DARK
PAWNS

A Multi-User DungeonEST. 1994

Class Listing

Transcript note: generated from the capture class.txt. Site navigation, the recent-topics sidebar and advertising are omitted.

THIEVES - Thieves are a shifty lot, and are known to have qualities that no other class offers. They are known to have dabbled in the Black Arts, and possess certain unique skills that make them a valuable addition to any adventuring party. Although prefering to stay inside cities, thieves can be found worldwide, eeking out an existance by robbing other humanoids blind. CLERICS - Clerics are the vanguards of the religions that permeate this world. Whether they be missionaries or demagogues, clerics bind this world together by both religion and politics. They are also the upholders of the ancient rites and traditions, and as such refuse to wield or use blood-sheading weapons. Although many of the religious "clerics" have lost the power to wield magic over the centuries, there are still many that travel the countryside, wielding healing magic and protection rituals passed down to them from ancient generations. WARRIORS - Warriors are your standard stock-in-trade brute fighters, whose ratio of brawn to brains makes them well suited to be ruthless combatants. Warriors in Dark Pawns typically exist as mercenaries, but there are known warrior guilds and armies as well. Warriors are skilled in the art of hand-to-hand combat and posess skills of violence and fighting virtually unequaled by any other class. The warrior's intensive and violent training, as well as thier generally simple-minded nature, makes them ill-suited for magickal practitionry however. NINJAS - Ninjas are the silent mercenaries of the southern culture. Skilled in espionage, magick, and hand-to-hand combat, ninjas are skilled and deadly opponents, prefering to take their vicitims by surprise. It is known that the secret masters of this art will only teach their secrets to humans, because the southern culture views all non-humans as animals. PSIONICS - Psionics are a rare breed of humanoids who have the ability to focus their mental energies to produce almost magickal effects. Their mental powers, if properly trained, can produce astounding effects. Harnessing and focusing mental energy takes much practice however, and therefore most psionics are weak in hand-to-hand combat, relying on their mental skills to help them survive. MAGES - Mages are the spell-casters and magick weavers of Dark Pawns, crafting powerful energies from the world through arcane rites and rituals. Most societies in the world seek to use magick and mages for their own benifit, and control or destroy those mages who would opose them. Outside of the cities, however, magick runs strong and wild, crafting the very earth itself and giving the Wyldlands their name. Most mages learn their craft by being apprenticed to masters at an early age, and most seek to gain power, wealth and knowledge by perfecting their magickal skill. ASSASSINS - Assassins are cold and deadly killers for hire, whose knowledge of subturfuge, stealth and the Black Arts makes them extremely efficent, extremely deadly opponents. Assassins are found worldwide, although they are usually consentrated in cities. Because of the skill, knowledge, and experience that is required to be an assassin, this class is remort only (See help remort in game). AVATARS - Avatars are the emissaries of the Holy Forces in the land, deriving their awesome power from those entities. Although they can heal and protect like clerics, the reason that the Avatars exist is to strike down the Unholy Forces in the land, and their masters have given them powerful magicks to aid them to this end. Because of the intensity of belief required to be an avatar, this class is remort only (See help remort in game). MAGUS - The Magus represents the extreme power of magickal spellcraft, wielding power on a cosmic scale, able to create, destroy, or shape realities at whim. Because of the destabilizing effect magic has on the humanoid psyche, as well as the intense lifelong training and study, the class of Magus is remort only (See help remort in game). PALADINS - The Paladin is the warrior of the church, sent out to further the churches interests across the land in a provisional sense. Paladins are also the leaders of the churches armies, and are typically fanatical and deadly fighters who have mastered their art. Because of the large amount of training and religous study that are involved, the class of Paladin is remort only (See help remort in game). RANGERS - Rangers are the warriors and guardians of the wilderness. They are skilled in tracking and hunting, and make very good guides. Rangers canbe found worldwide, in deserts, swamps, or any other type of open, undeveloped land.  Rangers hail mainly from races whose cultures are agrarian instead of urban, and they detest the smell of cities and industry.  Because of the skill required to master their environment, the class of Ranger is remort only (See help remort in game). MYSTICS - The Mystic is an aesthetic, a psionicist who has achieved a level of peaceand enlightenment unknown to other mortals. The Mystic is a true master oftime and space with his amazing mental powers, and can be quite a deadly foeif enraged. Mystics tend to lead a detached, intellectual lifestyle, but some have decided to use their considerable mental prowess to fight for Good or Evil. Because of the intense training needed to attain their enlightened state, the class of Mystic is Remort only (See help remort in game).