Assassin
Assassins are expert killers, skilled in dealing swift and deadly
blows to their opponents. Among the other talents of an assassin, she can
move without being heard, hide herself easily in the shadows, and employ
a variety of thrown darts and small sharp weapons in order to strike at
her enemies from a distance.
Highly skilled assassins tend to become more akin to warriors late
in their careers. Having mastered his basic skills, the assassin will
often begin to learn a mastery of parrying enemy attacks. However, the
excellent use of poisons also becomes available to him, as does the ability
to climb sheer walls.
Assassins are often the simplest people to employ, for various
warring factions usually have a desire to see their enemies slain quietly
and simply, with minimal risk to themselves. For this reason, good
assassins are almost never without work. Aside from all of her varied
talents, the most important aspect which an assassin must strive to
develop is her reputation. No other characteristic of an assassin will
be more amenable to finding employment than an excellent reputation for
performing jobs cleanly and efficiently, and for protecting the identities
of those who hire her.
Jobs which require espionage are also well suited to assassins, though
they are perhaps not the very best at this task.
Burglar
Burglars are adept at breaking-and-entering, and possess skills
which allow them to perform exactly that. Picking locks, climbing walls,
and moving silently are the primary attributes of burglars. From the
very start, however, burglars are also fair fighters and possess some
degree of a warrior's talent with weapons.
Master burglars begin to learn the path of the assassin, most of
all. The art of critical strike against opponents (e.g. backstab) becomes
available, as does the method of working with poisons and setting traps.
Burglars typically find work being self-employed thieves, breaking
into the homes of people and taking what they find. A burglar does have
a talent for directly "nicking" as well, and can make a small living by
simply stealing from the unwitting persons around him. In addition, many
burglars are excellent spies (perhaps better than any other guild), and
some are able to find work for contract to do espionage or infiltration
jobs. The luckiest will find a permanent contract with a powerful
organization as a bard, spy, thief, assassin, or all four.
Merchant
Merchants are the blood which binds the world together, the
carriers of desperately needed goods from one land to another. Usually
descendants of the old Dune Traders, merchants quickly learn the ways
of the desert, the most profitable trade routes, and possess a handy
charm for making friends of even the bitterest templar.
Merchants possess the ability to ride animals and pilot the argosies
that cross the lands between villages and cities. They are also skilled
at guessing an object's value, getting excellent prices from all but
the stingiest traders, and noticing every detail around them.
While faced with a hard life, merchants are often the richest people
in any given city-state. The most sure way to find work as a merchant is
to travel widely, joining caravans at every opportunity. Whenever he can,
a merchant ought to find a village's or a city's traders and learn the
prices of things there. By compiling this knowlege (knowing true object
costs can be invaluable in doing this), the merchant can devise superior
trade routes and make a great deal of money.
Pickpocket
Pickpockets are masters of the art of stealing. They differ greatly
from other thieves such as burglars in that the pickpocket's skill lies
almost wholly in lifting items directly from their victims.
Aside from stealing, a pickpocket's skills include some ability to
climb walls, the knowledge of how to move silently in the city streets,
and how to con merchants into giving lower prices than they intend to.
Some small skill with weapons is also a pickpocket's province. Master
pickpockets usually learn how to become unseen and how to listen to
conversations going on nearby.
Typically, pickpockets work on their own, nicking whatever they can
from passers-by. However, some pickpockets can obtain contracts to steal
specific items, and very good pickpockets can develop reputations which
will earn them very highly paid contracts. Fortunate pickpockets are able
to obtain permanent contracts with noble houses or even from templars.
Ranger
A ranger possesses two primary abilities: to know where she is at
all times and to stalk and kill prey (to feed herself). Because of the
emphasis on these two things, rangers are sometimes greatly sought after
as companions in the desert--halfling rangers are even a vital part of
halfling culture, serving as guides and advisors.
Ranger skills involve hunting persons or animals, exceptional powers
of observation, a strong aptitude for archery, and some moderate skill
with weapons. Exceptional rangers are able to move silently and remain
unseen in the wilderness, detect sounds from far away, work with poisons,
and parry enemy blows. Rangers are also able to rescue friends from
deadly situations, bandage serious wounds, and have a well-known rapport
with animals and can ride beasts of burden from the beginning. While
apparently an astonishing array of abilities, rangers are far poorer at
combat than warriors, and their skills with poisons and healing powers
are actually quite modest.
Rangers are usually the second easiest persons to employ, next to
warriors. Any traveler would be a fool to neglect to take a ranger along
as a guide, and good rangers can make large sums of money in this
profession. In addition, rangers are excellent scouts and spies, able
to eavesdrop without being noticed--good rangers can even act as assas-
sins. If nothing else, rangers are superior hunters and can typically
feed themselves in such places as the Grey Forest (q.v.), and can bring
back skins of animals to sell.
Psionicist (karma required)
Psionicists, more commonly known as "mindbenders," "brainworms", and
an assortment of equally complimentary names, are hated and feared throughout
the Known World. Their ability with the Way allows them to control the
thoughts, emotions, and actions of others, as well as to ferret out
information others could not discover.
No sane individual would ever admit to such powers; a psionicist may go
his or her entire life without telling a soul. At most, this information
would be confided to one or two highly trusted individuals.
Sorcerer (karma required)
True magick is strictly outlawed in all the Known World, and has
been even since the days of the Empire of Man. Some few people still
strive to learn a spell or two, always hiding their ability. However,
there are still some others who dedicate their lives to the pursuit
of magick. These individuals are called Sorcerers or Wizards (the term
"mage" has always been used in a general sense, to refer to anyone who
possesses magickal ability).
Sorcerers are the most powerful wielders of Magick in the Known
World (Zalanthas itself does in fact contain several more powerful
users of magick, such as the Dragon). They possess their own routes
to learning elemental (and other) powers, and can eventually master
spells from a variety of elements.
Because of their potential power, the Kings of Old, as well as
the lords of the city-states of the contemporary world, do not permit
sorcerers to exist. All who demonstrate knowledge or use of wizardry
are typically killed at the earliest opportunity. Being powerful in
the way of psionics, High Templars and the Kings themselves can easily
sense a sorcerer's presence if said sorcerers do not properly shield
their minds at all times.
All users of sorcery cannot "automatically" gain energy to cast
their spells as elementalists can. They must instead gather it from sources
of life.
Stone Elementalist (karma required)
Stone elementalists are mages who have given their lives to the practice
of the elemental magicks of Ruk. They can eventually wield considerable
power over all things which are composed of matter, even as far as
altering an object's composition from one material to another.
The spells which stone elementalists learn always revolve around the
earth. Ruk is the name of the elemental plane of earth, and is often
mentioned in the spells of stone elementalists.
Stone elementalists are often employed as part of an army or scouting
group, for they are well able to weave protective magicks around their
fellows. Stone elementalists can also be invaluable as travelling companions
because of their abilities to conjure mounts and ease the tired feet
of the burden of long journeys. Stone elementalists are, however, the most
druidic of all the mages, and usually come to appreciate solitude and
long quiet communes with the earth.
Fire Elementalist (karma required)
Elementalists of the sun are mages whose power centers around the element
of Suk-krath, which is the blazing crimson sun. Sometimes called the
"war mages," sun mages possess magicks which are devastating to others
around them. For this reason sun mages are often feared and distrusted,
and perhaps rightly so, for who would take up to learn magicks that were
entirely battle-oriented?
The spells of sun elementalists typically invoke Suk-krath, which is
the name of fire, the name of the Sun, and the name of the elemental plane
of fire.
More than any other mage, sun elementalists are employed for purposes of
combat. Although the elementalist him or herself may have certain goals in mind for
their life, the fact remains that sun elementalists can do only one thing well,
and that is to slay with the heat of the Sun.
Templar (staff approval required)
In all city-states which have risen (and, in some cases, fallen) since
the departure of the Dragon from the Known World, the Kings have made use
of warrior-priests as a force of control and order in their domains. These
select people are called Templars in Allanak and Tuluk.
The job of a templar is to maintain law in the city which s/he serves--
or, more precisely, s/he is to carry out the orders of his King. All of a
templar's power comes from above, from higher ranking templars and from
the King of the city. These powers might be magicks, knowledge, or any
number of favors or priveleges. One thing remains common: all templars
are exempt from the laws of the city they serve, and this has led to much
corruption within the ranks of Templars. It is not unusual to see a
templar bully, steal, coerce, or bribe to get their own way. Templars often
slay persons who do not immediately obey them. However, there is usually
at least as much tension between templars as there is between templars
and the populace of the city.
Templars are the only guild which are automatically employed. They
serve their King and their city and their own selfish interests. There
are no skills or magicks which are universally common to all templars;
templars have their abilities granted or taken away at the discretion
of their superiors (and, especially, at the pleasure or displeasure of
their King).
Warrior
There is only one calling which warriors follow: to fight, and
perhaps to die fighting. Although motivated by innumerable goals, there
are a few commonalities among warriors. In nearly all warriors there
exists some notion of honor and fairness, and oftimes a vague conception
of glory.
A warrior's skills involve only the many aspects of fighting. All
warriors possess an aptitude for all weapons, and can learn to master
them far beyond the meager abilities of other guilds. Unarmed combat,
expert battle maneuvers such as disarming, the ability to hurl missiles,
and the eventual expert use of bows and arrows are all part of a warrior's
skills. Some master warriors can even bandage the wounded.
Warriors are the easiest persons to employ. They are invaluable as
guards, soldiers, mercenaries, military advisors, outriders, scouts,
gladiators, or even as assassins and spies. No other guild can match
a warrior's combat prowess, and thus all warriors are much needed parts
of any clan or mercantile operation. Master warriors are somtimes
unwillingly and automatically nominated as leaders of small armies, or
as captains of tribes and outposts.
Water Elementalist (karma required)
Elementalists of the water are the most valuable mages in existence on
the parched dry world of Zalanthas. There is no better companion than
an expert water mage on a long journey, despite the general bias against
and fear of magick prevents many from admitting this.
Most magicks of water elementalists stem from Vivadu, the elemental plane
of water. Water elementalists are able to conjure water from that plane with
ease, and can learn to have complete control over all waters, to poison
or purify, to create or destroy. While possessing almost no combat
abilities, water elementalists are powerful in subtler ways: they are able to
heal virtually any wound (although even their powerful magicks cannot restore
missing body parts), create impenetrable barriers around themselves, and even
to drain the life force of other beings.
Water elementalists are highly employable. As companions on journies they
are worth incredible sums of money, and as permanent parts of clans or
Houses worth even more. Usually, a water elementalists can earn an easy living
by selling the water she conjures at a lower price than the templars will
offer from their wells. Perhaps more than any other mage, water elementalists
can sell their magicks for a good profit in almost any situation.
Wind Elementalist (karma required)
Wind elementalists are mages who follow the course of the everchanging
breezes of Zalanthas. Like the wind, they are often felt but not seen,
and can typically travel great distances at will. Even less than sun
mages, however, wind elementalists are not trusted; most average citizens
have no ability to comprehend the aspect of a wind mage and his or her
mysterious ways of moving and plane-shifting.
Wind elementalist spells often invoke the name of Whira, the elemental
plane of air. The magicks involve becoming unseen, moving between
planes of existence, and crossing large distances in the blink of an eye.
Nearly as much as water elementalists, wind elementalists are able to
sell their spells for a good profit. A powerful wind elementalist can be
an absolutely invaluable ally, however, and so they are often sought out
to aid in various assassinations, espionage (at which wind mages can be
very good), or military operations. As a travelling companion, wind
elementalists may be somewhat undependable--they will typically become
very tired of "just walking," and may abandon any party with which they
are journeying.
Lightning Elementalist (karma required)
Lightning elementalists are unpredictable creatures, choosing to study
the ways of energy, and its enhancement or removal. While not as fierce
as fire mages, their magicks are sometimes fearsome in battle indeed.
Lightning elementalists often invoke the name of Elkros, the elemental
plane of energy. They are useful on journeys, since their manipulation
of energies may be used to assist their weary companions. Primarily,
though, their spells involve electricity in the form of lightning, which
they can summon to strike their foes.
Shadow Elementalist (karma required)
Shadow elementalists follow the path of shadow, preferring magicks
which draw upon darkness and the absence of light. Many of their
magicks are hindered by the daylight. As such, they usually shun
the presence of fire magicks, and there is often a natural antipathy
between the two. Overall, they tend to be solitary and aloof.
Shadow elementalists draw upon the powers of Drov, the elemental
plane of Shadow. Their magicks allow them to dim existing light
or utterly negate it, as well as to move easily within the
confines of darkness. Skilled magickers of this sort may even
learn how to walk the plane of Shadow, and employ it to spy upon
their enemies.
Shadow elementalists, preferring darkness and secrecy, are rarely
trusted sufficiently to be employed by any of the merchant houses.
Occasionally, they may make contracts with thieves, being natural
assistants to skullduggery and clandestine operations.
Void Elementalist (karma required)
Void elementalists are seldom seen, or at least few elementalists
admit to following such a path. They have no temples where they
might congregate to study, and few of this path will even go so
far as to trust an apprentice sufficiently to instruct her.
The reason for this distrust lies in the nature of the magicks
they pursue. Void elementalists draw on the energy of Nilaz, which
is the absence of the other elements, and their magicks often revolve
around the dispersal or cancelling out of other elemental energies.
Some are able to manipulate the dead, calling them up to serve as
servants, or even to use them in other ways. Many of their magicks
touch upon the Way, and they are sometimes able to negate others'
abilities with it.
Void elementalists are rarely openly employed, although they may
choose to masquerade as being followers of some other profession.
Generally, it is believed that the magicks of Nilaz twist the mind
and heart.
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