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Divine magic

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Clerics

By spreading the tenets of their god or pantheon to other mortals, a cleric acts as an agent of their deity. Embodying their virtues, and opposing their sins. This enables the deity to act through the cleric by proxy in the material world. This is not as a direct avatar, but is a more indirect method of influence.

In return, or to aid in their duties, a cleric in good standing with their god usually recieve the ability to cast spells, and is often entitled to other rewards either in their life, as well as after it.

Oracles

Oracles are created or chosen directly by a power. This differentiate them from clerics, who have a greater degree of agency.

Similar to clerics, but much rarer. They are more directly chosen, be it from an early age, or suddenly in response to some event. In either case it is rarely voluntary.

Paladins

Most paladins are given their powers during times of great need or desperation, as with oracles, but there are also devout champions that gain this power through lifelong conviction and dogmatic faith as with clerics.

If a paladin survives their call, be it a crusade or the repelling of an invasion, most return to a normal life, exchanging the experience gained during their ordeal for that of a more conventional skilled fighter, or even an expert in other matters. Others stay on, finding the burning fervor of their convictions still burns bright, often still as paladins, but not uncommonly as clerics.

Druids

Druids have long traditions of being keepers of knowledge about nature, weither animals, plants or fungus.

In ages past, during the Age of Rust, they traveled Orn in an effort to establish balance and stabilize natural forces, but as modernization spread, they have gone underground, mostly figuratively, and some times literally. They meet other members of their order regularly, but in secret locations.

Some are in the service of fey, doing their bidding in exchange for druidic powers. Others still follow their old creed, striving to uphold balance in a world that is changing.

The druids following the old traditional creed are usually worshipers of Adanai, a deity that rarely, if ever, enters the role of patron to mortals.

Rangers

Rangers with spells very commonly have some dealings with the fey to thank/blame for their powers.

If they do not actively serve any patron or masters, either in the form of a deity or other power, they usually make a living in some job that utilize their extraordinary abilities. Groundskeepers, guides, mercenaries and guards are usual careers, but rangers that use their abilities creatively can be found anywhere.

Witches

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Proto-alchemists, wise old women, or crazy guy on the outskirts of town. Witches usually live apart from society, but often have a coven of likeminded witches they consort with from time to time.

On Orn in modern times, a variant of urban witches can often be found as business owners, providing their services to their clientelle. With that said, not all witches are particularly well integrated into society, and a number of them, wheither rural or urban, indulge the wishes of darker patrons. So whenever children start going missing, you are sure to hear at least whispers about witches, if not angry mobs and pitch forks.