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The document outlines various religions and orders within the world of Bralia, detailing their beliefs, practices, and the roles of their followers, known as Inquisitors, Paladins, Scholars, Witchers, and Warriors. Each faith, such as the Amber King, Manwë, and the Old Ones, has unique tenets and symbols, while the orders like the Oath of the Crown and the Order of the Blood focus on specific duties and powers. Additionally, different magical schools, including those of Destruction, Order, and Chaos, are described, highlighting their teachings and the inherent risks involved in their practices.

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0% found this document useful (0 votes)
10 views

Classes info

The document outlines various religions and orders within the world of Bralia, detailing their beliefs, practices, and the roles of their followers, known as Inquisitors, Paladins, Scholars, Witchers, and Warriors. Each faith, such as the Amber King, Manwë, and the Old Ones, has unique tenets and symbols, while the orders like the Oath of the Crown and the Order of the Blood focus on specific duties and powers. Additionally, different magical schools, including those of Destruction, Order, and Chaos, are described, highlighting their teachings and the inherent risks involved in their practices.

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NIGHT ARROW
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© © All Rights Reserved
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unknown.

Followers of the Amber King are


unsure as to who or what the head of the
religion is, but the pathway is known for sure.
Followers of the faith are branded with a
symbol of the Amber King. Followers believe
that through a series of events and prophecies
the King will be born of flame to lead his true
followers.
Manwë
Followers of pure chaos worship the entity
known as Manwë. Their religion that has
centered around him believes that chaos is the
only way to truly life. Plunging the world into
chaos at the cost of its mortals means nothing to
Inquisitors of this faith. They become Agents of
Chaos themselves.
The Light
The light is a force of goodness in the world.
Inquisitors that follow this religion believe in the
god nature or deeds and hope. However,
INQUISITOR Inquisitors realize that sometimes hard
decisions must be made to ensure the light’s
Old Ones
success. Working in the shadows to stop other
The religion of the Old Ones is one that
religions might not be ideal but the outcome is
worship the Pantheon that use to watch over the
worth it.
lands of Bralia. They are not as prevalent in the
The Sea
world, but the religion focuses on bringing them
Those that worship the sea are ones who value
back from wherever they go. The old ones were
what it brings. Like the tides of the ocean, life
a collection of 7 gods and goddesses. Followers
has ups and downs. Followers believe that the
of this religion find information and ways to
Great Flooding was the Sea’s response to the
bring them back. As Gods can never really be
evils in the world. They wish for another Great
gone. They use carvings and figures as their
Flooding to occur to cover more land.
symbols. An Inquisitor that follows this religion
Followers of this religion are usually Tritons.
will do anything to find information on how to
The Betrayed
bring them back.
Those who hate the gods and what they left for
The Balance
humanity are part of the Betrayed. As the name
The idea of the balance is that every action in
suggests, they believe the
the world has an opposite reaction to balance
gods abandoned and betrayed mortals and as
itself off. If a creature is killed, somewhere in
such believe that the world will be reborn once
the world another creature is born. If there is a
the spawn take over the last
forest fire it is to grow new trees from the ashes.
Kingdom of Bralia. Followers of the Betrayed
Followers of this religion believe that the even
are ones that work secretly and as such will not
flow of life is a perfect balance. Inquisitors of
tell others of their true faith. Often putting on
this faith will often be the ones making sure the
the guise of another religion to hide. Their goal
balance is in check.
is to have the spawn succeed.
The Amber King
The religion of the Amber King is the newest of
the faiths inside of Bralia and the one most
amongst all else.
Winter Domain
The Winter Domain represents the harshness
of reality for their followers. The patron of
Winter believes that the cold begins again after
the toils of Summer and Autumn. This
represents the ideals of the changing seasons,
with winter bringing the death needed for the
rebirth in the spring
Forge Domain
The Patrons of the forge are those of artisans
who work with metal, from a humble
blacksmith who keeps a village in horseshoes
and plow blades to the mighty artisans whose
diamond-tipped arrows of mithril have felled
demon lords. The patrons of the forge teach
that, with patience and hard work, even the
most intractable metal can be transformed from
a lump of ore to a beautifully wrought object.
Nature Domain
PROPHET Patrons of nature are as varied as the natural
world itself; from inscrutable gods of the deep
Life Domain forests to friendly deities associated with
The Life domain focuses on the vibrant positive particular springs and groves. Druids revere
energy – one of the fundamental forces of the nature as a whole and might serve one of these
universe – that sustains all life. The gods of life deities, practicing mysterious rites and reciting
promote vitality and health through healing the all-but-forgotten prayers in their own secret
sick and wounded, caring for those in need, and tongue.
driving away the forces of death and undeath. Twilight Domain
Peace Domain Patrons of nature are as varied as the natural
The balm of peace thrives at the heart of world itself; from inscrutable gods of the deep
healthy communities, between friendly forests to friendly deities associated with
Kingdoms, and in the souls of the kindhearted. particular springs and groves. Druids revere
The gods of peace inspire people of all sorts to nature as a whole and might serve one of these
resolve conflict and to stand up against those deities, practicing mysterious rites and reciting
forces that try to prevent peace from all-but-forgotten prayers in their own secret
flourishing. tongue.
War Domain Death Domain
War has many manifestations. It can make The Death domain is concerned with the forces
heroes of ordinary people. It can be desperate that cause death, as well as the negative energy
and horrific, with acts of cruelty and cowardice that gives rise to undead creatures. Prophets of
eclipsing instances of excellence and courage. Death are often of the chaotic evil alignment.
In either case, the patrons of war watch over And as such their patrons demand this of them.
warriors and reward them for their great deeds.
Chaos Domain
The domain of chaos is one that thrives on the
randomness and power. Patrons will pick
prophets who value the chaotic nature of life
Oath of the Crown
These paladins protect New Haven, the capital
of Wolfkrone and royal family. There are fewer
of the Gold Cloaks, but they are the elite
fighting force of Paladins. Usually, they are
older in age and veteran Blue Cloaks. Gold
Cloaks are usually at least a Commander rank
or higher. But some younger recruits have
taken he oath of the crown. The Sacred Oath is
as such;
So far away we wait for the day,
For a time when evil is far gone.
For King and Queen we lead the way,
Through the fire and the flames we carry on.
Oath of Ancients
These paladins patrol outside of the Kingdom
of Wolfkrone. Sending news of incoming
threats to the Kingdom and protecting any
innocence outside in the wild lands. There are
PALADIN few paladins of this order, preferring to working
alone. Often living off the land. The
Oath of Devotion
Sacred Oath is as such;
These paladins protect the borders of
Wolfkrone from attacks from the Spawn. They So far away we wait for the day,
are stationed along the Garrisons at the borders For a time when evil is far gone.
and around the kingdom. They are known as We will guard the Kingdom while you lay,
Blue Cloaks because of the blue they wear. Through the fire and the flames we carry on.
They are the most abundant of paladins inside
the Kingdom of Wolfkrone. The Sacred Oath Oathbreaker
is as such. Those who would break their sacred oath
where the white cloaks. They have been banned
So far away we wait for the day,
by the order and thus cannot be brough back
For a time when evil is far gone. inside unless they perform a great deed. They
We will take the pain, if you show us the way, are not necessarily evil but have betrayed the
Through the fire and the flames we carry on. oath they took.
Oath of the Sea
Triton Paladins who give their oath to the sea
protect the ocean has a goddess and honor the
blessings she gives.
Oath of the Mountain
The Oath of the Mountain is taken by young
Dwarves who pledge their lives to serving and
protecting those that dwell inside the mountains
and caves of Bralia.
and nature become Green Knights. They have
the ability to transform into animals much like
Druids can. They protect Scholar and Nature
and their headquarters are inside Cedar Village.
Knight of Amber
Knights who protect Chaos and the Scholar
who practice it are known as the Knights of
Amber. Sometimes that are called Chaos
Knights something that they do not mind. They
can perform chaos magic themselves and thus
need to be focus or chaos will break out.

RUNE KNIGHT
Knight of Crvena
Those that become Knights of Destruction
Magic are known as Crvena Knights or Red
Knights. They harness the destructive powers
and use it mostly for offensive weapons. Most
Red Knights are found in front of battles
damaging enemies.
Knight of Crn
Black Knights for whatever reason have chosen
to dive into not only the dark arts but have
decided to support not only necromancy but
demonic forces as well. Knights of Crn are
looked down upon by all others, but also
feared.
Knight of Cian
Those who focus on the Power of Order Magic
become the guardians of that magic. Often seen
around magic schools and shops or high
ranking Arch Scholar. They are often mistaken
for Blue Cloak Paladins as both are protectors.
Knight of Zelen
Those who focus on the Power of Order Life
known as Wild Magic and at times anything can
appear when a Chaos Scholar is using it’s
Magic. Chaos uses randomness and also the
power of the mind against its enemies.
School of Life
The School of Life is located in the Summer
Woods and one of the smallest schools in the
Kingdom. As such, the School of Life does not
implore many Scholar as most of the spells are
used by Druids. They focus on protecting
innocence and nature above all else. Life
Scholar use nature and earth spells.
School of the Void
The last school of Magic is known as Void
Magic. It uses Necromancy and Shadow Magic.
Necromancy is banned in the Kingdom and is
witnessed using it the Scholar can be arrested,
banished or even killed on sight. There is no
Official School for Void Magic inside the
Kingdom.

SCHOLAR
School of Destruction
The School of Destruction is in Targovishte,
which was the old Capital and the 2nd largest
city in Wolfkrone. It is called Destruction
because it focuses on both Fire and Air which
can be destructive like the forces of nature.
Scholars of Destruction need to have self-
control, or their fire spells can create havoc in
the lands they are protecting.
School of Order
The School of Order is located in the Capital of
New Haven and is the most well rounded of the
schools of magic. It focuses on Water magic
which can include fog and ice as well. Also,
order deals with Time Magic and needs to be
respected greatly because of the power it can
hold. Order Scholar wear Blue Garbs to
announce their spell school to others.
School of Chaos
The School of Chaos is taught in Gresit a large
city in the Southwest of the Kingdom. Chaos is
hard to master and as such there are few
Scholars who can work with it. Chaos is also
Order of the Blood
Witchers that focus on this Order dive deep
into faith of the Patron of the Witcher, known
only to them as the Crimson Queen. It is said
she came to the founding ruler of Wolfkrone
hundreds of years ago and aided her in creating
the Order of Witchers.
Order of the Kraken
Those who have taken to the Order of the
Kraken have trained to hunt and aquatic
monsters. They have injected Sea Monster
Blood of a Specific type into their veins, giving
them the abilities of said Creature.

WITCHER
Order of the Wolf
Witchers who follow the Order will harness the
magic that makes Lycans and werewolves into
the monsters they are. Or at least who
commoners see them. Tapping into
lycanthropy, even briefly, allows these Witchers
the chance to stay on par with those creatures
cursed by the Wolf.
Order of the Scale
Those who have taken to the Order of the Scale
have trained to hunt and kill dragons. They
have injected Dragon Blood of a Specific type
into their veins, giving them the abilities of said
dragon. Slowly they take shape of the very
dragons they are trained to hunt.
Order of the Ghost Slayer
Witchers that take this path are those that fight
the spirits and shades that linger in the Material
realm. They gain special abilities not only to see
and speak to those spirits but to also combat
them and protect the innocent they haunt.
artistry that are reflected in the Battle Master
archetype, but those who do are well-rounded
warriors of great skill and knowledge.
Ranger
Those known as Rangers are always viewed as
hunters in the minds of all Bralia. They are
cunning archers with the power of nature on
their side. It is said the first rangers were the
elves of old. They taught humans and other
races their gifts, and the rangers of today honor
them as such.
Samurai
The Samurai is a warrior who draws on an
implacable fighting spirit to overcome enemies.
A samurai’s resolve is nearly unbreakable, and
the enemies in a samurai’s path have two
choices: yield or die fighting. They are from the
lands in the East known as Gwangyang.
Keshik
Fighters who have trained their whole lives for
mounted combat are known as Keshik.
Different races have different mounts to use.
But all utilize their mounted companion in ways
to give them the upper hand in battle.

WARRIOR
Rage Warrior
For some, their rage springs from a communion
with fierce animal spirits. Others draw from a
roiling reservoir of anger at a world full of pain.
For every Rage Warrior, it is a power that fuels
not just a battle frenzy but also uncanny
reflexes, resilience, and feats of Prowess.
Sons of Imbros
The Sons of Imbros is a fighting archetype
created inside the Twilight Realm to deal with
the growing threat of twilight creatures
encroaching on civilians. As such, only the
Ashari Race can be Sons of Imbros.
Battle Master
Those who emulate the archetypal Battle
Master employ martial techniques passed down
through generations. To a Battle Master,
combat is an academic field, sometimes
including subjects beyond battle such as weapon
smiting and calligraphy. Not every warrior
absorbs the lessons of history, theory, and
water. As such you are now fused with the
power of water.
Draconic Bloodline
Your innate magic comes from draconic magic
that was mingled with your blood or that of your
ancestors. Most often, sorcerers with this origin
trace their descent back to a mighty sorcerer of
ancient times who made a bargain with a dragon
or who might even have claimed a dragon
parent.
Demonic Bloodline
Somewhere in your ancestry your bloodline was
mixed with that of a demonic presence. It tries
to call you towards the darkness. Whether you
answer the call or not you have it inside you.
You can use it to benefit you or not.
Divine Soul
Sometimes the spark of magic that fuels a
sorcerer comes from a divine source that
glimmers within the soul. Having such a blessed
soul is a sign that your innate magic might come
from a distant but powerful connection to a
divine being. Perhaps your ancestor was an
angel, or even a deity.
SOCERER
Phoenix Soul
You or your ancestors perhaps rendered a
phoenix a great service, or you were born in its
presence. Whatever the cause, a shard of the
phoenix’s power dwells within you. That power
is a mixed blessing. Like the mythical creature,
you can invoke fiery energy and gain the ability
to cheat death itself. This power comes at a
cost. The fire within you seethes, demanding to
be unleashed. You sometimes find yourself
absentmindedly feeding fires.
Wild Magic
The events that took place prior to or on your
birth were extremely chaotic in nature. As such
you were branded by chaos. It surges through
you to perform wild magic. This can be a
blessing and a curse to those who are mark by
its power.
Drowned Sorcerer
Your power comes at an unfortunate
circumstance. Your mother was either drowned
or her body was lost at sea. You survived the
ordeal but made a pact with the essence of
realms of all. They are called Dayweavers.
Ghostweavers are linked to the Spiritual Realm.
They are the only weavers that harness a
metaphysical realm. Limbo houses those who
wander before their time to cross into Elysium.
Friends and Foes can both be found there.
The last realm to link to is the Void. This
realm is home to necrotic power and demonic
souls. If you are linked to this realm you are
cursed. Diving too far will corrupt your soul and
alignment. There is no coming back from being
a Voidweaver.

SUMMONER
Summoners that link to the Realm of Ash
are picking a volatile realm. They must be
cautious as to not injury any people unwillingly
with their fire magic that they can summon. Ash
Weavers are the name given to Summoners
from this Realm.
Summoners that link to the Realm of Mists
focus on the Realm of Water & Air. They can
conjure water, air and ice powers, creatures and
beings. Linking with this realm is calming but
has its power. Like the calm before a storm.
They are Mistweavers.
Those who somehow link to the Twilight
Realm are known as Nightweavers. The
Twilight Realm is home to the mysterious dark
magic. They have creatures unlike any on the
day Realm. Having the darkness as an ally gives
them extraordinary power.
The Day Realm can also be linked to. Even
though you are present in this realm currently,
you can still conjure creatures and powers from
it. The Day Realm is one of the most diverse
that they are wolves among sheep.
Not all bards entice, charm, amuse or even
intimidate with music. Some bards, such as
those that join the Spirit of Art take to painting,
sculpture, and other forms of artistic expression
to weave their tales and cast their enchantments
Like the Spirit of Arts, not all bards need to
be able to play music to perform spells. The
Spirit of Dance Bards weave magic be their
performances. Their dancing can charm and
inspire others.

BARD
Bards of the Spirit of Lore know something
about most things, collecting bits of knowledge
from sources as diverse as scholarly tomes and
peasant tales. Whether singing folk ballads in
taverns or elaborate compositions in royal
courts, these bards use their gifts to hold
audiences spellbound. When the applause dies
down, the audience members might find
themselves questioning everything they held to
be true, from their faith in the priesthood of the
local temple to their loyalty to the king.
Bards of the Spirit of Souls seek tales with
inherent power-be they legends, histories, or
fictions-and bring their subjects to life. Using
occult trappings, these bards conjure spiritual
embodiments of powerful forces to change the
world once more. Such spirits are capricious,
though, and what a bard summons isn't always
entirely under their control.
Most folk are happy to welcome a bard into
their midst. Bards of the Spirit of Whispers use
this to their advantage. They appear to be like
any other bard, sharing news, singing songs, and
telling tales to the audiences they gather. In
truth, the Spirit of Whispers teaches its students
Covens who search for knowledge on
healing and life are known as
Apothecaries. They learn how to create
spells and healing concoctions to aide
those in need

COVEN
Covens are those who find a particular
book of teachings that they focus the rest of
their lives to. They become infatuated with
learning more about their newfound love,
sometimes to the detriment to themselves.
Covens that find a Necromancy book
say that it speaks to them, giving them
advance on how to cast spells and find
more knowledge. Necromancers are
banned in the kingdom, so practitioners
need to watch.
Covens that find an Artificer book are
enamored with ancient technology that the
lost civilizations had before the Great
Flooding. Combining magic and science,
you try to bring back the ancient tech of
the lost peoples.
Covens who dive into these books
become Witches. For some reason only
females are chosen by the books to operate
and learn from. Some witches help the
common folk, others can take advantage.
Monks who follow the Way of the Winds
embrace a lifestyle of motion and action. These
monks will utilize their ki for the mobility and
freedom to move. Monks of the Wind are as
variable as the winds themselves; some being
jovial and others cold and brutal. The one
uniting factor is their desire for adventure and
freedom.
The monks of the Way of the Earth have
studied the nature of the earth and learned to
control it through ki. They are mostly known
for have created a technique they called "Heavy
Metal". The monk can make his body hard as
metal, thereby increasing his mass and allowing
them to use the resulting increased gravitational
force in attacks and defense. This power is
strongly connected to the power of the earth,
the stronger the bond with it the stronger the
skill of the earth style monk will be.
Monks of the Way of the Long Death are
MONK obsessed with the meaning and mechanics of
dying. They capture creatures and prepare
Beings who are united in their ability to elaborate experiments to capture, record, and
magically harness the energy that flows in their understand the moments of their demise. They
bodies are known as Monks. Whether then use this knowledge to guide their
channeled as a striking display of combat understanding of martial arts, yielding a deadly
prowess or a subtler focus of defensive ability fighting style.
and speed, this energy infuses all that a monk
The Way of Chaos teaches its students to
does.
harness the power of the Balance of the world.
Monks of the Way of the Water seek to Chaos is balance. Students who truly allow it to
channel the duality of water. Water can nurture flow through them can create wild magic with
life and nourish the soul but can also bring swift their martial arts.
devastation. As a tranquil bay can hide a deadly
current, so too can these monks drown their
opponent in a deluge of blows at a moment’s
notice. While they make fearsome warriors,
their coastal monasteries are the sites of many
an ocean rescue, recovering sailors less attuned
to the capriciousness of the sea.
The power of the Way of the Flame is feared
across the land. These martial arts go into the
applications of power and destruction using
their inner flame to decimate their enemies.
Monks of the Flame use their dominance of the
field of battle to induce fear and their powerful
strikes to destroy their foes.

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