| 1.) Warrior - Warriors are the strong type that like the feel of straight combat. They rely upon their strength to keep them from harm. In addition to learning the basic assail skills of combat, they can also learn specialized fighting maneuvers known exclusively and passed down through the generations by great warriors. They can use (as far as I know so far) almost any weapon, armor, or item known to Aislings. (Excluding certain items that are specifically constructed for other paths.) After quite a bit of experience as a warrior, they can learn the skills of mending armor and weapons. They can also learn lore of armor and other items and tell ye information about them that ye may not be able to recognize on ye own. They also like to hunt in parties for company and also for the fact that they cannot heal themselves without the aid of scarce potions or use magic of any kind to improve their own performance. (Until they have gained enough skill and understanding.) |
| 2.) Rogue - Rogues rely mainly on their wits. A rogue's life seems to be one, for the most part, of solitude. Because some people view them as thieves or other "unwanted" company, although this is not the case of most rogues, some people may tend to keep their distance. They also tend to like fighting on their own as it allows them to work better using their skills of setting traps. Rogues' weapons of choice are either fine knives or swift surigams (star shaped weapons that have very sharp edges). Rogues can wear armor, even full body armor if they choose to do so, but most prefer to wear only what is necessary, as it hinders their ability to set traps. They also have the ability to taunt a creature into following them to distract it from a wounded friend. Rogues can also prove to be quite helpful in certain situations, such as opening chests to find treasure when their pockets are empty. They can also learn the skills of gem appraisal and polishing, which can also prove useful when selling gems. Early on, while some other paths may find it hard to fight alone, ye may find that rogues do well in combat alone by use of traps. At higher levels rogues can learn the skills of mending armor and weapons and also smithing weapons to make ye weapon better, a term that they refer to as "good" or even better. With the help of a skilled wizard to make something known as blue powders, rogues are able to make smokey spheres, a bomb type contraption that sells for quite a nice profit. (Be sure to share ye profits with the kind wizard that makes ye blue powders *smile*) Rogues have been given a new skill to learn, hairstyling. It is very tiring for a rogue to do this, so if ye happen to ask one to do it for ye, please remember that they can only do so much so often. It also takes away from their ability to perform other tasks they may also need to perform, so remember to thank them generously. Rogues can also tailor clothing specific to different regions of Temuair with the help of a respected citizen. I think the variety is very nice. Rogues can find many useful items, including weapons, as well as a trainer in the village of Suomi. Other weapons can be found in the castle of Loures. They can also find trainers in Mileth and Rucesion. |
| 3.) Monk - Monks are welcome to join groups of hunting parties, but they also travel alone well. While a monk relies upon strength as do warriors, their skills can, in some instances, make them even more powerful than warriors. They not only rely upon their physical strength, but also on their concentration, as they study martial arts. Monks have a strong knowledge of anatomy and is close to nature and hence have more vitality than most others do. An experienced monk can even purge themselves (and others?) of poison if the need arises. Monks can only use armor tailored specifically for them. Because of a great conflict between certain gods, they cannot use weapons or wear normal boots. This may be one reason they are able to be so skilled in martial arts. Monks are able to learn to take on an animal form for extra protection and help in the hunt. There are four forms which ye can choose from. They are Draco, Kelberoth, White Bat and Scorpion. Ye can go about learning these forms in two ways. Ye can either have another monk skilled in the form to teach ye or ye can wait until ye are strong enough in all required aspects of life to learn on ye own. The founding town of monks is Undine and their deity is Cail. As Cail is the god of nature, monks can also learn at an early age the skill of herbal lore which can prove quite helpful in the survival of the hunt. |
| 4.) Priest - A priest's role is primarily to heal and help others. If ye like to fight a lot on ye own, or are not the friendly type, I wouldn't suggest choosing this path. While priests do have the ability to fight, they are most useful by staying back and healing and helping others fight by magic shielding or other magical protection. A priest should choose a religion and a deity to follow. Ye should find an experienced priest of that religion to initiate ye into ye chosen religion. Priests worship their deity and try to teach and convert others to their religion. With regular prayer and faith, sometimes the god of the priest chooses to reward the priest with a miracle. (Some can even remove scars of Sgrios, but please don't just ask any priest ye see to do this for ye, it has been deemed against the law. This is a very personal and tiring feat for priests.) Priests are driven, it might seem, by something inside, to sacrifice to the great Altar in Mileth. With persistance and faith in donating, sometimes a god will appear to the priests and grant them gifts. Sometimes an extra push toward a new insight, an item, or even just a ride back to the outside of Mileth. But beware, do not try to throw just anything in the altar to gain favor, the Gods do not wish their altar to be a dumping ground, ye must make sure ye donation is worth a god's acknowledgement. They seem to be very fond of wine. Priests can make potions with the help of the Fae that give life back to someone who is extremely injured. Priests can use many weapons and armor, although these things hinder their healing abilities. There are special staves that priests may use after they have reached the 19th insight. These staves help with spell casting abilities. A priest should be kind and understanding and always ready to help others as they are the only ones that can heal. They are asked for help more often than one might imagine and they live a very busy life. On starting out as a priest, ye should not try to join parties that are too large as a lone healer, but try to ask other healers to join ye. It may seem to someone that ye let them fall into the clutches of Sgrios out of non-concern, when that is not the case at all. For the most part, as ye are starting out, ye ability to heal is far less than the amount of wounds given out by creatures, but as ye use ye abilities, ye will be able to do more. Ye should try to learn to manage ye spells in different ways, or ask ye party to allow ye time to rest to gather back ye will to perform healing. Most people are understanding and will gladly wait with ye, for if ye do not have the will to heal, ye group will be in much danger. Also, always remember to watch ye own health, if ye perish, ye party will have a very small chance of surviving the damages of the current fight. Priests also perform mass for their god. All who worship that god, or a god within that trinity, are welcome to attend the mass and gain insight and knowledge by doing so. |
| 5.) Wizards - Wizards rely on their magical powers. They do not wear armor or use weapons as it hinders their performance. Wizards have four choices of magic to learn: Sal (Water), Creag (Earth), Athar (Wind), and Srad (Fire). Each choice has its own good and bad points. After some insight, wizards are able to do "research" on certain subjects. Some research produces items that are very helpful or valuable to all Aislings. They are able to make earrings, blue powders for rogues to make smoke bombs with, and even special scrolls called "songs". These songs can be sung by Aislings to go from one town to another, without walking, but through the rips in time. At higher insights, wizards can enchant items to hold magical properties which are useful in many different ways. They can also find and make potions that will renew their will or mana depending on the element they study. Wizards can also learn a skill called magic lore which will tell ye of all the magical properties of items ye may find. Wizards can also wield staves at the 19th insight. The most common is the Magus Ares, which is just for looks I believe; the Magus Kronos, which shortens the time consumed in casting a spell called dachaidh, which sends ye home through the rips in time; and the most sought after is the Magus Zeus, which halves the time consumed in casting ye elemental spells, for example beag sal or sal. |
| 6.) Peasants - Peasants are the normal folk of Temuair. We all start out as peasants before we choose our path in life. Too similar to a Mundane for my liking, but still, some choose to remain peasants. I don't believe this is something I would recommend. |