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	<title>The Rise to Legend Campaigns &#187; classes</title>
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	<description>Role Playing Game with Two Different Campaign Settings</description>
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		<title>Preparing for the next Campaign</title>
		<link>http://dragonmist.com/2008/06/28/preparing/</link>
		<comments>http://dragonmist.com/2008/06/28/preparing/#comments</comments>
		<pubDate>Sat, 28 Jun 2008 20:23:47 +0000</pubDate>
		<dc:creator>Strulg</dc:creator>
				<category><![CDATA[Dragon Mist]]></category>
		<category><![CDATA[Rise to Legends]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[races]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://dragonmist.com/2008/06/28/preparing_for_the_next_campaign/</guid>
		<description><![CDATA[Campaign Brief Description
As I mentioned before, the next Campaign will be an EVIL campaign (oh, fun, fun, fun!). A very common theme to most &#8220;good&#8221; campaigns (and fictional work, as well) is the rise of some kind evil overlord. This can be an old villain that was defeated many ages ago, and is regaining his [...]]]></description>
			<content:encoded><![CDATA[<big><strong>Campaign Brief Description</strong></big>
As I mentioned before, the next Campaign will be an EVIL campaign (oh, fun, fun, fun!). A very common theme to most &#8220;good&#8221; campaigns (and fictional work, as well) is the rise of some kind evil overlord. This can be an old villain that was defeated many ages ago, and is regaining his power, or a new villain plotting his world domination. It is usual the goal of the heroes to either prevent this from happening or, if it has already happened, somehow find a weakness to defeat the villain.

Well, for this campaign, I am reversing the roles. Instead of being the heroes in defeating the dark lord, you will be the &#8220;heroes&#8221; in helping him rise to power. This could have a lot of possibilities. Just think back to all the stories about some villain trying to gain power. There is always someone working under him. Not just the henchman mind you, but the loyal followers. These can be the generals that are in charge of there (undead) army, the assassins to eliminate political figures in the way, the elite task force to care of those pesky heroes who keep fowling up his plans.

<span id="more-116"></span>

So, for starters, you will be part of some sort of &#8220;dark&#8221; society that will aid the rise of some individual. This society will have an agenda, and you will work to follow it. As you succeed in your tasks (ya, right!) you will gain favor with you new dark lord and be assigned to even more dangerous tasks, and even possibly defeat those band of adventures who keep ruining his dreams of world(s) domination.

And so forth&#8230;for the next campaign (the &#8220;evil&#8221; campaign), the following classes and races are available:

<big><strong>Classes</strong></big>
<blockquote><strong>Warriors:</strong> The meat shields, the grunts. Skilled in combat, strategy and tactics. Extremely effective using an assortment of weapons and armor.

<strong>Tradesmen:</strong> Otherwise known as the thief or rogue. It&#8217;s the skilled based class. Usually spies, scouts, assassins, and detectives, as well as thieves and just about anyone who relies on stealth and/or a broad range of skills, falls under this class. They are not too effective in hand to hand combat, but are quite capable of doing lots of damage with sneak attacks and with ranged weapons.

<strong>Spell Casters:</strong> The channelers of the mysterious Mana. Mana is an energy force that binds the universe and beyond. To control it, one can accomplish extraordinary feats. But, given the volatile nature of Mana, there are drawbacks. These are mainly Mana Poisoning and destructive effects common to spell failures. There are two sub-classes that fall under Spell Casters:
<blockquote><strong>Wizards</strong> are school trained and are more knowledgeable in a broad range of spells. But, they are also more vunrible to Mana Poisoning.

<strong>Sorcerers</strong> are more mentor based and are focused to a smaller variety of spells. Because of this, they are a bit less vonreble to the Poisoning.</blockquote>
<strong>Hybrids:</strong> The &#8220;jack of all trades, but master of none&#8221; class. The &#8220;Multi-Class&#8221; class. This class is broken down to two sub-classes:
<blockquote><strong>Fighter-Mages</strong> are skilled in combat, but on a lesser scale. They are not as effective as a warrior, but they can used weapons and armor fairly well. They have a limited range of spells that they can cast immediately, and are usually focused on boosting they effectiveness close to that of a Warrior. Even thought the spell are limited, the Mana Channeling ability does have it&#8217;s own advantages. One such advantage is using magical items more effectively than any non-channeling class.

<strong>Rogue-Mages</strong> are Tradesmen with a limited range of spells. Some good examples are &#8220;Shadow Thieves and Assassins&#8221; and Cat Burglars that can phase through walls (or teleport). They have a smaller skill set than a typical Tradesmen, but only to be compensated with the skill to channel. Also, as with the Fighter-Mage, the Rogue-Mage can use magic items more effectively than non-channelers.</blockquote>
</blockquote>
<big><strong>Races</strong></big>
<blockquote><strong><a href="http://dragonmist.com/?p=89" >Atrok</a></strong>: A dark skinned race who occupy the southern continent of <a href="http://dragonmist.com/?p=30" >Caeruleus</a>. The <a href="http://dragonmist.com/?p=89" >Atroks</a> are religious fanatics (they decorate their faces and body with tattoos to express this) and they are currently at war with the humans (who occupy the northern continent) over religious beliefs.

There is a small sub-culture of <a href="http://dragonmist.com/?p=89" >Atroks</a> that are not part of this religious following. They live on Rojord and Gyrwinn. They are easily distinguished by their lack of tattoo and different hair styles. Even though they may be accepted in some area, there is still some tension when this non-religious <a href="http://dragonmist.com/?p=89" >Atroks</a> are near Humans.

<strong>Dwarf</strong>: Short, stocky, humanoids that live mainly inside the mountains of Rojord. They are extremely skilled in mining and building.are not too different to the traditional fantasy genre.

<strong>Elf</strong>: Tall, slender, and graceful humanoids that live in the woods of the largest continent of Gyrwinn. They are similar to the typical fantasy genre elves, with some differences (particularly with height, they are more like Tolkien&#8217;s Elves).

<strong>Goblyn</strong>: Short, ugly, nasty little buggers that live on the smallest continent of Gyrwinn. They are mostly barbaric, organized in tribes, with the philosophy of &#8220;the strongest will rule&#8221;. They tend to live off of raiding nearby cities and sometimes even from there own. They are constantly at war with the Elves, mainly over territory and resources. An occasional civil war is common, as well.

There is a sub-culture of Goblyns that live on <a href="http://dragonmist.com/?p=30" >Caeruleus</a>. They do not believe in the ways of there ancestors and they feel it&#8217;s time to move past the war mongering and barbaric ways. They are live on a small island in between the <a href="http://dragonmist.com/?p=89" >Atroks</a> and Humans and are too small to be concerned with (for now, but they are growing in numbers). They present themselves as a more civilized culture, engaging in many merchant type businesses. But there nature to kill can not be easily suppressed as they are commonly found to be mercenaries and assassins.

One unique aspect of the Goblyns is their ability to &#8220;union&#8221; themselves the create a larger, stronger version creatures, sometimes referred to as Ogres or Trolls. This union does not last long because there is more one spirit occupying the resulting creature. The constant turmoil between the spirits in one body is too much for it to withstand, and the union is broken. But, high level spells have been created by the Gobyns to cast spirits out of the bodies right before the union, making the creation permanent.

<strong>Human</strong>: They live in the north continent of <a href="http://dragonmist.com/?p=30" >Caeruleus</a>. The Humans currently at war with the <a href="http://dragonmist.com/?p=89" >Atroks</a> over religious beliefs. The war is not going so well for the Humans. At one point, they lost their capital city to the <a href="http://dragonmist.com/?p=89" >Atroks</a>, but managed to regain control (barely). during that time, many Humans fled to Gyrwinn to escape the war, not to return until the war was over.

The Humans or Gyrwinn occupy the northern two-thirds of the second largest continent. The goal of the settlement was to escape the oppressive <a href="http://dragonmist.com/?p=89" >Atroks</a>, and with that in mind, had decided let anyone in who wanted to escape their oppressive cultures, religions, and governments. Together, the Humans with mainly the Dwarves, Kjempests, Elves, the &#8220;civilized&#8221; Goblyns, the &#8220;non-religious&#8221; <a href="http://dragonmist.com/?p=89" >Atroks</a>, and the Vulgards, built the largest city in the whole planetary system: <em>Anonapolis </em>(the continent is named <em>Anon</em>). The city serves as main hub for businesses and a place for any to come to where they will not feel oppressed or judged for their differences among there own. Think of it as the &#8220;New York City&#8221; or &#8220;Waterdeep&#8221; of Dragon Mist.

<strong>Kjempest</strong>: The giants of Rojord. They are tall, dark tanned skinned, humanoids that living the deserts of Rojord. They are similar to that of the Ancient Egyptians. They live in beautifully constructed cities, worshiping various gods with their wealth and glory. They are proud and arrogant. The view the rest of the races as lesser forms of life. Those that are found outside of their lands are either exiled or no longer part of their culture.

<strong>Nix</strong>: The sea dwelling merfolk of <a href="http://dragonmist.com/?p=30" >Caeruleus</a>. These light greenish-blue skinned humanoids are capable of living above ground and underwater, with limited underwater shape shifting abilities. The Nix are split into two nations, one allied with the Humans, one with the <a href="http://dragonmist.com/?p=89" >Atroks</a>. Those who disagree with either, are usually found on Gyrwinn, but smaller groups have been seen in remote areas of <a href="http://dragonmist.com/?p=30" >Caeruleus</a>.

<strong>Tylwig</strong>: The mischievous trouble makes of Dragon Mist. These small, slender, pale sparkly skinned humanoids have no nation, and occupy no major continent. They can be found scattered about in all the worlds Trynaerr. Organizing a nation with leaders and structure would be too boring for them. There key philosophy to have fun, and sometimes at the expense of others (the evil natured Tylwigs can get really nasty).

A unique aspect of the Tylwigs is a metamorphosis that they can chose to undergo in there early adulthood. If they chose to do so, they can permanently polymorph themselves into a faerie. As Faeries, they are really small humanoid creatures with wings that are extremely quick and agile, very ideal for causing all sorts of trouble and mischief. Their life expectancy is shortened, so some Tylwigs chose not to undergo the process so that they can live longer and have fun for the many years to come. On the other hand, those that do chose to change feel that they can maximize the &#8220;funness&#8221; in there new form, regardless of the shorter time that have to do it in.

<strong>Vulgard</strong>: They are the tough, rock skinned humanoids that live mainly on the mountains and plateaus of Rojord. They are probably one of the strongest of the races, but the least intelligent. The tend to be timid and non-violent, and keep to themselves. This, unfortunately, makes them as the ideal resource for slavery to the Kjempests. Their relationship with the Dwarves are friendlier, but still, they tend to be used for hard labor (Dwarves are more rewarding as employers compared to the Kjempests). They don&#8217;t generally leave their homeland, unless it&#8217;s for work. Many other races use them for hard labor not only for there strength, but also because they can work for longer periods of time.</blockquote>
And now the<strong> The Stats </strong>(Everyone loves stats!)<strong>
</strong>
<table border="1" cellspacing="0" cellpadding="4" width="250" align="center">
<tbody>
<tr>
<td colspan="3" valign="top"><big><strong>Average Height and Weight</strong></big></td>
</tr>
<tr>
<td valign="top"><strong>Race</strong></td>
<td valign="top"><strong>Height</strong></td>
<td valign="top"><strong>Weight</strong></td>
</tr>
<tr>
<td valign="top"><a href="http://dragonmist.com/?p=89" >Atrok</a></td>
<td valign="top">6&#8242;-0&#8243;</td>
<td valign="top">190 lb.</td>
</tr>
<tr>
<td valign="top">Dwarf</td>
<td valign="top">4&#8242;-6&#8243;</td>
<td valign="top">170 lb.</td>
</tr>
<tr>
<td valign="top">Elf</td>
<td valign="top">7&#8242;-0&#8243;</td>
<td valign="top">165 lb.</td>
</tr>
<tr>
<td valign="top">Goblyn</td>
<td valign="top">4&#8242;-0&#8243;</td>
<td valign="top">80 lb.</td>
</tr>
<tr>
<td valign="top">Human</td>
<td valign="top">6&#8242;-0&#8243;</td>
<td valign="top">170 lb.</td>
</tr>
<tr>
<td valign="top">Kjempest</td>
<td valign="top">9&#8242;-0&#8243;</td>
<td valign="top">200 lb.</td>
</tr>
<tr>
<td valign="top">Nix</td>
<td valign="top">5&#8242;-6&#8243;</td>
<td valign="top">140 lb.</td>
</tr>
<tr>
<td valign="top">Tylwig</td>
<td valign="top">3&#8242;-6&#8243;</td>
<td valign="top">45 lb.</td>
</tr>
<tr>
<td valign="top">Faeries</td>
<td valign="top">0&#8242;-6&#8243;</td>
<td valign="top">&lt; 1 lb.</td>
</tr>
<tr>
<td valign="top">Vulgard</td>
<td valign="top">8&#8242;-0&#8243;</td>
<td valign="top">210 lb.</td>
</tr>
</tbody></table>]]></content:encoded>
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