Of Kings and Men
Classes and How they Fit in the Game World
“There are many classes to choose from, of course, and knowing how they are involved in the Game World can help many people with character stories or creation.”
Barbarian – Barbarians are savage wildlings, raised by primitive peoples, backwards peasantry or even animals. They have little knowledge of the civilized world or it’s customs and tend towards being selfish, primitive individuals who wish for little more than food and drink to survive through the day, though many lust for battle. Many of them learn the ways of berzerk fighting. They often desire to stay in the wilds, perhaps hateful or wary of civilization.
Bard – Travelling singers, actors and storytellers, bards are a common and welcome sight in most cities and villages. They are well-liked by most people and dwarves in particular due to their love for stories and songs. Bards tend to be playful, smarmy and charismatic people due to their wandering, indulgent lifestyle.
Cleric – Not many priests are given powers by the Gods, but Clerics are universally in this small minority. Clerics are awarded knowledge of spells they may channel directly through a God. Clerics tend to be varied in character, but are universally respected, even by the savage races. Faith tends to be a very serious concern to every cleric – particularly the worshipers of opposing deities. Many have very strong moral convictions.
Druid – Druids are priests of the wildlands and priests of nature Gods that have withdrawn and become hermits. They live in harmony with nature, as their Gods desire, and grow accustomed to what their God says is the “natural order” of the world, without interference from the filthy hands of civilized races. Druids tend to be stoic and calm individuals who embrace everything they consider to be natural. They often feel strong animosity to those who wish to spread civilization or who harm creatures.
Fighters – The common man, trained in the handling of weapons and armour. Fighters are the bread and butter of every army and militia. They tend to be weathered, strong people who have experienced combat in war and have grown accustomed to the horrors of battle. Fighters vary greatly in character and goals, ranging from grim warriors who make coin from any source to charismatic leaders who strive for the good of their communities.
Monk – Monks are rare individuals amongst humans, though common amongst Gnolls. Monks are different from the common brawler in that they learn their combat arts from ancient traditions, some of them long forgotten by conventional scholars. Many of these tradition encourage the strengthening of the body and soul. A particular note is the Gnollish Monk. Almost universally, they are members of the Gnoll Queen’s tribe, learning from her example directly on how to hone their bodies to perfection. Monks, much like fighters, vary greatly in character, but tend to be relatively serene and calm individuals who favour balance in all things, as many traditions dictate.
Paladin – Paladins are the chosen emissaries of their God on this world. Many paladins begin their quest as simple priests or martial members of religious orders or churches. The path to becoming a paladin is long and hard and takes great might from the individual, as only the finest are chosen to represent a God and are declared to be “true paladins”. Paladins vary in character, but most are rigidly similar to the character of their chosen God. Matters of faith are highly important, particularly the worshipers of opposing deities. Strong moral convictions are necessary.
Ranger – Rangers are men of the wilds or civilized beings who have learned a great deal of nature, the lay of the land and what it takes to survive in the wilderness. Many of them serve as scouts for armies or guides through the mountains, though others choose to be hunters or trappers and other such professions. Rangers vary greatly in character, but many tend to be withdrawn loners, as life in the wilderness molds a person to be such.
Rogue – Thieves, murderers, bandits, brigands, slavers. Their business is criminality, and business is always good. Considered to be scum or worse, rogues are the bane of city watchmen and nobles everywhere. Common amongst every civilized race, these individuals tend to be selfish and without a conventional moral compass. They are primarily interested in gold and power, though few do hold more noble goals. Rogues vary greatly, between grim murderers who have grown accustomed to the craft, to bandits who enslave others and sell them, to friendly tricksters who make a living from cheating at cards.
Sorcerers – Individuals born with the innate ability to perceive the field of background magic that was used to create the entirety of the universe and to morph and bend the rules of reality and the Planes to their will. Almost universally, sorcerers dislike authority and rules. They tend to be haughty and proud individuals, noted for their use of sarcasm. They dislike Wizards and other Lawful Spellcasters.
Wizards – Similar to sorcerers, but born with a lesser form of the same ability Sorcerers have. They need to learn mastery over background magic of reality and changing the tapestry of the planes to fit their own wishes. Wizardry is a significantly more difficult undertaking, requiring years of study and devotion. Wizards tend to prefer authority of their own, such as the Archmage Council, or the already established order, though wizards driven away from their homes or who study outside the system tend to resent it. Wizards are often proud, easily annoyed, intelligent and studious.
Beguilers – Rogue or criminal spellcasters, typically weak ones, who decide to delve only into the curious lore on how to manipulate and mislead people with their own gain or pleasure in mind. They exhibit many of the character traits of sorcerers and rogues.
Duskblade – Lesser spellcasters who study ancient lore of battles and combat, Duskblades are rare individuals, most of them amongst elves. They rarely hold the great interest that people like Wizards have for magic and prefer to blend magic with battle, for reasons of convenience or preference. Duskblades tend to be rather proud, as they have knowledge few possess, and often resent laws that injure spellcasters, but respect other authorities.
Knight – The lowest rung of the Nobility, Knights are a common sight. Well-respected (and hated in equal measure) by the peasantry, they are capable fighters and defenders of their lands. From youth they are taught the ways of the Knights and politics, as well as riding and the talents of battle. Knights tend to be rather proud, haughty, spoiled individuals who share many character traits with fighters. They do, however, value order (particularly since it benefits them!) and the code of chivalry.
Warlocks – Are people who want to be spellcasters but cannot be. They’re given a meager amount of power by making some sort of pact with a different being, most likely an outsider of evil origin who they call upon to cast even the simplest of spells. Warlocks tend to hate both wizards and sorcerers (since both of those dislike the faux-spellcaster that a Warlock is). Warlocks are known for being ill-tempered, unpleasant and power-hungry individuals. They tend to dislike the established order.
Warmage – Warmages are sorcerers who are given power by a God of War. In return for their power, they dream of war and blood and battlefields and their very soul can change by the God’s influence, giving them a thirst for blood, similar to a berzerker. They walk the thin line between sorcerer, fighter and barbarian, particularly in terms of character. They typically have strong faith in their God and a strong moral compass.
Scouts – Similar to Rangers, Scouts are identical in every way, except that they tend to be more familiar with military matters and work closely with armies. Many offer their services for coin, regardless of who hires them.
Ninja – Ninjas, known in the realm as Assassins, are rogues who learn and master techniques of stealth, infiltration and murder. They often have unique abilities that seem impossible or unimaginable or even magical to bystanders. Many assassins begin their careers as rogues, but aim to make killing and infiltration their field of mastery. Assassins typically wish to join the Grey Brotherhood – a haven for their kind. They tend to be similar to rogues in character, but are often more proud as they consider themselves far above the lowly gutter trash that most rogues are.
Spellthieves – they are almost anomalies, having been born as magicians in a place that very strongly drains the magic from both the environment and the people living in it, leaving them with strange and corrupted abilities that allow them to drain the power of others and use as if it was their own. They tend to be similar to sorcerers in character.
Hexblades – Similar to Duskblades, they are just lesser arcane casters who instead wish to take up the art of fighting, but learn the common fighting methods rather than anything else. They are similar to fighters and sorcerers in character.
Swashbuckler – Daring, elegant rogues who master the behaviour and customs of the aristocracy to achieve their goals. They tend to be more charismatic, more noble and more proud than common rogues, considering the gutter trash far below their position in both status and skill.
Samurai – They are knights, lesser nobles or famous common people who value law and the code of chivalry above all other things. They are more often than not servants of an order or a specific Lord, acting as their emissaries, taskmasters, bodyguards and sworn warriors. These knights tend to be serious, rigid individuals who are very oriented towards accomplishing their duties and attaining mastery over the art of combat.
Favored Soul – Chosen by their God at birth to fulfill a purpose or to ascend as a Godly servant, these individuals are the very height of devotion to a God. They are clerics and priests, but channel the powers of a God with great ease. Favored souls tend to be similar in character and ideals to their God.
Spirit Shaman – Wild people who learn the ways of the shamans and grow a strong bond to spirits and the Spirit Planes, they are similar to barbarians and all other wildlings, being uncivilized and unfamiliar with the civilized world, but they are also wise, gathering the wisdom of the land from not only experience but through interaction with the spirits, and powerful bargainers with the spirits of the wilds and the dead. They are often similar in character to the spirits they interact, but vary greatly. Many hold a distaste for the civilized lands, as they view shamans as witches or primitives.