

Classes and starting skills
Paladins
Paladins are holy warriors. They are utterly dedicated toothier Gods and Temples. Paladins must adhere to strict codes of conduct laid down by their faith and should they stray from their path they are at serious risk of losing their status. Becoming a paladin is a long and difficult path. They often command authority and respect from others though can be perceived as over zealous or extremist in their beliefs and actions.
As a paladin you can lay on hands once per day. Only humans can be paladins
Clerics
Cleric is a generic term for holy men or women who have devoted their lives to their faith. They are wise and can also prove efficient warriors though they are restricted by their ethos as to what they may use in combat. There are many different titles for clerics depending on which mythos they are a devotee of. Clerics are spell casters and they are often gifted in healing arts or trained in combat.
As a Cleric you can repel undead 3 times per day
Knights
Knights must belong to one of the four Ancient Knight orders, information about Knights can be found on the settings page here. Knights start with Resilience.
Barbarian
A barbarian is a ferocious warrior dominated by his or her instincts and prone to fury and raw emotion. They are driven by the instinct to fight and the need to defeat their enemies. Barbarians would tend to struggle in more civilised circles but that does not necessarily mean that they are all feral or socially unaccepted. A barbarian may still come from any walk of life but it is his instinctive warlike nature which defines him – he may be a tribal warrior, a city bred bare knuckle boxer amongst other things.
A Barbarian whilst berserk gain an extra two hits once per day
Warrior
The warrior lives and dies by the knowledge of his weapons and tactics he may be a soldier, brawler skilled swordsman and more besides. He can always be found in the fore front of a battle going head to head with monsters and foes. A good fighter needs to be well trained, fit and healthy if he or she hopes to survive. They can be found in all walks of life and may gain prowess in all sorts of melee or ranged combat.
Warriors star with the ability “last stand” giving them the chance to push through battle with an extra two hits when they reach zero, after battle has ended however the warrior will be mortally wounded and must receive treatment within three minuets or face certain death. They can use this ability only once per day as it is a very dangerous feat.
Rogue
Sneaky and underhand the rogue is often an opportunist and has a criminal calculating mind. They are not always of an evil persuasion in fact many thieves believe that they use their skills for good in order to improve the lives of others. Though many are keen to increase their own personal wealth by any means.
As a Rogue you start with the ability to hide in shadows
Bounty Hunters
Due to the lack of law in the outlying lands, rulers of City States and rich merchants have taken to placing bounties on individuals (and occasionally whole mercenary groups) who have wronged them. This has led to Bounty Hunters – individuals who earn their way hunting down and often killing those who have bounties placed on them. Bounty Hunters start with Battlefield Surgery.
Mage's
Masters of the arcane arts the mage has learned or was born with the ability to manipulate and wield mystical forces to their own will. They will have trained for most of their lives in order to hone their skills. Mage's are very dedicated to their craft. Mage's more often than not will have had to study obscure and mystical texts researching the bizarre and the arcane in order to boost their knowledge. They pride themselves on their intelligence.
As a mage you start with the skill detect magic and spell craft where the mage is able to determine the nature of magic’s in items and objects. There are 8 schools of magic and a mage must choose one. More about magic can be found here.
Druids
The druid is a force of nature. They are at one with the earth and are bound to it and it to them. Theirs is to command the forces of nature and to abide by its rules seeking neutrality and balance. Druids may have an affinity with plants and the healing arts be fierce some warriors or trusted leaders the path of the druid is varied by each druids own personality but they all alike in that they are servants of Anu.
Druids all start with the skill herbalist Lvl 1 giving them knowledge of what plants grow where and their properties
Rangers
A ranger is a warrior and a woodman. He or she will be naturally gifted in wilderness survival and is skilled with weapons. They are often protective and give guidance to local folk and offer help to lost travellers or peasant folk. A ranger needs to be wise and strong to live a full life; they must be well versed and respectful of the laws of nature in order to survive.
Rangers start with beast lore which gives them knowledge of what creatures and monsters may live in the surrounding area, this also includes tracking.
Bards
The bard is a charismatic individual relying on his wit and good fortune. He may be an accomplished storyteller, playwright, scribe, musician and all round entertainer. They are often a walking gossip mill and have the ability to retain lore and information and extract knowledge from folk they meet wherever they travel. Though they may be scoundrels they are almost universally welcomed wherever they go.
As a bard you have the natural ability “intimidate and inspire” to either instil fear into the enemy (intimidate) or boost allies with courage (inspire) by the use of your bardic talents. Usable twice per day.
Alchemist
To play an Alchemist you must be prepared to invest time etc in having various props and materials and use them in the game setting. You must take Alchemy and Herblore Lvl 1 leaving only 2 skill points to use. A fun character to play if you have a lot of imagination and good props.
Alchemist starts with literacy


