[h1][u]Callings[/u]_________ __ __ _ _[/h1] [hider=Callings][h1][u]Your Role[/u]_________ __ __ _ _[/h1][sup][h3]Bard. Berserker. Dervish. Horseman. Infiltrator. Knight. MalΓ©dict. Priest. Ranger. Witch. Wizard.[/h3][/sup] Many are the forms in which people have taken to using The Gift, applying it in their existing fields of work and interest, augmenting existing skills and, in some cases, creating entirely new ways of shaping the world and their places within it. Below are covered the ten major callings that will comprise the heroes of this story. Some may specialize in only a single calling while others may hear two. [hr][h3]πŸͺ• [u]Bard[/u]_________ __ __ _ _[/h3] Bards are particularly blessed of Aun-Ipte. They can be found in Drudgunze, Eskand, Parrence, and Yasoi. Though the auditoriums of the empire are permanently closed as a stage, musicians still abound throughout the continent of Constantia. Many are simple musical performers who sing and play an instrument. However, there are some who can use the Gift to empower their music: whether force or essence, their songs have a palpable power or far-reaching emotional impact. They can inspire, empower, cow, or deafen allies and adversaries alike. [b]Durability:[/b] β˜…β˜†β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜†β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜†β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜…β˜† [b]Physical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜…β˜† [b]Range:[/b] β˜…β˜…β˜…β˜†β˜† [b]Support and Healing:[/b] β˜…β˜…β˜…β˜…β˜† [b]Mounted Ability:[/b] β˜…β˜…β˜†β˜†β˜† [hr][h3]βš”οΈ [u]Berserker[/u]_________ __ __ _ _[/h3] Berserkers are particularly blessed of Echeran-Sept. They can be found in Eskand. A rare calling, and found only among the Eskandr, the path of the Berserker is one of controlled madness. These hulking, feral warriors enter a trancelike state, empowering their minds with visions and thoughts of ferocious beasts such as wolves, dragons, and bears and their bodies with essence, force, and arcane magics. Charging into battle, they attack with unmatched ferocity and great speed, greatly resistant to damage and nearly impervious to pain. [b]Durability:[/b] β˜…β˜…β˜…β˜…β˜† [b]Stealth:[/b] β˜…β˜†β˜†β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜…β˜…β˜† [b]Endurance:[/b] β˜…β˜…β˜†β˜†β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜…β˜… [b]Magical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Range:[/b] β˜…β˜…β˜†β˜†β˜† [b]Support and Healing:[/b] β˜…β˜†β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜†β˜†β˜†β˜† [hr][h3]πŸŒͺ️ [u]Dervish[/u]_________ __ __ _ _[/h3] Dervishes are particularly beloved of the Uncrowned God, Vyshtal. They can only be found among Yasoi. Dervishes coil light chains or cables around their arms, legs, and bodies as armour, unleashing them with Force magic. As these rapidly uncoil, they are used to grapple trees, buildings, and other tall obstacles, allowing for three dimensional movement. In combat, Dervishes use all four of their limbs equally, with metal claws, punch daggers, and poison dart launchers mounted on each. In open field combat, they employ near-perpetual circular and arcing motions to create a kill zone around themselves in which their blade-tipped chains or cables scythe through approaching enemies and projectiles. Using Essence magic to stave off dizziness and sharpen their senses, Dervishes build up their Force energy, occasionally unleashing this in snakelike strikes and stabs. [b]Durability:[/b] β˜…β˜…β˜…β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜†β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜…β˜…β˜… [b]Endurance:[/b] β˜…β˜…β˜…β˜†β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜…β˜… [b]Magical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Range:[/b] β˜…β˜…β˜…β˜†β˜† [b]Support and Healing:[/b] β˜…β˜†β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜†β˜†β˜†β˜† [hr][h3]🐎 [u]Horseman[/u]_________ __ __ _ _[/h3] Horsemen are particularly blessed of Aun-Dami. They can be found in Eskand and Parrence. Most everyone who is anyone can ride a horse in this day and age. However, the significant steppes in the Eskandr midlands and those of northeast Parrence have led to horsemanship becoming a way of life for those who live there. More than even the oft-mounted knights of Perrence and Drudgunze, these people have mastered the art of maneuvering and managing horses (and sometimes other mounts) on the battlefield and effectively wielding a variety of weapons in lightning strikes. [b]Durability:[/b] β˜…β˜…β˜…β˜†β˜† [b]Stealth:[/b] β˜†β˜†β˜†β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜…β˜…β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜…β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Magical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Range:[/b] β˜…β˜…β˜…β˜†β˜† [b]Support and Healing:[/b] β˜…β˜†β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜…β˜…β˜…β˜… [hr][h3]πŸ₯·πŸ» [u]Infiltrator[/u]_________ __ __ _ _[/h3] Infiltrators are particularly blessed of Aun-Echeran. They can be found in Drudgunze, Eskand, Parrence, and Yasoi. In an age of swords, armour, and honor culture, there are nonetheless those who eschew societal expectation and take another approach to martial effectiveness. While some come from the respectable echelons of their respective cultures, many started out as thieves and hired blades. As a general rule, infiltrators are masters of stealth and quick, decisive movement and attack, employing arcane, force, and even essence magics to act as spies and assassins. [b]Durability:[/b] β˜…β˜…β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜…β˜… [b]Agility:[/b] β˜…β˜…β˜…β˜…β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜†β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Range:[/b] β˜…β˜…β˜…β˜†β˜† [b]Support and Healing:[/b] β˜…β˜†β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜†β˜†β˜†β˜† [hr][h3]πŸ›‘οΈ [u]Knight[/u]_________ __ __ _ _[/h3] Knights are particularly blessed of Oraphe-Sept. They can be found in Drudgunze and Parrence. Recent advances in metalworking technology and the introduction of the stirrup to Constantia by Virangish peoples during the fall of the Avincians have resulted in the invention of an exciting new type of fighter: the knight. Heavily armed and armoured melee warriors skilled in mounted combat, many knights employ Essence and Kinetic magic to augment their massive physical strikes and enhance the performance and endurance of their mounts. Thunder Knights also use their metallic armour to create massive charges and strike down their foes with powerful Thunder magic. [b]Durability:[/b] β˜…β˜…β˜…β˜…β˜… [b]Stealth:[/b] β˜…β˜†β˜†β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜†β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜†β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜…β˜† [b]Magical Attack:[/b] β˜…β˜…β˜†β˜†β˜† [b]Range:[/b] β˜…β˜…β˜†β˜†β˜† [b]Support and Healing:[/b] β˜…β˜…β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜…β˜…β˜…β˜† [hr][h3]🐍 [u]MalΓ©dict[/u]_________ __ __ _ _[/h3] MalΓ©dicts are particularly blessed of Ipte-Sept. They can be found in Drudgunze and Yasoi. Known as a 'Giftschlag' in the local language, some maintain that these strange sorcerers of the swamplands are merely a story to frighten children. Some are held to be remnants of the original Angrii population who were displaced, exterminated, and assimilated into the Drudgunzean culture three centuries prior. Whatever their origin, they are shrouded in mystery. Their magics are primitive, requiring direct touch or proximity, but immensely powerful. Using Blood, Thunder, and Essence magics, MalΓ©dicts can disintegrate possessions, plants, and people alike, form things out of thin air, and place powerful curses on their victims. Some say that they are cannibals. Others say that theirs is the magic of the yasoi. [b]Durability:[/b] β˜…β˜…β˜…β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜…β˜† [b]Agility:[/b] β˜…β˜…β˜…β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜†β˜†β˜† [b]Physical Attack:[/b] β˜…β˜…β˜†β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜…β˜† [b]Range:[/b] β˜…β˜…β˜†β˜†β˜† [b]Support and Healing:[/b] β˜…β˜…β˜…β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜…β˜†β˜†β˜† [hr][h3]πŸ™ [u]Priest[/u]_________ __ __ _ _[/h3] Bishops, Priests, Monks, and Nuns are particularly blessed of Aun-Oraphe. They can be found in Drudgunze and Parrence. While all of creation shares in the blessings of the Pentad, not all people offer the Gods their rightful praise. It falls to the religious orders of the Quentic faith - Hundrian, Stresian, Dordian, Rezaindian, and Somnian - to make up the shortfall. Often found in fervent prayer or enggaged in good works, they are motivated by their faith and empowered by the Gift. Holy men and women call upon powerful magics of all five schools to heal the world, protect the innocent, and strike down evildoers. [b]Durability:[/b] β˜…β˜…β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜†β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜…β˜† [b]Physical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Range:[/b] β˜…β˜…β˜…β˜†β˜† [b]Support and Healing:[/b] β˜…β˜…β˜…β˜…β˜… [b]Mounted Ability:[/b] β˜…β˜…β˜†β˜†β˜† [hr][h3]🏹 [u]Ranger[/u]_________ __ __ _ _[/h3] Rangers are particularly blessed of Dami-Sept. They can be found in Drudgunze, Eskand, Parrence, and Yasoi. While many people live sedentary lives as farmers, fighters, or crafters, dependent upon others and never taking the time to master the skills of their distant ancestors, there are some who chart a different course. Rangers are dedicated hunters, trappers, survivalists, and people of the frontiers and forests. Stealthy, quick, and capable, they use the Gift to augment their traps with illusion and empower their use of the bow and arrow. [b]Durability:[/b] β˜…β˜…β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜…β˜† [b]Agility:[/b] β˜…β˜…β˜…β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜…β˜† [b]Physical Attack:[/b] β˜…β˜…β˜…β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜†β˜†β˜† [b]Range:[/b] β˜…β˜…β˜…β˜…β˜† [b]Support and Healing:[/b] β˜…β˜†β˜†β˜†β˜† [b]Mounted Ability:[/b] β˜…β˜…β˜†β˜†β˜† [hr][h3]πŸŒ™ [u]Witch/Warlock[/u]_________ __ __ _ _[/h3] Witches and Warlocks are particularly blessed of Chune-Sept. They can be found in Drudgunze, Eskand, Parrence, and Yasoi. In the years since the empire's collapse, formal schooling and practice in magic has declined precipitously and a great deal of written knowledge has been lost indefinitely. Keeping many traditions alive are the witches and warlocks of Constantia. Powerful magic practitioners, many are rugged and self-sufficient businesswomen and businessmen with deep knowledge in the poisons and remedies of the natural world as well as powerful magics that they can use to burn, blind, numb, heal, and invigorate. If some are less than reputable, they are nonetheless a necessary part of early medieval life. [b]Durability:[/b] β˜…β˜…β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜†β˜† [b]Agility:[/b] β˜…β˜…β˜†β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜…β˜†β˜† [b]Physical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜…β˜… [b]Range:[/b] β˜…β˜…β˜…β˜…β˜† [b]Support and Healing:[/b] β˜…β˜…β˜…β˜…β˜† [b]Mounted Ability:[/b] β˜…β˜†β˜†β˜†β˜† [hr][h3]πŸ§™πŸ»β€β™‚οΈ [u]Wizard[/u]_________ __ __ _ _[/h3] Wizards are particularly blessed of Aun-Chune. They can be found in Parrence. Trained and powerful magic users, schooled in the ancient arts of the Avincians, Wizards can draw from the might of all schools of magic to cast spells capable of immense utility, healing, and destruction. That they can do this from ranges and with speed that others could not dream of speaks further to their dedication, natural affinity for magic, and leadership role. Educated, keen-minded, and stealthy in combat, a true wizard, able to bend the laws of nature to his whim, commands instant fear and respect. [b]Durability:[/b] β˜…β˜†β˜†β˜†β˜† [b]Stealth:[/b] β˜…β˜…β˜…β˜†β˜† [b]Agility:[/b] β˜…β˜†β˜†β˜†β˜† [b]Endurance:[/b] β˜…β˜…β˜†β˜†β˜† [b]Physical Attack:[/b] β˜…β˜†β˜†β˜†β˜† [b]Magical Attack:[/b] β˜…β˜…β˜…β˜…β˜… [b]Range:[/b] β˜…β˜…β˜…β˜…β˜… [b]Support and Healing:[/b] β˜…β˜…β˜…β˜…β˜… [b]Mounted Ability:[/b] β˜…β˜…β˜…β˜†β˜† [hr] [/hider]