~ 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