Guild · Aurin & Olympus

Diplomats

Bind a war with a single word, or ignite one.

Diplomats are dangerous because they make other people move. In Aurin salons and Olympus war rooms, they change the cost of action until enemies choose the path prepared for them.

Class fantasy

A single sentence can save more lives than a siege engine.

Diplomats shape conflict without steel. Their words bind and redirect wars, and a single failure can set realms alight. Their presence runs extremely high, and credibility is the shield that keeps their maneuvering from being traced. Registered but not yet built: the Diplomat has no abilities and no guild entrance in the world today.

They avoid fair fights, redirect hostility, and use social authority to create exits, pauses, and pressure.

Presence makes them visible; Credibility keeps them alive. Lose either and every faction starts counting old debts.

Strengths

  • De-escalates hostile situations
  • High city access
  • Turns reputation into leverage

Risks

  • High Presence makes escape difficult
  • A failed lie becomes policy

Begin

Make the world remember it.

Your path is shaped by what you do in public, what you get away with, and what survives you.

Every character begins as an Explorer. Warrior, Mage, Rogue and Healer take walk-ins at their guild entrance from level 10; the other base guilds need a guildmaster's admittance. Paladin, Ranger, Bard, Thief, Assassin and Necromancer are earned later, at level 100, on top of a completed class.

Begin your journey