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Classes in Casiphon - a guide

The following article seeks to explain the different classes in the context of the world of Casiphon, and concisely explain where these classes are most likely to arise.   Artificer: Artificers are arcane mechanists and skilled inventors, who excel at unlocking the magical potential in everyday objects and swiftly crafting magical items. With the oncoming Perluxion and return of magic to the world of Casiphon, artificer abilities have begun to re-emerge in the younger generation. Artificers tend to either seek training in magical training institutions (the Mysterion Catacalypton in Valheldrin, the academies in Volerum or the Academia Artistia near Vadumar), but more often appear in places where mechanics are a regular science: the large cities of the Sundur Coast and Ryth, Mabag Pachamel Grith and the dwarven holds, especially Volerum. In short: magical academies, large cities and dwarven holds especially from Volerum   Barbarian: Barbarians are the fierce warriors who arise in more primitive societies, utilising sheer force and toughness through their battle rage. They are sometimes used as mercenary shock troops in national armies or as hireling border troops, but are most often found as savage raiders or selfish adventurers. Barbarians almost always arise in two large areas: in the vast expanse of the Perakhuosh Wasteland or nearby locations (Borystheneion, Carrado, areas of the Taorminian Reach, Acrantheia and Nivelanum), in the scattered tribes who live in the dinosaur-infested jungle of Gyarhame, or the sparsely populated mountainous areas of Ryth, Eyl-thoul or Mettye. In short: Perakhuosh or adjacent regions, Gyarhame, some others   Bard: Bards are inspirational adventuring performers whose music draws and shapes the fundamental arcane energies of the world. They are often heroes of the people, rallying their fellow people against injustice, storytellers in search of a new tale, or intrepid adventurers out to equal the legends of the past. With the oncoming Perluxion and return of magic to the world of Casiphon, skilled performers once again stir the arcane energies and develop their powers. Most bards develop their powers as they develop their musical skills across the length and breadth of the world, from the dangerous frontiers to the nearby coast. In short: fairly well everywhere   Blood Hunter: Blood hunters are combat specialists who devote themselves to fighting fire with fire: to destroying dark monsters by drawing on forbidden power. With the oncoming Perluxion and return of magic to the world of Casiphon, dark forces have begun to stir in the world, and hidden knowledge preserved by secret societies and ancient tomes has re-emerged to empower a new generation of hunters, either carefully recruited or driven by a black past to gain the power of vengeance. They arise in cities and frontier towns in particular, and societies exist across class, race and national divides. In short: fairly well everywhere, but rare and most often attached to a secret society of some sort   Cleric: Clerics are adepts of the various gods who seek their favour and channel their divine power to fuel their spells. The clerics of the deities which look kindly upon the mortal races usually channel their power to destroy supernatural foes, especially the undead. With the oncoming Perluxion and return of magic to the world of Casiphon, the power of the gods once again enters the world, and the priestly devotees of the gods find themselves empowered by their divine patrons. Clerics are found in all societies across the face of Casiphon, both good and evil, especially in places where sacred sites and temples are located. In short: fairly well everywhere   Druid: Druids are channellers of the natural divine powers imbued by the titans into the world at the time of its creation, which drive the cycles of renewal in the world. They are closely associated with the natural rather than the artificial, animals, plants, the four elements and the land itself, gaining the power to shape-shift. With the oncoming Perluxion and return of magic to the world of Casiphon, mortals are regaining the ability to draw and shape these natural powers once again. Druids are most often found among elves or other societies who live outside of cities and farmland in the pristine and spectacular wilderness: mountains, forests, deserts, tundra, sea-shores and rolling plains. In short: elven realms, or areas away from cities and civilisation   Fighter: Fighters are highly skilled and experienced warriors, who have pursued a martial lifestyle, trained with a variety of weapons and armour, and sought excellence in tactical combat. They are found especially where the path of the warrior is pursued by expertise rather than rage: soldiers, raiders, pirates, gladiators, hunters, guardians, knights. Fighters are found across the face of Casiphon, but especially in civilised societies with strong martial traditions. In short: fairly well everywhere, especially where there are soldiers   Monk: Monks are masters of martial arts, whose fighting prowess is honed by both physical training and spiritual preparation. Though the societies which train monks have existed throughout history, with the oncoming Perluxion and return of magic to the world of Casiphon, ancient traditions once again gain supernatural power. Monks are trained by secretive mystical orders with long-standing customs often derived from long-lost lore, which exist in many places throughout Casiphon, especially in secluded monasteries in Ryth, Mettye, the Taorminian Reach and even Gyarhame. In short: in many places, but fairly rare and always in secret mystical orders   Paladin: Paladins are holy warriors, whose considerable expertise in martial combat is enhanced by the ability to channel divine power to aid allies and harm foes, swearing binding oaths to do their god's bidding. With the oncoming Perluxion and return of magic to the world of Casiphon, the gods once again grant their power to their champions. Though there are many religious orders throughout Casiphon, only some take in and train holy warriors, especially highly civilised locations with strong religious traditions. In short: in many cities, religious orders and sacred sites   Ranger: Rangers are warriors who specialise in tracking and slaying foes on the outskirts of civilisation, with combat abilities augmented by nature magic. Though frontier societies have always trained warriors for this task, and there are famous wilderness-warrior traditions among both elves and dwarves, with the oncoming Perluxion and return of magic to the world of Casiphon, long-lost powers re-emerge among these guardians. In short: in many places, where nature borders on civilisation   Rogue: Rogues are cunning and stealthy combatants, expert tricksters and experts in many useful (and criminal) skills. Such individuals often exist in guilds and families, both honest or more usually dishonest, but some are solo operators. Cities and large towns with a high throughput of travellers, where it is easier to stay anonymous and there are more opportunities for crime, tend to give rise to most rogues, and it is only a minority of such individuals who give up the life for one of adventuring or dungeoneering. In short: in cities and large towns, or in places where criminal activity, like smuggling, is common   Sorcerer: Sorcerers are channellers of magical power that is intuitive and, in some cases, beyond their full conscious control, which often has its origin in the sorcerer's ancestry. All sorcerers are wielders of the essence of the shattered super-deific weapon Typhon, a dangerous magical power that suffuses the world. With the coming Perluxion and the return of magic to the world of Casiphon, the new generation has developed and displayed powers both impressive and unexpected, often seeking further training to harness their full potential. These abilities manifest in members of all nations in all places. In short: anywhere,   Warlock: Warlocks are mortal individuals who have gained their magical ability by a oath sworn to a otherworldly patron, either a powerful archfiend from the underworlds, or some other entity of enormous power. With the coming Perluxion and the return of magic to the world of Casiphon, the powerful beings outside the world of Casiphon are free to influence the mortal races and find followers to advance their powers. Such arrangements often happen to out of pure chance to young naive individuals: a name accidentally uttered, an artifact unknowingly touched, or a place of power visited in the wrong moment. In short: just about anywhere, but most often the ignored, downtrodden or outcast   Wizard: Wizards are learned spellcasters, who build on a meticulous and detailed understanding of arcane lore to fashion spells with pure thought and willpower. Though they must have the spark of magical ability, wizards must train extensively and memorise large tracts of knowledge. Such individuals learn their skills most often from teachers and books as apprentices, or hone their expertise in an arcane academy as a student before striking out in search of more. With the coming Perluxion and the return of magic to the world of Casiphon, magical schools like those in Valheldrin, Vadumar, Mabag Pachamel Grith or Volerum are beginning to teach old wisdom to new students. In short: civilised areas, most often in a location with a magical school, often from privileged ranks of society

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