Knights of the Castle
Knights are brave and noble warriors dedicated to good and righteousness. While they can learn magic skills, they are by far more dedicated to the pursuit of martial knowledge.
Knights are brave and noble warriors dedicated to good and righteousness. While they can learn magic skills, they are by far more dedicated to the pursuit of martial knowledge.
Clerics are members of the fighting forces of their holy orders. They pursue a range of knowledge, both martial and mystical.
Rangers are warriors born of the woods, skilled at hunting and tracking. Their dedication to the protection of the wilderness leads them to pursue a wide range of knowledge, concentrating on martial and outdoor skills.
Druids are mystics who draw their power from a harmonic relationship with the land. While they pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.
Alchemists are skilled in physical and chemical magic, particularly so in the building and animation of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armor is composed of rare metal alloys created through their skill in alchemy.
Wizards are dedicated pursuers of mystical and magical knowledge. While they may lend little to the direct military aspect of a battle, they are likely to turn the tide in their favor with use of mighty arcane forces. Wizards seldom wear any armor, relying on their control of magic to protect them.
Demoniacs are people (often ex-Heretics) who have been completely possessed by one or more demons. Though they have a natural predisposition to gaining magical power, Demoniacs also acquire balancing military skills as well.
Heretics aim to harness demonic forces to their bidding. While they tend to train themselves with warrior skills, they must also know enough magic to control their infernal allies. Heretics can often be recognized by the number of protective wards and markings they wear to ward off demonic attacks.
Death Knights are knights resurrected as liches. While they maintain their former martial learnings, their new forms open them more freely to the learning of magic.
Necromancers are magic users seduced by the easy power of death magic. The price of their art is its practice slowly drains life from its wielders - eventually transforming them into liches.
Overlords build dungeon lairs to protect their gains acquired through conquest. Ruling through intimidation, they tend to be warriors who know the value of magic. They often wear armor designed to enhance the ferocity of their appearance.
Warlocks learn magic for the power it gives them to achieve dark and selfish goals. More than any other hero, they focus on the pursuit of magical knowledge over other values. Warlocks often flaunt their power, using magic to alter their features.
Barbarians are little concerned with anything outside the pursuit of military might. Consequently, they advance most quickly in attack based skills and slowly in all others. Barbarians wield massive weapons and wear little armor.
Battle Mages are Barbarians with limited spellcasting abilities. While they advance their ability at magic, they also study the arts of war. Battle Mages often wear trophies, gathered from slain foes, from which they derive additional power.
Horn of the Abyss
Through physical force and intimidation, Beastmasters build their realms by subjugating those dwelling nearby. As a consequence, they are little interested in the pursuit of mystical knowledge. Beastmasters often costume themselves in the likeness of vicious swamp creatures.
Horn of the Abyss
Witches are adept at the use of magic powered by rare ingredients gathered from swamplands. Learning this knowledge takes a focus that allows for little advancement of military knowledge.
Planeswalkers excel in strategic engagements, leveraging their profound understanding of the weaves of the world to turn the tide of battles and secure victories for their faction.
Elementalists are masters over the elemental forces of the world. With a deep connection to the natural elements, elementalists are capable of casting powerful spells and summoning elemental creatures to aid them in combat.
Captains are the most vicious pirates of the high seas, survived often through harshest of skirmishes. Captains are only dedicated to their crew, home port, and themselves.
Navigators are the wind in their ship's sails. They have learned the arts of far-seeing and air magic to aid them in their voyages.
Mercenaries are hardened hunters driven by lust for coin. They will often think little of their allies to reach their goals.
Artificers have learned the arcane arts of creating powerful magical items, sometimes at a great personal cost.
The Refuge acts as a safe haven for those with nowhere else to go. Gremlins, sea witches, satyrs, and even the undead gather under Refuge. The strongest are elevated to protect the others as Wardens.
Mystics use their magical abilities to protect, sometimes through offense. Coming from a myriad of races and backgrounds, their chaotic arsenal of spells confuse and distract those who wish harm to the Refuge.