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Amazon
-- This powerful woman warrior belongs
to nomadic bands who roam the plains near the South Sea. The
wandering of these groups often brings them into conflict
with other peoples, so the Amazon is accustomed to fighting
to defend her own. This lifestyle has made her fiercely independent
and able to weather severe hardship and travel. While her
skill with the bow rivals that of the Rogues, the Amazon is
also adept in the use of spears and other throwing weapons,
as well as in hand to hand combat. The Amazon is much sought
after as a mercenary, in which type of service she will be
loyal as long as her own ends are also served. |
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Barbarian --
The Barbarian is a member of any of
several tribes on the fringes of civilization, and he refuses
the influence of those he sees as soft and weak. Ceaseless
clan warfare and the constant struggle to survive in the hostile
wilderness are reflected in the Barbarian's sturdy and powerful
frame. Though perhaps lacking the sophistication of city folk,
the Barbarian has an acute awareness of his surroundings.
Because of his shamanistic belief in the animal powers with
whom he identifies, the Barbarian is sometimes associated
with stories of lycanthropy. In fact, he believes he can call
upon the totemic animal spirits to infuse him with supernormal
strengths and abilities, but these only work to improve his
already superb battle-tactics. |
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Necromancer
-- From the steamy recesses of the southern
swamps comes a figure cloaked in mystery. The Necromancer,
as his name implies, is an unseemly form of sorcerer whose
spells deal with the raising of the dead and the summoning
and control of various creatures for his purposes. Though
his goals are often aligned with those of the forces of Light,
some do not think that these ends can justify his foul means.
Long hours of study in dank mausolea have made his skin pale
and corpselike, his figure, skeletal. Most people shun him
for his peculiar looks and ways, but none doubt the power
of the Necromancer, for it is the stuff of nightmares. |
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Paladin
-- The Knights of Westmarch who felled
the armies of mighty Leoric are pure at heart and follow closely
the teachings of Zakarum, the Religion of the Light. A battle-ready
warrior for whom faith is a shield, he fights for what he
believes to be right. Furthermore, his steadfastness gives
him powers to bring blessings to his friends, and wreak cruel
justice upon his foes. There are those who call the Paladin
an overwrought zealot, but others recognize in him the strength
and goodness of the Light |
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Sorceress
-- One of the rebellious women who have
wrested the secrets of magic use from the male dominated Mage-Clans
of the East, the Sorceress is an expert in mystical creation
ex nihilo. Though somewhat lacking in the skills of hand-to-hand
combat, she compensates for this with fierce combative magics
for both offense and defense. Solitary and reclusive, the
Sorceress acts based on motives and ethics inscrutable to
most, sometimes seeming capricious and even spiteful. In reality,
she understands the struggle between Order and Chaos all too
clearly, as well as her role as a warrior in this battle. |
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Assassin
-- The Order of Mage
Slayers was formed after the Vizjerei survived the tragedy
brought on by Bartuc and Horazon. Their purpose was to watch
for rogue magi that might become corrupted by the forces of
Evil. To be effective at this task they were trained in abilities
that were not conducive to Demonic corruption. Living as rumor
and myth to the general population, even other magi knew very
little about this mysterious order. Their reputation was shrouded
in mystery and the simple fear of their retribution almost
ensured steadfast vigilance against corruption amongst those
who knew they were real.
Assassins do not employ
the magical arts directly; rather, they use enchanted items
that mimic elemental powers and can be used autonomously.
To further avoid potential corruption, they focus on the
natural abilities of the mortal body--powers of the mind
and unarmed combat.
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Druid
-- The Druids inhabiting the northern forests of Scosglen
developed their magic independently from the eastern mage
clans. They served as the warrior-kings of their tribes, usually
living apart from their people in massive stone towers that
were covered with vines and ivy. As masters of the natural
world, they were able to control living creatures and the
very forces of nature.
Perhaps the most notable power of these
Druids is their ability to change their form into that of
an animal. Because of this ability, the tribes under their
rule knew that they could be watched at any time. The sight
of what was thought to be a common beast transforming into
a vengeful Druid kept many a potential uprising in check.
The Druid controls both Elemental and Prime
magic. His Elemental powers give him control over fire,
earth, and the winds. His Primal bond with nature allows
him to command many beasts and plants, summoning hawks,
wolves, vines, and even natural spirits to do his bidding.
He can also change his own shape into creatures such as
a huge cave bear or a dire wolf, and then use these forms
to call upon further powers.
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