Character classes represent the training, education and skills your character will pursue and gain. All players must choose a character class to follow. If a player wishes to play something not represented in the following list they should speak to a referee, who may be able to provide an alternative. All character classes (except Hedgewizards) have 5 ranks. It is possible to join more than one character class, but you may only ever have a total of 5 ranks between your classes (see Rules - Advancing for more details on dual classing. It should be remembered that advancement is exponential, so if a player wishes to excel in an area it is advised that they do not join other classes. Wizards and Shamans may not dual class.
Druids are a remnant from a bygone age. The ancient tribes that once populated the lands that are now called Catreath gave worship to the Sun and the Moon, and their religion is still kept alive through the few druids that still remain. Druidic worship is extremely rare within Catreath in all cultures but the Animalkin, and few more cultured people would be aware of its existence. Druids promote living in tune with nature and the seasons. Druidic worship is not illegal within Catreath, but when discovered it is rarely accepted and druids who are open about their beliefs can expect to be persecuted for them.
Druids must dedicate at least 50% of their income to their worship.
Monks are religious men who dedicate their lives to worship, usually within closed Orders, eschewing a mundane life. Players must choose one God from one Pantheon (except in the case of the Dwarvish Pantheon - see Religion below) to worship. Monks gain powers from their God, but must obey rules that their God gives them to live by. Monks are expected to live a quiet life of dedicated worship, and some religious orders insist upon strict codes of behaviour for their members. Female players may play Holy Sisters as part of similar female religious orders.
Monks must pay a tithe of 50% of their income to their church and follow the rules their church set.
Priests are the religious leaders of Catreath. Players must choose one God from one Pantheon (except in the case of the Dwarvish Pantheon - see Religion below) to worship. Priests gain powers from their God, but must obey rules that their God gives them to live by. Priest are respected members of the community whose duties include preaching sermons and giving guidance to their flock. They are expected to set an example to the populace of how to live in the way their God would desire, and to promote the interests of their deity at all times.
Priests must pay a tithe of 50% of their income to their church and follow the rules their church set.
Archers are trained warriors specialising in the use of bows and crossbows. They can either form part of a unit of archers or a more general military group. Players should note that archers are those who shoot as warriors rather than hunters, and that there is a separate career class for the latter.
Duellists are fighters who specialise in one-on-one combat, often with specific weapons. They are independent warriors, and anyone who fights primarily alone rather than part of a fighting group can be considered to be a duellist, such as bodyguards, pit-fighters or noble champions. Well-known duellists often gain great acclaim and can be treated like celebrities.
Knights of the Lion are nobles who are members of the Order of the Lion. They follow the Code of Chivalry and must be a lay follower of both Hadan and Liadrin. They are reputed to be Catreath's bravest warriors and are the traditional defenders of the King and the Kingdom for this reason they are extremely hierarchical and well-organised, with enforced respect for their superiors. Knights of the Lion may be recognised by their livery, of a yellow lion rampant on a red background. Players wishing to play a Knight of the Lion must start as a squire under an experienced knight (does not have to be a player) and earn their title. Only humans may be Knights of the Lion.
Knights of the Realm are nobles who follow the Code of Chivalry and are knights, but do not belong to any specific order. They may choose whether to start as either a full knight or as a squire under an experienced knight (does not have to be a player) and earn their title. Knights of the Realm do not have to be religious, but can be if they wish. Only humans may be Knights of the Realm.
The nobility are the ruling class of the kingdom. There are born to a life of wealth and luxury, but are expected to dedicate their time to governing their people and fulfilling family expectations. Nobles of this type are more lent to physical prowess than to education. Only humans may be nobles.
Soldiers are highly trained and organised fighting men. Most noble houses have some force of soldiers at their disposal. All soldiers must be part of a specific military force.
Knights of the Temple are nobles who are members of an Order attached to a religious establishment, such as a church, cathedral or monastery. They follow the Code of Chivalry and must be a lay follower of Liadrin and the deity of the establishment that they are attached to, and they are the guardians of that church. The Order of the Temple value piety and dedication to the Gods. They must start as a squire under an experienced knight (does not have to be a player) and earn their title. During this time a squire will worship Liadrin alone, only choosing their second deity when knighted. Only humans may be Knights of the Temple.
Watchmen are the defenders of settlements and enforcers of the law. Every sizable settlement has some sort of Watch. They are well respected members of the community, and their duties include supervising city gates, patrolling the city and city walls and tracking and arresting criminals. Animalkin may not play watchmen.
Hunters specialise in tracking, hunting, shooting and trapping. They may work as guides, but they are usually independent from military organisations.
Scouts are specialists in stealth, tracking and woodland skills. They usually work with military bodies to take the lay of the land and observe enemy movements, or as guides.
Skirmishers are lightly armoured fighters who are more adept at movement through woodland than soldiers or knights. They most often work in small groups, usually for a military body.
Bards are the entertainers of Catreath. They are singers, dancers, acrobats, storytellers, or the players of instruments. Some bards choose a nomadic lifestyle, moving from place to place, while others live within the households of their sponsors. Bards play an important role in education and politics.
This class includes pickpockets, burglars, spies and any number of other, usually illicit, professions that favour secretive night time activities. Such choices of career are obviously dangerous, both from the secret brotherhoods within such groups and from the Watch. High Elves may not play thieves.
Alchemists brew magical potions, including, but not limited to, those used for healing. They are usually wealthy and well-educated. Alchemy must be taught from an experienced teacher (this can be a non-player character).
Herbalists work with herbs to affect their patients. They are the healers of the kingdom, although their skills are not limited just to this. They are not known to be rich, but are usually respected by their communities. Herbalism must be taught from an experienced teacher (this can be a non-player character).
The nobility are the ruling class of the kingdom. There are born to a life of wealth and luxury, but are expected to dedicate their time to governing their people and fulfilling family expectations. Nobles of this type are more lent to education than to physical prowess. Only humans may be nobles.
Scribes are literate men who work with written documents, often in a variety of languages. They are usually well-educated, and well-respected in their communities. Scribes must be taught from an experienced teacher (this can be a non-player character).
These lay wizards are not formally taught and know only a little basic magic. There is only one rank of hedgewizardry, to be combined with another career class. Unless a player starts as a hedgewizard they must find a suitable teacher. Halflings may not play hedgewizards.
Shamans are rare magic users, but those whose training is less formal and relies on their own natural affinity with the craft Their power is less strong than a wizard for this reason, but they are also free from some of the constraints of wizardry. Shaman may not duel class, or use most weapons or armour. Only animalkin may play shaman.
Wizards are the magic users of the world, dedicating their lives to their study of the arcane. Wizards learn and use magic spells. Opinions of Wizards varies widely in Catreath, from respect to fear and distrust. Wizards may not duel class, or use most weapons or armour. Animalkin and Halflings may not play wizards.