- Invitation Status
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- One post per day
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- One post per week
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- Everyday
- Writing Levels
- Intermediate
- Adept
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- Adaptable
- Preferred Character Gender
- Male
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- Genres
- Fantasy, Modern, Magical, Sc-fi, Horror, Steampunk, anything really
Faeryn
Interest Check
I have always been interested in Faeries and Fae culture. I would love to explore a world filled with them! Faeryn aims to be a fantasy roleplay that explores a world dedicated to Faeries and their daily lives. Let me know if you would join!
The World of Faeryn
There is a world separate from Earth that is ancient and magical. The inhabitants are fae creatures of all flavors. They split themselves into four factions that rule the continent. These factions generally keep the peace with one another. The balance is a precious thing to uphold as there are pathways to Earth from Faeryn. Most do not know where to find these portals to and from Faeryn. However, that does not mean a human can't slip into the world and upset the balance; it could only be a matter of time before Faeryn is exposed, as one of the factions seeks to abuse the portals in some way. No one truly knows what secrets lie within the realm, but one thing is for sure; Faeryn is resting on the brink of being exposed to all humankind. What shall you do? Fight for the factions, or be the ones to reveal the fae?
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Dorcha Faction
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Faction AlignmentDark | Evil | Chaotic
Faction Ideology- Dastardly Deeds for the Good of One
- Profit Off Other's Backs
- Sinister Actions Leads to the Greater Gain
Common Fae - Alp Lauchra
- Banshee
- Cat Sidhe
- Cu Sidhe
- Dullahan
- Fachen
- Fuath
- Goblin
- Glaistig
- Dark Fey
- Sluagh Sidhe
Faction Perks + Can manipulate shadows
+ Stronger at Night
+ Blood Magic is amplified
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Solas Faction
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Faction AlignmentLight | Good | Lawful
Faction Ideology- Good for All is Good for One
- Give to Get
- Uphold the Laws
Common Fae- Brownies
- Fairykin
- Elves
- Leprechaun
- Devas
- Dryad
- Sprites
- Anjana
- Fantine, masques
- Keshalyi
- Sylphs
Faction Perks+ Can manipulate Light
+ Stronger during the Day
+ Plant Magic is amplified
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Liath Faction
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Faction Alignment Gray | True Neutral | Apathetic
Faction Ideology- Let it Be
- Mind Your Business
- Every Man for Themselves
Common Fae- Gnomes
- Merfolk
- Selkie
- Pixies
- Satyr
- Dwarves
- Fions
- Muryans
- Trowies
- Wichtel
- Will-o-Wisps
Faction Perks+ Can turn themselves invisible
+ Stronger during any type of weather other than sunny. (i.e. Cloudy, Rain, Snow,)
+ Time Magic is amplified
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Ollphéist Faction
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Faction Alignment Good | Chaotic | Neutral
Faction Ideology- One With the World
- Monsters Shall Rule
- Life is Precious
Common Fae - Unicorn
- Griffin
- Dragon
- Hell Hounds
- Trolls
- Giants
- Kelpies
- Giant Bats
- Shag-foals
- Tod-lowries
- Gytrashes
Faction Perks + Can Communicate with All Creatures
+ Stronger in a Pack
+ Wild Magic is amplified
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Humans and Earth Portals
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The BalanceThe balance kept between the worlds of Faeryn and Earth is difficult to maintain. If there were too many breaches, the fabric of both realms would combine and unravel. These portals between worlds are usually harmless, left alone. However, they tend to show up in places where people will travel through them, disrupting the balance and causing human energy to flow into Faeryn. For a human to be in Faeryn is strictly forbidden. The magical elements that compose the world are too powerful in the very hands of mortals. Most factions work together to make sure no human stays too long once through a portal. However, certain sinister characters seek to utilize the breaches and the humans that come through them for personal gain.
Playing a HumanWhen making characters for this roleplay, you have the option to play a human or a fae in a faction. If you pick a human, there are a few things you should know. Humans mostly stay on Earth; however, if you find a portal and travel to Faeryn, you must choose how to proceed with caution. You can try and befriend the factions, hoping to be allowed to stay. Perhaps you want to reveal this world to Earth? So others know of its magnificence? The options before you are abundant; you need only choose your path forward. Most factions will want to dispose of a human in their world, so play your cards carefully.
Earth PortalsThere are many portals to Faeryn from Earth; it takes a skilled eye to find them. There is at least one possible portal in each significant city throughout the world. You can tell where one of these entrances is by shimmering glittering air that vibrates in the space around it.
Roleplay Perks
IntroductionIn Faeryn, there are nine types of magic that one can utilize in the roleplay. Fae characters can use magic in different ways to aid them in the world. Humans can only hope to have a blessing with the ability to use magic while in Faeryn. To learn more about the basics of each magic, read below.
Drygioni Magic - MischiefDrygioni Magic is meant for tricks and creating general mischief. When using this magic, you can cause certain things to happen, like a banana making someone slip or typical pranks befalling the intended target. The consequences of using this magic never kill another, but an injury could happen depending on the situation. Tricks that are successful reward the caster with energy that allows them to accomplish challenging tasks.
Planda Magic - PlantsPlanda Magic is used to aid Faeries in shaping the flora of Faeryn. This type of magic can create, shape, and harvest all kinds of plants and crops grown in the world. The consequences of using this magic help out the environment each time one cast. If one successfully creates a plant or grows crops, the magic-user reward is gifts of the forest.
Luth Magic - AuraLuth Magic is for controlling auras and energies that flow throughout Faeryn. Faeries can perform protection shields, electric fields, and other forms of defensive spells with this magic. The consequences of using this magic in excess will drain your energy and sap your strength. Fortification of self is also a way to utilize this arcana. The reward for using this magic varies depending on the spell.
Fuil Magic - BloodFuil Magic is the darkest form of magic in Faeryn. The Dorcha faction experiments mainly with blood rituals and sinister spells to move along their evil plan. The consequences of using this magic are significant, as it can take a life. If one uses this magic too much, their very soul could crumble into a void of darkness they can never return from again. Rewards for using this arcana are never for the good of the heart.
Spasuil Magic - SpatialSpasuil Magic is magic concerning space and all it entails. This magic allows one to manipulate space to their favor. For example, one could create pocket dimensions or guide the stars into a constellation that suits them. This arcana is high-level magic and can not be used often without grave consequences. It takes considerable energy and skill to manifest this magic in Faeryn. Rewards for successfully casting Spasuil spells can be extravagant but low in quantity.
Uine Magic - TimeUine Magic is common practice to bend the hours to move faster or slower for one's preference. Although to stop time altogether takes maximum effort and more than one caster. The consequences for manipulating time can be loss of memory or sense of direction. Rewards for speeding up time can include; not being late, slowing down an enjoyable occasion, among other things.
Ordu Magic - OrderOrdu Magic controls the laws and bindings of contracts, physical or spiritual. The Factions must keep order always, and this magic assures that fact. The consequences of using magic can be life-threatening; however, when those who made the contracts uphold it with this magic, many rewards befall those in favor of it.
Gwyllt Magic - WildGwyllt Magic is the roar of the beast and the fall of rain onto the earth. It is the call of wild, fierce nature ready to rip you down or bolster you up without a second's notice. The consequences of using this are unpredictable at best, and you never know the actual outcome. Nature always has a way of surprising you at the last moment possible. The rewards for successfully using this primal force are abundant but come at risks unbeknownst to the user at the time.
Torri Magic - BreachTorri Magic is the fundamental force behind the portals that appear and disappear throughout Earth and Faeryn alike. It fuels opportunities for the mortals and immortals to meet, its true purpose unknown to all. This uncontrollable magic rules itself; not even the most powerful fae have had luck using it without fail—the mysteries as to why it causes these breaches between worlds to remain unsolved.
Planda Magic - PlantsPlanda Magic is used to aid Faeries in shaping the flora of Faeryn. This type of magic can create, shape, and harvest all kinds of plants and crops grown in the world. The consequences of using this magic help out the environment each time one cast. If one successfully creates a plant or grows crops, the magic-user reward is gifts of the forest.
Luth Magic - AuraLuth Magic is for controlling auras and energies that flow throughout Faeryn. Faeries can perform protection shields, electric fields, and other forms of defensive spells with this magic. The consequences of using this magic in excess will drain your energy and sap your strength. Fortification of self is also a way to utilize this arcana. The reward for using this magic varies depending on the spell.
Fuil Magic - BloodFuil Magic is the darkest form of magic in Faeryn. The Dorcha faction experiments mainly with blood rituals and sinister spells to move along their evil plan. The consequences of using this magic are significant, as it can take a life. If one uses this magic too much, their very soul could crumble into a void of darkness they can never return from again. Rewards for using this arcana are never for the good of the heart.
Spasuil Magic - SpatialSpasuil Magic is magic concerning space and all it entails. This magic allows one to manipulate space to their favor. For example, one could create pocket dimensions or guide the stars into a constellation that suits them. This arcana is high-level magic and can not be used often without grave consequences. It takes considerable energy and skill to manifest this magic in Faeryn. Rewards for successfully casting Spasuil spells can be extravagant but low in quantity.
Uine Magic - TimeUine Magic is common practice to bend the hours to move faster or slower for one's preference. Although to stop time altogether takes maximum effort and more than one caster. The consequences for manipulating time can be loss of memory or sense of direction. Rewards for speeding up time can include; not being late, slowing down an enjoyable occasion, among other things.
Ordu Magic - OrderOrdu Magic controls the laws and bindings of contracts, physical or spiritual. The Factions must keep order always, and this magic assures that fact. The consequences of using magic can be life-threatening; however, when those who made the contracts uphold it with this magic, many rewards befall those in favor of it.
Gwyllt Magic - WildGwyllt Magic is the roar of the beast and the fall of rain onto the earth. It is the call of wild, fierce nature ready to rip you down or bolster you up without a second's notice. The consequences of using this are unpredictable at best, and you never know the actual outcome. Nature always has a way of surprising you at the last moment possible. The rewards for successfully using this primal force are abundant but come at risks unbeknownst to the user at the time.
Torri Magic - BreachTorri Magic is the fundamental force behind the portals that appear and disappear throughout Earth and Faeryn alike. It fuels opportunities for the mortals and immortals to meet, its true purpose unknown to all. This uncontrollable magic rules itself; not even the most powerful fae have had luck using it without fail—the mysteries as to why it causes these breaches between worlds to remain unsolved.
Fuil Magic - BloodFuil Magic is the darkest form of magic in Faeryn. The Dorcha faction experiments mainly with blood rituals and sinister spells to move along their evil plan. The consequences of using this magic are significant, as it can take a life. If one uses this magic too much, their very soul could crumble into a void of darkness they can never return from again. Rewards for using this arcana are never for the good of the heart.
Spasuil Magic - SpatialSpasuil Magic is magic concerning space and all it entails. This magic allows one to manipulate space to their favor. For example, one could create pocket dimensions or guide the stars into a constellation that suits them. This arcana is high-level magic and can not be used often without grave consequences. It takes considerable energy and skill to manifest this magic in Faeryn. Rewards for successfully casting Spasuil spells can be extravagant but low in quantity.
Uine Magic - TimeUine Magic is common practice to bend the hours to move faster or slower for one's preference. Although to stop time altogether takes maximum effort and more than one caster. The consequences for manipulating time can be loss of memory or sense of direction. Rewards for speeding up time can include; not being late, slowing down an enjoyable occasion, among other things.
Ordu Magic - OrderOrdu Magic controls the laws and bindings of contracts, physical or spiritual. The Factions must keep order always, and this magic assures that fact. The consequences of using magic can be life-threatening; however, when those who made the contracts uphold it with this magic, many rewards befall those in favor of it.
Gwyllt Magic - WildGwyllt Magic is the roar of the beast and the fall of rain onto the earth. It is the call of wild, fierce nature ready to rip you down or bolster you up without a second's notice. The consequences of using this are unpredictable at best, and you never know the actual outcome. Nature always has a way of surprising you at the last moment possible. The rewards for successfully using this primal force are abundant but come at risks unbeknownst to the user at the time.
Torri Magic - BreachTorri Magic is the fundamental force behind the portals that appear and disappear throughout Earth and Faeryn alike. It fuels opportunities for the mortals and immortals to meet, its true purpose unknown to all. This uncontrollable magic rules itself; not even the most powerful fae have had luck using it without fail—the mysteries as to why it causes these breaches between worlds to remain unsolved.
Uine Magic - TimeUine Magic is common practice to bend the hours to move faster or slower for one's preference. Although to stop time altogether takes maximum effort and more than one caster. The consequences for manipulating time can be loss of memory or sense of direction. Rewards for speeding up time can include; not being late, slowing down an enjoyable occasion, among other things.
Ordu Magic - OrderOrdu Magic controls the laws and bindings of contracts, physical or spiritual. The Factions must keep order always, and this magic assures that fact. The consequences of using magic can be life-threatening; however, when those who made the contracts uphold it with this magic, many rewards befall those in favor of it.
Gwyllt Magic - WildGwyllt Magic is the roar of the beast and the fall of rain onto the earth. It is the call of wild, fierce nature ready to rip you down or bolster you up without a second's notice. The consequences of using this are unpredictable at best, and you never know the actual outcome. Nature always has a way of surprising you at the last moment possible. The rewards for successfully using this primal force are abundant but come at risks unbeknownst to the user at the time.
Torri Magic - BreachTorri Magic is the fundamental force behind the portals that appear and disappear throughout Earth and Faeryn alike. It fuels opportunities for the mortals and immortals to meet, its true purpose unknown to all. This uncontrollable magic rules itself; not even the most powerful fae have had luck using it without fail—the mysteries as to why it causes these breaches between worlds to remain unsolved.
Gwyllt Magic - WildGwyllt Magic is the roar of the beast and the fall of rain onto the earth. It is the call of wild, fierce nature ready to rip you down or bolster you up without a second's notice. The consequences of using this are unpredictable at best, and you never know the actual outcome. Nature always has a way of surprising you at the last moment possible. The rewards for successfully using this primal force are abundant but come at risks unbeknownst to the user at the time.
Torri Magic - BreachTorri Magic is the fundamental force behind the portals that appear and disappear throughout Earth and Faeryn alike. It fuels opportunities for the mortals and immortals to meet, its true purpose unknown to all. This uncontrollable magic rules itself; not even the most powerful fae have had luck using it without fail—the mysteries as to why it causes these breaches between worlds to remain unsolved.
IntroductionWhen choosing a faction to make a character for, you can align them to classification within the world. Classes benefit the Player Character by rewarding them when they perform an action related to their class in the IC. The rewards can include rank reputation, magic spells, or artifacts, among other things. There are four classes for each faction, a basic description of each type is listed below:
Dorcha Faction ClassesCavalry Knight Class
The warriors of the Dorcha Faction are strictly horseback riders that impale their victims from their trusty steed. Legions of Dullahan love to serve as this class for Dorcha. Those who are fierce and show no mercy can try out for this class. A Cavalry Knight raises or finds a creature to bond with and then forges a weapon for their services to the faction. They protect their territory and are assassins for hire—usually vicious and unrelenting slayers of those who oppose the Dorcha Faction and get in its way.
Scavenger Bandit Class
To steal from others and raid unsuspecting villages is the Scavenger Bandit's way of life. The pursuit of the best loot in Faeryn is the ultimate goal of this class. If you can steal, pillage, and take, then the Dorcha Faction will classify you as a Scavenger Bandit. The only condition is that twenty percent of your earnings go back to the faction hoard. All in good business, as the faction supplies you with shelter, food, and means to your agendas. This class will use any means necessary to scavenge items from others.
Foul Enchanter Class
The fae who dabble in the darkest of magic and rituals belong to this Dorcha Faction class. Sinister brews and incantations over scrawled symbols are a facet of being a Foul Enchanter. Evil things befall those who receive this classes' ire. The fae in the other factions knows well enough not to cross one such as this.
Scheming Traveler Class
For the fae who wander the world and trick others, the Scheming Traveler's class is the best option to choose. Any ploy to take from others or fool them is what they prefer doing, and usually, in a place, they don't stay for long. Roaming the wilds of Faeryn and scamming those less fortunate than them is a staple of their life.
Solas Faction ClassesHoly Warrior Class
For those who uphold the laws of Faeryn and seek to achieve a state of holiness, the Holy Warrior class is a good fit. Soldiers that fight with honor and have chivalrous attitudes towards life have a home in the Solas Faction. To protect the weak and innocent fae from malevolent forces is a duty all fighters must uphold.
Element Painter Class
This class uses the elements to paint displays of grandeur around Faeryn. Creative innovators, Element Painters are fae that can bend the elements within the world to their will. They hold contracts to create buildings, items, and other intriguing things for a variety of customers. Even those from the Dorcha Faction respect this class as everyone needs help sometimes. The rewards for upholding contracts vary but are all exciting offers that are hard to resist.
Sun Summoner Class
The fae from the Solas faction who dabble in magic align well with the Sun Summoner Class. Light energy has been a pursuit of this faction, and the goal for the Sun Summoners is to find a way to harness the warmth and power of the sun. It is impossible to do this, but the Solas Faction hopes they will succeed in their plight with time and effort.
Iridescent Cleric Class
Those who wish to heal and help others in the Solas faction will work best in the Iridescent Cleric class. Characters of this caliber call upon the light for healing and guidance. Faeryn is home to many rainbows and colorful things that harness this light and are helpful in rituals or medicines. To be a helpful cleric, one must call upon the forces that rule the world and study them to answer the most pressing questions. Manipulating the luminous light can guide those searching for it to wonderous places.
Liath Faction ClassesHired Mercenary Class
Within the Liath Faction, there is some fae who take Mercenary jobs for rewards. They act as hired muscle in situations for different factions; it's only ever for the treasures involved and not because they feel one way or another about who hired them. The rewards may vary for completed jobs, but one thing is for sure; the fae who take this class are in it to win it.
Lore Scribe Class
The Lore of Faeryn is vast and filled with many stories of times past. The Liath Faction takes the role of writing down all events that have happened and that will happen in the history of the world. There is a record of lives for each Faction within Faeryn. Lore Scribes are prophets of the Fae and dole out information that could help or hinder the world.
World Caster Class
Those who choose this class wish to embrace all the magic of Faeryn. A World Caster utilizes everything that makes up the world and bends it to their will. Their reason for doing this is entirely their own, and it is not to sway the world one way or another; it is a means to an end, whatever that may be for the fae. All forms of magic are accessible to this class, but it takes time and effort to master them.
Mischief Guard Class
The fae who choose this class is rather mischievous by nature, yet they do their best to guard those who hire them. They do work for any faction, as they are protectors against mischief magic, which can happen to anyone. As most Liath Faction fae, the rewards draw them to this class as some jobs pay out handsomely. Fae, with this class, is especially good with Mischief Magic and can utilize it in ways that others cannot.
Ollpheist Faction ClassesBrawn Class
The fae creatures that are tough and protect others follow this class. They guard those in their faction who can't defend themselves. They are the Brawn of the Ollpheist Faction.
Brain Class
The fae creatures who value smarts and good thinking align well with this class. They are the faction leaders and try their hardest to work together and solve any problems they may have. They are the Brain of the Ollpheist Faction.
Helper Class
The fae creatures which help those in need are essential for the Ollpheist Faction. If you can heal others, who are hurt or solve an ailment that someone has, you are best suited for this class. They are the Helpers of the Ollpheist Faction.
Scout Class
The fae creatures who seek to travel and survey the world around them are best suited for this class. They observe the other factions for information and report back to the Brains with their secrets. They patrol the borders of the Ollpheist faction as Scouts.
Cavalry Knight Class
The warriors of the Dorcha Faction are strictly horseback riders that impale their victims from their trusty steed. Legions of Dullahan love to serve as this class for Dorcha. Those who are fierce and show no mercy can try out for this class. A Cavalry Knight raises or finds a creature to bond with and then forges a weapon for their services to the faction. They protect their territory and are assassins for hire—usually vicious and unrelenting slayers of those who oppose the Dorcha Faction and get in its way.Scavenger Bandit Class
To steal from others and raid unsuspecting villages is the Scavenger Bandit's way of life. The pursuit of the best loot in Faeryn is the ultimate goal of this class. If you can steal, pillage, and take, then the Dorcha Faction will classify you as a Scavenger Bandit. The only condition is that twenty percent of your earnings go back to the faction hoard. All in good business, as the faction supplies you with shelter, food, and means to your agendas. This class will use any means necessary to scavenge items from others.Foul Enchanter Class
The fae who dabble in the darkest of magic and rituals belong to this Dorcha Faction class. Sinister brews and incantations over scrawled symbols are a facet of being a Foul Enchanter. Evil things befall those who receive this classes' ire. The fae in the other factions knows well enough not to cross one such as this.Scheming Traveler Class
For the fae who wander the world and trick others, the Scheming Traveler's class is the best option to choose. Any ploy to take from others or fool them is what they prefer doing, and usually, in a place, they don't stay for long. Roaming the wilds of Faeryn and scamming those less fortunate than them is a staple of their life.Solas Faction ClassesHoly Warrior Class
For those who uphold the laws of Faeryn and seek to achieve a state of holiness, the Holy Warrior class is a good fit. Soldiers that fight with honor and have chivalrous attitudes towards life have a home in the Solas Faction. To protect the weak and innocent fae from malevolent forces is a duty all fighters must uphold.
Element Painter Class
This class uses the elements to paint displays of grandeur around Faeryn. Creative innovators, Element Painters are fae that can bend the elements within the world to their will. They hold contracts to create buildings, items, and other intriguing things for a variety of customers. Even those from the Dorcha Faction respect this class as everyone needs help sometimes. The rewards for upholding contracts vary but are all exciting offers that are hard to resist.
Sun Summoner Class
The fae from the Solas faction who dabble in magic align well with the Sun Summoner Class. Light energy has been a pursuit of this faction, and the goal for the Sun Summoners is to find a way to harness the warmth and power of the sun. It is impossible to do this, but the Solas Faction hopes they will succeed in their plight with time and effort.
Iridescent Cleric Class
Those who wish to heal and help others in the Solas faction will work best in the Iridescent Cleric class. Characters of this caliber call upon the light for healing and guidance. Faeryn is home to many rainbows and colorful things that harness this light and are helpful in rituals or medicines. To be a helpful cleric, one must call upon the forces that rule the world and study them to answer the most pressing questions. Manipulating the luminous light can guide those searching for it to wonderous places.
Liath Faction ClassesHired Mercenary Class
Within the Liath Faction, there is some fae who take Mercenary jobs for rewards. They act as hired muscle in situations for different factions; it's only ever for the treasures involved and not because they feel one way or another about who hired them. The rewards may vary for completed jobs, but one thing is for sure; the fae who take this class are in it to win it.
Lore Scribe Class
The Lore of Faeryn is vast and filled with many stories of times past. The Liath Faction takes the role of writing down all events that have happened and that will happen in the history of the world. There is a record of lives for each Faction within Faeryn. Lore Scribes are prophets of the Fae and dole out information that could help or hinder the world.
World Caster Class
Those who choose this class wish to embrace all the magic of Faeryn. A World Caster utilizes everything that makes up the world and bends it to their will. Their reason for doing this is entirely their own, and it is not to sway the world one way or another; it is a means to an end, whatever that may be for the fae. All forms of magic are accessible to this class, but it takes time and effort to master them.
Mischief Guard Class
The fae who choose this class is rather mischievous by nature, yet they do their best to guard those who hire them. They do work for any faction, as they are protectors against mischief magic, which can happen to anyone. As most Liath Faction fae, the rewards draw them to this class as some jobs pay out handsomely. Fae, with this class, is especially good with Mischief Magic and can utilize it in ways that others cannot.
Ollpheist Faction ClassesBrawn Class
The fae creatures that are tough and protect others follow this class. They guard those in their faction who can't defend themselves. They are the Brawn of the Ollpheist Faction.
Brain Class
The fae creatures who value smarts and good thinking align well with this class. They are the faction leaders and try their hardest to work together and solve any problems they may have. They are the Brain of the Ollpheist Faction.
Helper Class
The fae creatures which help those in need are essential for the Ollpheist Faction. If you can heal others, who are hurt or solve an ailment that someone has, you are best suited for this class. They are the Helpers of the Ollpheist Faction.
Scout Class
The fae creatures who seek to travel and survey the world around them are best suited for this class. They observe the other factions for information and report back to the Brains with their secrets. They patrol the borders of the Ollpheist faction as Scouts.
Hired Mercenary Class
Within the Liath Faction, there is some fae who take Mercenary jobs for rewards. They act as hired muscle in situations for different factions; it's only ever for the treasures involved and not because they feel one way or another about who hired them. The rewards may vary for completed jobs, but one thing is for sure; the fae who take this class are in it to win it.Lore Scribe Class
The Lore of Faeryn is vast and filled with many stories of times past. The Liath Faction takes the role of writing down all events that have happened and that will happen in the history of the world. There is a record of lives for each Faction within Faeryn. Lore Scribes are prophets of the Fae and dole out information that could help or hinder the world.World Caster Class
Those who choose this class wish to embrace all the magic of Faeryn. A World Caster utilizes everything that makes up the world and bends it to their will. Their reason for doing this is entirely their own, and it is not to sway the world one way or another; it is a means to an end, whatever that may be for the fae. All forms of magic are accessible to this class, but it takes time and effort to master them.Mischief Guard Class
The fae who choose this class is rather mischievous by nature, yet they do their best to guard those who hire them. They do work for any faction, as they are protectors against mischief magic, which can happen to anyone. As most Liath Faction fae, the rewards draw them to this class as some jobs pay out handsomely. Fae, with this class, is especially good with Mischief Magic and can utilize it in ways that others cannot.Ollpheist Faction ClassesBrawn Class
The fae creatures that are tough and protect others follow this class. They guard those in their faction who can't defend themselves. They are the Brawn of the Ollpheist Faction.
Brain Class
The fae creatures who value smarts and good thinking align well with this class. They are the faction leaders and try their hardest to work together and solve any problems they may have. They are the Brain of the Ollpheist Faction.
Helper Class
The fae creatures which help those in need are essential for the Ollpheist Faction. If you can heal others, who are hurt or solve an ailment that someone has, you are best suited for this class. They are the Helpers of the Ollpheist Faction.
Scout Class
The fae creatures who seek to travel and survey the world around them are best suited for this class. They observe the other factions for information and report back to the Brains with their secrets. They patrol the borders of the Ollpheist faction as Scouts.
IntroductionThere are ranks for each faction in Faeryn. Think of the ranks as gaining reputation. The more tasks you complete for the guild you have chosen, the higher your position. There are seven ranks for each faction; all players start without one and must accomplish tasks to earn reputation points to level up. A list of all ranks for each faction and what they do is below:
Dorcha Faction Ranks
Changeling is the beginning rank for the Dorcha Faction. When you first start in the guild, you will need to gain five reputation points to have this title. Being a Changeling in Dorcha allows you access to the capital and a place to stay. When you achieve this rank, you are required to pick a class available to you. This rank is the start of your journey with the dark side.
The second rank for the Dorcha Faction is Servant. When you gain ten reputation points, you will earn this title. Being a Servant in Dorcha allows you to access a shadow version of yourself that can run minor errands and things for you. As a Servant, a Mentor is given to you that shows you the ropes. The Mentor is in charge of your progress until you gain enough reputation points to rank up. With this rank, you have the choice to take on a discipline. These are additional tasks for your class that hone your skills even further.
The third rank for the Dorcha faction is Soldier. When you gain fifteen reputation points, you will earn this title. As a Soldier, your character will get a Dorcha Sigil, a talisman that gives access to new areas that were previously off-limits. When you achieve this rank, access to jobs related to your class will be available to you. As a Soldier, they give you rank assignments to accomplish for Dorcha. These assignments are duties of Soldiers that have to get done around Faeryn
The fourth rank for the Dorcha faction is Captain. When you gain twenty reputation points, you will earn this title. As a Captain, your character will receive a Captain's Key. This key unlocks treasure chests that you can find in various places in Faeryn. The chests contain a random assortment of items and other things for the taking. When your character is a Captain, they will have to partake in a Magic Assessment. This challenge tests your magical skills to see what type of magic you are best suited to casting. Being a Captain in the Dorcha Faction, you must take on a Servant Rank member as their Mentor. The goal of a Mentor is to teach Servants how to work efficiently in the Faction until they have reached the Captain Rank.
The fifth rank for the Dorcha Faction is General. When you gain twenty-five reputation points, you will earn this title. As a General, your character will have a fae squadron of five Soldiers to oversee and use. The Soldiers can do your bidding and work on things beneath a General's status. Gaining this rank, you will receive a Secret Book. There is a variety of Secret Books, and each one has a different purpose and ability. These artifacts grant the user power beyond anyone's comprehension; all you have to do is write a secret in it. The final gift is an official Stamp that can secure documents, commodities, and other rewards for the Squadron they oversee.
The sixth rank for the Dorcha Faction is Lord. When you gain thirty reputation points, you will earn this title. As a Lord, your character commands a quarter of Dorcha territory and can use it as you see fit. The highest intelligence clearance is given to Lord's as they are the right hand of Court Royalty. They have to push the agenda of the council to the best of their ability. Lastly, as a Lord, your character will receive a royal Mount of their choice to use for eternity.
The seventh and final rank for the Dorcha Faction is Court Royalty. When you gain thirty-five reputation points, you will earn this title. As Court Royalty, your character will have a spot on the Faction Council and have a say in decisions that affect the Faction as a whole. It is the highest position available for any Fae in Dorcha. Being a part of the Court will get you rewards of all types to utilize in the game. These rewards include access to portals, breach points, and treasure worthy of this status. Finally, any character who has this rank also has the ability called "Fae Sway"; this gives you a chance to persuade a Faery of another Faction to do your bidding for one Post Turn.
Solas Faction Ranks
Paige is the beginning rank for the Solas Faction. When you first start with Solas, you will need to earn five reputation points to achieve this rank. As a Paige, your character has access to the Capital and a place to stay. Your character can choose a class to align with and learn how to achieve the class's goals. Your journey into the light begins here.
The second rank for the Solas Faction is Student. You will need to earn ten reputation points to achieve this title. As a Student, your character will have access to the Solas Academy, a prestigious school for studying the art of Fae kind. A Radiant Rank will bestow a Light Artifact upon your character, and your goal is to review it and learn how to master it with time. You also have the choice of a path to follow in regards to the class you chose. These paths are different sets of skills related to each class that allow you to expand your abilities as you grow.
The third rank for the Solas Faction is Teacher. It requires your character to achieve fifteen reputation points to gain this title. As a Teacher, you will follow one student that you will teach at the Academy. It is your goal to aid them in their light artifact research and help them grow stronger. A Magic Orb will be granted to your character and shape what aspect of Fae Magic they develop in the future. Finally, a ceremony for graduating from the Academy happens before the next rank-up.
The fourth rank for the Solas Faction is Journeyman. You must earn twenty reputation points to achieve this title. As a Journeyman, there are several choices of journies you can partake in to learn more about the world around you. Before setting out on this journey, you will receive a Bag of Many Things. This object allows you to hold an infinite amount of items and give you a random assortment of equipment related to the journey you picked. Finally, a Sigil of Solas is delivered to your character to allow them to travel to areas previously off-limits to them.
The fifth rank for the Solas Faction is Master. You need twenty-five reputation points to earn this rank. With this title, you become the Master of Options, an assistant to Keepers who can decide on various options available to them. These options can change the course of time and space. A Radiant Rank gives a Whip of Emotions to each Master to discern emotions in a flash. It is helpful for sticky situations and allows the user time to react to a crisis within a post-turn. Finally, every Master gets a quarter of Solas Territory to preside over and do what they wish.
The sixth rank for the Solas Faction is Keeper. You need thirty reputation points to achieve this title. As soon as you earn this rank, there shall be a ceremony to commemorate the event. Each ceremony caters to the individual character and their contributions to the Faction. At the end of the occasion, the Keeper receives a Master to assist them in their duties. The next step is to hold a Relic Ritual. This ritual blesses a relic for the Keeper to utilize in the game. Each Relic is different and does a variety of things. The final reward for achieving this rank is picking a Lucky Companion to aid you in your endeavors. These animals are unique and can do many things for you.
The seventh and final rank for the Solas Faction is Radiant. You need to earn thirty-five reputation points to achieve this title. You make a spot on the Faction Council and can decide the course of action for the Faction. As a Radiant, you become a Light Bearer and bestow light artifacts onto students. Radiants are Holders of Peace and strive to create a world where everyone gets along, and there is no strife. Your mission is to keep the balance between the Factions and the Human world.
Liath Faction Ranks
Infantile is the first rank of the Liath Faction. You will need to gain five reputation points to earn this title. Being Infantile allows you access to classes. The Capital of Liath is now open to your character, and you can request a small place to stay in the city. This rank is the beginning of a journey for yourself.
The second rank for the Liath Faction is Novice. You will have to earn ten reputation points to achieve this rank. As a Novice, you will receive a Gray Cloth. A powerful object that casts whatever is cloaked in it to be invisible. A Guru Rank gives you the Book of Neutrality, a guide on remaining apathetic and neutral within Faeryn. The final reward for this rank is a Liath Crest. A badge of authority that grants you sanctuary in certain places besides your home territory.
The third rank for the Liath Faction is Intermediate. You will need fifteen reputation points to earn this title. As an Intermediate, you will gain an object called a "Magic Refiner." This item will allow you to refine the properties of each magic available in Faeryn. Next, your character will earn an Item of Wanting. This object knows what you want the most and transforms into an item you can use. Your character cannot convert it into perishable things, like food, paper, and liquid. With this rank comes Guard Duty responsibilities. The leaders of this Faction want you to contribute to protecting the region.
The fourth rank for the Liath Faction is Proficient. You will have to earn twenty reputation points to gain access to this rank. As a Proficient, you will take an Oath of Keeping. This vow swears your loyalty and pledges your allegiance to a cause specified by the Leaders. The vow could be anything they require, and it is different for everyone. A Chambers Key allows your character to unlock various doors for separate chambers around Faeryn and the Human world. The final reward for your character is called Written Magic. This act of casting allows you to pass off magic to others as a spell they can use regardless of their magical abilities.
The fifth rank for the Liath Faction is Advanced. You will need to gain twenty-five reputation points to earn this title. As an Advanced Rank, your character receives a Ring of Protection that allows them to shield against a disastrous outcome of any type for one post-turn. The Knowledge Library is a trove of information on all sorts of things that you now have access to whenever you wish to visit it. The final reward for this rank is called Wisdom Crystals. They are divine crystals that allow the user to prophesize wisdom for the past, present, and future.
The sixth rank for the Liath Faction is Expert. You must have thirty reputation points to achieve this rank. As an Expert, you earn a cloak with abilities that relate to the class you chose. The Gurus of the Factions give Experts Kingdom Assignments that send them on missions across Faeryn and to Earth doing various tasks. An essential part of the Liath Faction is recording fae traditions and other exciting lore information; as the final reward for this rank, you will receive a Lore Guide that teaches you and records information depending on what actions you take in the game.
The seventh and final rank for the Liath Faction is Guru. You need to have thirty-five reputation points to earn this title. As a Guru, you join the Secret Circle. A Council of Gurus that lead the Faction towards different goals. Your character also receives a Neutral Codex. The Binding Law of the Liath Faction, a more extensive version of the Book of Neutrality that Gurus pass out to the lower ranks. The final reward is an Artifact of Power, various items that hold tremendous power. They bind and attach themselves to the character's soul to align with their moral compass and attune their abilities to the artifact's energy.
Ollpheist Faction Ranks
Newling is the first rank of the Ollpheist Faction. You need to earn five reputation points to achieve this rank. In doing that, you get a choice of which class you want to pursue. Then you are allowed access to the Capital and a place to rest your weary bones. This rank begins your journey with the monsters of Faeryn.
The second rank in the Ollpheist Faction is called Kidster. You have to gain ten reputation points to earn this title. As a Kidster, you are allowed to practice on the Training Grounds and hone your skills. Although all alignments are welcome in Ollpheist, it is crucial to identify which side of the line you fall. As a Kidster, you will have to pick which side you lean more to, whether good, bad, or neutral. Finally, a Matora will assign you a creature consort, a special animal friend that helps you in situations.
The third rank in the Ollpheist Faction is Teeny. You need to earn fifteen reputation points to earn this title. When you are a Teeny, you gain the responsibility of doing Patrols along the borders of the Ollpheist Territory. As well, you also receive a Sigil of Ollpheist that grants you passage to places previously off-limits to your character. With the Honorary Scroll, you will get a chance to partake in events with other Factions that follow your alignment.
The fourth rank in the Ollpheist Faction is Adolus. You must have twenty reputation points to achieve this rank. When you are an Adolus, you will be able to receive a gift that correlates to the Class you chose earlier. You will also get the Guidance of Nature, an invaluable bit of knowledge that follows the elements of the world and Nature itself. The final reward is a Magic Ceremony that commemorates the type of magic you wish to utilize more often.
The fifth rank in the Ollpheist Faction is Matora. You need twenty-five reputation points to earn this title. When you are a Matora, you will receive a Maturity Ring that symbolizes your growth in the Faction. This ring grants you the ability to power up your form for one post-turn. You assign a creature consort to a Kidster, and with this job, your character earns the Crest of Creatures and can befriend any creature that wanders the two worlds. The final reward is a choice of Assignmentwithin the Faction. This Assignment is a job that gives treasures for accomplishing goals in the world.
The sixth rank in the Ollpheist Faction is Eldergon. You have to earn thirty reputation points to gain this rank. When you are an Eldergon, you will partake in the Elder Ritual, commemorating your status and ability to stay strong in the Faction. Peakalis Rank bestows Nature's Fury upon each Eldergon that has taken the ritual. This ability allows your character to take control of Nature and use it to their liking for one post-turn. The final reward for this rank is an Alignment Relic that gives you power related to the alignment you chose previously.
The seventh and final rank in the Ollpheist Faction is Peakalis. You require thirty-five reputation points to achieve this rank. When you are a Peakalis, you receive a Peak Heirloom. A particular object that allows your character to reach their Peak perfection. With this rank, you are a part of the Faction Pride, a group of leaders who choose the best course of action for the Faction as a whole. The final gift for your character is a Transformation Flower. It allows you to transform into a powerful version of your true Nature for one post-turn.
Changeling is the beginning rank for the Dorcha Faction. When you first start in the guild, you will need to gain five reputation points to have this title. Being a Changeling in Dorcha allows you access to the capital and a place to stay. When you achieve this rank, you are required to pick a class available to you. This rank is the start of your journey with the dark side.
The second rank for the Dorcha Faction is Servant. When you gain ten reputation points, you will earn this title. Being a Servant in Dorcha allows you to access a shadow version of yourself that can run minor errands and things for you. As a Servant, a Mentor is given to you that shows you the ropes. The Mentor is in charge of your progress until you gain enough reputation points to rank up. With this rank, you have the choice to take on a discipline. These are additional tasks for your class that hone your skills even further.
The third rank for the Dorcha faction is Soldier. When you gain fifteen reputation points, you will earn this title. As a Soldier, your character will get a Dorcha Sigil, a talisman that gives access to new areas that were previously off-limits. When you achieve this rank, access to jobs related to your class will be available to you. As a Soldier, they give you rank assignments to accomplish for Dorcha. These assignments are duties of Soldiers that have to get done around Faeryn
The fourth rank for the Dorcha faction is Captain. When you gain twenty reputation points, you will earn this title. As a Captain, your character will receive a Captain's Key. This key unlocks treasure chests that you can find in various places in Faeryn. The chests contain a random assortment of items and other things for the taking. When your character is a Captain, they will have to partake in a Magic Assessment. This challenge tests your magical skills to see what type of magic you are best suited to casting. Being a Captain in the Dorcha Faction, you must take on a Servant Rank member as their Mentor. The goal of a Mentor is to teach Servants how to work efficiently in the Faction until they have reached the Captain Rank.
The fifth rank for the Dorcha Faction is General. When you gain twenty-five reputation points, you will earn this title. As a General, your character will have a fae squadron of five Soldiers to oversee and use. The Soldiers can do your bidding and work on things beneath a General's status. Gaining this rank, you will receive a Secret Book. There is a variety of Secret Books, and each one has a different purpose and ability. These artifacts grant the user power beyond anyone's comprehension; all you have to do is write a secret in it. The final gift is an official Stamp that can secure documents, commodities, and other rewards for the Squadron they oversee.
The sixth rank for the Dorcha Faction is Lord. When you gain thirty reputation points, you will earn this title. As a Lord, your character commands a quarter of Dorcha territory and can use it as you see fit. The highest intelligence clearance is given to Lord's as they are the right hand of Court Royalty. They have to push the agenda of the council to the best of their ability. Lastly, as a Lord, your character will receive a royal Mount of their choice to use for eternity.
The seventh and final rank for the Dorcha Faction is Court Royalty. When you gain thirty-five reputation points, you will earn this title. As Court Royalty, your character will have a spot on the Faction Council and have a say in decisions that affect the Faction as a whole. It is the highest position available for any Fae in Dorcha. Being a part of the Court will get you rewards of all types to utilize in the game. These rewards include access to portals, breach points, and treasure worthy of this status. Finally, any character who has this rank also has the ability called "Fae Sway"; this gives you a chance to persuade a Faery of another Faction to do your bidding for one Post Turn.
Solas Faction Ranks
Paige is the beginning rank for the Solas Faction. When you first start with Solas, you will need to earn five reputation points to achieve this rank. As a Paige, your character has access to the Capital and a place to stay. Your character can choose a class to align with and learn how to achieve the class's goals. Your journey into the light begins here.
The second rank for the Solas Faction is Student. You will need to earn ten reputation points to achieve this title. As a Student, your character will have access to the Solas Academy, a prestigious school for studying the art of Fae kind. A Radiant Rank will bestow a Light Artifact upon your character, and your goal is to review it and learn how to master it with time. You also have the choice of a path to follow in regards to the class you chose. These paths are different sets of skills related to each class that allow you to expand your abilities as you grow.
The third rank for the Solas Faction is Teacher. It requires your character to achieve fifteen reputation points to gain this title. As a Teacher, you will follow one student that you will teach at the Academy. It is your goal to aid them in their light artifact research and help them grow stronger. A Magic Orb will be granted to your character and shape what aspect of Fae Magic they develop in the future. Finally, a ceremony for graduating from the Academy happens before the next rank-up.
The fourth rank for the Solas Faction is Journeyman. You must earn twenty reputation points to achieve this title. As a Journeyman, there are several choices of journies you can partake in to learn more about the world around you. Before setting out on this journey, you will receive a Bag of Many Things. This object allows you to hold an infinite amount of items and give you a random assortment of equipment related to the journey you picked. Finally, a Sigil of Solas is delivered to your character to allow them to travel to areas previously off-limits to them.
The fifth rank for the Solas Faction is Master. You need twenty-five reputation points to earn this rank. With this title, you become the Master of Options, an assistant to Keepers who can decide on various options available to them. These options can change the course of time and space. A Radiant Rank gives a Whip of Emotions to each Master to discern emotions in a flash. It is helpful for sticky situations and allows the user time to react to a crisis within a post-turn. Finally, every Master gets a quarter of Solas Territory to preside over and do what they wish.
The sixth rank for the Solas Faction is Keeper. You need thirty reputation points to achieve this title. As soon as you earn this rank, there shall be a ceremony to commemorate the event. Each ceremony caters to the individual character and their contributions to the Faction. At the end of the occasion, the Keeper receives a Master to assist them in their duties. The next step is to hold a Relic Ritual. This ritual blesses a relic for the Keeper to utilize in the game. Each Relic is different and does a variety of things. The final reward for achieving this rank is picking a Lucky Companion to aid you in your endeavors. These animals are unique and can do many things for you.
The seventh and final rank for the Solas Faction is Radiant. You need to earn thirty-five reputation points to achieve this title. You make a spot on the Faction Council and can decide the course of action for the Faction. As a Radiant, you become a Light Bearer and bestow light artifacts onto students. Radiants are Holders of Peace and strive to create a world where everyone gets along, and there is no strife. Your mission is to keep the balance between the Factions and the Human world.
Liath Faction Ranks
Infantile is the first rank of the Liath Faction. You will need to gain five reputation points to earn this title. Being Infantile allows you access to classes. The Capital of Liath is now open to your character, and you can request a small place to stay in the city. This rank is the beginning of a journey for yourself.
The second rank for the Liath Faction is Novice. You will have to earn ten reputation points to achieve this rank. As a Novice, you will receive a Gray Cloth. A powerful object that casts whatever is cloaked in it to be invisible. A Guru Rank gives you the Book of Neutrality, a guide on remaining apathetic and neutral within Faeryn. The final reward for this rank is a Liath Crest. A badge of authority that grants you sanctuary in certain places besides your home territory.
The third rank for the Liath Faction is Intermediate. You will need fifteen reputation points to earn this title. As an Intermediate, you will gain an object called a "Magic Refiner." This item will allow you to refine the properties of each magic available in Faeryn. Next, your character will earn an Item of Wanting. This object knows what you want the most and transforms into an item you can use. Your character cannot convert it into perishable things, like food, paper, and liquid. With this rank comes Guard Duty responsibilities. The leaders of this Faction want you to contribute to protecting the region.
The fourth rank for the Liath Faction is Proficient. You will have to earn twenty reputation points to gain access to this rank. As a Proficient, you will take an Oath of Keeping. This vow swears your loyalty and pledges your allegiance to a cause specified by the Leaders. The vow could be anything they require, and it is different for everyone. A Chambers Key allows your character to unlock various doors for separate chambers around Faeryn and the Human world. The final reward for your character is called Written Magic. This act of casting allows you to pass off magic to others as a spell they can use regardless of their magical abilities.
The fifth rank for the Liath Faction is Advanced. You will need to gain twenty-five reputation points to earn this title. As an Advanced Rank, your character receives a Ring of Protection that allows them to shield against a disastrous outcome of any type for one post-turn. The Knowledge Library is a trove of information on all sorts of things that you now have access to whenever you wish to visit it. The final reward for this rank is called Wisdom Crystals. They are divine crystals that allow the user to prophesize wisdom for the past, present, and future.
The sixth rank for the Liath Faction is Expert. You must have thirty reputation points to achieve this rank. As an Expert, you earn a cloak with abilities that relate to the class you chose. The Gurus of the Factions give Experts Kingdom Assignments that send them on missions across Faeryn and to Earth doing various tasks. An essential part of the Liath Faction is recording fae traditions and other exciting lore information; as the final reward for this rank, you will receive a Lore Guide that teaches you and records information depending on what actions you take in the game.
The seventh and final rank for the Liath Faction is Guru. You need to have thirty-five reputation points to earn this title. As a Guru, you join the Secret Circle. A Council of Gurus that lead the Faction towards different goals. Your character also receives a Neutral Codex. The Binding Law of the Liath Faction, a more extensive version of the Book of Neutrality that Gurus pass out to the lower ranks. The final reward is an Artifact of Power, various items that hold tremendous power. They bind and attach themselves to the character's soul to align with their moral compass and attune their abilities to the artifact's energy.
Ollpheist Faction Ranks
Newling is the first rank of the Ollpheist Faction. You need to earn five reputation points to achieve this rank. In doing that, you get a choice of which class you want to pursue. Then you are allowed access to the Capital and a place to rest your weary bones. This rank begins your journey with the monsters of Faeryn.
The second rank in the Ollpheist Faction is called Kidster. You have to gain ten reputation points to earn this title. As a Kidster, you are allowed to practice on the Training Grounds and hone your skills. Although all alignments are welcome in Ollpheist, it is crucial to identify which side of the line you fall. As a Kidster, you will have to pick which side you lean more to, whether good, bad, or neutral. Finally, a Matora will assign you a creature consort, a special animal friend that helps you in situations.
The third rank in the Ollpheist Faction is Teeny. You need to earn fifteen reputation points to earn this title. When you are a Teeny, you gain the responsibility of doing Patrols along the borders of the Ollpheist Territory. As well, you also receive a Sigil of Ollpheist that grants you passage to places previously off-limits to your character. With the Honorary Scroll, you will get a chance to partake in events with other Factions that follow your alignment.
The fourth rank in the Ollpheist Faction is Adolus. You must have twenty reputation points to achieve this rank. When you are an Adolus, you will be able to receive a gift that correlates to the Class you chose earlier. You will also get the Guidance of Nature, an invaluable bit of knowledge that follows the elements of the world and Nature itself. The final reward is a Magic Ceremony that commemorates the type of magic you wish to utilize more often.
The fifth rank in the Ollpheist Faction is Matora. You need twenty-five reputation points to earn this title. When you are a Matora, you will receive a Maturity Ring that symbolizes your growth in the Faction. This ring grants you the ability to power up your form for one post-turn. You assign a creature consort to a Kidster, and with this job, your character earns the Crest of Creatures and can befriend any creature that wanders the two worlds. The final reward is a choice of Assignmentwithin the Faction. This Assignment is a job that gives treasures for accomplishing goals in the world.
The sixth rank in the Ollpheist Faction is Eldergon. You have to earn thirty reputation points to gain this rank. When you are an Eldergon, you will partake in the Elder Ritual, commemorating your status and ability to stay strong in the Faction. Peakalis Rank bestows Nature's Fury upon each Eldergon that has taken the ritual. This ability allows your character to take control of Nature and use it to their liking for one post-turn. The final reward for this rank is an Alignment Relic that gives you power related to the alignment you chose previously.
The seventh and final rank in the Ollpheist Faction is Peakalis. You require thirty-five reputation points to achieve this rank. When you are a Peakalis, you receive a Peak Heirloom. A particular object that allows your character to reach their Peak perfection. With this rank, you are a part of the Faction Pride, a group of leaders who choose the best course of action for the Faction as a whole. The final gift for your character is a Transformation Flower. It allows you to transform into a powerful version of your true Nature for one post-turn.
Paige is the beginning rank for the Solas Faction. When you first start with Solas, you will need to earn five reputation points to achieve this rank. As a Paige, your character has access to the Capital and a place to stay. Your character can choose a class to align with and learn how to achieve the class's goals. Your journey into the light begins here.
The second rank for the Solas Faction is Student. You will need to earn ten reputation points to achieve this title. As a Student, your character will have access to the Solas Academy, a prestigious school for studying the art of Fae kind. A Radiant Rank will bestow a Light Artifact upon your character, and your goal is to review it and learn how to master it with time. You also have the choice of a path to follow in regards to the class you chose. These paths are different sets of skills related to each class that allow you to expand your abilities as you grow.
The third rank for the Solas Faction is Teacher. It requires your character to achieve fifteen reputation points to gain this title. As a Teacher, you will follow one student that you will teach at the Academy. It is your goal to aid them in their light artifact research and help them grow stronger. A Magic Orb will be granted to your character and shape what aspect of Fae Magic they develop in the future. Finally, a ceremony for graduating from the Academy happens before the next rank-up.
The fourth rank for the Solas Faction is Journeyman. You must earn twenty reputation points to achieve this title. As a Journeyman, there are several choices of journies you can partake in to learn more about the world around you. Before setting out on this journey, you will receive a Bag of Many Things. This object allows you to hold an infinite amount of items and give you a random assortment of equipment related to the journey you picked. Finally, a Sigil of Solas is delivered to your character to allow them to travel to areas previously off-limits to them.
The fifth rank for the Solas Faction is Master. You need twenty-five reputation points to earn this rank. With this title, you become the Master of Options, an assistant to Keepers who can decide on various options available to them. These options can change the course of time and space. A Radiant Rank gives a Whip of Emotions to each Master to discern emotions in a flash. It is helpful for sticky situations and allows the user time to react to a crisis within a post-turn. Finally, every Master gets a quarter of Solas Territory to preside over and do what they wish.
The sixth rank for the Solas Faction is Keeper. You need thirty reputation points to achieve this title. As soon as you earn this rank, there shall be a ceremony to commemorate the event. Each ceremony caters to the individual character and their contributions to the Faction. At the end of the occasion, the Keeper receives a Master to assist them in their duties. The next step is to hold a Relic Ritual. This ritual blesses a relic for the Keeper to utilize in the game. Each Relic is different and does a variety of things. The final reward for achieving this rank is picking a Lucky Companion to aid you in your endeavors. These animals are unique and can do many things for you.
The seventh and final rank for the Solas Faction is Radiant. You need to earn thirty-five reputation points to achieve this title. You make a spot on the Faction Council and can decide the course of action for the Faction. As a Radiant, you become a Light Bearer and bestow light artifacts onto students. Radiants are Holders of Peace and strive to create a world where everyone gets along, and there is no strife. Your mission is to keep the balance between the Factions and the Human world.
Infantile is the first rank of the Liath Faction. You will need to gain five reputation points to earn this title. Being Infantile allows you access to classes. The Capital of Liath is now open to your character, and you can request a small place to stay in the city. This rank is the beginning of a journey for yourself.
The second rank for the Liath Faction is Novice. You will have to earn ten reputation points to achieve this rank. As a Novice, you will receive a Gray Cloth. A powerful object that casts whatever is cloaked in it to be invisible. A Guru Rank gives you the Book of Neutrality, a guide on remaining apathetic and neutral within Faeryn. The final reward for this rank is a Liath Crest. A badge of authority that grants you sanctuary in certain places besides your home territory.
The third rank for the Liath Faction is Intermediate. You will need fifteen reputation points to earn this title. As an Intermediate, you will gain an object called a "Magic Refiner." This item will allow you to refine the properties of each magic available in Faeryn. Next, your character will earn an Item of Wanting. This object knows what you want the most and transforms into an item you can use. Your character cannot convert it into perishable things, like food, paper, and liquid. With this rank comes Guard Duty responsibilities. The leaders of this Faction want you to contribute to protecting the region.
The fourth rank for the Liath Faction is Proficient. You will have to earn twenty reputation points to gain access to this rank. As a Proficient, you will take an Oath of Keeping. This vow swears your loyalty and pledges your allegiance to a cause specified by the Leaders. The vow could be anything they require, and it is different for everyone. A Chambers Key allows your character to unlock various doors for separate chambers around Faeryn and the Human world. The final reward for your character is called Written Magic. This act of casting allows you to pass off magic to others as a spell they can use regardless of their magical abilities.
The fifth rank for the Liath Faction is Advanced. You will need to gain twenty-five reputation points to earn this title. As an Advanced Rank, your character receives a Ring of Protection that allows them to shield against a disastrous outcome of any type for one post-turn. The Knowledge Library is a trove of information on all sorts of things that you now have access to whenever you wish to visit it. The final reward for this rank is called Wisdom Crystals. They are divine crystals that allow the user to prophesize wisdom for the past, present, and future.
The sixth rank for the Liath Faction is Expert. You must have thirty reputation points to achieve this rank. As an Expert, you earn a cloak with abilities that relate to the class you chose. The Gurus of the Factions give Experts Kingdom Assignments that send them on missions across Faeryn and to Earth doing various tasks. An essential part of the Liath Faction is recording fae traditions and other exciting lore information; as the final reward for this rank, you will receive a Lore Guide that teaches you and records information depending on what actions you take in the game.
The seventh and final rank for the Liath Faction is Guru. You need to have thirty-five reputation points to earn this title. As a Guru, you join the Secret Circle. A Council of Gurus that lead the Faction towards different goals. Your character also receives a Neutral Codex. The Binding Law of the Liath Faction, a more extensive version of the Book of Neutrality that Gurus pass out to the lower ranks. The final reward is an Artifact of Power, various items that hold tremendous power. They bind and attach themselves to the character's soul to align with their moral compass and attune their abilities to the artifact's energy.
Ollpheist Faction Ranks
Newling is the first rank of the Ollpheist Faction. You need to earn five reputation points to achieve this rank. In doing that, you get a choice of which class you want to pursue. Then you are allowed access to the Capital and a place to rest your weary bones. This rank begins your journey with the monsters of Faeryn.
The second rank in the Ollpheist Faction is called Kidster. You have to gain ten reputation points to earn this title. As a Kidster, you are allowed to practice on the Training Grounds and hone your skills. Although all alignments are welcome in Ollpheist, it is crucial to identify which side of the line you fall. As a Kidster, you will have to pick which side you lean more to, whether good, bad, or neutral. Finally, a Matora will assign you a creature consort, a special animal friend that helps you in situations.
The third rank in the Ollpheist Faction is Teeny. You need to earn fifteen reputation points to earn this title. When you are a Teeny, you gain the responsibility of doing Patrols along the borders of the Ollpheist Territory. As well, you also receive a Sigil of Ollpheist that grants you passage to places previously off-limits to your character. With the Honorary Scroll, you will get a chance to partake in events with other Factions that follow your alignment.
The fourth rank in the Ollpheist Faction is Adolus. You must have twenty reputation points to achieve this rank. When you are an Adolus, you will be able to receive a gift that correlates to the Class you chose earlier. You will also get the Guidance of Nature, an invaluable bit of knowledge that follows the elements of the world and Nature itself. The final reward is a Magic Ceremony that commemorates the type of magic you wish to utilize more often.
The fifth rank in the Ollpheist Faction is Matora. You need twenty-five reputation points to earn this title. When you are a Matora, you will receive a Maturity Ring that symbolizes your growth in the Faction. This ring grants you the ability to power up your form for one post-turn. You assign a creature consort to a Kidster, and with this job, your character earns the Crest of Creatures and can befriend any creature that wanders the two worlds. The final reward is a choice of Assignmentwithin the Faction. This Assignment is a job that gives treasures for accomplishing goals in the world.
The sixth rank in the Ollpheist Faction is Eldergon. You have to earn thirty reputation points to gain this rank. When you are an Eldergon, you will partake in the Elder Ritual, commemorating your status and ability to stay strong in the Faction. Peakalis Rank bestows Nature's Fury upon each Eldergon that has taken the ritual. This ability allows your character to take control of Nature and use it to their liking for one post-turn. The final reward for this rank is an Alignment Relic that gives you power related to the alignment you chose previously.
The seventh and final rank in the Ollpheist Faction is Peakalis. You require thirty-five reputation points to achieve this rank. When you are a Peakalis, you receive a Peak Heirloom. A particular object that allows your character to reach their Peak perfection. With this rank, you are a part of the Faction Pride, a group of leaders who choose the best course of action for the Faction as a whole. The final gift for your character is a Transformation Flower. It allows you to transform into a powerful version of your true Nature for one post-turn.
Newling is the first rank of the Ollpheist Faction. You need to earn five reputation points to achieve this rank. In doing that, you get a choice of which class you want to pursue. Then you are allowed access to the Capital and a place to rest your weary bones. This rank begins your journey with the monsters of Faeryn.
The second rank in the Ollpheist Faction is called Kidster. You have to gain ten reputation points to earn this title. As a Kidster, you are allowed to practice on the Training Grounds and hone your skills. Although all alignments are welcome in Ollpheist, it is crucial to identify which side of the line you fall. As a Kidster, you will have to pick which side you lean more to, whether good, bad, or neutral. Finally, a Matora will assign you a creature consort, a special animal friend that helps you in situations.
The third rank in the Ollpheist Faction is Teeny. You need to earn fifteen reputation points to earn this title. When you are a Teeny, you gain the responsibility of doing Patrols along the borders of the Ollpheist Territory. As well, you also receive a Sigil of Ollpheist that grants you passage to places previously off-limits to your character. With the Honorary Scroll, you will get a chance to partake in events with other Factions that follow your alignment.
The fourth rank in the Ollpheist Faction is Adolus. You must have twenty reputation points to achieve this rank. When you are an Adolus, you will be able to receive a gift that correlates to the Class you chose earlier. You will also get the Guidance of Nature, an invaluable bit of knowledge that follows the elements of the world and Nature itself. The final reward is a Magic Ceremony that commemorates the type of magic you wish to utilize more often.
The fifth rank in the Ollpheist Faction is Matora. You need twenty-five reputation points to earn this title. When you are a Matora, you will receive a Maturity Ring that symbolizes your growth in the Faction. This ring grants you the ability to power up your form for one post-turn. You assign a creature consort to a Kidster, and with this job, your character earns the Crest of Creatures and can befriend any creature that wanders the two worlds. The final reward is a choice of Assignmentwithin the Faction. This Assignment is a job that gives treasures for accomplishing goals in the world.
The sixth rank in the Ollpheist Faction is Eldergon. You have to earn thirty reputation points to gain this rank. When you are an Eldergon, you will partake in the Elder Ritual, commemorating your status and ability to stay strong in the Faction. Peakalis Rank bestows Nature's Fury upon each Eldergon that has taken the ritual. This ability allows your character to take control of Nature and use it to their liking for one post-turn. The final reward for this rank is an Alignment Relic that gives you power related to the alignment you chose previously.
The seventh and final rank in the Ollpheist Faction is Peakalis. You require thirty-five reputation points to achieve this rank. When you are a Peakalis, you receive a Peak Heirloom. A particular object that allows your character to reach their Peak perfection. With this rank, you are a part of the Faction Pride, a group of leaders who choose the best course of action for the Faction as a whole. The final gift for your character is a Transformation Flower. It allows you to transform into a powerful version of your true Nature for one post-turn.