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All new Avalonians are born into one of four cities; Mercinae, Thakria,
Parrius and Springdale. They are then invited to complete a novicehood
at an academic institution. Each city has one. The novice must, in order
to graduate onward, complete eight accolade quests - quests designed to
gently introduce a new player to the land. Upon completion, the novice
graduates and is free to begin their true career - to join a guild, to
seek a patron, to rise in power and prestige, to make his or her mark
on Avalon forever.
Cities |
Academies |
Guilds
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Mercinae has always stood as a bastion for the ideals of truth and justice. Mercinae's history has remained relatively unaggressive though recently its warlike ambitions against old enemies have come to the fore.
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Thakria is home to perhaps the most extreme people; evil, cunning, self-reliance, belligerence - these are the prime traits of many a Thakrian. Thakria's history is one of aggressive conflict, military success, and strong leadership.
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Parrius was one of the earliest colonized settlements in the Avalon continent as a cut-and-thrust sea port on the Eastern Sea. Its founding ideals stem from its love of freedom.
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Located on the banks of the river Silverlight amongst the central plains of Avalon, Springdale has grown from the little trading town into a bustling and prosperous city.
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Mercinae's Academy
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The oldest academy of all, the Mercinean Academy is where many of the finest players have begun their mortal lives.
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Thakria's Institute
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Many of those players of a more evil, self-centred or self-reliant disposition have begun their lives in this fine learning academy, the pride of the City of Miracles.
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Parrius' College
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A more recent construction is Parrius' fine College, where many of the more individualist and free-thinking were first educated and cared for.
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Springdale's University
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The newest of all the academies, many of the youngest and upcoming players have been educated at Springdale's University.
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The Knight
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The Knight is a physical combatant. He or she is concerned with the study of physical prowess (weapons, melee, swordplay, endurance) rather than over the airy magical realms. Consider the Knight profession if you are fast, quick-witted or aggressive, but keen to keep simple and effective. They are strong in combat both offensively and defensively though rely on good maintenance of weapons, armour and equipment.
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Knights
Paladins
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Warriors
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Cavaliers
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The Mage
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The Mage is the most traditional of magic users. He learns the potent skills of charming and magical rituals, in addition to a healthy mix of musical, spiritual and herbalist abilities. The Mage profession encourages good planning and methodical preparation. It is one of the strongest defensive professions, even against many foes, but good attack is an art few master.
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Mages
Warlocks
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Wizards
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Enchanters
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The Sorcerer
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Those who choose to follow the profession of the Sorcerer are making a powerful, life-long choice. They are choosing personal ambition, domination of others, strength through aggressive destruction of their enemies. Confrontation is the ideal for a Sorcerer, the profession favours the aggressive. It is potent in attack and agile in defence.
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Sorcerers
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The Thief
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The Thief is perhaps the most mysterious of the professions since it encompasses many branches of specialisation, from the assassin to the stealthy burglar. Thieves are unsurpassed at lurking about unseen, sliding out of view, away into the shadows. The Thief profession favours indirect combat, well-planned attacks and nimble-footed flight in defence.
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Thieves
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The Ranger
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Rangers are sturdy, physically tough, rural folk. They make their home often outside the large cities (e.g. in the Greenwood forest) and live off the land. Rangers are skilled in the arts of herbalism, archery, forestry, herbs and poisons. They fight and move best within the forests or the wilderness, a good all-round guild, fairly self-sufficient and capable in combat and subterfuge.
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Rangers
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The Seer
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Seers are a rather unique profession. Their power is drawn directly from the stars, and they operate mostly from a distance - from within darkened rooms using brightly flashing seeing-stones, affecting friend and foe from afar. Seers are trained in the arts of farsight through seeing stones, mysticism, fatalist curses and a smattering of stealth. The Seer profession favours patient planning, distant execution and methodical defence. It is able to have an effect from afar, from relative safety, dipping into the melee only when unavoidable.
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Seers
Prophets
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Mystics
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Astrologers
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The Loremaster
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Those who choose to become a Loremaster tend to be the creators, the makers and the practical folk. The profession learns the skills of forging armour and weapons, of creating magical items, of fashioning runes of power, and of mixing up elixirs of enchantment. The Loremaster tends to attract the more peaceful individual. Their skills in battle are strongly defence, more an invaluable supplier profession than a direct combatant.
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Loremasters
Artisans
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Craftmasters
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Alchemists
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The Animist
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The Animists are alone among the Avalon professions in that they shun violence utterly. They embrace the pacifist, altruistic teachings of the god of life. The Animist profession attracts those who do not wish to be embroiled in the hurly burly of combat or competitive conflict. Within the forest the Animist is virtually inviolate, often both protected and aloof.
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Animists
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The Bard
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The Bard is an enigmatic character, skilled in the arts of songs, story-telling, dramatics and music. Bards are powerful public speakers, and have the ability to command an audience to action with the power of their word, song and deed. The Bard profession is effective both offensively and defensively, though it requires great timing, co-ordinations of skills and devious planning. It is a profession with great potential that few master.
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Bards
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