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Character Inspirations

This article serves to provide players who are seeking in-world inspirations that they can integrate into their characters. If you're looking for a detailed synopsis of the world, you may reference this article.  

Religion, Magic, and Machines

Wyrring finds itself on the precipice of change. With the invention of Kinetic Engines, brand new areas of magic and study have opened, leading to the loss of more "traditional" magics. If you're planning on playing a spellcaster, it may be worth asking which of these three you'd like to play, and potentially how you feel about the other two.  

Religion

Do you stand for the gods - those whose powers we've seen in glory for generations? And whose name should you never blaspheme? Will you stand with the devout of a Major Deity, following their Totem, in service of an organization following their will? Or will you shout the name of a Minor Deity into the maelstrom? Are you a healer, a protector, or a crusader? How do you interpret your place in your Deity's plan, and how can you accomplish it in this new world?   Typical Classes: Cleric, Druid, Paladin
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Major Dieties

Followers of dieties seek to spread their gods domain as much as possible. This can take several different forms, and can be up to the players' interpretation on how they can best be served. There also exists several minor gods in the pantheon, which similarly need devout followers - perhaps even more than the major ones!  

Traditional Magic

Magic has served as a powerful skill throughout the history of Wyrring. Mages come in many different varieties and styles, from invocationists who can capture lightning in a bottle, to enchanters who can tame the wildest of animals. It is up to you to decide how you will claim this power as your own, and how you will use it. Are you a formal student of the Grand College, or are you naturally gifted, with magic flowing through your blood or on your words?   Typical Classes: Bard, Sorcerer, Warlock, Wizard
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Natural Magics

You are a keeper of the ancient ways, both arcane and natural. There is no greater power than the natural flow of energy in the world, which you harness and ride the waves of. Are you a formal student at the Grand College? Or are you a student of nature itself, attuned to the world surrounding you?   Typical Classes: Nature's Domain Cleric, Druid
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New Magic

The hammers of the forge and the sparks of inspiration have birthed a new age of engines and artifice. Magic is both a science and a tool for you to wield and fjord your own path. Are you an enginist, working in the workshops of Estalia, Eryndlyn, or Kraggenhammen, crafting the next great invention? Or a student at the Grand College or Pen Arts Academy, inventorying and unravelling the secrets of the arcane?   Typical Classes: Artificer, Cleric of the Forge, Cleric of Order, Clockwork Soul Sorcerer, Divination Wizard
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Organizations by Region

Angel's Harbour

  • Red Cloaks - A criminal organization, known for their namesake cloaks (Fighter, Ranger, Rogue) (Character Options Available)
  • The Group of Six - A collection of six criminal gangs, who partake in bloodsports, smuggling, drugs, thievery, and other activities (Any).

Aedan

  • Mercenary - There are several mercenary companies in the region, such as Lastoko's Company (Any).
  • Queen's Wardens - Police force, noted for the light blue cloaks they wear (Fighter, Paladin, Cleric) (Character Options Available).
  • Royal Aedian Mail Service - Responsible for the delivery of mail across Aedan, and are typically trained in combat (Fighter, Paladin, Ranger).
  • Sensors - Officials of the crown, whose primary responsibilities is to conduct the many elections throughout Aedan (Fighter, Paladin, Ranger).

Dwemni Empire

Eryndlyn

  • Spellweavers - Skilled artisans who can add magical properties to armours and weapons (Artificer, Wizard).

Estalia

Gracklstugh

  • Stone Guard - This force of five hundred veteran warriors serves the Deepking as bodyguards, elite troops, and secret police (Duergar; Fighter, Paladin, Ranger).
  • Darkhafts - Members of the Deepking’s secrete corps of psionic agents, the darkhafts often travel with duergar merchants as overseers and spies (Duergar; Rogue).
  • Kavalrachni - The vicious kavalrachni ride giant tarantulas known as steeders (Duergar; Fighter, Paladin).
  • Xarrorn - These specialists train with deadly flame lances forged in Gracklstugh (Duergar; Wizard, Artificer).
  • Gray Ghosts - A criminal organization of Derro fighting for equality (Derro).
  • Keepers of the Flame - A group of psionic clerics responsible for tending to the needs of the Wyrmsmith (Cleric, Fighter, Paladin, Sorcerer, Warlock, Wizard).

Kraggenhammen

  • Clan Enforcer - A member of a clan responsible for enforcing the laws of Kraggenhammen (Dwarf; Any).
  • Ironbreakers - Kraggenhammen police force (Dwarf; Fighter, Paladin, Ranger, Rogue).
  • Jarlsgard - Royal guard (Typically Dwarf; Fighter, Paladin).
  • The Slayers - Zealous soldiers sent out into the world to kill monsters (Typically Dwarf; Barbarian, Fighter, Paladin, Ranger, Rogue) (Character Options Available).

Summer Shores

Sylvia

  • The Rot Guard - A group of soldiers who protect and maintain the pathways for pilgrims heading to Dulra (Wood Elves; Cleric, Druid, Fighter, Ranger).

Any


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