Latest Posts | Greternesh Class List
oman1666 Dec '13 / edited Dec '13
Subject to change, these are the set classes for Greternesh you MUST select ONE class to play, and have the relevant trait on your character sheet. The list below is in no particular order, but is arranged by species and culture.
===Men: DCC===
The Democratic Crowdorian Counties are a collection of ex-Crowdorian counties that have adopted a democracy over a monarchy, it is currently the largest country in the known world and has an impressive army and navy as well as many persuasive politicians and natural leaders. The DCC Guard are a collection of defensive soldiers in each of the DCC counties. They are usually equipped with heavy armour, a sword, shield and arbalist. Their job is to protect a county, usually the one they are born in, from invaders. They tend to be fiercely loyal to their homelands and will do anything to protect it. Trait: DCC Guard: 1 – Defensive action, arbalist and sword combat, use of a shield, influence in a stated DCC county. The DCC Footmen are the mobile fighters of the DCC army. They wear lighter, more flexible armour than the guard and carry a melee weapon of choice, usually a large two handed sword or axe. They are very well traveled and quick on the march, making them hardy and knowledgeable of the DCC. Trait: DCC Footman: 1 – Melee combat, knowledge of lands within the DCC, stamina The Order of the Crow are the oldest and most honourable knights in Greternesh; They are highly skilled with the long sword and always wear heavy armour. Their combat choice is limited by the rules of the order, leading to less freedom than the guard of the footmen, but they have a great level of influence within their own lands and are considered the elite fighters Trait: Order of Crow: 1 – Melee Combat, influence within the DCC The second order of knights in the DCC are the newly formed Order of the President, these knights are sworn to a newer code of democracy and diplomacy and are more commonly made up of rich lords and great politicians than fierce warriors. As part of the order, they are given a rapier and trained how to use it well but often their words are more powerful than their actions Trait: President Order: 1 – Influence within the DCC, rapier combat, persuasion, diplomacy As well as a strong military, The DCC is home to some of the best politicians in the world, these people have a great knowledge and understanding in the way countries are run and are also natural leaders and very persuasive. Trait: Politician: 1 – Influence with the DCC, persuasion, diplomacy, leadership, knowledge of the law, the upper classes and workings of rulers. The DCC borders the sea in many places and as such has a strong and skilled navy, these seamen are very knowledgeable of the ports and seas of the world and are skilled at sailing and working ropes. They are often, but not always, very strong and skilled at combat. Trait: DCC Navalman: 1 – Ropes, sailing, knowledge of the seas and ports.
===Men: Ravenhill===
Ravenhill is an old nation, currently ruled by the elderly King Louis XXVI, It was once a home to elves, but now belongs only to men. It has a large army and organized rangers to protect the land from trolls from the mountains and beasts from the forests. In recent years an ambitious project has begun to explore, and maybe even cross the mountains! The Ravenhillian army specialize in the uses of spears and axes, and dress in purple clothing with armour over the top. Much of their uniform is more for show than practical use in combat (especially the neck ruff.) They are very well respected in their home lands and a match for most foes in combat Trait: Ravenhill Army: 1 – Spear and axe combat, influence in Ravenhill Whilst the army protect the people, The Rangers wander the forest of beasts and keep everything in check. They are skilled in hunting and tracking, are knowledgeable of beasts and monsters and skilled in both ranged and melee combat Trait: Ranger: 1 – Knowledge of forests, animals and monsters, ranged and melee combat, hunting, tracking Ravenhill finds itself home to many explorers of the mountains, physically and mentally fit, these folk are masters of maps and skilled climbers, They are very knowledgeable about the mountains known as The Arm of Ri and all the creatures who dwell their. This particular set of skills and useful knowledge makes them very useful. Trait: MountainExplorer: 1 - Knowledge of mountains and mountain creatures, caving, climbing, stamina, cartography
===Men: Talmonton===
A new fusion of the Crowdorian county of Talonton and the Dragoncroft region of Manfort under rule by King Richard, son of Nicholas IV of Crowdor, Talmonton is all that remains of the house of Birdwrath and the Crowdorian line. The country is a monarchy under Richard's divine right to rule and in general don't get on with The DCC who they feel have robbed their king of lands. The most fearsome soldiers of Talmonton are the Knights of The Order of the Talon; a splinter group from the Order of the Crow that are loyal to king rather than country. They serve the nation of Talmonton and the King with their lives and their blades. They wear heavy armour and wield longswords with skill they command the respect of all of Talmonton Trait: Order of Talon: 1 – Melee Combat, influence in Talmonton The Talmonton Guard are a collection of defensive soldiers within Talmonton's lands. They are usually equipped with heavy armour, a sword, shield and arbalist. Their job is to protect king and country with their lives. They tend to be fiercely loyal to their king and will do anything to protect him and his rule. Trait: Tal Guard: 1 – Defensive action, arbalist and sword combat, use of a shield. The Footmen are the mobile fighters of the Talmonton army. They wear lighter, more flexible armour than the guard and carry a melee weapon of choice, usually a halberd or bastard sword. They are very well traveled and quick on the march, making them hardy and knowledgeable of the lands of their king. Trait: Tal Footman: 1 - Melee combat, knowledge of lands within Talmonton, stamina King Richard has a love of blood sport and has his own gladiatorial arena within Truerule, here the best he can find fight great beasts for his amusement, but some are granted, or seize freedom, becoming skilled fighters with a great ability to fight the wild things of the world Trait: Gladiator: 1 – Combat, fighting animals, knowledge of animals
===Men: Small Nations (Landing, Dragonfree, Exilier and Northhollow)===
In this era, many small nations have been formed, either old and always their or else forged from the fall of Crowdor. Landing used to be the north most county of Crowdor, but before that was its own original country and the place that the men of Nordruth originally came to after fleeing the northern land of Halla, these days, The Duke of Landing has decided to go back to Landing's ancient roots and become a country of its own once more, they have a considerable army and a highly impressive navy. Dragonfree is a small independent Dukedom in the center of what was Dragoncroft. After Crowdor fell they claimed freedom from the oppressors and formed their own nation, it's people are happy, but constantly afraid of invasion from somewhere and food can often be short in the desert. Exilier is the ironic self-given name of the camp of exiles in Darkwood, but during the Vorlidian war, they seized an opportunity to claim the Eastern half of Beakburg for their own. Their nation is enclosed with a high wall and they don't like outsiders, the majority of its citizens are criminals, reformed or otherwise, and the country lacks an form of government or law. Northhollow is an ancient ex-elven city to the very north of the accursed north, it is cut off from most of the world and surrounded by foul things on all sides, its people mostly stay in the city, which is in a state of disrepair, but occasionally an ambition and lucky traveler may make it to the rest of the world, their nation contains many skilled hunters of the vampires and werewolves who surround their lands. The Landing Guard are the protectors of Landing's land borders to the DCC and Darkwood, they, like many guards of the world, use heavy swords, shields and arbalists, as the permanent none-sea based force in Landing's towns, they have gained considerable respect from the country, they are most often found on the large bridge that connects Landing to the floating city of Dukesville. Trait: Landing Guard: 1 – Defensive action, arbalist and sword combat, use of shield, influence in Landing The Landing Footmen meanwhile are the roving protectors of the country, often straying into Dark-Wood to keep the barbarians in check, they are used to quick marches and rapid retreats and know a lot about what is going on all across landing due to constant travel. They wear light armour and wield whatever weapon they can find, most often axes, swords and spears. Trait: Landing Footmen: 1 – Melee combat, knowledge of Landing, stamina Landing's most elite force are The Knights Hydrac. heavily armoured and elite men of the navy. These knights rove the seas and are skilled in capturing or laying waste to any enemy vessels, upon land they are equally skilled in combat as most knights, but with an improved knowledge of sailing. Whilst respected highly, their lack of presence in their home country means they lack any real influence. Trait: Knight Hydrac: 1 – Melee combat, ropes, sailing Whilst lacking a formal military, Dragonfree has many strong warriors mostly skilled with scimitars they watch the borders of the country and protect them from dangers, they have a lot of respect for this from their nation as they are the peacekeepers and the ones who make sure everyone has enough to eat. Trait: Dragonfree Warrior: 1 – Scimitar combat, influence in Dragonfree Dragonfree is also the home of a new project to search The Great Southern Desert in hope of new and lush lands as such, many of its citizens have taken to exploring as an occupation, gaining a great knowledge of the desert and how to survive in tough conditions as well as becoming learned cartographers Trait: Desert Explorer: 1 - Knowledge of deserts and desert creatures, survival skills, cartography The Exiles of Exilier are a tough bunch, but honourable and for a nation of criminals, there is surprising little infighting and petite crime, being Exiles, the citizens of this nation know how to disguise themselves, how to steal and aren't afraid to fight dirty if needs be. Trait: Exile: 1 – Thieving, underhanded tactics, stealth Like most nations of the world, Northhollow has an army. It's soldiers both protecting the border and keeping the peace in the land, their main weapons are halberd and great-axes, often lined with silver to kill werewolves; a type of weapon unique to their nation and effective for killing their foes. Trait: Northhollow Soldier: 1 – Melee combat, influence in Northhollow, Bonus: Northhollow soliders may have EITHER a silver halberd or silver great-axe and may note this in their inventory, this is one of the few ways to kill werewolves The Dark Hunters are Northhollows wandering protectors, taking on the vampires, werewolves and occasionally even demons that surround their lands, as such they know much about the Cursed Forest where these foes come from and can apply their technique to tackle and slay large and difficult foes Trait: Dark Hunter: 1 – Combat against werewolves and vampires, carries equipment for slaying large enemies, knowledge of The Cursed Forest
===Men: Darkwood===
The Barbarian land of Darkwood is inhabited by the descendants of the war god Herrox, they are strong and enduring folk who love to fight! They tend to be dark-haired and very tall (up to 8 foot). Their culture consists of feasting, drinking and hunting. They are split into five tribes that all get on with one another. The Herrox tribe are the biggest and mightiest tribe and have quite the legacy; their chieftains descend directly from Herrox himself and they lead the greatest hunts through the forest. Trait: Herrox Tribe: 1– Axe combat, raw strength, stamina, hunting, knowledge of Darkwood The Dreyjox tribe are a smaller but equally proud tribe as the Herrox, they are more skilled with defenses and actually wield shields, even if they are typically wooden. They lead less flashy hunts than the Herrox, but consistently bring back more game. Trait: Dreyjox Tribe: 1 – Axe combat, defence, hunting, knowledge of Darkwood The Zioux people, also known as the feather tribe, are perhaps the most civilized in Darkwood as their river-side homes make fishing a more viable option from hunting. The trees in these parts of Darkwood also produce vines perfect for fishing rods and bow strings making archery their primary form of combat. Trait: Zioux Tribe: 1 – Archery, fishing, fletching, knowledge of Darkwood The Thrugg and Grugg tribes are very similar but 'enemies' their cultures consist of wars with each other and following cannibalism, but with no real malice to this, it is more of a ritual thing and a chance to show off combat skills. They are incredibly savage in combat and often use poisoned knives and spears. Trait: Thrugg Tribe: 1 – Savagery, poisons, knowledge of Darkwood OR Trait: Grugg Tribe: 1 - Savagery, poisons, knowledge of Darkwood
===Men: Common===
These types of men are found throughout the world and in all lands with people in them, they are either the common workers or more mysterious mercenary and rogue types. Greternesh is full of merchants, either stationary or traveling, trading what they have to trade, they are persuasive salesmen, especially good at bartering and often know about some of the less common items of the world. Trait: Merchant: 1 – Persuasion, bartering, knowledge of strange items Armies need weapons and weapons need Smiths. Masters of metal work, these craftsmen know how to make, repair improvise and improve weaponry. Trait: Smith: 1 – Building, crafting, making and improving weapons, improvised weaponry Thugs are common place in Greternesh, muggers or hired goons or lesser criminals, these masses of muscle and walls of meat are strong and intimating enough to get their way Trait: Thug: 1 – Strength, intimidation Others in Greternesh make their living through thievery, stealing to live or living to steal, these folk quickly learn how to make an agile get away or hide stealthily from the guard. Their activities are illegal, but rarely fueled by ill intend Trait: Thief: 1 – Agility, thieving, stealth. Bards travel the world and play songs. They collect tales and draw audiences, very entertaining and surprisingly knowledgeable of lore. Trait: Bard: 1 – Plays songs, entertainment, knowledge of lore Jesters are the funny folk and amusing acrobats of Greternesh, traveling and throwing things about with skill and ease. In The Vorlidian war, they were found to lend their abilities well to combat, the most famous of the jesters, Sir Hector, even fought in the final battle and won. Trait: Jester: 1 – Comedy, entertainment, agile, throwing things Adventurers wander Greternesh and seek fame, fortune and glory, they are inspired by great heroes to do good deads and profit from them, they're travel makes them knowledgeable of the entire world and they know a lot about the heroes of the days of old. Trait: Adventurer: 1 – Knowledge of the world and tales of great heroes. The Pirate Mercenaries hale from Redrum, they sail the world and deal in pounds, shillings and pence. They are blades for hire and have no respect for the law, they get their job done, collect payment and leave to drink and gamble back on their home island. Trait: Pirate-Mercenary: 1 – Sailing, combat, knowledge of the seas, ports and crime. No body knows where the Rogue's Guild is. No one knows who runs it, but almost everyone has heard rumour of their existence, a gang of highly skilled and honourable rogues and rogue-types that work for the good of the world, robbing the rich to give to the poor, killing the oppressor, they are maters of close range combat, stealth, poisons and mental discipline. Trait: Rogue's Guilder: 1 – Agility, stealth, close range combat, poisons, discipline
===Green-Skins===
Green-Skins are a corrupt race, forged by Shadious working through Vorlord, they were once elves but are no the opposite, ugly, green-skinned, violent and foul, though many are good hearted, They have many sub-breeds and different types forged by long-term separation from one another, commonly these sub-breeds are called by names from the folk-lore of men. The most well trained and disciplined group of Green-Skins, the Orcs remained in Vorlidia even after Vorlord fell. They wear heavy armour and wield spears, square shields and bastard swords. They know how to fight a war and are fiercely loyal to their kin. Trait: Orc: 1 – Melee combat, defensive action, discipline, organization, tactics Ogres are A massive and hardy breed of Green-Skin, tall and muscular, made of those who braved the ash-desert of the North. Ogres are strong and well built, they are ready and willing to destroy all and strike fear into the hearts of men with their large armour and weapons, some of them even reach eight to nine feet tall! Trait: Ogre: 1 – Huge, physical strength, stamina, hardiness Very similar to ogres, trolls are mountain dwelling Green-Skins that once lived amongst the larger and more dangerous Yetis. They are usually large, hairy and deadly due to their large size and immense strength as well as brutality in combat. Trait: Troll: 1- Huge, physical strength, mountain knowledge The Goblins are the smallest an meekest breed of Green-Skins, bred for slavery in the mines of Crowdor, now they are free but remain much the same; hunched over, large eyed and often cowardly. Trait: Goblin: 1 - Small, nimble 'Gremlin' is the name given to gangs of Green-Skinned thieves. The originally banded together to steal the food and money needed to survive in enemy lands, but soon turned to guerilla warfare and sabotage. They were involved in several operations to assist Vorlord's cause and have now turned back to their old ways. Trait: Gremlin: 1 - Speed, agility, stealth, manipulation 'Green-Beard' is a nick name given to Orcish pirates, of which there are many crews, they are welcome amongst other Green-Skins and in Redrum. Skilled in combat and sailing and resistant to disease after years of poor medicine at sea. Trait: Green-Beard: 1 - Combat, sailing, knowledge of the seas, ports and crimes, resistant to disease. The Savages are the most barbaric Green-Skins, they wander Darkwood but choose not to join any of the tribes, they are tall, fierce and have a special understanding with wolves. Trait: Savage: 1 - Strength, melee combat, an understanding with wolves After the first Vorlidian war, a lucky bunch of Green-Skins managed to make their way to the great-marsh. There they found the Tower of Shadious and learnt magic. Now the Shamans are the most intelligent and wise of all the Green-Skin breeds. They live to this day in the great marsh and in Greenhovel, knowing a great deal about plants and herbal healing. Trait: Shaman: 1 – Knowledge of plants, herbs and swamps, healing The Southern Wanderers are Green-Skins from the Great Southern Desert. They blend in pretty well to other desert dwellers in long white robes and veils to hide themselves. Wanderers are masters of both stealth and survival and usually carry several knives and/or scimitars. Trait: Wanderer: 1 - stealth, keeping a low-profile, desert survival/knowledge.
===Dwarves and Constructs===
From deep in the Arm of Ri, The Dwarves have come to home-stead this part of Greternesh, bringing with them advanced technology in the forms of gun powder and golems. their race are short and bearded, strong and brilliantly inventive, they are hard workers but often hot-headed. The Gold Guard are the elite fighters of the dwarven forces, clad in very thick, gold trimmed armour and carrying war-hammers or axes with large shields, their duty is to protect the land of Esternhal as it expands and these fierce fighters are more than willing to do so. Trait: Gold Guard: 1 - Strength, Melee combat, defensive action, stamina, influence in Esterhal Behind the Gold Guard come the ranged fighters of the Dwarven army, The Arbalist Stormers, armed with advanced arbalists for faster reloading and precision sights, they can pick of foes with speed from a distance. They are keen eyed and dexterous. Trait: Arbalist Stormer: 1 - Ranged combat, dexterity, keen sight Amongst the dwarven ranged fighters, The Hand Cannoniers are the deadliest. Carrying a single large cannon over the shoulder, these muscular fighters can attack at a range and deliver deadly shots to the enemy with ease. They take a long time to reload, but almost every shot makes a kill. Trait: Hand Cannonier: 1 – Using hand cannons, knowledge of gun powder, strength Special: Attack at 2 damage per star, but require an entire turn to reload their weapons Behind the military come the common folk of the dwarf empires, and at the fore-front are the Entrepreneurs, these tinkering mad-geniuses, improve upon and advance technology regularly, always thinking out the box and coming up with mad schemes Trait: Entrepreneur: 1 – Quick thinking, creative thought, knowledge of Dwarven technology, tinkering Without the common worker of the dwarf army, no advance in technology would be possible. Dwarves excel as miners and smiths, they are at ease when climbing and tunneling and can forge, improvise and improve upon weaponry Trait: Dwarf Worker: 1 - Mining, climbing, tunnelling, forging and improving weapons, improvising weapons The Dwarven empire is rich and prosperous, home to many rare and exciting items and the Dwarf Traders are here to sell and make profit. They are persuasive, excel at bartering and may be able to identify the stranger items of the world Trait: Dwarf Trader: 1 - Persuasion, bartering, knowledge of strange items With the dwarves, come the Golems; chunks of clay bought magically to life, The War golems are here to capitalize on their race's natural hardiness, equipped with large axes the war golems are programmed to charge in and kill the enemy! Trait: War Golem: 1 - Strength, endurance, resistant to all status effects, melee combat Golems are also used for work, equipped with Swiss-army knife style tools in one arm, the Work Golems exist as a portable and thinking multi-tool, ready to make any number of tasks easier, from lock picking to wood cutting to mining Trait: Work Golem: 1 - Strength, endurance, resistant to all status effects, mining, using all tools
===Pure Races===
In Shintopia and Purelands live the Pure-Races, beloved by Shinous, La'an and Levia'an. Centaurs and Fauns along with the newly forged White-Skins and the most blessed of all humans; The druids. The White-Skins are Green-Skins touched by Shinious, bringing purity to their soul and a natural glowing white light to their skin. They are somewhere between Green-Skins and elves and are able to manipulate healing abilities and are resistant to corrupt magic by nature Trait: White-Skin: 1 - Healing, resistant to unholy magic The Centaurs are one of the proudest and strongest races to ever have lived. The sworn protectors of The Purelands and Shinious, and amongst them are the strong two-handed-sword wielding Centaur Maxima, they charge in and hew down the lesser, protecting this land in sweat and blood. Trait: Maximus: 1 - Half horse, strong, melee combat, knowledge of The Purelands, fast The second class of Centaurs are the Sagitaire; the skilled archers and keen shots, hunting down trespassers and filling them with arrows or joining their brothers in war shooting down the enemy. Trait: Sagitaire: 1 - Half horse, keen eyes, ranged combat, knowledge of The Purelands, fast The most mysterious of the Centaurs are the LaGazers, those who look upon the stars La'an's magics behind them. They tell the future and past through astronomy and are greatly knowledgeable of their Goddess. Trait: LaGazer: 1 - Half Horse, astronomy, fortune telling, knowledge of stars and La'an, knowledge of the Purelands, fast With the Centaurs come the Fauns, half goat , agile and dexterous, they climb trees with ease and hunt for fun, or play songs if they prefer. They are a laid-back bunch but quick to jump into action when needed Trait: Faun Hunter: 1 - Half goat, agile, climbing, dexterity, archery Trait: Faun Musician: 1 - Half goat, agile, climbing, dexterity, playing songs Druids are the purest of humans, blessed enough to live in The Purelands, they tend to the lives of all creatures, above all The Ents and know how to use herbs to heal, they are a jolly bunch but deeply spiritual and philosophical. Trait: Druid: 1 – knowledge of plants, knowledge of The Purelands, healing, the ability to care for all creatures Please log in to add a comment. |