Summary of Adventuring Classes in Estemor in Estemor | World Anvil
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Summary of Adventuring Classes in Estemor

Artificer

The Empire of Amertus has long sought to understand the advanced technology that allowed the Fallen Empire of Yora to thrive. Centuries of work by the Empire's brightest minds have led to replications of that ancient technology in a simplified, but less powerful form. Imperial Artificers would likely have some sort of training at one of the Empire's prestigious academies or within the military's engineering division. The Amertusians are quite protective of this technology, lest it fall into the wrong hands. But with the right degree of aptitude, anyone could adapt it to their desires. 

Outside of Estemor, the resources to work with such technology is assumed to be more limited, though rare tomes from Falida or Vinoska may provide a depth of knowledge in such fields to anyone able to decipher them.  

Barbarian

The roaming bands of Wild Elves have often been characterized as primal warriors. They can channel their emotions towards combat in a way that few humans can. Similar attitudes on warfare can be seen among Dwarves, Orcs, Goblins and Tieflings despite most of these cultures hailing from vastly different origins.

As for the humans of Estemor, old military traditions in the Principality of Dullac inspire many soldiers to sprint into battle with little in the way of proper armor. During the War of The Blue Rose, guerilla warfare was the primary means of combat. The Nightstalker's loyal cadres would enter a battle-trance through channeling their rage while others would invoke the powers of the animals through meditation.  

Bard

Since their earliest days, the Karelian People have brought forth magic through the act of creation. This tradition is thought to have originated from the diffusion of elven culture, but remains quite common within the Republic. Prospective Bards can be found anywhere there is a tavern, but those who truly wish to master their skills attend one of several colleges dotted across the Republic and Empire. A bard with credentials and support from one of these institutions is likely to catch the eye of the nobility and may join their court as an entertainer or lore-master. In the Principality, Bards tend to have a greater connection to their place of birth. Oral traditions have ensured that many otherwise small and unremarkable villages nestled in the Kingswood are remembered at all.

Not all Bards are dedicated performers. To some, it is merely a means to an end. A method of learning magic or a convenient mask to wear. Bards are likely to focus on gathering and spreading discreet information just as much as legends and tall-tales. All manner of organizations in Estemor employ Bards for this purpose, regardless of their intentions.  

Cleric

There is no place Estemor without Gods, therefore those who fight for them can be found anywhere. The Church of Saints has many Holy Orders that blend dogmatic teachings with combat techniques, while the Church of Solidus employs the Monastic Arms who serve as soldiers alongside the Imperial military. The domain a Cleric might adhere to is dependent on the deity they have forged a connection with as well as the church they belong to. As the result of the schism, both churches of Estemor have differing opinions on the myriad Saints as well as the Old Gods that formed them into being.  

Druid

Worship of nature is extremely common among Wild Elves, though nothing stops others from forming a special bond with the wilderness. Many such communities exist in the secluded woodlands across Estemor. Most who commune with nature do so in an insular manner. Only the wisest member of each community might be able to join one of the ancient Druidic Circles. Circles are extremely secretive, with members said to convene only once in a decade. Some of these circles purport to predate even the Saints' War, a claim that neither church would take lightly.  

Fighter

There will always be Fighters so long as there are things to protect. Each country has its own form of military, each boasting their own techniques. Even within those armies are various branches focusing on different weaponry and tactics. Simple town guards or roving mercenaries might even have their own methodologies never considered by even the most experienced combatants. The path to becoming a proper Fighter requires travel and training, so one's origin is not so critical.  

Monk

Among the rarest of adventurers, those who fight with martial arts are held in high regard. Though some Dragonborn clans have spent generations achieving parity between the body and mind, much knowledge of Monks has reached Estemor through cultural exchange with Falida, where great monasteries are said to teach ancient fighting styles to anyone who can survive the journey to reach them.  

Paladin

Only those who gain power from their convictions can wear the mantle of a Paladin. Many organizations that follow a strict creed have trained such warriors. The Imperial Inquisition channels justice and conquest for their Emperor through a complex collection of ancient texts and edicts that ensure they live up to the standards set by their founders. The Holy Orders of Dullac channel ferocious zeal into everything they do, whether delivering justice to sinners or purging foul creatures from the land. Any person willing to defend the noble house they serve might also have enough spirit to become a Paladin.  

Ranger

Despite being well-settled, Estemor is still largely made up of sprawling forests and mountains that require experience to properly navigate. Along the edges of society, experiences trackers and hunters of all cultures thrive. Such skills are necessary in much of Dullac's sprawling Kingswood while the Karelian Highlanders have unparalleled traversal knowledge that is only rivaled by the Wild Elves. Halflings that call the Brunstam Forest their home might also be adept Rangers as would Dragonborn living in the Great Basin.  

Rogue

Scoundrels and tricksters hail from all places, though the Republic has gained a reputation for birthing many of them in their cities. Regardless, every nation has cities capable of molding such an adventurer. Outside of the cities, one might simply be an experienced scout or explorer, looking to uncover ancient ruins for their own personal gain.  

Sorcerer

Some say that magic exists everywhere while others believe it concentrates in places of power over eons. Close proximity to magic may even allow one to absorb and control it without any arcane training or divine intervention. Natural aptitude for magic is believed to be more common within the Principality for reasons yet unknown. Similarly, those born near Yorian ruins may also inherit this power. Many studies have been conducted by the Empire in order to better understand the phenomenon. The vast majority of them remain highly classified with many arcane scholars struggling to find ways to justify their various hypotheses.  

Warlock

There is nothing common about a person harboring strange magic from an unknowable source. In Estemor, divine entities with no connection to a pantheon are categorized as Rogue Deities. These deities are lesser in power, but far more eager to spread their powers and knowledge amongst mortals. Still, there are many spellcasters whose origins who defy classification. Some heretics believe that a lost Saint watches over them, while Wild Elves often sing of their ancestors guiding them. The people of Falida tell many horrific tales of unspeakable beings from beyond the stars who make pacts with mortals for their own gain. All that is certain is that no two Warlocks share an origin.  

Wizard

Memorization of the elaborate techniques that enable control of arcane magic is the most difficult path for a prospective spellcaster, but also the most common thanks to the pre-existing infrastructure for it. The many academies of the Empire make for the perfect places to learn the intricacies of spellcrafting. To them, magic is difficult to divorce from the technology of Yore, thus bringing it into high regard. While schools for wizardry exist in the other nations, they pale in comparison to the archives and laboratories of Amertus. But not all Wizards excel in a crowded environment. Many take up residence in or around settlements where they can conduct their research in the company of select apprentices.

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