The class System of the majority of Myst runs under the order of the Eight Classes Hierarchy. The rankings are as follows: Ten'no(Emperor)> Shogun(Imperial General)> Daimyo(Lords)>/////Bushi(Warriors/Lesser Lords)> Nomin(Peasant Farmers)> Shokunin(Craftsmen)>/////Hokosha(Merchants/Peddlers)> Hirin(Criminals/Prostitutes/Actors/Bards).   The Khagan people, a group of horsemen that decides to live in close relation with their primal instincts and live off of a system of Meritocracy have a simple Hierarchy that is as follows: Patra'ek/Patra(Leader[Honored One/Honored]), Talaya(Warriors[Blades]), Govi(People[Peasant]). The Govi generally do menial tasks, like gathering water and other materials, and seeing to the horses of the Talaya and the Patra. They may receive ascendance to the ranks of the Talaya if they save the life of a higher stationed person. The people also have names for outsiders: Taenin(Wanderer.) Talaya are the fighters of their people, specializing in horseback combat, both melee and ranged. Lastly the person whom leads a Tribe of Khagan is called Patra'ek, or Honored One. He devises military plans, raises people from their castes or shunts them downward, sires children to further the tribes, and lastly his duty is to lead his people to glory and prosperity in the eyes of their old gods: Kord, Serenrae, and Pelor.   The Myst Empire; 349 AE (AE: After Empire/BE: Before Empire) The most Prominent races of the world are Elves, Half-Elves, Dwarves, Humans, and the lesser Prominent races are Dwarves, Tieflings, Half-Orcs, and Goliaths. Half-Orcs, Tieflings and Goliaths are shunned to a varying degree due to their connections to giants and demons and the like. The continent that this adventure takes place in is recovering from a plight know as "The division", where the southern reaches of the continent were walled off to prevent the tide of evil creatures and monstrosities from swarming the lands of the civilians and claiming many lives. The Imperial Legion together with the influential Artisan's Guild, mystical Acolytes of Kiri, and fervent Children of Ran, were able to hold off the flow of vile beasts and aberrations. These 4 most powerful orders in Myst had garnered enough time to form a true marvel of a massive wall that expanded from the coast of The Opal Coves to the Lotus Sea and is to this day the greatest marvel of magical & mundane structure known to the mortal kind. The aftermath of this endeavor however left the treasuries in a bit of a conundrum, the economy began to decline, and folks took to Servitude, Banditry, Prospecting, People Trafficking, and even venturing out past "The Wall" as Surveyors in order to survive. Though being held to the confines of The Ivory Tower you only knew what the Neophytes told you upon their return. Mostly of the wonders of other civilizations that don't have magic in their everyday life, Like irrigation, mechanical inventions such as carts to replace movement spell and the like.   The Historians have, however, told you of these grand orders in case you encountered an agent of theirs in your travels one day:   The Artisan's Guild is an unseen influence that has a hand in almost every business' coffer whether the owner knows it or not. The Acolytes of Kiri dwell in the Ivory Tower far to the west of the Empire on the edge of the sea where they practice potent arcane arts and guard their magical secrets fervently.   Thirdly, The Children of Ran. All across the Myst Empire there isn't one town that hasn't had a run in with The Children of Ran; whether it was a noble deed or seedy task they would use all of their martial prowess to complete the contract. They take a job as long as the pay is good enough and the Contractor isn't directly opposed to their organization and it's beliefs. Or, well, it's CURRENT beliefs.   Lastly, The Imperial Legion. They are said to be over 50,000 strong, as well as trained to be able to survive the rigors that defending "The Wall" entail. Most people see them as benevolent protectors of society for this, but there is darkness where there is light, so when they come armored in their Green and Golds, people are on their best behavior. They vary in skill set, they vary in temperance, and they vary in race, but one thing is similar in them all. Should the Ten'no call for his Loyals to march the earth and enemies quake with their steps.   The disciples of the Golden Temple are all trained from their first moment of joining to become a monk worthy of a Sash of Stature, though only a few know the reason why. Some believe that the 7 Spirit temples are secluded because they're a group of cultists that worship some strange way of theism, others sidle toward the idea that they are a band of highly trained and highly competent assassins, accessible to the one with the largest purse. Only the Grand-master and the 7 Sentinels hold the truth. The 7 Temples titles are thus. The Golden Temple(Open Palm), Fane of Four Seasons(Four Elements), Minaret of Vitality(Long Death), The Iron Sanctuary(Kensei), The Sunstone Airy(Sun Soul), The Twilight Milestone-> Midnight Haunt(Shadow), The Radiant Grotto(Tranquility), Prime Time Tavern(Drunken Master).   The Helot Empire has been deceased for 3000 years and was founded on 3730 BE where a coalition of people who were tired of being assaulted and killed by roaming bands of wild-men, and monsters. They took the casters and had them first mold walls, great and strong, and were held responsible for their upkeep. Second, they had the warriors to guard it, with their life if need be. Last, they had the thieves and assassins to weed out dissenters and betrayers of their new settlement. They built upon this structure until they had a system, a ruler, a city greater than any other in the lands, and stretched their arms over all that was in reach. Warriors were known as "Exemplars", spear wielding, shield toting old world elites that could stop an army of soldiers in their tracks with a 10th of the opposing force's army. Mages were named "Callers" and were able steal the aether from the planes to cast flawlessly amidst any situation with utmost potency, as to lose one's self amidst a casting was the worst disgrace for the mages of their time. The more shadowed and silent were feared for their abilities of both deception, infiltration and flawless record of mission fulfillment, and they were dubbed the "Sicarii", the "Dagger-men". Topmost was the Emperor who they swore fealty to with an audience of the most trusted of the Emperor's circle watching. The last moment of the empire of Helos was when the Vizier to the Emperor, Ephorus, cast a mass necromantic ritual to turn the populace into an undead army, killing all but the single Exemplar Helot warrior Arcas Lycaon, rightful heir to the Throne of Helos, which was 'stolen' from Ephorus. Ephorus is now an extremely powerful being that can raise an army of undead strong enough to overthrow the current empire if given enough time and resources. Alone he is a powerful caster in his own right, and a cunning strategist.   The year is 370 AE and Na'Kul has grown as both warrior and scholar under the close guidance of Master Cho Jin, a patient and open minded man, who passed on his lessons in combat. The time has come, Master Cho Jin decided Na'Kul was ready to go out into Myst and perform a worthy task that should prove him ready for the next level of training and a Sash of Stature to accompany it (Varying in colors and materials dependent on  skill level. Novice, Adept, Master). Once Na'Kul finishes the task (of which is to be judged upon his return with proof of the deed) Master Cho Jin will decide if he is ready to move on to the next Temple.   Defeating a local bandit incursion onto one of the local townships (Ofu/Songtai/Tenyi) or ridding the populace of a beast that continues to prey upon them and their livestock can be enough to earn the Acolytes their Sash of Stature that has many boons on top of being a symbol of accomplishment and a mark of one worthy of respect.   Once that is finished they are sent on another journey to learn of the world and the other temples that specialize in different martial arts and can teach the next set of skills to the willing and worthy.   Artisan's Guild - Obtainers: People who steal objects from the victims of the Guild and bring it to a location to sell/hand off. Their number ranges from ragtag children thief groups to professional heisters.   Purveyors: Agents who buy hot items and goods at a small discount on the item's sold price. Notoriously greedy, but are able to procure almost anything under the Breaching Sun.   Cloaks: Agents who's purpose in the organization is to remove threats to the Guild, a Seat, or someone/thing else important. Comprised of lethal assassins and cutthroats.   Seats: Either Current Leaders or Founders of The Artisan's Guild, there are 4 of them in total. Not much is known of them except that their words are law in the underworld.     The Year is 370 AE and You have grown enough as a Sorcerer and Student to be allowed to travel. When you were younger folks would give you a hard time because of your demonic appearance, however, you didn't give in to their jabs and persevered. Eventually you discovered your love of Illusion magic. Sure, being able to disintegrate a guy with a finger is great, but you know that a powerful Illusion spell while not outright damaging can potentially win fights hands down when applied correctly, as well as creating things that are all but real to the beholder. Generally the time you've spent in The Ivory Tower was in a practice room trying to perfect your innate abilities, sometimes succeeding, sometimes not. Within your lifetime you have also seen Magister Shisaji take over the Tower.   Acolytes of Kiri - The scholars of Myst who call The Ivory Tower, the largest Library on the continent, their home. When The Divide happened they were instrumental in creating the barrier that helps protect civilization as you know it. They sport the most diverse magical practitioners in the land, and the smartest folks to write of magic theory or laws.   Tyro: A Mage in training waiting for their chance to prove their skills worthy of representing Mother Mana, Kiri*. Once a year a select 10 Tyros are picked to have a contest of esoterics against each other via duels in order to study a piece of magical lore or some kind of animal/monster of their choosing**. Five winners are then given an ornate wooden tablet as a key to exit/enter the walls of The Ivory Tower in order to search abroad for information on their thesis.   Neophyte: This is you! Graduates of The Ivory Tower, they quest across Myst and search for information to add to their notes, for once they return to the Ivory Tower they will be asked to give a composed writing to the Magister, to be judged by her and the Lectors of the Tower, with a possibility of becoming a Lector themselves. They are also known to be rather potent problem solvers for the mundane folk while traveling.   Lector: One in every 100 Neophytes are picked based on the content of their thesis and Casting prowess to be a Lector. A Lector is one who leads other mages from their fledgling state to their complete growth as a practitioner of magic. Needless to say that they are highly respected and ranked above most others, having the ability to create elemental walls from nothing and sunder the mind, they are second only to a select few including the Magister herself.   Magister: The one who holds final say in all matters within The Ivory Tower. It is uncertain what one must go through in order to obtain this title, but she is the lone decider on when the full brunt of Tower magics are used in worldly affairs. She likewise is the ones that are called upon for extraordinary knowledge in times of crisis. Magister Shisaji, a lax but shrewd Human woman, is the most accomplished Evocationist in recent history.   *[A Brief summary of The Mother of Mana, she is the source that the weaving of magic comes from. It is her who allows the essence to flow through all creatures, arcane, natural and divine alike. She takes the form of a middle-aged woman in blue robes with a scarf-like piece of cloth wrapped around her eyes. Her domains of worship are Knowledge, Travel, and Magic, and guidance is sought through her symbol, a silver tome with a single opened eye on the cover.]* **[You, as a Neophyte, can now choose to either study a field of magic and gradually be granted the ability to cast spells outside of your caster class' list of spells, OR you can choose to study some kind of Creature type.]**     Children of Ran - Most of the non-government controlled martial artists that live in the Myst Empire swear fealty to the Visceral Lords of this mercenary band. Numbering 4444 exactly they're a force to be reckoned with, and they're for hire. They announce their presence every battle with a horn and a battle chant of their soldiers in unison. Their Heraldry is a Helmet that has deer antlers protruding from the head, and caught in them is a black and silver, flowing, shredded tabbard that semi-wraps itself around the Helm with a pair of arms holding the Helm up.   Unblooded - Within the lowest ranks of the band of Ran are the Unblooded, which have yet to prove themselves to their Superiors as ready for more pressing contracts and honor. Foot-soldiers and glorified squires are among their number. Unblooded are underlings of higher quality however, and will usually follow orders to the letter, but there are always exceptions that always end poorly for the Unblooded. 4000.   Scarred - Scarred have shown their bravery, mettle, and strength in some manner that was received well by another Scar, or if luck strikes, a Visceral Lord. Something such as claiming the head of a bounty that had defeated a Scar before will be enough to elevate their status, or beating another Scar in honorable single combat with a witness to attest will do. Once they are Scarred, the warrior is given new responsibilities for a squad of Unblooded, to train, discipline, feed, and monitor. Should a Scar's underling be caught in some act of dishonor the underling will be punished accordingly, as well as the superior of the offender. Likewise if an underling commits a grave offense to someone of higher standing (assault/theft/tarnished honor/etc), or is seen as an outright detriment to the mercenary band on numerous occasions(Failure to comply/numerous failures/direct cause of death of superior or peer/etc), the Scarred responsible will be forced to face dishonorable discharge, or at the extreme a ritual suicide. These rules apply to all of the Hierarchy of Ran. 400.   Battlerisen - Them who have been scarred by combat arise to a new understanding of battle and combat as a person. Battlerisen are only promoted through amazing feats of valor and physical prowess. Striking the killing blow on a great enemy, slaying an extremely large amount of opposing combatants, or being particularly cunning in the face of overwhelming odds and coming out the victor. Only one of the Visceral Lords can appoint a Battlerisen to their position, so the accolade to be achieved must be of particular note. Perhaps slaying a longstanding enemy of their own or bringing back the head of a strong opposing enemy general. A Battlerisen is given a number of Scarred to oversee. There isn't much to be taken care of, since the Scarred are induced into their ways, but there is always an upstart or two to be dealt with. 40.   Visceral Lord - Not much is to say about the Visceral Lords, other than they rule together with tenuous understanding that they are a council, rather than either having majority say, even though they would like it that way sometimes. The anger of the Visceral Lords is the morally worst part of these swords for hire by far, one being reported to have cut down an entire town militia single-handed with sheer malice and a piece of steel. There are only 4 in the Children of Ran at the moment, but when they put their boots to the field, the battle is all but won. 4.