~ All Bios ~


-- Mystic --

Mystics are generally the only Murrah who possess anything that could be considered 'magic' or a super-natural ability. Generally a mix of natural talent and teaching. Various energies make up the world and everything within it, and Mystics are those who know/learn how to manipulate them. In general, they are highly prized and respected, and most clans try to have at least one Mystic living in their ranks. Some clans have only one or two types of Mystic exclusively, while some try to have as many different kinds as possible. Every clan is different in this respect.

Mystic(Free energy) The most generic term for a magic-user. Generally run ceremonies and bless decisions, learn as much as possible about all the branches. Powerful mystics can heal and bless, going generally to the energies that float freely around the world.

Healer/Mind Bender(Murrah energy) In charge of both the mental and physical health and growth of other Murrah. Can tune into a Murrah’s particular energy ‘frequency’ and manipulate it. Works with others (especially Herbalists) when simple magical manipulation isn’t enough. Sometimes a Murrah will unconsciously fight direct manipulation for unknown reasons, or has some other problem, requiring a Healer to direct their patient elsewhere. Can diagnose, speed healing, cure illness, mess with the mind. Those specializing in mental manipulation are called Mind Benders, but they fall into this category.

Herbalist(Inherent energy of plants and substances, utilizes) Nearly a scientist, though believed to be based in magic. Isolating and studying the magic of plants and elements/minerals. Some of it purely magical, some very scientific. Similar to Enchanter, but utilizes instead of manipulates, and deals with properties more than ‘medicine.’ Subject matter tends to differ—plants and substances rather than objects.

Enchanter(Inherent energy of objects, manipulates) Deals strictly in the ‘medicine’ that is innate in every object. Makes magical charms. Communicates with other branches of Mystic, often working alongside them, or crafting magical items for their practice. See Herbalist for differences.

Shaman(Spirit energy) communicating and manipulating the spirit world. Induce trances. Can cast blessings or curses, and give instructions. (drink a potion, cut your wrist, find an animal, etc)

Druid(Living energy) extremely in tune with the natural world. Can feel the energy that flows through all living creatures, and can manipulate and communicate with it. Can communicate and see through animals, usually having one or two in particular as familiars. Spells involving nature.

Astronomer(Heavenly body energy) believes that there is power in the stars and heavenly bodies. By studying the stars, much knowledge can be gained. Sometimes consider a certain constellation or heavenly body to be watching out for them, and will pray to such. Reads fates in stars, dates, heavenly movements.

Elementalist(Elemental energy) deals strictly with the elements, controlling and harnessing their power. Typically masters one, sometimes two—though never opposites.

Seer/Fortune Teller(Flowing energy and its pathways, connections, and interactions) communicates with spirits, and their interactions through time. Can see into the past or future, through specific and very individual means. Puts great importance in dreams and hunches. Beliefs and methods vary greatly. Can be the least controlled of the branches.

Spell crafter(Specifically harnessing various energies, and decoding/applying it to oneself) A powerful jack-of-all trades. They seek to find secrets and links to gain power over various things. Usually have a specialty. The focus is giving yourself power over something. This is worked out into a spell—a process that causes the desired outcome magically, if performed exactly correctly. This can be gesture, written word, recited word (mental and vocal combination) tattoo, etc.

Midwife(Varied energy, with the focus of life and growth) deals strictly with life-force and growth. Specified branch, though abilities span somewhere across healer, herbalist, and seer. Can cast blessings associated with growth and future.

Sage(Murrah-created energy, plus past powers) a collector of knowledge, history, and writing. Understands that there is an energy if its own within these things, created by the Murrah mind. Oftentimes were once spell crafters, or other types of Mystics, and retain at least some of their powers from that time. Are well learned in the art of teaching and speaking.

High Mystic – A master and leader of mystics, in any of the above branches.

 

 

-- Rebel --

Rebels are any Murrah that has, or still actively, fights the Urhein back on Pelmei. They come in many varieties, with a myriad of background, skill levels, and ethics. Highly respected as selfless soldiers by most clans.

Rebel(Anyone who actively acts against the Urhein, on Pelmei at least occasionally)

Scout - (Rebel whose primary service is scouting, often with other talents/services as well)

Informant(Serving in the trust of the Urhein, for the betterment of the Murrah)

Liberator(Freeing captive Murrah, and getting them to safety)

Hunter(Rebel with skills of a hunter)

Warrior(Rebel with skills of a warrior)

Assassin(Rebel with skills of an assassin)

Striker(Other organized strikes against Urhein, not necessarily just to free Murrah)

Terrorist(Uses terror as a weapon against Urhein)

Leader(Leads a band of rebels, or is other key figure)

 

 

-- Fine --

While considered valuable, Murrah that fall into the Fine class are rarely considered necessary. They are considered more of a show of wealth and success of a certain clan, as well as a status symbol, flaunting the level of civilization and progress that a clan has managed to attain. The opinion on Fine class Murrah vary greatly from one clan to the next...some coveting them and some looking down on them as a sign of frivolousness.

Artisan/Artist -- (creates any 'fine art' piece: objects/techniques purely for self or aesthetic reasons)

Entertainer/Dancer/Performer -- (performs for others)

Song Spinner/Music Maker -- (performs/creates music or song)

Keeper of Records/Lore Keepers -- (memorizes or collects writing and lore)

Lord/Lady/Hero -- (defining trait is fame and/or lineage)

Groomer/Farrier -- (care for the appearance and/or hygiene of others)

Tattooist/Body artist -- (specializes in body tattooing/alteration/decoration)

Ambassador -- (serves as the face of the clan/family/group)

Chef/Cook -- (main focus is the creation/preparation of food/kitchens)

Scholar/Intellect/Philosopher -- (main focus is science/thought)

Advisor/Strategist -- (recognized/used for their intelligence)

Writer/Scribe/Poet -- (main focus is writing in some form)

Storyteller/Orator/Bard -- (specializes in and/or creates verbal ore and stories)

Tinkerer/Inventor -- (creates/designs new ideas/objects/technologies)

 

 

-- Craftsfolk --

Craftsfolk Murrah are those who are trained in a certain tradable service or craft, and are generally highly prized by clans. They generate wealth by giving the clan something to trade with outsiders, as well as allowing the clan to remain at least partially self-sufficient-- depending on the craft. Some clans are know for their specialists in a particular area.

Craftsman -- (specializes in any sort of craft; many sub categories)

Trader/Merchant -- (specializes in the trade of goods and/or handling of currency)

Animal Breeder -- (breeds animal companions, may have specialized breed(s))

Gardener/Cultivator -- (grows/tends plants)

Jeweler -- (creates decoration/trinkets from precious materials)

Architect/Builder -- (specializes in the design/construction of structures)

Herder/Shepherd/Farmer -- (tends or protects animals that are used for their byproducts, such as meat/fiber/eggs/etc.)

Fisher/Coast walker -- (hunts aquatic/shoreline creatures and products)

Outfitter/Toolmaker -- (creates/specializes in common supplies and tools)

Potter -- (works with ceramics/clay/stone)

Weaver/Seamstress/Dyer/Tanner -- (works with all manner of fiber)

Metalworker/Smith -- (works with all manner of metal/ore)

Weapons master -- (specializes in weaponry and battle supplies)

 

 

-- Commonfolk --

Obviously the most common class of Murrah, the commonfolk are those that are generally considered vital to a clan's success, which don't specialize in a particular skill or marketable craft.

Refugee -- (any Murrah escaping from Pelmei)
--Captive-born -- (any Murrah born in captivity)
--Urhein Pet -- (served as companion)
--Laborer -- (used for strength/labor)
--Servant -- (trained to perform some service)
--Fighter -- (used in bloodsport)
--Guard -- (used as guard-dog against other Urhein and/or Murrah)
--Racer -- (trained and/or bred for sport-racing)
--Breeder/Stud -- (primarily used for breeding)
--Show -- (prized for lineage and/or beauty)
--Clan-born -- (lived most of life outside captivity)

Orphan -- (orphaned, either refugee or Haurah-born)

Adopted -- (was once orphan, now with family)

Haurah-born -- (any Murrah born on Haurah)

Clan-bound -- (any Murrah that is member of a clan)

Beta -- (any high-ranking clan member)

Omega -- (any low-ranking clan member)

Widow/Widower -- (mate has been lost, no intention of seeking another)

Elder/Veteran -- (retired from previous purpose)

Runner -- (special class, serves much time in Tunnels, guarding and helping Murrah through)

Servant/Grunt/Worker -- (serves other Murrah and/or provides brute labor)

Apprentice -- (any Murrah serving under a mentor or teacher)

Caretaker/Matron/Fawnsitter -- (cares for other Murrah, usually fawns or elders)

Teacher/Instructor/Mentor -- (main focus is the instruction of others)

Warrior/Guard -- (trained in battle and protection, against Murrah or otherwise)

Hunter/Trapper/Tracker -- (specializing in hunting and/or wilderness survival)

Gatherer/Harvester -- (collects plants and supplies from the wilderness)

Forester/Boundaryman -- (cares for the health and safety of wilderness and clan territory)

Groundskeeper -- (cares for clan living grounds, including shelters, sanitation, garbage management, etc.)

Scout -- (travels ahead of hunters, keeps watch over clan lands and boundaries, and activity within)

Speaker/Messenger -- (carries messages between clans)

 

 

-- Rogue --

Rogues are those Murrah who skirt the boundaries of clan life, while still remaining acceptable in society's eyes. Some clans are more strict in their judgment against Rogues, but there is no official hatred toward them. They are not considered generally vital or useful, are often chased out of clan territories, and often find great difficulty in finding a mate and often never raise a family.

Rogue/Loner/Stray/Wanderer -- (any socially-accepted Murrah who lives or spends most time out of a clan)

Assassin/Unseen/Mercenary -- (hired for covert missions, not accepted by some groups/societies)

Explorer -- (travels and discovers, often skilled in cartography)

Adventurer/Vigilante -- (pursues adventure, thrills, or some personal mission)

Treasure Hunter/Hoarder -- (lives alone, to amass wealth/hoard, oftentimes trades with others)

Dreamer -- (lives own way of life, but not enough of an outsider to be shunned)

Shadowbane -- (specially trained, to hunt down Nyanid)

 

 

-- Outsider --

The Outsider class consists of any Murrah who is generally not considered socially acceptable. Clans vary in their tolerance of this class, though most shun or even outright hunt down this class. Finding a mate and raising a family is next to impossible.

Outcast/ Scapegoat -- (any Murrah cast out from, or on the run from, society/clan)

Thief/Criminal/Bandit -- (outsider because of criminal act)

Runaway/Dissenter -- (left society/clan out of some sort of rebellion)

Wild -- (willingly lives, or was born, outside the norms/reaches of society; often animalistic)

Lunatic/Predator -- (extremely outside of the norms of society, often hunted)

Traitor/Spy/Urhein and/or Nyanid sympathist -- (whether publicly known or not; considered traitorous)

©2007 - Shannon Legler