Character Classes
Each class represents a lifestyle which your character must begin with in order to create a viable character. These classes serve as a method to aid in storytelling, abilities, strengths, weaknesses, paths which are open to you, and explain why certain doors might be closed. This also helps diversify cast and jobs for the players.
Serv
(EG: Farmer, Butcher, Cook, Fisher)
Humble beginnings brought you up, you are likely well mannered and polite, knowing to respect those in seats of power and careful not to overstep your boundaries. The common folk and other Servs respect you and are far easier to open up to you as you understand them and their struggles.
Traits:
- Wallet Start: 12 Dranier
- Lack of combat experience.
- No political power.
- Bonus to dialogue with other commoners/Servs.
- Proficient in respective field (See Examples above).
- Minimal if any training in combat beyond basic defence.
Craftsman
(EG: Hunter, Fletcher, Blacksmith, Carpenter, Stone Mason, Jeweler, Brewer)
Born with more particular affinities with crafting or creation, Craftsmen have particular fields which give them more practical uses in the field.
Traits
- Wallet Start: 3 Gahl
- Crafting in the field allows you to use your natural resources to work with your craft to an extent.
- Trade and merchanting allows you with your crafted products to offer trade in place of money you or your party might be short on.
- Not always considered intelligent, and therefore considered less for most other subjects of discussion.
Bard
With very refined senses and mental capacity, Bards have the kind of skills which sway people in the most natural manners, whether it be through food, entertainment, or lore knowledge.
Sub-Classes
Musician:
Proficient in musical intrigue and melodically inclined, musicians are masters of their instrument and can play any kind of musical accompaniment necessary for convincing, or emotional influence.
Jester:
Funny and charismatic in the moment, Jesters are masters of jokes and improvisation. Able to keep a conversation going nearly non stop, whether it be through comedy or annoyance.
Actor:
Fitting in is one thing, but having the skills to become someone else almost entirely is another. Actors can mask their voices and appearance to an extent and with enough time can convince most people that they are someone else.
Baker:
Bringers of Joy, bakers can provide warming and reassurance, not to mention a quick dose of energy through their baked goods. The most experienced of bakers who weave a small taste of the Wylstream into their baking are known to make their customers feel as if they are under the hearth of their own homes.
Traits
- Wallet Start: 1 Gahl
- Very convincing, Bards have the ability to use their trait and dialogue to make strong emotional sway with anyone they speak with.
- Entertainment enriched lives, Bards can captivate and build positive relationships between themselves or others, or harm them.
- Not always taken seriously.
- Often must live on tips while traveling.
- Literacy (Scribe and Jester).
- Able to, sometimes, consciously or unconsciously, weave a kind of positive force of magic from the Wylstream into their craft.
Man at Arms
Bearing the colors of house and home, men at arms work as a guard. This comes with a sword, armor, and the ability to carry the weight of a Vassal's word within their duty.
Sub-Classes
Guard:
With the power to arrest and reiterate law and order, the Guards serve the people in the most direct way; providing protection and basic policing activity. Guards provide clarity in law and local order, making them more efficient in vocal transactions. They can be called upon to become temporary soldiers in times of great need.
Scout:
Travelers, often in smaller numbers traveling with light armor and basic weapons for speed necessity. Scouts provide layouts of terrain and critical intelligence with a high efficiency in stealth and evasion.
Soldiers:
Serving the roads and more wild routs, Soldiers patrol great distances and borders to maintain order on a grander scale. Soldiers are more critical in combat situations and marshal law.
Traits
- Wallet Start: 4 Gahl
- Proficient in weapons and basic combat.
- Given housing and fed by the Lord they serve.
- Taken seriously regarding information exchange.
- Rarely if ever given access to the court's magical expertise, isntead limited to enchanted items if available.
Vassel
With weight of rank over the people and soldiers/men at arms, you command respect and represent the Lord's wishes.
Sub-Classes
Knight:
The wandering word to whomever they are sworn, Knights carry the weight of authority of their Lord or King depending on who they are directly assigned under. Knights are seen as representatives of both their Liege and in a little sense, the Church.
Bailiff:
The local office head, a Bailiff represents the will and order of their Lord or King based on which they work directly under. The Bailiff oversees the local guard and relations with the military, working out of the Rathaus.
Scribe:
With the weight of the court, a Scribe not only records and provides reading and writing services, but can also carry the weight of their Lord or King's will similarly to a Knight.
Traits
- Wallet Start: 1 Krik, 4 Gahl
- Politial influence with the weight of the Lord's word.
- Highly skilled in combat and stratagy.
- Difficulty dealing with/often rejected by rogues dealings.
Cleric
With the mark of the gods, the will of a holy individual, and a hefty presence even when silent. Clerics and Clergymen focus any and all effort to pursuing, representing, and enacting the will of their gods.
Sub-Classes
Monk:
Monks serve their god first and foremost. The ideals and principals of their gods nature is their primary focus and how they live their lives greatly reflects this. While there are many similarities between different Monks of different gods due to common methods of training.
Priest:
Leadership of the Church and religious groupings of the local areas. Priests or Priestesses work as references which people can come to for answers and clarity, and help provide decision making input for the Church leadership as well as provide leadership services.
Paladin:
The swords of the gods, Paladins work with the honoring commitment of a Knight, but serve the Church more exclusively. Often starting as Knights and transitioning over with their King's or Lord's blessing, the Paladin provides a kind of bridge between the court and the church.
Traits
- Wallet Start: 2 Gahl
- Able to summon the blessings of the gods.
- Connection to higher knowledge on certain situations.
- Sensitive to the presence of holy or unholy.
- Often single focus minded.
Healer
With a critical sense and knowledge of basic universal anatomy, and then specializing in certain races, healers can aid in the process of mending bone or skin and healing sickness.
Sub-Classes
Doctor:
Focusing on oversight and knowledge, doctors are not specifically medical doctors, but are usually the most knowledgeable in the realm of such. Often working as librarians, doctors have the wisdom to find and identify what they are brought for diagnosis. When it comes to treatment, they are proficient in all areas, but not as comparable as someone who specializes in a particular field.
Apothecary:
Master of medicine, the apothecary can concoct most medical brews and decanters with expert precision. They can create medicine to treat illnesses, rash, burns, and reactions. Their knowledge allows them to identify reactions and illnesses in shorter times than a doctor or Surgeon.
Surgeon:
Broken bones, torn and cut flesh, stab wounds, arrow strikes. Surgeons are experts at identifying inflicted wounds and treating them with ointments, bandages, mending techniques such as sewing and bone realignment. Surgeons can perform operations which require a more hands on experience and can identify broken bone and injuries quite quickly.
Traits
- Wallet Start: 1 Gahl
- Proficient in brewing potions (Mainly Apothecary).
- Surgical knowledge for mending (Mainly Surgeon and Medic).
- Highly attuned to medical situations, allowing for fast diagnosis (Mainly Doctor).
- Under trained in combat, often needing protection.
Rogue (Advanced)
Spiteful toward law, insufficiently minded for most politics beyond the negotiation of their price, rogues harness their skill honed nature to infiltrate and disorient the ideals of order, or simply live outside the confines of traditional structure.
Sub-Classes
Thief:
Light on their feet, quick with their hands, and sharp in the eye. Thieves are excellent pick pockets, and eavesdroppers, able to identify individuals as targets for robbing from and masters of blending in with the crowd.
Burglar:
Great in the shadows, smart with their surroundings, and experts in lockpicking. Burglars are infiltrators, masters of breaking and entering. A Burglar can often enter and exit a home leaving absolutely no trace save for whatever they take or leave.
Assassin:
Often traveling alone, Assassins are quiet blades for hire. They don't necessarily care what the target is, as long as coin lands in their hand. As a result of this, the idea of a moral compass is often left on the wayside. Assassins are experts at blending in with crowds, and applying deadly force in ways that leaves them with an alibi or minimal if any suspicion of their actions.
Traits
- Wallet Start: 18 Dranier
- Higher monetary income likelihood when discussing jobs.
- Bonuses to ambushing (Mercenary).
- Bonuses to stealth (Thief/Burglar).
- Rejected by most societal involvement.
Tribal
Growing up in a natural environment and with little to no modern accommodations, tribals are well attuned to nature and living without most conveniences people who life in society are. Tribals can hunt and gather and forage and know their environment relatively easily.
Sub-Classes
Native:
Living lives of simplicity among nature, natives usually stick to their roots and remain within incredibly simple lives. Many living solitary lives far away from society in camps or cabins. Natives are highly equipped in herbalism and survival instincts, expert hunters or fishers, and great living off the land and on the go.
Nomad (Advanced):
Traveling mystics and sages, the Nomads are a kin with elevated knowledge in the Wylstream. With survival knowledge in most common biomes and environments, Nomads can travel nearly the whole world with ease.
Traits
- Starting Wallet: 3 Dranier
- Natural resource experts, able to survive off the land with ease.
- Hunting skills.
- Basic herbology.
- Natural affinity for the Wylstream depending on tribe or upbringing (Nomad).
- Speak little to no common, often in broken languages if any.
Fallen
Not all of the holy and well off can keep their power. It becomes difficult when their skills don't match what they are forced into. People of former notable power retain their knowledge, but lose their influence. They can carry a lot of insight in their respective fields, but when it comes to applicable power, they struggle quite a bit.
Sub-Classes
Oathbreaker:
Paladins of former influence who have abandoned their path. These people lose their tether to the gods and the power they had through them. Paladins struggle with magic due to their reliance on their blessings. They only have residual traits and training alongside their experiences, making them formidable in one on one situations, and knowledgeable in their field due to their lack of reliance on a code or conduct. Their strengths usually dwell within the uses of the [[Bestiary]] and monster hunting.
Torncloth:
A Torncloth is a former Cleric who has yet to, or can not renew their vows. Often tasked with a form of exile or penance, torncloths must travel and find a place to rebuild themselves in a form or redemption. Highly knowledgeable in the lore of the gods, yet unable to access blessings or holy magic. The strength of a Cleric is within discovery of historical things that lay hidden deep or lost beneath the earth, and minor magical healing.
Dishonored:
The Dishonored are any nobles who have lost their way and become dethroned or stripped of all their power and influence. With nothing but the clothes on their back, their sword of oath, they have no skills which benefit them beyond political influence and proper sportsmanship. Most if not all know how to handle their swords well enough, but usually find it better to rely on their words and abilities to reason.
Traits
- Starting Wallet: 1 Gahl
- Wordsmiths, able to communicate and reason well and clearly.
- Basic magic healing (Paladin and Cleric)
- Adept combat (Paladin)
- Can speak very rough/basic tribal/nomadic.
- Literate, capable of reading and writing.
Wizard (Advanced)
Able to wield magic and summon the ethereal planes, wizards are able to use the Wylstream and it's subsequent powers and, in some cases, use magic from beyond the limits of the known Wylstream.
Sub-Classes
Sorcerer:
Magic wielders who use magics within their natural reaches of the Wylstream. Being born with a natural attunement often does not guarantee one can cast magic, however those who do discover their ability to connect with the Wylstream become Sorcerers when they begin to learn how to manipulate their born attunements.
Sage:
Those who reach further into greater circles of magic than their natural attunements. Sorcerers sometimes master their own attunements to an extent far enough to allow them to understand and begin learning how to manipulate facets of magic outside of their natural reach.
Runesmith:
Runesmiths are craftsmen of the written magics. Able to write and design runes which can transmute the Wylstream to their design. Runesmiths require knowledge in the circles of the Wylstream they wish to imbue into the items, and often have the knowledge of a Sorcerer or a Sage, but not the pure casting experience. The benefit of a Runesmith is that runes can be given to anyone rather than only be used by a magic user.
Traits
- Wallet Start: 1 Galh 18 Dranier
- High intelligence and sensitivity to magical presences.
- Able to find ways to enchant items.
- Typically born with some kind of natural affinity on top of their racial trait if any.
- Can not always wear full/typical armor as to not block the flow of the Wylstream.
- Less skilled in all other traits due to the requirement of dedication and knowledge for magic.
Void-Shifted (Advanced)
Shifted through the void from another dimension, these travelers are who or what leak from other worlds. Many of these resemble those races already residing in Wyl, but on occasion, some may be far more diverse and alien.
Traits
- No Money.
- No political influence.
- No base/beginning connection to the Wtylstream.
- Must find a fate within Wyl to progress with certain categories, including magic.
Non-Progression Characters
Non-progression characters or NPCs, will act like named NPCs with the ability to help advance story, but will not be able to pursue progression for themselves as characters (learning magic, diversifying their skills, deviating from their loadout/skills, rank, etc) NPCs are specific and separate from "Actors" in the roleplay. Actors help play characters entirely to the need of the GM at the time. NPCs however play as if they were a player character, but with a stricter set of rules helping dictate their actions and how they play them out. An inquisitor will inquire, a soldier will fight, a scribe will write, a commander will focus on his position in leadership, etc. To create a non-progressing NPC, you will be able to work your own backstory as a Wylean born native (with gm input/guidance if you need), you can give them whatever personality you wish, and will not as often be called to switch NPCs/types unless you voluntarily do so. You will need to abide by certain guidelines as a non-progression character. The only major requirement/suggestion to creating a non-progression character is to have a healthy understanding of the world itself via world anvil and the appropriate Q-n-A channels, and to dive as deep as you can into the specific trade your character will undertake so that you may play it as fluidly as possible.
Non-Progression Characters may:
- Wear mostly customizable outfits as long as it fits the style of the world/rank they take on (Situational).
- Choose from more races than the base available (Requires GM oversight/clarity)
- Help pursue/progress the story like a normal player would.
- Take on positions of command like a player character (if it fits their rank, position, or trade).
- Not learn magic/learn new magic if they are set to be some kind of magic user.
- Not deviate from their trade/skillset/equipment.