The Shadow Wood Library

Walks of Life: It takes all kinds of people to make a community. In that light, any class may join the Shadow Wood Council. Everything from the sword wielding warrior to the cook that prepares elaborate feasts are needed to make it work. Feel free to chose any profesion you desire and that best fits your character. And always remember, rights will be give because you earned them and not because you have the right profession.

Here is a list of the most common professions in Britannia:

Note: These are not the only allowable professions, only and example of what can be used. You are free to become any profession, though keep in mind that the restrictions may be similar.

The Mage
The Magi of Britannia usually hail from Moonglow, where they can study the ancient mystical scrolls at the Lycaeum. The strictures of their profession permit Magi to wear only leather armor and carry either staves, daggers or sometimes a sword. The primary weapon of a mage should always be magic. As the Mage becomes more advanced, more powerful spells can be woven. Some of the greatest spells have been known to shake the earth, or raise the dead!

Magi are powerful members of the Council, providing transportation to distant places, to raise the fallen, destroy the Council's foes with powerful spells and to perform all the tasks that seem impossible for anyone who doesn't know the Art.
A mage who wants to walk the path of spirituality is best advised to learn of one of the Druids in the Council.

The Fighter
From the town of Jhelom hail many fighters. They pass their lives in training and have the use of all weapons and armor. Fighters have little or no magical talents, for they believe in the use of arms and fear that magical training saps the will and concentration of a true warrior. A figher should associate himself with a mage, ranger or a bard who can supplement his great physical attack with long range weaponry and the tools of magic.

The Fighters usually provide escorts to the magi and officials of the Council on their errands. With further training from a Ranger or Paladin, simple fighters can also chose to learn the ways of the Paladin or the Ranger, if they desire to do so. The only requirement is to find somebody to learn from and to spend time and commitment. to learning.

The Bard
The Bards of Britain entertain the people with their ballads and tales of heroic deeds and their pleasant and charming personality. The beard us a jack-of-all-trades but a master of none. Bards not only chronicle the deeds of valor, but perform them as well. Most bards wear leather armor to keep them agile, and they also shun plate, for they find metal harsh and too noisy for their sensitive ears. The bards also dabbles in magic and makes a fine companion on a long journey.

The bards are the ears and eyes of the Council, together with the thieves. Bards travel the country learning new songs and telling theirs, learning what is going on and concerning the people in Britannia. They are also expected to entertain the Council and its guests with their songs and tales. Bards can also specialize in stealing, magics or fighting and are sometimes know to have certain rogue skills as well.

The Ranger
Off the western shore of the mainland lies the fair island of the rangers. They strive to improve the conditions of the people throughout the realm. Rangers are well versed in woods lore and fight fiercely with most weapons, as long as they can be carried easily in the woods, such as spears and light swords. But the favorite weapon of most rangers is till the Yew made long bow. A lot of Wood Elves are known to have taken the part of the ranger in the last centuries.

Rangers the strongest force of the Council, since they can work independently or in a group. They are also quick and stealthy when to strike at an opponent. Due to their knowledge of the forests, rangers often work together with druids when travelling or fighting.

The Paladin
The original home of the Paladins is the City of Trinsic. They are expert in all forms of combat and weapon use. Their deep believes in the value of good lend strength to their magic, which they wield with certain flair. Paladins are thus very formidable opponents and highly valued allies.

Paladins may act as lesser priests of their chosen deity or virtue under certain circumstances. They are also to support the rest of the Council at battles and be a role model for them, and Britannia's citizens in time of peace. They are the champions of Virtue and should be a living example of them, so that others might learn by their actions.

The Thief
Whilst not a profession held in the highest esteem, thieving is a trade that often serves the adventurer well. Cunning, nimbleness and stealth are the Thief's hallmarks. Sure hands and nimble fingers serve the Thief well as he untangles knotty puzzles and picks "unpickable" locks. Thieves often have easy access to news, the common man wouldn't get and they can sneak to most places easily, where others might be blocked the access to.

Thieves supply the Council with information, and sometimes with items, it would not have access to under normal circumstances. The Theif often deals with strange and sometimes dangerous people which is often an adventure by itself. Thieves can also specialize in magics or the music skills.

The Druid
Druids are fierce fighters, calling on the magics of nature itself, when it comes to defend their woods. They hold all trees as sacred and their town of Yew lies deep in the woods. Druids are also impressive practicioners of mystic arts and their knowledge of herbs and potions is without peer. They may fight with all sorts of different bows but their preferred weapon is the quarterstaff. The Druidic philosophy forbids the wearing of metal of any kind, so leather is their armor of choice. The Druid's knowledge of the ways of the woodlands make them invaluable as fewllow travellers.

The Druids serve as priests of the Guild and mediator between men and nature. They are usually in charge of performing ceremonies that involve rank and status within the guild.

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