Valenth

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L O R E
C L A S S

In Valenth, people follow a wide variety of paths that shape who they are. The class is just that; a character's dominant, life-defining profession or trade.

Nine in all, they help add a bit more flavor to characters of all kinds. Subclasses, where applicable, further define classes.
Typical races are those races in which the class is most commonly found, while restricted races cannot become that class.

Armsman
Subclasses: Fencer, Warrior, Knight
Typical Races: All
Restricted Races: N/A

The brutal warrior fearlessly prowling the wilds; the graceful and agile fencer felling his opponents without so much as a scratch upon his person; the proud and sturdy knight, a well-trained pillar of inpenetrable strength.
All three of those are armsmen, a class that specializes in hand-to-hand melee combat. This class can be found in every civilization in one type or another, defending their people in times of war or even simply using their military skill and talent for their own personal gain.

Weapons vary based on location, race, and training; Anshe barbarians wield staves and spears with deadly force, while humans often favor swords and polearms, and silisk employ blunt, crushing weapons such as maces and flails.

Artisan
Subclasses: N/A
Typical Races: All
Restricted Races: N/A

Like the archetypal warrior, every society has its artisans. Skilled craftsmen who specialize in a particular trade, they are the butchers, bakers, tanners, and tinkers found in every settlement.

If the character specializes in a particular tradeskill (and not simply selling goods), they are an artisan.

Doctor
Subclasses: Medic, Scientist
Typical Races: Human, Dremish Aeneski
Restricted Races: Silisk

The doctor is to science what the sorceror is to magic. Brilliant minds pursue this class, be it to soothe and cure the ails of the people or to discover what makes them tick.

Medics make use of science and vital magics to heal their patients, while scientists study all manner of scientific miscellany-- performing intricate experiments and concocting strange alchemical medicines and elixirs from the comfort of their very own laboratory.

Liaison
Subclasses: N/A
Typical Races: All
Restricted Races: N/A

Mortal servants of the Court, liaisons study under their Courtesan superiors. As mortals cannot become Courtesans (the title and function is reserved only for members of the Erosion dragonflight), they work and serve on Court grounds and in embassies as permanent apprentices.

Mage
Subclasses: N/A
Typical Races: Aeneski, Human
Restricted Races: Chimaera, Silisk

Talented manipulators of the arcane, mages can bend the natural energies of the world to their will through ritual and the casting of spells. A mage is born, not taught, though the magically-inclined must be properly tutored to unlock their full potential.

Mages study all forms of magic, tapping into the Prime Elemental realms- Air, Earth, Fire, and Water- as well as the power of life and dreams. Additionally, necromancers tap into the power of death itself, though such practices are very firmly discouraged by the rest of the arcane society.

Merchant
Subclasses: N/A
Typical Races: Chimaera, Human
Restricted Races: N/A

Silver-tongued and persuasive, the merchants of Valenth have made selling all manner of goods and services an art. Anyone can peddle their wares, of course, but these folk know every trick there is to convince someone to purchase something they may not need or even want at a premium.

Chimaera are the most infamous merchants, in particular being responsible for the Soril Trade Empire, the largest and most influential market in the world.

Musketeer
Subclasses: N/A
Typical Races: Human, Chimaera, Silisk
Restricted Races: N/A

The answer to melee combatants and armored soldiers, musketeers employ all manner of firearms, including muskets, arquebuses, and blunderbusses, as well as mounted guns and cannons on ships and airships.

It is not at all uncommon for musketeers to seek mercenary work as hitmen or gunners for pirate organizations. Almost all musketeers are either current or former soldiers or sailors, however-- guns of all types are typically far too expensive for private ownership by anything less than nobles and the well-to-do.

Ranger
Subclasses: N/A
Typical Races: Aeneski, Silisk
Restricted Races: Chimaera, Human

A wilder, more ancestral version of the musketeer is the ranger, a woodsman skilled with the bow and spear. They excel at hunting prey of all sorts-- beast and sentient alike-- and are most at home deep within the natural world they seek to preserve.

While the Aeneski are the archetypal rangers, silisk who do not toil for a living are often found in this class as well, though they watch and strike from within murky swamps and marshes instead of towering canopies.

Vagrant
Subclasses: Bard, Pirate, Rogue
Typical Races: All
Restricted Races: N/A

World-weary travelers, vagrants live life by their own rules, pausing just long enough to see the sights and enjoy a change of scenery before their lifestyles catch up with them again.

Most notorious of these sorts are the rogues, making a living by stealing away the wealth of others through trickery, sleight-of-hand, and simple brute force. Pirates live a similar lifestyle on the high seas and in the skies where borders are undefined and law enforcement is all but nonexistent, raiding other vessels they come across for valuables of all kinds (and everything has a price).
Least dangerous but no less significant are bards-- traveling performers who use their talents to turn a profit (and not necessarily in scrupulous ways)!


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