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Character Types
Posted: Fri Mar 05, 2021 6:50 pm
by World of Velgarth
Playable Character Types
Playable Character Classes
Groveborne allows writers complete freedom when creating their characters! Like our sister site, Dragonriders of Pern: Legacy, GB operates as an 'open world' sandbox that welcomes writers to engage with our content in both RP, solo story-telling and art.
Whether you just want to hang out in our discord and casually RP as a character, or get more involved with a fully realized RP character to use in campaigns - this is the place to start!
Please don't forget to browse our LORE for more information on specific classes and backstory. To create a character, we only ask that ALL characters intended to be used in our setting have their Gifts (if any) rolled HERE on our forums.
Humans
- Valdemarans
- Heralds | Bards | Healers | Guildsmen | Nobility | Commoners | Guard | Holderkin | All Others
- Tayledras
- Mages | Craftsmen | Scouts | All Others
- Shin'a'in
- Shaman | Craftsmen | Scouts | All Others
- Kaled'a'in of White Gryphon
- Kestra'chern | Trondi'irn | Silvers | Explorers | Mages | Craftsmen | All Others
- Rethwellians
- Nobility | White Winds Mage School | Army | Guildsmen | Commoners
- Karsites
- Sun Priests | The Brotherhood & Former Black Robes | Sunguard | Bandits | Nobility | Commoners
- Hardornens
- Nobility | Former Eastern Empire Army | Old Religion Priesthood | Guildsmen | Commoners
- Imperials (Eastern Empire)
- Imperial Army | Nobility | Imperial Assassins | Imperial Clerks | Imperial Rebels
- Mercenaries
- Skybolts | Wolfstone's Pack | Devaril's Demons | Doomslayers
- All Others
- Cold Ones | Northern Barbarians | Travelers/Faire Entertainers | Blue Mountain Mage School | Jkathans | Ruvanians | Pelagir Wild Settlers | Unaffiliated Mages
Non-Human Sentient Species
- Companions
- Firecats
- Gryphons
- Hertasi
- Kyree
- Dyheli
- Tervardi
- Ratha
- Abyssal Creatures (First Order Demons)
Character Types
Posted: Fri Apr 01, 2022 7:35 am
by World of Velgarth
MAGES
While not all mages are evil, some evil people (and other sentient life forms) certainly can be mages. Being a mage simply means that your character possesses Mage Gift, or the ability to see and manipulate the energy of life itself. Particularly enterprising (and vile) personalities even augment their Mage Gift by exploiting death itself, a practice known as Blood Path Magic. Needless to say, it's frowned upon.
HEALERS
Like Mages, Healers run the gamut of personality types and species. Humans are the most common healers, though there have been the rare Hertasi and Kyree healers. To be considered a true Healer, a character must possess the Healing Gift. This Gift allows for the practitioner to see and manipulate energy within a living organism, effectively using it to 'cure' ailments.
BARDS
Along with Mages and Healers, Bards are a class of character possessing the Bardic Gift, the gift of Musicianship and/or the talent of Creativity. To be a 'bard' a character must possess at least two out of the three. Bardic Gift itself is a lot like Empathy, which allows for the practitioner to allow his/her/their audience to experience more to a song than just the music itself. Unlike Healers and Heralds, Bards tend to be less moralistic and more ... how shall we put it... free spirited. It is not unheard of to hear about an 'evil' bard... just ask the fellow who found one in bed with his wife last week!
GUARD
This character class are soldiers in the service of their country, generally speaking. They live on a stipend provided by the crown and receive training, lodging and equipment. Non-human Guards may instead be considered 'scouts' or 'border guards' among their people. In larger human settlements, such as towns and cities, Guards serve as the local police force. Among their number are judges and magistrates that see to the laws of the kingdom and ensure all citizens receive due process. Guards also make up the standing armies of Valdemar and Karse, while both Hardorn and Rethwellan have separate entities in their Armies.
MERCENARY
Generally speaking, Mercenaries are a purely human invention. These are individuals who fight for money, and tend to serve the highest bidder. They come from all walks of life and get into this career for about as many reasons as there are stars in the sky. There is a Mercenary's Guild that serves as a central governing force, but it's primary purpose is as a safe place to house a wandering 'mercs money.
NOBLES
Definitely a human invention, the Noble Houses of Velgarth vary from benevolent to very violent. Valdemar possesses the largest number of steady, ethically-minded Noble houses, though not all of them adhere to the high moral standards of their peers. Hardorn, having suffered greatly at the hands of Ancar, has only a handful of trueborn Noble bloodlines left, with the remainder being greedy (or just opportunistic) laymen who decided to try their hand at governance. Rethwellan possesses a fairly standard, and mature, caste system with the Nobles at the top. One can expect a typical fairy-tale setting in Rethwellan, along with a sword that sings to choose the King and murderous royal relatives. Karse, being a predominately theist state, is ruled by it's Priesthood. Those of high birth in Karse tend to be the offspring of ranking Priests and 'nobles' who donate generously to the priesthood. Under Solaris, this is changing.
GUILDSMEN
Ranging from the extraordinarily wealthy and talented, to the mundane spinster aunt, those who take up a craft of some sort inevitably find themselves in need of a guild to market their wares. Exceptions to this are the artisans among the Tayledras and Shin'a'in, who collectively trade and market their goods under the auspices of their clans.
REGULAR FOLK
Farmers and peasants, these are humans (and non-humans) just going about their lives.
SPECIALTY CLASSES
These are usually region, country or race specific.
Trondi'irn -
Kestra'chern -
Sunpriest -
Blackrobe Sunpriest -
Assassin - In modern Velgarth, these are the Cold Ones from the south of Ruvan