsGaia Ritual: Develop Aspect

Keywords:

Champion Wildshaper Druid gaia spellcaster

Druid SummaryAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

     - [Skinwalker]*

SkinwalkerHero

A Skinwalker is an heroic Druid that has passed beyond Wildshaper and become

As with most heroes, a Skinwalker is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Skinwalker themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Wildshaper Spells:
Calm AnimalsPrimal WardCommand The WildWildshift

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Keywords:

Hero Skinwalker Druid Wildshaper spellcaster

Druid SummaryAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Wildshaper SummaryChampion

A Wildshaper is a druid who channels the Gaia force through their own body, transforming it into other sentient lifeforms of the animal kingdom. While the forms they can transform into are limited by their own life experience and size of the animal they can adopt is limited by their power, only the most powerful can change into the tiniest or largest of animals. Another limit to their power, regardless of their experience is that they cant take the form of any higher intelligent form.

Wildshapers have full control when in animal form, they can fly as a bird, swim as a fish and tear down doors as a bear, what they can't do, is talk, as animals lack the vocal tools necessary. In animal form however they can communicate, with other animals of the same species, although this does not guarantee the other animals will accept commands or head advice.

Thanaturge*

ThanaturgeAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
DeceiveConcealDetect Magic

Rituals:
Necroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Adventurer Thanaturge necro spellcaster
- Necrophage*

NecrophageChampion

A necrophage is a Thanaturge who has greater mastery of the death-arcanum, able to affect far more targets than before, vastly increase its affects and steal the life of a living target to consume it themselves. While this increase of power might not concern their associates, it can cause troubles with the authorities, mistaking them for some villainous entity, so in civilized areas they restrain their magic and make sure they only use when absolutely necessary, and unseen.

Necrophages soon discover they can prolong their life at the cost of others, almost indefinitely, fortunately party members do not notice this affect over a single adventure, but prolonged association will eventually result in the necrophage either leaving or being discovered, but in some rare cases become the leader of the party under promises of shared immortality and power.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Necrophage Spells:
SoulblightDeath WardNecrotic BlastDrain Life

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Necrophage Crafting:
Manaforge (Reliquary)Greater Infusion (Necro)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
CallousTirelessDeceiveConcealDetect Magic

Rituals:
Necroism: Animate SkeletonNecroism: Extend LifeNecroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Champion Necrophage Thanaturge necro spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

     - [Mortiphage]*

MortiphageHero

A Mortiphage is an heroic Thanaturge that has passed beyond Necrophage and become

As with most heroes, a Mortiphage is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Mortiphage themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Necrophage Spells:
SoulblightDeath WardNecrotic BlastDrain Life

Necrophage Crafting:
Manaforge (Reliquary)Greater Infusion (Necro)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Keywords:

Hero Mortiphage Thanaturge Necrophage spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Necrophage SummaryChampion

A necrophage is a Thanaturge who has greater mastery of the death-arcanum, able to affect far more targets than before, vastly increase its affects and steal the life of a living target to consume it themselves. While this increase of power might not concern their associates, it can cause troubles with the authorities, mistaking them for some villainous entity, so in civilized areas they restrain their magic and make sure they only use when absolutely necessary, and unseen.

Necrophages soon discover they can prolong their life at the cost of others, almost indefinitely, fortunately party members do not notice this affect over a single adventure, but prolonged association will eventually result in the necrophage either leaving or being discovered, but in some rare cases become the leader of the party under promises of shared immortality and power.

- Necromancer

NecromancerChampion

A necromancer is a Thanaturge who has perfected the art of reanimating the dead, so much so that it is their primary means to complete their objectives, which typically include invasion, subjugation and domination. They have no upper limit to the number of undead they can maintain at any time, but any necromancer with more than a couple of animated undead will raise the attention of authorities and adventurers, if they have space to hide them a few hundred is possible, possibly even thousands.

Necromancers soon become a curse on the closest nations and as such often become the target for adventuring parties, those that fail however quickly bolster the forces of the necromancer. Ultimately a necromancer seeks to cheat death, a necromancer's eventual goal is to become an immortal Liche, with an army of thousands dedicated to keeping the Liche safe and ready to enslave a kingdom.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Necromancer Spells:
Augment UndeadDeath WardNecrotic TouchSummon Horde

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Necromancer Crafting:
Manaforge (Reliquary)Greater Infusion (Necro)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
RelentlessUnethicalDeceiveConcealDetect Magic

Rituals:
Necroism: Animate SkeletonNecroism: ChimeraNecroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Champion Necromancer Thanaturge necro spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

     - [Gravelord]*

GravelordHero

A Gravelord is an heroic Thanaturge that has passed beyond Necromancer and become

As with most heroes, a Gravelord is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Gravelord themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Necromancer Spells:
Augment UndeadDeath WardNecrotic TouchSummon Horde

Necromancer Crafting:
Manaforge (Reliquary)Greater Infusion (Necro)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Keywords:

Hero Gravelord Thanaturge Necromancer spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Necromancer SummaryChampion

A necromancer is a Thanaturge who has perfected the art of reanimating the dead, so much so that it is their primary means to complete their objectives, which typically include invasion, subjugation and domination. They have no upper limit to the number of undead they can maintain at any time, but any necromancer with more than a couple of animated undead will raise the attention of authorities and adventurers, if they have space to hide them a few hundred is possible, possibly even thousands.

Necromancers soon become a curse on the closest nations and as such often become the target for adventuring parties, those that fail however quickly bolster the forces of the necromancer. Ultimately a necromancer seeks to cheat death, a necromancer's eventual goal is to become an immortal Liche, with an army of thousands dedicated to keeping the Liche safe and ready to enslave a kingdom.

ELEMENTAL

Electromancer

ElectromancerAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Electromancer electro spellcaster
- Sparkweaver*

SparkweaverChampion

A Sparkweaver is an Electromancer who has mastered the electro-elemental forces, able to conjurer it effortlessly and mastering more forms of it, particularly the ability to harness thunder and ionisation, this allows them to make more powerful attacks and stronger shielding. Sparkweavers still do not wear or carry any metal, their lined bag lined continued to hold small tools and useful objects. Many Sparkweavers have long since moved on from wood, and now carry a glass or crystal staff.

Sparkweavers have chosen glass or crystal as those materials not only resist the conduction of their electro power, therefore preventing accidental grounding, they can house a core of palladium which can be used to store large amounts of energy, the staff requires a master craftsman, when this core is fully charge the staff glows with a warm glow bright enough to light a room.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Sparkweaver Spells:
Voltaic ChargeIonic ShieldThunderclapChain Lightning

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Sparkweaver Crafting:
Forge (Palladium Core)Greater Infusion (Electro)

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Skills:
AwarenessLifesenseAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Sparkweaver Electromancer electro spellcaster

Electromancer SummaryAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

     - [Kineticist]*

KineticistHero

A Kineticist is an heroic Electromancer that has passed beyond Sparkweaver and become

As with most heroes, a Kineticist is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Kineticist themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Sparkweaver Spells:
Voltaic ChargeIonic ShieldThunderclapChain Lightning

Sparkweaver Crafting:
Forge (Palladium Core)Greater Infusion (Electro)

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Keywords:

Hero Kineticist Electromancer Sparkweaver spellcaster

Electromancer SummaryAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

Sparkweaver SummaryChampion

A Sparkweaver is an Electromancer who has mastered the electro-elemental forces, able to conjurer it effortlessly and mastering more forms of it, particularly the ability to harness thunder and ionisation, this allows them to make more powerful attacks and stronger shielding. Sparkweavers still do not wear or carry any metal, their lined bag lined continued to hold small tools and useful objects. Many Sparkweavers have long since moved on from wood, and now carry a glass or crystal staff.

Sparkweavers have chosen glass or crystal as those materials not only resist the conduction of their electro power, therefore preventing accidental grounding, they can house a core of palladium which can be used to store large amounts of energy, the staff requires a master craftsman, when this core is fully charge the staff glows with a warm glow bright enough to light a room.

- Shockblade*

ShockbladeChampion

A Shockblade is a Electromancer that has trained long and hard to be able to fight in melee, but not as a typical fighter, they have honed their electrical prowess to be able to deliver electrically charged attacks through their chosen weapon. Using the natural process of electro to discharge through a metallic object, the Shockblade pre-emptively builds the charge for it to release on contact, delivering maximum damage as there is no loss of power from passing through the air.

Shockblades need a weapon that uses a core of conductive metal, so prioritise swords and polearms, as weapons with wooden handles or shafts can not conduct on impact. Custom made weapons can be made to hold a conductive core and a energy store, the two components kept insulated from each other except when required, as such the Shockblade learns to work alongside a bladesmith.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium armour.

Non metal armour only

Abilities

Shockblade Manoeuvres:
Jolt JumpVoltaic StrikeThunder StrikeLightning Bolt

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Shockblade Crafting:
Forge (Palladium Core)Greater Infusion (Electro)

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Skills:
ImpetuousLifesenseAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Shockblade Electromancer melee electro spellcaster

Electromancer SummaryAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

     - [Arcblade]*

ArcbladeHero

A Arcblade is an heroic Electromancer that has passed beyond Shockblade and become

As with most heroes, a Arcblade is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Arcblade themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Shockblade Manoeuvres:
Jolt JumpVoltaic StrikeThunder StrikeLightning Bolt

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Shockblade Crafting:
Forge (Palladium Core)Greater Infusion (Electro)

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Keywords:

Hero Arcblade Electromancer Shockblade spellcaster

Electromancer SummaryAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

Shockblade SummaryChampion

A Shockblade is a Electromancer that has trained long and hard to be able to fight in melee, but not as a typical fighter, they have honed their electrical prowess to be able to deliver electrically charged attacks through their chosen weapon. Using the natural process of electro to discharge through a metallic object, the Shockblade pre-emptively builds the charge for it to release on contact, delivering maximum damage as there is no loss of power from passing through the air.

Shockblades need a weapon that uses a core of conductive metal, so prioritise swords and polearms, as weapons with wooden handles or shafts can not conduct on impact. Custom made weapons can be made to hold a conductive core and a energy store, the two components kept insulated from each other except when required, as such the Shockblade learns to work alongside a bladesmith.

Pyromancer

PyromancerAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Pyromancer fire spellcaster
- Firedancer*

FiredancerChampion

A Firedancer is a pyromancer who has mastered the fire-elemental forces, able to conjure fire without tinder or flame, and able to master other forms of it, to heat metal and shine bright. While a Firedancer has much greater control over the fire, it is no less destructive and still forces the wearer to wear treated cloth or leather to prevent spontaneously engulfing themselves in a ball of fire and they still avoid wood weapons so now carry a staff made of metal.

Firedancers steel staff is a perfect conduit for their power, it will become burning hot, to which the Firedancer is of course immune, they can also have it made with a gold core, allowing them to store large amounts of their energy for later use, when charged the Firedancer must be careful where they rest the staff to avoid spontaneous combustion of its resting place.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Firedancer Spells:
PyrotechnicsFlareImmolateRain Fire

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Firedancer Crafting:
Forge (Gold Core)Greater Infusion (Pyro)

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Skills:
AwarenessKindlerAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Firedancer Pyromancer fire spellcaster

Pyromancer SummaryAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

     - [Cindermaster]*

CindermasterHero

A Cindermaster is an heroic Pyromancer that has passed beyond Firedancer and become

As with most heroes, a Cindermaster is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Cindermaster themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Firedancer Spells:
PyrotechnicsFlareImmolateRain Fire

Firedancer Crafting:
Forge (Gold Core)Greater Infusion (Pyro)

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Keywords:

Hero Cindermaster Pyromancer Firedancer spellcaster

Pyromancer SummaryAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

Firedancer SummaryChampion

A Firedancer is a pyromancer who has mastered the fire-elemental forces, able to conjure fire without tinder or flame, and able to master other forms of it, to heat metal and shine bright. While a Firedancer has much greater control over the fire, it is no less destructive and still forces the wearer to wear treated cloth or leather to prevent spontaneously engulfing themselves in a ball of fire and they still avoid wood weapons so now carry a staff made of metal.

Firedancers steel staff is a perfect conduit for their power, it will become burning hot, to which the Firedancer is of course immune, they can also have it made with a gold core, allowing them to store large amounts of their energy for later use, when charged the Firedancer must be careful where they rest the staff to avoid spontaneous combustion of its resting place.

- Flamereaver*

FlamereaverChampion

A Flamereaver is a pyromancer who has trained long and hard to master unarmed fighting technique, their fiery temper leading them to fight with their bare fists, which allows them infuse their hands with the elemental energy and each blow delivers scorching heat and incendiary impact. With no armour the Flamereaver is able to move so fast, and with such agility the counter attack is either to slow or just ineffective, the Flamereaver already planning the next strike.

Flamereavers have a move for when the enemy looks capable of landing a blow, immediately after their first punch they with step in a and grapple their opponent, then as they look them in the eyes they will self immolate, engulfing the pair in a fiery conflagration, typically incinerating their opponent, while the Flamereaver is unharmed, except maybe a little scoring on their treated clothing.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Flamereaver Manoeuvres:
DeflectFlaming FistsGrappleImmolation

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Flamereaver Crafting:
Forge (Gold Core)Greater Infusion (Pyro)

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Skills:
ImpetuousKindlerAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Flamereaver Pyromancer melee fire spellcaster

Pyromancer SummaryAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

     - [Fireblade]*

FirebladeHero

A Fireblade is an heroic Pyromancer that has passed beyond Flamereaver and become

As with most heroes, a Fireblade is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Fireblade themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Flamereaver Manoeuvres:
DeflectFlaming FistsGrappleImmolation

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Flamereaver Crafting:
Forge (Gold Core)Greater Infusion (Pyro)

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Keywords:

Hero Fireblade Pyromancer Flamereaver spellcaster

Pyromancer SummaryAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

Flamereaver SummaryChampion

A Flamereaver is a pyromancer who has trained long and hard to master unarmed fighting technique, their fiery temper leading them to fight with their bare fists, which allows them infuse their hands with the elemental energy and each blow delivers scorching heat and incendiary impact. With no armour the Flamereaver is able to move so fast, and with such agility the counter attack is either to slow or just ineffective, the Flamereaver already planning the next strike.

Flamereavers have a move for when the enemy looks capable of landing a blow, immediately after their first punch they with step in a and grapple their opponent, then as they look them in the eyes they will self immolate, engulfing the pair in a fiery conflagration, typically incinerating their opponent, while the Flamereaver is unharmed, except maybe a little scoring on their treated clothing.

Hydromancer

HydromancerAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Hydromancer water spellcaster
- Tidecaster*

TidecasterChampion

A Tidecaster is a hydromancer that has focused their abilities to control the ocean, a those that have spent time in the military might be called upon to take a place upon an important ship, alongside the ships mage, who is typically an Aeromancer. Other Tidecasters protect coastal cities, islands or merchant fleets, wherever control over the oceans will save lives, a Tidecaster can be found. Traditionally wearing blue robes with a wooden staff, Tidecasters avoid conflict wherever possible.

Tidecasters are not of the adventuring life, but will join parties who seek to protect their homeland from great threats, or assist the party if taking a voyage across an ocean. While a Tidecaster traditionally uses a wooden staff, it usually contains a core of silver, made by a master craftsman, the core allows them to store raw energy, and the staff is often topped with a ornate flask of water.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Tidecaster Spells:
Calm WaterTidal WaveHeavy RainTsunami

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Tidecaster Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
AwarenessDowsingAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Tidecaster Hydromancer water spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

     - [Surgemaster]*

SurgemasterHero

A Surgemaster is an heroic Hydromancer that has passed beyond Tidecaster and become

As with most heroes, a Surgemaster is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Surgemaster themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Tidecaster Spells:
Calm WaterTidal WaveHeavy RainTsunami

Tidecaster Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Keywords:

Hero Surgemaster Hydromancer Tidecaster spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

Tidecaster SummaryChampion

A Tidecaster is a hydromancer that has focused their abilities to control the ocean, a those that have spent time in the military might be called upon to take a place upon an important ship, alongside the ships mage, who is typically an Aeromancer. Other Tidecasters protect coastal cities, islands or merchant fleets, wherever control over the oceans will save lives, a Tidecaster can be found. Traditionally wearing blue robes with a wooden staff, Tidecasters avoid conflict wherever possible.

Tidecasters are not of the adventuring life, but will join parties who seek to protect their homeland from great threats, or assist the party if taking a voyage across an ocean. While a Tidecaster traditionally uses a wooden staff, it usually contains a core of silver, made by a master craftsman, the core allows them to store raw energy, and the staff is often topped with a ornate flask of water.

- Cryomancer*

CryomancerChampion

A Cryomancer is a hydromancer that has tapped into an alternative way to harness their mastery of hydro-elemental power, this power is not dark or evil, but it only ever manifests in those with some for of great personal trauma, it is more a manifestation of fear, rather than hatred or vengeance. Their abilities allow them to instantly freeze bodies of water, which includes their water based spells, hitting harder and offering greater protection.

Cryomancers are not limited to manipulating water then freezing it, they can expand existing ice, drawing the water required from the air just as a hydromancer does but its freezes as it does so. They can freeze any living thing by freezing the water within it, cause ice to form across any surface and turn rain to hail. Their staff is ice, which never appears to melt, formed over a silver core.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Cryomancer Spells:
Everything FreezesIce WallIce ShardsTouch of Frost

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Cryomancer Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Cold HeartedDowsingAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Cryomancer Hydromancer water spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

     - [Cryoblade]*

CryobladeHero

A Cryoblade is an heroic Hydromancer that has passed beyond Cryomancer and become

As with most heroes, a Cryoblade is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Cryoblade themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Cryomancer Spells:
Everything FreezesIce WallIce ShardsTouch of Frost

Cryomancer Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Keywords:

Hero Cryoblade Hydromancer Cryomancer spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

Cryomancer SummaryChampion

A Cryomancer is a hydromancer that has tapped into an alternative way to harness their mastery of hydro-elemental power, this power is not dark or evil, but it only ever manifests in those with some for of great personal trauma, it is more a manifestation of fear, rather than hatred or vengeance. Their abilities allow them to instantly freeze bodies of water, which includes their water based spells, hitting harder and offering greater protection.

Cryomancers are not limited to manipulating water then freezing it, they can expand existing ice, drawing the water required from the air just as a hydromancer does but its freezes as it does so. They can freeze any living thing by freezing the water within it, cause ice to form across any surface and turn rain to hail. Their staff is ice, which never appears to melt, formed over a silver core.

Geomancer

GeomancerAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Geomancer earth spellcaster
- Stoneshaper*

StoneshaperChampion

Stoneshapers are a geomancer that has learnt how to shape the stone and not just move it, able to form basic polyhedral shapes, allowing the Stoneshaper to make walls, flatten stone to make roads and most importantly shape stone into tunnels, allowing them to easily pass through. With such manipulation Stoneshapers are often called upon for construction, but they dislike it, believing that masonry work is beneath them. Their staff is formed from their preferred stone with a core of iron.

Stoneshapers carry a heavier staff than other spellcasters, notably because its made of stone, but because it can also be to shield with a quick reshape when other stone is not close enough. Its iron core allows the Stoneshaper to store raw elemental power and use it as a powerful magnet in its own right, allowing them to affect the armour and weapons of nearby allies or enemies.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Stoneshaper Spells:
Magnetic DisturbanceWall of StoneHail of StoneCrush Armour

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Stoneshaper Crafting:
Forge (Iron Core)Greater Infusion (Earth)

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Skills:
Shape StoneDepth SenseAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Stoneshaper Geomancer earth spellcaster

Geomancer SummaryAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

     - [Geomaster]*

GeomasterHero

A Geomaster is an heroic Geomancer that has passed beyond Stoneshaper and become

As with most heroes, a Geomaster is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Geomaster themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Stoneshaper Spells:
Magnetic DisturbanceWall of StoneHail of StoneCrush Armour

Stoneshaper Crafting:
Forge (Iron Core)Greater Infusion (Earth)

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Keywords:

Hero Geomaster Geomancer Stoneshaper spellcaster

Geomancer SummaryAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

Stoneshaper SummaryChampion

Stoneshapers are a geomancer that has learnt how to shape the stone and not just move it, able to form basic polyhedral shapes, allowing the Stoneshaper to make walls, flatten stone to make roads and most importantly shape stone into tunnels, allowing them to easily pass through. With such manipulation Stoneshapers are often called upon for construction, but they dislike it, believing that masonry work is beneath them. Their staff is formed from their preferred stone with a core of iron.

Stoneshapers carry a heavier staff than other spellcasters, notably because its made of stone, but because it can also be to shield with a quick reshape when other stone is not close enough. Its iron core allows the Stoneshaper to store raw elemental power and use it as a powerful magnet in its own right, allowing them to affect the armour and weapons of nearby allies or enemies.

- Crusher*

CrusherChampion

A crusher is a geomancer who focuses their elemental power through their heavy weapon, typically a stone headed hammer, forged with a core of iron for storing energy. When their weapon impact their target it causes severe tremor like motion, causing armour and bone to shatter from the vibrations, striking the ground can cause the earth to collapse in a line away from the crusher, a trust forward sends waves of magnetic energy forward, sending armoured targets flying.

Crushers train with their weapon choice endless, perfecting the control over the effect unleashed upon the rock, so much so that they relish joining a party to put their skills to use. A crusher cares not for the purpose of the party providing it does not oppose their ideology, seeking new foes to crush and to perfect their technique, unafraid to venture anywhere other than across the ocean.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed impact weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Crusher Manoeuvres:
Hammer BlockMagnetic PushSeismic StrikeChasm Smash

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Crusher Crafting:
Forge (Iron Core)Greater Infusion (Earth)

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Skills:
Tremor SenseDepth SenseAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Crusher Geomancer melee earth spellcaster

Geomancer SummaryAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

     - [Rockbiter]*

RockbiterHero

A Rockbiter is an heroic Geomancer that has passed beyond Crusher and become

As with most heroes, a Rockbiter is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Rockbiter themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Crusher Manoeuvres:
Hammer BlockMagnetic PushSeismic StrikeChasm Smash

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Crusher Crafting:
Forge (Iron Core)Greater Infusion (Earth)

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Keywords:

Hero Rockbiter Geomancer Crusher spellcaster

Geomancer SummaryAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

Crusher SummaryChampion

A crusher is a geomancer who focuses their elemental power through their heavy weapon, typically a stone headed hammer, forged with a core of iron for storing energy. When their weapon impact their target it causes severe tremor like motion, causing armour and bone to shatter from the vibrations, striking the ground can cause the earth to collapse in a line away from the crusher, a trust forward sends waves of magnetic energy forward, sending armoured targets flying.

Crushers train with their weapon choice endless, perfecting the control over the effect unleashed upon the rock, so much so that they relish joining a party to put their skills to use. A crusher cares not for the purpose of the party providing it does not oppose their ideology, seeking new foes to crush and to perfect their technique, unafraid to venture anywhere other than across the ocean.

Aeromancer

AeromancerAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Aeromancer air spellcaster
- Stormcaller*

StormcallerChampion

A Stormcaller is an Aeromancer who has mastered the power within storms, and the ability to conjure a storm and control it. Although a storm can contain other elemental energy, the electro from lightning and the water from rain and hail are all moved around through the wind, directing, swelling and dispersing as the Stormcaller sees fit. Their staff is made of wood to avoid attracting lightning, with a core of copper running down the middle and a vial of water encased in glass atop.

Stormcallers often find their way on the most important and largest ships, those used by kings, queens, emperors and the like, along with a Tidecaster the two spellcasters control all the aspects of sea travel, reducing journey times and danger. Those who do not like the sea take up positions in large cities to protect them from violent storms, or bring rain to otherwise barren lands.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Stormcaller Spells:
Quiet WindsVacuumTornadoStorm Control

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Stormcaller Crafting:
Forge (Copper Core)Greater Infusion (Air)

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Skills:
AwarenessSense StormAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Stormcaller Aeromancer air spellcaster

Aeromancer SummaryAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

     - [Stormlord]*

StormlordHero

A Stormlord is an heroic Aeromancer that has passed beyond Stormcaller and become

As with most heroes, a Stormlord is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Stormlord themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Stormcaller Spells:
Quiet WindsVacuumTornadoStorm Control

Stormcaller Crafting:
Forge (Copper Core)Greater Infusion (Air)

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Keywords:

Hero Stormlord Aeromancer Stormcaller spellcaster

Aeromancer SummaryAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

Stormcaller SummaryChampion

A Stormcaller is an Aeromancer who has mastered the power within storms, and the ability to conjure a storm and control it. Although a storm can contain other elemental energy, the electro from lightning and the water from rain and hail are all moved around through the wind, directing, swelling and dispersing as the Stormcaller sees fit. Their staff is made of wood to avoid attracting lightning, with a core of copper running down the middle and a vial of water encased in glass atop.

Stormcallers often find their way on the most important and largest ships, those used by kings, queens, emperors and the like, along with a Tidecaster the two spellcasters control all the aspects of sea travel, reducing journey times and danger. Those who do not like the sea take up positions in large cities to protect them from violent storms, or bring rain to otherwise barren lands.

- Windwalker*

WindwalkerChampion

A Windwalker is an Aeromancer that harnessed the power of the wind to fly, using the air currents and controlled winds to elevate themselves so they can travel great distances quickly or get a better view of the battlefield. This requires the Windwalker to remain as light as possible, with sheer fabric and limited belongings. Their staff is a hallow fibrous plant, like bamboo, so it weighs almost nothing and holds a half dozen copper rings, placed during the stems grow stage.

Windwalkers are relatively peaceful by nature, traveling on the winds deeply connects them with the natural world, so they are not common adventurers, but in times of need they will take to the battlefield to protect their home or the natural world. In battle they take to the air to provide information to their allies and to avoid direct combat, and use their mastery of air to attack the enemy.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Windwalker Spells:
Wind WalkVacuumTornadoLift

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Windwalker Crafting:
Forge (Copper Core)Greater Infusion (Air)

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Skills:
AwarenessSense StormAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Windwalker Aeromancer air spellcaster

Aeromancer SummaryAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

     - [Zyphor]*

ZyphorHero

A Zyphor is an heroic Aeromancer that has passed beyond Windwalker and become

As with most heroes, a Zyphor is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Zyphor themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Windwalker Spells:
Wind WalkVacuumTornadoLift

Windwalker Crafting:
Forge (Copper Core)Greater Infusion (Air)

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Keywords:

Hero Zyphor Aeromancer Windwalker spellcaster

Aeromancer SummaryAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

Windwalker SummaryChampion

A Windwalker is an Aeromancer that harnessed the power of the wind to fly, using the air currents and controlled winds to elevate themselves so they can travel great distances quickly or get a better view of the battlefield. This requires the Windwalker to remain as light as possible, with sheer fabric and limited belongings. Their staff is a hallow fibrous plant, like bamboo, so it weighs almost nothing and holds a half dozen copper rings, placed during the stems grow stage.

Windwalkers are relatively peaceful by nature, traveling on the winds deeply connects them with the natural world, so they are not common adventurers, but in times of need they will take to the battlefield to protect their home or the natural world. In battle they take to the air to provide information to their allies and to avoid direct combat, and use their mastery of air to attack the enemy.

Chaos Mage

Chaos MageAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
Appraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Chaos Mage electro fire water earth air spellcaster
- Attaxis

AttaxisChampion

Attaxis are chaos mages that have absolutely mastered control and state of mind, they are by nature incredibly rare, able to perfectly harness the elemental forces that were once wild. Every chaos mage will at some point reach a point where the power they unleash is too much, they will either die, horribly, possibly taking their allies with them, or perfect their magic and achieve order and control over chaos, able to chose which elemental and even meld them as they see fit.

Attaxis are so rare that the few that exist are often renown throughout the kingdom in which they reside, often beyond. At home in tall stone towers where they can keep to themselves and only grant access to those wealthy enough to deserve their council. It takes a lot to get an Attaxis to adventure, either world changing events or a huge payout.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Attaxis Spells:
Controlled ChaosCompound CascadeDispel ElementsPrismatic Invocation

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Attaxis Crafting:
Forge (Aetherium Staff)Greater Infusion (Chaos)

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
ConfidentPatienceAppraisal: ElementalUnpredictableDetect Magic

Keywords:

Champion Attaxis Chaos_Mage electro fire water earth air spellcaster

Chaos_Mage SummaryAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

     - [Planeswalker]*

PlaneswalkerHero

A Planeswalker is an heroic Chaos Mage that has passed beyond Attaxis and become

As with most heroes, a Planeswalker is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Planeswalker themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Attaxis Spells:
Controlled ChaosCompound CascadeDispel ElementsPrismatic Invocation

Attaxis Crafting:
Forge (Aetherium Staff)Greater Infusion (Chaos)

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Keywords:

Hero Planeswalker Chaos_Mage Attaxis spellcaster

Chaos_Mage SummaryAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Attaxis SummaryChampion

Attaxis are chaos mages that have absolutely mastered control and state of mind, they are by nature incredibly rare, able to perfectly harness the elemental forces that were once wild. Every chaos mage will at some point reach a point where the power they unleash is too much, they will either die, horribly, possibly taking their allies with them, or perfect their magic and achieve order and control over chaos, able to chose which elemental and even meld them as they see fit.

Attaxis are so rare that the few that exist are often renown throughout the kingdom in which they reside, often beyond. At home in tall stone towers where they can keep to themselves and only grant access to those wealthy enough to deserve their council. It takes a lot to get an Attaxis to adventure, either world changing events or a huge payout.

- Chaos Blade

Chaos BladeChampion

A chaos blade is a chaos mage that has found the only way to control their magic is to channel it through a melee weapon, discharging their elemental energy upon contact. Due to the various elemental energies that flow through them, the chaos blade must use an Aetherium sword, anything else either burns or melts, this rare metal is in short supply and it is only after encountering the metal do they realise the possibility of becoming a chaos blade.

Chaos blades, often known as Aetherium knights, train relentlessly from the moment their sword is forged, only when they believe themselves to be ready dare they venture out into the world once more. Unlikely to ever find a position within any military or authority, they live for the life of adventure, so they will join any adventuring party that asks, and will actively seek out one to join.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed swords.

Melee Weapons:
Simple or Light two handed swords.

Armour:
Light or Medium robes.

Abilities

Chaos Blade Manoeuvres:
GrabChaos SlashChaos TrustChaos Storm

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Blade Crafting:
Forge (Aetherium Blade)Smelt (Aetherium)

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
RelentlessImpetuousAppraisal: ElementalUnpredictableDetect Magic

A Chaos Blade can only use their manoeuvres while using a weapon made from Aetherium.

Keywords:

Champion Chaos Blade Chaos_Mage melee spellcaster

Chaos_Mage SummaryAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

     - [Spell Thief]*

Spell ThiefHero

A Spell Thief is an heroic Chaos Mage that has passed beyond Chaos Blade and become

As with most heroes, a Spell Thief is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Spell Thief themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Chaos Blade Manoeuvres:
GrabChaos SlashChaos TrustChaos Storm

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Blade Crafting:
Forge (Aetherium Blade)Smelt (Aetherium)

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Keywords:

Hero Spell Thief Chaos_Mage Chaos_Blade spellcaster

Chaos_Mage SummaryAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Chaos_Blade SummaryChampion

A chaos blade is a chaos mage that has found the only way to control their magic is to channel it through a melee weapon, discharging their elemental energy upon contact. Due to the various elemental energies that flow through them, the chaos blade must use an Aetherium sword, anything else either burns or melts, this rare metal is in short supply and it is only after encountering the metal do they realise the possibility of becoming a chaos blade.

Chaos blades, often known as Aetherium knights, train relentlessly from the moment their sword is forged, only when they believe themselves to be ready dare they venture out into the world once more. Unlikely to ever find a position within any military or authority, they live for the life of adventure, so they will join any adventuring party that asks, and will actively seek out one to join.


NON BASIC CLASSES

Some classes have rules that the player must adhere to; failure to do so can lead to being deviated into another class. Others can only be taken by players when chosen by a deity. Some also represent the alternate hero classes afforded to dual-class champions.

ADVENTURER DEVIATIONS

Guardian

GuardianAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
AwarenessSteadfast

Keywords:

Adventurer Guardian melee leader
- Vindicator

VindicatorAdventurer

A vindicator is a guardian who chooses to set out on a path of vengeance after an ally has been killed, they no longer act in the best interest of another but set out to make amends. To vindicate themselves they must seek out and destroy the enemy, whether individual or organisation, responsible for the death of their ally. Clad in their historic armour their outward appearance changes very little, with one handed weapon and shield still preferred although now used to advance and strike.

Vindicators pursuit of vengeance is a driving force of party decisions, if their party was broken they will hire others to lend aid, or join new parties already seeking a similar goal. Once vindicated they must chose another glorious cause or take up the role of protector once again by becoming a guardian once more, or if they have become a champion, they could become a protector or keeper.

Vindicator is a deviation class available to any Guardian under specific conditions.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Vindicator Manoeuvres:
Shield RushHeavy StrikeCounter AttackVengeance

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
AwarenessSteadfastAwarenessSteadfast

Keywords:

Adventurer Vindicator Guardian melee leader

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Priest

PriestAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Priest must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Priest to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Priest divine spellcaster
- Theurgist

TheurgistAdventurer

A theurgist is a priest who has been chosen by their deity to lead a group stop a encroaching evil, first they train hard to improve their martial skills while gathering a party of powerful champions, then they undergo a ritual to receive a blessing. Once the theurgist and their party are ready, they set off towards the distant evil in an attempt to defeat it before it causes harm to the citizens of their nation. Now a decisive leader, able combatant, divine hero and powerful spellcaster.

Theurgist who get repeatedly chosen may no longer return to the role of priest, ever more seeking out those that are plaguing their parish, only when too old will they retire and take up a position guiding the next theurgist. If a long time theurgist becomes a champion they become known as a Doombringer, a martial focused priest who will continue to seek out and destroy the forces of evil.

A Theurgist must serve a deity from the children of Frahuden pantheon.

Theurgist is a deviation class available to any Priest under specific conditions.

Proficiencies:

Melee Weapons:
A Theurgist is proficient with thier deities chosen weapon.

Armour:
Light or Medium armour.

Abilities

Theurgist Manoeuvres:
TauntTwin StrikePreemptive StrikeAvenging Strike

Theurgist Divine Powers:
Ward EvilDivine ShieldDivine SmiteBrilliant Light

Theurgist Spells:
BlessSanctuaryHealHealing Pulse

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
StrongRelentlessPersuasiveOrateDetect Magic

Rituals:
Ritual: CommunionRitual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Theurgist to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Theurgist Priest melee leader divine spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Tamer

TamerAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
AwarenessAnimal Care

Keywords:

Adventurer Tamer support
- Cursebearer*

CursebearerAdventurer

A Cursebearer is a tamer who has violently lost their entire family of animal companions and too fearful of rearing a new family believing themselves to cursed. When such emotion a darker thought can overtake their minds and they search for a way to bring their family back, for most this search ends in vein, but those that discover a dark way to do so become Cursebearers. They raise their companions from the grave, completely oblivious to their visage, believing them to have returned to them.

Cursebearers rarely find an adventuring party, although the party they were a member of while a tamer, and during the journey to return the tamer's family may allow a Cursebearer to stay, the bond of friendship can overcome much. Should a curse bearer ever find a animal that awakens their old love of nature the undead companions will crumble to dust in an instant and they return to tamer.

Cursebearer is a deviation class available to any Tamer under specific conditions.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Cursebearer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Reckless Strike

Cursebearer Spells:
Augment UndeadGrasping HandsWitherMend Dead Flesh

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
RelentlessUnforgivingAwarenessAnimal CareDetect Magic

Rituals:
Necroism: Forstall DeathNecroism: Animate Companion

Keywords:

Adventurer Cursebearer Tamer support spellcaster

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Leader

LeaderAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
NegotiateCompel

Keywords:

Adventurer Leader support leader
- Avenger

AvengerAdventurer

An avenger is a leader that has suffered catastrophic loses, their entire party has fallen, they are alone. Blaming themselves for a failure of leadership, they forsake their role as a leader and set out on a quest for revenge on those that slayed their friends and comrades. Revenge is not possible alone, but they wont lead a party so they are forced to join one likely to encounter the same forces that brought the leaders former party, and should they find a group, guide them.

Avenger must of course be of use to the new party, so they hone their martial skills and train a variety of weapons to make it more likely to fit into a suitable party. Only after taking their revenge and bringing peace to their own troubled mind, and the souls of their friends, can the avenger rest, and only when they have rested will they be ready to join a party once more as a leader.

Avenger is a deviation class available to any Leader under specific conditions.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Avenger Manoeuvres:
Step AsideHeavy StrikeCritical StrikeAvenging Strike

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
RelentlessMercilessNegotiateCompel

Keywords:

Adventurer Avenger Leader melee

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Chaos Mage

Chaos MageAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
Appraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Chaos Mage electro fire water earth air spellcaster
- Anarchist*

AnarchistAdventurer

An anarchist is a chaos mage whose power has spiralled out of control, forced to live far from civilisation for the safety of others. They quickly realise that their magic will consume or destroy them, some will retreat into their home but others strike out on an adventure, seeking a way to gain control of their powers before the inevitable end. It takes a lot to convince others to help them, as those that do, put themselves in great danger in simply by being close by.

Anarchists will only choose this course of action if they have an idea of where to go or who to find, as they will spend the last of their energy and mental resistance to complete this adventure. If they succeed they will regain control and return to being a chaos mage, if they find absolute control they will have become an Attaxis and mastered the elemental forces and gained control over chaos.

Anarchist is a deviation class available to any Chaos Mage under specific conditions.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Anarchist Spells:
UnfetteredChaos BarrierChaos MissileParoxysm

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
Chaos VisionsUnpredictableAppraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Anarchist Chaos_Mage electro fire water earth air spellcaster

Chaos_Mage SummaryAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Engineer

EngineerCITIZEN

An engineer builds machines and machine parts using steel and brass, powered by electricity or steam. Some can also make gunpowder. Electricity powered machines are commonly called Electrotech these items are very rare and often unstable, while steam is a lot safer but with less potential.

As an engineer often uses metal, they have a forge to manipulate the metals, the best engineers have their own workshops, but others will work in the workshops of other smiths. As Electrotech is unstable, those engineers often work away from settlements to reduce collateral damage.

Most engineers are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Steel Frame)Forge (Brass Gear)Forge (Steam Engine)Tinker (Electrotech Charger)Tinker (Electrotech Core)Tinker (Control Module)

Skills:
EngineeringMeticulous

PARTY INTEGRATION

An engineer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Engineer or use as a background when creating an adventurer.

- Technomancer*

TechnomancerAdventurer

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Technomancer is a deviation class available to any Engineer under specific conditions.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Technomancer Manoeuvres:
Step AsideHeavy StrikeCritical StrikeArcane Strike

Technomancer Spells:
CatalystArcanum SheildArcanum MissilesSuppression Blast

Technomancer Crafting:
Manaforge (Arcanum Conduit)Pseudo Infusion (Arcanum)

Skills:
Steady HandsFocusedDetect Magic

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Keywords:

Adventurer Technomancer melee arcarnum spellcaster

DISAVOWED / EXORCISED

Disavowed

When a deity disavows a character they lose all divine powers and any related spellcasting or divine martial powers.

- Pariah*

PariahAdventurer

A pariah is a divine spellcaster who, by their own action or inaction, have been disavowed by their deity, they will have lost all divine powers and spellcasting ability. A pariah will not seek forgiveness and will not return to their previous role, those that chose this life often end up as hired swords and criminals, the only way they can become useful enough to make a living is to train in martial combat, those skilled enough may be able to join an unscrupulous adventuring party.

Pariahs are despised by followers of any pantheon that the pariah once worshiped, they can be exiled, or even imprisoned in the most devout of nations. Only by changing their identity could they remain, a new name, new clothes and a whole new life is needed to be able to join any semblance of society, even some adventuring parties wont allow a pariah to join if they know the truth.

A Pariah is disavowed by all deities.

Pariah is a deviation class available to any disavowed Priest or Disciple.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Pariah Manoeuvres:
DisarmHeavy StrikePreemptive Strike

Skills:
StrongBasic Labour

Keywords:

Adventurer Pariah melee
- Penitent*

PenitentAdventurer

A penitent is a divine spellcaster who, by their own action or inaction, have been disavowed by their deity, they will have lost all divine powers and spellcasting ability. The penitent will seek out forgiveness in which ever way they think best suits their deity, they could also gain favour with a new deity, although this will usually be one that opposes the original. Should they do so they will gain new or regain old powers and once again have the ability to cast divine spells.

The Penitent are welcome in groups on divine adventures of the same pantheon as they are always ready to take action in hope to gain favour, even taking such actions that risk their lives, as in their mind, that is more deserving of redemption. Forced to train in combat skills the penitent are only average combatants, their stubbornness being the big reason they continue to fight when injured.

A Penitent is disavowed by all deities.

Penitent is a deviation class available to any disavowed Priest or Disciple.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Penitent Manoeuvres:
ResilienceHeavy StrikeCounter Attack

Skills:
StubbornImpetuous

Keywords:

Adventurer Penitent melee
- Repentant*

RepentantAdventurer

A repentant is a divine warrior who, by their own action or inaction have broken their oath or pact and have been disavowed by their deity. Stripped of their divine power they must seek atonement to regain their divine powers and favour of their old deity or a new one from the same pantheon, it is not easy, they must continue to act in the manner of their oath or pact despite not getting the boons that it grants, a suitable grand quest and ritual is often required as penance for their actions.

Repentants retain all their combat skills, but they are no longer enhanced by their deity. They are still proficient with their deities chosen weapon but it is no longer their only option. Part of atonement is joining adventuring parties to undertake their quest and give them the opportunities to prove their worth and take actions in line with that of their previous oath or pact.

A Repentant is disavowed by all deities.

Repentant is a deviation class available to any disavowed Exemplar or Tormentor.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Repentant Manoeuvres:
FendHeavy StrikeCounter Attack

Skills:
PenitentStrong

Keywords:

Adventurer Repentant melee
- Oath Breaker*

Oath BreakerAdventurer

An oath (or pact) breaker is a divine warrior who, by their own action or inaction have broken their oath or pact and have been disavowed by their deity. Stripped of their divine power they forsake all deities and seek to use their physical skills alone to get ahead in life, often seeking out a criminal life, where they can fight their way to the top and lord over others through might and intimidation, but forever looking over their shoulder for a divine warrior to come hunting for them.

Oath breakers retain all their combat skills, but they are no longer enhanced by their deity. They are still proficient with their deities chosen weapon but it is no longer their only option. Oath breakers who rise to the top can become powerful tyrants, which in turn can lead to coming to the attention of the void, which can send an emissary to try and recruit the oath breaker.

An Oath Breaker is disavowed by all deities.

Oath Breaker is a deviation class available to any disavowed Exemplar or Tormentor.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Oath Breaker Manoeuvres:
FendHeavy StrikePreemptive Strike

Skills:
IntimidateStrong

Keywords:

Adventurer Oath Breaker melee
Exorcised

When a servant of the void breaks free of its influance they lose all divine powers and any related spellcasting or divine martial powers.

- Void Hunter*

Void HunterAdventurer

A void hunter was once a diabolist, but through luck or force of will has managed to break free of its corrupting influence, if they can survive their escape they will seek out their previous life, hoping to find family and become a citizen once more. But when they return home they found their family murdered and their home destroyed, so with nothing but their fighting skills, and the knowledge they hold they have little choice but to become an adventurer, taking work wherever they can.

Void hunters will first join parties as fighters, building trust with their allies and completing many a quest, but at some point their thoughts turn to defeating what once held dominion over them. It is this choice that awakens latent power, they gain the ability to detect the presence of void shards and void users, this leads them to hunt down the followers and destroy the infestation.

A Void Hunter is a Exorcised servant of the void.

Void Hunter is a deviation class available to any Exorcised under specific conditions.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Void Hunter Manoeuvres:
ResilientCritical StrikeBargeDetect: Void

Skills:
CoerceAwareness

Keywords:

Adventurer Void Hunter melee
- Doomsayer*

DoomsayerAdventurer

A doomsayer was once an apostate, one that broke free of its overpowering mind slavery and through some fortune escaped. Now they spend their days preaching about the terrible evil that must be defeated, but few listen. With no power behind them, they are no more than a prophet or missionary, but occasionally some adventurer will take their words as a quest and take them into their party as a guide. The ex-apostate will either learn fast, or die, as such they will pick up basic combat skills.

Those that survive long enough will begin to feel a new connection, one that grants them use of their old powers but in a new way, the deity behind these powers doesn't make themselves known.

A Doomsayer is a Exorcised servant of the void.

Doomsayer is a deviation class available to any Exorcised under specific conditions.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Doomsayer Divine Powers:
Ward EvilDivine ShieldAura ShardsRedemption

Doomsayer Spells:
ExonerateSanctuaryMendCensure

Skills:
OrateLurkDetect Magic

Divine power and Spellcasting requires the Doomsayer to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Doomsayer divine spellcaster

DEITY CHOSEN CHAMPIONS

Victirus: Exemplar

ExemplarAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

Divine power requires the Exemplar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Exemplar melee leader divine
- Palatine*

PalatineChampion

A palatine is an exemplar, a knight of the highest order within the kingdom of Alantor, only those deemed to have been chosen by Victirus can join the knightly order, those chosen do not always come from the Alantor military, any exemplar, Justicar, crusader or knight could be chosen. When inducted into the order each palatine is given a galvanic longsword to act as a badge of office and as a means to channel greater divine power and the electro-elemental power of Fulmin, the plane of electro.

Palatine re-pledge their oath, with an addition to serve the king or queen of Alantor, Alantor itself and the people of the kingdom. They will exclusively use their galvanic blade in combat, any other weapon is a poor replacement, while holding the blade the palatine glows with a divine aura that evil creature dare not look up on, for it foretells their doom.

A Palatine must serve the deity Victirus.

Proficiencies:

Melee Weapons:
A Palatine is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Palatine Manoeuvres:
TauntCritical StrikeSmiteCharged Strike

Palatine Divine Powers:
RadianceElectro ShieldPunishing StrikeLightning Storm

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
ChivalrousCoup De GraceHonourableHonest

Divine power requires the Palatine to be wielding a Galvanic Longsword.

Keywords:

Champion Palatine Exemplar melee leader divine electro

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

Abixlion: Tormentor

TormentorAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

A Tormentor must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
A Tormentor is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
IntimidateCoerce

Divine power requires the Tormentor to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Tormentor melee leader divine
- Corruptor*

CorruptorChampion

A corruptor is a tormentor of Abixlion who has been charged with the corruption of the enemies champions, any hero that follows any child of Frahuden that can swayed to the side of Abixlion is a great win for the deity and their followers. With the task of going up against the most skilled and powerful heroes, only the strongest and most able tormentors are chosen to take up the role of corruptor, they are forged a Hellfire blade and their pick of allies to form a dark adventuring party.

Corruptors that gather powerful new allies are tasked with venturing into the Temple of Arcanis, although all previous parties have never returned, Abixlion assures each of them they are the first. Other roles for the corruptor is to hunt down and slay any that escape the Zarak Holds, as Abixlion wished for their existence to remain hidden from the wider world, as he is not ready.

A Corruptor must serve the deity Abixlion.

Proficiencies:

Melee Weapons:
A Corruptor is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Corruptor Manoeuvres:
GoadCritical StrikeSmiteIncapacitating Strike

Corruptor Divine Powers:
Corrupt ThoughtsDetect LawOppressive StrikeRemove Morality

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
DeceiveCoerceIntimidateCoerce

Divine power requires the Corruptor to be wielding a Hellfire.

Keywords:

Champion Corruptor Tormentor melee divine

Tormentor SummaryAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

Rayis: Priest

PriestAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Priest must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Priest to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Priest divine spellcaster
- Sun Priest*

Sun PriestChampion

A sun priest is a devoted human priest of Rayis, chosen by the deity themselves through a divine communion after an heroic dead, the priest is granted a connection to the Volcanis, the plane of fire, home to Rayis and the Golden Flame. With this new power the priest can summon divine fire to smite the enemy, purify desecrated areas and cleans the world of evil. Gifted a Sunfury blade, the priest will train harder than ever before, as to draw the blade is to bring death to the enemies of Rayis.

Sun priests are charged with finding the most terrible of evils, ridding the world of the undead, demons and void worshiping creatures. Each quest requires a party of great power, which the sun priest will lead from the front with Sunfury blade in hand, empowering their allies, protecting them from the enemy and lending a share of their divine power, to vanquish their foes in the name of Rayis.

A Sun Priest must serve the deity Rayis.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Sun Priest Divine Powers:
RadianceCleanseDivine StrikePurify

Sun Priest Spells:
EmpowerFlareDivine FireBlinding Light

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
SteadfastDevoutPersuasiveOrateDetect Magic

Divine power requires the Sun Priest to be wielding a Sunfury Blade.

Keywords:

Champion Sun Priest Priest leader divine fire spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Katrinix: Disciple

DiscipleAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Disciple must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
PersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Disciple to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Disciple divine spellcaster
- Blood Priest

Blood PriestChampion

A blood priest is a female Nelvari disciple of Katrinix who uses the blood of mortal creatures to enhance her power, this practice, commonly called blood magic, was taught to early Nelvari by Katrinix herself, then passed down generations from sister to sister and mother to daughter. Only by using their own blood can a blood mage be sure of its potency, but this ultimately consumes their own life force, so most of their magic will consume the blood of others, but potency quickly diminishes.

Blood priests are integral in the armies of the Nelvari, so much so that the commanders will ensure there are slaves on hand for the priests to obtain fresh blood. Bloodletting rituals can be used to empower the blood mage for many hours, typically this will drain a slave of their life force until dead, or after a battle the blood priest will be brought surviving enemies in chains.

A Blood Priest must serve the deity Katrinix.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Blood Priest Divine Powers:
PainBlood BoilVampiric BiteExsanguinate

Blood Priest Spells:
AnemiaBlood BarrierBlood ShardsHemoturgy

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
CoerceManipulatePersuasiveOrateDetect Magic

Rituals:
Blood Ritual: Blood GolemBlood Ritual: BloodlettingDark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power requires the Blood Priest to be wielding a Plasmatic.

Keywords:

Champion Blood Priest Disciple divine spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Mathandria: Harrier

HarrierAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Skills:
AwarenessBalanced

Keywords:

Adventurer Harrier melee
- Bladesinger*

BladesingerChampion

A Bladesinger is a halfling harrier granted divine power by Mathandria for the purpose of defending the halfling of Sovin from external threats. Empowered, the harrier has command over the elemental force of air, able to use it both attack, defend and aid in the impossible leaps and flips that the Bladesinger performs, earning its name through the gentle harmonics heard as a result of the air itself being moved around at high speeds and the aether blades gifted by Mathandria.

Bladesingers are not only chosen for their skills, but for their abilities to lead a group, as such they are expected to form parties, lead them into the outside world and stop harm coming to Sovin. When the task is complete the Bladesinger will return home and take up a role of mundanity, like farming, until they are next called to battle, keeping up their skills by continuing to train.

A Bladesinger must serve the deity Mathandria.

Proficiencies:

Melee Weapons:
A Bladesinger is proficient with thier deities chosen weapon.

Armour:
Light armour.

Abilities

Bladesinger Manoeuvres:
CycloneRapid StrikeTwin StrikeAriel Strike

Bladesinger Divine Powers:
DiaphanousFeatherWind BladeAsphyxiate

Harrier Manoeuvres:
DisarmCritical StrikeDual ThrowSpring Attack

Skills:
RapidAgileAwarenessBalanced

Divine power requires the Bladesinger to be wielding a Aether.

Keywords:

Champion Bladesinger Harrier melee leader divine

Harrier SummaryAdventurer

A harrier is a mid range fighter, with throwing weapons such as knives, axes, or javelins they will strike from a concealed place, launching their weapons before diving back into cover, this will continue as long as concealment is available, moving to a secondary melee role as the encounter continues. Harriers make use of light weapons, light armour and importantly throwing weapons, often carrying many of each type as retrieving weapons mid battle causes them to slow down.

Whether with throwing weapons or melee, harriers will always stay on the move, supporting allies by engaging enemies from the rear or by landing a distracting blow. In a one on one fight they are at a disadvantage, that's why they never engage one on one, confident that while they watch their allies backs, their allies understand to never leave a harrier alone.

Elfinihiar: Archer

ArcherAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
AwarenessKeen Eye

Keywords:

Adventurer Archer support
- Exalted Archer*

Exalted ArcherChampion

A Bladesinger is a halfling harrier granted divine power by Mathandria for the purpose of defending the halfling of Sovin from external threats. Empowered, the harrier has command over the elemental force of air, able to use it both attack, defend and aid in the impossible leaps and flips that the Bladesinger performs, earning its name through the gentle harmonics heard as a result of the air itself being moved around at high speeds and the aether blades gifted by Mathandria.

Exalted archers will form or join a suitable adventuring party, for their quest should not be attempted alone, the great evils they seek to destroy are always powerful and often surrounded by those who would protect them from harm. Their Maelstrom bow acts as a conduit for the divine power of Elfinihiar, with it they can infuse their arrows with divine energies as they unleash retribution.

An Exalted Archer must serve the deity Elfinihiar.

Proficiencies:

Melee Weapons:
An Exalted Archer is proficient with thier deities chosen weapon.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Exalted Archer Manoeuvres:
Point Blank ShotTwin ShotPower ShotPenetrating Shot

Exalted Archer Divine Powers:
Divine ArrowsProvidenceDivine ShotHail of Divine Doom

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
Flawless VisionRelentlessAwarenessKeen Eye

Divine power requires the Exalted Archer to be wielding a Maelstrom Bow.

Keywords:

Champion Exalted Archer Archer melee leader divine

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

DEITY CHOSEN CHAMPIONS

Thaiek: Berserker

BerserkerAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Can not wear any armour.

Abilities

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
FocusedImpetuous

Keywords:

Adventurer Berserker melee
- Grimbeard*

GrimbeardChampion

A Grimbeard is a berserker chosen by the dwarven deity, Thaiek, Lord of Iron. A Grimbeard is only chosen when a dwarven city within Azaken becomes under threat by any of the Zariger armies, first they are tasked with leading defensive actions, alongside the city's militia, then, when the initial attack recedes, they are tasked with launching a counter attack. Gifted divine power and a Seismic hammer, to emulate the hammer of Thaiek that rests within the capital's grand hall and the great king.

Grimbeards are steadfast in defence but unrelenting in assault, and when the time comes to strike the Grimbeard will assemble a small party of the most skilled warriors to seek out and destroy siege engines and eliminate the leaders of the enemy force. Once a Grimbeard has successfully defended the attack they strike deep into enemy lines to kill as many possible before suffering an heroic death.

A Grimbeard must serve the deity Thaiek.

Proficiencies:

Melee Weapons:
A Grimbeard is proficient with thier deities chosen weapon.

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Can not wear any armour.

Abilities

Grimbeard Manoeuvres:
LungeBreak The LineCritical StrikeReckless Strike

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
SteadfastUnrelentingFocusedImpetuous

Divine power requires the Grimbeard to be wielding a Seismic.

Keywords:

Champion Grimbeard Berserker melee leader divine

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Nazzikor: Thanaturge*

ThanaturgeAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
DeceiveConcealDetect Magic

Rituals:
Necroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Adventurer Thanaturge necro spellcaster
- Necroblade*

NecrobladeChampion

A Necroblade is a Thanaturge that, through their use of necro energy, has caught the attention of the deity Nazzikor, aka The Reaper. Chosen as a champion to wage war against the living, granted divine powers to enhance their ability to raise the dead. A Necroblade must train hard to be able to wield a Witherblade, while Nazzikor's chosen weapon is a scythe, the Necroblade however, may wield any Witherblade, which is most often a heavy sword due to its ease of use and intimidating appearance.

Once ready they sent into heavily populated regions to begin their unholy crusade. First they will target small towns and villages, with which to raise an army before assaulting large towns and their culmination will often be at a major city. Nazzikor will draw in other followers to aid the Necroblade, the final assault will be overwhelming, allowing the Necroblade to fulfil a secondary goal.

A Necroblade must serve the deity Nazzikor.

Proficiencies:

Melee Weapons:
A Necroblade is proficient with thier deities chosen weapon.

Armour:
Can not wear any armour.

Abilities

Necroblade Manoeuvres:
GoadCritical StrikeHeavy StrikeReckless Slash

Necroblade Divine Powers:
AtrophyDetect GoodChannel DivinityWithering Touch

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
Dead FleshRitual: ResurrectionDeceiveConcealDetect Magic

Rituals:
Necroism: Animate SkeletonNecroism: CommunicateNecroism: Forstall DeathNecroism: Animate Corpse

Divine power requires the Necroblade to be wielding a Deathfrost.

Keywords:

Champion Necroblade Thanaturge melee divine spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Vorseth: Neuromancer

NeuromancerAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Proficiencies:

Armour:
Light or Medium robes.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindForget itDetect Magic

Keywords:

Adventurer Neuromancer psionics spellcaster
- Occultist*

OccultistChampion

An occultist is a Neuromancer that first untapped the power of Esper as a result of the Lord of Beasts, Vorseth. Only races that have a spark of the beast can be occultist, most commonly they exist within the dragonkin species and the Kandoi. Those that master their Neuromancer powers within these races draw the attention of their deity and are given special powers with which to lead and protect their people. Occultists are not adventurers, they sit beside those in charge, offering guidance.

Occultist forced to take control of a group or situation use their immense psionic powers to either influence others to backing them or to rebel against those the occultist needs to replace. Suddenly a while tribe or even city can work with one mind as the occultist exerts full control, at this moment, they are their peek, completing tasks far quicker or defending with a new found determination.

An Occultist must serve the deity Vorseth.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light armour.

Abilities

Occultist Divine Powers:
Divine GuidanceDetect ThoughtsMind WrackSteal Vision

Occultist Spells:
SeditionFaster, HarderHold Your GroundHive Mind

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
AwarenessMeticulousRead MindForget itDetect Magic

Divine power requires the Occultist to be wielding a Mindblade.

Keywords:

Champion Occultist Neuromancer divine psionics spellcaster

Neuromancer SummaryAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Trozok: Tamer

TamerAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
AwarenessAnimal Care

Keywords:

Adventurer Tamer support
- Myrmidon*

MyrmidonChampion

A myrmidon is an Orc tamer, chosen by Trozok due to their ferocity in combat and their zealous pursuit of any non orc they encounter. Subtly guided to a relic weapon, a Stonemantle axe, hammer or mace. Once found the weapons sparks a divine connection, suddenly the deity to whom the tamer cries out in battle or in whose name they kill their enemies, responds, Trozok's commands are undeniable, and with acceptance comes great divine power.

Once chosen, the myrmidon will quickly rise through any tribe they are part of, often outing the chieftain and taking over as a new divine leader. Once their tribe accepts this, the myrmidon will lead them on to conquer other tribes, guided by the Clan Lord, Trozok, himself. Once their combined tribes re large enough a full scale assault on the nearest settlement of non orc kind will be mounted.

A Myrmidon must serve the deity Trozok.

Proficiencies:

Melee Weapons:
A Myrmidon is proficient with thier deities chosen weapon.

Armour:
Light or Medium armour.

Abilities

Myrmidon Manoeuvres:
LeapCritical StrikeHeavy StrikeMantle Strike

Myrmidon Divine Powers:
FerocityIgnore WoundsBestial FuryResonant Howl

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
ImpetuousFerociousAwarenessAnimal Care

Divine power requires the Myrmidon to be wielding a Stonemantle.

Keywords:

Champion Myrmidon Tamer melee divine

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Ayneaxian: Diabolist

DiabolistAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

A Diabolist must serve the Void.

A Diabolist must serve the deity void.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Skills:
CoerceDeceive

Divine power requires the Diabolist to be wielding a void shard.

Keywords:

Adventurer Diabolist melee void
- Incarnate*

IncarnateChampion

An incarnate is an diabolist who has successfully turned their entire party to the service of the void, the reward for such an achievement is to be elevated to an incarnate by Ayneaxian. As an incarnate their body is changed, forever warped by the power of the void, becoming an incarnate is a first step on the path to demon hood, it is as an incarnate that they perform the most horrendous of deeds to fully complete their accession, and becoming the leader of their party of void servants.

As a creature of warped flesh, it is impossible for them to move within populated areas during the day, and even at night they need a cowl and shadow, as such they are not off adventuring. The incarnate will set up a fortified position within underground areas, often sewers or dungeons, using their minions to slowly take over the city and wider areas, in the hope of creating a void touched land.

An Incarnate must serve the deity Ayneaxian.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Incarnate Manoeuvres:
Harden FleshHeavy StrikeCalled StrikeImpaling Graple

Incarnate Divine Powers:
DespairDetect ConsecrationDecimateDrain Will

Incarnate Spells:
TormentTendrilsVoid CageVoid Crush

Diabolist Manoeuvres:
ResilientCritical StrikeBargeCorrupting Strike

Diabolist Divine Powers:
DarknessDetect LawChannel DivinityCorruption

Skills:
IntimidateStrongCoerceDeceiveDetect Magic

Rituals:
Adorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Incarnate to be wielding a void shard.

Keywords:

Champion Incarnate Diabolist melee leader void spellcaster

Diabolist SummaryAdventurer

A diabolist is a divine warrior and cult member who undergoes intense combat training in the hope of being chosen by their dark apostle to receive a void shard. The void shard allows them to connect make covenant with the void, wielding its power to serve its goals, which involve the destruction of mortal kind, with the promise of everlasting paradise for those who serve. Clad in the heaviest of armours and given their choice of weapons. Only the servants of the void use diabolists.

Diabolists are sent out into the world, told to join groups of adventurers and guide them into taking actions that benefit the void, through trickery or subversion. These parties may not know about or understand what the void is, so the diabolist does not need to hide their abilities, and the party may end up releasing some void creature, summoning one to the mortal plane or killing an enemy.

Aynaeritar: Apostate

ApostateAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

An Apostate must serve the Void.

An Apostate must serve the deity void.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light or Medium armour.

Abilities

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Apostate Spells:
CastigateSanctuaryMendRift

Skills:
DeceiveLurkDetect Magic

Rituals:
Adorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Apostate to be wielding a void shard.

Keywords:

Adventurer Apostate void spellcaster
- Fearmonger*

FearmongerChampion

A fearmonger is an apostate who has searched for and found the void mirror deep beneath the surface, and touched it's ephemeral surface. At the moment of contact they become aware of a name, Aynaeritar. The apostate is changed forever, warped by the power of the void, they have taken a step on the path to demon hood, they forget all that went before, they finally know the truth of the void and care not, when they finally step away it will be hundreds of years later, and they have a new quest.

Fearmongers emerge into a world changed, they will be met by void worshipers, who will have been told about a great champion emerge at that precise time. With an army at their command, they spread fear and terror in the region, laying waste to villages and towns, avoiding cites to start with, and if the region doesn't have the strength to resist, the fearmonger will inevitably take their cites.

A Fearmonger must serve the deity Aynaeritar.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Fearmonger Divine Powers:
Fearsome VisageVoid BarrierVoid StormTerrify

Fearmonger Spells:
DreadOppressionVoid StrikeTerror

Apostate Divine Powers:
Ward LawVoid ShieldVoid StrikeDamnation

Apostate Spells:
CastigateSanctuaryMendRift

Skills:
RuthlessIndomitableDeceiveLurkDetect Magic

Rituals:
Adorcism: AynaeritarAdorcism: CommunicateAdorcism: Summoning

Divine power and Spellcasting requires the Fearmonger to be wielding a void shard.

Keywords:

Champion Fearmonger Apostate leader void spellcaster

Apostate SummaryAdventurer

An apostate is a spellcaster that channels the power of the Void after coming into contact with a void shard, although they do not fully understand what they have connected to, as the Void hides much while promising great power. Provided the apostate continues to act in the interest of the Void the power they receive in return will grow. Often alone, they are forced to master many weapons and what ever armour they find, the life of a apostate is a lonely one.

Apostates do not work well with others so they will not form a party or seek others to assist them, however they will join parties that don't have strong religious members, providing their goals align with their masters. As others do not trust apostates, they keep their true identity a secret, willing to go as far as necessary to achieve their goals.

CLASS SPECIFIC
HERO CLASSES

Duellist

DuellistAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light armour.

Abilities

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Skills:
AwarenessConfident

Keywords:

Adventurer Duellist melee leader
+ Mage

MageAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumMeticulousDetect Magic

Keywords:

Adventurer Mage arcarnum spellcaster
- [Mystic Blade]*

Mystic BladeHero

A mystic blade is a duellist that has, by study and practise, mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mystic blade to enhance their fighting skills, as with all arcanum users, the mystic blade can not wear any armour, but this increases their speed and agility further.

Mystic Blades care not for the subtleties of the mage, their study focuses on the offensive and defensive powers that the arcanum gives them. Their free hand allows the quick somatic gestures that arcanum requires while the sword can act as a wizards staff or rod with which to channel the arcanum and deliver power charged strikes to the enemy. Mystic blades can only infuse their own blades.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light or Medium robes.

Abilities

Mystic Blade Manoeuvres:
Double ParryArcane SlashBladefuryShatter Strike

Mystic Blade Spells:
Ground StrikeArcanum SheildArcanum MissilesOppression Shockwave

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumFocusedAwarenessConfidentAwarenessConfidentDetect Magic

Keywords:

Hero Mystic Blade Duellist Mage melee arcarnum spellcaster

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Mage SummaryChampion

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Archer

ArcherAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
AwarenessKeen Eye

Keywords:

Adventurer Archer support
+ Mage

MageAdventurer

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumMeticulousDetect Magic

Keywords:

Adventurer Mage arcarnum spellcaster
- [Archer Arcanum]

Archer ArcanumHero

An archer arcanum is an archer mage who has learnt how to infuse their arrows with arcane energy, with each arrow fired the archer arcanum can apply a different infusion allowing the archer to overcome any foe. Very few mages will take up the bow so archer mages are rare, those that can perfect this skill and become an archer arcanum as the rarest of them all, it takes great discipline to continue to precise the bow, study the arcanum and to combine the both is a feat most will never encounter.

Archers arcanum are able to bypass armour, shields and even intervening objects, their arrows passing through the physical and striking their target with flawless accuracy. If armour is not the problem the arrow can be infused with energy to be released upon impact, resulting in a range of additional effects such as knocking the target off their feet, blinding them or even paralysis.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Arcanum Manoeuvres:
Point Blank ShotDouble ShotPerfected ShotUnstoppable Shot

Archer Arcanum Spells:
Flawless SightArcanum SheildArcanum ShotRain Death

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumFocusedAwarenessKeen EyeAwarenessKeen EyeDetect Magic

Keywords:

Hero Archer Arcanum Archer Mage melee leader arcarnum spellcaster

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

Mage SummaryChampion

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

Berserker

BerserkerAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Can not wear any armour.

Abilities

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
FocusedImpetuous

Keywords:

Adventurer Berserker melee
+ Tormentor

TormentorAdventurer

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

A Tormentor must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
A Tormentor is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
IntimidateCoerce

Divine power requires the Tormentor to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Tormentor melee leader divine
- [Harbinger]*

HarbingerHero

A harbinger is a berserker who makes a divine connection to a child of Saiyiden, to bring doom and destruction to the world as they know it, with a promise of ever lasting life and or power beyond the destruction, and a significant place in the new world order. The harbinger will decorate their body with emblems and writings of their deity, using tattoos, piercings and scarification. Their weapon is replaced by the chosen weapon of their deity or some larger two handed version of it.

Harbingers pursue their goal with a fierce zeal, pursuit of a particular enemy, or acquisition of a particular item will have them join a party providing they don't ask too many questions. They fight with a distinct hatred, as if every enemy has slighted them personally, often stopping to dismember the enemy for nothing more than the pleasure in doing so.

A Harbinger must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
A Harbinger is proficient with thier deities chosen weapon.

Armour:
Can not wear any armour.

Abilities

Harbinger Manoeuvres:
Step AsideFurious StrikeBargeSkewer

Harbinger Divine Powers:
PortentDarknessDesolate StrikeDoom Stare

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Tormentor Manoeuvres:
BarbHeavy StrikeBargeCondemned Strike

Tormentor Divine Powers:
ChromaDetect GoodChannel DivinityLife Leach

Skills:
StrongCompelFocusedImpetuousFocusedImpetuous

Divine power requires the Harbinger to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Harbinger Berserker Tormentor melee divine

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Tormentor SummaryChampion

An tormentor is divine warrior who pledges themselves to their deity by means of a pact, typically after coming of age after an adolescence of criminality. Tormentor fighting styles vary by deity and region, self taught in the use of their deities chosen weapon and various armours. Tormentors are instructed to seek out the enemies of their deity in return for the great power they are bestowed with, although many will also peruse their own goals alongside.

Tormentor's pacts are made directly with their deity, failure to adhere to the pact by performing an opposing action, will result in them being discharged of it and severally punished, they will lose their divine powers and other tormentors will seek to destroy them. Opposing actions vary from one deity to another.

Spy

SpyAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light armour.

Abilities

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
Slip AwayConceal

Keywords:

Adventurer Spy support
+ Neuromancer

NeuromancerAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Proficiencies:

Armour:
Light or Medium robes.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindForget itDetect Magic

Keywords:

Adventurer Neuromancer psionics spellcaster
- [Manipulator]*

ManipulatorHero

A manipulator is a spy that either always had or spontaneously develops extrasensory perception, otherwise called Esper. This ability is undeniably powerful as it is, but for a spy, to able to direct the minds of military generals, monarchs or other leaders, is world changing. Some Neuromancers are trained to be spies while their powers become strong enough to out into use, then sent out to manipulate the leaders of rival nations, or to quell rebellions or prevent a coup.

Manipulators without any ties to authority go about their daily lives with what appears to be extreme luck, at least to party members and friends, able to talk their way out of most situations, or simply avoid being caught by sheer chance. Those with ambition can seek out to rule for themselves, with enough time they can become a part of a monarchy by manipulating all others of the house.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light armour.

Abilities

Manipulator Spells:
TrustMy LordTraitorous StrikeSupplant Thought

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
CoerceChange OpinionSlip AwayConcealSlip AwayConceal

Keywords:

Hero Manipulator Spy Neuromancer support psionics

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

Neuromancer SummaryChampion

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Scoundrel

ScoundrelAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Abilities

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Skills:
BluffSlight of Hand

Keywords:

Adventurer Scoundrel support
+
- [Malefactor]*

MalefactorHero

A malefactor is a scoundrel who through desperation, greed or unfortunate coincidence came into contact with the void, the all corrupting influence immediately taking hold and offering the scoundrel everything they want, in return for something outwardly simple. Supplementing their combat skills is void magic, with the desires of the scoundrel heightened, suddenly getting the ability to control power forces and supress the will of others always ends badly.

Malefactors, just like anything else touched by the void, quickly discover that the deal they agreed will forever extend and by the time they discover this, it is too late, they are now a servant of the void. If the malefactor gets what they wanted they will try to keep their position or power while undertaking the directions of the void, which will have a citizen in a position of power.

A Malefactor must serve the Void.

A Malefactor must serve the deity void.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Melee Weapons:
Simple two handed swords.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Abilities

Malefactor Spells:
ShroudVoid CrushTendrilsWipe Memories

Scoundrel Manoeuvres:
DistractDeceitful StrikeCritical StrikeOpportunist

Skills:
DeceiveCoerceBluffSlight of HandDetect Magic

Keywords:

Hero Malefactor Scoundrel void spellcaster

Scoundrel SummaryAdventurer

A scoundrel is a charismatic opportunist, out for themselves first, second and third, although capable of fighting in combat they will typically use their cunning and guile to avoid it if they can. In combat they use the art of distraction and trickery to get the better of their enemies, striking when they least expect it and have no morale objections to stabbing their enemies in the back. Resourceful and adaptable in combat, skilled with most blades and often found in light armour.

Scoundrels care little of the laws if they think they can get away with breaking it, while a party leader might instruct them to follow the rules they often can not pass up a good opportunity. In return a party will get encounter capable fighter and skilled negotiator, as well as having someone on hand to do what needs to be done, with no questions asked.

Leader

LeaderAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
NegotiateCompel

Keywords:

Adventurer Leader support leader
+ Neuromancer

NeuromancerAdventurer

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Proficiencies:

Armour:
Light or Medium robes.

Abilities

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindForget itDetect Magic

Keywords:

Adventurer Neuromancer psionics spellcaster
- [Overseer]*

OverseerHero

An overseer is a leader who latent powers have come to the front, their mental powers, known as telepathy or psionics this power enhances a leaders capability so much that the term overseer is more than abt. Able to give commands at greater distances, unheard by the enemy, and able to understand their allies thoughts in response allows for quicker reaction and greater understanding of the ally's decisions. Unlike Neuromancers, the overseer does not attempt to manipulate the enemy.

Overseers are sought after by nation leaders, as advisors they can offer great insight into battle tactics, large scale war plans but also in sessions with domestic, foreign and even enemy representatives the overseer can probe their minds and know if they are being truthful or deceiving them, often the overseer is given a seat on the council.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Overseer Spells:
CourageCalled InterceptCalled TauntRally

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindCalmNegotiateCompelNegotiateCompelDetect Magic

Keywords:

Hero Overseer Leader Neuromancer leader psionics spellcaster

Leader SummaryAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Neuromancer SummaryChampion

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

Tamer

TamerAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Skills:
AwarenessAnimal Care

Keywords:

Adventurer Tamer support
+ Druid

DruidAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareAnimal CareDetect Magic

Keywords:

Adventurer Druid gaia spellcaster
- [Pathfinderx]*

PathfinderxHero

A pathfinder is a tamer who through their close contact to animals and their time spent in the wild places are able to make a connection to the force of life, much like a druid, they understand the natural world and how to channel this force to invigorate plant life and summon animals, this allows them to summon more animals of their companions type, making a bigger pack temporarily or a singular beast into a herd. This power. also allows them greater communication with their companions.

Pathfinders use their life magic to heal their companions, making their bond even greater, this connection to the life force makes a loss even greater, when a companion passes they must perform a burial ritual akin to those held by the characters people. But the attendants will be others of the companions species and not the pathfinders people, other than their party members.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Armour:
Light armour.

Non metal armour only

Abilities

Pathfinderx Spells:
Greater BondRapid GrowthSummon AnimalHeal Companion

Tamer Manoeuvres:
Companion: RecallCompanion: Called StrikeCompanion: AttackCompanion: Coordinated Strike

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareFerralAwarenessAnimal CareAwarenessAnimal CareDetect Magic

Keywords:

Hero PathfinderX Tamer Druid support gaia spellcaster

Tamer SummaryAdventurer

A tamer raises and trains otherwise wild animals, they use these animals to engage with their enemies in an encounter, the animals are fiercely loyal to the tamer, viewing them as a parent figure, so much so that even if the tamer is downed, the animals will remain to defend their body. As a support role, a tamer shies away form personal combat, preferring to call their animals back to their side to defend, and use both verbal and mechanical sounds to co-ordinate their attacks from a distance.

Tamers use basic weapons and natural armour, as they spend a lot of time in the wilderness training their animals, preferring leathers and wooden armour and weapons. A tamer can have anything from a single larger, tougher, stronger beast to a pack of smaller more agile ones, but all of their animals will share a creature type, and they will protect each of them as much as they protect the tamer.

Druid SummaryChampion

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Berserker

BerserkerAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Can not wear any armour.

Abilities

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Skills:
FocusedImpetuous

Keywords:

Adventurer Berserker melee
+ Druid

DruidAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareAnimal CareDetect Magic

Keywords:

Adventurer Druid gaia spellcaster
- [Warden]*

WardenHero

At times of immense need the natural force Gaia will surge into select champions with much greater effect, each champion is infused with such energy that they become beacons of Gaia itself. Mighty force forged armour forms around the druid, made from the strongest living materials possible, trees rapidly grow out of the ground beneath them to form a sword and shield, with the blade and outer surface hardened rapidly into a natural diamond like material, the druid becoming a warden of Gaia.

While a warden retains their druidic power, they gain martial skill though the shared memories of all wardens beforehand. Able and willing to wade into battle, or stand their ground against an approaching destructive force, often wardens from across the region will gather together as the enemy approaches, perfectly times to be in place at just the right moment.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Warden Manoeuvres:
Absorb MagicCritical StrikeHeavy StrikeGaia Surge

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
SteadfastUnrelentingFocusedImpetuousFocusedImpetuous

Keywords:

Hero Warden Berserker Druid melee gaia

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Druid SummaryChampion

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Priest

PriestAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Priest must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Priest to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Priest divine spellcaster
+ Druid

DruidAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareAnimal CareDetect Magic

Keywords:

Adventurer Druid gaia spellcaster
- [Thaumaturge]*

ThaumaturgeHero

A thaumaturge is a priest who has unlocked the force of life, wielding this power, coupled with divine power essentially gives them an ultimate power of life, able to call back souls from Eternium or Infernis, the afterlife planes. With the power of the thaumaturge death is but a door and time but a window, with the right components they can return anyone to life, even if the body was destroyed. Considered a miracle by onlookers, an overreach of power by many, the thaumaturge is controversial.

Thaumaturge are incredibly rare, and in some areas they are more of a myth or legend. Able to live far beyond the lifespan of their species, only when incredible old age begins to rob them of their mind do they retire, many seek out the ancient resting place of the gods, perhaps believing them to their equal.

A Thaumaturge must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Armour:
Light or Medium armour.

Abilities

Thaumaturge Spells:
Ward Death

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
MeticulousPatiencePersuasiveOratePersuasiveOrateDetect Magic

Rituals:
Ritual: Restore LifeRitual: ResurrectionRitual: Cure DiseaseRitual: Cure Sickness

Divine power and Spellcasting requires the Thaumaturge to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Thaumaturge Priest Druid gaia spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Druid SummaryChampion

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Disciple

DiscipleAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Disciple must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
PersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Disciple to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Disciple divine spellcaster
+ Thanaturge*

ThanaturgeAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
DeceiveConcealDetect Magic

Rituals:
Necroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Adventurer Thanaturge necro spellcaster
- [Stitcher]*

StitcherHero

A stitcher is a disciple dedicated to healing the wounded, where a priest uses their divine magic to heal others, magically stitching wounds back together as if never injured, a disciples power only causes harm. So stitchers found a macabre way of returning their comrades to the cause, using a combination of twisted divine magic and the flesh of others. As a disciple they are still well armed and well armoured, tasked with undertaking their deities orders.

Stitchers use the flesh to stitch over wounds or body parts to replace lost limbs. While the graft or new limb will work the flesh will deteriorate to a necrotic state, only the stitchers divine magic prevents it from fully decomposing or affecting the living flesh, and will work for many years without problem. A body that's suffered many injuries but survives by becoming a chimera.

A Stitcher must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Stitcher Divine Powers:
NecrosisNecrotic CystNecrotic StrikeMeld Flesh

Stitcher Spells:
SickeningDelay Death

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Stitcher Crafting:
Necrosis (Reattach Limb)Necrosis (Patch Wound)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
MeticulousSteady HandsPersuasiveOratePersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Accelerate DiseaseDark Ritual: Transfer DiseaseDark Ritual: Infect Disease

Divine power and Spellcasting requires the Stitcher to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Stitcher Disciple Thanaturge divine spellcaster

Disciple SummaryAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Thanaturge SummaryChampion

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

Guardian

GuardianAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Skills:
AwarenessSteadfast

Keywords:

Adventurer Guardian melee leader
+ Justicar

JusticarChampion

A Justicar is an exemplar that has exceled in the protection of others and upheld their oath to their deity without wavering and for considerable time. Only their deity can elevate an exemplar to a Justicar, and this transformation is visible to all, and those within any organisation recognise this change and treat them accordingly. Justicar are champions of the people, and amongst the most respected of all citizen of any nation, often taking up roles of importance within large towns and citie

Justicars are granted further divine power and train further to improve their combat skills, with these new abilities they often feel the call to complete a grand quest, in which they will recruit allies and undertake a long and perilous adventure, often returning many years later to retire from a combative role and take up a position of protector of the realm.

A Justicar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
A Justicar is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Justicar Manoeuvres:
TauntCritical StrikeSmiteHeroic Strike

Justicar Divine Powers:
RadianceDetect ChaosPenanceAbsolution

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
ChivalrousCoup De GraceHonourableHonest

Divine power requires the Justicar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Champion Justicar Exemplar melee leader divine

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

- [Xx]*

XxHero

A custodian is a guardian that happens upon, or is guided to, a place of great divine significance, in return for a pledge to preserve and protect the site, the custodian will be granted divine power. They continue to use heavy armour and a shield, both now emblazoned with emblems of the deity and their one handed weapon replaced by a polearm with which to stand ever vigilant over the sacred site.

Custodians are chosen due to their steadfastness and willingness to put others safety before their own. Their fighting style, coupled with divine augmentation, makes the perfect defender, able to fight equally well against many as they can against one. The sacred site itself a conduit for a deities power, forcing the custodian to stay within a short distance or be cut off from its power.

Proficiencies:

Melee Weapons:
A Xx is proficient with thier deities chosen weapon.

Melee Weapons:
Simple, Light or Heavy two handed polearms.

Armour:
Light, Medium or Heavy armour.

Shields:
Light, Medium or Heavy shields.

Abilities

Xx Manoeuvres:
ResilientHeavy ThrustShield BashUnyielding

Xx Divine Powers:
DefianceDivine DefenderChannel DivinityRejuvenate

Guardian Manoeuvres:
TauntHeavy StrikeCounter AttackIntercept

Justicar Manoeuvres:
TauntCritical StrikeSmiteHeroic Strike

Justicar Divine Powers:
RadianceDetect ChaosPenanceAbsolution

Skills:
StrongUnrelentingAwarenessSteadfastAwarenessSteadfast

Divine power requires the Xx to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero XX Guardian Justicar melee divine

Guardian SummaryAdventurer

A guardian controls the battlefield by taunting specific enemies, directing their attention towards the guardian and away from allies. Often, the guardian seeks out the most formidable enemy or the one leading the enemy party, effectively reducing the threat posed by this target. Equipped with a one-handed weapon and a large shield, the heavy shield serves as a means of defence, warding off enemy attacks until the defender can strike back while keeping the focus of the enemy on themselves.

Guardians must be strong, able to withstand impacts to their shield while holding their ground and, importantly, keeping enough to strike back and take tactical steps when needed as the guardian also must intercept the enemy when they move to attack an ally. Despite the defensive focus, the guardian can and hit hard, their considerable strength allows for heavy and destructive blows.

Justicar SummaryChampion

A Justicar is an exemplar that has exceled in the protection of others and upheld their oath to their deity without wavering and for considerable time. Only their deity can elevate an exemplar to a Justicar, and this transformation is visible to all, and those within any organisation recognise this change and treat them accordingly. Justicar are champions of the people, and amongst the most respected of all citizen of any nation, often taking up roles of importance within large towns and citie

Justicars are granted further divine power and train further to improve their combat skills, with these new abilities they often feel the call to complete a grand quest, in which they will recruit allies and undertake a long and perilous adventure, often returning many years later to retire from a combative role and take up a position of protector of the realm.


UNIQUE TO CHARACTER CLASSES

These classes are not available to players; these are for legendary characters only and should a player ever reach that status, a unique class will be crafted for them by their DM.

Karla Raeger
- [Lord of War]*

Lord of WarLegend

With battlefield control beyond all others this character, even when in command of an entire army will wade into the fight, lead from the front and assault the enemy. Often they seek out the enemy commanders to debilitate the opposing command structure, many an enemy leader has made the mistake of meeting them in one on one combat.

As with most heroes, a Lord of War is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Lord of War themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Lord of War Manoeuvres:
Mass CommandxBattlefield PresenceInspire Allies xSeize the Initiative

Keywords:

Legend Lord of War melee leader
Celaena Bitterliss
- [Sentinelx]*

SentinelxLegend

A devoted priest of Mathandria, an eternal protector of the natural world, druid like in outlook, priest like in faith, warrior like in martial skill. The Sentinel will defend the natural world and all the creatures that reside within from those that would do it harm, wandering the great forests of the world while also protecting the followers of Mathandria.

As with most heroes, a Sentinelx is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Sentinelx themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Can not wear any armour.

Abilities

Sentinelx Manoeuvres:
Rapid GrowthXXSummon AnimalControl ElementsShape Worldx

Sentinelx Divine Powers:
xxxx

Sentinelx Spells:
Rapid GrowthXXSummon AnimalControl ElementsShape World

Divine power and Spellcasting requires the Sentinelx to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Legend Sentinelx divine gaia spellcaster
Bleckien Cross
- [Praetor]*

PraetorLegend

A Rager who has complete control over the anger that burns inside, able to turn that rage into pure power, able to break the unbreakable, defeated the undefeatable and achieve the impossible. Dedicated to protecting the dwarf race from extinction while seeking out and destroying the Zariger that represent the cause for the extinction risk.

As with most heroes, a Praetor is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Praetor themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Praetor Manoeuvres:
CounterUnbridled RageUnbalanceImpossible Strike

Praetor Spells:
CounterUnbridled RageUnbalanceImpossible Blow

Keywords:

Legend Praetor melee
Ralor Masif
- [Grand Master]*

Grand MasterLegend

The pinnacle of Victirus Exemplar ideals, protect the innocent, uphold justice and destroy all evil. An eternal warrior, ever seeking out evil and ending it, they do not rest, for evil to rise it only takes good people to do nothing. A powerful warrior with divine power, able to combat anything head on and rain down holy vengeance upon them.

As with most heroes, a Grand Master is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Grand Master themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
A Grand Master is proficient with thier deities chosen weapon.

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Grand Master Manoeuvres:
Devastating SmiteCleansing LightExemplary ChargeSummon Celestialx

Grand Master Divine Powers:
xxxx

Grand Master Spells:
Devastating SmiteCleansing LightExemplary ChargeSummon Celestial

Skills:
xx

Divine power requires the Grand Master to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Legend Grand Master melee divine
Vila Songbird
- [Cryomancerx]*

CryomancerxLegend

A mastery of arcane energy but an unparalleled control over the water elemental force, able to control the thermionic property at will of any water they can see, the manipulation of water and ice on this scale allows for the Cryomancer to dominate the battlefield, their enemies will often turn and flee rather than face them head on.

As with most heroes, a Cryomancerx is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Cryomancerx themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Cryomancerx Manoeuvres:
Frost BlastHailstormAbsolute ZeroIce Golemx

Cryomancerx Spells:
Frost BlastHailstormAbsolute ZeroIce Golem

Keywords:

Legend CryomancerX water spellcaster
Arkarzan
- [Master of Death]*

Master of DeathLegend

While a Thanaturge can raise the dead, and a necromancer can seemingly raise whole armies, they both require time spent performing the ritual on each individual corpse. A Master of Death however can raise dozens of the dead through one ritual, or raise a recently dead with just a gesture. This allows them to raise the very soldiers they kill upon the battlefield.

As with most heroes, a Master of Death is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Master of Death themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Master of Death Spells:
Anti-life BarrierSummon LegionNecrotic PulseDoomsday

Keywords:

Legend Master of Death leader necro spellcaster
Salithria
- [Diabolistxx]*

DiabolistxxLegend

While a void mage uses the dark power and the witch gives over their soul, the Diabolist is the void. Pure and utter darkness, revelling in the pain and suffering of mortals, they spend their entire existence seeking out ways to feed the void, with one overarching goal in mind, to let it break through into the material realm.

As with most heroes, a Diabolistxx is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Diabolistxx themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Can not wear gold, silver, coper, palladium or iron.

Abilities

Diabolistxx Manoeuvres:
AnguishAfflictionTormentVoid Spikex

Diabolistxx Divine Powers:
xxxx

Diabolistxx Spells:
AnguishAfflictionTormentVoid Spike

Divine power and Spellcasting requires the Diabolistxx to be wielding a void shard.

Keywords:

Legend DiabolistXX void spellcaster
The Spider Queen
- [Blood Queen]*

Blood QueenLegend

An uncontrolled cascade of blood magic has saturated this being so much so that they become infused with the power itself, but it comes at a cost, the character must now bathe in fresh blood daily. This is a cost they are more than happy to pay, as it comes with such power, those the character can suffer from bouts of blood madness, where they cut down their allies.

As with most heroes, a Blood Queen is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Blood Queen themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Blood Queen Manoeuvres:
Fountain of BloodCrimson WaveHematic CurseBlood Leachx

Blood Queen Spells:
Fountain of BloodCrimson WaveHematic CurseBlood Leach

Keywords:

Legend Blood Queen spellcaster
Morphian
- [Impenitent]*

ImpenitentLegend

When an Exemplar breaks their oath and looses their power they will typically seek out a new patron or atone for their misdeeds. The Impenitent however forsakes all deities and continues through sheer willpower and physical might. That is until their actions draw the attention of a deity that shares their alignment, goals and possibly hatred of a shared enemy.

As with most heroes, a Impenitent is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Impenitent themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Impenitent Manoeuvres:
MaliceHateful StrikeIndomitable WillDivine Conduitx

Impenitent Spells:
MaliceHateful BlowIndomitable WillDivine Conduit

Keywords:

Legend Impenitent melee
Alecandre
- [Elemental Master]*

Elemental MasterLegend

As with most heroes, a Elemental Master is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Elemental Master themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Elemental Master Spells:
Chromatic StrikeChromatic SprayChromatic ShieldChromatic Wall

Keywords:

Legend Elemental Master electro fire water earth air spellcaster
- [Timekeeper]*

TimekeeperLegend

Wielding the Chronotron Staff, this character has unlocked near omnipotent power over time itself, with such power came an awakening of the mind, a realisation that there are those that seek to change history and as such they have tasked themselves with the charge of keeping it all as it should be.

As with most heroes, a Timekeeper is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Timekeeper themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Timekeeper Manoeuvres:
Time ShuntRewindTemporal TrespassWarp Realityx

Timekeeper Spells:
Time ShuntRewindTemporal TrespassWarp Reality

Keywords:

Legend Timekeeper chrono spellcaster
Gwanhail Hoardrin
- [Paragon]*

ParagonLegend

A paragon represents an out of class switch, a previously non divine character who does something so selfless that they immediately gain the favour and power granted from a divine patron. Able to wield the energy flawlessly despite no training, the power so absolute that the character can just will the effect they so desire.

As with most heroes, a Paragon is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Paragon themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
A Paragon is proficient with thier deities chosen weapon.

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Can not wear gold, silver, coper, palladium or iron.

Abilities

Paragon Manoeuvres:
Divine TouchRadiant AuraCleansing Wavex

Paragon Divine Powers:
xxxx

Paragon Spells:
Divine TouchRadiant AuraCleansing Wavex

Skills:
xx

Divine power requires the Paragon to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Legend Paragon melee divine
Artwork of Terrainia

Last updated on the 1st January 70
CONTACT US
ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

CREDITS Info coming soon
TERMS OF USE Info coming soon
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Illustrations, images and website content are
all © of Altered Dimension LTD 2010

Any similarity to any game system or published content is coincidence.
Permission is granted for personal use only.