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The People

The People of Stehreel

While the planet of Stehreel is populated by quite a few unique races and cultures, the three main species are Eldar, Drukar, and Hkahnihn.  Unique among those living on the surface of the world and below it, these three species have a connection to both spiritual planes and are capable of being divine or infernal conduits for the Gods themselves.

 

​While all three species are quite different, the Eldar and Drukar are often referred to communally as "Elves" and the Hkahnihn as "Demons".  Similarly the Elves tend to live on the surface of the world and the Demons below that surface.  Combined with the Gods they worship, this creates an Us-Against-Them mentality that supersedes the differences in species.

 

Below you will find links to pages that are devoted to each of the three primary species of Stehreel, including information on their races and societies.

Elves of Light

Eldar

Elves of Darkness

Drukar

Demons of Fire

Hkahnihn

To learn more about the Planes that the people of Stehreel are connected to, click the button below.

The Planes of Stehreel

The Planes of

Stehreel

Classes in Stehreel

Archer
Archers in Stehreel are like archers the world over. They specialize in the use of the bow; whether short, long, or great. They are capable of making near impossible shots, customizing their weapon, and staying mobile on the battlefield. Like archers that live in the wild and trend towards naturalism, the Archers of Stehreel are great at tracking and are trained in making arrows on the fly to prevent themselves from ever running out of ammunition on the battlefield.
 

The Archer Class in Stehreel was begun by the Forest Elves during the Great War between the Eldar and Drukar just before the Cataclysm. The entire race maintains their proclivity towards the bow to this day, and few are able to contend with a Forest Elf’s natural inclination towards the Class. Chasm Demons began the practice of archery among the Hkahnihn and between their teachings and those of the Forest Elves, all Archers in Stehreel have a standard for their training.
 

The Archer class is one of the few classes in Stehreel that is tied to a weapon. Other classes have skills that can be used regardless of the weapons they have in their hands, but an Archer is often only as good as his or her bow. Break the bow of an archer and you have crippled their capacity for combat.

 

 

Berserker
Berserkers in Stehreel are frenzied warriors. They specialize in taking any weapon and using it to smash, rend, and destroy. They are capable of channeling the deadly Blood Rage that crops up in some Elves and Hkahnihn, knocking ranged ammunition out of the air, and enduring copious amounts of punishment. Able to swing almost any weapon hard enough to break bones or split skin, Berserkers are hard to put down before they reach you and deadly once they do.
 

The Berserker Class in Stehreel was begun by the Blood Elves during the Great War between the Eldar and Drukar just before the Cataclysm. The entire race maintains their focus on the Class because they are all born with the Blood Rage, and they have even worked it into their political structure. Abyssal Demons began the practice of Berserking among the Hkahnihn and between their teachings and those of the Blood Elves, all Berserkers in Stehreel have a standard for their training.


The Berserker class is one of the few classes in Stehreel that has a prerequisite before you can begin training in the class. Potential Berserkers must have the Blood Rage already when they begin training to become a Berserker, it is not automatically granted to them when they join and is a thing that cannot be taught.

 

 

Cleric
Clerics in Stehreel are conduits of divine energy. Focused on weapons formed of Spark and not of physical material, Clerics in Stehreel bring the Will of Gods and Goddesses into the Physical Plane to do battle. They are capable of creating Elementals out of their Element, speaking the Words of the Gods to change reality, and enforce their Will on other beings. Nothing a Cleric does comes from within them, all of it is the power of their deity made manifest through the channel of the Cleric’s Spirit. In essences, those that contend with a Cleric are really facing a Divine being.
 

The Cleric Class in Stehreel was begun after the Cataclysm and the Binding of all of the deities of the world. When the Divine and Infernal powers of the world found that they could not affect the world as they once did except through the channel of an Elf or a Hkahnihn, they began to seek out vessels for their power that would spread their influence and control of the world they were locked to but could not touch save for through those vessels. No two Clerics are identical, though they do share some similarities in capabilities.
 

The Cleric Class is a purely magical class in Stehreel. They are not barred from wearing armor or carrying weapons, or even focusing on physical combat, but their true danger lies on the spiritual side of the spectrum. Clerics are boons to their allies and those under their protection, but dangerous to any who wish to contest their will.

 

 

Dragon Knight
Dragon Knights in Stehreel are soldiers bound to the Great Draken of the world. Tied to no specific weapon, Dragon Knights rely on mobility on the battlefield and the harnessing of magical gifts bestowed on them by their sovereign Draken. They are capable of leaping great distance, falling far without taking damage, and even turning that fall into a strike against their enemies. Channeling the will of the Draken that they have entered into a Pact with, a Dragon Knight may even transform into a dragon or be bound to one as an eternal companion.
 

The Dragon Knight Class was formed after the Cataclysm when the Draken stepped in to protect and safeguard the people. While different governments might claim nominal control over organizations of Dragon Knights, the only allegiance that a Dragon Knight truly holds is to the Draken and their Pact. While all Dragon Knights are almost identical in skill sets, there are ten different types of Draken and some skills change based on the color of the Draken that a Dragon Knight is Pacted to.


The Dragon Knight class is a hybrid of elemental spells and physical skills based around drachonic capabilities. One of very few classes that can physically transform mid combat, Dragon Knights are no less deadly in their own skin.

 

 

Lancer
Lancers in Stehreel are guardians, protectors, and tanks. They specialize in spears and shields but can be adapted to use other weapons as well. A Lancer is capable of impaling opponents, twisting weapons lodged in enemies, and focusing an attack so intensely that a successful strike does incredible damage. Yet offense is not their strength, and the true power of Lancer comes out in their ability to block any physical attack coming their way, no matter how many opponents they face, and intercede between enemies and their intended targets.
 

The Lancer Class in Stehreel was begun by the Deep Demons during the Demon Wars. Considered the truest and noblest calling among the Schools, most Hkahnihn Lancers still hale from beneath the waves. Moon Elves began the practices of the Lancers among the Elves and between their teachings and those of the Deep Demons all Lancers in Stehreel have a standard for their training.
 

The Lancer class is one of only two classes built entirely around defensive actions. Designed so that a potential Lancer could choose to focus primarily on their offensive capabilities if they desired, most students look to become a Lancer because of their nigh impenetrable defenses and focus on protecting others.

 

 

Martial Artist
Martial Artists in Stehreel are masters of unarmed combat. Focused on the perfection of the body over all else, Martial Artists eschew weapons of all sorts and focus on turning every inch of them into a weapon instead. Utilizing nine stances of martial arts, each with their own skills and capabilities, a Martial Artist adapts their style to whatever challenge they face. Capable of striking multiple times, bypassing armor, and even pin-point strikes to disable opponents, a Martial Artist is never without a weapon.
 

The Martial Artist Class in Stehreel was begun by the Cave Elves during the Great War between the Eldar and the Drukar just before the Cataclysm. The entire race maintains their focus on the Class, even appointing masters of the Arts to political office in reward for their training and dedication. Deep Demons began the practice of Martial Arts among the Hkahnihn and between their teachings and those of the Cave Elves all Martial Artists in Stehreel have a standard for their training.
 

The Martial Artist class is the only class in Stehreel that promotes its members’ abandonment of martial weaponry. Even the purest of Spark Wielder classes encourage students to learn a weapon as a backup in case of need, but not the Martial Artist. Some say their disdain for arms is pride over wisdom, but they don’t often say it loud enough for a Martial Artist to hear.

 

 

Ninja
Ninjas in Stehreel are masters of the arts unseen. Lurking in the shadows and striking from them, Ninjas are distance and covert fighters that use their excellent mobility and peerless stealth to overcome their opponents. They are capable of crossing massive distances in a flash, dodging multiple attacks with lightning reflexes, and even run up walls in the pursuit of their foes. Some of their skills border on the arcane. They are able to seal away the power of another with a touch and able to take on the face and form of other people regardless of their race or even species.
 

The Ninja Class was formed during the Demon Wars by the Chasm Demons. Considered to be one of the best classes with which to engage in the Great Hunt, a favored Chasm Demon pastime, most Hkahnihn Ninjas still come from within Bolenvinnia. When the Mountain Elves discovered the ways of the Ninja they were still a subject people, making it an ideal tool to use in their revolution. Between the Chasm Demons and the Mountain Elves there is a standard for training Ninjas in all of Stehreel.
 

The Ninja class has minimal arcane capabilities, focusing on skill and control of the battlefield. One of the things that makes the class unique, however, is their ability to transform all the way down to the spirit and become naturally undetectable undercover.

 

 

Samurai
Samurai in Stehreel are masters of the will made steel. They specialize primarily in the exotic weapons developed by the Stone and Cave Elves, and find the use of other weapons complicated with their particular skill set. A Samurai’s weapon is forged with fragments of their spirit, making it an indispensable weapon that becomes greater the more focus they put in their training. They are trained in five stances, each with its own characteristic skill that makes each stance dangerous in its own right; from staring an opponent down to Will them into inaction to drawing from the sheath for explosive counterattack, no one really wants to face a Samurai in a straight up fight.
 

The Samurai Class in Stehreel was begun by the Stone Elves during the time just before the Great War between the Eldar and Drukar. No other race was even able to train Samurai originally, though now they may do so through the Houses spread by the Samurai order after the onset of the second era. The Deep Demons came upon the teachings of the Samurai during the Demon Wars and found it very in keeping with their own philosophies. As with the Stone Elves, Deep Demons hold a monopoly on the training of Samurai with their species, though they refuse none who truly wish to learn.
 

The Samurai is a class built around their weapon. While they have a bit more leeway than an Archer in the selection of that weapon, once they’ve picked it they stick to that one. Much like an Archer in Stehreel, if you take away a Samurai’s weapon his offensive capabilities are crippled.

 

 

Shaman
Shamans in Stehreel are a spiritual class focused on the binding and use of spirits. Using weapons literally formed of spirits, Shamans have no one physical weapon they rely on, instead expending their efforts on weapons unseen by others. Capable of slipping through the cracks in the veil between the Physical Plane and the Spectral Plane, Shamans are able to avoid physical obstacles or even take companions on spirit journeys into the realms beyond. While they can strike with Specters bound to them, Shaman specialize more in making them manifest, or taking them inside to augment their abilities.


The Shaman Class in Stehreel is not a vocation so much as a lifestyle choice, begun by the Wild Elves. The entire race maintains their focus on the Class because they are ruled by the Shaman. Strangely, the Caldera Demons of the Hkahnihn took up the practice of the Shamans after encountering them in the Demon Wars, though their efforts are not for coexistence and understanding as the Shamans of the Wild Elves, instead they focus on domination and control. Despite their philosophical differences, there is a standard for Shaman training in Stehreel between the teachings of the Wild Elves and the Caldera Demons.


The Shamans of Stehreel are the only class to define their Rank Reward. While other classes may choose whatever Rank Rewards is in keeping with their species and race, a Shaman must always have a Specter bound to them for each of their Ranks. These Specters, denizens of the Spectral Plane, serve as the arsenal of the Shaman and grow as their master does.

 

 

Spell Breaker
Spell Breakers in Stehreel are Mage-killers, designed to hunt Spark Wielders. Able to deflect magical attacks physically and capable of intercepting even spells intended for another, Spell Breakers are uniquely suited to face masters of the arcane on the battlefield. Spell Breakers utilize a special weapon forged of an old Hkahnihn Spirit that few know the secrets of. This Dáer is a potent tool capable of inflicting horrible pain on whomever it touches, and is the key to their ability to handle magic so brusquely. The most dangerous members of their order can break bones with the touch of their Dáer and inflict its pain even with the touch of their hands.
 

The Spell Breaker Class was born of necessity during the Demon Wars; created by the Imperial forces of the Cavern Demons. Conscripting the dying souls of their elderly into service as weapons of the legions, the Spell Breakers of the Empire were forged to fight magic in the hands of the Elves. When the Blood Elves encountered the art of the Spell Breakers during the Demon Wars they adopted it to their own needs in order to combat their greatest weakness in combat. Between them and the Cavern Demons there is a standard for all Spell Breakers taught in the world of Stehreel.
 

The Spell Breaker class is one of only two classes built entirely around defensive actions. Designed so that a potential Spell Breaker could choose to focus primarily on their Dáer and its offensive, most students look to become a Spell Breaker because they wish to protect their allies from the dangers of magic.

 

 

Swordswoman
Swordswomen in Stehreel are masters of the sword. They specialize in the use of the sword; whether short or long, one or two-handed, rapier or great sword. They are capable of charging into battle, fighting comfortably from the back of a mount, or tripping up opponents with quick footwork. Capable of broadening their skills across every type of sword imaginable, most Swordswomen in Stehreel specialize in a single type of weapon and cater it to their style of combat. Whether dual-wielding, sword-and-boarding, or making extremely precise strikes with their slender blades, Swordswomen in Stehreel are not to be trifled with.


The Swordswoman Class in Stehreel was begun by the Star Elves during the Great War between the Eldar and Drukar just before the Cataclysm. The entire race maintains their proclivity towards the sword to this day, even modifying the traditional weapon of their chosen goddess to fit better with their focus, and few are able to contend with a Star Elf’s natural inclination towards the Class. Cavern Demons began the practice of swordsmanship among the Hkahnihn and between their teachings and those of the Star Elves all Swordswomen in Stehreel have a standard for their training.
 

The use of Swordswoman over Swordsman in my description here is very deliberate. While men can and do practice swordsmanship and are known as Swordsmen rather than Swordswomen, the default in Stehreel is to refer to it by the feminine designation since a matriarchal society is the one that spread the practices throughout the Elven world. It is so standard that they rarely even think of its gender connotations.

 

 

Tempest
Tempests in Stehreel are one of the rarest classes that wander the surface of the world. Able to bridge the dual natures of their spirits, Tempest have no one physical weapon they rely on, instead wielding forces from both the Spectral and Umbral plane concurrently. They are able to summon and control denizens of either plane and induce a frenzied Fury state that makes them incredibly destructive on the battlefield. Even able to manipulate their spirits to deflect incoming attacks and reduce the damage they take, the Tempest is most well known for their ability to call and control the storms of Stehreel.


The Tempest Class in Stehreel was created by the Moon Elves, on a quest to control the deadly Lunacy which gripped their people. While there still are very few Tempests, most of them can be found among the Moon Elves because a prerequisite for the class is possessing that malady. The Caldera Demons among the Hkahnihn also suffer the Lunacy from birth, and so they too took up the practices of the Tempest when exposed to them during the Demon Wars. Between them and the Moon Elves there is a standard for all Tempests taught in the world of Stehreel.


The Tempest class is one of the few classes in Stehreel that has a prerequisite before you can begin training in the class. Potential Tempest must have the Lunacy already when they begin training to become a Tempest, it is not automatically granted to them when they join and is a thing that cannot be taught.

 

 

Thief
Thieves in Stehreel are battle capable and dangerous while also being designed to take without being discovered. Able to find even the cleverest of traps when they look hard enough and disable the most complex of devices, Thieves are built for dungeon crawling. They can strip a warrior bare of his gear mid combat, feint with ludicrous ease, and boomerang a throw to return back to them. Masters of no conventional weapons, a Thief is nonetheless deadly with anything makeshift they can get their hands on. Whether a dark alley, a bar fight, or the battlefield, they are not to be taken lightly.


There was a time when the Thief Class did not know the ways of war; when it was a codifying of the tricks of the Wood Elves in the great game of taking from the stuffier races that placed such misplaced value on possessions. During the Great War between the Eldar and the Drukar, however, the Wood Elves found it necessary to adapt their practices into the guerilla combatants that the world knows now. When the Abyssal Demons encountered the skills of the Wood Elf Thieves during the Demon Wars they found the practices baffling and hellishly effective so they sought to learn them in their own brutish ways. Between them and the Wood Elves there is a standard for all Thieves taught in the world of Stehreel.


The Thief class is a class that benefits extensively from the Baelworker System’s experience rules. Equally as effective in social campaigns as those geared towards war, a Thief using traditional RPG experience gain might find themselves three sessions into an arc without receiving a single experience point. That isn’t to say they only gain social or skill-based experience, but they certainly wouldn’t be able to keep up if they didn’t.

 

 

Transmuter
Transmuters in Stehreel are Spark Wielders that shape and change the Physical Plane. Able to be equally as effective with a weapon in hand or with pseudo-spellcraft, Transmuters are divers in their capabilities. They are able to write formulae onto any available surface and shape physical matter as well as converting it into other physical matter in seconds. Capable of gaining advantage over opponents through intellectual study as well as mastering different weapons and languages with ludicrous ease, the mind of a Transmuter is a dangerous tool. While their capabilities tend to border on magic, the Transmuters in Stehreel will tell you that it’s actually just an understanding and application of pure science.


The Transmuter Class in Stehreel was begun by the Mountain Elves during the Republic Revolution just after the Demon Wars. Maintaining their focus on logic, reason, and order to this day, the Mountain Elves are the teachers of Transmutation and the majority of its masters. Cavern Demons were exposed to the dangers of a Transmuter’s mind during their failed attempt to overthrow the fresh Republic in the aftershocks of the Demon Wars and have devoted themselves to learning the arts ever since. Between the Mountain Elf Academy of Sciences and the Imperial Academy of Truth there is a standard for all Transmuters in Stehreel.
 

The Transmuters in Stehreel have a special tool forged of an otherwise rare material called Godstone. This Stylus makes their practices easier by allowing them to write on literally anything, even the air itself. As long as a Transmuter can write the formulae on the material and have the requisite knowledge, they can affect it. Take away the Stylus and a Transmuter’s job gets harder, but not impossible.

 

 

Wizard/Warlock
Where would any world be without the pinnacle of magic-use: the Mage. Wizards and Warlocks of Stehreel are two sides of the same coin; Wizards delve into and control the Spectral Plane while Warlocks work in the opposing realm of the Umbral Plane. They can forge the element of their alignment into weapons, cast it out as pure energy, or weave it into protective shells. Beyond even that, Mages are capable of altering reality with massively complex rituals, inscribing scrolls that allow even Berserkers to release devastating magicks, and write runes to perform a variety of tasks. While a Wizard or Warlock is restricted to only the element of their alignment, creating ten different variations of each for a total of twenty different Mages, the only true limitation to a Mage’s power is their creativity and the depth of their Spark Pool.


The Wizard and Warlock Classes in Stehreel were created by no one race, though it is believed that the Elves came to magic first. Being tied to no one culture or country, the School of Wizardry and its companion School of Witchcraft occupy an arcane island out in the middle of the ocean and teach all the world’s youth who seek out the Mages and can pass their tests. Similar to the Federal Republic of Kayvahn, the Wizards and Warlocks of Stehreel are no respecters of Species, Race, or societal station; they will teach anyone.


The Wizards and Warlocks of Stehreel can be very dangerous in the hands of someone with enough creativity. While other systems limit magic to certain spells that perform specific actions, the magic system in Stehreel gives you an element and lets you be as creative as you want with it, limited only by your stats and your Rank of control.

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