Campaign Information

Intro §World § Campaign

Barbarian: On Verise, there are two forms of barbarians. The first is the typical wild Conanish type with a weapon and anger to spare. This can be of any race. The third are the Eastern Barbarians, who live tom the east and are more than just barbarians. They exist to follow an ancient mandate to destroy nations if they achieve too much power in the world and are not the nation that will unify the world in peace they have waited for a long time for. Most of them are humans tho any race can be found among them.
Appearance: The Eastern Barbarians often wear animal skins and leather armour but forge very good weapons and are often well stocked in weapons. They are tall, physically imposing and have a humans height and weight. (If they're human, naturally.) They have red hair and green eyes on a whole and generally have a pale skin colour that marks them as outsider more than anything. Some tattoo their skin, mostly for decoration.

There are also the Sh'Deth Raiders to the south, who are natural sorcerers but the chances of a PC being one are very, very remote since they have no reason to travel to the northern lands.

Bard: On Verise, bards are more than mere songsters. Gifted with amazing memories, they are the storehouse of worldly memories and oral tales, including the many not found in any history text (The Legend and Oldest Legend informations in the history section are examples of bardaic knoweledge. Bards are reverved for what they do, not what they are so bardaic hospitality, while a tradition, can be refused to mean or nasty bards. For inns without songsters, bards often know some songs but more concentrate on history and legend than anything else.

Cleric: There are two types of clerics on Verise. 1 is the tradditional cleric worshipping a god (Often from the Holy Lands or hiding in other lands). For this cleric, make your own God, and get it approved by the DM. The advantage is you are rare abnd your god will often do lots of miracles (If it can) to aid you. However, you're often despised in other lands and Advocates often kill priests on sight, if they are fanatical enough. Outer Namdara is close enough to the so-called Holy Lands that this would be rarer up here. People do see clerics, but maybe once in a lifetime.

The other is an Advocate of the Prime God. These PCs function as normal clerics, but serve the Prime God. You are Its voice, its power and its message to the world. If you want to be one, ask me more about it, but it is VERY costly to serve this Being and you are unable (normally) to ever change classes once you become one and bind your fate to the Prime God.

Advocates are very well respected and feared since they are rare and generally the only clerics known in the campaign world. The common person (including most mages) have NO IDEA what they can do -- this includes other pcs. Advocates also dispense justive when asked at small villages and such that a kingdoms own law makers don't reach.

Druid: Normal druid, worship nature and stuff. The Druids of legend who came to the world left some knowledge behind, which is the source of the druids powers. Modern druids are a shadow of a shadow compared to what the truie Druids did.

Fighter: Self explanatory. In high demand for armies.

Monk: Monks are basically very efficient fighters training themselves to become more than what they are -- the ultimate goal of monks is union with the Prime God and universe. Many of them start their adventuring lives protecting young Advocates.

Paladin: Paladins either serve the Prime God, a god in the Holy Lands or ALL gods combined. 75% do the first, 20% the 3rd and only 5% the second. Paladin spells come from their righteousness entirely, not from any specific deity and, yes, it will be very easy to lose this state. For game purposes, you're PC follows the code of chivalry and, while you can tolerate thieves robbing the evil, you will NOT allow the other PCs to harm good people. Its as simple as that. Well, in theory its that simple, in practise, most Paladins find themselves trying to fast-talk or seduce their deity to explain some actions.

Ranger: S.e. Like fighter. Their mahic is considered to come from the same source as druids.

Rogue: Self explanatory also. There's lots of theives. Considering that the area is very political, thieves are in high demand to rob officials and do Some nice B&E (breaking and entering) whenever the situation demands.

Magic Users

Sorcerer: Sorcerers are simple wizards with inborn magic, who learn spells as magic itself teaches them to him or her. They compromise about m50% of the practising spell casters.

Wizard (Mage): Wizards now call themselves mages, since the true wizards long ago were destroyed for practising demon summoning. The witches for another crime.

Mage: Mages are rare people with a thirst for knowledge who seek to learn magic for whatever reasons. Almost all mages are specialists. Also, ONLY necromancers can learn necromatic spells of higher than level 2.

Mage training places: (northern ones)

The Collegiate: The training place in the north, they teach all level 1 and 2 spells but NO combat spells higher than level 3.
Training advantages are 1 staff with dispel magic in it (can be used once per week) + 3 spell levels of pcs choice in it that he or she knows. These spells count as memorized ones but are in addition to the normal ones you get.

Tamdel Citadel: A place of ill repute, these mages (and assassins) teach primarily combat and self-depense spells only.
Training advantages are +2 fortitude saves (you got poisoned a lot) + 1 wand of spell with 10 charges of speep spells in it.

Self Taught mages are rare and generally can't learn mroe than 2 schools total due to lack of information and spells they can find as well as materials.
If you want some odd advantage for being self taught (such as being a wild mage) Talk to the DM.

Intro §World § Campaign