Combat Class

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In Auria, a person's Combat Class defines their abilities, powers and skills therefor also defining their style of fighting. No matter where one travels in Auria, one can find three basic Combat Classes that all cultures commonly make use out of: Warriors - who represent both the guards of settlements and adventures that take sword and shield in hand to fight in melee, Hunters - those that take a gun or bow in hand and strike from afar, often serving their namesake - Hunting, and Magi - those that have sought higher knowledge in the Arcane to cast spells to eradicate foe and support friend.

From these basic Combat Classes would come improved ones largely tied with the culture of different races throughout the galaxy that, through the use of Magic and the understanding of the world around them, found different ways of expressing their spirit of combat based on their very beliefs and outlooks on the world. These evolved Combat Classes are categorised under three sections - Virtues of the Gladiator; Laws of the Predator; and Ways of the Mystic, based on the Warrior, Hunter and Mage archetypes.

Basic Combat Classes

- - - Warrior - - -
Since the dawn of creation, the races of Auria have found a need to fight for many reasons - whether it be for territory, for challenge, for hunting, or something else. The Warrior would be one of history's first and, for a long time, only Combat Class as the races found raw physical strength to be good enough to solve almost anything in the primal ages until the development of ranged weapons gave birth to the Hunters, though even then the Warrior would remain the backbone for many cultures. Though the people of Auria would evolve and learn newer, more sophisticated of fighting, the ideals of the Warrior would never truly die out and simply be adapted to modern days. Most settlements make use of physically trained Warrior-like guards to keep the peace and most start-up adventurers find themselves adapting most often to the ways of the Warrior. The ideals of the Warrior would lead to many unique strength-based Combat Classes to develop.
- - - Hunter - - -
Later in time some races would discover a method of creating advanced weapons capable of slinging projectiles through the air to strike from afar. Finding it more convenient and safe than the brute force of a Warrior, Hunters specialized specifically in agility and ranged abilities would come to be as the primary force for hunting sustenance and winning battles. As mortal technologies advanced, so did the weapons they could produce, with Hunters soon making use of not only slingers but also Bows, Crossbows and Guns alongside light weapons like daggers, swords and small axes for the occasional necessary melee combat. To this day Hunters are used together with Warriors in settlement defenses as well as hunting, with their ideals leading to a varied of unique agility-based Combat Classes to develop throughout Auria.
- - - Mage - - -
As the last of the three basic Combat Classes, the Mage was never really a widespread Class until the start of the Era of Magic when Mortals came into possession of Magic thanks to the exploits of Deldarach Hawktalon, the First Magus. Since Mortals begun learning Magic, the Mage has become a basic Combat Class that makes use of basic spells learned by most novice spellcrafters like decimating elemental bolts or supportive barriers and even healing. Though the Magus would be known as an advanced Combat Class when it was first introduced to the world, as generations would pass Mortals capable of Magic would come to realize that their young inherit their skills and gain the ability to manipulate Ether without needing to unlock it through a trial in Etherin. After that, Magi would be more common as more Mortals started exhibiting magical abilities even without any prior learning, ultimately turning a class thought to be advanced as a third Basic Class. As manipulating Ether has potentially an infinite amount of outcomes, it would be no surprise that many evolved classes, even those evolving from Warrior and Hunter ideals, would make use of Magic, and as most cultures had beliefs in the mystical, the abilities and ideals of a Magus also led to culturally different and unique spellcaster Combat Classes.

Virtues of the Gladiator

Coined in the year 1408 by War Historian Yorgan Acuanera, the Virtues of the Gladiator is one of the three major branches of Combat Classes that have evolved from the Warrior archetype. Characterised by the possession of immense strength, unwavering stalwartness and a sense of duty, the classes that fall under the Virtues are commonly those that fight in the frontlines of their nation or at the very least stand above the common-variety footman as a unique case in melee combat.

- - - Berserker - - -
Culture of Origin: Bjorn (Urson)
Planet of Origin: Wyrmeron


- - - Blademaster - - -
Culture of Origin: Shin Dynasty (Naga)
Planet of Origin: Serena
When the Naga established themselves in Serena against the Oxine, Lady Sethris chose her two closest friends Kenchiss and Jihyassa to train their forces for the upcoming war. As a mistress of blades, Kenchiss of the newly-proclaimed Viper Clan would see to the creation of the first Naga Blademasters who, with Katanas forged from the native metals of Serena, became a force to be reckoned with as their agile cunning and their mastery over bladed combat trumped the tribal nation of the Oxine who challenged their survival. Following the use of Magic, the Naga would discover a school of magic known as Mantra which served to balance the user into perfect harmony with their surroundings, helping them concentrate, heighten their senses and become spiritually strengthened. This, alongside the widespread of magic, would turn the physically limited Blademasters into an even more powerful force as their adapted the use of elemental and spiritual magics into their skilled repertoire.

To this day the Blademaster is recognized as an elite unit in Shin. They are considered the royal military might in the kingdom and are often used as enforcers of the law there, their numbers bound by a law of honour. The Viper Clan, who remain in service under the Empress, are responsible to training the Blademasters and they do so only to those sworn an oath to the kingdom, however the Chimei of the Sacred Order in the Tuurai Fields have also been known for adapting the ways of the Blademaster and teach them more openly to those that choose to follow, though their methods of teaching are more harsher and do not make full use of Mantra like the Shin do.

The Blademaster is a formidable combatant who's skills in wielding a two-handed Katana are second-to-none. They are capable of fast attacks that manipulate the vital weaknesses of their opponent so that they may finish battles in as few slices as possible while using the elements of Wind, Water, Ice and Spirit to enhance themselves in different ways, like conjuring gusts of wind to move faster, freeze enemies in place with ice or heal themselves or allies with Mantra magic. They may also surround themselves in a Spirit Barrier which protects them from all harm akin to a Power Shield.

- - - Duelist - - -
Culture of Origin: Hayka
Planet of Origin: Saberos


- - - Juggernaut - - -
Culture of Origin: Urol (Enkhulu)
Planet of Origin: Grukoor


- - - Knight - - -
Culture of Origin: Wylderin (Elf)
Planet of Origin: Gwynbrenon
In Elven tradition beast and mankind are bound by kinship, two forces united to stand against defilement. To that end, the Elves have always practiced forging powerful bonds with the beasts that surround them. As the first of many Elven Combat Classes to employ this tradition, the Knights of the Wild were formed in a bygone Elven empire that served as powerful mounted warriors riding large beasts into war to protect their shared homeland, their actions inspiring tales and legends for many generations after. The tradition of mounted combat would evolve over time and make an appearance on every planet of Auria in some way or another, the Cavalry units of Luxfordia and the Marauders of Urol being two such examples yet the Elven Knights would continue to surpass all of them thanks to the unique bond that a rider has with their companion. The stories of Wylderin Knights are many and all legendary, but among them one stands tallest - Re'alar, the first Knight of the Wild who, alongside his loyal Wolf companion Kiff, travelled the wilds of Gwynbrenon and aiding the helpless in their plight against demons and monsters. Re'alar would be the one to eventually establish the modern Knights of the Wild.

To this day, the Elven knighthood serves as the core of the Wylderin army. They are trained exclusively in Nytlerei's military quarter, the Terrace of Might, to protect and serve the land that gives them life. In their training, a Knight undergoes rigorous martial practices to hone their hand in wielding either a sword or spear. Optionally a shield is also included in some Knight's repertoire. All Knights also carry with them a Trua, which is a type of dagger that serves a multi-purpose but is historically used to grant animals a swift and merciful death during a hunt or when the option of healing a wounded animal is prohibited.

The animal of choice is most often an Elk or a Wolf, with a Sither becoming a recent third popular choice thanks to a newfound understanding in taming the ferocious cat beasts.

As mentioned before, Knights are formidable warriors who wield far-reaching melee weapons and specialise in mounted combat. Though fighting as one with an animal is their calling card, one mustn't underestimate a Knight that fights without their animal companion at their side - the Knighthood of the Wild trains their warriors to be fierce predators even to their dying breaths, becoming more determined the greater the odds against them. Though large weapons are common for Knights, they are also forged to be lightweight so they may be agile and quick.

Special mention must be made to the mount of choice for the Knights as those dictate a change in fighting style which is honed and perfected by the Knighthood. The two common mounts of the Wylderin, the Elk and the Wolf, employ differing methods of combat wherein the Elk's sturdy build and powerful hooves allow the Knight to become an unstoppable force charging head-on into combat to decimate enemy ranks while the Wolf's balanced build of agility and carnage prefers a hit-and-run tactic to wear down enemies and pick them off one by one. The Sither use a similar method but are more commonly used for silent takedowns and scouting.

- - - Monk - - -
Culture of Origin: Mahaan Saamraj (Vishaali)
Planet of Origin: Saberos
"In an ancient, bygone era there existed a warrior of great power - Master Maharana. Using a stave of pure earthen might, he did battle with the great evils that sickened the world and threatened to destroy the balance of the material and immaterial, to split Ganansh from Takaalva and bring utter ruin. Great were they, this master of martial mastery, who travelled the very stars and visited other worlds in order to learn from them, studying the primal forces of the people who they met and uniting their spirits with the warrior's. When they returned to their homeland free from the burdens of demonkind, Maharana would build a mighty temple in the earth's crust and write the Aatsabak, a great scripture of Maharana's studies of the martial spirit of the galaxy. In Aatsabak, eight martial lessons are taught each inspired by the style of an animal, each a part of one's true fighting spirit and once each has been mastered, one may call themselves a true Monk."

This is the story written on the walls of the great halls in every Vishaali monastery where the Monks live and train. Through the code of Aatsabak, each Monk is taught the eight styles in order to be a preserver of the balance between physical and spiritual.

Way of the Snake, to be quick and decisive in one's blows. Way of the Bear, to be a protector of your allies no matter the cost. Way of the Spider, to be elusive and calm in anticipation for an attack. Way of the Wolf, to be prepared to fight alone or together with your pack. Way of the Shark, to sense your prey and hunt them down. Way of the Scorpion, to be patient and let your foes expose themselves. Way of the Bat, to weave the essence of life in the favour of balance. Way of the Dragon, to be all-powerful yet humble toward the weak.

A Vishaal Monk is taught to be all of these things. Serious in their determination to slay any wrongdoers, they fight using their own hands as weapons with staves being an optional secondary. They learn to channel spiritual energies through their limbs so that they may deliver quick and powerful attacks. They may also use their spiritual magic to conjure spirit barriers, boons or even healing.


- - - Myrmidon - - -
Culture of Origin: Draconic Empire
Planet of Origin: Wyrmeron


- - - Paladin - - -
Culture of Origin: Ancient Kingdom of Chronos (Senkh)
Planet of Origin: Imperia
With a plethora of myths and legends circled about them, the Paladin is no stranger to reverence as a holy warrior devoted to smiting away evil whether it stands. Though its direct origins remain to be debated, ancient murals and prehistoric scripture hint that the first Paladins emerged in the sands of Livanin where the Senkh now dwell, wielding swords of divine light and shields to guard the weak from danger. The first order of Paladins would come and go, their deeds remembered in song and tales which are told to this day by the people of Chronos. Centuries would pass and the kingdoms of Livanin would fade away just like the paladins did, the people who dwelled the sands reduced to tribes and clan. When the new kingdom was still but a dream, Lord Neferseshem would travel to a faraway mountain and find there a blade bathed in divine flames guarded by Ah-Maahes, the Lion God. Ah-Maahes would stand like a tower over Neferseshem and challenge him to a duel that the young lord would not hesitate in accepting if it meant claiming the weapon as his own. The battle would be fierce, Ah-Maahes' blade of the sun's fury clashed with the Senkh's scimitar yet Neferseshem would be brought to his knees, the god's blade drawn to his neck and in the face of death Neferseshem looked into Ah-Maahes' eyes and asked him to claim his honourable victory. Ah-Maahes would not execute the young lord however, instead he would heal his health and let him stand up once more, relieved of the man's honesty and non-deceit. Neferseshem would be given the god's weapon and be allowed to return to his homeland with a new power, allowing him to rise above his kin and conquer the oasis of Shassussin from demons, leading his fellow men into battle against an unknowing foe. Neferseshem would not only be successful in his conquest, he would also succeed in founding Chronos, the kingdom of the Senkh, and his holy blade would inspire the re-emergence of the Sekhmet Order - Paladins of the Sands.

Citing the ancient tablets that inspired their people, Neferseshem would establish the Sekhmet Order to serve directly under him and any future Pharaoh after him. As a group of holy priests and warriors, they would serve not only as advisors but also as the last line of defence for the new Pharaoh. Later in history the Council would use the secrets of the arcane to develop the Paladins as they were meant to be - wielding the light of gods to smite foes with zealous attacks and spreading blessings to those in need. Later in his years of venerability, Neferseshem would serve as one of the trinity founders of the Imperial Rise, a joint force of holy warriors dedicated to the protection of order.

Whether from Chronos, Luxfordia or Mor Kardia, the Paladin is a Combat Class that wields the forces of the Gods through the shine of their blade. They are represented by a pious spirit and a desire to mete out justice and equality. Their main strength is the ability to call upon a God and be blessed with holy weapons as well as granting boons to their allies to fortify them in the face of danger. They may also seal wounds or burn away creatures of Chaos using their magic.

- - - Phalanx - - -
Culture of Origin: United Tribes (Avari)
Planet of Origin: Wyrmeron
Among Avari legends is the tale of Silver Fox Kwan, the warrior-son of Ranger-Chief Esa who ventured into the caverns beneath Great Rock lands with his brother Jamul to find the legendary Wingblades of the Phoenix, a pair of armoured wing-covers with bladed edges said to be blessed by the four Gods of the Seasons. When Kwan took hold of the Wingblades, the cavern in which they stood collapsed killing Jamul. With the Wingblades equipped and swearing an oath to avenge his brother, Kwan would cleave through the rubble and slay the creatures that lurked in the shadows on his way out, bestowed with unmatched strength and vitality thanks to the weapons in his possession. When he returned to his tribe, however, he was met with distain for sacrificing his own kin for power and for this he was to be thrown off the cliffs and sink to the bottom of the ceaseless seas with the wingblades strapped to his body. Though he sunk and drowned, the blades nurtured him back to life and allowed him to climb up the steep cliff-face that should have doomed him. Forever changed by the experience, Kwan would remain a wandering warrior who dedicated the rest of his life to protecting those weaker than him.

Inspired by the stories of Silver Fox Kwan, the Great Rock Avari would begin to practice a tradition of forging heavy Wingblades and using them for combat. Though they would lose their ability to fly while wearing them, it granted them the ability to become combatants who utilized the unique properties of their bladed wings to deliver fast and lethal blows in melee combat as well as shield allies from harm. Though there would be few who could push their bodies to the point of wielding these garments with excellence, those who do would gain reverence and the duty to protect those more vulnerable than them. The greatest of the Phalanx are able to infuse their bodies with the spirit of the Phoenix to grant themselves temporary invincibility.

To this day the ways of the Phalanx are taught by the Great Rock on Frostfire. Putting their students through immense weight-lifting and stamina checks, the process of becoming a Phalanx requires both determination, vitality and an unwavering sense of duty. Non-Avari have also been trained to use Wingblades with specially-crafted ones that make up for their lack of wings.

- - - Spellbreaker - - -
Culture of Origin: Luxfordia (Human)
Planet of Origin: Imperia
It would be under the rule of High King Yvain Greymoore II that the first sightings of the notorious Spellbreakers would come to pass. Following in the footsteps of his predecessor, High King Andrev Greymoore II The Magebane, Yvain would begin a war with a secreted Asvarian faction known as the Binders in order to stomp out any remnants of Magic in his precious empire. This war, or as it is remembered now: a massacre, would only cost the High King the lives of his finest Crusaders and Footmen as they stood no chance against the superiority of magic-users while they themselves lacked any sort of affinity or knowledge to the arcane arts. Through the advisory of his half-brother Edward, would the Binder War come to success in favour of Luxfordia - As a half-breed himself, Edward had always had a secret affinity for magic but shared his family's views on it full-heartedly, instead believing that his affinity is destiny speaking onto him his goals of ending Magic - "To use magic to end magic", he himself described to his brother King. Edward would personally lead a group of Crusaders into the then-burnt Etherin Academy to salvage what knowledge they could from the wake of their destruction in order to awaken a dormant state of arcanic power in himself and the men that followed him, granting them the mysticism necessary to become spellcasters. Edward would then introduce a thus-unknown tome to his plan, a personal belonging of his that recorded the ancient art of Anti-Magic within its volumes. Through their study, the first seven Spellbreakers were born and the Binder War ended soon after.

Though the seven Spellbreakers would win the Binder War almost single-handedly, High King Yvain would see to the execution of six of them because he believed they were now afflicted with the very same force they swore to destroy. Only the seventh lived, Edward himself, and following the death of his brother Edward would be crowned the next High King. Under his rule, the art of the Spellbreakers be commonplace for any soldier of the higher ranks. Though eventually the Greymoore royal bloodline would end and a new Asvarian bloodline would take to the throne to grant freedom to magic users of the kingdom, the knowledge of Spellbreaking would remain in place in Luxfordia's military. In the Domitor Discibory in Ironwatch city, Spellbreakers are taught by Antimagi, a term used to describe a powerful Spellbreaker. The city itself harbours a deep grudge aganinst magic-users that aren't Spellbreakers and thus features the highest concentrated use of the art in all of Auria.

A Spellbreaker is by-definition a user of Anti-Magic, a powerful and mysterious force that, when wielded, can shut down any form of Magic of equal or lesser rank. Luxfordian Spellbreakers are taught this art alongside their usual crusader training to make them into formidable frontline soldiers wearing Anti-Magic armour and weapons alongside their ability to control, tame and destroy others' magic.

- - - Warbreaker - - -
Culture of Origin: Nova Voltex (Fenik)
Planet of Origin: Saberos
During the age when the founders of the Nova Voltex first wandered the islands of Saberos, uncertainty and opposition was never too far gone. As outsiders who begun to harvest the natural resources of the western seas, the Fenik would quickly make an enemy out of the stout and half-giant Pashim Chi Vishaali. Without the physical strength to match their foes, the Fenik were forced to do what they always did best and invent weapons that could deal with the foes that threatened their race's extinction. The Shockgun would become a revolutionary firearm during this time - invented by Will C. Vich, this firearm would blast a spray of bullets, shredding the thick skin of the Vishaali that advanced upon them and quickly winning them a fighting chance. Following the war that had almost ended their race, the founders of Nova Voltex began conscription into the Elite Warbreaker Unit (E.W.U.), a militant faction who's goal is to preserve the fragile peace of their young nation.

Since its founding, the E.W.U. has remained a cornerstone in the Nova Voltex as the kingdoms first responders in any crisis or conflict. Though they include people from all walks of life and methods of combat, the Warbreakers remain at the heart of the organisation as active guards throughout Steamgear and soldiers on off-world expeditions. Becoming an official Warbreaker involves many years of training under the E.W.U. though during this process one will learn discipline, purpose and most importantly their combat skills.

The Warbreaker is a warrior-class unit clad in mechanical heavy-armour that allows them to take the brunt of an enemy's offence whilst dishing it out as well. As mentioned previously, a Warbreaker wields a Shockgun which is a large shotgun-like firearm that fires a spread of electrically charged bullets to shred close-by enemies to bits. Thanks to their power suits, Warbreakers can plant themselves into the ground in order to hold themselves in place even as they fire their signature weapons, negating all recoil. They also carry with them explosives and stun grenades for disruption and long-range options.


Statures of the Predator

A prime designation for the tenets of a merciless hunter in the wilds as believed by the Wylderin - The Laws of the Predator describe those capable of quick and lethal attacks through less conventional means than an honourbound warrior. Whether through a long-distance shot with a bow or firearm; or striking from the shadows with cloak and dagger, the Statures have been used for the good of all or for the needs of the few throughout the ages.

- - - Assassin - - -
Culture of Origin: Wylderin (Elf)
Planet of Origin: Gwynbrenon
Gwynbrenon Elves have always lived a life in harmony with nature itself even during an era where magic was put a myth and druidism had yet to be developed within their society. In those ancient times, the Elves relied not on kinship with the animals or casting magics down on their foes but rather what nature could provide them without the use of mystical elements. Terrain, herbs, stone, wood and metals, the cycle of night and day, the weather and climate, all were elements that the Elves would take advantage of in their day to day lives to fend off foreign aggressors like the Trolls. The class that would represent their use of these resources the most would be the Assassin, a unit within ancient Elves society that evolved from their Hunters to act as watchful eyes from the tree tops or from the shadows of the night, scouting their lands and doing away with their enemies before they may have the chance to act or react. The Elven Assassins would be most notable for their use of daggers and bows in synergy with nature's venoms to eliminate foes efficiently, making sure that if their slashes did not kill them, the poison they masterfully brewed would. Even as their society would sophisticate and develop Druidism, the Assassin remained a key component in the Wylderin's repertoire, their skills in subtle elimination and scouting serving well in the centuries to come.

The Dusksong Order is the only approved organization within the Wylderin that trains Assassins still, though they accept only those they themselves see worthy to serve the empire's cause. Within the guild, a person goes through rigorous mental and physical training to master his or her martial abilities, use of small bladed weapons like daggers or short swords, long-ranged Elven bows and most importantly they are taken through extensive lessons in both stealth and brewing their own poisons which they coat their weapons and arrows with. These poisons can range from the non-lethal ones that serve only to paralyze or limit prey to lethal ones that can cause intense pain.

Assassins, as the name suggest, specialize in assassinating foes through use of deadly stealth attacks and potent venoms which they coat their weapons in. Though they often prefer to finish the job within a single blow, no combat can reliably be done this way, for which the Assassins are prepared with great dexterity and agility that allows them to evade incoming attacks while slicing and dicing their foes, their use of overwhelmingly fast attacks that stagger and stumble their foe before they can properly land a hit often serving well in finishing combat without any struggle on the Assassin's part.

- - - Beastmaster - - -
Culture of Origin: Wylderin (Wolfen)
Planet of Origin: Gwynbrenon


- - - Ninja - - -
Culture of Origin: Sacred Order (Human, Naga, Jadami)
Planet of Origin: Serena


- - - Ranger - - -
Culture of Origin: United Tribes (Avari)
Planet of Origin: Wyrmeron
In the still undeveloped pinewoods of Frostfire during an age when their people were still young, the Avari would develop a culture of reverence towards the nature that cradled them. Not unlike the Elves of Gwynbrenon, the Whitewind islanders started to master their bond with the wilderness and learned how to live in synergy with it, entering themselves into something they'd call the "Cycle of the Hunt" as Rangers, hunting only for sustenance and providence of their tribes. Avari Rangers would learn to craft bows unlike anything else out of durable pine and crafting ritualistic runes into the arc of their weapons and arrows. As time went on, the Rangers begun to meet on the peak of Whitewind Rise and beckon to the skies for the blessings of the God of Wind - Caelus. He answered, and through the flight of his children of the seasons brought down a blessing that would enchant the arrowheads of the Avari with the favouritism of the four winds. When war reached their lands, the Rangers would make sure to embed the fury of their defiance onto their enemies so that all would know to tread with caution and act in reverence in the presence of the Avari.

Ever since their inception, the Rangers have existed in the heart of Avari culture as unflinching fighters ready to defend their homeland. They are trained in each of the four capitals of the Avari though their advanced studies are carried out mainly in Whitewind Rise. Because of their relevancy and skill, the Rangers' culture has spread to other parts of the Galaxy as well, taking root in nations like the Wylderin who train some of their warriors in the ways of the Rangers.

The hallmark of the Rangers is their skill in archery. They are unrivalled in the wielding of longbows and experienced in both short-range and long-range combat. They use wind magic to empower their shots for greater distance, accuracy and damage as well as employ shortswords or axes as sidearms for close-range melee combat.


- - - Reaper - - -
Culture of Origin: Speakers of Athanaric (Enrali)
Planet of Origin: Serena
In ages past there existed Athanaric, an Enrali Harbinger who would wield twin scythes into combat. Though he was a peaceful priest of Perisha at the time, his righteous actions and call of duty would lead to the creation of the secreted Speakers of Athanaric, an isolated group based within an underground vault beneath Eoduun-Sup that would worship the Goddess of Shadows Shikaze. Believing themselves to be her wrath incarnates, the Speakers would develop a fighting style inspired by Athanaric's own using a crescent scythe in each hand and dark magics to envelop themselves in shadow, able to move quietly and unnoticed. Like Assassins, they would begin to prowl the world to deliver death onto the unjust and impure so that order may remain in balance.

Reapers are trained primarily in Kur-Gal Ziggura, the base of operations for the Speakers. Here they learn to wield their magic and train with their signature weapons of choice, however this training is often short and requires practice, thus initiate Reapers are quickly set out into the wider world to hone their skill hunting Demons and Demon worshipers, on who they may strengthen their skill more effectively.

Reapers are predominantly melee fighters who take inspiration from Shikaze herself when fighting. Quick, sudden strikes are signatures in the arsenal of the Reaper, spreading a unique aura of death around them that slowly wilts away the life of their enemies and marking them for elimination, upon which a Reaper needs only to harvest them with lightning-speed cleaves that target the very soul of their victim. For magic they use short-range teleportation, the aforementioned aura of death and other means to weaken and enfeeble their foes, turning them hopeless in the face of death.


- - - Vanquisher - - -
Culture of Origin: Mor Durin (Dwarf)
Planet of Origin: Imperia
When the First Kingdom of Luxfordia fell to the rise of the Ischyrosian Undead, the Dwarves to the south were the first to witness it. Having sworn their loyalty to the Humans through thick and thin, they begun to amass an army to combat these foul monstrosities and aid their brethren in their capital, yet the Dwarves would not act fast enough and find themselves in a city full of damned souls and rotting, walking corpses. When word reached Thane Votsar Dul Snowbrow of the fate of Luxfordia, he would oversee immediate countermeasures to prepare their nation for a war with unfamiliar enemies. Taking the teachings of Vanquisher Seida Gim Quickdark, the Durinan Arbalesians were formed as hunters of the undead. They would play an instrumental role in the unending battle with the restless undead in due part to dealing with their enemy from afar, reducing the risk of the plague's spread. Ultimately Mor Durin would still fall when dark magics came to play and the Durinan Arbalesians had to sacrifice their lives to see their civilians south across the chasm. The story of the Arbalesians would be buried by the new Thane of Dwarvenkind who believed them to be failures for not being able to end the Undead fully.

The legacy of the Vanquishers and the Durinan Arbalesians would remain buried for centuries until a lone Arbalesian from Mor Alpin picked up the art to hunt the generals of Arusk'Orun's legions. Called "Brandless One" by her kin at the time, Lady Ghadira of the Frozen Wastes would become a symbol of hope when she alongside the Pharaoh of Shassussin and the man known as Wrathmaker not only founded the Imperial Rise but also put an end to the undead attacks even if for a couple centuries. In light of the Imperial Rise's beginnings, the art of the Vanquisher would return by Lady Ghadira's hand who would see to the teaching of this class to those deemed capable.

Vanquishers have since Ghadira's time served in both the Mor Kardia and the Imperial Rise with the art also spreading to Luxfordia and Chronos. Teachers for the advanced lessons of this class are found primarily in the Imperial Rise, as they hold the secrets of Ghadira in close proximity to their headquarters.

Vanquishers are Arbalesians who carry blessed bolts which they sling from their heavy crossbows. Long-distance and careful maneuvering are keys to this class. Though they specialise in the hunting of undead and demons, they are also proven dangerous against regular monsters and even mortalkind.



- - - Witch Doctor - - -
Culture of Origin: Xib'alba (Troll)
Planet of Origin: Gwynbrenon
Known for hunting the Undead that plague the Blackwood marshes for centuries, Witch Doctors are elite hunters who wield double crossbows and an array of magical trinkets and traps to stalk unholy creatures and exorcise them. Their namesake and reason for being comes from the undead abominations known as Witches, Mortal beings who underwent a heinous ritual to transform themselves into a powerful undead being but failed in the process, cursing them to take the form of a blood-thirsty creature that hides in plain sight and preys upon the weak.

Witch Doctors have been around for a long time in Xib'alba but they have gained a rise in popularity with Kultura Ri'ki, causing many young adventurers in the empire to pursue the path of the esteemed and wealthy Witch Doctor. They are trained in Maximon exclusively, in the halls of Tzanulew, where Witch Doctors undergo their own painful rituals to carve black runes into their skin which shred a piece of their mortal selves and replaces it with the essence of the Afterlife, allowing them the unnatural sense of tracking any undead beings in their vicinity.

Witch Doctors are ranged assassins who specialise in the tracking and dispatching of undead creatures. They are known for using dual crossbows and shooting enchanted "purified bolts" which are blessed by the Gods to eradicate evil. They also employ magical traps to snare and destroy monsters who waltz onto them and special magical enchantments to empower themselves with life magic. They are also agile and employ skilful maneuvers to keep distance with particularly dangerous foes.

Oath of the Mystic

"In Ether I give my senses, so I may wield power to vanquish the dark." - This Oath was first spoken by Lady Jihyassa of the Boa Clan when giving her first lesson in Magics to her clansmen and it has since been repeated ad nauseum throughout not only the halls of the Naga but all throughout the galaxy by those who seek to wield the full potential of order and chaos in a continuous balance between their fingertips. While most advanced Combat Classes wield magic to some degree, those who follow the Oath do it in it's most unadulterated state to achieve magical mastery.

- - - Archon - - -
Culture of Origin: Draconic Empire
Planet of Origin: Wyrmeron
It is said the title of Archon predates the Draconic Empire and originates from the now-broken planet of Dragoosh. Used to refer to a leader-figure in ancient scriptures, Archons would rise above their peers with mastery over the manipulation of ether to the point that they modified and enhanced their bodies to be permanent conduits through which power flows. They were rulers of magically-aligned factions at war with one another constantly, resulting in endless conflict and destruction leading up to the planet's absolute annihilation in the wake of Xaxandros' unleashed fury. After the war known as the Dusk of Dawn, the Dragonqueen Zamendrya would take the teachings of the Archons and teach it to the Seven Children of Dragoosh in order to forge them into great battle-mages ready to stand against the rising chaos.

Nowadays to become a true recognised Archon one must be trained by the Astrologian elite in the highest reaches of the Arcane Observatorium before even given the chance to partake in the Archon's Trial, a combat challenge overseen by the elder Dragons and Zamendrya herself. Those who pass are given the Elder Blessing, a boon that unlocks latent powers within the Archon's dragonblood that creates a powerful bond between them and the the flows of magic.

The Archons are a known fighting force in the Draconic Empire that employ raw ether manipulation for both destructive and protective measures. They are known for conjuring and wielding etheric blades to fight in close-range combat. Many Archons employ their natural draconic bodies into their fighting style and through magic even modify themselves physically to become walking, breathing weapons that mete out the will of the Dragonqueen.

- - - Cleric - - -
Culture of Origin: Luxfordia (Human)
Planet of Origin: Imperia
In the face of constant war and conflict, the kingdom of Luxfordia would find itself with many wounded on their hands. Before magic, those that would care for those injured in battle would be artisans in the ways of first aid however their capabilities were far more limited in the direct line of battle where most would suffer fatal blows. Though magic would be seen as taboo and witchcraft when it begun to spread through the Asvars of the kingdom, Archbishop David Enos would find wielding it in reverence of their Goddess Charisa as a positive and foresaw a future for not only the church but the kingdom as a whole where holy magics would be practiced openly. He had himself and his highest in the order take lessons from the Asvars that stole the secrets of magic and then taught those lessons to their followers within their churches and cathedrals, though their teachings would be limited to only what they believed important and helped express divine magics. The first wielders of holy magic from the Church of Divinity would go on to be known as Clerics and unlike the field medics that worked best in the backline of war, the Clerics would brave the frontlines to serve as inspiration for their fellow soldiers, blessing them with holy boons and sealing their wounds with immediate healing that other armies still lacked. Through the first clerics of war, the Divine Crusade was founded which would reform the kingdom's army and turn it into a force of reckoning.

Even after the Crusade's disbandment, every higher ranking member of the church would be trained in this form of magic and the Clerics continued to remain at a crucial role in the kingdom's military and culture, being trained exclusively in Santemos Charisa Cathedral and the Divine Monastery, being freely given the option to either stay and serve the church, serve the military or travel the world spreading good will, aid and their holy words.

Clerics are often underestimated in combat as being only healers, but a true Cleric is just as deadly against a dangerous foe as they are efficient in restoring life to their allies. Clerics are capable of powerful blessings and barrier spells that enhance themselves or their allies and grant them brief periods of invincibility, help clear their minds or empower them with zeal. They can smite enemies with raw divine magic which proves to be extra powerful against the forces of Chaos. Of course they do serve the role of a healer for the most part, capable of using their holy spellwork to cast heals on their friends and even cure certain illnesses or curses.

- - - Cosmologist - - -
Culture of Origin: ???
Planet of Origin: ???
Even before the discovery of magic Mortalkind has been equally curious as they are fearful of the Cosmos and its Demonic forces. Those desiring to learn of its deepest of secrets would inevitably fall into its grasp instead and become a host of chaotic magics. The Cosmologist, though a name given by the Etherin instructors, would be a concept preceding the era whence Mortal gained the magic touch as there have always existed a select few who, with the touch of the Cosmos upon them, could be spellcasters. These few exceptions would often be banished and outlawed by their people and made to live as hermits. Once Magic became commonplace, the definition of a Cosmologist would shift from a cursed summoner of Demons to a being dedicated to studying and controlling the cosmic powers of chaos and specializing in combating those forces. Despite the honours of a Cosmologist, many still fail to contain the seductive powers of the Cosmos and end up becoming pawns to the great evil instead. Cosmologists also go by other names including Witches, Warlocks, Dark Mages, Black Mages and Demonologists.

To become a Cosmologist, one must simply have a thirst for power or knowledge (or both) and have the will strong enough to go out and gain it at any cost. Cosmology is strictly looked down upon by most societies and cultures and is never openly taught by any school or academy. Instead, it remains in the hands of the Cosmologist to find their own ways and methods of controlling the powers they seek to tame, with only a few guideposts to aid them on their way. The dark basements of Etherin Academy, as an exception to most of this, hold regular lessons in topics related to Cosmology and is generally viewed as the common place for new Cosmologists to come out of, though they are taught to use their powers for good rather than evil.

The full capabilities of a Cosmologist are nigh impossible to comprehend as it covers powers beyond the scope of the norm. They can cast down raw, uncontrollable destruction that can shatter the earth or rip apart lifeforms in the blink of an eye, drain life and essence from other beings to fuel themselves or even summon forth Demons to do their bidding, binding them to their will through the use of a Dark Pact spell. Cosmologists are most capable against the forces of the Cosmos as they are able to turn their powers directly against them or even be immune to the effects the the Cosmos has on them should they practice a strong willpower, a Cosmologist's main tool in practice and in theory. Cosmologists also risk much in their day to day life as it is this willpower alone that holds their mortal body and stable Ether together when dealing with the raw, incorporeal and chaotic energies of the Cosmos, the two forces at odds within their very being. To negate this conflict, Cosmologists often seal the Cosmic radiance they deal with into a familiar or a conduit of power which they then carry with them.

- - - Druid - - -
Culture of Origin: Wylderin (Dryad, Elf, Wolfen)
Planet of Origin: Gwynbrenon
Ages ago there walked an Elven man simply named Wyld. Though to some at the time he was a simple warrior, to others he was a hero. Wyld would gain the blessing of the Gods to become an embodiment of nature's wrath, allowing him to transform into a beast of his choosing and fight Demons unopposed. His story would be legendary, going toe-to-toe with a being known as Morrigan to save Gwynbrenon from evil. Though his powers did not last, his impact on the culture that he fostered would last the tests of time.

Following the incursion of Demons through the Gate of Dreams, the forces of Somniva led by the Dryads of the Afterworld would also come through to fight in the name of Order, joining forces with the Elves of Gwynbrenon to create the Wylderin empire. Not so long after the creation of the empire, Magic became common knowledge to all races in Auria and when the Elves and Wolfen of the Wylderin gained access to it, it was the Dryads who sought to teach them how to wield it properly, teaching them to use Magic to become Forces of Nature much like them. Taking inspiration from the stories of eld, the Druids would become an elite and revered force within the Wylderin that were viewed with higher authority, with the leader of the Elves becoming known as an Archdruid.

The Druids are a closed-off Class that teach their ways only to the races of Wylderin or those that have proven themselves respectful towards nature. They regularly travel the galaxy to seek ways in aiding beast and the wilderness alike, traveling to lands like Imperia or Grukoor to help cultivate defiled lands or restore deforested territories. As Druids learn Dreamweaving, they begin to strengthen their own bond with the Dream as well, allowing them stronger control and better memory over what takes place as their sleeping state enters the Afterworld, allowing them to have physical influence upon the Afterworld which can often include fighting the archenemy of the Druids: the Nightmare.

As soon as Druids began to be, so did the first Druidic Coven: The Coven of the Black Decay. Practitioners of dark magics that forced withering and rot upon the living, these cultists would become the antagonize the ways of the Druids and mark themselves as an enemy of the kingdom. From the Black Decay, a new Coven would eventually emerge known as the Coven of the Thorned Growth, Druids who forgoed their evil ways and instead return to their original methods of practicing Druidism in a well mannered way. This would lead to their acceptance into the Wylderin and a development of Druidism as a whole by introducing new Druidic Covens that would study, develop and practice their use of natural forces further than ever before.

The Druid is a Combat Class that makes use of nearly all elemental magics, though a Druids training begins under a specialised Coven who's teachings focus on one given element at a time. They are characterized for their ability to gain power from their surroundings and use it to fuel their magical might, growing powerful foliage like roots and vines to choke and entangle their foes or sprout mighty trees within an instant to wall off and corner enemies or to block incoming attacks. They may use the elements of fire, wind, ice and earth to annihilate foes of nature or to use restorative spells to incur increased regeneration and healing in allies and defiled grounds. They may establish spiritual connections with both mortals, animals and even nature itself to communicate with them and higher skilled Druids oft learn Shapeshifting to take the form of an animal or animals they connect with to fight as them or Dreamweaving to draw upon drowsiness in a being and manipulate their sleep.

- - - Pyromancer - - -
Culture of Origin: Oxine
Planet of Origin: Serena
Known as a Galluu in their native tongue, the Pyromancer predates the use of magic and actually came to exist when the strong-hearted Oxine folk started their worship of the trinity of divine flames, also known as Gurval Gal. Without the ability to weave flame into existence on a whim, these magicless Pyromancers used pyrotechnics and natural resources to set ablaze their weapons and ammunition to burn their foes to ash. For the Oxine, the Galluu was a spiritual figure for their tribe that stood second in position to the chieftain himself. By the time of the advent of magic, the Oxine of Serena had been driven into a state of near-extinction by the Naga, who forced most of them off the planet to be at a nomadic state to this day, yet this travel through the galaxy would also allow the Oxine to pick up on the recent study of Magic quickly, those few still considered Galluu taking up the art of weaving and twisting Ether to create fire from nothing. No longer limited to the material resources at hand, the Pyromancers of the Oxine begun their journey to mastery over the art of fire.

Although any spellcaster any call upon fire, it is the Pyromancers of the Oxine that have truly mastered it. Specifically that of Ovo Shoroo, the Oxine tribe that has taken root in Emberon who sought to live their lives among fire. In order for one to know true mastery over fire, it is commonly agreed upon that the teachings of Ovo Shoroo are the true means of achieving that mastery.

As their name and story depicts, the Pyromancer is a master of conjuring fire. They may hurl balls of flame or directly set enemies ablaze; or enhance themselves with fiery barriers and enchanting their weapons with the same element. Many Oxine Pyromancers use a mixture of fire-based spellcasting in combination with melee combat using large or fast weapon-types. They may also heal the wounds of their own or their allies by cauterizing them. Though the Galluu have long since not needed pyrotechnics at hand to wield fire, many still carry with them oils and herbs which can be used for healing or boosting the effectiveness of their flames.

- - - Shaman - - -
Culture of Origin: Xib'alba (Troll) / Wildfang Clan (Sark)
Planet of Origin: Gwynbrenon / Grukoor


- - - Templar - - -
Culture of Origin: Bjorn (Urson)
Planet of Origin: Wyrmeron
Under the mentorship of the Five Thunders, the Ursonic Templars are a force of powerful warrior mages that harness the powers of ice and wind into their strikes. Long have they been a part of the bearman culture, their status as both guardians and spiritualists common past Bjorn lands and reaching even into Avarian territory, where their teachings are welcomed among the people of the sky. It is even said that the first Urson Templar was a fearless woman of myths name Yrsa that travelled to the edge of Wyrmeron to tame the unrelenting storm and channel it into her weapon - a pinewood stave crafted by an Avari and given to her as a gift for slaying a Dragon that threatened the craftsman's home. This mythological hero would then slam her storm-enchanted staff into the ground, breaking the continent in half to drive the lair of the Dragons away from her people as well as the Avari, creating in process the fertile Frostfire Isles. Afterwards, Yrsa climb Mt. Isenrok and build the Torden Nexus atop it.

Whether fiction or truth, the legends of the Yrsa are retold by the Five Thunders Clan. To this day they teach the ways of the Templar to Urson youth, to harness lightning and frost into their weapons and strike with the fury of the Prime Gods themselves. Templars are revered thoughout the land and can be compared to the Ursonic version of a priest or cleric, as it is the Templar's duty to spread the faith of the Gods to non-believers through epic shows of might.

Though Templars are often classified as mages, they are as much of that as they are warriors. Physical prowess is second nature to a proper Templar as wielding a weapon, often a mace, axe or spear, is a part of the Templar's identity. They use their teachings to enhance their attacks with lightning and ice as well as use those elements in their raw form to cast an assortment of icy and shocking spells, very commonly combining the two elements in one. They can also be protectors by creating walls of ice or surrounding allies in an electric field which draws away foes.