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Iourn Home > Classes of Iourn > Overview of the Core Classes

The following text presents background information for playing the core character classes on the world of Iourn. I apologise for the brevity of this section. It is my hope to expand each entry on this list out to a page in its own right, but as time gets the better of me I have had to put some of my ambitions for this site to one side for the time being. The entries below draw heavily on material already presented in the previous incarnation of this website, although there is some new information. Core classes are listed in alphabetical order.

Barbarian

A goodly proportion of the human population of Urova are still barbarians, who live in tribes controlled by a single chieftain. These tribes are nomadic, often wandering hundreds of miles in the course of a year in search of game. Barbarians are uncommon in civilised Norandor. Those that do exist in the far west of the country beyond the vast Úngorn forest. Outside Norandor, it is a different story. Over half of the human population of Kerikal to the north are made up of barbarian tribes (although not all will be of the barbarian class). Outside the civilised areas of all other lands - especially Calclafique, Eldagaire and Tibrai - one is more likely to meet a barbarian that a civilised man.

In the lands beyond Urova information is more sketchy. There are few if any barbarian tribes left anywhere in the Hadradan empire. Those that did exist were wiped out in the wars with the Vikallians many years ago. The Vikallians themselves are descended from barbarian roots and, although they are mostly a settled people, many retain the powers and abilities of this class.

Most barbarians are human or from the goblinoid races. Most of the hordes of orcs found in Kerikal and the Land of the League of Tooth and Claw are barbarians. There have been reports of barbarian dwarves and gnomes. These are exceptionally rare characters who exist as hermits or in small tribes that have, for some reason, been separated or exiled from their kind. The idea of an elven barbarian seems a contradiction in terms. If any did exist they must have left Iourn with the rest of the elves. They are certainly not available as PCs. There have never been any reports of any hobbit barbarians. It is widely believed that this is because being a barbarian requires too much effort and doesn't leave enough time for tea and cakes.

Bard

In Urova, where the majority of the population is illiterate, bards play an important role in maintaining the oral history of the culture. Bards are story-tellers, travelling entertainers and usually the most exciting thing that's happened to a village all year. To the common folk of Urova, the term 'bard' may refer to any entertainer, not simply this character class.

Bardic magic is what is left over of the great elven magical tradition of Sonorism. Elves are, therefore, never bards. They are sonorists. Of the races that currently dwell on Iourn bards are almost exclusively human. Although it is not unknown for a gnome, hobbit or even a dwarf to take up the profession, humans seem to be the only race that has a real talent for the way of bardic magic. It is therefore humans that take up the calling.

Bards are not subject to the authority of the Arcanum Incognita as wizards are, but the church of magic and mystery still keeps are eye on them. On the whole the church sees bardic magic as weaker than wizardry and incapable of creating the magical effects that the church is so keen on banning (teleportation, mind reading and the like). The truth of this is debatable. Certainly, bards go out of their way to do nothing to offend the church lest it turn its attention in their direction.

Urova has no bardic colleges, although such facilities do exist in faraway Hadrada. Prospective bards usually apprentice themselves to a mentor until they have achieved competence in their profession (i.e. 1st level) and strike out on their own. Bards are thirsty for knowledge and new stories. Of all classes they are the quintessential adventurers. They embark on adventures for the sake of doing them, as much for noble ends.

Cleric

All clerics must choose and worship a god. In the land of Urova all human and hobbit clerics will worship one of the six moon gods: Vítaeous, Terranor, Zephyre, Calafax, Sharrash or Mortis. Although the racial gods of the hobbits were once worshipped by the small folk it was so long ago that none now rememeber their existence. In addition to choosing a moon god, the cleric must also belong to one of the eighteen churches. In Hadrada clerics will worship the one God, but they must choose if they are Elyastic, Vandanite or Timonite in their believes.

Other races will follow their racial gods. The dwarves follow their ancient pantheon under Moradin, those gnomes that are religious follow Garl and his kind. The elves venerate their great ancestors and draw magical power from them. They are clerics to all intents and purposes but refer to themselves as The Blessed.

Players wanting to draw power from a god and not be a member of an established religion should consider taking the Mystic or Favoured Soul instead of Cleric. Those who want to be a part of the original religion of the Urovan continent should be a druid instead.

Druid

The druids of Urova are part of a much older religious tradition that was present on the fractured continent long before the Hadradan invasion. The druids do not revere any gods, they draw their power from nature itself. They strive for balance in all things, seeing any life on the planet as symbiotic with all other life. Druids inherently mistrust all gods who they see as removed from the natural order, and unnecessarily partisan. They get on well with monks, respecting the monk's attempts to shed artificial influences and attain perfection. When a druid strikes he strikes to maintain the natural balance of things. His motives and goals are elusive to the outside, and it may appear that he is working for Good or Evil when in fact he is in the process of balancing a far larger picture than most mortals can see. Ironically, the druidic tradition is so ancient that it is as restrictive as any religion. The weapons they wield, the clothes they wear and many other seemingly insignificant things are dictated by their superiors. Indeed there is a hierarchy to druids, although its existence is doubted by those outside the order. Druids may rise to become Grand Druid pretty much how it is documented in the old second edition Player's Handbook, although no hierarchical positions are necessarily dependant on character level. All races have druids; nature is an equal opportunity employer. Indeed, druids may be among the few sections of society who have had any contact with elves over the years. Druids, rangers and healers share common roots and are known to work together, although they are no longer directly connected (if they ever were).

Expert

Experts are the professionals and craftsmen of the world. They are truly proficient in their chosen field, having more skills than any other character class. Experts are no longer an NPC class, they have been beefed up for player characters. Experts can come from feasibly any walk of life - the blacksmith, the merchant, the scribe, the sage and the master boat-builder are all experts to one degree or another. The more advanced the society the more experts exist and more specilised they become. Therefore in the land of Urova the largest cities such as Uris, Northmeet and Narrisham would sport vast amounts of experts. In the smaller towns and outlying villages, or in more babaric lands such as Kerikal, the number of experts would be greatly diminished.

Favoured Soul

The planes above Iourn are home to a wide variety of angellic creatures that fought great wars against the forces of evil long, long ago. Stricken by schism and counter-schism these beings have fought innumerable wars to defend their own particular brand of 'goodness'. These celestial creatures do not often walk the land of Iourn and often send proxes in their stead to spy, do good deeds and generally protect the interests of the Host.

All Favoured Souls must declare their allegience to a particular Host in the same way a cleric declares his allegience to a church. They can be creatures of any race, including elves, who have been trained since birth beyond the mortal world to become something more than they were. Many favoured souls have some divine blood in their veins (the half-celestial template), some of the lesser celestial races may even adopt the class in the service of their Host.

Once training is complete the favoured soul is sent to the world of Iourn and is given missions from time to time by his Host. The favoured soul is charged with doing good, but may also be called to act against other favoured souls who serve opposing Hosts. Periodically the favoured soul must return to where he was trained to be taught new powers and abilities. Favoured souls are extremely rare, and a player considering taking up the challenge should discuss his choice with the GM.

Fighter

Fighters are the backbone of every adventuring party. No mortal can become more proficient with the blade than a good fighter. Their roles are as diverse as the weapons they use. Fighters are common in armies and adventuring parties, as guards and assassins. There are few walks of life in a mediaeval world that would not benefit from a strong pair of arms wielding a sharp bit of metal. Note that I do not use the Warrior NPC class, I have chosen to make all such characters figthers instead.

Healer

Healers are part of an ancient order steeped in history and ceremony. They draw the energy for their magic from the same source as druids perhaps indicating some connection between druids and healers long ago. However, where the druids have no written tradition the ways of the healer are comprehensively set down in scripture and carved in stone. However, for the most part this is all the world has to remember the Healer by. Although their order was widespread in the time preceding the Hadradan occupation of Urova, they have been a diminishing force in the world ever since.

Player character healers have normally been approached by an existing healer desperate to pass his skills and powers onto another generation before he dies. These mentors will introduce the PC to some of the remaining Houses of Healing that exist around the Urovan continent where tiny cadres of healers still eek out their philanthropic existence.

The heart of the Healer's belief is philanthropy. They believe in doing good for the sake of doing good. They will render assistance to those in need regardless of who they are or what they have done. They will never stand idly by and see even the most despicable and evil creature suffer. They will never intentionally harm another living creature, and they certainly would never take a life. They are pacifists who would only raise their hand in self defence, and even then strike to subdue and never to injure.

Mariner

Anyone wanting to play a pirate, a seafarer, a fisherman or any other sort of ocean going character would do worse than select the Mariner class. Mariners are character who have the sea in their blood. On the Urovan continent that means they have a strong affinity for the moon goddess, Sharrash, who protects travellers from the sea. The mariner character class plugs a hole in the system and is a very welcome addition to the list of core characters.

Marshal

Marshals are warleaders and generals, who direct battles from the front line and inspire their troops to displays of valor that seem impossible to observers. Any army will have its share of marshals. In lands where wars are common such as Kerikal or the Land of the League of Tooth and Claw, Marshals sell their services to the highest bidder. Many are immoral, using their skills for their own gain without thought of the consequences. Others will only fight for a good cause.

Monk

The monks of Urova are a quiet lot. Although many of the common folk see little difference between the monastic life and the practices of the Scriveners of Doom, monks would see to disagree. The monk does not subordinate himself to any god, instead he works at perfecting his body and his mind. Monks do not play a large role in society. They tend to live in isolated monasteries churning out beautifully illustrated books for local kings and noblemen, and they keep themselves very much to themselves. Often they will take in and train young nobles or princes only to return them to the real world when it is time for them to succeed to the reins of power. But monks are still curious about the world, and many roam the land observing and sometimes even acting in a manner they believe to be just. The various traditions of monasticism see each other as kindred, but there is no true unifying force that brings all monks together. Some monasteries practice beneficence, while others teach perfection at any price. Although the idea of an evil monk may sound bizarre, it isn't entirely impossible.

Mystic

Mystics are religions of one. Each mystic manages to draw divine power and use it for the casting of spells, but without the need to worship a god at all. Great philosophers, travellers and intellectuals mystics roam the land desperately seeking answers to the impenetrable mysteries of the past. Like Favoured Souls, mystics tend to conceal who they are from the moon faiths and those who worship the moon gods. They have found something of a haven in the enclave of Calclafique where they are freer to debate and record and consider. Mystics are deep contemplative individuals and playing one will take a great deal of preparation and work on the part of the player.

Paladin

On the continent of Urova paladins serve the church of Terranor, the Fist of Justice, and have very strong links with the Justician church. Paladins are champions of justice and the oppressed, but their stringent belief in Order can sometime tie their hands when their heart feels they should be acting. Oddly the abilities of the paladin are not affected by the waxing and waning of the moons, which has given rise to speculation in certain circles that Terranor doesn't grant the paladins any powers at all, and their magic comes from some other source entirely. This is considered heresy by the orders of paladins that ally themselves to the church, and those who utter such words are hunted down and immediately given a fair trial and executed. Many Urovan paladins see little wrong with this, and will happily crusade against anyone who flaunts a different faith under their nose for more than about five seconds. The wise keep their opinions about these knights to themselves and try to appreciate the stalwart work these zealots do in keeping down the forces of evil. Any race can be a paladin although humans are by far the most common.

Each paladin belongs to a knightly order of which dozens exist around Urova. These tend to have grand names such as the Order of the Shining Fist, the Order of the Hawk, the Righteous Order of the Eternal Light and so on. However, they all tend to be very much the same and believe in a world of black and white, with no room for moral dilemmas. Some orders will sponsor certain prestige classes such as the Knight of the Chalice or Knight of the Middle Circle. Outside Urovan paladins have the freedom to be less stuffy. The Saldarím that exist on Belsinor's Girdle are among the most practical people one could hope to meet.

Psion

Psions are spell-casters who pursued their dreams of personal power and aggrandisement down a different path to wizards. They use the power of their mind to manipulate the weave into magical effects. Unlike wilders (see below) psions are trained in their use of psionics. Psions are not native to Urova or any known lands on the northern world. However, in the deep places of the world psionics is widely practiced by illithids and aboleths. The greatest concentration of psions can be found in the land of the Mannenites, south of Belsinor's Girdle and deep in the southern world. One in three Mannenites have some degree of psychic power making them a truly formidable race.

Psychic Warrior

Psychic Warriors are trained psionicists who blend the powers of the psion with the martial prowess of the fighter. Like psions they do not exist in any concentrated amounts in the northern world, although they can be found in the Underdark and on the Astral Plane. Elite cadres of psychic warriors called the Tharbareem serve dark masters in the Mannenite lands where they operate as a secret police force.

Ranger

The Ranger is a typical explorer, naturalist, tracker and survivor that roams the wilderness protecting outlying communities and defending all against the forces of evil. What calls a ranger to this task is unknown, and most people believe that all rangers are a little potty at heart. Rangers live in harmony with nature, but they do not follow the policy of detached neutrality favoured by druids. Rangers don't see a circle of life as much as they see a constant battle to keep the forces of evil from overwhelming everything else. The perfect world for them isn't one where good and evil can co-exist, but one where there is no evil. They fight bravely and often insanely against all manner of creatures. Rangers can become exceedingly xenophobic as they grow older and increasingly embittered at the futility of their struggles. However, they still respect and revere the natural world and as such gain the abilities to cast spells in the same way that druids do - although with significantly less proficiency. Rangers teach other rangers the skills necessary to take up the profession. Whether rangers were ever a more organised group like the druids seems unlikely, but they have so much in common with one another that such a past cannot be ruled out.

Rogue

In every society there are those shady characters who believes the laws and morés of civilisation do not apply to them. There are always those who are all too prepared to step outside the boundaries of convention and good taste, to take what they want because they can and guard what they have because they must. The rogue is the same the multiverse over; from the jungles of Chult to the deserts of Athas, from the gardens of the shire to the mean streets of Sigil. and they are no different in Urova. Not all rogues are dishonest thieves or cut-purses, but enough are to give the rest a bad name. Anyone who looks as though he hasn't done a day's work in his life, and seem to be doing quite well for it, is a rogue. Jack of all trades, master of many, the character class of choice for the glib trouble-maker or hardened bastard.

Sorcerer

No-one knows how sorcerers do what they do. Wizards can't understand how these individuals manage to cast and manipulate powerful arcane forces without the need to study the complicated formulae within spell-books, or how they manage to replenish their reserves so quickly. In Urova there have always been sorcerers. Even before the Hadradans came, native sorcerers practised their powers, striving to understand the curse that nature had given them. Unlike wizards, no one can train to be a sorcerer; one is either born with the gift, or one is not. Certainly the talent is not confined to the human race, and many other creatures have heard the calling. Many sorcerers never manage to master their gifts. They did not have the training or the guidance, or perhaps they never truly understood what was happening to them. Sorcerers are significantly less common than wizards; those who do exist often find prejudice from their fellow man.

While society at large is "protected" from wizards by the Arcanum Incognita, no such restraint governs the activities of sorcerers. As a result sorcerers have learned to keep their heads down and hide who they are from their enemies and even from their friends. The Arcanum Incognita is only too happy to squash a sorcerer they believe has been acting illegally - and it is very hard for the sorcerer to defend himself against a body that decides what the laws are in the first place. Sorcerers seldom teach others of their kind how to master their powers because they are too busy looking out for themselves, therefore sorcerers are almost entirely self-sufficient. Whether they choose to hide themselves away in cities or in the wilderness they are always looking over their shoulder for the trouble that is not too far behind.

Soulknife

Soulknives have enough power over psionics to manifest a psychic blade they can use to damage opponents. As is the case with most of the psionic characters, Soulknives are not known in Urova or other places in the northern world. They do exist in psionic-using communities in the Underdark, but even there they are quite rare. They are more common in Mannenite lands to the south where they do a roaring trade as assassins for hire.

War-mage

War-mages do not actually know how to cast spells. These characters are covered in magical tattoos that they can activate at well to create a spell-like effect. The tattoo then takes a certain amount of time to recharge before it is available again. The tradition of recharge magic is a different tradition to wizardry and psionics and is not practiced on the continent of Urova. It is common among the Vikallian people, where war-mages have replaced wizards as the most common form of arcanist.

Wilder

Wilders are practitioners of psionic power who spontaneously develop psychic powers without being trained or instructed. These are the only type of psionicists available as player characters in the land of Urova and even then they are very rare. For the most part Wilders are mistaken for sorcerers and treated accordingly.

Wizard

Almost all arcane magic-users on the fractured continent of Urova are wizards. Wizardry was widely practised by the Hadradans, and it is their ancient repositories of knowledge, ruined keeps and helpful spell-books that are littered over much of the uncharted parts of the continent. Wizardry is learned skill. Anyone with the time, the resources and the intelligence can become a wizard. This has attracted many of the greatest minds on the continent over the years and many powerful individuals have risen over the two hundred Iourn years since the coming of the gods. Most wizards are humans, although some halflings are gnomes are known to dabble in the arcane arts. Dwarven society is inherently distrustful of arcane magic so, although dwarves have the capacity to become wizards few have the inclination. Elves tend to be Sonorists rather than wizards (see section on arcane magic).

All wizards in Urova are registered with the Arcanum Incognita (the church of magic and mystery). The church records the details and power level of every wizard and gives each of them a Zetoile Mark - ae eight pointed star - that is tattooed onto their forearm. The Zetoile Mark proves that the wizard has been registered with the church. Unregistered wizards are see as extremely dangerous and are often hunted down and prosecuted. The church can use the Zetoile Mark to exercise a degree of control over the wizard, but this is a very complicated process and is seldom (if ever) done.

There are no wizards guilds in Urova, and it is the Arcanum Incognita that plays this role. The church offers wizards access to laboratories, spell-books, mentors, tutors and materials. In return, each wizard agrees to leave a copy of every spell he develops with the church, in order to swell their libraries. The Arcanum Incognita also acts as a police force, restricting access to certain spells. Spells that it deems too powerful, or have dangerous effects require a special licence that must be periodically renewed. Spells such as this include Teleport and Scrying.

Wizards specialising in one of the eight schools of arcane magic (Abjuration; Conjuration; Divination; Enchantment; Evocation; Illusion; Necromancy or Transmutation) are extremely uncommon in Urova. The pursuit of magic simply isn't advanced enough to have led to such specialised study. All specialist wizards in Urova would have studied in Sorostrae at the feet of one of the eight Masters. It is not a skill they would have picked up in Norandor, for example. In Hadrada, specialist wizards are more common. Many gnomes are illusionists.

 
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