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The Founding of the College

Founding

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As more and more people chose the life of an adventurer, there was often confusion as to who worked in an adventuring party, and who worked for the town. The first group of adventurers had just saved the world from a great threat, and saw that this chaos was not helping to keep the remaining monsters at bay. Thus, the first group of adventurers of the world founded the College of Wanderers: The growing monster hordes required every able body to keep the beasts at bay, but most adventurers only learned their skills as they went. And most if them would never learn about their special abilities, believing that they were mere peasants while they held so much more potential. So some order in this chaos was needed: the College would focus on both educating beginning adventurers and invited those with potential. With the first graduates from the College, the organization would send out more powerful adventurers to handle the larger threats to the world. Through the College, the first advententurer classes were born: Gladiator, Sorcerer, and Sniper. The Gladiators proved to have exceptional skills with weapons, the Sorcerers proved to have a great aptitude for magic, and the Snipers had incredible aim with a bow.


From these three original classes, more would eventually stem. The Sorcerers who focused mainly on developing magic further took an interest in the developing technologies at the time, and later would become the Tinkerers. Some of the more devout Sorcerers would become the Clerics, surprised at the gods responding to their prayers. The more outdoorsy Sorcerers would develop a deep connection with nature, leading to the first Druids. Through their magic, they even managed to make peace with the woodland beasts: to see a Druid befriending dangerous animals such as bears and wolves was quite a sight for a commoner. And the more musically inclined Sorcerers would become the Bards, weaving their magic into their very words.   Despite the high judgement on the 'dark arts' in this time period, the mages who would become the Warlocks sought forbidden knowledge, and discovered the eldritch planes of existence. Some Sorcerers who had lost loved ones to monsters would turn to Necromancy, and some of them sadly turned to more extreme measures to achieve this goal. Those who used their craft for the sake of good were not uncommon, but sadly, these benign Necromancers forced into hiding at the time due to the actions of these nefarious counterparts, and their reputation was slandered: many people at the time did not distinguish between the two, and their reputation would only be saved during the Age of Progress. The Great Cultural Exchange undid a great deal of this prejudice, but legalization of the practice would only happen quite late during the Age of Progress.   The more devout Gladiators would become the Paladins: they swore to protect the innocents, and to hunt down evil wherever they found it. However, they prided themselves on morals, and held themselves to high standards: that their enemies would chase victory at any costs did not mean that they would. The more ferocious and bloodthirsty Gladiators would become the Barbarians, challenging the dreaded wilderness and continuing to prove themselves. They famously were able to tame even the wildest of beasts, sometimes being accompanied by wolves, bears, and other such dangerous animals. The stealthier and wily Gladiators would later become the Rogues: often, these served as assassins and hired thieves. If an enemy laid eyes on a Rogue, then it was already too late. And in the Eastern Kingdoms, some of the more cool-headed Gladiators became the Monks: while their traditions date back to these areas, these would find their way to the Western Kingdoms later, during the Age of Progress.

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