Spiritcallers have a strong connection to spirit and shadow magic. This is a trait that is generally passed through family lines though from time to time it develops elsewhere. In rural areas and the far corners of the world spiritcallers and looked at as spiritual and religious leaders for their people. They often commune with the spirits of the departed for guidance and are generally among the advisors of the leadership for their homes. Within the cities however the spiritcallers often take a darker path and slip into the realm of the shadowdweller. These spiritcallers are often associated with gangs the populate the rougher areas of the cities. No matter what path a spiritcaller comes from they find their training come primarily from communion with the spirits and shadows.

Spiritcallers can sense the spiritual energies of the world and can sense when they meet others who are able to do the same. Some of these young spiritcallers need to be shown what they are but most have already clued into their abilities. The first thing they are taught is how to tell spirits from shadows. Spirits are beings who pass on through natural means and have an acceptance of their death. Shadows are beings whose lives came to an unnatural end, often through violent and malice means. Knowing the difference and intent of the being is crucial to being able to gauge any interactions with them. When their guide has helped them learn the difference between them, they commune with the spirits and shadows to complete their training.

While communing with spirits in rural areas, the spiritcallers learn how to take on primal forms and how to aid their allies in battle. While communing with shadows the spiritcallers learn to strike against and hinder foes. When the spiritcaller has gathered a basic knowledge of their abilities they return to their people to assist in leading through spiritual communion. When they are not giving advice to the leaders they commonly are focused on their chosen professions. While this can lead to them leaving their homeland they will not normally do this without another spiritcaller being available to perform duties for their people.

The spiritcallers from the cities, especially the cities of industry, tend to fall into the darker path of the shadowdwellers. It is not a rule, it just happens since within the cities the shadows outnumber the spirits. There are those who are able to keep a balance between in similar ways to the rural spiritcallers. The rest use their abilities for personal gain and are normally involved in professions on the opposite side of the law. Shadowdwellers still perform the duties fo a spiritcaller for the community but they do it less out of generousity and more for profit.

Spiritcallers are damage and support casters. They use spirit and shadow magic to buff and command allies while damaging and disabling foes. Able to utilize bllod urns and potions, the spiritcallers give the edge to their allies in combat. They are able to use the lingering spirits of the dead for incite and knowledge that can aid their allies. Spiritcallers can be greatly affected in their play style by the morality of their decision making. Greedy and immoral choices can lead a spiritcaller into the realm of the shadowdweller.


Role: Damage, Command, Healing, Buff, Disabling

Species: Human, Grufia, Habataki, Pacura, Shaross, Tissarrid

Professions: Assassin, Explorer, Hunter, Mariner, Medic, Thief

Suggested Attributes: Wisdom and Charisma

Health: 8 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth and Leather

Starting Weapon Proficient: One Handed Melee Weapons, Ranged Weapons

Starting Skills: Choose 1 starting Magical Art and Mystical Lore.

Starting Equipment

Rural Spiritcaller

Armor: Cloth

Weapon(s): Long Sword, Short Bow, Dagger

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 20 Arrows

Tarryns: 1d20x10

City Spiritcaller

Armor: Cloth

Weapon(s): Semi-Automatic Pistol, Bolt Action Rifle, Dagger

Equipment: Clothing 1 Day Ration, Backpack, Canteen, 5 Clips (pistol), 25 Bullets (Rifle)

Tarryns: 1d20x10