BECOMING A MASTER
Mastery of ones class means you have reached the apex of your class. At Master, mastery marks are no longer pertinent: and Mastery is attained through process of collecting 115 tokens, and an application. When either a Mastery through RP or Mastery through event application is submitted, it will be reviewed and approved by demonstrating a culmination of your character's development. This process does not GUARANTEE the success of your journey, and neither should it ever be applied for reasons such as powergaming; a person applying should go into this process with the net gain of discovering more about their character, developing their story, and enjoying the experience knit for each character. Whether a roleplay-based application or event-based application, the story should reflect the mastery of the player's given class, involving struggle & failure--even worse, magical curses; tests of clerics faiths and paladins and their oaths; a fighter's spirit & martial peak; a wizard's knowledge and craft. All this and more to make a determination of the character whereby at the end of their roleplay application or event, they become a Master. Mastery is designed this way so that no one journey is the same--and so that Mastery is open to every character of any alignment: an evil sorcerer or wrought oathbreaker may and will have different methods to success and personification of their class than a good-natured cleric or a wizard. Mastery can be applied for at any moment of time as long as the player has 115 Mastery Marks.
EXPECTATIONS
‒ Expectations of Master level characters
Similar to players of Limited Races, those players with Master characters are held to a higher level of expectation and scrutiny than others. They are required to uphold the core values of their specific class, acting as the standard to which others strive towards, both through their in-character portrayal of their class and their out-of-character attitude and conduct. Failure to adequately meet these standards may result in a Master status being revoked from a character, much akin to how Limited Race slots might be revoked. For in-character standards, this may include circumstances such as, but not limited to: a Paladin deviating from the tenets of their Oath, a Cleric acting against the will of their deity, a Druid failing to demonstrate reverence towards the sanctity of nature, and others. This list is not an exhaustive one, as players of Master characters are expected to have a fully competent grasp of the requirements of their chosen class prior to ascending to the role. Out of character, the players of Master-level characters are held to be pillars of the community, demonstrating a proper understanding of the server rules as well as a dedication towards non-toxic behaviour and playing to lift with their fellow players. Whilst each scenario is likely to be unique, in circumstances where a Master-level player has failed to meet the expectations of their role, their character may have their Master status revoked and be reduced to Expert, or have their progression reset entirely in cases of significant developments such as oathbreaking. In these situations, they will not be fully barred from re-applying in future, however they must collect the tokens required once more and go through the Master approval process again, so as to demonstrate their renewed understanding and character development. Where a Master player finds themselves in circumstances they believe may risk them failing to meet the expectations placed upon them, they are encouraged to open a ticket to create a dialogue with staff, so that there can be a collaborative effort to resolve these issues appropriately.
MASTERY THROUGH DM EVENT
‒ Requirements and types of events
Ascending to Master requires the appropriate understanding and culmination of your character’s development to be demonstrated through RP whether through DM Event or dedicated RP sessions. This section focuses on Mastery earned through DM Events, whether specifically applied for or stumbled upon while eligible. Requirements 115 mastery Marks
Event Categories
Group EventThese are events scheduled and organized by a number of characters who have become involved in a DM storyline by happenstance. They can be singular instances or larger storylines, and the participants can often vary based on circumstances. Random Group Mastery Event
Applicants who have flagged this option in the form will be paired with similar applicants for a group event. This is the fastest option. Custom Group Mastery Event
These events are created and scheduled by a group of familiar characters and typically involve a proposal for what story they’d like to participate in as a team. Custom Mastery Event
These are events created and scheduled by a single character and rarely extend beyond a single encounter or session. Depending on the current queue, wait times for custom mastery events significantly longer
MASTERY THROUGH ROLEPLAY
‒ RP Requirements by Subclass
In order to provide new opportunities and avenues to attaining Mastery, Mastery through RP allows players to complete, record and submit curated roleplay sessions similar to Class and Attribute Retraining in order to obtain Master status. Players complete these roleplay sessions without need for immediate DM oversight, and instead receive DM approval in the ticket when every scene has been submitted. RP Sessions must satisfy a set of requirements, fulfilling various global or class-specific options in order to qualify for Master. Mastery through RP is assessed by a minimum of three DMs, one of which must be a Lorekeeper. Requirements
- 115 mastery Marks
- Five sessions in total of at least 1-hour duration each
- Each session must satisfy one of the Global or Class-Specific options
- The same option cannot be used more than once
Global
- Session with a character that has attained Master status
- Session with another member of your own class
- Session teaching another player an aspect of your class
- Proven understanding of the tools of your class including combat, rituals, and fluff.
Class-Specific
Role play sessions to achieve master must involve themes in accordance with the following subclass specific guidelines: Bard- Telling an enthralling story
- Discussing a topic of lore
- Obtaining a valuable text
- A performance of some kind
Glamour: Exert charm or majesty to sway an affair in their favor
Valor: Gathering stories of glory, and retelling them
Whispers: Unveiling / Veiling a considerable secret
Barbarian
- The nature of their rage and anger
- Matters of martial combat and instinct
- Engaging in a duel or skirmish
- A training session martial in nature
Berserker: Embracing the bloodlust that fuels their rage
Totem: Harnessing the will and intentions of their ancestral spirit
Zealot: Venerating the ambitions of their patron domain
Cleric
- Demonstration of the values of their deity
- An act to venerate their god or goddess
- Restoration or construction of a temple or shrine
- A session of prayer in solitude or within a group
- Study, Practice or preparation of Expert or Master level cleric spells such as Forbiddance and Hallow
- Recruitment or training of another player in the rituals and prayers of your deity
Life: Restoring a gravely wounded individual to health, or purging a place of undeath
Twilight: Providing another with protection in a place of darkness or danger
War: Pursuing or pushing the initiative to pursue a substantial threat
Druid
- Expression of their place in the natural cycle
- Restoration or preservation of a natural location
- Discussion or lessons about flora and fauna
Spore: Spreading the rot of decay and undeath
Stars: Performing an accurate Omen Star reading
Shepherd: Safeguarding their charge against danger
Fighter
- Matters of martial combat
- Engaging in a duel or skirmish
- Discussion or demonstration of tactics
Eldritch Knight: Furthering their studies of blade and spell
Champion: Championing a cause/individual
Arcane Archer: Finding or researching elven knowledge of magical archery
Monk
- Understanding of the fundamentals of Ki
- Expression of their unique way of life
- Engaging in a duel or skirmish
Drunken Master: Engage in a bar-fight or drunken brawl
Open Hand: Meditating or reflecting on the body and mind
Sunsoul: Teaching another to find the light within
Paladin
- An understanding or reaffirming of their oath
- An act to venerate their god or goddess
- Performing a service in line with their oath
Conquest: Demonstrating any one tenant of their oath
Crown: Demonstrating any one tenant of their oath
Devotion: Demonstrating any one tenant of their oath
Vengeance: Demonstrating any one tenant of their oath
Ranger
- Deep understanding of the natural cycle and their place within it. This training session can be done with a druid, another ranger, cleric of a nature-based deity, or a Oath of Ancients paladin
- Deep understanding of their favored enemy, including specifically tracking, scouting, or fighting their favored enemy
- The successful tracking of a POI
Gloomstalker: Stealthily pursuing a threat upon their favored grounds
Horizon Walker: Pursuing investigation of planar portals, creatures or occurrences
Swarmkeeper: Strengthening their connection with their bonded swarm
Rogue
- A daring heist / Obtaining valuables
- Successfully evading detection or capture
- Honing their capabilities/instincts
Assassin: Pursuing a target of value; tracking or eliminating
Swashbuckler: Engaging in a duel or charismatic showdown
Thief: Breaking and entering; stealing an item of considerable value or worth
Sorcerer
- Exploring and understanding the origin of their sorcerous powers
- Expression of sorcerous power put to its fullest in both potency and control
- A full acceptance or adoption of their given source of power
Divine Soul: Embracing the connection to the divines
Draconic Bloodline: Embracing or demonstrating an element of their particular heritage
Shadow Magic: Seeking refuge or solace in the shadows
Storm Sorcery: Seeking to tame, control or harness an ongoing storm
Warlock
- Their connection to their patron
- An understanding of the nature of the Weave
- Performing a service on behalf of their patron
Hexblade: Developing an understanding of the nature of their pact weapon
Great Old One: Demonstrating an understanding of their place in the multiverse, and the ones that lie beyond it
Undying: Obtaining knowledge of the nature of necromancy and undeath
Wizard
- An understanding of the nature of the Weave
- Discussing a topic of lore
- Obtaining a valuable text
Conjuration: Recounting summoning from or traversing to another plane
Enchantment: Bewitching a considerable asset, or circumventing danger with such
Evocation: Demonstrating a considerable feat of firepower
Necromancy: Perfect the creation of an undead guardian
Civilian
- Demonstrating a perfection of their chosen profession
- Engaging in the economical or day-to-day process of a society
- Solving a problem or resolving conflict without entering combat
Courtier: Navigating a deft political or intense social situation
Homesteader: Hosting or providing for a feast, festival or other social event