Departments & Positions
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Adventurers (Primary Manifest)
Adventurers go out into the world of Exonia to take on a quest to conquest the monsters or take the riches.
Storyteller Ultimately responsible for the ship and crew, the Commanding Officer is the most senior officer aboard a vessel. S/he is responsible for carrying out the orders of Starfleet, and for representing both Starfleet and the Federation. Fighter The fighter is a warrior who places themselves in harm's way to protect their allies. Sword in hand and shield held steady, the fighter shrugs off devastating attacks and retaliates with vengeance. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster-slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards. For Exonia, they are found mostly in fight related guilds such as Sunbrawlers in Alderworth. Ranger Lying somewhere between Fighters, Rogues, and Druids, is the Ranger. They are woodsmen, hunters, or scouts well versed in ranged weapons. Similar to Druids, the Ranger reveres nature. Though they are not as proficient in tapping into natural magics, they have some ability to do so. They are lithe and agile, able to move silently throughout the land. Like Fighters, they can take down enemies with their combat abilities. And similar to Rogues, they are resourceful and cunning.
They are the ones who hunt the mighty beasts, scout the lands, and aid the mapmakers. They also provide meat, fish, and wood for the cities.Rogue Under construction Sorcerer There is a mystique about sorcery which seems to imply that it either obeys no laws, or obeys a set of laws separate from those that govern other actions that occur in Exonia. The study of sorcery, in fact, involves understanding from where sorcery derives its power, and how it interacts with other forces present in Exonia. The power of sorcery derives from the interaction of the various planes of existence that are adjacent to, as well as superimposed upon, the world of Exonia. More information about these different planes of existence can be found under the topic "The Broken Planes." Druid A Druid is a spellcaster who draws upon nature for their magic. Their abilities include healing, weather and plant related spells, summoning and befriending animals, and with higher levels, animalshape. They take an almost spiritual oath with nature, allowing them to be as adaptable as the natural world. This oath lends to them using wooden items and cloth or leather armours over metal objects and armours. The closer the item to its natural state, the better the Druid can connect with it. Artificer Mastering the basic methods of craft is the first true step to progress, the invention of new methods and approaches. Some artificer is engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are an alchemist. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them in their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. But the world of Exonia is but at the brink of steam engineering and combining magic with tools is frown upon, except in the dwarven kingdom there it is quite leading. In Alderworth Marblevale Academy, they give the artificers classes but other students and even teachers look down upon them. It is then not strange that peasants of the low class can be found in these classes. Paladin In our world, the paladin first appears in French literature, referring to the twelve foremost knights of Charlemagne's court, standing against the Saracen invasion of Europe. In the same way, the first paladins of Alderworth were twelve warriors, bloodied by the First Skervian War, who dedicated themselves to Tyr in order to defend their city against the undead threat. In the years that followed, this new order developed into two chapters that dealt with all the threats facing the city. More can be learned about this by reading the Order of Tyr. Cleric Clerics in the realm of Exonia come forth in many alliances throughout the lands. However, most clerics are gifted with the same abilities that they are blessed by the gods themselves. How they use these powers is up to them, yet history books have written that they have used it mostly as a supportive role in combat. For example, the now head priestess, Chloe Thatcher was a vital part of Aldithley strike team in the Skervia invasion by using her support spells. More can be learned about the Clerics below. Bard -
Alderworth Affairs (Primary Manifest)
All Alderworth characters are placed in here
Viscountess of Alderworth The leader of the City of Alderworth Chef Responsible for preparing all meals served in the Mess Hall and for the food during any diplomatic functions that may be held onboard.