Classes and Their Place in the World
Listed here are the various classes and how they fit into the world of Ara. With very few exceptions, this is meant as a guideline and starting point for your character, not a definitive guide to where classes can be found and who can be them. There are almost always outliers to what is written here and player characters are, by definition, exception characters in the world. That being said, if you're having trouble finding a place for your character to fit into the world at the start of their adventuring career or if you are a DM and want to know how people would react to your players' choice of subclass, this page should help to provide you with a jumping off point.
Path of the Berserker: Berserkers embody the Barbarian's fury in its most raw form. Those few Kobolds who become Barbarians often follow this path due to their heightened emotions making it difficult to control a barbarian's rage.
Path of the Totem Warrior: Totem Warriors can be found among the less civilized Human tribes who often follow the path of the Tribe's Totem Animal. They can also be found among the Beò, the Togg, and the Troll clans of Koukospaikka.
Path of the Battlerager: Battleragers are found most often in the ranks of the Lord of War. They blitz themselves into enemy lines, disrupting them without any heed to their own safety, allowing the rest of the army to exploit any opening they create.
Path of the Ancestral Guardian: These Barbarians are most common among the Beò and are the most common type of Barbarian among the Beò. These Barbarians believe their ancestors guide them toward glory and ascension.
Path of the Storm Herald: The Tempests are the name of a group of wild Akki who dwell in Éthnonakki and eastern Terre de Collines. They have pledged themselves to the storm's fury and take up the path of the Sea Storm Herald. Meanwhile, far to the north, the Frost Ragers are a similar, but unrelated, group of Ogres and Trolls who travel the mountain peaks and embody the bitter might of the winter's storm, taking up the path of the frost Storm Herald.
Path of the Zealot: Followers of Brand (and his equivalents), Bardolf, and Lord of War often take up the path of the Zealot. However, none are more feared than the Nasir Zealots. While most of the warriors of Muhl Stah Ram are disciplined and orderly, they are sometimes supported by hulking brutes whose fanatical devotion to their god-kings prevents them from dying even long after suffering wounds that should be fatal.
Path of the Beast: Barbarians who follow the Path of the Beast are often found among those who have connection to nature and druidic circles. They are commonplace among the Togg of Zemlya Sneg and some also serve as guardians of the Primal Coven's druids.
Path of the Wild Magic: Wild Magic Barbarians are found on Land's End, but seldom anywhere else. Sometimes exposure to the rampant magic in the region changes someone, enhancing their combat abilities while making their minds a little more unstable.
Path of the Depths: Barbarians who follow this path are rare among player races. They tend to be found among aquatic races such as Sahuagin.
College of Lore: The College of lore is one of the two primary bardic traditions taught at the Academy of Arts in Karthland. They are one of the most common bardic traditions and valued highly by many nations and organizations, especially the Keepers, for their knowledge of history, both oral and written.
College of Valor: Bards of the College of Valor are among the traditions taught at the Academy of Arts in Karthland. However, the skald tradition on Arterra can be traced back to the pines and fjords of Kokouspaikka. Many Ogres of Zemlya Sneg also adopted such traditions, but it was not until the days of the Empire that it spread south.
College of Glamour: Bards belonging to the College of Glamour are rare and viewed with some degree of suspicion. Their ability to control the minds of others and association with the fey causes them to be viewed with suspicion and sometimes outright fear. Some places in the world outright ban such magic and such bards are arrested or even attacked should they make such powers known.
College of Swords: The College of Swords is another tradition at the Academy of Arts, though one not as prominent as Valor, Lore, or Eloquence. It is a favored path among the humans of Arani, who have learned to blend warfare even into their art.
College of Whispers: The College of Whispers often acts independently. They have no, large-scale organizations. The Academy of Arts shuns them as dangerous and amoral. Many nations employ them, in at least some small capacity, as spies and informants. Tura is especially known for this. Those bards who pursue this path without the backing of a larger nation often disappear with no trace. Rumors circulate about a hidden truth, a great secret that such bards grew too close to learning. For some, this entices them to seek for this truth. For others, it ensures they remain occupied with the more mundane matters of state secrets and espionage.
College of Eloquence: The College of Eloquence is one of the two most-taught traditions in the Academy of Arts. Nobles’ children, would-be diplomats, and courtiers travel from around the world to study with the Academy. Those unable to make such a trip find local tutors among the upper echelons of their societies. College of Eloquence bards are among the least likely to be self-taught and operate independently, their entire discipline rooted in courtly traditions and decorum.
College of Creation: College of Creation bards are most common in the northern lands and tend to be followers of Jurek. They are among the most common bardic traditions in the Eightfold Order, but still remain a minor population within the Order. College of Spirits: The College of Spirits is the smallest school of the Academy of Arts
Because there are many different pantheons and as many different individual interpretations of their deities as there are worshippers, it is beyond the scope of this primer to include every possible deity who may be associated with each domain. This primer deals primarily with the Imperial Pantheon, The Primals, and The Lords.
Knowledge Domain: Knowledge Domain clerics tend to serve either Eldred or Sims. They are valued by the Keepers and sometimes viewed as prophets or oracles. Among the cults of the Lords, Knowledge Clerics tend to worship The Lord of Magic.
Life Domain: Life clerics are always welcome among virtually any organization, especially armies. Life clerics tend to be followers of Ambrus, Blithe, or Adhelm.
Light Domain: Light clerics are more common in the northern lands and on Terre de Collines, both places where Celestine sees much worship.
Nature Domain: “Civilized” nature clerics worship Hart, Tolliver, or the Primals. They often work closely with the Primal Coven and serve as mediators between large civilizations and the surrounding wilderness. Tribal nature clerics, sometimes known as shaman or witch doctors, worship local animal and nature spirits. They are spiritual guides of their people and appease such spirits through rites and sacrifice.
Tempest Domain: Tempest Clerics are typically followers of Anwen, though some followers of Bardolf choose this path as well.
Trickery Domain: Trickery Clerics are typically followers of Twain or Sims. The latter, especially, are often ostracized by other clerics and unwelcome in cities and towns. Trickery Clerics in cults dedicated to the Lords, tend to worship the Lord of Deceit.
War Domain: War Cleric are another common discipline of cleric, found throughout Arterra, especially places of great strife such as Arani. They are often followers of Ferregine and Brand, but Bardolf and Adhelm also see their share of war Clerics. War Clerics who worship the Lords, typically fittingly follow the Lord of War, though the Lord of Destruction is also a common choice.
Death Domain: Death Clerics run the gamut from merciless slaughterers to benign guides, approaching death with as much variety as the cultures they come from. They often worship Cicely, with Brand being a close second and Ferregine also seeing followers. Among the Lord Cults, The Lord of Suffering is most likely to find such followers, though the Lords of War and Destruction see them as well.
Arcana Domain: Arcana Clerics are rare and almost all are followers of Osric. Eldred is the only other member of the Aran pantheon which has a noteworthy number of Arcana clerics. Among the Lord Cults, the Lord of Magic sees virtually all the Arcana clerics, perhaps even more than there are among Eldred's congregation.
Solidarity Domain: Solidarity clerics tend to worship Aston or Blithe, both of whom value community and love of various types. Adhelm sees some as well, as does Bardolf.
Strength Domain: Strength Clerics are in no short supply in Arterra. They are followers of Bardolf, Tolliver, Ferregine, Brand, Adhelm, Ambrus, and Hart.
Ambition Domain: Ambition Clerics are found in the servitude of Ferregine, Brand, and Sims. Aston and Anwen see clerics with a more good-natured take on the Ambition domain, as does Twain. Among the Lord Cults, virtually every Lord has clerics of Ambition in their servitude.
Zeal Domain: Zeal clerics are somewhat of an oddity outside the Lord Cults. The Nasir are the most well-known Zeal clerics. Among the Aran Pantheon, Ambrus is the only deity with a significant number of Zeal clerics, though Brand, Adhelm, and Ferregine are known to attract some as well. Within the Lord Cults, most of the Lords, with the exception of the Lord of Deceit, have Zeal clerics devoted to them.
Forge Domain: Tolliver is the unquestioned master of Forge Clerics. Aston and Dunstan see some, but their numbers are far inferior to those of Tolliver congregation. Among the Lord Cults, the Lord of Destruction, ironically, sees the most Forge clerics, followed by the Lord of War.
Grave Domain: Grave clerics typically serve Cicely or Ambrus. Eldred and Osric also see a few Grave clerics amidst their worshippers.
Order Domain: Order Clerics are worshipers of Adhelm, Aston, Ambrus are common patrons for Order Clerics, though those with darker intent may also worship Ferregine.
Peace Domain: Blithe, Aston, and Adhelm are the most common supporters of Peace clerics. Peace clerics seek to mend the wounds of a hostile world and are welcome throughout the lands sometimes also serving as teachers.
Twilight Domain: Sims, Dunstan, and Duana (Celestine's Western counterpart) are commonly worshiped by Clerics of the Twilight Domain. Cicely also sees some followers too. Among the more evil Twilight Clerics, one might find worshippers of the Lord of Terror, or Ferregine. Because of the many, often wildly conflicting, associations and connotations attributed to twilight, Clerics of this domain are a very diverse group and serve a variety of roles within their communities.
Circle of the Land: One of the three Old Circles of the Primal Coven, the Circle of the Land is the most common circle both within the Coven and without. Its members hail from all corners of the world, but are more common in the southern continents.
Circle of the Moon: Another of the three Old Circles, the Circle of the Moon is second only to the Circle of the Land in terms of numbers and distribution. It is particularly prominent among the Druids of Karthland.
Circle of Dreams: The Circle of Dreams is most common among the Beo's predecessors. Many believe it originated with them, but it has since spread to other regions and cultures through the Primal Coven.
Circle of the Shepherd: The circle of the Shepherd is the last of the Coven's three Old Circles. It is most common in the southern lands of Terre de Collines and Arani, where larger and more violent civilizations encroach upon nature. It is the most common Circle amongst the Togg and other Children who walk the druidic path.
Circle of Spores: The Circle of Spores is especially common in the northern lands where true plant life is more scarce and where fungi and lichens are more common. It also has many of its followers in places where death looms closely such as Arani and near the borders of the Black March.
Circle of Stars: The Circle of Stars is especially prominent within the lands of Koikospaikka and Éthnonakki. Though the two developed independently (as far as anyone can tell), they both have similar approaches to druidism. The Circle of Stars is not yet recognized in the Primal Coven, though individual members have been admitted and allowed to remain seperate from the established circles.
Circle of Wildfire: A controversial Circle, the Circle of Wildfire's origins are recent but relatively unknown. It is the newest of the Circles and seems to have originated during The Reconstruction. It is the smallest, least cohesive, and one of the most distributed Circles. Due to its appearance in such disparate
Champion: Champions are the most common form of Fighters and can be found virtually everywhere.
Battle Master: Battle Masters are also a common form of Fighter that is prevalent in educated nations with long-established martial traditions such as Duneia, Royaume Theophane, El Reino Guardia Lobo, Tura, Hartria, Garin, and Castry.
Eldritch Knight: Eldritch Knights are most commonly found among the Eightfold Order as guards and enforcers.
Banneret: When people picture a Banneret, most people picture Duneia. Indeed, Duneia is the main source of Bannerets, its knights leading the charge against their foes. El Reino Guardia Lobo has fewer Bannerets, preferring a more subtle fighting style, but what they do have are well known.
Arcane Archer: Arcane Archers are another rare subclass of Fighters. Much like the Runemasters, El Regne Gerarvall archers who study imbuement may also apply their studies to their bows and arrows.
Cavalier: Cavaliers are most common in eastern Terre de Collines among the human nations who herd horses, but any nation capable of fielding cavalry will have at least some Cavaliers to lead them.
Samurai: Samurai do not exist by this name in Ara, but there are two primary groups of warriors whose unyielding resolve is well-known. The Nasir Medjay of Muhl Stah Ram and the Tercios of El Reino Guardia Lobo. Such groups may be represented by the Samurai subclass.
Echo Knight: Echo Knights are a small sect of fighters who worship Osric. In exchange for their servitude in protection of his temples and priests, Osric grants these Echo Knights a limited control over their own timeline. There are rumors of others who have gained similar temporal powers by aligning themselves with strange powers from beyond the realms of the known reality.
Psi Warrior: Psi Warriors are one of the rarest forms of Fighters. They are most commonly known among the Kreen in Arani, but rare individuals emerge from other races who are able to tap into their awakened psionic powers and become Psi Warriors.
Rune Knight: Rune Knights are most common from El Regne Gerarvall. El Regne Gerarvall does not have many wizards or other spellcasters, but its craftsmen work tirelessly to rediscover the ancient art of Imbuement. Rune Knights are those who put their theories into practice. Though their traditions differ, Rune Knights are also far from uncommon in Koukospaikka. These warriors rely on the inherent magic of their Runes to enhance their own prowess rather than imbuing such magic into their weapons and armor.
Gunslinger: Gunslingers are an emerging style of Fighters most common among Zemlya Sneg and among the pirates and sailors around Terre de Collines and Land's End.
Oath of Ancients: Oath of Ancients are followers Hart and his other equivalents or Primals, though followers of other Central deities may also take up such an oath. They are most common among Karthland, but not exclusive to it.
Oath of Vengeance: Vengeance Paladins are most common among Éthnonakki and followers of Ambrus, though Ferregine and Brand are also common patrons.
Oathbreaker: Oathbreaker Paladins can be found anywhere other Paladins can be found. Paladins are often tempted by fiends or evil gods to cast aside their oaths and many agree to do so.
Oath of the Crown: Crown Paladins are most commonly followers of Aston or Theophane. They are most common in Terre de Collines.
Oath of Conquest: Conquest Paladins are typically either followers of Ferregine, Brand, or the Lord of War. They can be found openly in Gorgonoth, but more hidden sects can be found elsewhere.
Oath of Redemption: Redemption Paladins are fairly well-dispersed and typically follow Blithe or Ambrus.
Oath of Glory: While Paladins are uncommon among the Beò and Koukospaikka, but those who do exist are often take an oath of Glory.
Oath of the Watchers: Oath of the Watchers are the least common form of Paladin. They have no real coherent organization to speak of.
Oath of Devotion: Devotion Paladins are typically followers of Celestine or Theophane.
Hunter: Hunters are the most common subclass of Ranger and the one most likely to be found in orderly or regimented armies. While Hunters can exist virtually anywhere, their no-nonsense style of wilderness expertise make them ideally suited to be scouts, guides, or guerilla forces among typical armies.
Beast Master: The other most common subclass of Ranger, the Beastmaster tends to be found in areas more on the fringe of civilization than a Hunter. While it is not uncommon for Beast Masters in more "civilized" lands to form a bond with a hound or other such animal, these bestial bonds are most common among those rangers who spend more time in the wilderness. Many of the Primal Coven's guards are Beast Masters as are many of the Farwalker's Rangers.
Gloom Stalker: Gloom Stalkers are common among nations with a lot of deep forests. El Regne Guardia Lobo is known for its Gloom Stalkers, who hunt the creatures of the forest, but they are not the only nation to train them. Gloom Stalkers are also common in subterranean nations. Urgumagist and settlements in the northern lands which have been hewn into the mountains are home to Gloom Stalkers who patrol the surrounding caves and tunnels. Finally, there are small numbers of Gloom Stalkers in Koukospaikka who actively seek to plumb the depths of the Umbron Forest.
Horizon Walker: Horizon Walkers are rare and have no real organization. They are typically found in auxiliary roles related to the Eightfold Order.
Monster Slayer: In addition to the Gloom Stalkers, El Regne Guardia Lobo also boasts a fair number of Monster Slayers whose role is central to the kingdom's identity. In other parts of the world Akki of Éthnonakki train as Monster Slayers and typically specialize in hunting dragons, while regions that are prone to giantfalls often have Monster Slayers who specialize in fighting giants. In the northern regions of Zemlya Sneg and Koukospaikka there are no shortage of massive beasts and eager warriors who hunt them.
Fey Wanderer: Elves are the most common race to become a Fey Wanderer, owing to their innate ties with the Fey and O Reino Inicial is probably home to the greatest density of such Rangers. That being said, the Fey are unpredictable and may form bonds, intentionally or otherwise, with mortals anywhere throughout the world.
Swarm Keeper: Swarm Keepers are most commonly found in the service of the Primal Coven and most of the Coven's Rangers are Swarm Keepers. The Children of Ara seem to have a special predilection for this path if they become Rangers.
Drakeguard: Drakeguards are a rare breed of ranger that are poorly understood, even by their own kind. Drakeguards are those Rangers who are believed to have been blessed by the Primals themselves and granted a minor nature spirit which manifests as a draconic-like entity. These spirits' appearance varies, but they look similar to dragons (hence their name), but with several key differences. They are typically sinuous, lack wings, and may have long whisker-like hairs on their snout. They also often incorporate traits of other animals such as antlers, raptor-like feet and claws, paws, or manes. It is unknown what criteria these Rangers are chosen by. Neither the Coven nor any Dragon that has been asked has been able to account for their existence, though most dragons are fairly confident the spirits are not of draconic origin.
Thief: Greed is a powerful motivator and it doesn't take much to encourage someone to seek out wealth, even if it means taking it from others. Thieves can be found anywhere in Arterra and come from a wide variety of backgrounds. The most common Rogue archetype, it is difficult to make any statement about Thieves as a whole other than their lust for money.
Assassin: Assassins are likewise a common archetype of Rogues. There are many figures and organizations in the world who would benefit from certain people being dead and assassins are hired (or kept on retainer) to fulfill that need.
Arcane Trickster: A form of "hedge wizard", Arcane Tricksters supplement their talents with a dash of magic. Many members of the Eightfold Order who are not talented enough in magic to become a "proper" wizard fall into the role of such "lesser" practices as an Arcane Trickster or Eldritch Knight.
Mastermind: Masterminds are typically employed as spies and informants by powerful nations. They infiltrate noble families, important galas, and grand tournaments to pry vital knowledge from their employer's rivals. No unified organization of Masterminds exists, but the Academy of Arts's Political wing is often a place where students learn at least some of the Mastermind's skillset through official and "extracurricular" lessons.
Swashbuckler: Swashbucklers can be found on ships throughout the world. Heavy armor is typically forgone on ships and its crew values maneuverability. Swashbucklers are often pirates, using their mobility and fighting prowess to launch attacks before the enemy has time to retaliate.
Inquisitive: Inquisitives are typically independent investigators. They may be employed by any number of people who desire information. The Keepers often deploy Inquisitives in field work and rely on their talents of perception and intuition to uncover difficult leads.
Scout: Scouts are attached to armies or employed by the Farwalkers to perform their namesake.
Phantom: Phantoms are a rare form of Rogue, though some believe that they are far more common than anyone knows. Phantoms are typically associated with temples of Brand or Cicely (or their counterparts in other Pantheons) and serve the role of enforcers and spies to protect the temple's interest. The Heirs of Undying Blood are also believed to train Phantoms to infiltrate other nations, eliminate strategic targets, or gather information, but such claims have not been strongly verified.
Soulknife: Much like Psi Warriors, Soul Knifes are rare and lack any formal organization. Among the races of Arterra, the Kreen are most likely to develop psionic powers (and thus become Soul Knives), but they are not the only race capable of doing so.
Draconic Bloodline: Draconic Sorcerers are the most common of Origins. They are especially common among the Akki and the Elves, but are present among virtually all the Old Races. Draconic Sorcerers among the Children of Ara are extremely rare, but not unheard of.
Wild Magic: Wild Magic Sorcerers are also fairly common among Elves, but less so among other races. This is the most common form of Sorcerer among Goblinoids and Orcs as well, though not in as great numbers as among the Elves. Land's End also sees plenty of Wild Magic sorcerers of all races.
Storm Sorcery: Storm Sorcerers are most common among the Fangzhi Haang Oniga, and among people living in Land's End. They are common among sailing ships and many temples of Anwen venerate such sorcerers as divine gifts from their goddess.
Pyromancer: Pyromancers are one of the most unified Origins and exist almost exclusively among certain families of the Dwarves in central Zemlya Sneg and those associated with them. Many believe it to be connected to their association with the Lord of Destruction. Pyromancers themselves have various explanations for this ranging from coincidence to fevered ranting of being reborn in "the Master's Fire".
Elsewhere, Pyromancers (as well as Cryomancers and Electromancers) exist with seemingly no connection to their northern kin. These Sorcerers are found among people with particularly strong connections to the elements they embody. Born from the Fangzhi Haang Oniga, the Kokkonosian Akki who serve the Red Queen, or families dwelling far in the bitter north, such sorcerers have a lifelong connection to the element which shapes their magic. Such Sorcers are among the most rare of Origins, however.
Divine Soul: Divine souls are those blessed by Ara's deities. Unlike Clerics and Paladins who must strive to carry out a deity's will in order to gain their blessing, Divine Souls inherit such power naturally. Such Sorcerers often feel a strong connection to a certain deity, but many also feel an intense pressure to live up to the deity's ideals which many attribute to a greater focus of the detity's attention on the individual. Some balk at such scrutiny and the price of rebellion is often steep. Among other devotees, Divine Souls are a polarizing people. Many view them as blessed agents of their gods and treat them as semi-divine themselves. Others are bitterly jealous or afraid of a Divine Soul's inherent power despite a lack of training or devotion.
Shadow Magic: Shadow Magic Sorcerers are most commonly found in places touched by darkness such as Santa Maristela and regions of Koukospaikka which border the Umbron Forest. It is believed that the Heirs of Deathless Blood seek out these Sorcerers and force them to join their ranks or slay them for their refusal.
Aberrant Mind: The number of Aberrant Minds seem to ebb and flow with the presence and absence of the Fifth Moon. Unlike the Lunar Sorcerers, those touched by Melamrus in this manner are forever twisted and warped, sometimes clearly, other times in subtle ways. Other Aberrant Minds come into being when someone has a dangerous encounter with realms beyond our own and it leaves a lasting mark on them.
Clockwork Soul: Clockwork Souls are among the rarest of Origins. Sometimes the forces of order are particularly strong in an individual and they serve as something akin to a waking field of sterility and stagnation. This can be both good and bad. Clockwork Souls are viewed with curiosity due to their rarity. They are among the most likely to join the Eightfold Order as careful study and practice are in their nature.
Lunar Sorcery: Believed by many to be the effects of Melamrus on the world, Lunar Sorcerers go through phases of greater and lesser commonality. Of all the Origins, they are among the most feared and shunned as many believe the Fifth Moon to be a harbinger of bad omens. Not everyone views Lunar Sorcerers with fear and disdain, however. Among the temples of Celestine they are considered in much the same light as Storm Sorcerers are for Anwen; as blessed vessels of their goddess. The Fifth Moon Seers also treat Lunar Sorcerers with reverence and many of their number believe that such sorcerers may hold keys to unraveling the Fifth Moon's omens and portents.
The Archfey: Warlocks sworn to the Archfey are most common among the Elves, but can be found among any races. Sometimes such Warlocks join the Primal Coven, but, despite their connections with nature, the Fey's interests often do not align with that of the Primals' (at least as the Coven interprets them). Such Warlocks are the most likely to congregate and may form their own covens, often overseen by agents of their patron.
The Fiend: The lure of power power is great, and few beings are more capable and more willing to provide it than fiends. Unlike many of the other patrons, Fiends are known to seek out potential Warlocks, either personally or through their intermediaries in order to offer those desperate or ambitious enough the chance to gain what they want. However, Fiends also delight in corruption and misery. They are known to twist their bargains or bring about the Warlock's desire in such a way as to make the entire process feel hollow and meaningless, if not outright horrible for the Warlock. Nothing delights a Fiend more than seeing a mortal get exactly what they wanted under such circumstances as to completely undermine any sense of victory or enjoyment for the mortal and to know the mortal is paying them to do so. Despite these risks, some arrogant, clever, or desperate would-be Warlocks still strike deals with Fiends in the hopes of profitting.
The Great Old One: Pacts with a Great Old One are curious. The term encompasses many entities (whose true numbers are unknown) which exist beyond the known cosmology. Such entities are so alien and so ancient as to make even mortals and the Gods themselves appear as twins. Many such entities seem unwilling or completely unable to truly communicate with a warlock. Despite this, some Warlocks have found means by which to siphon off power from such entities. In the rare case when a Great Old One becomes aware of a Warlock, either because it was willing and able to facilitate communication or because the Warlock's efforts to steal its power drew its attention, the effects are dramatic and often terrible for the Warlock.
The Undying and the Undead: These Warlocks have made a pact with the Lord of Suffering or one of his intermediaries, perhaps a very powerful Lich or Vampire Lord. Such Warlocks are rarely open about the source of their power, so few people are aware of their existence. Others form pacts with ancient beings of entropy and death from beyond the Material Plane. These Warlocks are more open about their power and less likely to be actively malevolent.
The Celestial: It is rare to see a Celestial Warlock, as most who would follow a deity become Clerics or Paladins and most of the mortals a deity would chose without requiring such devotion are Divine Souls. A Celestial Warlock sits at an interesting midpoint, providing service and obedience, but not worship. Deities of laws and bargains such as Adhelm, Aston, Brechtje, or Ferregine may prefer this arrangement. Typically, however, it is made with a lesser Celestial creature; one powerful enough to make such a bargain, but not a true god itself. Celestial Warlocks are among the most accepted Warlocks in society.
The Hexblade: Noone is completely sure where the weapons a Hexblade forms pacts with originate. The most common theory is an association with the Lord of War, but others believe in differing origins or a variety of origins. Whatever their nature, such weapons typically crave bloodshed moreso than most other patrons which leads Hexblades to be far from welcome in most areas.
The Fathomless: The entities who make pacts with the Fathomless Warlocks are as mysterious as the Great Old Ones, perhaps even moreso due to their more familiar nature despite their distance and secrecy. Many such entities may exist: ancient aboleths, powerful Kraken, powerful water Elementals, and some even claim that a few of the Primals who associate with the seas and oceans will make pacts with aspiring Warlocks.
The Genie: A rarity among Warlocks, a pact with a noble Genie is difficult to secure due to the requirement of contacting the Elemental Plane. However, among the Warlock Patrons, Genies are generally considered one of the more benign and such Warlocks are often viewed with less hatred and fear than their counterparts. Oniga often become Genie Warlocks, further developing the pact their species has with the elemental planes.
Schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation: Practitioners who specialize in one of the core schools of magic, these wizards are the most fundamentalist of Wizards. They can be found throughout Arterra, but the Eightfold Order is the most established organization of wizards. Nations with magical traditions such as Royaume Theophane and Dmug also train wizards. Necromancers tend to be rarer and generally have much ill repute. They are often tied to entities like the Lord of Suffering and groups such as the Heirs of Deathless Blood, but not all Necromancers use their powers with evil intent and not all regions of the world view Necromancy as inherently evil. The Eightfold Order does not discriminate against Necromancers openly, but many of the members of other schools do look on Necromancers with disgust.
Bladesinging: Originally developed by Elven kingdoms, the Bladesinging tradition was lost during the Dark Age. The Empire's study of ancient Elven culture led to its rediscovery and application among the Empire's armies. Many of the most militarily powerful Elven kingdoms, such as El Regne Gerarvall, El Reino Guardia Lobo, and Royaume Theophane were brought under the Empire's sway in part with the promise of returning this lost art. However, this practice diffused throughout the empire and remains dispersed today, though most cultures do not practice it in great numbers. It is particularly common on ships where movement is preferred over armor.
War Magic: War Magic is a specific focus of Wizardy that is something of a counterpart to the discipline of an Eldritch Knight. War Mages are often members of the Eightfold Order and serve as more of a mercenary role. The Order is willing to rent the services of its members out to most people who can pay, but War Mages are almost always in high demand. This demand, along with the risk inherent in it, leads to War Mages being a class of "big earners" for the Order, something those with other focuses either appreciate or envy. Beyond the Order, the Ogre Empire of Zemlya Sneg also has many War Mages within its ranks. Similarly, the nations of Kokkonosia and Drackongi also employ War Mages.
Chronurgy Magic: A fairly recent school among the Eightfold Order, emerging only a few decades ago, The Order's leadership is still trying to determine if it should be its own school or included under Transmutation or Divination. Its practice is not well known elsewhere. Many believe its "discovery" to be a result of strengthening magic in Arterra.
Graviturgy Magic: Another path of study only seen in the last few decades, Graviturgy is also believed to be a result of greater magical energy in the world. It originated in Zemlya Sneg and its secrets are shared with only a select few.
Order of Scribes: The Order of Scribes are a "cross-faction" organization comprised of a subset of the Keepers who focus on the study of magic and of record keepers of the Eightfold Order. Others join their order or study with them for a time as well, but their affiliation with the Keepers and the Eightfold Order prevents them from sharing too much information to those uninitiated with their parent organizations' secrets. Similar orders exist elsewhere in the world, but are much smaller.
Alchemist: Alchemists are the most common specialization of artificers in Arterra. They often work alone, or in small independent groups. Though there are no formal organizations which bind them, many of the best-known Alchemists are from the Akki in Arani.
Artillerist: Artillerists are the rarest of all the Artificer specializations in Arterra. They are most common among the Ogres of Zemlya Sneg, though many seafaring powers employ them to enhance the combat capability of their vessels..
Battle Smith and Armorer: Battlesmiths and Armorers are found throughout Arterra and are almost as common as Alchemists. Much like Alchemists, they have no formal organization of their own, but are more likely to be found working in larger groups and working alongside other major powers such as mercenary guilds, armies, and other formal organizations.
Order of the Ghost Slayers: It is rare to see a member of the Heirs of Undying Blood break free from their ranks and live long enough to tell of it. Even rarer for this to be a member who has any first-hand experience with the cult beyond their own cell. Those few that have speak of terrible things. Among them is the legend that the Heirs' masters practice a form of magic using the blood of their master mixed with their own. This hemocraft is closely tied with the cult and is believed to be related to the creation of vampires. A small group of these defectors were able to transcribe what they knew of hemocraft before they were hunted down and slain. Others used this knowledge to develop their own, more "pure" version and form the Order of the Ghost Slayers. They were among the first and are the most numerous of the Blood Hunters. Originating in Marnschafen, the Ghost Slayers have spread their teachings throughout the world to hunt for undead and destroy them.
Order of the Lycan: The Order of the Lycan are a splinter group within El Reino Guardia Lobo who emerged after the curse of lycanthropy became apparent. Most Lobuno view them as dangerous fanatics and a threat to everything the Kingdom stands for. Because of this, the Order has dispersed to other regions of the world, both to hunt down stray pockets of lycanthropy as well as to escape pursuit from the Lobuno.
Order of the Mutant: A group considered fairly esoteric, even among the Blood Hunters, the Order of the Mutant is the smallest of the Orders, but also the oldest. It originated as a refinement of alchemical processes and blood magic practiced among Troll extremists in Koukospaikka who found their species' naturally regenerative and adaptable physiology lent itself well to such transformations.
Order of the Profane Soul: The Order of the Profane Soul grew from the Order of the Ghost Slayers. Using modified versions of their rites, this Order sought to hunt down fiends and other evil magic users. They originated in Tura and were used to hunt down enemy magic users, but some members have shared their teachings throughout the world to combat fiends, much to the displeasure of the Turan court.
Heimdallr's Ætt: Heimdallr does not exist in Ara. This Ætt, most associated with protection, is dedicated to Bardolf in Kokoispaikka and Brayan among the Beò. Among the draconic Rune Masters, it is associated with Gold dragons.
Freyja's Ætt: Freyja does not exist in Ara, either. This Ætt, most associated with healing, is dedicated to Aidan among the Beò and the [TO BE DETERMINED] Northern God of Healing among Kokoispaikka. Among the draconic Rune Masters, it is associated with Green dragons.
Tyr's Ætt: Tyr does not exist in Ara. This Ætt, most associated with destruction, is dedicated to Lorcan among the Beò and the [TO BE DETERMINED] Northern God of destruction among Kokoispaikka. Among the draconic Rune Masters, it is associated with Red dragons. Of the three Ætt, Tyr's Ætt is most feared and mistrusted as it relies on the power of entities often best left alone.
Tarochi
Tarochi are rare classes within Ara. Those which exist are typically associated with Twain (in all his incarnations). Whether as devotees, chosen champions, or cursed victims, Twain takes special interest in his gamemasters. Those who follow his will seek to upset fortunes, disrupt the status quo, and bring thrill and excitement wherever they go. They are most common among Zemlya Sneg and Terre de Collines among the larger cities of Arterra.
Wild Oracle
Most spellcasters weave their magic without thought to the individual Rho which comprise it. In fact, few spellcasters in Ara are even aware of the four Rho, so seamlessly do they blend together. In rare instances, however, a spellcaster may gain some inkling into the truth of magic. Wild Oracles are one such example. Tuned to Arho, the Rho of change and chaos, Wild Oracles derive their powers from the same source as a Wild Magic Sorcerer. Unlike the Sorcerer, whose powers are innate and uncontrollable, Wild Oracles deliberately seek out this power and do their best to harness its overwhelming potential while mitigating its dangerous risks. Wild Oracles exist throughout Arterra in small numbers. Some join with the Eightfold Order, but many find the structured environment the Order maintains to be counterproductive to their own growth. Similarly, the Order is often wary of the unpredictability of a Wild Oracle. Some Wild Oracles take on apprentices to pass on their knowledge, but it is rare and difficult to find another who is able to glimpse the truth behind magic to the degree necessary to follow such a path. As such, most Wild Oracles are self-taught and practice their craft alone or, at least, without the company of others of their kind.
Core Classes
BARBARIAN
Barbarians are found most often on the fringes of society and in the wilderness between settled nations. Battle-torn central Arani, The Flatlands of Karthland, the wilderness of Kokouspaikka, the wastelands of Gorgonoth, the tundra and forests of Zemlya Sneg and even the remote islands of Éthnonakki are all places where those who value strength and chafe at laws can be found.Path of the Berserker: Berserkers embody the Barbarian's fury in its most raw form. Those few Kobolds who become Barbarians often follow this path due to their heightened emotions making it difficult to control a barbarian's rage.
Path of the Totem Warrior: Totem Warriors can be found among the less civilized Human tribes who often follow the path of the Tribe's Totem Animal. They can also be found among the Beò, the Togg, and the Troll clans of Koukospaikka.
Path of the Battlerager: Battleragers are found most often in the ranks of the Lord of War. They blitz themselves into enemy lines, disrupting them without any heed to their own safety, allowing the rest of the army to exploit any opening they create.
Path of the Ancestral Guardian: These Barbarians are most common among the Beò and are the most common type of Barbarian among the Beò. These Barbarians believe their ancestors guide them toward glory and ascension.
Path of the Storm Herald: The Tempests are the name of a group of wild Akki who dwell in Éthnonakki and eastern Terre de Collines. They have pledged themselves to the storm's fury and take up the path of the Sea Storm Herald. Meanwhile, far to the north, the Frost Ragers are a similar, but unrelated, group of Ogres and Trolls who travel the mountain peaks and embody the bitter might of the winter's storm, taking up the path of the frost Storm Herald.
Path of the Zealot: Followers of Brand (and his equivalents), Bardolf, and Lord of War often take up the path of the Zealot. However, none are more feared than the Nasir Zealots. While most of the warriors of Muhl Stah Ram are disciplined and orderly, they are sometimes supported by hulking brutes whose fanatical devotion to their god-kings prevents them from dying even long after suffering wounds that should be fatal.
Path of the Beast: Barbarians who follow the Path of the Beast are often found among those who have connection to nature and druidic circles. They are commonplace among the Togg of Zemlya Sneg and some also serve as guardians of the Primal Coven's druids.
Path of the Wild Magic: Wild Magic Barbarians are found on Land's End, but seldom anywhere else. Sometimes exposure to the rampant magic in the region changes someone, enhancing their combat abilities while making their minds a little more unstable.
Path of the Depths: Barbarians who follow this path are rare among player races. They tend to be found among aquatic races such as Sahuagin.
BARD
Bards serve as the primary keepers of oral history in Arterra. They can be found in stately courts and seedy taverns. The Academy of Arts in Karthland teaches, among other things, several bardic traditions. The Keepers value bards for their knowledge of history and tales. There are even some found among the Eightfold Order, though they are far less represented than other arcane classes.College of Lore: The College of lore is one of the two primary bardic traditions taught at the Academy of Arts in Karthland. They are one of the most common bardic traditions and valued highly by many nations and organizations, especially the Keepers, for their knowledge of history, both oral and written.
College of Valor: Bards of the College of Valor are among the traditions taught at the Academy of Arts in Karthland. However, the skald tradition on Arterra can be traced back to the pines and fjords of Kokouspaikka. Many Ogres of Zemlya Sneg also adopted such traditions, but it was not until the days of the Empire that it spread south.
College of Glamour: Bards belonging to the College of Glamour are rare and viewed with some degree of suspicion. Their ability to control the minds of others and association with the fey causes them to be viewed with suspicion and sometimes outright fear. Some places in the world outright ban such magic and such bards are arrested or even attacked should they make such powers known.
College of Swords: The College of Swords is another tradition at the Academy of Arts, though one not as prominent as Valor, Lore, or Eloquence. It is a favored path among the humans of Arani, who have learned to blend warfare even into their art.
College of Whispers: The College of Whispers often acts independently. They have no, large-scale organizations. The Academy of Arts shuns them as dangerous and amoral. Many nations employ them, in at least some small capacity, as spies and informants. Tura is especially known for this. Those bards who pursue this path without the backing of a larger nation often disappear with no trace. Rumors circulate about a hidden truth, a great secret that such bards grew too close to learning. For some, this entices them to seek for this truth. For others, it ensures they remain occupied with the more mundane matters of state secrets and espionage.
College of Eloquence: The College of Eloquence is one of the two most-taught traditions in the Academy of Arts. Nobles’ children, would-be diplomats, and courtiers travel from around the world to study with the Academy. Those unable to make such a trip find local tutors among the upper echelons of their societies. College of Eloquence bards are among the least likely to be self-taught and operate independently, their entire discipline rooted in courtly traditions and decorum.
College of Creation: College of Creation bards are most common in the northern lands and tend to be followers of Jurek. They are among the most common bardic traditions in the Eightfold Order, but still remain a minor population within the Order. College of Spirits: The College of Spirits is the smallest school of the Academy of Arts
CLERIC
Clerics are as diverse and distributed as the gods they worship and the flocks of followers they lead. Every god in the Aran pantheon has clerics devoted to them and most have temples on all of the various sub-continents. Clerics of any domain may worship any deity, and most deities have at least a smattering of clerics of many domains, but deities tend to attract clerics of domains which align with their portfolios. Conversely, clerics who devote themselves to a particular deity tend to adopt a domain which suits their deity’s purview.Because there are many different pantheons and as many different individual interpretations of their deities as there are worshippers, it is beyond the scope of this primer to include every possible deity who may be associated with each domain. This primer deals primarily with the Imperial Pantheon, The Primals, and The Lords.
Knowledge Domain: Knowledge Domain clerics tend to serve either Eldred or Sims. They are valued by the Keepers and sometimes viewed as prophets or oracles. Among the cults of the Lords, Knowledge Clerics tend to worship The Lord of Magic.
Life Domain: Life clerics are always welcome among virtually any organization, especially armies. Life clerics tend to be followers of Ambrus, Blithe, or Adhelm.
Light Domain: Light clerics are more common in the northern lands and on Terre de Collines, both places where Celestine sees much worship.
Nature Domain: “Civilized” nature clerics worship Hart, Tolliver, or the Primals. They often work closely with the Primal Coven and serve as mediators between large civilizations and the surrounding wilderness. Tribal nature clerics, sometimes known as shaman or witch doctors, worship local animal and nature spirits. They are spiritual guides of their people and appease such spirits through rites and sacrifice.
Tempest Domain: Tempest Clerics are typically followers of Anwen, though some followers of Bardolf choose this path as well.
Trickery Domain: Trickery Clerics are typically followers of Twain or Sims. The latter, especially, are often ostracized by other clerics and unwelcome in cities and towns. Trickery Clerics in cults dedicated to the Lords, tend to worship the Lord of Deceit.
War Domain: War Cleric are another common discipline of cleric, found throughout Arterra, especially places of great strife such as Arani. They are often followers of Ferregine and Brand, but Bardolf and Adhelm also see their share of war Clerics. War Clerics who worship the Lords, typically fittingly follow the Lord of War, though the Lord of Destruction is also a common choice.
Death Domain: Death Clerics run the gamut from merciless slaughterers to benign guides, approaching death with as much variety as the cultures they come from. They often worship Cicely, with Brand being a close second and Ferregine also seeing followers. Among the Lord Cults, The Lord of Suffering is most likely to find such followers, though the Lords of War and Destruction see them as well.
Arcana Domain: Arcana Clerics are rare and almost all are followers of Osric. Eldred is the only other member of the Aran pantheon which has a noteworthy number of Arcana clerics. Among the Lord Cults, the Lord of Magic sees virtually all the Arcana clerics, perhaps even more than there are among Eldred's congregation.
Solidarity Domain: Solidarity clerics tend to worship Aston or Blithe, both of whom value community and love of various types. Adhelm sees some as well, as does Bardolf.
Strength Domain: Strength Clerics are in no short supply in Arterra. They are followers of Bardolf, Tolliver, Ferregine, Brand, Adhelm, Ambrus, and Hart.
Ambition Domain: Ambition Clerics are found in the servitude of Ferregine, Brand, and Sims. Aston and Anwen see clerics with a more good-natured take on the Ambition domain, as does Twain. Among the Lord Cults, virtually every Lord has clerics of Ambition in their servitude.
Zeal Domain: Zeal clerics are somewhat of an oddity outside the Lord Cults. The Nasir are the most well-known Zeal clerics. Among the Aran Pantheon, Ambrus is the only deity with a significant number of Zeal clerics, though Brand, Adhelm, and Ferregine are known to attract some as well. Within the Lord Cults, most of the Lords, with the exception of the Lord of Deceit, have Zeal clerics devoted to them.
Forge Domain: Tolliver is the unquestioned master of Forge Clerics. Aston and Dunstan see some, but their numbers are far inferior to those of Tolliver congregation. Among the Lord Cults, the Lord of Destruction, ironically, sees the most Forge clerics, followed by the Lord of War.
Grave Domain: Grave clerics typically serve Cicely or Ambrus. Eldred and Osric also see a few Grave clerics amidst their worshippers.
Order Domain: Order Clerics are worshipers of Adhelm, Aston, Ambrus are common patrons for Order Clerics, though those with darker intent may also worship Ferregine.
Peace Domain: Blithe, Aston, and Adhelm are the most common supporters of Peace clerics. Peace clerics seek to mend the wounds of a hostile world and are welcome throughout the lands sometimes also serving as teachers.
Twilight Domain: Sims, Dunstan, and Duana (Celestine's Western counterpart) are commonly worshiped by Clerics of the Twilight Domain. Cicely also sees some followers too. Among the more evil Twilight Clerics, one might find worshippers of the Lord of Terror, or Ferregine. Because of the many, often wildly conflicting, associations and connotations attributed to twilight, Clerics of this domain are a very diverse group and serve a variety of roles within their communities.
DRUID
Druids are a rare sight in Arterra, almost as rare as Artificers. The largest order of druids, the Primal Coven, is based in Karthland. Unlike independent druids, the Primal Coven teaches the veneration of ancient nature spirits, known as Primals. Its members may also pay homage to other deities of nature, but chief among their cosmology are the Primals. The Coven has members throughout the world, but Independent druids are most common in the northern lands among the Trolls and Togg. It is believed, both by the Primal Coven and many other independent scholars, that all Druidic magic originates from the Primals in some way. Though some Druids may not worship, or even acknowledge, them by name or in that form, they nevertheless channel The Primals' power in order to perform their magic.Circle of the Land: One of the three Old Circles of the Primal Coven, the Circle of the Land is the most common circle both within the Coven and without. Its members hail from all corners of the world, but are more common in the southern continents.
Circle of the Moon: Another of the three Old Circles, the Circle of the Moon is second only to the Circle of the Land in terms of numbers and distribution. It is particularly prominent among the Druids of Karthland.
Circle of Dreams: The Circle of Dreams is most common among the Beo's predecessors. Many believe it originated with them, but it has since spread to other regions and cultures through the Primal Coven.
Circle of the Shepherd: The circle of the Shepherd is the last of the Coven's three Old Circles. It is most common in the southern lands of Terre de Collines and Arani, where larger and more violent civilizations encroach upon nature. It is the most common Circle amongst the Togg and other Children who walk the druidic path.
Circle of Spores: The Circle of Spores is especially common in the northern lands where true plant life is more scarce and where fungi and lichens are more common. It also has many of its followers in places where death looms closely such as Arani and near the borders of the Black March.
Circle of Stars: The Circle of Stars is especially prominent within the lands of Koikospaikka and Éthnonakki. Though the two developed independently (as far as anyone can tell), they both have similar approaches to druidism. The Circle of Stars is not yet recognized in the Primal Coven, though individual members have been admitted and allowed to remain seperate from the established circles.
Circle of Wildfire: A controversial Circle, the Circle of Wildfire's origins are recent but relatively unknown. It is the newest of the Circles and seems to have originated during The Reconstruction. It is the smallest, least cohesive, and one of the most distributed Circles. Due to its appearance in such disparate
FIGHTER
Fighters are the most common class in Arterra. Virtually every army, town watch, private security force, mercenary band, and royal guard contains at least one fighter. Fighting styles are as varied as the nations from which fighters themselves come from. There are few neutral organizations that willingly teach others their fighting styles and those that do exist are small, with limited influence. No nation or large faction wants others to learn the secrets behind the backbone of their defense force, after all.Champion: Champions are the most common form of Fighters and can be found virtually everywhere.
Battle Master: Battle Masters are also a common form of Fighter that is prevalent in educated nations with long-established martial traditions such as Duneia, Royaume Theophane, El Reino Guardia Lobo, Tura, Hartria, Garin, and Castry.
Eldritch Knight: Eldritch Knights are most commonly found among the Eightfold Order as guards and enforcers.
Banneret: When people picture a Banneret, most people picture Duneia. Indeed, Duneia is the main source of Bannerets, its knights leading the charge against their foes. El Reino Guardia Lobo has fewer Bannerets, preferring a more subtle fighting style, but what they do have are well known.
Arcane Archer: Arcane Archers are another rare subclass of Fighters. Much like the Runemasters, El Regne Gerarvall archers who study imbuement may also apply their studies to their bows and arrows.
Cavalier: Cavaliers are most common in eastern Terre de Collines among the human nations who herd horses, but any nation capable of fielding cavalry will have at least some Cavaliers to lead them.
Samurai: Samurai do not exist by this name in Ara, but there are two primary groups of warriors whose unyielding resolve is well-known. The Nasir Medjay of Muhl Stah Ram and the Tercios of El Reino Guardia Lobo. Such groups may be represented by the Samurai subclass.
Echo Knight: Echo Knights are a small sect of fighters who worship Osric. In exchange for their servitude in protection of his temples and priests, Osric grants these Echo Knights a limited control over their own timeline. There are rumors of others who have gained similar temporal powers by aligning themselves with strange powers from beyond the realms of the known reality.
Psi Warrior: Psi Warriors are one of the rarest forms of Fighters. They are most commonly known among the Kreen in Arani, but rare individuals emerge from other races who are able to tap into their awakened psionic powers and become Psi Warriors.
Rune Knight: Rune Knights are most common from El Regne Gerarvall. El Regne Gerarvall does not have many wizards or other spellcasters, but its craftsmen work tirelessly to rediscover the ancient art of Imbuement. Rune Knights are those who put their theories into practice. Though their traditions differ, Rune Knights are also far from uncommon in Koukospaikka. These warriors rely on the inherent magic of their Runes to enhance their own prowess rather than imbuing such magic into their weapons and armor.
Gunslinger: Gunslingers are an emerging style of Fighters most common among Zemlya Sneg and among the pirates and sailors around Terre de Collines and Land's End.
MONK
Monks are somewhat of a rarity in Arterra. Monasteries benefit from seclusion, but seclusion can, and often does, bring its own dangers. Monasteries are most common on Karthland, Terre de Collines, and Zemlya Sneg, but can be found throughout most of Arterra. Independent monks are almost unheard of as such a path requires diligence and often takes decades to begin, much less master, without the benefit of a mentor. The Hounanzu of Nyusokotsu are perhaps the best known monks, though they are few in number. Monks are often drawn to the Keepers as well, and there are many within that order with apprentices both in the ways of the Keepers and in their own style of martial arts.PALADIN
Paladins are the rarest of all classes in Arterra. While the gods are known and venerated throughout the lands, few serve with the commitment necessary to receive the blessing of a Paladin. Those that do will face a difficult life as the evils of the world often target Paladins above all others, seeing them as rallying points for those they wish to oppress. Paladins are most common among the southern races and lands, particularly Terre de Collines. They serve in militaries or in temples and churches like clerics do.Oath of Ancients: Oath of Ancients are followers Hart and his other equivalents or Primals, though followers of other Central deities may also take up such an oath. They are most common among Karthland, but not exclusive to it.
Oath of Vengeance: Vengeance Paladins are most common among Éthnonakki and followers of Ambrus, though Ferregine and Brand are also common patrons.
Oathbreaker: Oathbreaker Paladins can be found anywhere other Paladins can be found. Paladins are often tempted by fiends or evil gods to cast aside their oaths and many agree to do so.
Oath of the Crown: Crown Paladins are most commonly followers of Aston or Theophane. They are most common in Terre de Collines.
Oath of Conquest: Conquest Paladins are typically either followers of Ferregine, Brand, or the Lord of War. They can be found openly in Gorgonoth, but more hidden sects can be found elsewhere.
Oath of Redemption: Redemption Paladins are fairly well-dispersed and typically follow Blithe or Ambrus.
Oath of Glory: While Paladins are uncommon among the Beò and Koukospaikka, but those who do exist are often take an oath of Glory.
Oath of the Watchers: Oath of the Watchers are the least common form of Paladin. They have no real coherent organization to speak of.
Oath of Devotion: Devotion Paladins are typically followers of Celestine or Theophane.
RANGER
Like fighters and clerics, rangers are fairly common and widespread throughout Arterra. Some serve as “auxiliary” members to the Primal Coven, but most find service through armies and mercenary bands as hunters and scouts. The Keepers and the Farwalkers both value Rangers for their wilderness expertise. The Farwalkers are the closest thing that exists to a “Rangers Guild” in Arterra. Rangers of nearly every subclass can be found among its ranks often train and mentor new aspirants. Its seldom that a Ranger cannot find work and camaraderie among them.Hunter: Hunters are the most common subclass of Ranger and the one most likely to be found in orderly or regimented armies. While Hunters can exist virtually anywhere, their no-nonsense style of wilderness expertise make them ideally suited to be scouts, guides, or guerilla forces among typical armies.
Beast Master: The other most common subclass of Ranger, the Beastmaster tends to be found in areas more on the fringe of civilization than a Hunter. While it is not uncommon for Beast Masters in more "civilized" lands to form a bond with a hound or other such animal, these bestial bonds are most common among those rangers who spend more time in the wilderness. Many of the Primal Coven's guards are Beast Masters as are many of the Farwalker's Rangers.
Gloom Stalker: Gloom Stalkers are common among nations with a lot of deep forests. El Regne Guardia Lobo is known for its Gloom Stalkers, who hunt the creatures of the forest, but they are not the only nation to train them. Gloom Stalkers are also common in subterranean nations. Urgumagist and settlements in the northern lands which have been hewn into the mountains are home to Gloom Stalkers who patrol the surrounding caves and tunnels. Finally, there are small numbers of Gloom Stalkers in Koukospaikka who actively seek to plumb the depths of the Umbron Forest.
Horizon Walker: Horizon Walkers are rare and have no real organization. They are typically found in auxiliary roles related to the Eightfold Order.
Monster Slayer: In addition to the Gloom Stalkers, El Regne Guardia Lobo also boasts a fair number of Monster Slayers whose role is central to the kingdom's identity. In other parts of the world Akki of Éthnonakki train as Monster Slayers and typically specialize in hunting dragons, while regions that are prone to giantfalls often have Monster Slayers who specialize in fighting giants. In the northern regions of Zemlya Sneg and Koukospaikka there are no shortage of massive beasts and eager warriors who hunt them.
Fey Wanderer: Elves are the most common race to become a Fey Wanderer, owing to their innate ties with the Fey and O Reino Inicial is probably home to the greatest density of such Rangers. That being said, the Fey are unpredictable and may form bonds, intentionally or otherwise, with mortals anywhere throughout the world.
Swarm Keeper: Swarm Keepers are most commonly found in the service of the Primal Coven and most of the Coven's Rangers are Swarm Keepers. The Children of Ara seem to have a special predilection for this path if they become Rangers.
Drakeguard: Drakeguards are a rare breed of ranger that are poorly understood, even by their own kind. Drakeguards are those Rangers who are believed to have been blessed by the Primals themselves and granted a minor nature spirit which manifests as a draconic-like entity. These spirits' appearance varies, but they look similar to dragons (hence their name), but with several key differences. They are typically sinuous, lack wings, and may have long whisker-like hairs on their snout. They also often incorporate traits of other animals such as antlers, raptor-like feet and claws, paws, or manes. It is unknown what criteria these Rangers are chosen by. Neither the Coven nor any Dragon that has been asked has been able to account for their existence, though most dragons are fairly confident the spirits are not of draconic origin.
ROGUE
Rogues are perhaps only surpassed by fighters in their numbers, though few see great success and a prolonged career. Rogues are employed by nations as spies and assassins, serve as scouts in armies, employed by mercenary companies as thieves and assassins, but many serve no one other than themselves. Various thieves guilds and criminal organizations exist within which those with a Rogue’s talents excel and some rogues find the camaraderie and safety of a group to be refreshing, but many others operate independently. The Farwalkers value a rogue’s stealth and flexibility and may rely on them for more sensitive missions. Regardless of their affiliation, Rogues thrive among civilization and urban environments and it’s much harder to find them in the wilderness or in more rural areas.Thief: Greed is a powerful motivator and it doesn't take much to encourage someone to seek out wealth, even if it means taking it from others. Thieves can be found anywhere in Arterra and come from a wide variety of backgrounds. The most common Rogue archetype, it is difficult to make any statement about Thieves as a whole other than their lust for money.
Assassin: Assassins are likewise a common archetype of Rogues. There are many figures and organizations in the world who would benefit from certain people being dead and assassins are hired (or kept on retainer) to fulfill that need.
Arcane Trickster: A form of "hedge wizard", Arcane Tricksters supplement their talents with a dash of magic. Many members of the Eightfold Order who are not talented enough in magic to become a "proper" wizard fall into the role of such "lesser" practices as an Arcane Trickster or Eldritch Knight.
Mastermind: Masterminds are typically employed as spies and informants by powerful nations. They infiltrate noble families, important galas, and grand tournaments to pry vital knowledge from their employer's rivals. No unified organization of Masterminds exists, but the Academy of Arts's Political wing is often a place where students learn at least some of the Mastermind's skillset through official and "extracurricular" lessons.
Swashbuckler: Swashbucklers can be found on ships throughout the world. Heavy armor is typically forgone on ships and its crew values maneuverability. Swashbucklers are often pirates, using their mobility and fighting prowess to launch attacks before the enemy has time to retaliate.
Inquisitive: Inquisitives are typically independent investigators. They may be employed by any number of people who desire information. The Keepers often deploy Inquisitives in field work and rely on their talents of perception and intuition to uncover difficult leads.
Scout: Scouts are attached to armies or employed by the Farwalkers to perform their namesake.
Phantom: Phantoms are a rare form of Rogue, though some believe that they are far more common than anyone knows. Phantoms are typically associated with temples of Brand or Cicely (or their counterparts in other Pantheons) and serve the role of enforcers and spies to protect the temple's interest. The Heirs of Undying Blood are also believed to train Phantoms to infiltrate other nations, eliminate strategic targets, or gather information, but such claims have not been strongly verified.
Soulknife: Much like Psi Warriors, Soul Knifes are rare and lack any formal organization. Among the races of Arterra, the Kreen are most likely to develop psionic powers (and thus become Soul Knives), but they are not the only race capable of doing so.
SORCERER
Sorcerers are particularly common among the Akki, though the Priesthood of Éthnonakki itself has strict doctrines in place about the use of arcane magic. However, sorcerers can appear among any of the races. Sometimes they are lone curiosities, other times entire family lines and dynasties are composed of sorcerers. Because their talent is innate, Sorcerers have little to gain from organized groups like Wizards or Bards, but some do join the Eightfold Order to further harness and augment their power. Lone sorcerers may face discrimination and fear from the general populace of more rural areas if their powers are made known. Even among the more civilized and urbane regions of the world, a sorcerer’s potential, whether imagined or real, to lose control of their powers causes them to be met with suspicion.Draconic Bloodline: Draconic Sorcerers are the most common of Origins. They are especially common among the Akki and the Elves, but are present among virtually all the Old Races. Draconic Sorcerers among the Children of Ara are extremely rare, but not unheard of.
Wild Magic: Wild Magic Sorcerers are also fairly common among Elves, but less so among other races. This is the most common form of Sorcerer among Goblinoids and Orcs as well, though not in as great numbers as among the Elves. Land's End also sees plenty of Wild Magic sorcerers of all races.
Storm Sorcery: Storm Sorcerers are most common among the Fangzhi Haang Oniga, and among people living in Land's End. They are common among sailing ships and many temples of Anwen venerate such sorcerers as divine gifts from their goddess.
Pyromancer: Pyromancers are one of the most unified Origins and exist almost exclusively among certain families of the Dwarves in central Zemlya Sneg and those associated with them. Many believe it to be connected to their association with the Lord of Destruction. Pyromancers themselves have various explanations for this ranging from coincidence to fevered ranting of being reborn in "the Master's Fire".
Elsewhere, Pyromancers (as well as Cryomancers and Electromancers) exist with seemingly no connection to their northern kin. These Sorcerers are found among people with particularly strong connections to the elements they embody. Born from the Fangzhi Haang Oniga, the Kokkonosian Akki who serve the Red Queen, or families dwelling far in the bitter north, such sorcerers have a lifelong connection to the element which shapes their magic. Such Sorcers are among the most rare of Origins, however.
Divine Soul: Divine souls are those blessed by Ara's deities. Unlike Clerics and Paladins who must strive to carry out a deity's will in order to gain their blessing, Divine Souls inherit such power naturally. Such Sorcerers often feel a strong connection to a certain deity, but many also feel an intense pressure to live up to the deity's ideals which many attribute to a greater focus of the detity's attention on the individual. Some balk at such scrutiny and the price of rebellion is often steep. Among other devotees, Divine Souls are a polarizing people. Many view them as blessed agents of their gods and treat them as semi-divine themselves. Others are bitterly jealous or afraid of a Divine Soul's inherent power despite a lack of training or devotion.
Shadow Magic: Shadow Magic Sorcerers are most commonly found in places touched by darkness such as Santa Maristela and regions of Koukospaikka which border the Umbron Forest. It is believed that the Heirs of Deathless Blood seek out these Sorcerers and force them to join their ranks or slay them for their refusal.
Aberrant Mind: The number of Aberrant Minds seem to ebb and flow with the presence and absence of the Fifth Moon. Unlike the Lunar Sorcerers, those touched by Melamrus in this manner are forever twisted and warped, sometimes clearly, other times in subtle ways. Other Aberrant Minds come into being when someone has a dangerous encounter with realms beyond our own and it leaves a lasting mark on them.
Clockwork Soul: Clockwork Souls are among the rarest of Origins. Sometimes the forces of order are particularly strong in an individual and they serve as something akin to a waking field of sterility and stagnation. This can be both good and bad. Clockwork Souls are viewed with curiosity due to their rarity. They are among the most likely to join the Eightfold Order as careful study and practice are in their nature.
Lunar Sorcery: Believed by many to be the effects of Melamrus on the world, Lunar Sorcerers go through phases of greater and lesser commonality. Of all the Origins, they are among the most feared and shunned as many believe the Fifth Moon to be a harbinger of bad omens. Not everyone views Lunar Sorcerers with fear and disdain, however. Among the temples of Celestine they are considered in much the same light as Storm Sorcerers are for Anwen; as blessed vessels of their goddess. The Fifth Moon Seers also treat Lunar Sorcerers with reverence and many of their number believe that such sorcerers may hold keys to unraveling the Fifth Moon's omens and portents.
WARLOCK
Warlocks are second only to Paladins in rarity. Though Arterra has no shortage of people who desire power and the multiverse no shortage of beings which can provide it, few display both the willingness to seek out such a bargain and the potential for their would-be patron to agree. Warlocks’ nature make them ill-suited to formalized groups. Their contracts are often unique and their powers given to them, rather than studied and learned. At the core of their relationship with their patrons is obedience. Those who serve their patrons well are rewarded. Those which do not, are cast aside. Warlocks are generally treated with fear by common folk and condescension by Sorcerers and especially Wizards.The Archfey: Warlocks sworn to the Archfey are most common among the Elves, but can be found among any races. Sometimes such Warlocks join the Primal Coven, but, despite their connections with nature, the Fey's interests often do not align with that of the Primals' (at least as the Coven interprets them). Such Warlocks are the most likely to congregate and may form their own covens, often overseen by agents of their patron.
The Fiend: The lure of power power is great, and few beings are more capable and more willing to provide it than fiends. Unlike many of the other patrons, Fiends are known to seek out potential Warlocks, either personally or through their intermediaries in order to offer those desperate or ambitious enough the chance to gain what they want. However, Fiends also delight in corruption and misery. They are known to twist their bargains or bring about the Warlock's desire in such a way as to make the entire process feel hollow and meaningless, if not outright horrible for the Warlock. Nothing delights a Fiend more than seeing a mortal get exactly what they wanted under such circumstances as to completely undermine any sense of victory or enjoyment for the mortal and to know the mortal is paying them to do so. Despite these risks, some arrogant, clever, or desperate would-be Warlocks still strike deals with Fiends in the hopes of profitting.
The Great Old One: Pacts with a Great Old One are curious. The term encompasses many entities (whose true numbers are unknown) which exist beyond the known cosmology. Such entities are so alien and so ancient as to make even mortals and the Gods themselves appear as twins. Many such entities seem unwilling or completely unable to truly communicate with a warlock. Despite this, some Warlocks have found means by which to siphon off power from such entities. In the rare case when a Great Old One becomes aware of a Warlock, either because it was willing and able to facilitate communication or because the Warlock's efforts to steal its power drew its attention, the effects are dramatic and often terrible for the Warlock.
The Undying and the Undead: These Warlocks have made a pact with the Lord of Suffering or one of his intermediaries, perhaps a very powerful Lich or Vampire Lord. Such Warlocks are rarely open about the source of their power, so few people are aware of their existence. Others form pacts with ancient beings of entropy and death from beyond the Material Plane. These Warlocks are more open about their power and less likely to be actively malevolent.
The Celestial: It is rare to see a Celestial Warlock, as most who would follow a deity become Clerics or Paladins and most of the mortals a deity would chose without requiring such devotion are Divine Souls. A Celestial Warlock sits at an interesting midpoint, providing service and obedience, but not worship. Deities of laws and bargains such as Adhelm, Aston, Brechtje, or Ferregine may prefer this arrangement. Typically, however, it is made with a lesser Celestial creature; one powerful enough to make such a bargain, but not a true god itself. Celestial Warlocks are among the most accepted Warlocks in society.
The Hexblade: Noone is completely sure where the weapons a Hexblade forms pacts with originate. The most common theory is an association with the Lord of War, but others believe in differing origins or a variety of origins. Whatever their nature, such weapons typically crave bloodshed moreso than most other patrons which leads Hexblades to be far from welcome in most areas.
The Fathomless: The entities who make pacts with the Fathomless Warlocks are as mysterious as the Great Old Ones, perhaps even moreso due to their more familiar nature despite their distance and secrecy. Many such entities may exist: ancient aboleths, powerful Kraken, powerful water Elementals, and some even claim that a few of the Primals who associate with the seas and oceans will make pacts with aspiring Warlocks.
The Genie: A rarity among Warlocks, a pact with a noble Genie is difficult to secure due to the requirement of contacting the Elemental Plane. However, among the Warlock Patrons, Genies are generally considered one of the more benign and such Warlocks are often viewed with less hatred and fear than their counterparts. Oniga often become Genie Warlocks, further developing the pact their species has with the elemental planes.
WIZARD
A wizard’s power is welcome in most parts of the world, if their good intent can be proven. Particularly in rural areas, wizards are often viewed with suspicion if not outright hatred. In more urban areas, among those more accustomed to such things, a wizard’s talents and discipline are respected and highly sought after. Most wizards are, in their heart, scholars as well and often form cabals and other groups to share knowledge and talk of their studies. They work well with artificers in this regard. Many wizard orders, guilds, and schools exist throughout Arterra, but the largest and most well-known is the Eightfold Order. While it does not admit them exclusively, wizards and would-be wizards do comprise the bulk of the Order. Beyond this, the wizards of Royaoume Theophane in Terre de Collines and Dmug in Zemlya Sneg are known for their skill and power.Schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation: Practitioners who specialize in one of the core schools of magic, these wizards are the most fundamentalist of Wizards. They can be found throughout Arterra, but the Eightfold Order is the most established organization of wizards. Nations with magical traditions such as Royaume Theophane and Dmug also train wizards. Necromancers tend to be rarer and generally have much ill repute. They are often tied to entities like the Lord of Suffering and groups such as the Heirs of Deathless Blood, but not all Necromancers use their powers with evil intent and not all regions of the world view Necromancy as inherently evil. The Eightfold Order does not discriminate against Necromancers openly, but many of the members of other schools do look on Necromancers with disgust.
Bladesinging: Originally developed by Elven kingdoms, the Bladesinging tradition was lost during the Dark Age. The Empire's study of ancient Elven culture led to its rediscovery and application among the Empire's armies. Many of the most militarily powerful Elven kingdoms, such as El Regne Gerarvall, El Reino Guardia Lobo, and Royaume Theophane were brought under the Empire's sway in part with the promise of returning this lost art. However, this practice diffused throughout the empire and remains dispersed today, though most cultures do not practice it in great numbers. It is particularly common on ships where movement is preferred over armor.
War Magic: War Magic is a specific focus of Wizardy that is something of a counterpart to the discipline of an Eldritch Knight. War Mages are often members of the Eightfold Order and serve as more of a mercenary role. The Order is willing to rent the services of its members out to most people who can pay, but War Mages are almost always in high demand. This demand, along with the risk inherent in it, leads to War Mages being a class of "big earners" for the Order, something those with other focuses either appreciate or envy. Beyond the Order, the Ogre Empire of Zemlya Sneg also has many War Mages within its ranks. Similarly, the nations of Kokkonosia and Drackongi also employ War Mages.
Chronurgy Magic: A fairly recent school among the Eightfold Order, emerging only a few decades ago, The Order's leadership is still trying to determine if it should be its own school or included under Transmutation or Divination. Its practice is not well known elsewhere. Many believe its "discovery" to be a result of strengthening magic in Arterra.
Graviturgy Magic: Another path of study only seen in the last few decades, Graviturgy is also believed to be a result of greater magical energy in the world. It originated in Zemlya Sneg and its secrets are shared with only a select few.
Order of Scribes: The Order of Scribes are a "cross-faction" organization comprised of a subset of the Keepers who focus on the study of magic and of record keepers of the Eightfold Order. Others join their order or study with them for a time as well, but their affiliation with the Keepers and the Eightfold Order prevents them from sharing too much information to those uninitiated with their parent organizations' secrets. Similar orders exist elsewhere in the world, but are much smaller.
Expanded Official Classes
ARTIFICER
Artificers are somewhat of a rarity in Arterra and less common than any other class, except the Warlock and the Paladin. They have no formal organization dedicated to themselves, but may be found among other organizations dedicated to the study of magic, such as the Eightfold Order, or engineering. They are welcome on the battlefield among any nation or faction which has access to them.Alchemist: Alchemists are the most common specialization of artificers in Arterra. They often work alone, or in small independent groups. Though there are no formal organizations which bind them, many of the best-known Alchemists are from the Akki in Arani.
Artillerist: Artillerists are the rarest of all the Artificer specializations in Arterra. They are most common among the Ogres of Zemlya Sneg, though many seafaring powers employ them to enhance the combat capability of their vessels..
Battle Smith and Armorer: Battlesmiths and Armorers are found throughout Arterra and are almost as common as Alchemists. Much like Alchemists, they have no formal organization of their own, but are more likely to be found working in larger groups and working alongside other major powers such as mercenary guilds, armies, and other formal organizations.
Blood Hunter
Blood Hunters are also rare in Arterra, vying with Paladins and Warlocks for the least common class. Most of their origins are far more recent than any other class (and most subclasses), coming to light after the fall of the Empire. While some claim they existed in secrecy prior to this and only became visible once they lost the Empire's ability to hide them, there is precious little evidence to support this. Despite their official lore, Blood Hunter Orders in Arterra are not related to one another, except the Order of the Profane Soul and the Ghost Slayers. They originated independently through similar practices. Blood Hunters are viewed with no small amount of revulsion; people's inherent aversion to blood and the Hunters' reputation for "appropriating" the powers of dangerous and evil creatures does not lend itself to a good reputation. Even those that have proven themselves as having good intentions are often viewed as already on the slippery slope to evil.Order of the Ghost Slayers: It is rare to see a member of the Heirs of Undying Blood break free from their ranks and live long enough to tell of it. Even rarer for this to be a member who has any first-hand experience with the cult beyond their own cell. Those few that have speak of terrible things. Among them is the legend that the Heirs' masters practice a form of magic using the blood of their master mixed with their own. This hemocraft is closely tied with the cult and is believed to be related to the creation of vampires. A small group of these defectors were able to transcribe what they knew of hemocraft before they were hunted down and slain. Others used this knowledge to develop their own, more "pure" version and form the Order of the Ghost Slayers. They were among the first and are the most numerous of the Blood Hunters. Originating in Marnschafen, the Ghost Slayers have spread their teachings throughout the world to hunt for undead and destroy them.
Order of the Lycan: The Order of the Lycan are a splinter group within El Reino Guardia Lobo who emerged after the curse of lycanthropy became apparent. Most Lobuno view them as dangerous fanatics and a threat to everything the Kingdom stands for. Because of this, the Order has dispersed to other regions of the world, both to hunt down stray pockets of lycanthropy as well as to escape pursuit from the Lobuno.
Order of the Mutant: A group considered fairly esoteric, even among the Blood Hunters, the Order of the Mutant is the smallest of the Orders, but also the oldest. It originated as a refinement of alchemical processes and blood magic practiced among Troll extremists in Koukospaikka who found their species' naturally regenerative and adaptable physiology lent itself well to such transformations.
Order of the Profane Soul: The Order of the Profane Soul grew from the Order of the Ghost Slayers. Using modified versions of their rites, this Order sought to hunt down fiends and other evil magic users. They originated in Tura and were used to hunt down enemy magic users, but some members have shared their teachings throughout the world to combat fiends, much to the displeasure of the Turan court.
Third Party and Homebrew Classes
Rune Master
While many cultures may dabble in rune crafting for divination or the forging of arcane items (especially scrolls), true Rune Masters originate from the northern realms of Kokoispaikka. The Troll clans have used the power of runes to cast their magics for generations. Elsewhere, Beò shamans and warriors have adopted these practices to their own culture. Finally, Rune Mastery is a rare and dwindling art practiced in Éthnonakki associated with draconic scripts. Only among Kokoispaikka are Rune Masters prominent and here they are among the most common spell casters. Unlike the Clerics, Rune Masters are not independent. They serve their respective clans as historians, wise women (and they are, traditionally, almost exclusively women), and guardians.Heimdallr's Ætt: Heimdallr does not exist in Ara. This Ætt, most associated with protection, is dedicated to Bardolf in Kokoispaikka and Brayan among the Beò. Among the draconic Rune Masters, it is associated with Gold dragons.
Freyja's Ætt: Freyja does not exist in Ara, either. This Ætt, most associated with healing, is dedicated to Aidan among the Beò and the [TO BE DETERMINED] Northern God of Healing among Kokoispaikka. Among the draconic Rune Masters, it is associated with Green dragons.
Tyr's Ætt: Tyr does not exist in Ara. This Ætt, most associated with destruction, is dedicated to Lorcan among the Beò and the [TO BE DETERMINED] Northern God of destruction among Kokoispaikka. Among the draconic Rune Masters, it is associated with Red dragons. Of the three Ætt, Tyr's Ætt is most feared and mistrusted as it relies on the power of entities often best left alone.
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