THE CLASSES
Where will you start your journey? How does the world know you? What alliances do you have at the start of the game, and who are your enemies? This is what your class dictates?
RANGERS OF THE GREAT SPIRIT:
The Wardens of the Woods
A wayward coalition of vagabonds, runaways, and outcasts, the Rangers of the Great Spirit cultivate harmony between all living things. Rangers seek to preserve and protect the wild places of Amelor. The meteoric rise of technology disquiets the Rangers, as they feel the steady encroach of metal and machinery upon the green places.
Rangers are identifiable by their forehead tattoos. Many of them also wear headdresses of antler or bone adorned with wolf’s teeth, signifying that they are beloved of Vyridion, the Great Spirit of Beasts.
While most Rangers desire to find a peace between the old and the new ways, there are some who believe action must be taken to stem the inexorable march of industry across the archipelago and beyond.
RIVALS: Technomancers of New Lystar
AGENTS OF HOUSE CORSIN:
The Hands Behind the Scenes
Once the Corsins walked in the shadows, but over the past few centuries they have come to light. Woe betides anyone who underestimates their overt operations, however, for the Corsins are still the masters of information across Amelor. Anything that needs to be known a Corsin can find out, along with a great many things that would prefer to be kept secret.
Corsins pride themselves on the masks they wear while on the job. Each Corsin receives their own unique mask once they become an agent. Losing the mask is a devastating blow to a Corsin’s reputation, especially if they are unmasked in public.
House Corsin dispatches their agents to observe and report on anything happening in Amelor. Rumors buzz across Amelor like so many bees, and the Corsins are the keepers of the apiary.
RIVALS: STRYKARRIAN ASSASSINS, ALDEN KNIGHTS
ARCANISTS OF AMELOR:
The Masters of Magic
Once feared as masters of dark arts and forbidden secrets, the Arcanists of Amelor have grown in respect and esteem since the time of Aravah, the last queen of Amelor and head of the Arcanist house. Arcanists channel power from the spirit world with the help of wands and rituals to create magic in contrast with the wilder and less predictable Melosinian Magi. While people take up the Arcanist mantle for a variety of reasons, they share a desire for knowledge. The Arcanists embrace the rise of technology, helping the Technomancers of New Lystar. However, all those blessed with extended sight have seen the same thing- there is something terrible brewing on the horizon for magic in Reya.
RIVALS: TECHNOMANCERS OF NEW LYSTAR, VASSELS OF VELBRIEN
KNIGHTS OF HOUSE ALDEN:
The Shield of the Realm
Every Alden swears an oath to shield the people of Amelor from anything that might try to harm them, and to serve as the swords of truth and justice against evil wherever it lurks. They are the Knights of the Realm, the arbiters of the law, bastions of honor and virtue. Many Aldens embrace magic as Arcane Knights or augment their martial prowess with Lystarian technomancy. Aldens know that they must be ever-vigilant against the dark forces of the world, for they are never gone, only temporarily quelled.
RIVALS: CORSIN AGENTS, VASSELS OF VELBRIEN
TECHNOMANCERS OF NEW LYSTAR:
The Followers of Finn
As from the ashes of Lystar rose a beautiful city, so did the Technomancers rise from the ranks of the Whiteshields. Once staunch and often overzealous enemies of magic, the Technomancers represent the best of mortal ingenuity. Their miraculous inventions represent the forward progress in Amelor. Many Technomancers trace their ambitions back to Finn Corsin, who many venerate as much if not more than the great spirits that shaped the realm. To a Technomancer, Finn is “the mortal spirit,” the embodied ability of humanity. However, the Technomancers still distrust magic more than most.
RIVALS: Rangers of the Great Spirit
EMISSARIES OF THE SENATE:
The Voice of the People
Since the dissolution of the monarchy, Amelor has looked to the Senate to guide them safely down the treacherous river of time. The Envoys are the emissaries of the Senate. Their voices are their violence, and their weapons are words, which they know to be the most powerful magic of all. Anywhere the Senate needs them, the Envoys will appear.
RIVALS: Strykarrian Assassins, Merchant Pirates
VASSELS OF VELBRIEN:
The Outcasts of Ophellium
Summoned from his prison from Mara, Velbrien, the Great Spirit of Destruction, was offered a safe haven in the dark heart of an unlikely vessel - Veraston, the Melosinian mage yearning for a home of his own. Together, with Velbrien's power and young Veraston's magic, the realm of Ophellium was born.
Ophellium can be seen in the darkest nights on Amelor, an errie glowing violet star in the western sky. Those who are born in Ophellium are born inside the black trees that blanket the land. Opposite of the light and whimsy of their fair celestial cousins the Melosinians, those born in the Ophellium take on a dark and haunting visage.
Curious Amelorians who feel they are outcasts may request refuge to Ophellium, and orphans of Strykarria maybe approached by a figure calling themselves the Dreamsinger, asking if they would like to take the oath of Velbrien, receive a new name, and find sanctuary in the floating city of the night.
RIVALS: Melosinians, Arcanists of Amelor
MERCHANT PIRATES OF THE
VOLUND SEA:
The Floating Fraternity
While the pirates of Amelor sail under innumerable colors, a love of salt and sea unties them all. Pirates answer Va’lasheen’s call for their own reasons. Some seek glory on distant shores, some desire to know what lay beyond the horizon, and others look to make as much coin as possible for themselves. Most pirates follow Kat’s Code, a loose set of guidelines to ensure honor among thieves. The Code emphasizes bonds between crewmates and never settling for less when more is possible.
Since the discovery of the Walled Continent, the pirates have been at the forefront of attempts to get beyond the wall.
RIVALS: Amelorian Senate, although there is a lot of infighting amongst the Merchant Pirates themselves...
STRYKARIAN ASSASSINS:
The Knives in the Dark
The lawless island of Strykaria offers possibility for the enterprising, and the Strykerian Assassins Guild have carved their niche in blood and bone. The Strykerian assassins sell their services to the highest bidder, eliminating those who need to be eliminated and stealing that which needs to be stolen. After every successful job, a Strykerian adds a new braid to their hair to let prospective employers know at a glance how skilled a particular assassin is. Strykerians never hide their faces either on the job or off, preferring to revel in the audacity that comes with eschewing anonymity. A few particularly spiteful Styrkerians have taken to stealing the masks from Corsins and wearing them to public events. The Senate abhors the Assassin’s Guild, and there are whispers that the Envoys have been planning to dismantle the Assassin’s Guild somehow.
RIVALS: The Amelorian Senate, Corsin Agents
THE MAGI OF MELOSINE:
The Dreamers of Delights
The Magi of Melosine believe that magic is an extension of the individual, and that spells are the pure and perfect expression of the self. They draw their power from the natural magic of the world, disdaining arcane grimoires and ancient rituals in favor of the raw energy they feel around them.
The Magi will tolerate no threat to magic in Reya. While they disdain fighting, they possess immense power. Natives of the Dreaming Isle, the Magi now find themselves reluctantly anchored to Amelor, and they have begun to fear for the future. Their Oracle foresees a dark day dawning for magic, and the magi seek to stop the threat if they can. However, they do not know where it will come from, or what form it will take.
RIVALS: The Vassels of Velbrien
ASYLUM AVENGERS:
The Ingvohlian Apostates
The smooth ship that sailed for Soracine carried emissaries from the hidden world behind the wall. First contact made between the United Kingdoms of Reya and the Ingvolh was met with trepidation, but soon an alliance was forged between the Ingvohl Pillar Amanita who sought asylum and the People of Amelor. Those who ask for the Pillars blessing find themselves newly transformed into a fungal fae being, committed to protecting Amanita at all costs...