Humans
The gods changed nothing.
You are what you were. Perhaps that is the point.
Classes
A people, a guild, and everything you earn.
Peoples
When you enter the world, you choose a people. Each carries its own strengths, weaknesses, gifts and resistances. Here is an example of the peoples you may become, with more to be found.
The gods changed nothing.
You are what you were. Perhaps that is the point.
Long-lived. Longer-remembering.
They have seen this before.
A foot in two doors.
Welcome in both. At home in neither.
They chose the deep, or it chose them.
Not every shadow is a threat. Most are.
Built from deep places.
Slow to speak. Slower to fall.
Small, quick, and hard to find at supper.
Luck follows them like a stray dog.
Always building something.
Ask what it does. Then step back.
The war is older than their names.
Loud when glad. Louder when not.
Strength with a second opinion.
Neither camp has forgiven them. They have stopped asking.
The ground feels them coming.
Doorways are a negotiation.
Scaled, proud, and breathing something.
The old blood is not quite quiet.
Marked by something below.
They did not ask for the horns. They keep them.
They think loudly in the dark.
Do not meet their eyes. Do not be surprised if they already know.
Rooted in old forests.
The woods remember who walks through them.
Light-boned, feathered at the shoulder.
The ground is a suggestion.
The dead who did not quite stay.
They know the road below.
Die, and the underworld offers another life: a new people, with everything you have earned kept, and your experience yours to spend again.
The way in
Jobs
You are a player with a level, and you are also every class you have trained, each with its own level.
Fighter. Cleric. Sorcerer. Thief. Monk. Join any guild, at any time. Each has a level of its own.
Each class has its own abilities. In battle you choose from every class you have trained.
Classes
Here is an example of the classes that will be available, with more coming soon!
Steel answers when words fail.
Hold the line.
What is yours was always borrowed.
Light fingers. Longer memories.
It was in the blood all along.
Power that was never taught.
Every door can be closed.
Wards, and what they keep out.
Faith is a kind of light.
Something listens.
Nothing in the hands. Everything in the hands.
Discipline of the body.
Truth, extracted.
Nothing stays hidden.
You were not the only one called.
Someone answers.
Which face was yours?
No one shape holds.
The wild remembers.
It has been waiting.
Death is a door, not a wall.
The quiet ones obey.
The world leans in to hear a good story.
Words, and what follows.
Every step is a spell.
Motion that means something.
Four old voices. One will.
Ask the world, and it answers.
Say it, and it is so.
No ritual. No delay.
The loudest room is inside.
Thought, made force.
One breath. One blade.
Unseen until it is done.
Where the light ends, you begin.
Darkness has rules.
Stacking
Level a Summoner to 100 and a Cleric to 10, and you have both: every ability each has earned.
There is no limiter on this. Strong builds will appear, and balance is watched closely with testing, scaling and review.
There is no maximum level. High-level players look to the raids.
Experience
What you earn is yours to spend on whatever you wish to become.
Put experience into your own level, or into the level of any class you follow.
Experience buys skills and trains them, up to one hundred percent.
Rare items, objects and spells, such as an Abjurer's, can lift a skill past its ceiling.
Guilds
Stats
Speed decides when you act in a round. Speed and dexterity decide whether you can slip away from a fight.
Dungeons and raids
Explore dungeons and raids, some built by players and some generated ahead of time. Parties can be as large as you like. Dungeon and raid zones run on a 60 to 90 minute timer. Out on the world map, random battles can also find you, anywhere outside a safe zone.
There is no cap on party size. Everyone plans together, and the round resolves in order.
The battlefield widens to hold them all. The planning timer doubles to 60 seconds. Dungeon and raid zones run for 60 to 90 minutes.
Raids come in tiers. The monsters scale to the level of the raid, and each tier is built to be harder than the last.