Archetypes are unique in that there are certain branches and/or specializations based on a simple skillweb that are only open to certain archetypes. Every guild is based on one of these archetypes, which are then further differentiated by paths open to them on the skillweb. See Guilds. In addition to all the common skills, archetypes receive one primary skill, and two secondary skills. They also are given the choice of one a trade skill, some of which are only available to certain archetypes (for example, only the warrior archetypes can learn forging). |
|
Only found in cities, Cosmic Guardians are the keepers of the outer planes, each devoted to a philosophy of an outer sphere. They are the spiritual keepers of their cities. Their prime skill is Cosmic magic with a specialization based on the nexus of power in their city. Those who study Cosmic magic must take the High Magic common skill. One secondary skill must be Rituals, again with a specialization based on the nexus of power associated with their city. Their other secondary skill is usually a choice determined by the guild. |
|
Also only found in cities, mages study elemental magics and consider themselves to be purist form of spell casters. Each city's nexus of power is connected to a specific elemental plane, and offers a unique path for the elemental mage to take. Once they take their specialization, their powers can extend over vast tracts of land, making them extraordinarily powerful. Those who study Elemental magic must take the High Magic common skill. One secondary skill must be illusions, and the other secondary skill is usually a choice determined by the guild. |
|
Druids are the guardians of the forests, ennobled with the task of protecting the flora and fauna within. They are similar to elemental mages in that their power can extend over vast tracts of land. They can only be found in nature communes, for they reject life in the cities. Their primary skill is Nature, which is shared by wiccans, though druids always take the specialization of Druidry. Those who study Nature magic must take the Low Magic common skill. One secondary skill must be the skill of Totems, with a specialization based on the nature commune and associated guild . The other secondary skill is usually a choice determined by the guild. |
|
Covens of witches form the spiritual centers of nature communes, and the prime skill of a wiccan is the Nature skill, though they always take the Wicca specialization, which allows the wiccan to call upon the Fae to aid the forests in times of need. Those who study Nature magic must take the Low Magic common skill. Like druids, one secondary skill must be the skill of Totems, with a specialization based on the nature commune and associated guild. The other secondary skill is usually a choice determined by the guild. |
|
Warriors can be found anywhere, either in cities or in nature communes. They are a flexible archetype, able to take any specialization offered by their prime skill of Knighthood. One of their secondary skills must be Athletics, and the other is determined by the city or nature commune. |
|
Music and song can invoke a special magic which supports other archetypes as well as being a potent force in itself. This is the type of magic that every bard taps into. Indeed, bards compose their own songs, imbuing them with certain magical powers. Bard must maintain a musical instrument, and they develop strong bonds to their chosen instrument. They can be found throughout Lusternia, both in cities and communes. City bards study secondary skills of either tarot or illusions, while commune bards maintain a close affinity to nature and study either hunting/ecology or illusions. All bards keep in top physical condition through a study in acrobatics. |
|
Martial arts were developed and refined by the kephera and illithoid during the Undervault Wars, and which they subsequently taught to the upper world people in the Basin of Life. Training begins with learning kata, the basic form of unarmed combat, and then advances to mastering unique weapons in their various specializations, such as the shofa knives used in shofangi. The kephera and illithoid also both developed a unique form of psionics called psychometabolism, which is the absolte mastery of one's own body. Some monks prefer to forego this mental development and study acrobatics instead. The kephera taught the monks in the Serenwilde Forest Commune and the City of New Celest a form of spiritual communion, called Harmony. |
