Inspiration for Character Ideas by Class
See Naming Conventions for inspiration for character names. Other helpful pages might also be the Professional Organizations of the Fifth Age and the ties that some classes have to the three supernatural Factions.
Artificer
- Alchemist: Guild of Dwarven Miners and Engineers
- Armorer: Guild of Dwarven Miners and Engineers, Citadel of the Seal
- Artillerist: Citadel of the Seal
- Battle Smith: Citadel of the Seal
Barbarians
- Barbarians of all allowed kinds could be Mørkland raiders, Mørkland defectors, orcs, or half-orcs (but most of the orcs and half-orcs living in BEST TOWN try to be more civilized in order to fit in on Voktegård)
- Path of the Zealot Barbarians are typically the leaders of Mørkland tribes so this type of barbarian would be unlikely to defect.
Bards
- Bards of all kind could be itinerant Adventurers.
- College of Swords: Citadel of the Seal, serving in a city guard, national army or navy, or itinerant Adventurer.
- College of Valor: Citadel of the Seal, serving in a city guard, national army or navy, or itinerant Adventurer.
- College of Whispers: Mirey Navy Intelligence
Clerics
Clerics of all allowed kinds: staffer of one of the Temples, missionary, itinerant Adventurer.Druids
- Circle of the Land: Member of any Grove
- Circle of Wildfire: Member of New Dør, Brystvorte Grove, or Hot Spring Grove
- Circle of the Shepherd: A Shining Islander
- Circle of Stars: Member of The Great Grove
Fighters
Fighters of all allowed kinds: Citadel of the Seal, serving in a city guard, national army or navy, or itinerant Adventurer.Monks
- Way of Mercy, Drunken Master, Four Elements, Kensei, Long Death, and Open Hand: Disciple of the Monastery of Outsider now seeking to spread the message of the promise of monastic life.
- Way of Shadow: Disciple of the Monastery of Trōg. These dark monks dedicate themselves not to attaining the divinity shared by the Celestials, Heroes, gods, and Outsider…but to the profane divinity of The Forgotten Powers.
Paladins
- Paladins of all allowed kinds could be itinerant Adventurers.
- Oath of the Ancients: Protectors of The Great Grove (Dalland National Army)
- Oath of Devotion: Sentinels of the Birthplace
- Oath of Vengeance: A follower of Eindride
- Oath of the Watchers: Citadel of the Seal
Rangers
- Rangers of all allowed kinds could be itinerant Adventurers.
- Horizon Walker Conclave: Citadel of the Seal, roaming the world in search of threats (or perhaps one stationed in the New Dwarven City, Traff, or…other secret spyhouses).
- Gloomstalker Conclave: New Dwarven City Guards who work in the Mine or specialized forces of Citadel of the Seal that are ready for the day the Seal breaks.
- Monster Slayer Conclave: Lead by Clan Alfbjorn of New Dør.
- Beast Master or Swarmkeeper Conclaves: A farmer or game warden of The Shining Islands.
Rogues
- Rogues of all allowed kinds could be itinerant Adventurers.
- Inquisitive: Gothiland's Council Trade Delegation, Portland's Royal Trade Commission, Ponland's Royal Trade Commission, city guard crime inspector’s divisions
- Scout: Protectors of The Great Grove (Dalland National Army)
- Swashbuckler: Mirey Navy
Sorcerers
- Shadow Magic: Almost all Shadow Magic Sorcerers are Mørklanders.
- Wild Magic: Graduate of The Vault of Deeper Knowledge that attended because they found they had the natural gift of sorcery.
Warlocks
- Celestial: A lunatic who serves the Celestials, possibly in secret.
- Great Old One: A lunatic who serves The Forgotten Powers, possibly in secret.
Wizards
- All wizards are graduates of The Vault of Deeper Knowledge and could be itinerant Adventurers.
- School of Abjuration: city guard, armies and navies.
- School of Conjuration: A mad wizard whose interests in magic are focused on piercing the Innervegg. You may not be a criminal, but the Citadel's Horizon Walkers are almost certainly watching you.
- School of Divination: Gothiland's Council Trade Delegation, North Mire Market Marshalls, city guard crime inspector’s divisions, Dalland Transport Authority
- School of Enchantment: Guild of Civil Arcaneers
- School of Evocation: Guild of Civil Arcaneers
- School of Illusion: Guild of Civil Arcaneers
- School of Necromancy: If you create corporeal undead then you’re probably suspected of worshiping The Forgotten Powers (and maybe you do?), if you summon spirits then you’re almost as dangerous as Conjurers. You’ve probably learned to sleep with one eye open.
- School of Transmutation: Guild of Civil Arcaneers
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