Classes

Summary
When Elementalists were first discovered to exist, it didn't take long for the citizens of Laryia to notice a pattern. Not only did the people get a gift of controlling one of the four elements, but the method in which they did it varied wildly. It was quickly realized that there were three main common groups of users. Ones who were able to empower themselves, ones who were able to use the gifts in shrewd and stealthy ways and ones who could manipulate the raw elements themselves. They gave each of these groups a name, and thus, were the classification of classes born. Now, inhabitants use these terms to quickly explain an individual's capabilities, allowing a quicker understanding of who they are and what they are capable of.

What are classes?
When creating a character, classes define the play style and, often, the personality of one's character. Though not impossible, it is rare to find a calm Welder (Fire Warrior) or a hot headed Quake (Earth Warrior). It seems that one's disposition and intent to use heavily influence how an individual is able to use their powers. Classes also affect the story and how other characters in the world react to you. A Welder would be welcomed in the Freya with open arms, and one attuned to fire would best be able to weather the heat of such a place. As such, choose one's class carefully! As it is not able to be changed during the campaign!

After choosing a class and an element, simply visit that specified class page and there will be a list of Stunts you'll be able to see to choose from!

Warriors
Paragons of justice or threatening intimidators, the perspective and opinion of Warriors changes depending on those you ask. Having a history as the front lines of battlefields, these strong, fierce and skilled individuals channel their elements through their body, enhancing their often already frightening attributes to terrifying levels and giving them unparalleled melee ability. Often serving as soldiers, mercenaries or even just the brute muscle of a group, Warriors are arguably the most varied both in terms of their jobs and their allegiances. Regardless, they are respected all the same, unless they would like to see the blade of their own demise.

"Strength tempered by skill. Executions sharpened by judgement."

Welders
Brutal. Ruthless. Fearless. Welders rush forward with wild abandon, burning the very concept of 'safety' to ash. They set their blades alight, channeling their control of fire both into their weapons, their fighting style and, when pushed, upon themselves. There is no class that strikes more fear into the heart of their enemies than a Welder, rushing at someone with their dual blades aflame, eyes burning with the anger and hatred of a thousand screaming souls. Most Welders live in the forge town of Freya, along with the Embers, spending their time honing their skills. Yet, others can still be found wandering the land, either because they were born outside of Freya, or simply having grown tired of the culture there and left of their own volition.

Often stereotyped as short-tempered killers, to the public, the image of Welders are clear. For them there is no 'stop'. No 'mercy'. Just pure, unfiltered aggression; a beast that can not be reasoned with in the heat of battle. And one that will carve through half the world if it means accomplishing what they think is right.

"Pray you meet the mercy of a Welder's blade, and not the ruthlessness of their flames."

Tides
Seafarers. Travelers. Adventurers. Their skill in manipulating water does not show in just their combat capabilities, as being the 'masters of the sea' means that navigating the wide, blue expanse is simply another road for them. Often sporting an endless appetite for the unknown, Tides chase the horizon either on or, more commonly, as captain of a ship and crew. Being always moving, Tides seldom stay in one place, preferring to quench their insatiable thirst for the world, which means that there isn't really a city filled or populated with Tides. The nearest is I'llkavel, a port city on the western peninsular, though even then, Tides can be found all over the lands, even in landlocked areas! Their combat capabilities are often seen with a gun and a sword, deftly weaving between the two in a frightful ballet or shots and slashes. Their control over water augments their ability to defend themselves while healing their own crew, serving as both a formidable solo foe, and a valuable ally to have around.

"The expanse of the sea is what drives me. How much is out there that I don’t know?"

Quakes
Immovable. Unshakable. Guardian. The words used to describe Quakes are that of paragons of protection. With strength that would make a mountain bow its head in respect, Quakes stand as a pillar on the battlefield, wielding a shield to protect their fellows, and a sword to cut down all who would dare threaten their charge. Often large and imposing, they stand ready to take hits that would cause others to crumple, absorb blows that would cause a house to be reduced to dust, before slamming their fist into the ground and lifting up a sizable chunk of earth in retaliation. Yet, do not mistake their strength for a lack of speed, as when it comes to protecting their allies, Quakes can move surprisingly fast, dashing to block an attack with almost Silver level speed. With a focus on strength and mastery of the Earth, it is no surprise that most of them gathered to both of the main mining cities in Laryia: Raptured Falls and Svaltatrind. Yet, more can be found in other cities, working as guards or miners in the city that they reside.

A towering show of pure force, Quakes are often respected around the land, and they often keep to themselves. Just be sure not to conflate their paragon of strength for one of justice.

“I’d like to put this riddle to rest, but I have yet to find an Unstoppable Force.”

Silvers
Unassuming. Terrifying. Swift. Long ago, Silvers were one of the most respected classes in all of Laryia. With an army trained by the legendary General Kelen, their speed, martial prowess and control over wind in the front lines of battle struck fear in the hearts of every other city. It was a deterrent of the strongest power, for no one would dare to fight a Silver, who were able to carve an entire army in seconds; blades vibrating so fast it appears as if one is unarmed. However, ever since the disappearance of their city, Rafinale, and all of its people, Silvers have slowly disappeared over the years. It's not that they stopped being born, but without someone to help discover and hone their already hard to control powers, or even a place to call home, Silvers simply don't have much to gain from being a Silver. Those that seek to respect their heritage often travel the world as vagabonds and drifters, with some of the best being hired as honored guards like a Samurai in Kurimokora or a mercenary for a hired hit. Else, others can be found in farmland or staying alone in secluded cabins.

A class of tragedy, Silvers stand alone; vagabonds filled with a past they do not understand, in search for an answer to a question they do not know. Yet, underestimate these ones at your own risk. They might be unassuming...

But there was a reason they were feared in the first place.

“All allegiances, all arguments, fall to silent steel.”

Rogues
If Warriors are the soldiers on the battlefield, Rogues are the spies in the enemy's base, sowing chaos through deception, tricks, traps and assassinations. Though their methods vary, all Rogues share one thing in common: their cunning ability to undermine, control and cripple their opponents. Yet, while many think of them as scoundrels; thieves with no moral code, such thoughts could not be further from the truth. While there certainly are selfish, anarchist and nihilistic Rogues, there are many, if not more, that live by a code: they do what they believe is right. Not those influenced from outsiders looking in, not influenced by politicians or red tape. They do what they do as it is what they perceive to be the greater good. This could be for their city. For a group. Or even for themselves. Yet, they do it as they get requests to. And they get requests because every group, governing body or person in power knows that Rogues are needed. They are the ones that do what Warriors and Mages can't, perform acts that are required, but which everyone else won't. They do what is needed, to make what they think would be a better world.

And if there's a little coin thrown in? It's simply an occupational reward; the cherry on top of the blood soaked cake.

"Neither saint nor sinner. Neither heroes or villains. Many say Rogues are the most monstrous of us all. But to me? They are the most human."

Furies
Masters of explosions and sabotage, you will know a Fury has hit a place when the smell of gunpowder fills the air. Furies use their capabilities in fire and engineering to their advantage, crafting cunning physical traps to surprise and catch their enemies off-guard. Yet, do not let their use of underhanded tactics be mistaken for dependence. When push comes to shove, Furies are more than capable of using their powers to generate forceful explosions from their palms or even infuse things that aren't usually destructive with the same capabilities as bombs. For their knowledge and capabilities, Furies are often hired to be distractions for certain plans. Or even just breach a place in silence to take out a particulary large safe door, or open the gate to allow an army to breach in. With most Furies training and testing their limits in lawless cities such as Clink, it is no surprise that particularly creative and dangerous individuals have taken to travelling and looking for those that are willing to hire. That is, if their coin outweighs the weight of a Fury's morals.

Silent and loud in equal measure, Furies forgo subtlety for an explosive statement. Ready to make even the smallest jobs into the brightest show.

"A job done by a Fury is equal parts a spectacle and advertising."

Torrents
Masters of stealth and imitation, Torrents wield their control over water to deceive and mislead their targets. Others might see drops of water as nothing more than liquid, but to Torrents, they are opportunities. A layer of water placed over an object or person, bending light in a certain way, allow it to appear as something it is not. A cup becomes a knife. And an unassuming beggar on the street can walk into the King's palace as the King himself in a moment. To Torrents, they know that nothing is as it seems. Obscured intentions layered with half-truths and full-lies is common in the world and any who see otherwise are fools. And so they study. Watch as people say one thing but do another. Observe as leaders promise to watch over the people, but betray them within the same hour behind closed doors in their meeting rooms. Hired as assassins and specializing in exterminating pests that still rot and infest every corner of the land, Torrents are feared not for what they do. But for what they could do. Who they could be.

The closest town that could be said are the Torrent's home base is the entertainment town of Corlean, which is already teetering on the edge of civil war. However, to put too much stock in assuming that the Torrents aren't already watching you would be a grave mistake.

One which you might only realize with a knife in your back, stabbed by who you thought was a friend...

"A guise worn on the face with a heart on their sleeve."

Faults
Masters of disruption and obstruction, Faults may not use their powers not in directly murderous ways as other classes, but that does not make them any less effective. They specialize in trapping their opponents in unwinnable situations, taking away options until the only one they have left is to beg for their lives. Contrary to what assumptions the element of Earth might conjure in one's mind, Faults' most dangerous feature in their ability to watch, adapt and abuse their opponent's weaknesses. A Gust that enjoys taking to the sky? A Fault will send him crashing down to the ground in an instant. A Silver dashing around the area? A drawn sigil on the floor will cut off access to his powers if he takes a single wrong step. Forming the earth into an arrow, creating a small wall with a punch of their hand, their capabilities are only limited by their creativity. Devising these on the fly solutions is what allows a single Fault to take down a castle of soldiers while never once being seen. One which they hone in their home of Raptured Falls, a city they share with the other (mainly) Earth elementalist citizens. Yet, Faults go where they are needed. Where they believe they are required. Where they believe is right. At the end of the day, Faults are bunched together with the other Rogues, but some Faults dislike that.

Because they don't need deception. They can simply take apart an entire place one vessel at a time, until all that's left is the target and the Fault; an explosion of dust obscures the coup de grace. When it clears, all that remains is a corpse... with a stalactite jutting out of their neck.

"You will attack me. You will try. You will fail. And fail, and fail again. And unlike those that will continue to draw breath, you will not get a chance to learn."

Squalls
Masters of speed and silence, Squalls are who you call when you need a job done quickly and without incident. Their manipulation of wind manifests through boosting themselves deftly through the air, silencing their footsteps and darting through impossible defenses in an instant. Once at their destination, their target barely even has time to think before they are already on the floor, their soul ushered to the underworld. No room for distractions. No time for failures. Squalls are the epitome of perfection through practice; a blade honed so fine that if they want something done, it will be before both the culprit and the victim can comprehend what has happened. Subtlety is their specialty, with even their use of wind so fine that they weave it between their fingers to augment their slight of hand. In a direct fight, they are far from helpless, dodging and countering with otherworldly reactions and athleticism, creating openings where there are none, landing a thousand blows where one would've been an achievement. This only gets deadlier for Squalls who grow up or train in Kurimokora, where masters of the trait teach the deadly art to a select few who are worthy enough to use such forbidden knowledge.

Deadly power focused through discipline, Squalls' place in history are as silent as their presence; a force of nature as unassuming as a blade of grass in the wind.

"It starts when you take the first step into the halls. It ends before the echo finishes ringing.

Mages
Pure power incarnate, Mages are the very definition of 'controlling an element'. Though the phrase is a gross underestimation of what true Mages are capable of. Mages are capable, and often responsible, for some of the most world shattering and land altering events in the world. Stories say it was a Glacier who caused the enormous waterfall at Kurimokora, which still flows to this day. Or that it was an Inferno who found a way to capture and compress the power of the Sun itself into the Northstar relic, which now sits as a place of worship in Freya. Through the use of a Conduit, an object of importance of which their magic may be channeled, Mages are able to manipulate the element they are attuned to with frightening capabilities. And the most skilled Mages may even create their elements seemingly out of thin air to use in battle, with devastating effects. Yet, a Mage is nothing without a trained mind, a fact that all Mages are well acquainted with. Without a strong resolve and the ability to focus, an errant thought could send a literal tidal wave of mistakes crashing upon a nearby town. Or split the earth as if it was nothing more than a bar of chocolate. It's this balance of intelligence and raw, untamed power over the world itself that makes Mages feared.

And it is this fear that some Mages try to alleviate. Some try to abuse. And others... try to affirm.

"I don't know which is more terrifying. An amateur mage that accidentally wipes a continent from our map in an uncontrolled accident. Or a veteran mage... who does it on purpose."

Infernos
Controlling the element of destruction and chaos, Infernos are mages attuned with the element of fire. Able to bend the flames of the world as if it was nothing more that a piece of string, Infernos hold the power to set the world aflame in an instant. Thankfully, the majority of Infernos are found in Freya, where they practice pious dedication to their Goddess, the Ashen Phoenix, and the Northstar. To the Infernos of Freya, mental strength is derived from fervent belief and unwavering resolve in the face of adversity. And it is not hard to see why. For it is these traits that allowed the city of Freya to be founded and prosper in the first place. And now, it is the Infernos that maintain the town, preventing the volcano is it build next and into from consuming the very city, while guarding the Northstar with their lives. The Infernos that do not live in Freya are found scattered around the world, often working forges, bending flames or simply traveling to seek a different purpose than days of prayer and worship. Regardless, the skills of the Infernos are known well, from shooting a fireball from the tip of their conduit to turning a small campfire into a raging firestorm.

We should be thankful the Infernos have found an outlet, no matter how cult-like it may seem. Cause there may not have been a world left to walk in had they not found patience in an eternal Goddess.

"Hell hath no fury like mine."

Glaciers
Controlling the element of life and stasis, Glaciers were originally natives to the ice-carved town of Ica-haven. For thousands of years, using the oceans around them, they worked as researchers, studying the water for... something. Though what exactly, only those of the inner research circle of Ica-haven knows. However, the deeper they researched, the more of... something they found. News? A prophecy? A source of eternal life? The rest of the world, and majority of the Ica-haven citizens, could only speculate. But when they did happen upon this mysterious find, suddenly, many of the Glaciers embarked to the rest of the world. The once isolated tribe begun sharing their knowledge, integrating themselves into the academia of many towns or even in the industry of research and medicine. With their mastery over water and millenniums of educational knowledge at their beck and call, Glaciers are able to do awe-inspiring acts, including healing possibly mortal wounds, cleansing dirtied pools and even pulling an oceanic storm of water out of thin air. All while maintaining an aura of peace; embodying the calm mind they are known for.

Though they work towards a private goal, Glaciers have been shown to be more than willing to share what knowledge they have attained; joining the rest of the world in pursuit of expanding their technology, with seeming nothing in return. They are well appreciated, but many can't help but ask...

What is it that they found in the first place?

"Do not mistake my ability to heal as an inability to fight."

Terras
Controlling the element of the force and foundation, Terras are known as some of the hardest workers through the land. Their research into the field of geology and history is second only to their willingness to land a hand and get 'down and dirty' without hesitation. With the ability to part swaths of land with just a wave of their conduit, it is no surprised that a large number of them joined with their Quake brethren and founded Svaltatrind, creating a mining town that is as prosperous and bountiful as Raptured Falls. Yet, many still are part of other cities, carving through the earth to inspect the geodes, to find fossils and long forgotten landmarks buried underneath thousands of years of packed earth. They document the history, trying to piece together the endless jigsaw that is the past. To learn from what had transpired, to understand the memories forgotten, those are the goals Terras strive for. But fight one at your own risk, for their endless research has only yielded an unwavering mind and mental strength that resist even the strongest intrusions. And with their manipulation of the very ground all life stands on, a simple wave of the Conduit to form the earth into a spike can be all that is needed to create an efficient end.

Stubborn yet selfless. Kind yet terrifying. These are the traits that embody most Terras. And ones that make them welcomed in the cities of Laryia.

"The world is a canvas. And I hold the brush."

Tempests
Controlling the element of freedom and death, Tempests are arguably the most malleable class in Laryia. One would think that having control over the wind would not grant a person control over much else, but that would be an error. A frighteningly devastating error. And one made long ago in history. Tempests go near literally where the wind takes them, which includes their powers. Most Tempests control, like one who expect, the wind, manipulating small gusts into large storms, or quieting what should be world-ending tornados and typhoons to nothing more than a summer's breeze. Yet, there are reports of Tempests being able to shoot lighting from their fingertips. While other stories are much more horrifying, where a Tempest is able to manipulate the very soul of a being. However, the common consensus is that these are just exaggerations, tavern tales no different than a sea monster or that of buried treasure.

Tempests mainly travel, but concentrations of them have been known to gather in certain places in Laryia. The town of Rafinale once held a large number of Tempests, but the entire town's disappearance overnight meant that those people had vanished as well. Shyre Bog is another place that is rumored to host a few Tempests in a ramshackled village. But no one has ever found a need to make the trip into the hellish terrain. And those that have tried often have not come back, no doubt eaten by the many predators lurking in the murky fog. Regardless, one can now find Tempests studying the Elementalist art. Not just their own but others as well, researching the limits of each classes' power, which makes them invaluable to many institutions and even militaries, who hire them as strategists and training coaches. Building their knowledge of what they know, and challenging what is possible, Tempests are constantly innovating ways to break the barrier that so many others accept.

Though to what end, no one can say.

"Understand your limitations. But do not accept that they cannot be moved."