Continuing in the trend of describing classes, here are a few of the classes I've created, and a bit of their stories.
Every city has a Thieves' Guild, and most larger cities have an Assassins' Guild, as well. Though from the same family as Thieves and Assassins, the Spies do not have a guild - or at least, that's what they would like you to think. Spies are an elusive bunch, using subterfuge and trickery rather than theft or murder to meet their secretive goals. Not that they are above a bit of theft and murder, of course.
Low-level spies are often employed by various organizations to figure out what the opposition is up to; rather than creeping in under cover of darkness, a spy can alter their appearance to be an old man, a mighty Thrassian, or anything in between. Higher level spies have been known to impersonate even the king himself; one such spy, Tryg Vasvassen, managed to literally live as the king for three months, until said king returned and dethroned him. He did such a good job, the king eventually hired him to act as his double. Chances are, if you attend court, one of the courtiers... isn't one of the courtiers.
There are three kinds of werewolves - or rather, werecreatures. The first, and most recognizable, is the poor soul who has been bitten by a werecreature, and changes form under a full moon - as well as whenever he would like. Lycanthropy, as it is known, is curable until the first change; from there, it is permanent. The change from human to werecreature is fast, but destructive; clothing is torn and armor can be broken when changing.
The second type of werecreature uses magic, be it divine, arcane, intrinsic, or gifted by a magical item, to turn from a human form into that of an animal. Unlike Lycanthropy, this form is never assumed due to circumstances (like a full moon), though it can be granted externally - for example, a mage turning a human into a toad. Also unlike Lycanthropy, magical shapechanging will absorb any items such as armor or even weapons. A woman turning into a bear, for instance, would find herself without armor, clothing, or weapons; however, upon returning to human form, her clothes, armor, and tools would return as well.
The third type of werecreature is somewhat different than the rest. Rather than a human who has turned into a wolf, bear, or other creature, this is an animal, more intelligent than most other animals, who has learned to change itself into a human. The appropriate term is "wolfwere," or in the case of a bear, "Bearwere." Wolfweres and their ilk are too smart to be an animal, yet to wild to be a human; they teeter between worlds, unable to return to their past life, and equally unable to join humankind. Instead, they become kings of their small world - leaders of large packs, with several of their own kind as willing servants. Werehumans are deeply in tune with nature, which makes them invaluable companions in the dark forests and jungles of Mor-Thir.
People will always be strange. Human, elf, dwarf, or otherwise, every being has its own quirks and idiosyncrasies. But then... some are just stranger than others. Ectomancers are not necromancers - far from it, they revere the dead, and seek to quiet their souls! However, they are not Clerics, either, for the spirits they serve are no longer alive: no deity but the dead. Nor are they arcane, for their powers are granted, not by books and study, but by death itself. That, and they are some of the most doleful people you will ever meet; ectomancers rarely get invited to parties.
Ectomancers may be dour, but their goal is lofty: to end the torment of the dead. While some spirits are in eternal torment from their own sins, many wander the earth due to the machinations of necromancers, evil clerics, and even dark deities. Ectomancers seek to return the undead to rest, to free enslave spirits, and to gently ease the trauma of death wherever they can. Though usually found alone, many ectomancers choose to join adventuring parties to help them end the forced enslavement of the dead.
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