Rules:Classes and Factions
Overview
The class and faction systems are closely related to one another. While it is not strictly necessary to join a faction, doing so adds depth to the player's experience.
The basic description of a given class or faction is as follows:
- Name: The Name of the Class, Faction, or Sub-Faction
- Membership requirements:
- Racial limitations, if any
- Alignment limitations, if any
- Class level limitations
- Skill level limitations, if any
- Statistic modifications
- Alignment effects
- Character statistic effects
- Property bonuses or penalties
- Standard and special ability modifications
- Skills modifications
For example, Ukociv, a second level Human fighter, with alignment 2 and previous membership in a local militia (The Men of the Mace) decides that he is no longer satisfied with the way of the fighter and decides to join the House of Two Moons, a local priory of the Fellowship of Pythias. In order to do so, he must become a monk by demonstrating his commitment to the path of law and purity.
He accepts the Prioress' charge to defend the House of Two Moons from a band of evil Free Lancers in a manner worthy of a monk. In exchange, they teach him a multiple strike technique and give him a quarterstaff to carry in battle. He is allowed to train at the priory, because he is a Human with an alignment greater than 1. He challenges the band of evil wanderers and bests several of them in single combat using only light armour, the quarterstaff, and the combat techniques he knows. He returns to the monastery, where reporting his success gains him enough experience to gain a new character level. He chooses to use this time of personal growth to become a Monk.
By becoming a member of the Fellowship of Pythias, his alignment shifts to 3. He gains a +5 bonus to dodge and parry, as well as being able to level his stats to suit his new class and faction. He also gains access to other Monk skills. His alignment shift keeps in him favor with the local militia and allows him to find a safe haven in other monastic houses of similar alignment.
Specific Faction and Class Implementations
The Forestkeepers
- Name: The Forestkeepers
- Membership requirements:
- Character leves: 1 character level in Ranger or Fighter (can be learned from a Member of the Order)
- Race membership: Human or Half-Elf
- Alignment: alignment >= 1 for Half-Elf; alignment >= 0 for Human
- Stat modifications:
- To be Determined
Endhelm's Enders
- Name: Endhelm's Enders
- Membership requirements:
- Character leves: 1 character level in Fighter, 1 character level in thief
- Race membership: Human
- Alignment: alignment <= -2 for Human
- Possession of a 'Marker'
- Stat modifications:
- To be Determined
The Keepers of the Yeti Spirit
- Name: Keepers of the Yeti Spirit
- Membership requirements:
- Character leves: 1 character level in Monk (can be learned from a Member of the Order)
- Race membership: Human or Half-Elf
- Alignment: alignment >= 1 for Half-Elf; alignment >= 0 for Human
- Stat modifications:
- Properties modifications:
- +5 dodge, parry, melee
- +5 health
- Skills/Feats/Special Abilities:
- Body Control: +1
- +1 bonus at casting time to Songs of the Beasts
- Properties modifications:
Wyvern Guard
- Name: Men of the Mace (Wyvern Guard)
- Membership requirements:
- Character leves: 1 character level in Fighter (can be learned from a Member of the Order)
- Race membership: Human
- Alignment: alignment >= 0
- Stat modifications:
- To be Determined
The Free Lancers
- Name: The Free Lancers
- Membership requirements:
- Character levels: 1 character level in Fighter, 1 character level in Ranger or Thief
- Race membership: Human or Half-Elf
- Alignment: alignment >= -3 for Humans, alignment >= -2 for Half-Elves
- Stat modifications:
- To be Determined
Society of the Blade
- Name: Society of the Blade
- Membership requirements:
- Character levels: 1 character level in Thief (can be learned from a Member of the Order)
- Race membership: Human
- Alignment: alignment <= -2 for Human
- Stat modifications:
- To be Determined