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Available Character Classes
Subsections, those starting as "So, you want to be a..." are primarily player-submitted write-ups for specific sub-class types. Have a take you want to submit? Let Frank know.

Within Cambrion any character can learn just about any skill available in the game. Some skills require a character reach a certain rank to learn them and a very select few are restricted by class. By and large if a skill is listed in the rules your character can learn it. The rules contains a breakdown for costs for each of the four primary classes: Fighter, Magic-User, Power-User and Rogue. When you create your character you must choose one of these class tables permanently to buy all of your skills from.

Fighters

The fighter class is most adept at learning combat arts. Whether a fighter is more adept as a secondary skill in learning magic or power largely depends on their race. Human fighters eventually tend to learn some power usage if only to learn to heal themselves a little bit. Elven fighters almost invariably pick up some skill in magic to supplement their combat skills. Humanoid fighters may learn a little power if they are inclined but are far more inclined to stick solely to fighting skills relying on massive amounts of life, armor skill, and ability to cause massive damage to more than compensate for the need for magic or power.

The primary advantage of playing a fighter is that their skills are always available. A mage or power-user can run out of spells or invocations and may not be able to do anything else. Once they run out they need to stop and study or rest to regain their abilities. A fighters abilities don't run out. Second to that advantage is the fact that it requires far less book-keeping than playing a mage or power-user. Mages and power-users are required to track spells and invocations in addition to life points. Fighters are required to keep track of their current life points and occasionally their innate level of power and that's it.

In game play the fighter and rogue class are very similar in nature. While the rogue may focus on a wide diversity of skills and is likely to eventually dabble in magic or power its far easier for a fighter to focus on one skill type or a small branch of fighter skills and stick with them to become an exceptionally focused character type. While this may seem somewhat restrictive at the higher levels there are mysterious unlisted advanced fighter skills that can be used to make a fighter even more interesting and effective in combat.

Buying off of the fighter table does not require that you call yourself a fighter or a warrior. You could just happen to be a traveling blacksmith who is fairly strong and learned to defend himself on the road better than most others do. When anyone asks what you are you could reply that you are a soldier, warrior, adventurer, blacksmith or whatever makes sense to you. Many people who buy off the fighter table choose to accept the class title of warrior or fighter to simplify matters. Fighters are not required to wear any specific costuming however most opt for functional clothing that allows them a full range of movement since they will be fighting in combat often and will eventually likely be layering armor on top of it.

Fighter skills are split up between the races making any race a good choice to play a fighter. Since a fighters biggest concern is usually living through a fight and since humanoids buy life points and skills like strength the cheapest there is a slightly higher percentage of humanoid fighters than any other race. Humanoid fighters tend to stick to the role of big, tough, durable fighters bent on damage through brute force. Humans are a good second for fighters in numbers are are more likely to play the talented fighter who focuses on use of multiple combat skills to achieve dominance in a fight. Since humans are also the race best adept at picking up power they are also likely to eventually dabble in gray power, specifically gray initiates, so that they can heal up after a fight and make the most out of their meager amount of power. Elves are the least frequently seen fighter type as they are considered more nimble and more often opt to be mages and rogues than fighters. Elven fighters are still a very valid concept but are quite likely focus on a variety of nimble warriors skills supplemented with a small bit of magic. Most characters wanting to play elven fighters actually opt to play elven mages and pick up the battle school of magic, however, as pointed out above a mage will eventually run out of spells where an elven warrior will never actually loses the ability to fight with their weapons.

In the current game setting most fighters work for either the Militia or one of the Mercenary companies. There are also two knightly orders a fighter can look at joining. While any character class could join these knightly orders fighters tend to make the most sense as members and are more likely than other classes to join. Joining any of these organizations ensures fighters the best chance of higher level skill training later on than if they choose to join some other organization like the magic or power-users guilds. Fighters in the current game setting are valued as the front line forces. Almost any mage or power-user is hesitant to go toe-to-toe with anything wielding a weapon as the moment they are being beaten upon they can no longer cast let along their concerns they'll quickly die from the fight. Additionally there appear to be a fair number of peoples in the current area well-versed in physical combat, including ogres, that often require the services of a good fighter to survive standing up to the fight. Fighters may not always seem the most glorious role, particularly when they're just acting to keep the casters safe long enough to get their spells off, but just about any other character in the game will tell you they'll want an even need a good fighter along if they want to succeed on any difficult mission. Without fighters the rest are just so many easy victims waiting to fall.

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So, you want to be a...Fighter?
Contributed by: Mike Gibson

(From the perspective of Jameson Lochhaven, Human Fighter Captain in the Militia)

Listen up meat! ‘Cause that’s what you are, meat. Until you become something more, something of recognition, someone that I would proudly fight and die beside, you’re just a meat-shield. So you learned to swing a sword or ax or club without hurting yourself? Big Deal. Chances are, you’ll turn and run when you see your first Ogre tromping at you, or wet yourself when, during the eerie calm of a pitch black night, you hear the soul-grating “hiss” of a Necromantic Ghoul.

I have the sad task of getting you whimpering, slimy, goblin-kin indoctrinated to this land, and how to conduct yourself. Why in the name of all that’s holy…damn…it’s always me. Well anyway, let’s get into it.

First off, let’s start with the basics. You have by now, hopefully, learned some skill with a weapon. Well, that’s not good enough. Ya better learn not only that one, but also a few more. A simple club, young fools, can and will be the difference maker between a hero and a corpse. You can almost ALWAYS find something that will make due in a fight as a club. And some things out there don’t like empowered weapons, so find a power user and become his mate. Also, some things, like skeletons, are barely scratched by a bladed weapon. So I recommend learning a club as a back up weapon. But hey, you don’t have to listen to me. I only happen to be alive where my foolish mates who were ‘one-weapon kinda guys’ are all dead.

The same goes with shield use, and learning ambidexterity. Some fighters use them, and some don’t. It’s up to you what you use. Figure out what you like and do it.

Magic, ahh the great equalizer. Hey, HEY! You kilt wearing highlanders and you painted up ‘n feathered Plainsman types in the back there, ya better take heed: I don’t give two-twists of a Orc’s teet what ya think! Ya better get used to it. There is magic everywhere. Blazes, a third your usual adventuring party is made up of them. If ya don’t like them, then avoid them and cozy up to a Templar. If ya don’t care about magic, then ya better get used to using them. Mages never want to fight. They only get huffy and puffed in the chest when confronted by another mage, and then the spittin’ contest begins. But anyway here’s the point: Ya can’t beat them straight up. Yeah I said it. If you and a mage mate were to start together, and after, oh say, 100 hours of patrol time, you couldn’t beat him. As long as the mate isn’t a half-wit, he wont let ya get close to him and he’ll drop ya. So what can ya do? Learn to beat them NOT straight up!

A mage can’t cast if he is being hit. Whether your hurting him or not. So it may be in your best interest to learn to throw some kind of weapon, disrupt them, and then let loose the rage. The same goes with power-users. If ya can stop their casting you may have a chance. Or hit ‘em when they aren’t looking, either way, they have their weaknesses.

Life: After some time you will be a hearty fighter and say, “I think I have enough life for now.” WRONG! You can never have enough life. Those damned magic bolts keep getting bigger and bigger. And unlike a power strike, they hit your chest. So when you think you have enough life, ya let me know. I have a mage mate who has been itching to try out his newest bolt. And then we’ll see.

Strength: The same as Life. You can never be strong enough. Strength and Life are our greatest assets. Not just the strength of our back and arms, but in our will.

Healers: They are your new best friends. Ya better keep them alive. Cause they are what’s gonna keep you alive. Of all the adventuring types, never was a more loyal, devoted and down right dumb creature ever made. They will try and save anything they deem worthy of life. Which is about everything short of an undead or a troll. So, if they start a yelling “Keep it alive!” ya may wanna pull a few blows there. Otherwise they may hold a grudge against ya. They may not heal ya. Oh they’ll ‘keep you alive’ but not the way you want.

Armor: Get some. The more the better. And learn the skills to make ‘em better

Good V/S Evil. Ahh…now that is a touchy subject. Truth is, I don’t care. Whether you’re evil, neutral, or good. Go out there and just fight like you’re supposed to. We just train ya. What you do is your business. But I will offer you this advice: If you attack a friend of mine over something petty like revenge, money or pride; I will end you. We clear?

Those are the basics. Anything past that is up to you and you individual trainer. Get to know them, and pick their brain. Some offer up good ideas, others want you to think for yourself and ask for stuff. Either way, you better keep an eye out for what’s out there. There are a lot of different fighting styles and just as many different kinds of fighters. So, you go carve yourself a piece of this world and make it yours. Do what you can to make yourself extraordinary. Who knows, in time I may even shake your hand and say well done. Or I may just spit in your eye.

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Magic-Users

The Magic-User class is most adept at learning Magic and weakest at learning physical combat skills. Magic-users also have an easier time learning to control Power than most fighters. Where Magic is the casting of spells based on manipulation of the essences around you, Power is the casting of invocations based on the life essence of the caster and those around them.

In game play the use of Magic is similar to the use of Power. The use of Magic has the advantages of more variety, more effects, and typically flashier results. The disadvantage is the requirement to dedicate spell points into pre-determined level slots for casting and the requirement of your spell book which must be read at a minimum of 15 minutes or longer to regain each spell.

Buying off of the Magic-User table does not require that you call yourself a mage. You could be well practiced in nature magic simply because you were an elven farmer but when anyone asks what you are you could reply that you are a farmer or an adventurer. Many people who buy off the Magic-User table choose to accept the class title of mage to simplify matters. Mages are not required to wear any specific costuming. Some opt for the traditional robes of fantasy and others have opted for more practical trail gear. You can make the class as flashy or mundane as you wish and there are benefits to both. Use of metal armor, however, precludes the use of magic.

Most mages in the game are elven or half-elven as they can acquire the largest amount of spell points and can effectively cast more magic than any other class. Second to elves there are a fair number of human human in the game. Humans are not as readily adept at learning to cast great amounts of magic but are slightly more accomplished at learning more types of magic to higher levels. Additionally humans have an easier time buying support skills such as additional total life and healing than elves do. Humanoid mages such as dwarves and orcs are quite rare. They have the hardest time handling large amounts of spell points and learning lots of schools to high level. They prefer to focus on buying extra life and weapon skills and using magic to support their combat skills. Eventually they can learn to work together with other mages to combine their minimal magics together to effectively cast more powerful spells but this is a long-term prospect and requires multiple mages working together that has not yet been seen among the players.

In the current game setting most mages work for the Magic-Users Guild. This ensures them the best chance of higher level spell training later on than if they choose to join some other organization like the Militia. Mages in the current game setting are valued as the primary foe the characters have been placed against are known to be practitioners of powerful magic and there is a strong need for defense against magic damage and the ability to dispel detrimental magic. Additionally having a mage along who can provide magical combat damage is always a benefit to the group as well.

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So, you want to be a...Seer specialist?
Contributed by: Pat McKeown

(From the perspective of Marion Murdheart, Leader of the "Order of the Eye", Wizard in the Seer and Esoteric Arts)

So young one, you are interested in the path of the Seers? Yes, Seers are the most powerful of all the mages. For with just a few minutes of investigation, you can find out just about anything. Stipulation being, as long as it is not magicially shielded by another Seer more powerful (called "veiled"), on this plane of existance, and worded correctly...much more on that on a latter class.

Before you declare yourself a disciple of the the magic path and in the way of the Seer, I will say mages have the most difficult time. Studying several hours a day at a minimum, allocating spell slots correctly, buying components and spellbooks, conserving casting mana for fear of wasting it, even the Elven mages have to watch their mana casting initially, etc. Then you take Seer? Seer has no offensive or defensive capabilities. You better take additional schools of appropriate defense/protections if you will be anywhere near the front lines. Yes, you heard me, front lines.

Ah, you thought Seers had it soft and cushy in the rear? Well, yes, that is where the old Seers who proved their worth go. But new young Seers are needed on the front to assist young battle commanders too. I firmly beleive a new mage needs to learn in the front lines or in areas in turmoil. Only so much can be learned in a book...best to actually write a book or two and you need to be out their to "see" it. Those Seers rise above their counterparts just studying in a libary by leaps and bounds. Every time a field Seer can out do a libary Seer. For a field Seer can still research and study but a libary Seer will get him/herself killed along with a few others on a combat patrol.

You will start out weak, that I promise you. You will have to survive with your quick feet and wits and with the help of any allies/friends that can protect you. Stay in the back and be prepared to be part mule carrying all sort of items...rope, extra weapons, etc. And even as you gain more and more spells of more and more strength, you will still need to choose other schools to defend yourself at a minimum. Also, you will be called whenever a puzzle or riddle or unknown entity is encountered. REMEMBER...before you open the unknown box/chest/container, cast your best defenses first and warn others to stand at least 21 feet away.

Curiosity will kill the cat and young unprotect Seer and even protected ones now and then.

And if you are really an inqisitive/good Seer, I do suggest forbidden and dark lore. It is really interesting stuff to learn, full of trivia I never dreamed of and some of it was useful. A lot of enemies use it so very practical to know. Of course, ALWAYS obey the local laws and know where the legal bounderies of the kingdom you are loyal to and obey exist. And when you are done studying it...just renounce it to get the holier then thou people off your back on what a bad person you are and all that moral wish-wash.

Also, as a good Seer, learn to take good notes. You will need them.

Cognitions...use them very wisely and do not waste them. You can only use them a limited number of times a day. Also, I strongly suggest you word your questions very carefully BEFORE you start. Again, when you start classes, I will go over basic phrasing, paying attention to time (or lack their of), and what is askable so you do not waste your time...or another teacher will once you are ready.

Also, pay close attention to this: though the Seers belong to the path of magic...I honestly and firmly beleive that their are Seer gods that look down apon our offered questions to the higher planes of existence of this reality and interput them either in a honest or in a spiteful way. Two Seers could ask the same exact question and get a different answer...or one of them get no answer at all! Some of my kind call me crazy for that last remark but that is how it is and I want you to be aware of that before you decide on this journey.

After a while, you will gain in ability and skill, even to the basic ritual ability in time. You will eventually feel you hit a glass ceiling where those over you know more then you and this will frustrate you. You will be frustated and begin to branch out in your studies. A good Seer will refrain and control himself. Stay dedicated to the way. This will eventually lead to very powerful rituals and placement of rank in the Seer heirarchy. Or, branch out and learn all you can about anything you can. This way is great practically, but understand, you will not attain any stature/rank in the Seer community and will be held back academicially in your studies. As you will be considered a wayward Seer...one that has lost his focus. I think you see what I mean. But in branching out in your studies, new doors will open. And some people will flourish in this environment.

One thing I will stress and that is sacred to Seers, even Seers that are on the oppisite field of battle as you: keep your word and never lie. You have to be believed as a Seer, even if you do not work for the courts/legal system. You want people to trust your judgement at all times. Once you lose that it is extremly hard to earn it back, maybe never.

I will end it with that young one, I hope you consider long and hard for this path is an extremely arduous one, one that is not often enjoyed. If you like excitement and big flashy magic, consider the battle mages or the bright fire and illusion mages over yonder and do not waste my time anymore.

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So, you want to be a...Esoteric specialist?
Contributed by: Pat McKeown

(From the perspective of Fax, Esoteric Wizard, co-owner of Strongbow tavern, Sword's Point, Duchy of Armoria )

If you want to be an esoteric mage, you must have a great desire to travel cause that is what you will do once you complete magic basics. Also, want to protect your bar, shelter, or door? This is the school for you. Want to open boxes safely? Esoteric is again for you. Need to blow out a lot of birthday candles like me? Gust of wind will do it everytime.

I would have to say this is one of the most useful schools there is. But,...not a combat-oriented school mind you. Well, not initially, untill you get to the ritual levels, anyways. Then you affect movement and in a limited way...time, enough of that. But, it is there for you once you complete all your non-ritual levels of training first. There are tasty rituals in this school, I will say. Yes, true...any mage of ritual ability will vouch for their rituals in their school, but how many of them let you travel many many miles in one sitting? That is important when you start getting old!

So to further assist your survivial on jaunts through open unknown territory learn some defensive schools or even one offensive as well to better assist you in your travels. Do not venture into the Elven kingdoms uninvited or unescorted in some areas or you may not return. They do not like human visitors too much, as you can guess from the recent war that still hasn't formally been ended.

Always have your best defenses up so that if you pop into a warren of kobolds, you will have a small chance of escaping instead of none. Understand, you can only carry half your own body weight so plan accordingly. And each additional target halves your distance to a drop dead minimum of 10 feet. Remember that for getting people through barriers. Also, you are in a semi-ritual state in the non-ritual level teleports (doesn't makes sense now but it will later, trust me on this for now) so you can understand what is being said around you; if you wish to break it will not hurt you except for losing the spell slot.

At first, your primary school will be weak like any school; but once you learn teleport you will be able to teleport you and your friends through wards or other barriers, get out of other undesired locations when allowed the time. Always use your protect object spells to protect your shelter and others. Use gust of wind on shattered enemy weapons and armor/shields. Open up locked boxes safely. This is your realm of specialty, use it at every oppurtunity.

I would suggest a weapon skill or battle magic to have a weapon handy...Seer to locate people/things, or basic/advanced tracking and because the chances are high of you being alone/independent of others, get to know some healing or at least know how to bandage wounds to stop bleeding. Always carry a knife, a map of the area, some glass beads to give shineys to dumb creatures as bribes and a handful of real gems to bribe the smart ones. Of course, if you are alone and their are a lot of creatures, they may attempt to jump you cause they think you are weak and you are sporting gems. Also, carry extra food as well in case you do get lost or as bribes again. And steel & flint with torches/candles if you go underground. If you can help it, do not go traveling with your main spellbook unless it is an extra. Always go on jaunts with a travelling/backup spellbook, never your main. Just to be on the safe side.

As far as advancement, if you really are into that, yes, stay focused in this one school and you will probably rise in rank/ability in the guilds/colleges, especially if you enjoy politics. That is true of any school, though. A real esoteric mage cares only for his travels, experience, and to his fellowship of friends. Everything else is secondary in my book.

Remember, forethought is forarmed in an esoteric mage's book. And always remember where you have been!

Last, the winds of magic can be so cruel, "Eso" mages lost the ability to write scrolls with our tradmark spell: teleport and put that magic into items and wizards can no longer use teleport like they used to in the past either BUT...it is still an extremly powerfull spell so respect it.

I envy you on your initial travels. Wish I could redo all mine again with a light heart and limber body.

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Power-Users

The Power-User class is most adept at learning Power and weakest at learning physical combat skills. Power-users also have an easier time learning to control Magic than most fighters do. Where Magic is the casting of spells based on manipulation of the essences around you, Power is the casting of invocations based on the life essence of the caster and those around them.

In game play the use of Power is similar to the use of Magic. The use of Power has the advantage of having more variety within any single sect then that of magic in any single school, greater ease of use, and lacks the need for props such as spell books. The disadvantage is that power is tied to the caster and if the caster dies its quite likely any benefits they've provided to others end with the caster's life. Additionally a mage can learn more schools of magic than a power-user can learn sects of power thus limiting the number of low-level invocations a power-user can ultimately learn. So power users can ultimately gain more low level invocations faster then a mage will learn spells but a mage may eventually have more low level spells then a power user will have invocations; it just takes them longer to do it.

Power users must also rest 15 minutes per point of power they want to regain back. This is a disadvantage of the class over such classes as fighters and rogues but a definite advantage over magic-users who must spend 15 minutes or longer per spell reading from a book to regain spells. While a power-user rests for power they are still free to talk and interact in the plot unlike a mage. It is generally considered much easier to manage the game-play of a power-user but at the same time since Power is very linked to alignments it is sometimes considered harder to role play the position of a specifically good or evil power-user well.

Buying off of the Power-User table does not require that you call yourself a Power-User. You could be well practiced in healing invocations but when anyone asks what you are you could reply that you are a soldier or an adventurer. Many people who buy off the Power-User table choose to accept the class title of Power-User to simplify matters. Some choose instead to use the term Shaman, particularly those of the barbarian or orcish races. Power-Users are not required to wear any specific costuming. Some opt for the traditional robes of fantasy and others have opted for more practical trail gear. You can make the class as flashy or mundane as you wish and there are benefits to both. Unlike mages, Power-Users are free to wear as much of whatever armor type they desire.

Most Power-Users in the game are human as they can acquire power points (used to determine how many invocations you can cast) the easiest of any race and can effectively cast more power than any other class. Second to humans there are some humanoid Power-Users within the game. Humanoids are not as readily adept at learning to cast great amounts of power but are slightly more accomplished at learning more levels of power within multiple sects. Additionally humanoids tend to be more adept at learning support skills such as additional life and armor or combat abilities to defend themselves. Demihuman (elves, etc) Power-Users are the least prevalent in the game as they have the hardest time learning power and levels. They typically acquire a small amount of power relying instead on support skills like magic to supplement their ability. In most cases its just easier for an elf to play a mage and pick up power as a supplementary skill than to do it the other way around.

Power is highly linked with alignment in the game. Anyone wanting to play a good-aligned power class such as a healer or templar has to be of good alignment. Anyone wanting to play an evil-aligned power class such as a necromancer or dark initiate has to be of evil alignment. Because of this restriction it can sometimes be harder to role play a power-user well than any other class. Healers are expected to have an extreme devotion to keeping just about all things alive including the "enemy". This has lead to more than a few exasperated parties and healers each with conflicting goals in mind.

In the current game setting most Power-Users work for the Power-Users Guild. This ensures them the best chance of higher level invocation training later on than if they choose to join some other organization like the Militia. Power-Users in the current game setting are valued as the primary foe the characters have been placed against are known to be practitioners of powerful magic and most people adept at wielding magic demonstrate a weakness against power. There is a strong need for defense both combative power usage and any of the defensive healing arts. Additionally it appears there are some other Power-Using forces in the area that may be a threat and the need for defensive combat power may be necessary on many patrols.

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So, you want to be a...Warden?
Contributed by: Harry Ashton

(From the perspective of Traylor "Stonewall" Olaphant, Power-Users Guild)

First, I should state that Wardens are one of the more difficult paths of power to master, due to the fact that our powers are unique and hard for others work with in battles without prior planning. That being said, I believe it is our uniqueness that makes us quite appealing; and I dare say, for someone with imagination, it is the most powerful sect of power available. Let's look at what a Warden really is and then break down the pros and cons.

Warden is the defensive sect of Grey power, neutral power; we care not about the never-ending battle fought between the "lights" and the "darks". Anyone with the Warden sect can cast Halt invocations, which will temporarily stop pretty much anyone of a certain rank or lower at range with but a single line of invocation, which I might add is the *only* spell or invocation that can be done with one line at any invocation level. However, only those true power-users who have made Warden their primary sect will be capable of creating wards...our truest and most flexible weapon of defense.

Wards are invisible walls of force that can either be placed by a Warden to extend 10 feet out to either side from his/her hand, or molded into any shape by a Warden as long as it is no longer than 20' in total length. (One very useful application of this is creating a cylinder around someone to either keep them safe from harm or to prevent them from running off.) Either way, the ward extends from the ground to roughly ten feet in the air. These walls are immovable once placed and can have various triggerable effects that are set when the ward is made.

First off, a ward can be used as a barrier, where characters up to a certain Rank cannot pass trough the ward. They can also contain a halt invocation, discussed earlier. The wards can hold a power drain (1 point per level of invocation), making Wardens the only lawful users of power drains. Finally, a ward can do power damage (also 1 point per level). A ward can be given extra charges. A charge adds one level to the invocation for each charge. A third level power drain ward, for example, can be given two additional charges (the intial charge plus the two extras) by making it a fifth level (3rd level + 2 levels for the charges).

Now that we know what a Warden can do, let's look at what makes a Warden stand out. As stated earlier, they are the only class that can use power drains legally. Power drains are an excellent way to take some powerful creatures out of combat without having to actually engage them in combat. Trolls, for instance, are fairly succeptible to power drains, where physical and magical damage they are highly resistant to. Also, since a Warden can put the power drain in a ward, he doesn't even have to be very close to the creature when it hits the ward. This brings up my next point, which is that Wardens are the only class that can start out casting traps. Since wards can't be seen (except by a power sight invocation), they can be placed in areas where a Warden expects trouble, like a major road to an encampment that is being guarded. This allows the Warden to do his part often without ever getting into spell range. Halts can be useful to interrupt spell casters (as you only have to do one line of invocations) and even useful in slowing down fighters pursuing you or your allies, and are one of few spells that effect levels that can be used at full power at range. Barriers have their place in molding the battlefield to your liking and can easily be used to entrap a character that has been halted.

Why aren't there many Wardens, then, if we are so useful? There are many reasons. Wards, being useful as traps as they are invisible, can often be accidentally triggered by an ally, and power draining your biggest fighter just before combat starts is not a good thing. Also, the power drain is not nearly as effective or efficient as a power drain cast by a Dark Initiate, although the latter lot casts the power drains illegally. While a Warden can do power damage with wards, they are tied with Grey Initiates for having the least efficient power damage of any class ( one point of power per level, and gone after one use). Many of the creatures that are succeptible to power have enough hit points to take a lot of even a mid- to high-level Warden's power to take down. Halts and barriers are some of a Warden's chief weapons, but they only work if the character being halted or hitting the ward is low enough level to be effected. Otherwise, the invocation is useless. Halts also only last 15 seconds or until the character takes damage, where many other level effecting spells that can be used to take a character out of action last for 15 minutes.

If you are going to play a Warden, be used to the fact that you won't get hit too often, as you won't often be involved in the combat. You may cast wards before the battle, or even a couple of halts during, but you won't be sticking around when the swords start flying your way. Not for lack of courage, just lack of damaging ability.

Over all, Wardens are sometimes difficult to play and can sometimes be ineffective in combat, though at other times, being one can be very rewarding. Just make sure you are aware of your strengths, and your limitations.

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So, you want to be a...Templar?
Contributed by: Drake Hunter

(From the perspective of Lord Alysandir mac Laren, Winterhawks Company)

So you want to be a Templar, do you? Does the idea of being the shining hero doing good deals both great and small while collecting the praise and accolades of a grateful community give you reason to stand up and be counted amongst those who fight for what is good and just? Does the thought of Necromancers and Black Dragons preying upon the innocent boil your blood to the point that you would charge headlong into the night, without concern for your own safety, with only a stout cudgel with which to put paid to these wrongdoers? Do you desire to be the rock of your adventuring group, the glue that tirelessly holds everyone together through both your combat prowess and your healing gifts?

Is that who you aspire to be? If so…don’t waste your time or mine, because you probably aren’t cut out to be a Templar. Oh sure, the storybook stuff sounds great and all, but that’s all it is: fiction. I see a dozen like you every month that invariably wash out when the reality fails to live up to the fantasy. So just forget it; you can thank me later.

What? Are you still there? Right, right…you’re one of those who needs to get the long version of “the speech”, aren’t you? Fine…pull up a chair and let me tell you what it means to be Templar in the Emperor’s service.

Pound for pound, Templars have the toughest path to walk of anyone. Period. We are the ones who protect the weak and the innocent and the ones that nobody else gives a damn about. We are the ones who fearlessly charge into battle against evil to protect our companions, without regard for our own safety, because it is the right thing to do. We are the ones who work tirelessly to serve our fellow brothers-in-arms when it would just be so easy to put up our feet and rest awhile. *That* part of the story is true at least.

But what the storybooks don’t tell you is that we are almost universally scorned and shunned for our efforts. Praise? Accolades? Gratitude? Forget it. These are the Emperor’s mercenaries, pal; most of them couldn’t care less about doing right or making sure justice is done. They just want to fulfill their contracts, get paid, and stay healthy enough to spend it…by *any* means necessary. Whether it is the seductive efficiency of dark power, torturing prisoners for information, or slaughtering and robbing refugees, most mercenaries want the quickest route to their payoff and that route doesn’t include being good, decent people a lot of the times. Many a group I’ve seen that would take a Dark Initiate’s help over a Templar’s, even though that Dark Initiate would sell them all out at even the slightest opportune moment. That’s how little regard we are given despite all we do.

You know what an “ideal” Templar is called in the mercenary world? “Unprofitable.” These are the ones who are consistently hung out to dry by their so-called brothers-in-arms and burn through their resurrection chances so fast…there’s no way they can earn enough for their company to cover them and whose careers end before they’ve really ever begun. Even the law isn’t on our side…do you know we were actually *outlawed* for a time for refusing to fight alongside undead, at the Emperor’s order? It’s true: being a Templar was against the law for a time. Like I said, the toughest path of *anyone*.

So…you still think you want to be a Templar? Fine.

The first thing you need to realize is that you have to be patient and you have to be flexible; there are going to be plenty of occasions where you will have to tolerate bad situations because to do otherwise will get you killed. Is that a cop out? NO. The most important thing is that you stay alive, because you can’t help anyone if you’re dead. Throwing away your life for a noble cause is real romantic and all, but completely dumb and impractical in reality. So don’t do it. Always strive to live to fight another day; as long as you draw breath, you can potentially make a difference for the better. Pick your battles wisely and don’t over extend yourself unless there is a damn good reason.

The next thing to realize is that there are many ways to overcome evil and to protect the weak. Always resorting to violence to thwart evil is the sign of an unimaginative Templar who probably isn’t going to last very long. About evil, remember this if nothing else: being evil isn’t wrong; *doing* evil is. Some folks are just born evil and try real hard not to act on their desires; others don’t radiate evil at all yet act like they might as well be. Be smart enough to know the difference. If you can prevent, through word, deed, or watchful vigilance, evil from being committed, you are ahead of the game without ever having to touch your weapon. As for the weak, just remember that they don’t always get to dictate the terms of how they are protected. Sometimes protecting folks means they have to be inconvenienced, whether they like it or not. That’s unfortunate; but it would be even more unfortunate if they were assaulted or killed, wouldn’t it?

Get yourself the best arms and armor you can afford. Too many times a Templar finds himself in the position of having to be a fighter; well, you can’t deal out the damage fighters can, nor can you absorb the same amount of damage. But what you can do is gird yourself up the best you can, buff yourself up with empowers, blesses, strength, and so forth, and heal whatever damage you receive. Never sell yourself short on power, because you will go through a lot of it. When you are out there, there is a real good chance that you will not be able to depend on others to help you, either because of apathy, cowardice, or utter incompetence. So make sure you are prepared to save your own skin the best you can and don’t count on anyone but yourself. If nothing else, whatever assistance you *do* get will be a pleasant surprise.

And most important of all…make sure you understand why you are doing this. Like I said before, if you are Templar because you want to walk the “hero’s path”, then you are a Templar for the wrong reasons. You have to find the strength and resolve to be fair, to be kind, and to be just, even when your best efforts get you spit at. Being a servant of the light means you have to *serve*. Get it? If you don’t have that resolve, you *will* burn out and stray from the path.

Now, get out of here; you’ve got a lot more to think about than you anticipated, I wager. Just make the right choice for yourself, even if that means walking away. But if, *if*, you have that resolve…maybe I’ll see you around, hmm?

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So, you want to be a...dark power-user?
Contributed by: Mike Gibson

(From the perspective of a heavily cloaked and raspy voiced figure named…?)

Come closer, yes that’s it, step into the shadows. Let me begin. This conversation never took place. We never met. If you try to expose me, you will fail and then you will…live. Yes, I said you would live. Death is too easy for the likes of us. We are inventive and clever. You will live, perhaps with an evil spirit placed in you, set to explode when you think of your mother, or the next time you feel joy, or when the strong north wind blows, you will never know. Perhaps I should paralyze you, and allow a rotting, festering, stench riddled zombie gnaw off your right leg and left hand, all the while you watch and feel everything, but cannot react. Or mayhap I should drain your life essence, break all your limbs and bury you alive in loose dark earth so you could barely breath and slowly die of starvation only to be dug up, fed, and process started all over.

So, allow me to repeat myself, this conversation never took place…

You wish to become a member of the Noble Dark? Perhaps we could use you. Which path is it you wish to walk? A Necromancer- the Keepers of the Secrets of Death and Un-Life. Or a Dark Initiate-The Ever Watching Eyes in the Night. Or maybe a Black Dragon-The Masters of Pain Is to your liking. The choice is yours.

Before you make your choice, and enlist your soul to us, you should know a few…details.

Know your station: We all know where in life were we exist. There is a hierarchy to realize. You, young one, will be at the lowest rung. The better you perform, the more chance you have to rise in station. The more poorly you perform, well, lets hope you do not fail, ever.

Know your allies: You have none. We do not keep allies, nor do we keep friends. We have associates, pawns and masters. With time, all are interchangeable and expendable. As are you. Friends make you weak, and weakness is punished. Friends create attachment. Attachment means that someone can get to you. So, logically, if someone can get to you, they can get to me. And that will not be tolerated.

Know your abilities: There is a time and place for everything. Our kind is not welcomed in society. Some welcome us, some tolerate us, and some would eradicate us. Your abilities make you strong. Your strength fills others with fear. Their fear forces us into hiding. But their fear is their weakness. They are sheep. We will shepherd them from a distance. As a musician plucks a string to create a melody, we will have them dance to the tune of our liking. Some are useful and will be used, while others were born to die.

Your public identity: One of our kind cannot simply announce who we are and what we can do, for now. Create for yourself a cover. This cannot be stressed enough. Masquerade as a fighter. Pretend to be a wandering bard or a bloody scribe for all I care. But know this, once your identity is discovered, it is near impossible to ever hide it again. We have dealings everywhere, in nearly everything. But if you are discovered, expect nothing from us. Our political power is not always enough to save your neck from swinging. Your standing and success may impress upon us you are worth sparing. So, never loose your cover and never fail, and we will reward you.

Enemies: Those who dabble in the pathetic arts of Light Power will always be the antithesis to what we stand for. Learn to be tricky. Use your enemies to your advantage. A glib tongue and quick wit will save you just as surely as your power can. Always remember this: Those fools who walk in the light are constrained, mostly, to the letter of the law. Their laws mean nothing to us, but we can use their fear and laws to our advantage. While they are sworn to obey, we have not.

Usefulness: Always be as useful as possible to a party of adventurers. Give them no reason to doubt you. When you can walk in the open, only then are you of use to us. When they have given a modicum of trust to you, then you can act on our behalf. Succeed in a few tasks and the rewards will flow. So learn to cook and know a few jokes.

So, young one, are you ready? Do you still wish to pursue this? The power was always in you, so all you need do it take my hand. This is what you are. Ready?

Excellent.

Now that you belong to us, one last point I failed to mention. Betrayal: Expect it. We give off the illusion of “honor amongst thieves”. That has been our greatest recruitment point. Expect to be betrayed and you will never be disappointed. So, I must do this to explain. <> Feel the pain? That is to remind you I care nothing for you. Only what useful things you can do for me. I will allow you to have that healed when you bring me a new recruit. There are always fighters and rouges and some Grey power users who are only a step away from being one of us. Bring them, and they will be your minions, and you will rise in station.

Welcome young apprentice. Show no weakness. Learn to lie, and lie well. Know your enemies and know their weaknesses. Never stop learning. Rise in station. Meekness is death. Power is life. Show no meekness, grow in power and you shall inherit the world.

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Rogues

The rogue class is perhaps the most diverse of all the classes available. The rogue encompasses the ideas of thief, assassin, scout and more and is often considered the jack-of-all-trades. Its fairly easy for a player to pick one route and stick with it to become a spectacularly good scout or to diversify and become a jack-of-all-trades. Additionally, rogues are the least inhibited when it comes to picking up secondary skills like magic or power. About the only thing rogues aren't good at is picking up combat skills to the same level as a fighter. A rogue gets ample skills with small, nimble weapons like the dagger and can readily do as much damage as most fighters but lack the equivalent life points and range to stand long with a fighter.

The primary advantage of playing a rogue is versatility. A rogue can readily learn to fight well, learn some magic and learn some power. The secondary advantage to playing a rogue is the lack of need for physical armor. Where a fighter and some power-users can quickly become slowed by layers of leather and chain and even plate, a rogue can learn to be nimble enough on their feet to readily dodge powerful blows. This requires a good deal of jumping about to simulate the effect though and can quickly wear a person down as it can be physically draining. Finally, as is the case with fighters, a rogue's primary skills never run out the way a mage or power-users skills will which is a definite advantage over the casting classes. Any secondary skills they pick up such as magic and power are still limited in the same ways they would be for a mage or power-user.

In game play the fighter and rogue class are very similar in nature. While the fighter often stands toe to toe with opponents a rogue is more likely to circle around behind looking for a weak spot to plant a particularly brutal backstab or attempt to get off a pummel or throat-slit and quickly drop the opponent. Rogues are typically the master of the quick take down and a player who is naturally good at stealth, particularly later at night at a camp out, is more likely to take out an opponent quickly and quietly than any other class single-handedly. Even toe to toe more than a few times a rogue has gone in as the primary melee fighter when a true fighter is not available.

Buying off of the rogue table does not require that you call yourself a rogue or a thief or anything similar. You could just happen to be a traveling musician who is fairly nimble and has learned to defend himself while on the road. When anyone asks what you are you could reply that you are a scout, warrior, adventurer, musician, bard or whatever makes sense to you. Many people who buy off the rogue table choose to accept the class title of scout to simplify matters as it implies the entire wide range of available skills without the negative connotations of thief or rogue. Rogues are not required to wear any specific costuming however most opt for functional clothing that allows them a full range of movement since they will be fighting in combat often and will frequently need the freedom of movement when simulating the dodge skill.

Rogue skills are split up between the races making any race a good choice to play a rogue. Rogues are designed to be versatile and we have a fair number of rogues from every race type. Most elven rogues tend to dabble in magic relatively early on. Most human rogues tend to dabble in power usage relatively early on. Most humanoid rogues such as dwarves and barbarians tend to dabble more in the arts of combat having the easiest access to additional life points. Each race type has rogue-specific skills that are a little easier for their own race type. While elves are typically more nimble and this can acquire dodge skills a little easier then a human or dwarf, dwarves tend to make better fighters and tend to pick up rogue weapon skills a bit easier. While these slight differences may help when deciding which race you'd want your rogue to be it's good to know that all the rogue skills are typically relatively inexpensive for rogues of any race.

In the current game setting most rogues work for either the Militia or one of the Mercenary companies. Rogues in the current game setting are valued as trackers, trap-finders, and masters of the stealthy attack. When and where necessary rogues have frequently filled in where a fighter is not available as the front line fighter buying time for mages and power-users to get off spells. Additionally rogues tend to be so versatile that having one along may mean that added bit of magic, power or odd uncommon skill is brought to a party that may be in shortage of just such skills. A rogue can almost always find a place for themselves among any party.

 

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