Discipline · The margins of every city

Rogues

Before the thief, before the blade - the one who slips the lock.

The Rogue is the original survivor: quick hands, quicker exits, and a smile sharp enough to make a guard doubt the evidence.

Class fantasy

The world leaves doors open for people fast enough to notice.

The rogue is an open guild anyone may walk into - quick hands, quicker exits, and an instinct for the unguarded moment. Where the thief perfects absence and the assassin perfects certainty, the rogue is simply the survivor who learned to take what the world left unlocked.

Rogues punish openings, disengage before retaliation lands, and survive by making every fight a little less fair.

Credibility is their disguise, Traceability their danger. A Rogue lives by controlling which story reaches the street first.

Strengths

  • Flexible stealth tools
  • Fast exits
  • Strong opportunistic damage

Risks

  • Less specialized than Thieves or Assassins
  • Caught mistakes become public quickly

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