Revision [228]
This is an old revision of AvatarsPlayerCharacters made by ConradWong on 2010-10-02 01:24:03.
New Links are encouraged to learn a little about all the professions, but then choose one as their 'primary' profession.
For any given profession, there are a few levels that can be learned without commitment. After that, to advance through the 'journeyman' levels, they have to swear to abide by the code of conduct for that profession; to advance to 'master' they need to swear personal loyalty to the body of authority for that profession.
Skill points (within the Avatars game world) can be moved in an OOC fashion from one profession to another, so players can take back their choices if they didn't like them, but multiclassing is difficult because of the conflicted loyalties they might suffer. Abjuring their professions past 'Master' usually carries penalties with it, such as members of a profession refusing to treat someone who has abjured their ranks.
Examples of professions found within Avatars would be:
- Knighthood - exampled by many orders of knights, they share a common dedication to serving the grater good, aiding the weak, and driving back evil. Ranges from strong physically and weak magically to balanced in both, all knights will have at least some experience with weapons, armor, and riding.
- The Solarian Order of Knights serves the ruler of Tasavar as elite bodyguards and champions to be sent on the King's missions. They were deeply conflicted during Civil War, as Solarian fought Solarian in support of their (believed rightfully anointed King). The uniting has not left them wholly healed yet, as the true King is not yet decided.
- The Golden Order is more the compassionate arm of Tasavar, supported by the donations of the people and the rulers. They've fallen on hard times as the Northern and Southern Kings have had little to spare for charity, but as they say, 'Faith endures.' They tend to wander about doing good deeds and healing the sick.
- Clergy - again, many churches exist through Tasavar and the other world-shards. They are often tasked with civil administration, but the Links in the Clergy learn spells of a Celestial orientation which can be channeled through their Guardian Spirits, such as healing, divination or shielding, or smiting the enemies of the church with holy light. Usually weak on martial prowess.
- The Tasavar faith holds that the Spark was a divine entity who floated alone in the void; seeing nothing existed, she split herself into many pieces, so that each piece would never need to be alone. The Sun is the greatest part of the Spark, but the Worlds are small pieces of it, and the people who live on them, smaller pieces still. In doing this, however, she woke the Void, which hated the light and wanted it to go away. It attempts to extinguish these worlds.
- The Civil War split the Tasavar church as well, as the senior Archbishop anointed the Northern King, but a rebel faction claims that this was a corrupt choice and chose to side with the Southern King. Despite their prayers, divinations remain unclear on which King should rule. Most clergy profess neutrality; they're there to help people.
- Rangers - not everyone serves the government; explorers and bounty hunters and outlaws will pass on their teachings to interested pupils. Rangers have tracking and trap detection abilities, are usually woodwise, but often good at blending into the 'seamy underside' of a city as well, they tend to the rough lot.
- The Royal Explorers' Guild is the most common employer of rangers, issuing commissions from the Crown for missions like going out to explore world-shards that have drifted close to Tasavar, infiltrating areas dominated by Endless Night, or finding the hideouts of dangerous outlaws so that their gangs can be eliminated.
- The Kings continue to support the Royal Explorers, but some missions may come from one King or another, and mark the unwary explorer as having taken a side, whether or not he intended to do so. The canny explorer asks around first.
- Links in the Rangers usually have Avatar-style Guardian Spirits, and gain keener senses and intuition. It's common for a ranger to be able to sense danger.