Classes

*"Hello again, traveler.*

*Since the passing of my father, Valth, I have elected to conduct an annual census of the registered citizens of* *our land. This has become especially useful in times of war.*

*Due to the massive expanse of our territory, I have elected to separate citizens based not on their race; but rather, by their talents and abilities. I call these "classes", of which there are eight. This makes taking the census much easier and much less discriminatory, and assists us all in building a harmonious country.*

*Classes also become vital in determining who among our citizens is fit for a certain job or task. We wouldn't want to send a farmer out to war when we could send a warrior, see?*

*I will explain each of these classes to you now, realm-born, so listen carefully.*

*Classes are separated into two categories: the Patrons of Hand and the Patrons of War.*

*The fighting guilds and citizens that specialize in any form of combat are a part of the Patrons of War. This is a primary field historically, due to the incessant need to defend oneself and one’s land since antiquity. However, if everyone fights, nobody grows food, makes weapons, or raises towns. Thus, society would collapse if only the Patrons of War existed. This is why the Patrons of Hand exist, as the counterbalance for the Patrons of War. The Patrons of Hand specialize in any form of field work, whether it be the creation of an item or the exploration of a subject.*

*However, if only the Patrons of Hand existed, nobody would be able to defend themselves against any sort of threat or danger. Thus, both Patron Divisions work as a balance for the other, keeping society in harmony.*

*I should ask you, as a newly arrived citizen, to choose one of these classes. You will see it will make finding a home for yourself and a profession much easier."*

- Eine Valth----

## **Patrons of War**

#### **Mage**

*Users of magic, mages are beings with the same mana that pulses through the land pulsing through their veins. They range from sorcerers that summon magic from nature to those who use written spells to cast magic. The mage class is the oldest and longest standing in Valtheim, as Valth was the first and the founder of the nation. The most powerful mages can become battle mages, legends, or even ascend to the ranks of ethereal beings, but they all start from the same place - discovering you have mana in your blood. Mana turns blood a bluish colour.*

#### **Dragon Riders**

*The second longest-standing legitimate class, following only the mages. Dragon Riders are those whose souls have been intertwined with a dragon's since childbirth. The egg and the child were born at the same time, and they have been trained since birth to become a perfect fit to each other. It's an extremely difficult, rigorous and long journey to become a real Dragon Rider. However, since their souls are intertwined, should the master die, the dragon does as well, and vise versa. Most masters simply die from the pain, while those who survive their dragon's death often turn up dead within a fortnight.*

#### **Warrior**

*The warriors are the largest class, containing all those who live by the blade. They're noble, fierce fighters who fill up everything from the army to the wanderer, searching for the fight that will define their abilities. Warriors spend their lives fighting with various weaponry, mastering their chosen fighting method to become the strongest. Strong warriors have been known to easily defeat even ranged and magical enemies, blending their reality with myth.*

#### **Ranger**

*Rangers are stealthy, quiet fighters known for their prowess with the bow. However, those who use small, one-handed weapons and harness the power of an animal companion are also increasingly common. The rangers operate like a brotherhood, watching out for one another behind the front lines. The most skilled rangers have been known to gain magical abilities to enhance their weaponry.*

## **Patrons of Hand**

#### **Alchemist**

*Alchemists specialize in not only in transmutations but in the creation of unrealistic things. They have been known to have the ability to transmutate living as well as nonliving things. Alchemy is powerful, and allows the user to utilize the full power of nearly any object to create a reaction in the environment around them. In addition to assisting in warfare, they also develop cures, medicines and poisons.*

#### **Blacksmith**

*Blacksmiths are perhaps the most important Patron of Hand. Without them, the Patrons of War would lack the weaponry needed to fight. Blacksmiths can create weapons and objects, as well as imbue them with various properties, including enchantments and divine abilities. However, it's quite difficult, and blacksmiths often take years attempting to master a single enchantment. Despite this, blacksmiths can smith nearly any material in to nearly any weapon or object.*

#### **Agriculturalist**

*Plant life in Valtheim is exceedingly diverse, coming close to matching the vast diversity of animal life here. Agriculturalists are any who specialize in any form of life, regardless of it's origin. It's possibly the most important class of any, as it takes finesse to be able to farm or research the living realm. Members of this class manifest most often in farmers or restaurateurs, but a few are also highly intelligent researchers that operate in close quarters with the other guilds, cataloguing creatures, plants and monsters on the field.*

#### **Nomad**

*Nomads are wanderers, whether it be for a specific reason or not. Some are often warriors of some sort, although they have long since abandoned their post in search of... well, nobody's really sure. Everyone has their own reason, and most don't bother to share it. Nomads play important roles in delivering messages and fighting as mercenaries, but their undetermined alignment makes it difficult to tell if the message will ever be received, or if the fight will ever be aided.*