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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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