Player Classes in Omeria in Omeria | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Player Classes in Omeria

This article gives a general description for each playable class, saying a little about how they normally are trained and how society on Omeria generally views them.  

Magic Classes

Artificer

The art of artifice originated in Tembaricar and was for a long time kept a secret by The Celestine Council. Upon the disappearance of the continent, some of the remaining artificers decided that they should teach the art to others so that it wasn't forgotten. While this has led to more artificers in the world again, it is still a very rare form of magic, and very few of its practitioners know how to create permanently infused magic items. Even fewer know how to make or repair intricate contraptions such as the Skyships.   Skilled artificers were the building block of most civilizations in Omeria. The Tembarican practitioners created all of the complex arcane machines that make sure trade and transport all around the world is as easy as possible. Modern artificers are necessary because of their unique insight into how these machines work allows them to perform necessary maintenance. Someone skilled enough to keep a skyship in the sky, can claim whatever price they want for the application of their skill.  

Bard

The bard colleges around Omeria have existed since The Ancient Era. While there isn't anything inherently magical about them, bards tend to have an innate understanding of, or connection to, The Vortex Of Magic. During their time in colleges, they study various art forms or skills in order to deepen and better understand this connection through that link.   The skills a bard is taught during their education are often useful at royal courts and similar places. Bards often serve as entertainers in those situations, their skills well suited for such work. They are also valuable to the members of those courts, as they can mingle with the guests and act as spies. For this reason, a bard is often mistrusted in formal settings, but are a welcome sight amongst the lower classes where only entertain.  

Cleric

The original clerics were the believers of the Path of The One. Since the emergence of other religions, more people have been learning magic through their deities. Often, they train in the temples of their faiths, but many clerics are also given guidance and training from their gods or their servants directly.   Because of their healing skill, clerics are valued in any community. A small village will often bend quite far to retain the servies of a cleric, often paying them much more than they really can afford. However, this has led to some people being sceptic of newly arriving clerics, and while they are very useful, a community would rather not become dependent on someone who will exploit them.  

Druid

Druids tend to shy away from society and are usualy found in smaller tribes out in the wilderness. There, the magic is passed down through the generations. The actual source of the magic varies. Some druids perform a ritual to pass their power onto the next in line while others spend years teaching their apprentices about nature and helping them develop their own powers.   Most city people don't know much about druids. However, traders who can't afford teleportation or skyships are grateful for their protection when it comes to wilderness travel. Oftentimes, they will seek out and build relationships with a particular druid on a route they frequent in order to ensure they can get through safely. Villages near the outskirts of civilization also often know of a nearby druid who can help with healing spells in case of emergencies.  

Sorcerer

Similarly to bards, sorcerers have an innate connection to magic. However, unlike bards their connection is tied to their very essence. Something has linked them directly to the vortex of magic, giving them the innate ability to channel spells. Some sorcerers have a subconscious understanding of how this works, while others are completely unaware of what they're capable of until they accidentally release some magic.   Sorcerers who have attained mastery over their magic can be paid well for their services as their spells can make daily life a lot easier for most folk. However, a sorcerer who's magic is just starting to appear can be a dangerous thing. When this happens, a teacher is often sought out and in some cases, the fledgling magician is ostracized from their community.  

Warlock

Those who enter warlock pacts tend to have already tried to gain mastery over magic through other means. When those methods fail, they go looking through old texts and rituals to find some powerful creature that can grant them what they desire. In doing so, they usually have to offer up something in return, such as making regular sacrifices or obtaining powerful artifacts for their patron.   While sorcerers are sometimes approached with caution, this is always the case for a warlock. Most warlocks aren't evil, but use their powers for good. However, they don't always get a say in what their patron demands of them. Because of this, it is difficult for others to fully trust someone who has made a deal with an unknown, powerful, entity.  

Wizard

The most scholarly of mages, wizards tend to spend years in universities where they learn the fundamentals of the arcane. They build up a scholarly understanding of the vortex of magic so that they can learn to safely manipulate it. While other casters tend to internalize a small core of spells, wizards rather have a vast array of different magics written down in their spellbook, preferring the flexibility of more spells, though they often focus on a single type of magic.   Wizards are the most common magicians on Omeria. Their large repertoire of spells makes them useful for all manner of situations, and a sizeable city normally has at least one wizard available for magical services.    

Martial Classes

Barbarian

Barbarians are mighty warriors whose brute strength is further augmented by their battle rage. While some barbarians are simply classified as "angry shits", others have supernatural sources behind this battle trance. This can be some latent strain of Lycanthropy in their bloodline or even small amounts of druidic or sorcerous powers.  

Fighter

Fighters spend their lives perfecting the art of martial battle. They become masters of a wide array of weapons and techniques, learning to strike at blazing speed. Much like wizards, fighters spend years in study. Often, this includes travelling with an older fighter and learning directly from the. Others train at schools for specific techniques under famed weapon-masters.  

Monk

At the core of a monk's training is the drive to perfect their mastery of their own body, leading to the use of ki. This inner energy can aid them in mastering weapons or even channeling magic. Most monks train at a monestary for decades before reaching anything close to completion. Sometimes, they journey into the world for years at a time to gain more experience, but other times they remain under the watchful eyes of their master for the entire time.  

Paladin

Paladins utilize both martial and magical prowess in battle. Their battle training generally begins much like that of a fighter, giving them the basis of weaponskills they will need. Then, they swear an oath to uphold. What makes a paladin special is their ability to believe in this oath and dedicate themselves to it so fully that it fundamentally changes them. It connects them to the vortex of magic, giving them access to spells so long as they uphold their oaths.  

Ranger

Rangers are normally found in two situations. Either, they serve as scouts or hunters for cities, or they tend to nature alongside druids in the wilds. Through their training and time in nature, they learn about the terrain and creatures in the wilds, making them treasured guides. They can use their bond with nature to cast spells, and are well versed in martial battle as well.  

Rogue

Rogues tend to excel at skills that are useful in civilized areas. They thrive on intrigue and are often used for spycraft at courts. They are normally chosen and trained personally by spymasters, in order to make sure they're trustworthy. Of course, there are also criminal organizations that take in young urchins and train them as rogues. Every rogue has their own personal touch to their craft, often heavily influenced by their master.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!