Standard Classes in Celegia: Difference between revisions

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== Standard Classes in Celegia ==
== Standard Classes in Celegia ==
 
The following Dead Levels rules apply to the Core Classes.
 
The following [[Dead Levels]] rules apply to the Core Classes.


Barbarian: Barbarians are available in many parts of the Empire, most notably among the savage Arrakanza. There are also many barbarians among the Fane Dar and in the lands of Hellas, Dellen, Lorne and Aarn. Even better, there are several barbaric clans in the Aarn and Gane region. Barbarians are viewed as acceptable members of the Empire as long as they recognize the overwhelming might of the Legions and do not stir up excessive amounts of trouble.
Barbarian: Barbarians are available in many parts of the Empire, most notably among the savage Arrakanza. There are also many barbarians among the Fane Dar and in the lands of Hellas, Dellen, Lorne and Aarn. Even better, there are several barbaric clans in the Aarn and Gane region. Barbarians are viewed as acceptable members of the Empire as long as they recognize the overwhelming might of the Legions and do not stir up excessive amounts of trouble.
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Monk: Monks are extremely rare in Celegia, as the social stigma against unarmed fighting styles which was left over from the Time of Night has been recently reinforced by the dreadful atrocities of the Invincibles in the Eastern Federation campaign. Add in the extreme prevalence of potent magical weapons and effective body armor and the cultural motive to develop potent unarmed combat styles is lacking in the Empire. Some monks still exist, mainly in tiny monastic enclaves in Valis, Pellania, and Qed.
Monk: Monks are extremely rare in Celegia, as the social stigma against unarmed fighting styles which was left over from the Time of Night has been recently reinforced by the dreadful atrocities of the Invincibles in the Eastern Federation campaign. Add in the extreme prevalence of potent magical weapons and effective body armor and the cultural motive to develop potent unarmed combat styles is lacking in the Empire. Some monks still exist, mainly in tiny monastic enclaves in Valis, Pellania, and Qed.


Paladin: Paladins are present in Celegia, mainly as adherents to the Holy Union between Domana and Lurain. Since Lurain is the main Lawful Good Deity, and she is decidedly non-martial, the Holy Union is the only place a paladins ability fits comfortably. Most Paladins are multiclassed, with levels of Templar, Philiator, or Fighter. Paladins are welcomed at Domana’s temples and Lurains temples as well, and given full support by both deities. The Templars consider Paladins a little soft-hearted, and the Philiators consider them a little bloodthirsty, but all in all, it works well.
Paladin: Paladins are present in Celegia, mainly as adherents to the Holy Union between Domana and Lurain. Since Lurain is the main Lawful Good Deity, and she is decidedly non-martial, the Holy Union is the only place a paladins ability fits comfortably. Most Paladins are multiclassed, with levels of Templar, Philiator, or Fighter. Paladins are welcomed at Domana's temples and Lurains temples as well, and given full support by both deities. The Templars consider Paladins a little soft-hearted, and the Philiators consider them a little bloodthirsty, but all in all, it works well.


Ranger: Rangers are uncommon in Celegia, as the Church of Daneth assures there are few wild lands for them to range over. Most Rangers are Arrakanza, with a few in the far reaches of Wisten, Lorne, Hellas, and Pastene. Rangers in the Empire have a considerably reduced list of chosen enemies, with most Rangers choosing fey, humanoid/human, or undead. All of the other racial choices, such as gnolls, orcs, elves, and the like are impossible due to the lack of those races in the Empire in the first place. Luckily, there are plenty of valid choices.
Ranger: Rangers are uncommon in Celegia, as the Church of Daneth assures there are few wild lands for them to range over. Most Rangers are Arrakanza, with a few in the far reaches of Wisten, Lorne, Hellas, and Pastene. Rangers in the Empire have a considerably reduced list of chosen enemies, with most Rangers choosing fey, humanoid/human, or undead. All of the other racial choices, such as gnolls, orcs, elves, and the like are impossible due to the lack of those races in the Empire in the first place. Luckily, there are plenty of valid choices.


Rogue: Rogues are common in the Empire, and most of them, if not all, are at least lay worshippers of Lyreth, Corellan, or Karena, even if only through their Guilds. Given the overwhelming presence of magic, almost all thieveries, con games, and the like require magical cover. Unless the rogue is able to buy that cover from a friendly wizard, the guilds are the best bet. The Thieves Guilds have long-standing “arrangements” with various Churches (Karena and Lyreth, mainly) to prevent magical scrying from revealing who did what. There are also many rogues who never steal anything, and instead make their way by “finding” things, spying, and clearing the millions of ruins that litter the Empire.
Rogue: Rogues are common in the Empire, and most of them, if not all, are at least lay worshippers of Lyreth, Corellan, or Karena, even if only through their Guilds. Given the overwhelming presence of magic, almost all thieveries, con games, and the like require magical cover. Unless the rogue is able to buy that cover from a friendly wizard, the guilds are the best bet. The Thieves Guilds have long-standing with various Churches (Karena and Lyreth, mainly) to prevent magical scrying from revealing who did what. There are also many rogues who never steal anything, and instead make their way by things, spying, and clearing the millions of ruins that litter the Empire.


Sorcerers: Sorcerers are rare in the Empire, as the Imperial Factoriums actively discourage people from learning the art. The reason is, the Sorcerer class is inherently difficult to track, and the Edicts state that all magic must be regulated. There are several powerful Sorcerer Guilds that keep the class alive, but they remain rare. Sorcerers are also sought in many Mage Circles as a third member, as the number of spells they get per day are very attractive, not to mention the high Charisma scores they have make them popular as well.
Sorcerers: Sorcerers are rare in the Empire, as the Imperial Factoriums actively discourage people from learning the art. The reason is, the Sorcerer class is inherently difficult to track, and the Edicts state that all magic must be regulated. There are several powerful Sorcerer Guilds that keep the class alive, but they remain rare. Sorcerers are also sought in many Mage Circles as a third member, as the number of spells they get per day are very attractive, not to mention the high Charisma scores they have make them popular as well.


Wizards: Wizards are ubiquitous in the Empire, possibly the most common class of all. Millions of Wizards are trained by the Imperial Factoriums every year, most of them using mainly utility spells to make the Empire run smoothly. There are also vast numbers of War Wizards trained by the Legions who retire each year. Wizards are respected and valuable members of the Empire, and many of the greatest wonders in the Empire are due to the hard work and arcane knowledge of the Wizards of the Empire.
Wizards: Wizards are ubiquitous in the Empire, possibly the most common class of all. Millions of Wizards are trained by the Imperial Factoriums every year, most of them using mainly utility spells to make the Empire run smoothly. There are also vast numbers of War Wizards trained by the Legions who retire each year. Wizards are respected and valuable members of the Empire, and many of the greatest wonders in the Empire are due to the hard work and arcane knowledge of the Wizards of the Empire.

Latest revision as of 03:13, 30 June 2017