High Lord
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The House has either a High Lady or High Lord depending on the gender of the member. The High Lord is the leader of House Cala’Dai and as such functions as one of the Senators in The Conclave. He has a seat in The Conclave Senate and helps to maintain order and discipline both in his own House as well as in The Conclave as a whole. Although influential in many facets within House Cala’Dai the High Lord is usually complaisant and will only resort to using his powers if the balance between alignments present in his House is disrupted.
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High Lady
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The House has either a High Lady or High Lord depending on the gender of the member. The High Lady is the leader of House Cala’Dai and as such functions as one of the Senators in The Conclave. She has a seat in The Conclave Senate and helps to maintain order and discipline both in his own House as well as in The Conclave as a whole. Although influential in many facets within House Cala’Dai the High Lady is usually complaisant and will only resort to using his/her powers if the balance between alignments present in her House is disrupted.
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Grand Vizier
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The Grand Vizier is sometimes capable of seeing things before they happen and as such fulfills an important role as the primary adviser to the High Lady or High Lord of the House. Many believe the dangerous art of wild magic allows the Grand Vizier to acquire the visions and effects required to gather the important information. As a result many greatly value the Grand Vizier's support as it is needed to fully aid the High Lady or High Lord in the role of functioning as the Senator of the House. During longer periods in which the House Senator may be absent the Grand Vizier takes over all senatorial tasks.
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Abjurer
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Followers of the magical school of Abjuration are known as Abjurers and mostly spend their time studying, researching and expand upon protective spells of many different a kind. Abjurers are known for their capability to create both powerful physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of their choice to another plane of existence. Although they can cast powerful protective spells, their powers are not limitless. For example, should an Abjurer create a barrier that keeps certain types of creatures at bay, the barrier cannot be used to push away those creatures. |

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Archer
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Archers are proficient in the use of the bow and arrow and are found throughout all social layers, from the lowest farmers hunting merely for food to the most esteemed elite soldiers who defend their Lord's honor with their skills in battles. Archers can use a wide range of bowtypes depending on both their skill and strength, and these range from shortbow to longbow, either normal or composite, aswell as everything in between. Some archers have achieved an extremely high level of mastery of bow and arrow and can fire arrows extremely fast in succesion. Archers can also make use of arrows that are magically enhanced with fire, ice, acid or other magical abilities further increasing their skill or lethality. |

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Barbarian
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Barbarians come from the regions high to the north, where the snow never melts and the mountains reach up into the clouds. Usually they are rough but honorable warriors whose sole purpose in life seems to be the danger and thrill of combat wherever they may find it, though they are some Barbarian tribes who are known as less honorable due to the pillaging campaigns they undertake from time tot time. In battle Barbarians are fierce warriors whose weapons of choice usually are the battleaxe and greatsword. Furthermore, they are notorious for their battle frenzy, which are outbursts of pure rage that usually take control of them in the heat of the fight. |

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Bard
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Bards are travelling musicians who roam from town to town in search of heroic stories and poems which they take up into their repetoire or use as material for the composition of their songs. Compared to the more melee-based classes bards usually have little use in direct combat and mostly join up with adventuring groups to whom they offer their services. Their songs do have certain powerful positive side effects however, such as instilling courage in their fellow travellers, confusing potential enemies and countering certain magical effects. Due to their extensive travels in the world they usually also have the ability to cast minor spells thus increasing their versatility. Bards also seem to have an innate ability to comprehend and identify items with magical abilities, most likely due to their sharp minds and large knowledge of legends and sages in which such legendary items are often mentioned more than once. |

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Blademaster
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Blademasters are traveling warriors who have made it their sole purpose in life to develop their own manouvers and style of fighting. As such they try to achieve a level of ultimate and perfect mastery of their sword by traveling throughout the world and challenging other Fighters, who they deem worthy and skilled enough, for a duel. Although most Blademasters do not care for the acquisition of wealth and fight purely for the improvement of their skills, thus trying to achieve a pure and clear mind, something for which they are highly respected as both comrades in arms and tutors, some Blademasters have given in to the longing for wealth and use their great skills for matters less noble.
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Cleric
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Clerics are Fighters who have chosen to serve a deity of a certain alignment and attempt to express the will and wish of this deity into the people's world by trying to convert them into tangible achievements. Apart from being skilled in a large variety of weapons, they have been granted the use of a vast array of spells by the deity whom they follow in exchange for their services. A cleric must always remain within a certain distance of the alignment of his deity or suffer its wrath for abandoning its cause. As a result there is much variety in the alignments and believes among clerics, but they are all well-known for being extremely dedicated in pursueing and defending their deity's interests. |

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Conjurer
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Followers of the magical school of Conjuration are focused on creating manifestations of objects, creatures, or some form of energy to the world of the magic user. This can entail the actual transport of creatures from another plane of existence to the character's plane (calling), healing or creating objects or effects of different types. Conjurers have an unsatiable interest in objects, creatures and people from places far away though this interest can bring them in dangerous situations from time to time. Creatures the character conjures will usually, but not always, obey the character's commands. Therefore, Conjurers are known to be very careful when casting their spells, since they can not always be certain whether the spell they cast will have the desired endresult. |

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Diviner
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Divination is the magic school which focuses on acquiring knowledge from long forgotten books, texts, paintings or other sources. Many Diviners are legendary for their meticulous studying methods and their almost encyclopedic knowledge due to these extensive studying sessions that they usually undertake in the larger libraries such as can be found in monestaries or the larger cities throughout the lands. Due to their patience and knowledge of ancient languages and writings they are able to learn secrets long forgotten, find hidden objects and to know how to foil deceptive spells. Some Diviners have achieved such a high level of sentience that they are rumored to be able to predict the future.
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Druid
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Druids have a very strong link with nature, for which they serve as guardians and protectors. Many of them spend a great deal of time exploring the links that bind lifeforms in all their shapes and sizes. As a result they have gained a great understanding of nature in all its ways. Although Druids themselves are not true warriors they do have a vast array of ways to call in the help of nature to protect and serve them. They are known to be capable of calling in the help of plants and animals either by summoning them or by directly communicating with them in their own tongue. Druids are usually highly respected, though some of them believe that the only way to protect nature from humans is by destroying mankind altogether. |

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Enchanter
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The magical school of Enchantment deals with all spells that, to some minor or major degree, affect the minds of others, influencing their actions, way of thinking or even completely controlling their behavior. Some spells determine the subject's actions (or the effects on the subject), some allow the character to determine the subject's actions when the character casts the spell, and others give the character ongoing control over the subject. However, to whatever degree they may have an influence, all spells that Enchanters are capable of casting are of the mind-affecting type. As a result they are usually distrusted by those who have no affiliation with and hence have no knowledge of this magical school since it is believed that Enchanters more often than not will manipulate for their own pleasure or advantage. |

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Evoker
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Some members of the magical school of Evocation belong to the most powerful of all magic users who wander the lands. Evocation spells directly manipulate the pure magical energy that is present everywhere or tap an otherwise unseen source of power to produce a very specific desired end. Due to their school of magic Evokers are quite unrestrained in what they can achieve and are capable of creating certain effects or tangible objects out of apparant nothingness, often with very powerful and spectacular results. Due to the unpredictability of their powers, that can both bring great creation or destruction, Evokers are often treated with great respect. |

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Fighter
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Fighters, in all their many different appearances, make up the largest portion of the various armies aswell as adventuring parties that roam the lands in search of riches and glory. They are one of the most varied of all classes one can encounter, with great differences in preferred armortypes and weapons. Most Fighters are proficient in the use of all simple and martial weapons aswell as all armortypes (heavy, medium, light) and shields. Overall they are known for their endurance and strength and some battlehardened Fighters, through years of experience are capable of amazing feats such as deflecting arrows fired at them. Though Fighters are usually hired they do have a certain loyalty and will not allow themselves to be hired by people whose views they do not share.
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Illusionist
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Members of the magical school of Illusion use spells in which they completely focus on deceiving the senses or minds of others. They are capable of causing people to see things that are not there, either by actually creating an illusion in the surroundings which is referred to as a figment, or by imprinting the image into the minds of those whom they wish to influence, which is known as a phantasm. Illusionists are also capable of influencing patters or shadows, make people hear phantom noises, or let them remember things that never truly happened. Illusions are very confusing and difficult to discern for the subject being targeted due to the loss of distinction between what is real and unreal.
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Mercenary
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Mercenaries show many similarities when compared to members of the Fighter-class though there is one large distinction in terms of their character. Unlike most Fighters, who usually to a greater or lesser degree posses a personal code of honor, Mercenaries are only interested in the acquisition of as much wealth and riches as possible when seeking employ throughout the lands. They will offer their services to whomever can meet their financial demands, making them more easily acquirable but at the same time somewhat less reliable than Fighters. Many cases are known where Mercenaries would switch sides at the blink of an eye when it served their own finacial interests. |

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Monk
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Monks are in some ways similar to Clerics in that they have made it their life's work to defend the views and goals of the deity whose path they follow. However, unlike the Clerics, who are experienced with the usage of magic and many different weapons, Monks emphasise on strengthening their own bodily capabilities by training and fighting mostly without the use of weapons. If they use weapons at all it will remain limited to small and light arms such as for example shuriken, nunchuks and daggers. Instead, their main focus is on training their hands, feet and mind so they can become weapons of devastating power and enabling them to surpass normal human capabilities. Monks are known for their extremely high endurance, quick reflexes and great stamina and some of them seem to have reached a sort of etherreal state of consciousness and bodily awareness. |

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Necromancer
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Necromancers occupy themselves with life and death and all levels of consciousness that lie in between. Mages of this specialist school of magic spend their time studying ways to alter the life force of a target creature of their choice and as such to create life from death, death from life or change a certain level of life or death to a different level of life or death. Usually Necromancers are poorly understood as far as their magical fascinations go and as a result many of them are outcasts who are mistrusted or feared by their surroundings, mostly due to the ocassional Necromancer who seeks out undead servants to further his/her cause. However, Necromancers are not always destroyers and can also be powerful healers bringing back life where there was only death before.
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Ninja
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The Ninja is the master of mystery, deception and stealth. Silently and quickly able to get in and out of places, acquiring objects or information along the way, Ninja's are the perfect spies and assassins. The Ninja-class is, in many ways, similar to the Thief in that he can be ordered to acquire certain objects desired by his employee but the emphasis of his profession lies on assassination and the gathering of information. However, unlike the Thief the Ninja is not a rogue person for hire by all who can afford his services. Instead, he has sworn complete loyalty to only one master and dedicates his skills to the pursuit of his master's wishes, which he will follow until his master's death. Only then will he consider seeking out a new employer to offer his services for an appropriate price. |

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Paladin
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Paladins are holy warriors, always in the pursuit of the evil attempting to corrupt the minds of the people around them. Whenever the need is the greatest the Paladins are there to form the last line of defence, as they are unquestionable in their ways and believes concerning the vanguishing of evil as it is present in all its many shapes and forms. Paladins much like Clerics are capable of casting spells granted to them by the deity they serve, an ability they will only keep as long as they fight for good wherever they can throughout the world. Due to their many travels they have acquired extensive knowledge of evil in its many forms and are very proficient in fighting the Hordes of Darkness. Though there are rumors about Fallen Paladins, those who have joined the Hordes of Darkness themselves and somehow have managed to survive the wrath of their former deity, none have ever truly been identified. |

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Ranger
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Rangers are the masters of the outdoors feeling only truly at peace when walking and sleeping outside the cities, under the open skies. Due to the large amounts of time they spend travelling around they have managed to develope the ability to sense directions better than any other class and as a result virtually always know exactly where they are going. Furthermore, Rangers are not only extremely aware of their own position in the surroundings but are also masters when it comes to the tracking of others. As a result Rangers are sometimes hired to find missing persons or track down escaped convicts. Similar to the Druids they have the ability to communicate with animals, though usually to a somewhat lesser degree. Due to their travelling habits they encounter many different cultures and species and as a result virtually always have a grudge against one of these in particular whom they consider their natural enemy. |

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Sorcerer
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Unlike the Wizard, a Sorcerer simply has the innate ability to use magic in all its many different varieties. However, many people who have been granted this ability are simply unaware of the fact that they posses qualities needed to cast magical spells. As a result, Sorcerers often have no idea how they manage to cast a particular spell. For them using magic is like breathing and walking, a very natural phenomena that doesn't need any further thought and simply happens all by itself. Due to this difference they usually have a more versatile complement of spells at their disposal than Wizards do. |

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Summoner
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Followers of the magical school of Summoning are able to sense the presence of creatures of many a kind on the various planes of existence. They have an unsatiable desire to study these creatures and gain more insights in their characteristic drives, abilities, strengths and weaknesses. Due to their occupation Summoners have to be extremely careful in making sure sufficient preparations take place to prevent the creature that is summoned from causing any dangerous situations. Although the incidental Summoner has built up a bad reputation due to his lack of attention for the possible risks summoning certain creatures many of them are highly respected by adventurers who come to consult them before setting out into the unknown wilderness. |

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Thief
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The Thief is the master of shadows, capable of moving and hiding silently whenever needed. Some Thieves have taken up the profession of assassin as their primary moneygenerating occupation, mostly using poisons to achieve their goal. However, many thieves make a less risky and brutal living by stealing objects and handing them over to whomever hired their services, in exchange for the appropriate sum of money. Thieves are also notorious as spies, eavesdropping on conversations and making use of the information they gather in this way. Apart from a few organisations, such as the Shadow-thieves, Thieves usually prefer to operate alone to minimize the risk of detection.
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Transmuter
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The followers of the school of Transmutation occupy themselves with the possible changes that can be made to the existing world. Transmuters do not regard the current state of the environment around them to be static. Instead, they are capable of seeing beyond the present state of the world around them and see the many possibilities that are not yet, but could be, established. As a result they study and expand upon Transmutation spells which are capable of changing the properties of creatures, objects or conditions. Although a Transmuter is usually only capable of changing a single property at any given time, due to the high level of concentration required, it can usually be any property desired. |

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Wizard
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Similar to the Sorcerer the Wizard is a non-specialist Mage. However, unlike the Sorcerer Wizards are fully aware of their path to magical enlightenment. Many of them spend many years honing their skills and increasing their knowledge by means of visiting libraries such as those found in Mage Guilds in the larger cities. Wizards are non-specialist Mages meaning they have chosen not to specialize in a particular school of magic. This means that they do not share the additional strengths of these specialist mages in certain fields nor do they share any of the larger weaknesses from which these specialists do suffer. |

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