Classes

Barbarian

Barbarians are common in the Marches and the lands to the east, but not among the nobility. Barbarians are considered to be the fighting style of the commoner: all rage, no training.

Bard

Bards are rare. A bard’s magic is a thing of wonder and awe to most people, and its source is always music. A bard creates music so beautiful or so frightening that it stirs emotion and releases the magic of the world. They are highly sought after for positions in courts, but don’t survive long there. A bard may not start with a rapier or longsword, but may start with an arming sword instead.

Cleric

Clerics in the Marches are almost always dedicants of the Fire Gods of the Holy Reach. Priests of the Elven Gods are always druids. All else is blasphemy to the Holy Reach. A noble dignitary of a foreign nation who is also a cleric of a blasphemous religion would be tolerated with a certain amount of disdain. Scale mail and warhammers are not available as starting equipment.

Druid

Druids are priests of the Elven Pantheon, without exception. Typically these are elves or half elves. Occasionally, a human learns the druidic way. No other races may be druids. Druids do not start with a scimitar, but they may choose a battleaxe instead. Druids have a proficiency in battleaxes.

Fighter

Fighters are very common in the Marches. The Towerlands are full of veterans. Any person of 15 years or more, male or female, common or noble, may eventually find themselves at war for a time. Being a fighter means you have real military experience.

Monk

Monks in the Towerlands are usually humans or half elves who have dedicated themselves for a time to a monastery of the Holy Reach. The Gods test people with fire, and they are expected to fight to protect themselves and others, and protect the sanctity of the temple. Towerland monks do not call their energy Ki, but rather refer to it as Spirit. They know that their power comes from possessing roaming spirits and living in harmony with them, and using their training to channel the energy of these spirits. While everyone can potentially possess spirits (truly, anyone with class levels has), a monk’s training lets one perform flexible and powerful actions with the spirit’s energy.

Paladin

Paladins are the knights of the realm. They are sworn to their liege in an oath of fealty which extends to the God-King, and they’re also sworn to the Holy Reach. At 3rd level, they take a Sacred Oath that opens mystical doorways to the paladin. The orders of paladins are elite secret societies with weird rituals and traditions. Breaking one’s oath will at least get a paladin expelled from the order, and could get them killed.

Ranger

Rangers are people who are comfortable living off the land, traveling far from home, and exploring difficult terrain. The Towerlands employ rangers as surveyors, picket scouts, guides, and couriers.

A noble cannot be a ranger, because the work is seen as beneath a noble’s station and would cause them to be disowned. If you want to play a ranger, than you’re likely a Luminary like a Watchman or Master of the Hunt (only one PC can hold a titled position at any time).

Rangers do not start with scale mail but may start with any a chain shirt instead. Rangers do not start with two shortswords, but may start with a battle axe or mace instead.

Rogue

Rogues are quite common in the Marches among the common classes. Among nobility, they are much rarer. Why steal if you can simply take it? However, some nobles become rogues for the thrill of it, or use their skills at court as spies.

Sorcerer

No one admits to being a sorcerer. Doing so gets you arrested and executed by the temple. Sorcery is playing with magic without divine direction, and it is illegal and considered very dangerous.

Playing a sorcerer puts you at an extreme disadvantage. You literally must hide all of your magical powers at all times. People will not tolerate them.

Warlock

Warlocks are usually Elves (sometimes Half-Elves or humans who have elven friends) who have the Archfey as their otherworldly patron.

Playing a warlock puts you at an extreme disadvantage. Hexon society does not tolerate your “pagan” magic, and you must hide all of your magical powers at all times.

Alternatively, you could choose the Fiend as your otherworldly patron. You are literally making pacts with demons in this case, and if you get caught, they will kill you. Even Elves don’t tolerate demon pacts.

Wizard

Wizards are magic-users who have the blessing and oversight of the Overchurch. You are presumed to be a faithful servant of the Fire Gods and be pious and true. You have an affiliation with a specific temple in a specific city, and must check in with the temple in any city you visit.

Hexons have a high opinion of wizards, who are universally considered to be wise and bright. They get court appointments and favors from nobility. Of course, most wizards are themselves of the noble class, since their college is very expensive. These colleges are usually religious in nature.

Classes

Towerlands AdamDray