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Archetypes, or classes, 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.

In addition to all the common skills, archetypes receive one primary skill, and two secondary skills. They also are given the choice of one trade skill, some of which are only available to certain archetypes (for example, only the warrior archetypes can learn forging).

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Bard

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.

Cacophony

Affiliation: City of Magnagora

As anticipation and curiosity arose in the city of Magnagora, the black orb that hung over the Megalith of Doom was suddenly awakened by Aia y'Kada and her words hailing the strength of the Engine of Transformation. Awakening the Dead Voice of Jagrerox, the Cacophony was founded in the year of 159 C.E.

From those who wield instruments to bring about the death of their enemies to those who play for raptured audiences to strengthen their allies, the Cacophony builds upon the strength and culture of Magnagora. With violas, lyres, mandolins, or other stringed musical instruments at their disposal, they have the power to send demonic beings from Nil into an attacking frenzy or cause a plague of ill fate towards their enemies. Bringing about the destruction of all who stand in their way, they walk a fine line of music and death, lore and taint.

The Cacophony is a bard archetype guild. They can choose to follow either lowmagic or highmagic. Their main skill is Music with specialization in the tainted music of Necroscream; their secondary guild skill being in Acrobatics. Members of this guild can choose between the skills of Tarots or Illusions.

Cantors

Affiliation: City of New Celest

The Cantors are bards of the City of New Celest, singing the hymns and prayers of the Supernals in great reverence to Their glory. Founded on the 22nd of Tzarin, 160CE, the guild was born under Raflein's poem, his voice awakening the remnants of Rhapsody, whose essence is infused with all of the Cantors.

Wielding their holy instruments in hand, members of this Guild play songs of reverence to the Supernals, compounding the strength and glory of Celest in their lyrics. With songs that bespeak of hope and love, of courage and justice, and of light made incarnate, the Cantors play with such fervour and accuracy as to send Angels into a passionate frenzy, or inspire allies to achieve greatness.

The Cantors is a bard archetype guild, and are able to choose both Highmagic or Lowmagic. Their primary skill is that of Music, and they go on to specialise in Starhymn, the holy songs of Celest and Celestia. Acrobatics is the training of muscles and reflexes, which acts as a Bard's secondary skillsets. The Cantors can then take either Tarot or Illusions as their tertiary skillset.

Harbingers

Affiliation: Commune of Glomdoring

Unsettling rhythms echo in the darkness of Glomdoring Forest, a low thrum rising from the Drums of the Dead like the pulse of a dark heart, accompanied by barghests' howls and the beating of crows' wings. In the year 159, the Blacktalon Nirrti captured these eerie melodies in a song, whose refrain awakened the Voice of the dead Elder Goddess Mahalla. Nirrti found herself keeper of the Dead Voice, and vowed to teach others to sing the praises of the dark forest, becoming the first Harbinger of the Wyrd.

The Harbingers' art ranges from hymns of subtle beauty, to ferocious hunt songs, to dirges fatal to the listener. Their music spurs shadowbound fae to a frenzy and makes the Wyrden forest thrive. Above all, their voices herald the ascendancy of the Wyrd over the Basin of Life.

The Harbingers follow the bard archetype. Their primary skill is Music, specialising in the insidious Shadowbeat, with the secondary skill of Acrobatics. Harbingers may study Hunting, specialising in Ecology, or learn to craft Illusions of light and shadow.

Minstrels

Affiliation: City of Gaudiguch

The Minstrels Guild was founded just after the Era of the Wounded Sky in the year 315 C.E. after the Voice of Gullagumbah was freed after being held captive by the Ice Angels and before that the Frost Spite. When the Voice of Gullagumbah was in captivity, it used to help break the sky and amplify the power of the Soulless God Zenos. After finding freedom, the Voice was attracted to the intoxicated state of Beloch Baruwski in Gaudiguch and took up residence in his body. When the Voice of Gullagumbah heard the song sung by Tetra Alin'dor, who also composed it, titled "Morning Star", it left the body of Beloch and took up residence in the Pleasure Palace, founding what is now known as the Minstrels Guild.

The Minstrels Guild is a bard archetype guild. They can choose to follow either Lowmagic or Highmagic. Their main skill is Music with specialization in the bawdy songs of Minstrelry; their secondary guild skill is Acrobatics. Members of this guild can choose between the skills of Tarot or Illusions.

Spiritsingers

Affiliation: Commune of Serenwilde

The Spiritsingers, the bards of the Serenwilde are a group of individuals dedicated to preserving the lore and mythos of the northern forest. The guild was founded in the year 160 CE when Ialie Starfall sang before the mysterious sphere that materialized one day at The Moonhart Mother Tree. Her song was able to awaken the voice of Trialante thus giving birth to the Spiritsingers.

Those who inquire about joining the Spiritsingers are encouraged to make sure that they understand that they are not just performers. They are not the merrymakers of the forests and there is no place in the guild for clowns. Those who call themselves Spiritsingers are those devoted to the histories and the legends of Serenwilde. They are the inspiration, the reminders of purpose, the lorekeepers.

The Spiritsingers are a bardic archetype and thus are able to choose between highmagic and lowmagic. They can also choose Hunting and Illusions as a tertiary skill and acrobatics as a secondary skill. The primary skill of choice is Music with a specialization in Wildarrane.

Symphonium

Affiliation: City of Hallifax

The Symphonium was founded just after the Era of the Wounded Sky in the year 315 C.E. when the Voice of Crys was held captive by the Ice Angels and used to help break the sky and amplify the power of the Soulless God Zenos. After taking refuge in the body of Professor Nann Baruwski while she was conducting experiments in harmonic audio fields, the Voice was finally lured out by Morshoth Skyplume who sang the song he composed, titled "The Collectivist Crescendo". Since then, it was revealed that the Voice of Crys was somehow entwined with the soul of a mortal named Jilai, whom only the Voice of Crys can hear, though some believe they can hear Jilai when he sings. The Voice has taken residence in the Symphonium Opera House in Hallifax.

The Symphonium is a bard archetype guild. They can choose to follow either Lowmagic or Highmagic. Their main skill is Music with specialization in the operatic music of Loralaria; their secondary guild skill is Acrobatics. Members of this guild can choose between the skills of Tarot or Illusions.

Druid

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 either take the specialization of Druidry or one more closely linked with the nature of their Forest. 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. The other secondary skill is usually a choice determined by the commune.

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Blacktalon

Affiliation: Commune of Glomdoring

Deep in the heart of the Glomdoring Forest, the Song of Dark Returning lay dormant for many, many years. In the early years of Glomdoring reawakened, Crow began to appear with Brennan Stormcrow in the dreams. Brennan, whole and handsome, spoke to the commune of the Song, slowly revealing hints and eventually leading the whole commune to search for it. Uncovering the words, many of the commune's guildless druids agreed to sing the Song, hoping it would reawaken Crow, so that he might teach one to lead the druids on a new, uncertain path. After many unsuccessful tries, Glomdoring was informed that they must choose amongst themselves who the Chosen of Crow would be, and they would be handed the spine of a feather to open the way to the Dark Nest. After some debate and discussion, Bau Sayelle-Gladheart was eventually chosen to be the first Eye of Crow, and sang the Song of Dark Returning which gave birth to the Blacktalon Guild.

The Blacktalon are a druid archetype, thus, they are required to take LowMagic as a common skill before being able to study Nature magic. Once having mastered Nature magic, they then specialize in druidry. Their main secondary skill is Totems, which once mastered allows them to specialize in the Crow totem. Blacktalon druids may choose Runes or Dreamweaving or Hunting (with the specialization of Ecology) as their final skill, and may take Alchemy as their trade skill.

Hartstone

Affiliation: Commune of Serenwilde

The Hartstone is a guild of druids, who can meld with the forest itself and cause nature to rise to its defense. The guild is bonded to White Hart, a Great Spirit of Nature who takes the form of a giant snowy-white stag.

The Hartstone are a druid archetype. Thus, they are required to take LowMagic as a common skill before being able to study Nature magic. Once having mastered Nature magic, they then specialize in druidry. Their main secondary skill is Totems, which when they master will allow them to specialize in the Stag totem. At some point, a Hartstone druid decides to become a runic druid by taking the skill of Runes, or a Keeper of Hart's Secret by taking the skill of Dreamweaving, or an ecologic druid by taking Hunting and its specialization of Ecology. Druids may take Alchemy as a trade skill.

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Guardian

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 city.

Celestines

Affiliation: City of New Celest

The Celestine Guild is the priesthood of Light, both protecting and being protected by the angelic plane of Celestia. As the spiritual leaders of New Celest, they uphold the teachings of the Holy Supernals of Celestia, seeking justice and harmony for all. Once pledged to a Holy Supernal, the blessed Celestine is almost always accompanied by an angelic companion who helps in the good works in the name of the Light.

Celestines are a guardian archetype. Thus, they are required to take HighMagic as a common skill before being able to study Cosmic magic. Once having mastered Cosmic magic, the Celestine then specializes in Celestialism, allowing them to travel to the cosmic plane of Celestia and make pledges to the Holy Supernals. Their main secondary skill is Rituals, which when they master will allow them to specialize in Sacraments, thereby enhancing their holy powers. At some point Celestines choose either to take the Healing skill to become healers or to train in Tarot which is a more aggressive art or to study Astrology. Celestines may take Enchantment as a trade skill.

Illuminati

Affiliation: City of Gaudiguch

The origins of the Illuminati are unknown, though it is generally accepted that they are extremely ancient, certainly predating the Celestine Empire. Some scholars have speculated that the Illuminati predates even the Vernal Wars, though there has never been any conclusive evidence on this one way or the other. At the time of the founding of the Celestine Empire, the Illuminati were known as an enigmatic sect of primarily dracnari mystics, revered by most dracnari for their spiritual wisdom and strength. After the Illuminati opened the way to the Eternal Flame, it is rumoured that their occult and esoteric teachings had a renaissance. However, the Illuminati had always closely guarded their rites of Initiation into the Mysteries, and the general public only saw their spiritual and mystic powers increase dramatically. Around this time, members of the Illuminati began to wear their trademark robes that hid their features and it is also around this time that the dracnari developed the skills of Beastmastery.

The Illuminati is a guardian archetype. Thus, they are required to take HighMagic as a common skill before being able to study Cosmic magic. Once having mastered Cosmic magic, the Illuminati member then specializes in Transmology, a mysterious skill that allows them to tap into the wonder of the Plane of Vortex. Their main secondary skill is Rituals, which when they master will allow them to specialize in Paradigmatics, sometimes called chaos magic. At some point a member must choose either to take the Hexes skill or to train in Tarot or to learn the science of Astrology. Illuminati members may also take Enchantment as a trade skill with a specialization in Spellcraft.

Institute

Affiliation: City of Hallifax

The Institutional Society of Hallifax for the Improvement of Temporal Knowledge (more commonly known as the Matrix Institute) is a learned society for science established during the earliest days after the founding of the city of Hallifax. Primarily responsible for the practice of Temporal Manipulation and the discovery of Continuum, the Institute used their understanding of Time to join together with the Aeromancers and create the Matrix. Since then, the Institute has elevated the study of Time into a Science itself, to which they still dedicate most of their research. Since their founding, the Institute has branched out and now seeks to improve knowledge of all natural and unnatural sciences through controlled experiments. The Institute is a society of learned gentlefolk who take great pride in their profession, as is reflected by their motto: 'Take nobody's word for it', which is an expression of the determination of the Fellows to withstand the domination of authority and to verify all statements by an appeal to facts determined by experiment.

The Institute is a guardian archetype. Thus, they are required to take HighMagic as a common skill before being able to study Cosmic magic. Once having mastered Cosmic magic, the Institute member then specializes in Harmonics, allowing them to master the crystal technology on the Plane of the Continuum. Their main secondary skill is Rituals, which when they master will allow them to specialize in Aeonics, the study of time manipulation. At some point a member must choose either to take the Healing skill to become healers or to train in Tarot which is a more aggressive art or to study the science of Astrology. Institute members may also take Enchantment as a trade skill with a specialization in Spellcraft.

Nihilists

Affiliation: City of Magnagora

Nihilists are the priesthood of Magnagora, and are tied to the demonic plane of Nil, where they are also receive the powers of necromancy. While nominally the spiritual leaders of Magnagora, they often focus on the accumulation of material wealth and power for the city rather than more esoteric concerns. Most adepts are accompanied by a demonic thrall sent by a Demon Lord of Nil to help in their work.

Nihilists are a guardian archetype. Thus, they are required to take HighMagic as a common skill before being able to study Cosmic magic. Once having mastered Cosmic magic, the Nihilist then specializes in Nihilism, allowing them to travel to the cosmic plane of Nil and make pacts with the Demon Lords there. Their main secondary skill is Rituals, which when they master will allow them to specialize in Necromancy, thereby enhancing their holy powers. At some point Nihilists choose either to take the Hexes skill or to train in Tarot or to study Astrology. Nihilists may take Enchantment as a trade skill.

Mage

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 city.

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Aeromancers

Affiliation: City of Hallifax

The Aeromancers Guild are mages who devote themselves to the element of air. Though originally founded many centuries ago, the guild was lost during the Taint Wars when the City of Hallifax was trapped in time and space for over 500 years. The Aeromancer Cririk Adom was the only survivor, and it was he who reopened the guild. Teaching the arts of wind, cloud and storm, the Aeromancers are a formidable force to be reckoned with, despite their academic and intellectual leanings.

Aeromancers are a mage archetype. Thus, they are required to take HighMagic as a common skill before being able to study the Elemental magic. Once having mastered Elemental magic, the Aeromancer then specializes in Aeromancy, allowing them to travel to the elemental plane of air. The main secondary skill of a mage is Illusions. Aeromancers also at some point decide to be a runic mage by taking the skill of Runes, or a dream mage by taking the skill of Dreamweaving, or a psionic mage by taking Psionics (with the choice of specialization between Telepathy and Telekinesis).

Aquamancers

Affiliation: City of New Celest

The Aquamancers Guild are mages who devote themselves to the element of water, which they consider a healing and beneficial source of life. Holding a distinguished position in New Celest, Aquamancers use their powers both for protection and healing. They are extremely scholarly, though can use their chosen element as a powerful weapon.

Aquamancers are a mage archetype. Thus, they are required to take HighMagic as a common skill before being able to study the Elemental magic. Once having mastered Elemental magic, the Aquamancer then specializes in Elementalism, allowing them to travel to the elemental plane of water. The main secondary skill of a mage is Illusions. Aquamancers also at some point decide to be a runic mage by taking the skill of Runes, or a dream mage by taking the skill of Dreamweaving, or a psionic mage by taking Psionics (with the choice of specialization between Telepathy and Telekinesis).

Geomancers

Affiliation: City of Magnagora

The Geomancers Guild are mages who devote themselves to the element of earth, a Tainted plane that has been become associated with disease and destruction. Even their allies consider Geomancers to be somewhat insane, as the twisted element they work with often twists their minds as well. Their magics are honed to be aggressive and deadly.

Geomancers are a mage archetype. Thus, they are required to take HighMagic as a common skill before being able to study the Elemental magic. Once having mastered Elemental magic, the Geomancer then specializes in Geomancy, allowing them to travel to the elemental plane of earth. The main secondary skill of a mage is Illusions. Geomancers also at some point decide to be a runic mage by taking the skill of Runes, or a dream mage by taking the skill of Dreamweaving, or a psionic mage by taking Psionics (with the choice of specialization between Telepathy and Telekinesis).

Pyromancers

Affiliation: City of Gaudiguch

The Pyromancers Guild are mages who devote themselves to the element of fire. Though originally founded many centuries ago, the guild was lost during the Taint Wars when the City of Gaudiguch was trapped in time and space for over 500 years. The Pyromancer Scuchidira Tliwx was the only survivor, and it was she who reopened the guild. Of all the mage skills, pyromancy is the most aggressive of all the elemental powers, though it offers little in the way of defense.

Pyromancers are a mage archetype. Thus, they are required to take HighMagic as a common skill before being able to study the Elemental magic. Once having mastered Elemental magic, the Pyromancer then specializes in Pyromancy, allowing them to travel to the elemental plane of fire. The main secondary skill of a mage is Illusions. Pyromancers also at some point decide to be a runic mage by taking the skill of Runes, or a dream mage by taking the skill of Dreamweaving, or a psionic mage by taking Psionics (with the choice of specialization between Telepathy and Telekinesis).

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Monk

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. Monks taught in the kephera tradition can learn the spiritual art of harmony while those taught by the illithoid learn the ways of stealth.

Nekotai

Affiliation: Commune of Glomdoring

The pact between Glomdoring and the Illithoid of the Undervault culminated in the formation of the insidious Cult of the Nekotai in the year 204CE. Upon being raised as the Avatar of Illith by Kaervas d'Murani, Great Cthoglogg pledged the aide of the Illithoid in teaching their ancient arts to their newfound allies. Named after a fae word meaning "bringer of sorrow", the Nekotai study under the watchful guidance of Madam Yoraghu. The primary weapons of the Nekotai are the nekai, long claws which enable them to incapacitate their foes by tearing flesh from bone and causing severe nerve damage. Fierce defenders of their territory, they stand as sentinels ever present in the gloom of their home, scouting the lands for intruders and warding off those who dare to come near. The sacred beliefs of the Nekotai are shrouded in secrecy, though they are known for their steadfast devotion to the exultant Wyrd.

The Nekotai are of the monk archetype. As such, they study the central monk practices of Kata before advancing towards their mastery of Nekotai, the craft of wielding claws. Their secondary skill is the ancient Illithoid ability of Stealth, allowing them to shift through the shadows and spring upon their prey with ease. Nekotai may choose to unlock their psychic potential by choosing to take Psionics, eventually specializing in Psychometabolism, or they may choose to hone their bodies further with rigorous training through the skill of Acrobatics.

Ninjakari

Affiliation: City of Magnagora

The Ninjakari are the monks of Magnagora, trained in the deadly arts of the jakari, a chain weapon. Their monk school was founded after the discovery of the illithoid, who imparted their arts to the Magnagorans, sensing close allies in their mutual goals. The Ninjakari are stealthy warriors, preferring to strike from the shadows when least expected than engage the enemy directly, disdaining those who lack subtlety in their methods.

The Ninjakari are of the monk archetype, studying Kata and then specializing in Ninjakari as their primary skill. They also study Stealth, the practice of clandestine espionage and subterfuge, and can choose to study either Acrobatics or Psionics - the latter specializing into Psychometabolism.

Shofangi

Affiliation: Commune of Serenwilde

In the year 178, Kephera Queen of Queens Zenobia announced that in exchange for her resurrection, Grand Master Osierti would teach the Serenwilde the ancient science of monkhood. Named after a long-lost Fae word signifying the strength and majesty of Brother Hart, the first monk guild to be founded on the Basin's surface would be taught to use shofa, a special knife comprised of two conjoined crescent blades. As monks and as members of Serenwilde they value both strength alone and as part of a greater whole. Each member is encouraged to be independent and develop their own talents so that they can best support the guild.

The Shofangi are of the monk archetype. As such, after having mastered the basic monk practices of Kata, they specialise in Shofangi, the art of using double crescent knives or Shofa. Their secondary skill is Harmony, the Kephera-taught study of harmonising their body, heart and mind with the elements of Water, Wind, Wood, Fire and Metal. Shofangi may also choose to learn psionics, eventually turning their study to their bodies with psychometabolism, or acrobatics.

Tahtetso

Affiliation: City of New Celest

The school of Tahtetso was founded in 185CE, by virtue of the Queen of Queens Zenobia of the Undervault. Their primary weapon known as the Tahto staff, is wielded in both hands and each student is taught to use it for both attack and protection. The word Tahtetso comes from an unknown Kepheran root meaning "to be one with". Servitude to the Light plays a key role in the lives of the Tahtetso, but a prevailing tenet is to find balance within oneself by embracing Humility, Discipline and Sacrifice in the hopes of achieving Lumosis.

The Tahtetso are of the monk archetype. As such, they must first study kata before moving on to their mastery form of Tahtetso, or the mastery of wielding the Tahto staff. Their secondary skill is Harmony, a gift from the Kephera people, allowing them to combine the forces within their bodies to work in harmony with the elements around them in the form of Mantras. Further, the Tahtetso may choose to take Psionics, which further specializes into Psychometabolism, or the art of manipulating the energy of the Divine Spark, or Sila, within all mortal beings. If not Psionics, a Tahtetso can also choose Acrobatics.

Warrior

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.

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Ebonguard

Affiliation: Commune of Glomdoring

In the year 115, shortly after Rowena Nightshade passed on her mantle of power to the new Queen of the Night, Lady Viravain asked a simple tae'dae warrior if he planned to travel the path of the Shadowdancers. He was a warrior armed with flails and explained to the Lady Viravain that he sought a guild of warriors to protect the Glomdoring, to take up arms in battle where needed. Finding much wisdom in the words of the bear, Viravain decreed that it would be so, and asked what this group of warriors would be called. Shocked and amazed, the tae'dae said the first name that came to his mind, and that name was 'Ebonguard'. And so it came to pass that this most unlikely of tae'daes, whose name was Daganev Treeripper, founded the Ebonguard and took the title of Merciless Chieftain of the Ravenwood. The Ebonguard attracted many who had sought out the newly founded commune of Glomdoring, banding together as a tribe of fierce warriors. Using steel and might along with the teachings of the Great Totem Spirits, the Ebonguard embodies the Spirit of the Ebonglom Wyrm. But what this truly means remains an enigma to those outside of this fledgling guild. Are the Ebonguard brutal merciless warriors or deep pondering mystics? Do they care only for Nature or only to enhance their own power? The answer perhaps can only be found deep within the Mysteries of the Ebonglom Wyrm itself.

The Ebonguard is a Warrior archetype and thus able to choose Knighthood as their primary skill, though they can specialize as a Blademaster or a Bonecrusher upon reaching mastery. Like all warriors, they can learn Athletics as their secondary skill. They may also devote themselves to the Totems and choose to either specialize in Night or Crow. Alternatively instead of Totems, they may choose Hunting and specialize in Tracking.

Paladins

Affiliation: City of New Celest

The Paladins Guild are the Holy Warriors of the Light. Like the Celestines, they are close to the angelic plane of Celestia, holding the teachings of Methrenton, Crusader of the Holy Flame, and Shakiniel, Defender of the Dawning Hope, in high regard.

Paladins are a warrior archetype. Thus, they take Knighthood as their primary skill, though they can specialize as a Blademaster or Bonecrusher upon reaching mastery. Like all warriors, they take Athletics as a secondary skill. They also may take Rituals as a secondary skill, and can specialize in Sacraments along with Celestines. Alternatively instead of Rituals, they may choose Hunting and specialize in Tracking.

Sentinels

Affiliation: City of Hallifax

In the early days of the founding of Hallifax, the Matrix was not a very well understood source of power and produced several temporal anomalies. The Holy Celestine Empire charged Hallifax with overseeing these anomalies, which sometimes released hostile entities through unstable dimensional rifts. At first, Hallifax employed mercenary companies to help investigate these anomalies, one of which was the Skylark Company of trill mercenaries. Hallifax eventually purchased exclusive rights to the employment of the Skylark Company and, together with Hallifax's temporal mechanics and engineers, founded the Sentinel Company of Temporal Anomalies (commonly called the Time Sentinels). Though eventually the Matrix stabilized, the Sentinels continued their initial mandate of monitoring the timestream, where they closely worked with the Matrix Institute. However, their duties eventually grew to encompass more traditional home guard and military assignments, especially in relation to procuring mining areas. This eventually led to the establishment of the Ministry of Peace, the bureaucratic branch which oversees the Sentinels. Today, the Sentinels operate as a highly ceremonial guard in the city of Hallifax, where their blue-white dress uniforms, silver breastplates and ornate halberds have become part of the culture of the city. The Company is a highly structured and rigid organisation, and those who seek to serve as Senior Officers generally must still have a degree in temporal mechanics.

Sentinels are a warrior archetype. Thus, they take Knighthood as their primary skill, though they may specialise upon reaching mastery as a Blademaster, Bonecrusher, Pureblade or Axelord. Like all warriors, they take Athletics as a secondary skill. They also may take Rituals as a secondary skill, and can specialize in Aeonics. Alternatively instead of Rituals, they may choose Hunting and specialize in Tracking.

Serenguard

Affiliation: Commune of Serenwilde

Forged from the blood of the Serenwilde's darkest days, the Serenguard are a tribe of warriors dedicated to the protection of the forest in which they reside. Long ago, a group of conspirators tried to seize control of the commune, waging a bloody civil war against their brethren. The centaur hunters gathered the greatest warriors of Serenwilde to combat the threat, establishing the Serenguard with the sole purpose of defending the commune from all threats, within its borders and beyond.

The Serenguard of today is organized in a loose tribal system that does not adhere to the strict hierarchy of the more knightly warriors. Though bound by their blood oaths to defend the Serenwilde, they are a diverse group that ranges from enlightened, spiritual warriors guided by the wisdom of the great nature spirits to fierce hunters recognized by their proudly worn war paint.

The Serenguard are a warrior archetype. Thus, they take Knighthood as their primary skill, though they can specialize as a Blademaster, Bonecrusher, Pureblade, or Axelord upon reaching mastery. Like all warriors, they take Athletics as a secondary skill. They take Totems as a secondary skill, though they can choose either to specialize in the Stag totem or Moon totem. Alternatively, instead of Totems, they may choose Hunting and specialize in Tracking. They may take Forging as a trade skill.

Templars

Affiliation: City of Gaudiguch

Before the opening of the Eternal Flame and the founding of the Gaudiguch, the Illuminati were known as a sect of primarily dracnari mystics. Their inner teachings were closely kept occult secrets, guarded zealously by a subsect known only as the Guardians of the Hidden Temple (the 'hidden temple' is often regarded as a metaphor for their spiritual teachings rather than an actual structure). Throughout ancient history the Illuminati went through periods of denying the existence of the Guardians to promoting them as a charitable arm of the sect. Unsubstantiated rumours often followed the subsect as being in possession of powerful relics and artifacts. When the Eternal Flame was opened, the Guardians of the Hidden Temple were refounded as the Templars, being a more overtly militant arm of the Illuminati, though still charged with the primary task of protecting the Secrets of Initiation. In time, the Templars took on more mundane guard roles and were eventually considered the military arm of Gaudiguch.

Templars are a warrior archetype. Thus, they take Knighthood as their primary skill, though they may specialise upon reaching mastery as a Blademaster, Bonecrusher, Pureblade or Axelord. Like all warriors, they take Athletics as a secondary skill. They also may take Rituals as a secondary skill, and can specialize in Paradigmatics. Alternatively instead of Rituals, they may choose Hunting and specialize in Tracking.

Ur'Guard

Affiliation: City of Magnagora

In the orclachi tongue, ur'Guard translates to Warriors of the Dead. During the peak of the Holy Celestine Empire, they were the shock troops of the Empire sent out to keep the peace among the protectorates (unlike the Paladins who were the elite guard kept close to the imperial capital). After the Taint Wars, they chose to settle in Magnagora, embracing their heritage as the chosen undead warriors of the Vernal God Urlach. Of course, most of the ur'Guard are not undead as it takes a rigorous mastery of necromancy to achieve this state, which they are then referred to as "Death Marshals".

The ur'Guard are a warrior archetype. Thus, they take Knighthood as their primary skill, though they can specialize as a Blademaster or Bonecrusher upon reaching mastery. Like all warriors, they take Athletics as a secondary skill. They also may take Rituals as a secondary skill, and can specialize in Necromancy along with Nihilists. Alternatively instead of Rituals, they may choose Hunting and specialize in Tracking.

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Wiccan

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. The other secondary skill is usually a choice determined by the commune.

Moondancers

Affiliation: Commune of Serenwilde

The Moondancers are wiccans who have embraced the Great Nature Spirit of Mother Moon. They are the spiritual liaisons between the Serenwilde and the ethereal realm, able to summon the fae in times of need.

Moondancers are a wiccan archetype. Thus, they are required to take LowMagic as a common skill before being able to study Nature magic. Once having mastered Nature magic, they then specialize in wicca, allowing them to summon the fae in times of need. Their main secondary skill is Totems, which when they master will allow them to specialize in the Moon totem, thereby allowing them to form covens and receive special powers. At some point wiccans choose either to take Healing to become a healer or to train in Hexes or to study Astrology. Wiccans may take Alchemy as a trade skill.

Shadowdancers

Affiliation: Commune of Glomdoring

Ancient and mysterious, the Coven of Night once prevailed as the spiritual link within the Gloriana Forest Commune, who worshipped the Great Nature Spirit Mother Night. During the Fall of the Holy Celestine Empire, fair Gloriana fell into the embrace of the Taint, and with the forest so fell the Night Coven. Rowena Nightshade, once High Priestess of Night lurked deep within the forest boughs, tending the whims of Night as she waited for the day when the Coven would once more rise again.

In the year of 115 after the Coming of Estarra, a group of like-minded individuals who left the cities and the commune and ventured deep into Glomdoring to learn the old magic of Night. The goddess Viravain remade the Glomdoring forest to prepare it for its reawakening, and then demanded that Rowena Nightshade give up the secrets of Mother Night so that a coven could serve the spiritual needs of the dark forest. The undead witch led them all in a long pursuit, which ended to the birth of Rowena's children by Laeroc, the Consort of the Fae Queen. It was then, that the mantle of power was passed from Rowena Nightshade to the new Queen of the Night, a wiccan of the name Gwynevere Whytetower-Drakonis, who formed the fledgling coven of Night once again calling itself the Shadowdancers.

Shadowdancers are of the wiccan archetype. As such, they are required to take LowMagic as a common skill before they are able to study the arts of Nature magic. Once having mastered Nature magic, they can specialize in Wicca, a skill which draws the powers of the Ethereal Realm and its inhabitants in times of need. Their main secondary skill is Totems, which allows them to bond with the various Spirits that reside in Nature. Once they have mastered Totems, they are able to specialize in the studies of the Night totem, enabling them to form covens and perform shadowy ceremonies to better aid themselves. At some point wiccans choose either to take Healing to become a healer or to train in Hexes or to study Astrology. Wiccans may take Alchemy as a trade skill.