Meet the Classes
by @Myron
Classes

Warlock – pure caster

Devils and Demons possess dark and tainted magic similar but different from the arcane magic that a mage calls upon. Warlocks are those individuals that have made an unholy pact with either a Devil or a Demon to gain access to this vile form of magic. Warlocks rapidly gain power but it comes with a cost. That cost varies from Warlock to Warlock depending on the specifics of their deal but the end result is never in doubt. The Devil or Demon always gets paid his due and the Warlock very rarely comes out ahead in the end.

Warlocks do not follow any god; all of their power is derived solely from the Devil or Demon that they serve. This arrangement does not allow them the opportunity to worship any deity and that is assuming any deity would even accept them. 

A warlock's spell repertoire is purley aggressive and destructive. They deliver powerful and damaging spells, even at an early stage in their development. However they have no utility or healing spells, therefore warlocks are not well suited for long drawn out battles but their initial onslaught can be overwhelming to many of their foes.  

Warlocks do not work with the strands of magic like other casters. Instead they bend the magic to their will using sheer willpower, forcing it to do their bidding. The type of magic that warlocks call upon is wild and chaotic with no predictable path. These strands of magic feel oily and greasy, they are hard to hold on to and they leave a stain of filth on the mind to any who touch it. If the willpower of the warlock is not strong enough, the magic will consume them and drive them mad, eventually death comes. `

Mage – pure caster

Mages have the ability to channel powerful arcane energy and shape it into devastating spells or subtle utility spells. Years of study and pursuit of knowledge has rendered their bodies much weaker than their non-mage peers. However, their minds are sharp and what they lack in physical strength is more than made up for with their spell casting. Mages draw their power directly from the pulsating strands of energy that were used to create the universe. For overall spell casting power no one can top a Mage in magical prowess. 

Necromancer – pure caster

A Necromancer is a powerful mage that channels the powers of death and undeath. A Necromancer has the ability to steal life and summon the dead to do their bidding. Necromancers draw their power from the same source as mages except Necromancers delve deeper and draw from energy that Mages avoid and discard as too dangerous.

Witch – Pure caster

Witches are masters of hexes and curses. They employ a variety of components to enhance their arcane castings. Items like frog eyes and snake scales are a common item in a witch’s satchel. Even something as mundane as dust can be useful to a witch. Witches are feared and given a wide berth. Their hexes can have a lasting effect on the victims. In terms of power, a witch alone most likely cannot kill you but their unusual arcane abilities can make your life miserable. Witches are reclusive and although most times they are friendly, they do not work well with others. They work on their own terms and are not in the business of helping others and they do not meddle in the affairs of others; they just want to be left alone. When riled they can hold a grudge forever and can be relentless in seeking revenge.

Many witches will bind a familiar to themselves and this offers many benefits to the witch. A familiar can share health and stamina, it will fight for the witch, deliver messages, and in the presence of the familiar the witch's spells will be more powerful as they can focus their powers through their familiar giving them a boost.

Shaman – casting/weapon class

The Shaman is both a spiritual leader and powerful spell caster. Shamans are most commonly found entrenched in the less civilized tribes throughout the lands holding very respectable positions. The magic that Shamans employ is the raw energy that is typically cast aside by the more sophisticated energy that mages shape. The energies used in shaping the spells that Shamans call upon are found someplace between the gaps between arcane and divine energy. A Shaman is both a Mage and Cleric and at the same time they are neither a Mage nor a Cleric.

Cleric – casting/hybrid/weapon class

Clerics come in three forms: Priests, Paladins, and Monks.

A Priest is a traditional healer. While certain other professions have a rudimentary ability to heal none can boast the healing prowess of a Priest. Priests typically have a basic understanding of weaponry and how to use them. The favored weapon for a Priest is a mace but their true power comes from their extensive arsenal of prayers. A Priest’s vast repertoire of prayers rivals the spell selection of even the most skilled of Mages.

Paladins are equally comfortable handling a weapon or calling down the power of their god. Paladins are the enforcers of the temple. They have access to prayers that can either hinder their foes or boost their own battle prowess. A Paladin is equally dangerous with any type of weapon, combined with prayers and the heaviest of armor, Paladins can be a powerful force to be reckoned with.

Monks are the most disciplined of the three and quite possibly the most disciplined and physically fit of any profession. Their cardiovascular health and overall level of fitness is legendary. The rigorous training they put their body through would break most others. Even with their empty handed fighting style no one ever looks forward to facing a skilled Monk in combat. Monks employ kicks and hand strikes with brutal efficiency. They are capable of inflicting more damage than even the most skilled swordsman or mage but it comes with a cost; Monks are unable to wear heavy armor due to the hindrances. They need absolute freedom of movement to deliver their devastating blows. A Monk’s battle proficiency is a slow process. It takes years to hone their body into a weapon and a young monk will take their lumps but once they become a master of their body, they can be the most feared fighters in the world. 

Monks have 3 disciplines they can choose from. These disciplines were created thousands of years ago by the sibling Monks of the Kraktongue family. The siblings created these disciplines to protect their community from marauders. There were 3 siblings, two brothers and their younger sister. Fang was the eldest, Roke was the middle child, and Sune was the younger sister. Each sibling created their own unique style and honed it over their lifetime to pass down to their students to improve and build upon to eventually become the disciplines that we know today. 

Krakfang - A very powerful style that has less unique attacks compared to the other two styles. It is simple yet brutal; practitioners focus on mastering a few techniques rather than many. A forward facing stance, monks of this fighting art stand square to their opponent with both feet pointed forward. This style is characterized by powerful low kicks, knees, elbows, clinching, and headbutts.
Krakroke - This style was developed with limited hand strikes but powerful high kicks, spinning kicks, and jumping attacks. This style’s philosophy is the thought that the lower body holds more power than the upper body. This is a high and upright fighting stance, standing bladed to their opponent presenting a narrower target area. The offense focuses more on the practitioner's legs and feet as opposed to hand and arms to deliver devastating kicks to their opponent. 

Kraksune - This style utilizes both hands and feet equally. It is said that a monk who is skilled in Kraksune is like water; gently flowing like a stream or crashing like a wave. The techniques can be slow and methodical or fast and unpredictable. Exotic looking with odd angles and variable attacks are the trademark of this style. With wide, deep stances and erratic movements practitioners of Kraksune mesmerize their opponent into a lull before delivering devastating blows.


Druid – hybrid class (magic enhances their melee)

A Druid is the guardian of the forest and all natural creatures. A Druid can summon wild animals to their side as a companion or as a protector. They have the ability to control all aspects of the natural world; they can influence everything from the weather to the flora and fauna around them. They can even transform their bodies into the very animals that inhabit the land. Druids are able to manipulate a specialized natural form of energy to weave their spells. Their form of magic comes from the earth itself rather than from the more conventional method employed by mages.

A Druid’s natural enemies are those that draw their strength from unnatural powers, Warlocks and Necromancers top that list. Druids often work closely with Rangers to rid the world of these perceived abominations. Druids also have a sworn duty to work tirelessly to fight against the encroachment of civilization into the wild places.

Bard – hybrid class (magic enhances their melee)

Bards are storytellers and jack-of-all-trades. They know a bit about everything but are masters of nothing. Bards can be performers or scoundrels; they sling spells, swing blades, and occasionally pick pockets. Bards are not as dangerous as Warriors with a weapon or as efficient as Mages casting spells but they know enough of both to keep themselves respected and respectable. Bards have the ability to draw on the same energy as Mages to enhance their repertoire of skills.

Ranger – weapon class

Rangers patrol the forest with their animal companion at their side while lending their bow and blade to fight for all natural creatures. They have a particular distaste for the undead which often puts them at odds with necromancers. Rangers make excellent trackers, guides, and scouts. Rangers can commonly be found working closely with Druids as their goals often overlap. 

Warrior – weapon class

The warrior is the uncontested master of complete melee combat, balancing offense and defensive abilities. Many warriors choose a specialized style but they have the ability to master any type of weapon. Dual wield axes, sword and buckler, shield and spear, two-handed mace, parrying dagger and scimitar; these are just a few examples of the combinations of weapons a warrior can wield. 

Warriors have great discipline and they have the ability to focus their mind to deliver more precise strikes with their weapon. This skill takes time to master but will give a focused fighter an advantage over an opponent not skilled in the focus ability. 

Barbarian - weapon class

The barbarian sacrifices defense for offense. Wielding a two-handed weapon is the prefered choice for a barbarian. They have the ability to go into a berserking rage and will not stop until their death or their opposition is destroyed. While berserking a barbarian is immune to pain and can fight beyond their normal physical limitations. While in the midst of a berserking frenzy a barbarian cannot be bound by magic and they are immune to any magic that attacks the mind. 

Barbarians are most common among the northern tribes, however they can be found in a variety of places and amongst many different races. They value strength and power above all and typically have a survival of the fittest mindset. If you demonstrate strength and battle prowess you can gain their respect and they can be loyal friends. 


Rogue – weapon class

Rogues work in every field imaginable, everything from guides to assassins. There is no limit to the lifestyle you can find a rogue participating in but they truly excel when they are working from the shadows. Their skill at working a blade is undeniable, they do not have the warriors straight up fighting prowess but they do have a particular set of skills that can make them even more deadly than the most proficient pure swordsman. Rogues also have the ability to learn hand cant, a series of hand and facial gestures used to communicate silently with other rogues.