Warrior
Up close with sword, axe or club, taking the hardest blows; the one who holds the line.
Calling at level 10: Champion
World
Everyone starts on the same island with a path already chosen. At level 10 the Oracle speaks each path's calling.
Up close with sword, axe or club, taking the hardest blows; the one who holds the line.
Calling at level 10: Champion
Fire, energy and death spells, and wands; fragile, but devastating.
Calling at level 10: Archmage
Ice and earth spells, healing for friends, and rods; the friend every hunting party wants.
Calling at level 10: Archdruid
Bows and thrown spears from a distance, with a little holy magic; strikes from afar.
Calling at level 10: Marksman
Pictures of every outfit come soon.
Where the ships leave new wayfarers, by Jonah's hut and his cellar full of cockroaches.
At the edge of the woods, with a cart that always needs firewood.
The way into the village; crossing it ends the first lessons.
Brother Anselm's temple, the island's only safe ground, where the fallen wake again.
Master Hollis's school and library, the Crown Bank's counter and, high above it, the Oracle's chamber.
Gunnar's weapons, Alden's tools, Clover's potions, Mabel's tavern and more.
Woods, hills and caves full of rats, spiders, wolves, trolls, orcs and worse below.
Jonah, the fisherman who greets every arrival. Granny Wynne, who pays in kindness and in chests. Corwin, the tailor. Brother Anselm, the temple's healer. Master Hollis, who knows something about everything. Percival, the banker. Maren, a castaway with stories. And the Oracle, who speaks only when you are ready.