Class Options
Barbarian: The sorts of tribal warlike societies that produce barbarian warriors are present throughout the known world. Tough, courageous fighters whose fury can fell even supernatural foes make welcome allies in the dangerous frontiers on the edges of the known world. Your barbarian might be a battle scarred Orc warchief, a hardy, intrepid Carthdane warrior, or a great armored lizardfolk from the wilds of Austrolaria.
Bard: The world of Austrolaria has a long and intricate history, interwoven with legends, myths, and literature of all kinds. Every culture has some sort of tradition around storytelling, as well as storytellers to practice and preserve it. In the 16th century GR the art of storytelling plays a key role in forging disparate communities into nations, and nations into empires. Your bard might be a lizardfolk skald recalling the glories of the ancient empire, an elven loremaster who has studied countless fields of knowledge during their long life, or a Galarian troubadour who makes their living plying their trade at the glamorous noble courts of the Old World.
Cleric: Most good aligned humanoids worship the close knit pantheon of deities known as the 8 Divines. All of the 8 have structured, formalized priesthoods of which spellcasting clerics are a key part. Your cleric might be one of Ramos’ lightbringers, scorching evildoers in holy fire, a healer sworn to Io, the mother above, or an agent of the cathonic god Kenvara, hunting and destroying necromancers and undead.
Druid: Druids are the ancient mystical priests of the Old Faith who revere the primordial power of the natural world and the raw energy of creation. Druidic orders of various kinds are found throughout the Old World and the New. Your druid might be an agent of a druidic organization, a spiritual leader from an agrarian or pastoral community, or a divine crusader against the dark forces of rot and decay.
Fighter: In the 16th century GR, warfare is a constant in both the Old World and the New. Whether in the professional militaries of the great powers, the powerful castes of warrior nobles that dominate many humanoid societies, or the wandering mercenary companies who ply their trade on the embattled borderlands, arms and trained men to wield them are always in high demand. Your fighter might be a human soldier fresh from the battlefields of the Old World, a dwarven shock infantryman hardened in battle with orcs and subterranean monsters, or a lizardfolk warrior prince descended from the heroes of the Ancient Empire.
Monk: “Monk” is a catchall term for those engaged in the practice of unlocking the energy of creation within oneself through physical training, meditation, and ascetic living. Martial and spiritual traditions of this kind are found across many different cultures and throughout the known world. Some monastic orders are religious, serving contemplative and inward facing gods such as Io or Lumos. Others are secular or philosophical organizations. Your monk might be a fighting priest of a patron god executing their will through deeds of might, an elven martial artist with skills honed by decades or centuries of training and reflection, or a mystic warrior shaman from the New World.
Paladin: Paladins are the sword arm of the priesthood of the 8 divines, they embody the ideals of their patron deities and enact their will upon the world. Some paladins are formal members of the priesthood, others belong to divinely sanctioned knightly orders dedicated to specific goals or causes. Your paladin might be a half-orc who has renounced the wicked gods of their ancestors to follow the path of light, a divinely empowered bounty hunter in the service of Anatar, god of law and justice, or a Knight of the Order of the Dragon crusading to rid the world of demons.
Ranger: The known world is full of vast wild spaces between the strongholds of civilization. It is here that the rangers thrive. The dawn of the Age of Discovery has provided ample opportunities to those at home in the wilderness and willing to brave the unknown. Most large empires maintain a ranger guard of some kind to protect their hinterlands. Rangers can also be found amongst druidic orders, exploring the uncharted frontiers at the edges of the known world, or working on their own as wilderness guides and scouts. Your ranger might be a Felderian Royal Ranger patrolling the embattled northern frontier, an avian tracker, hunter, and scout, or an intrepid explorer mapping the vast wilderness of the New World.
Rogue: From the royal courts of the Old World empires, to the backstreets of the colonial port cities, crime, intrigue, and subterfuge are omnipresent in the 16th century GR. The great powers employ legions of spies and other clandestine agents in their never ending wars of espionage. Organized crime is rampant in many cities and pirates and smugglers are always on the hunt for talent. Your rogue might be a hard bitten criminal from one of the world's many great cities, a swashbuckling aristocratic musketeer, or an intelligence agent in the service of any number of powerful masters.
Sorcerer: The world is a wondrous and magical place, and sorcerous powers of all kinds abound. Sorcerers come in an infinite array of shapes and sizes and can get their power from a variety of sources. Your sorcerer might be a lizard noble with the blood of the ancient sun kings in their veins, an elven seafarer blessed by the fury of the storm, or the chosen champion of a particular god or goddess.
Warlock: There are numerous powers scattered throughout the cosmos with whom a sufficiently daring and clever mortal might enter into a pact. This type of power is dangerous however and might be shunned by society depending on the nature of the patron. Your warlock might have signed a pact with one of the 13 demon lords of Nemesis. A powerful djinn or fey spirit, or an eldritch horror from the dark jungles of the New World.
Wizard: The esoteric science of wizardry allows a skilled practitioner to harness the energy of creation like no other and bend the cosmos to their will. Most major cities have formalized arcane academies where those with talent can learn to master the craft. Individual wizards also frequently take on apprentices in order to pass on the ancient art to the next generation. Wizards' love of knowledge frequently attracts them to intellectual organizations such as the legendary Archivist Order. Your wizard might be a human noble trained at a prestigious academy, an elven sage apprenticed to an ancient master of the art, or a mercenary war mage who makes their fortune using their magic to dominate the battlefield.
Comments