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Post by Master on Nov 5, 2014 10:07:58 GMT -8
A brief description of the classes, particularly in how they fit into this world. A very important note as you read these descriptions: they describe the majority of members of the class, not all members and not necessarily PCs. For example, Paladins make up the Royal Brotherhood of Paladins, but a PC paladin wouldn't be forced to be a member, and there is a possibility of meeting an NPC paladin who isn't a member. All Pathfinder classes are playable, except Magus and Gunslinger. Guns do not exist at this time and part of the world and I believe the Magus to be a broken class. There are Magi (Maguses? Magucies? Maguppies?) in this world, but the class is not open to PCs. Maybe later as a multiclass....maybe. The alternate 'Eastern' class are playable, but there needs to be a reason for a ninja or samurai to be in a part of the world so far from their home.
A key feature of this world and campaign is how the world treats magic users. Magic is a relatively new discovery in this world. The place Magic (and magic-users) have in the society is in flux. The predominant opinion is that magic must be controlled. Research is overseen, experimentation is controlled, and all users are licenced and policed. The Arcana Society is the primary mechanism used to achieve these ends. It is an organization that most (if not all) PC would be aware of. The Arcana Society crosses the known world, from the Elven forests to the Dwarven mines, even across the sea in the Hadrin Islands and Hellonde.
Religion in this world also differs from a traditional fantasy game. Magic involving planar travel and communication is, as yet, undiscovered. This also includes Raise Dead and similar spells. Without such direct contact with the gods and their agents, religion takes on a more mystical quality. There is a general feeling, among the educated and uneducated alike, that there is some divine power shaping the world. If such power exists it acts subtly, and fairly slowly. Religious institutions do exist, but they typically do not align to specific gods, but to ideals. Ideals like charity, forgiveness, knowledge, power, justice, ect ect.
Martial Classes are so varied that they can fit into this world in mostly the same way as any other world. A martial character is less set in the world than a magic user. Their numbers however, vary from place to place. Rangers are common in the elven lands and dwarves employ them as scouts and skirmishers in their deep battles. Barbarians are common in the Human lands in the south east, and far less common than in more urban west, vice-versa with Rogues. Cavaliers are common everywhere in human lands, as knights are the principal military force for humans. It should be noted, just as with the magic classes, these are general guidlines and not set in stone. Cavaliers may be somewhat rare among the Elves, but a PC could still easily be an Elven Cavalier.
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Post by Master on Nov 7, 2014 12:01:19 GMT -8
Arcane Classes
-Wizards. Wizards are the largest faction within the Arcana Society. Their focus on scholarly research leaves them right at home in within the vast libraries of the Society. The wizards themselves are most often broken up according to their primary areas of study. Attending the Arcanum Academy is, generally, prohibitively expensive. As a consequence, most wizards are beholden to a benefactor of some sort who pays their tuition. Many Wizards are younger sons and daughters of high nobles, without hope of inheritance. Others are are highly intelligence commoners who agree to work for nobles, churches, exceptionally wealthy merchants, or others in exchange for tuition. A small minority of Wizards are given scholarships to the Academy. A PC wizard would most likely be a member of the Arcana Society, educated at their Academy. It is also possible (if not likely) that a PC wizard would be a noble of some kind, sent to the Academy in order to serve his family/clan/tribe.
-Alchemists. Alchemy is a valued field of study within the Society. They are held in nearly as high a regard as Wizards. A PC Alchemist, like a wizard, would most likely be a member of the Society.
-Sorcerers. Some are born with an innate command of magic forces. This has proven to be an area of great moral difficulty for the Arcana Society. Wizards and Clerics choose to join the Society, and pay a fortune for the privilege. Sorcerers do not choose what resides in their blood, but at the same time a sorcerer can do considerable harm to the world. The only feasible solution has been to offer Sorcerers scholarships to the Arcanum Academy. Sorcerers are a rarity, and as such are for only a small part of the Society. Like Wizards, a PC sorcerer would most likely be a member of the Society. In addition to the training and control offered by the Society, its scholars would be the best equipped to explore and explain the strange powers wielded by a Sorcerer.
-Bards. There is great power in words. The Bards have long know this. Despite that fact, Bards are largely excluded from the Arcana Society. The Academy does not offer any instruction in the ways of the Bards, and does not even consider what Bards do 'real' magic, but rather vague trickery. Bardic training, therefore, is far less structured than other magic-users. Bards typically learn their craft in one of a number of bardic colleges. Most bards are careful when it comes to their use of magic, they disdain and distrust the Arcana Society (specifically the Oprichniki) and try to escape the Society's attention whenever possible. A PC Bard would not be a member of the Society, unless they multiclass, or dropped out of the Academy before their bardic training.
-Witches. Because of their connections to other-worldly entities, entities that grant arcane knowledge and power, Witches are banned from the Arcana Society, and their practices are actively discouraged. Witches (and Warlocks) usually dwell far from civilization, far from those who would hunt them. A PC Witch would have to take great pains to avoid detection. Even if she could hide from the Oprichniki, most civil authorities would arrest her for witchcraft, and turn her over to the Oprichniki.
-Summoners. Summoners are nonexistent in this world. Their power derives from their connection to other planes, none can prove the existence of other planes, and therefore none could hope to manipulate them. A PC Summoner would therefore be unique in the world. A Summoner could be a member of the Society, even a student at the Academy, perhaps masquerading as a sorcerer.
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Post by Master on Nov 14, 2014 17:15:30 GMT -8
Divine Classes
-Clerics. A Cleric's education is very similar to that given to Wizards. It is at the Academy that Clerics learn how to channel their magical power. The manner in which they use magic, is different than Wizards. Typically, Clerics are far more concerned with world, and its people, than Wizards. This is reflected in a Cleric's martial training, in addition to their magical education. Most Clerics are religious, and after they graduate from the Academy they will work for one of the religious houses. Since knowledge of the gods is scant, Clerics devote themselves to specific ideals, and those ideals dictate which religious house a Cleric will work with. A PC Cleric would most likely be a member of the Society, though not necessarily an active one. A Cleric would either focus on their employer or religious house. All Clerics will take two domains. These domains must not be contradictory (Good and Evil, for example), and one must be the primary domain. The primary domain is a cleric's dominant focus and it determines their bonus weapon proficiency, since they don't have a deity or favored weapon.
-Paladins. The Royal Brotherhood of Paladins serve as exemplars to ever other order of knights in the world. They are beacons of hope and justice in the human lands. They are a small army under the direct command of the High King of Alainta. Their primary duty is to serve as bodyguards to the King and the Royal Family. They also serve as roving judges adjudicators, and diplomats. Acting as the eyes, ears, and voice of the King wherever he needs them. In War, they serve as elite shock troops. They train for years before taking solemn oaths and afterward they serve for life. They also observe strict celibacy. A PC Paladin (if they were human) would most likely serve in this brotherhood. Other races have Paladins, but they are a rarity.
-Oracles. Oracles are an extreme rarity, if they even exist. Oracles are empowered by the gods, to act as their agents. Most believe that if there are gods, and if they influence events here, it is extremely unlikely that they would empower a mortal to do their bidding. Ultimately, the existence of Oracles are as unknown as the gods themselves. Most 'Oracles' are trained as Sorcerers, or destroyed as Witches. A PC Oracle would have to walk the same line, between serving an indifferent, possibly imaginary, deity and trying to live a world where the Oracle's very existence is a matter of scholarly debate.
-Druids. Druids stalk the wild places on the world. They also serve as the tireless defenders of the wilderness. Their power does not come from knowledge, or blood, or the strength of their convictions, but from the earth itself. To draw this power requires training, but unlike other magic-users the Druids do not belong to the Society, nor does the Academy teach Druids. Druid circles are extremely selective when taking on apprentices. Because Druids are no a part of the Arcana Society, they are generally deemed to be 'rogue magi', or 'witches'. In practice, however, Druids are not hunted as others are. There are many theory as to why to Oprichniki take so little interest in Druids, but nothing is known for sure. A PC Druid would have less to worry from the Society compared to others, but Druids are still wary and secretive in large cities, and most Druids choose not to flaunt their power in public view.
-Inquisitors.
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