Racial Guidelines

All normal, generic races exist for the most part with a few exceptions and modifications as notated below.

Elves, gnomes, humans and halfelves exist as normal. Dwarves do *NOT* exist, as they have been wiped off the face of the planet due to the war.

Drow are a branch of elves that all trace their descendants to one elf. This elf, Jharl Drow (hense the name of the race) was a spellbinder that discovered a way to merge his body and soul with the very shadows of the world around them. However, this discovery forever changed his very body structure, and all of his children and their children and their children’s children all bear his skin features (dark skin, light hair, etc). All Drow have the ability to melt into the very shadows around them, becoming nearly invisible under the right conditions. Drow are not considered outcasts among elven and human society, instead being considered a bit of a curiosity.

Gundar are a subbreed of ogres that have managed to adapt themselves to human society. Though not accepted as full-on members of society, they have managed to progress past the part of “mindless monster” and begrudgingly into “well, I guess they’re ok….” Gundar tend to be nearly seven feet in height, and almost universally massively muscled. Gifted with thicker skin than their human counterparts, Gundar tend to scoff at conventional weaponry, preferring instead to use nothing more than their body’s natural weaponry and strength.  However, due to their monstrous genetic tree, Gundar do not currently have any ability to use magic at all beyond magical weaponry and the like.

Profession Guidelines

Spellbinders

Magic in this world is done through a combination of quite a few different abilities and attributes. If you are stupid, you will never be able to effectively bind a spell to your bidding as your mind would be unable to accept the touch of magic that spellbinding requires. If you are missing a hand, you would be unable to complete all but the most basic of spellbindings due to the intricacies that more difficult spellbinding requires. If you cannot speak the common tongue or are mute/gagged, spellbinding is completely impossible.

Spellbinding works by manipulating the essence of the world around you into a physical form, then forcing it into use as to your training/desire. Spellbinding is not a fast process by any means, and is not recommended for use in the heat of battle unless you are assured of being left alone until the spellbinding is complete. However, only the initial stages of spellbinding are time consuming… powerful spellbinders have discovered ways to manipulate essence into the stage just prior to focusing, and can then bottle or otherwise entrap this "stored essence" to use when needed. If done this way, using spellbinding in battle can quickly turn the tide.

All that use magic are considered spellbinders. Healers, for example, focus the formed essence into healing abilities… sorcerers focus it into augmenting abilities and weaponry for battle and for the destruction of the general world around them… illusionists focus it into the arts of mind deception, etc.

Spellbinding in and of itself is not restricted to any one person or profession. You can spellbind while in heavy armor just as well as you could in the buff. However, due to the hand gestures that more difficult spellbinding requires, spellbinders often wear little heavy armor. You can not spellbind with anything in your hands, however.


Herbalists and alchemists

Herbalists and alchemists are different from spellbinders in that they do not use the essence of the world around them to create spell-like effects. Herbalists use the combination of the natural materials around them (leaves, medicinal rocks and minerals, holy water, etc) to create pastes and ingestibles that typically have healing or boosting effects.

Alchemists, like herbalists, combine ingredients found from the natural world to create their products, but they typically tend to focus on potions only. Alchemist potions can vary in massive degrees, from anything used to heal and cure poisons, to the most savage of caustic acids and liquids that explode upon contact with air. Alchemists can be very deadly to fight both WITH and AGAINST. A wrong hit on a fully-loaded alchemist can end up having quite the devastating effect upon anyone within a large radius around them.

Rangers

Rangers are a special type of spellbinder that use the focus of their gathered essence in ways considered "natural" to the environment. Rangers, in essence, are somewhat of a mix between a herbalist and a healer, in that their spellbinding is most often used for healing and surviving in the wilds of the world. Rangers of all sort typically have an affinity for animals, and their spellbinding is more effective on creatures than any other type of spellbinder.

Paladin

Paladins are spellbinders in the service of the Gods of Death. They are trained from a very young age in the ways of a paladin, and are each given a weapon that is bound to their very soul in an effort to combat the unholy terror that now grips the land. Paladins always carry symbols of their eternal fight against the undead... they typically adorn their armor with bones and skulls to signify their struggle. A Paladin's spellbinding can not be used for healing; they serve the Gods of Death, after all.








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