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Post by Helia Dead Raiser on Feb 17, 2009 15:10:16 GMT -5
Knight Knights are always high ranking soldiers in a countries army and always come from Nobility, or at least a Units commander would be. Knights, being far richer then the standard soldier usually fight on horse back, and are trained in use of Sword & Shield (Hammer or Axe for Dwarves), lance, mace and usually bows or crossbows. Humans are very well known for their knights, while Dwarves keep many battalions that ride war ponies. Elves, prefering to fight from hidden locations and on foot for graceful movement, generally to not field something that can be called a Knight. Knights, being lords and leaders, are loyal to a King of some sort (Or Kaizer for the humans). The Knights are broken up into Chapters, with the head of each Chapter being a Grand Master, the highest ranking Knight in each major city, who reports directly to his Monarch. Each Faction has a Major Chapter house, the humans being in Leuchtfeuer, the Dwarves in the city of Ironside (new chapter house's are set whenever Leadership of the Dwarves changes). The head Chapter House of each faction is usually referred to as the Major Chapter House, with other cities having Minors. Major Chapter houses, and as such the Order in general, are governed by a council of Grand Masters.
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Post by Helia Dead Raiser on Feb 17, 2009 15:14:42 GMT -5
Confessors Confessors are an ancient order of women created by wizards to be born with a magical power that enables them to serve the truth and uphold justice in the Northlands. The Confessors have one the highest authorities in the Heimatland. Their leader is called the Mother Confessor, who controls the council of representatives. They are called upon because of their ability to make nearly anyone they touch become devoted to them, willing to do almost anything including revealing the truth. They also have the ability to dethrone lesser kings or queens who have been deemed unjust by the their testimonies to the council of representatives. Because of this, they are respected, feared and even hated by the people of the Heimatland.
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Post by Helia Dead Raiser on Feb 17, 2009 15:24:50 GMT -5
Mord-Sith The Mord-Sith are an elite group of women warriors originating from Torundien. They were created to defend the Queen Dark Elf, from creatures or people with strong enchanting magic. A Mord-Sith has the unique ability to 'capture' others' magic and use it against them. A Mord-Sith is selected from the gentlest and kindest girls in Torundien and is trained from a young age on three levels. Each time, she must be "broken." The first breaking is a time during which she is tortured to the point of obedience so strong that she would do absolutely anything her mistress tells her, without question or hesitation. This part of the training breaks her of her sense of self and personal desires. During the second breaking, she is forced to watch as her teacher slowly and brutally tortures her father to death. This is to break her of compassion. The third, and arguably the most difficult, breaking is when she is given the instrument of torture and must inflict pain and suffering upon her own Mother until she finally kills her. When she has completed this task, the Dark Elf Queen instills in her the magical ability to take the magic of anyone who uses magic against her. Once a magical being uses magic against a Mord-Sith, she can inflict intense pain upon him/her with by expending a fair amount of energy depending on the spell. Mord-Sith wear their hair in a single, long braid and skin-tight leather outfits. They usually wear brown leather, but when they are training a captive, they wear red, because it hides the blood of their victims better. When a Mord-Sith has broken a victim, and has him completely obedient to her whim, she wears white. The leather uniform always has a crescent and a star on it, as the symbol of the Mord-Sith. The only weapon they carry is an Agiel, which has the power to inflict unbearable pain, or be used to beat their victim to death. An Agiel appears simple; It is a plain red rod, about a foot long, and about as thick as a finger. It also inflicts pain on the Mord-Sith in charge of the torture. Mord-Sith use the same Agiel that was used on them in their training. In addition to her Agiel, a Mord-Sith may wear armored gloves with spikes on the back when training a captive.
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Post by Helia Dead Raiser on Feb 17, 2009 17:20:28 GMT -5
Dark Practitioners Dark Practitioners are the master of the Dark Arts. Unlike their alters Clerics the Dark Practitioners do not follow a holy order, grand calling, or even one set faction. They are spread out over many different lands, classes and races. Each Class has it's own special attributes and powers. * Black MagiciansBlack Magicians are the mage class of Dark Practitioners, in their level of group training they are known as Black Magelings, seeing as general they are children or adolescents. At this stage of their training Black Magelings can manipulate shadows to cloak themselves or others. They can also manipulate low levels of elemental forces, such as controlling the fire on the hearth or the water from some one's glass. As they progress in their training they reach the next level as Novice Magicians in which they have a mild control elements. They also have the abilities to create bursts of dark energy, which have the affect of blunt force on their target. When a Black Magician masters these abilities he is promoted to a full fledged Magician. Rarely do Magicians reach the stage of Master Magicians or Arch Magician. These Masters have the ability to commune with the gods and draw directly from their cosmic magic. * NecromancerNecromancers are Dark Practitioners who raise the dead and use them as puppets. They can also communicate with spirits from beyond the grave. Unlike Shaman's they do not allow the dead to communicate through them and rarely bend to the wishes of the soul that has passed. Necromancer are trained in groups of 'Apprentice Necromancers', 'Novice Necromancers' 'Necromancers' and 'Dead Raisers' above the Dead raiser class is the Arch Necromancer. Necromancer in the apprentice stage can raise a single corpse as puppet, while the average Necromancer can raise multiple corpses. High Ranking Necromancers also have the ability to communicate through corpses in what is called a 'Death Chain' through this they can remove their own spirit from their body and move at a high speed from corpse to corpse until they reach their target corpse to talk through. THe ability is enhanced by the arch necromancer to be able to commune with the death goddess Urndor. Later in life powerful Necromancers have been known to leave the order and become rouge Lych's. During their time as a Lych Necromancers have been known to take over small villages and rule them often slaughtering the whole village and repopulating it with the reanimated corpses. * SummonersUsing the dark arts summoners can call forth demons, wild animals, dragons and other such creatures from the void. Summoners can call forth many creatures in his life time but is bonded to only one. This 'summon' is usullaly a mirror of the Summoners personality, the Summoners quirks, likes and dislikes are usually intensified through the bonded summon. A summoner usually trains one apprentice in his life until the apprentice has reached the stage where he or she has bonded her own summon.
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Post by Helia Dead Raiser on Feb 27, 2009 12:42:58 GMT -5
Clerical Order * ClericsCleric's are healers which take their named from the Clerical order. Clerics can be either male or female and of an species. From their early teens on Cleric's are trained in the art of swordsmanship, and healing. They are known to be formidable with a sword, but seeing them fight is a rare thing. * White MagiciansWhite Magicians like Clerics can be either male or female and of any species. Like Black Magicians they control energies, mainly though light energies such as the last cast from a lamp or other elements as water and they have a low level of healing magic. Unlike Black Magicians White Mages are trained into their position of White Mage after their initial training with the Clerical order. From there they learn to strengthen their powers and become full fledged White Magicians. * OracleThe Oracle class unlike that of an actual Oracle, such as the the Oracle's to the gods, is a Seer of sorts. They are able to read the near future, they are most useful in battle to help read the enemies strategies. Oracles are a rare occurrence only one in seven hundred children are born with the ability to read near futures. Oracles are usually frail and often don't live past thirty. They are trained to hone their ability from infancy. **Note to players: To play an Oracle you must have permission from the Administration Staff
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Post by Helia Dead Raiser on Feb 27, 2009 12:54:20 GMT -5
Sorcerers [/center] Sorcerers are an order of male Wizards, headed by a Arch Wizard. Wizards do not answer to the Arch Wizard unless called upon or are charged in a court of law. Wizards are known as Rouge Magi, this is often because they rarely travel with their own kind. They haunt small towns and are known for find the most courageous- if not unlikely- of heros. Once in a blue moon will Wizards allow women to join their ranks. These women are known as Sorceresses. This is so rare an occurrence because the women who have joined the order haven grown mad with their own power and left the order in favor of becoming siren, seducing men and taking their riches or in some cases their kingdoms or titles. Often women who do not become sirens have found that their magic drains them to the point of becoming an ugly hag Witch. Usually after they become witches their magic is weak, and they are unable to remain in the order of Sorcerers. After this they usually take to haunting small towns as a local magician or grow bitter hand take to the marsh lands casting spells on those they feel have wronged them. **Note to player: Must have permission from Administration staff to play a female Wizard.
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Post by Helia Dead Raiser on May 4, 2009 22:34:12 GMT -5
Templar The Templar is to a church what a knight is to a country. Its finest martial warriors, leaders among the church. Templar's particular talents and training vary depending on the God or Goddess they worship, but generally they are mounted on horseback, and paragons of combat, leading the churches other troops into battle when Paladins are not present. Templars are always bevout worshippers, and usually high ranking in the church when not in a time of war, but several of the more evil deities expect their Templars to be fanatical, and often bless them with wicked marks and signs of worship, in extreme cases changing them on a physical basis to more embody their image and beliefs. Templars work on a Chapter basis identical to Knights, but there Major Chapter houses are often Churches of great significance, and generally a place of yearly travel for pilgrims.
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