A Glance At A Few Oaths And What They Do.

Levaliers - One of the two iconic Oaths of the Western lands. The Oath of the Levalier allows a human to be talented in the use of shields, armors, and melee weapons.

At higher stages, they can create a Soul Weapon, a shape-changing weapon that can be used to make melee weapons and shields, they also receive the talent to possess and ride steeds.

At even higher stages, they can access spirit steeds, spirit creatures who take the form of a magnificent warhorse.

The Levaliers make up the infantry and at higher stages, the cavalry.

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Archtillerions - The second of the two iconic Oaths of the Western lands, the Oath of the Archtillerion allows a human to be talented in the archery and artillery arts. Smarter and faster than the Levaliers. These warriors attack from range, using bows and arrows, crossbows and bolts.

They are iconic due to their abilities to shoot moving targets far far away with veritable ease or skewer a close-range enemy with their fast draws.

While the Levaliers prove to be invaluable at the frontlines these warriors dominate the back. They are known for their ability to be sneaky, unnoticeable to even the most trained human eye, and the higher they are the better they get at both archery and sneak, thus forests are their iconic training grounds.

However, as mentioned before at higher stages these Archtillerions also shine when operating heavy artillery devices, from ballistas and cannons to stone-throwers and siege engines. Making them a near invaluable addition to both massive walled cities and small waterhole villages as archers and artillery.

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Elemancers - Fire, Ice, and Lightning, very very frightening, more frightening than those are the ones who master it. Dragons, the masters of the elements, the masters of the arcane, those who rule over the sky. Humans, one of the weakest creatures, yet they are cunning, they are sly and the ones that have stolen the arcane arts from the dragons are known as the Elemancers.

They are the conjurer, they are the abjurer, the evocators, and the enchanters. Elelmancers have a variety of spells at their disposal and use them according to the situations. At higher stages mastering certain spells, gives access to new ones. The fire burst becomes the fire stream, the fire stream becomes the fire jet or if a different path is chosen then the fire burst becomes the fireball, the fireball becomes the fire missiles, and so on.

Their most iconic ability, however, is spell capture. If conditions are met right, they can capture any spell, no matter who it is from in special containment units. These spells can be later examined and added to an Elemancer's repertoire. Well researched spells can be tinkered with to give them more range, more area of effect, etc, these tinkerings are known as meta spells.

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Guardians - Pale blonde hair, glowing blue eyes, ethereal wings that shine a pale white light which can take flight at a moment's notice, the Oathsworn of the Guardian Oath are remarkably different to look at than the other Oathsworns, stripping away many of their natural features when the Oath is first taken, and adding many unnatural ones from the very first stage itself.

Yet, they are the ones that truly resemble the best of humanity, a stringent Oath preferring words over violence in a cruel world like Aldyrix, the Guardians are first and foremost protectors and healers of humanity. A gentle healer in times of peace, and a fierce protector in times of conflict, these Oathsworn abide by their Oath through their short sword and towering shield, meant for protection first, combat later, relying more on their fellow combatants to take care of the enemies.

One of the very few Oathsworn that can heal others, their arts do not work on them. However, no matter the danger they will always don their golden armor, with the four-sided star embossed on its center, and use their arts casting protective barriers, healing allies, and even dishing out a bit of damage to their enemies.

At higher stages, they willingly forgo their vision, wearing their iconic four-sided star masks, these Oathsworn can summon a powerful creature of hope, the Unicorn to their aid

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Gerobites-

The Great Golden Ranges are the furthest bastion of Humanity, further which eastwards lies the Great Expanse, a great jungle as far as eyes could see even from the highest peaks of the ranges and the brave adventurers who ventured out to the Great Expanse, called it their Final Adventure, for all knew, those who went there never returned.

However, every adventurer must prove their mettle, to show they are worthy of crossing into the Great Expanse, for guarding the mountains, are one of the most unique Oathsworn of them all, the Gerobites. Nestled within the mountains themselves, the Gerobites are known for their deep bond with their Gerobs, the soul-bonded beast companion of the Gerobite, capable of harming even a moderately strong Oathsworn alone.

Unlike the steeds of the Levaliers, however, these are real animals who have formed a soul bond to the Gerobites. Though Gerobites do not wear heavy armor, opting for their traditional long clothes more, they are talented with both traditional melee and ranged weaponry of their culture making them a legitimately dangerous threat to all, combined with the Gerobs ability to jump, climb, swim adding to that a terrifying bite and dangerously sharp claws. The Gerobites are near-invincible in the ranges. It is said that at higher stages, the Gerobs can leap so high that it looks like they are flying. Making them a truly terrifying opponent. However, the most powerful weapon possessed by the Gerobites is the soulbond itself, if the soul bond is sufficiently deep it enables the Gerobite and the Gerob to fuse into a being of incredible explosive power, with near unmatched strength and speed, however, it only lasts a short while and completely exhausts the two.

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