Classes
From Everglow
- Barbarian Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving that which kills most people, they are the ones paid to keep the roads clear and the bigger more dangerous creatures away from the vestiges of civilization.
- Bard
- Avatar Cleric class is renamed to Avatar of "Daashk't"s [aspect]. (ie: The Avatar of Daashk'ts Fury - the t in Daashk't is silent). Or just plain "Avatar". Avatars (clergymen that have been granted divine powers) are quite rare.
- Druid Druids are hated and reviled, the villains of the world, probably in cahoots with the Elves and instead of using their powers to curb and protect civilization, the traitors help it to shape the wilds. Even though quite a few seek to establish a new balance, quite a few have indeed taken to the tales and see themselves as simply finishing the Green Tide.
- Fighter
- Mystic
- Monk Monks have a proud tradition on Everglow, dating back to before the cataclysm. They are the keepers of lore and the guardians of knowledge hiding and protecting secrets from before until humanity is ready for it again.
- Champion Paladin class is renamed to Champion of "Daashk't"s [aspect]. Or just plain "Champion".
- Ranger Most are disliked or distrusted for similar reasons as Druids, even though they haven't gone completely over to the deep end. Together with Barbarians these frontiersmen are the little that stands in the way of Nature growing over all of us. Some of this tradition have been trained as Magehunters, of course they don't like to be called Ranger.
- Rogue
- Sorcerer The Sorcerer's Spell source is always Wild Magic (dragons don't exist). Sorcerers discover their power usually at puberty and usually get cast out and hunted. No magelocks for Sorcerers as their power is so uncontrollable it generally spontaneously falls apart. On the other hand when Sorcerer's aren't using magic they won't generate an Arcane Power source (after generating one the residual magic dies quickly). Sorcerers either get destroyed by Magehunters, learn to naturally surpress their ability or stay away from society when practising their magic.
- Warlock
- Wizard Wizards get magelocked. If they disable, remove or the magelock falls apart (by using an arcane power of level 10 or higher) they can be tracked and killed freely and will eventually get hunted by a magehunter (this can be protracted by not getting near to society). High rewards are given for killing a "rogue" wizard. Wizards are disliked but generally allowed for their utility.