Standard Classes in Celegia

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Return to Life in Celegia


Standard Classes in Celegia

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.

Bard: Bards are extremely popular in Celegia, and often travel along with Revelers of Corellan. Indeed, Bard/Reveler multiclass characters are quite common as well. Most bards are lay members of Corellans church, as well. Bards are valued for their entertainment value and for the gossip and news they bring of far-flung parts of the Empire. With the advent of the Gates, Bards have become even more important and valued in the Empire.

Cleric: Clerics are extremely common in Celegia, which is to be expected with so many powerful deities vying for worshippers. The nine Great Gods all have extensive churches of various types. In addition, many of the lesser deities also have extensive churches with many clerics of various types. Some of the most powerful clerics in the Empire follow a pantheon approach, in that they worship the entire pantheon, or some aspect of it. Clerics are everywhere, and of every type.

Druid: Druids are fairly rare in Celegia, due to the stifling (to them) presence of the Church of Daneth. There are a few Druids that escape the wrath of the Wardens and make their way in the deeps of the grasslands, swamps, and forests of the Empire, seeking to let the wild run free from what they consider the shackles of Daneth's Wardens. As long as they are not too disruptive, a few Druids are allowed to exist, mainly among the Arrakanza and Langourous.

Fighter: Fighters are ubiquitous in the Empire, with millions of Legion, Watch, and Provincial soldiers with fighter training literally everywhere. Many fighters muster out of the Legions, Watch, or provincial armies and multiclass to second careers in civilian life. The recent massive military campaigns, just completed against the Eastern Federation and just begun against Fuerholm and the Emerald Empire assure that there will be many, many fighters in the Empire for many years to come.

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.

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.

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.