Classes:
Leader - The leader of a Fleet or a group of Fawns. This Fawn is sometimes slightly larger than others and can have more than one main Magic.
Second - The Leader's "right hand Fawn" in a Fleet. This Fawn helps the Leader in whatever needs to be done, from helping in major decisions to leading expeditions when the Leader can't for one reason or another.
Herald - These Fawns are very fast runners and spread important news and information among the Fleets. They don't really belong to any one Fleet, but go from place to place where their duties take them.
Gossip - These Fawns are somewhat like the Heralds, but the news they spread is not of so important a nature. They also usually have no one specific Fleet they belong to. Some Fawns like the Gossips and some don't.
Defender - These Fawns are usually very quick and strong. They defend the Fleet from enemies and are usually camouflaged in some way.
Home-maker - These Fawns do most of the building and repairing of the thickets and/or nests the Fawns live in. If a mother and father Fawn want to build their own home, the Home-makers will still help them whenever they need it.
Nurse - A Nurse Fawn's main job is to care for young Fawns. They are called in usually when the mother and/or father of the babies has duties which keep them away from the home (such as Defenders, Gatherers, Lookouts or Heralds).
Mother - This Fawn's sole purpose in life is to have children and take care of them. Many of these Fawns become Nurses later in life, when they can no longer bear children. A Mother usually mates with another Fawn for life.
Father - Similar to the Mothers, these Fawns spend most of their time with children. A Father usually mates for life.
Fickle - These Fawns are like the Mothers except that they can and do have many different mates throughout life. Sometimes, they will find a steady mate later in life.
Stud - These Fawns are somewhat similar to the Fathers, except that they have many mates through their lives and usually don't really ever settle down. Some, however, will eventually find a steady mate later in life.
Gatherer - A Gatherer's job is to go out and gather food for the Fleet when none is readily available. They are usually accompanied by one or more Defenders, especially if there are rumors of enemies or it is a time of war.
Planter - Fairy Fawns do not farm, per se. However, if they strip an area of all vegetation, they will plant new things there when they move on. This is the Planter's job.
Lookout - These Fawns have very sharp eyesight and are usually better at flying and lighter-built than other Fawns. They fly up and hide in tall trees to watch for enemies or scout ahead of Gathering parties to spot food.
Runner - A Runner is somewhat similar to a Herald, but they do have a specific Fleet and usually carry messages for the Leader and Second. They also help carry the news of Lookouts back to the Fleet. Those with Farsight help the Lookouts from afar.
Scribe - These Fawns are masters of the Fairy Fawn language, which is written on large, hard pieces of bark by striking the hooves against it to make marks. For this reason, Scribes' hooves are very tough and sometimes larger than usual.
Tale Spinner - Tale Spinners do exactly what their name implies ... they tell stories. Most of the stories a Tale Spinner tells are made up or are parables to teach young Fawns. Several of these stories are set to music, though they don't have to be.
Bard - A Bard is similar to a Tale Spinner, but the Bard's stories are all true. Most have to do with the history of the Fawns and various heroes of the past. Most (if not all) of these stories are set to music.
Teacher - Teachers often work with Tale Spinners, Bards, Scribes, and Master Mages to teach the young. They do most of the work, however ... only bringing in the specialists on certain things.
Master Mage - A Master Mage is the only class other than Leader who has more than one primary Magic. Master Mages also often work closely with the Leaders and Seconds, as well as Teachers. They can identify what Magic a Fawn still in the egg will have and help to train that Magic. They also use their varied Magics to help the other Classes in their work whenever necessary.
Healer - A Healer's main purpose in life is to Heal other Fawns from injuries, both physical and mental. They also help with the bearing of children.
Dancer - A Dancer Fawn knows all the ceremonial Dances of the Fawns and often uses these Dances in partner with a Bard or Tale Spinner's story to illustrate it.
Magic:
Danger Sense - As implied, this allows a Fawn to sense danger from afar and also in the near future. This power is very useful for Lookouts and Defenders, though sometimes Mothers and Fathers can have it as well. Leaders and Seconds can also sense danger at times.
Farspeak - These Fawns can speak to others with their minds. This usually works best when both Fawns have the Magic, though some Farspeakers are strong enough that any other Fawns in range can hear them. Lookouts, Heralds, Gossips, Runners, and sometimes Leaders and Seconds could have this power.
Farsight - This allows a Fawn to look out farther than they would normally be able to with their own eyes. However, a Farseer usually must be in a trance to use this power. Some Farseers can also use other Fawn's eyes to watch. Most Runners and some Lookouts have Farsight in some measure.
Futuresense - These Fawns have a very special Magic, which is often a two-edged sword. This Magic allows the Fawn to sense the future, sometimes even see it in those very strongly gifted. It's a bit like Danger Sense, but much more broad and far-reaching in time. Although this Magic can be very useful to the Fawns, the Fawn with the Magic is always affected by what they sense or see. Some even end up going crazy with the frequency and severity of their sensings and/or seeings.
Pastsense - This Magic allows an Fawn to sense the past of things. The least gifted have to touch the thing, person, or place in question and often can't control the sense very well. Those with a stronger gift can invoke it as will, whether or not they are in physical contact ... though physical contact makes it easier. This is a useful Magic for Bards, who must record and remember history.
Empathy - A Fawn with Empathy can feel the emotions and sometimes physical sensations of other Fawns. Some strong Empaths can make other Fawns (or enemies) feel what they want them to (such as calm or fear). Healers usually have some measure of Empathy, as do Mothers, Fathers, and Nurses. Defenders will sometimes have specific Emapthy which allows them to project feelings onto their enemies.
Heal - The Healing Magic is similar to Empathy, but it deals solely with physical sensations. It also allows the Fawn with the Magic to sense what is wrong with another Fawn and fix it. Healers alone usually posses this Magic. Though other Fawns can have it, it's rare for this to happen.
Mindsense - This Magic allows a Fawn to read another's thoughts, especially when touching the other Fawn. Usually, Healers who specialize in mental Healing have this Magic. Some Teachers also have this Magic.
Memory - This Magic enhances a Fawn's memory and sometimes allows it to access racial memory ... that is, the memories of ancestors. Scribes, Bards, and sometimes Teachers have this Magic.
Earthsense - Planters and Gatherers usually have this Magic. Earthsense helps a Fawn to sense what is helpful and hurtful that has to do with the Earth. The properties of things such as plants, rocks, and even dirt can be sensed.
Skysense - Skysense is similar to Earthsense, but has to do with things of the sky. Skysensers can perdict weather and winds and are usually very good flyers because of this. Most Lookouts have some measure of this power.
Watersense - This Magic is similar to Earth and Skysense, but having to do with water. Fawns with this Magic can sense if water is safe to drink and sometimes water will "talk" to them, especially running water, telling them of things it has seen on its course. Watersensers also work with Skysensers to predict weather.
Charm - Fawns with this Magic can charm others into a relationship, whether permanent or temporary. Most Fickles and Studs have this power, as well as Mothers and Fathers.
Mindmove - A Mindmover can move things with its mind. All the Fawn has to do is concentrate on what it wants to move and where it wants that thing to go in orther to move something. Fawns with the Mindmover Magic are often Home-makers or Defenders.
Shield - Shield Magic allows a Fawn to use itself as a shield for another and absorb the force of impact more easily. Fawns with Shield Magic are usually Defenders, but Mothers, Fathers, Nurses, and Seconds can also have this power.
Stamina - Fawns with Stamina can last a lot longer than other Fawns when running, flying, or fighting. Defenders, Lookouts, Heralds, and Gossips usually have some measure of this power.
Windcall - Windcallers can call Wind to help them, using it for everything from clearing out a messy area to knocking enemies over. Home-makers and Defenders usually have this power. Windcallers can also use their power to redirect dangerous storms.
Lightweave - Lightweavers control light ... weaker Lightweavers can light up a dark area, while the strongest can call lightning from the skies. Defenders usually have this power strongly, while Heralds, Gossips, and Gatherers have weaker versions.
Waterspeak - Waterspeakers can convince water to do just about anything ... provided there is a source of water nearby. Defenders use this Magic in battle, while other Fawns can use it to help Windcallers with controlling dangerous weather.
Earthshift - Earthshifters can use their power to make the things of the Earth do their bidding. This includes everything from dirt and rocks to plants. Earthshifters can also help prevent earthquakes and convince plants to grow faster.
Illusion - An Illiusionist can create Illusions to teach, confuse, or entertain. Defenders can have this power, as can Teachers, Bards, Tale Spinners and Dancers.
Feel free to suggest new Classes and Magics!
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