Fighter in Akiviras | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Fighter

Fighters are the simplest of the character classes, and by far the most common. All guards, soldiers and mercenaries are 0-level fighters, and many people in the world have chosen it as their sole class. Its popularity varies among different races, but one thing is for certain. Whenever a band sets out in search of merry adventure, the one calling the shots is usually a fighter.  

Attributes

Fighters have no magical skills or abilities whatsoever, being entirely concerned with the martial arts of warfare. Fighters are capable of learning every weapon available to them, and can wear even the heaviest of plate mail. They have the largest number of weapon proficiencies, and their combat tables are the best out of any class. Their saving throw possibilities are likewise highly advantageous, not to mention the magic items they can employ. As fighters level up, they even gain the ability to make multiple attack rolls in a single melee round; 2 attacks every 3 rounds at 7th lvl, and 2 attacks per round at 13th.   One of the main draws of the class is their leadership potential. Fighters naturally gravitate towards leadership positions, and lesser men will rush to follow their orders as they increase in strength. At 9th lvl, a fighter can establish a freehold for themselves, to rule as a lord (or local equivalent). This usually requires the patronage of the local head of state, something that is not easy to come by. Regardless, if a fighter establishes a castle of some kind and clears the surrounding 20-50 miles, they will establish a freehold for others to live and work on. These inhabitants will of course benefit the fighter in the form of taxes, tariffs, trade, and tribute. The fighter will also attract a body of men-at-arms once this is completed, to serve as a standing army. These men-at-arms will be led by a competent leader and will serve the fighter loyally so long as they continue to be paid.  

Fighter Guilds

One advantage of the fighter's universal common nature is that a number of guilds catering exclusively to them have sprung up across the continent. Membership to these guilds is a coveted prize, as they are highly selective with their recruitment and have to deal with large numbers of applications. This membership conveys perks that can give the fighter many an edge in their adventures, including access to special training exclusive to their kind. The best-known guilds are listed here:
  • The Inquisition: Based in the Westmarch, the Inquisition are a secretive order of fighters, thieves and fighter/thieves working on behalf of the Celeanist church. They occasionally accept assassins into their ranks as well, but this is rare. The Inquisition's primary purpose is to fight the war on magic where the church itself (for whatever reason; propriety, doctrine, or incapability) struggles. Members of the Inquisition are devoted servants of the Archbishop and take orders directly from him, answering to no-one else besides their own Priups and Ashups (captains and lieutenants). Though they typically only hunt evil magic, the Inquisition's definition of 'evil' magic is subject to considerable debate, and has earned their organisation a fearsome reputation. Joining the Inquisition is a secretive process, but involves the person initially establishing themselves as a mage slayer in their own right. Once joined, the new recruit has access to the considerable infamy of the position, as well as the hospitality of any Celeanist church they come across. They are allowed to operate semi-independently so long as they remain open to communication with the Inquisition's base in the Westmarch, unless actively on a mission. A fully-fledged Inquisitor even gains access to the unique anti-magic that their kind use to root out and destroy magic wherever it is found.
  • The Palace Guard: Despite being an order of elite soldiers tasked with guarding the palace of the king of Praistein, the Palace Guard actually do far more than just that. It is these highly skilled individuals who guard the king at important functions, escort him around town, and supplement the local soldiery in times of trouble. The Palace Guard hold tryouts every few years to replace retired or deceased members, which always attract hundreds of prospective fighters eager to join the ranks of the most respected military organisation in the country. The Palace Guard also boasts a considerable hot streak when it comes to members of their order swearing the oaths of paladinhood, making it a good jumping-off point for those wishing to join the ranks of the paladins. The only way to join the Palace Guard is to perform well in the tryouts, held semi-regularly in Vavirok-Kingseat. In addition to the superior weapons training offered to members of the Palace Guard, they also have access to some of the best armourers in Praistein. Being a member of the Palace Guard additionally affords the fighter a large amount of fame and recognition both in Praistein and outside the country. While being a member is typically a full-time job, adventurers who perform well in the tryouts may be allowed to partake in the training while still taking extended leaves of absence to perform adventures.
  • The Wolfskin Network: The loose collection of Krak tribesmen known as the Wolfskin Network have been wiped out many times over, only to return from the ashes anew every time. Their origins are murky, but in modern times they are mostly made up of bandits, Azzi rebels, and those working against the crown Emeri of Krakna. The Wolfskin Network focus their attacks on the weak points of civilisation; contaminating water supplies, attacking merchant or supply trains, and generally doing everything they can to weaken or disrupt the activities of the emeri's people. Merely finding the Wolfskins is a difficult task, as the groups operate independently of each other and move around constantly to deter pursuit. If contacted, joining the Wolfskins is a long and difficult process involving several tests of allegience and a forsaking of all aspects of life prior to joining the Network. Barbarians of the Network are experts in guerilla warfare, ambush tactics, and remaining unseen. They have a sworn duty to do everything to oppose the local emeri, by any means necessary.
  • Knights of the Pure Rose: The Knights of the Rose, as they were once known, were an order of Dutharian knights formed in 1369. Led by an ageing knight, Sir Girault of the Rose, the order's quest was to find the secret to immortal life. The order of knights quested for many years, until at last the quest was completed and the secret found. However, Sir Girault did not live to see the completion of his quest, and a major divide in the order arose almost immediately after his death. One of his sons, Sir Rob, believed that their father sought to destroy the source of eternal life, thereby ending its corruption of mens hearts and stopping a devilish plot to usurp the legacy of King Arthur. The other son, Sir Adhemar, believed that their father meant to become immortal himself, thus continuing his crusade against evil forever. Their differences could not be resolved peacefully, and a bloody feud began that has continued to this day. The Knights of the Pure Rose formed from those who supported Sir Rob, and hunt the Knights of the Bloody Rose to this day for their believed treachery in continuing the legacy of the evil deception. The Pure Rose Knights operate fairly in the open, displaying their colours proudly and employing many servants to accomplish their quest. Joining them is a privilege open to Dutharian knights only, and must be accompanied by whatever tests the Pure Rose Knights assign for them. The main benefit to joining the Knights of the Pure Rose is the chance to wear their standard in combat, something that is terrifying to those who are aware of their reputation for shocking cruelty. They also regularly plunder magic items from the hoards of their victims, which are either sold or passed around to other knights of the order, as appropriate.
  • Knights of the Bloody Rose: The Knights of the Bloody Rose are the secretive, possibly mythical, and exceedingly little-known faction of knights who chose to follow Sir Adhemar in his quest to find and unlock the secret to eternal life. The Bloody Rose knights almost completely vanished from history following the divide of the original Knights of the Rose, and those few sightings of them since that day could easily be attributed to misinformation or misunderstanding. Some Dutharian folk legends claim that the Knights of the Bloody Rose found the object of their quest and became immortal, but what they did with that immortality varies from tale to tale.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!