This is going to be a brief overview of the classes of 5e and how they are represented in and around the Gold Coast. Individual classes may get their own write ups later on, but as of now these are just history lessons. The players will help flesh out the classes as they play them or encounter them.
One way I categorized the classes was in a practical way. Meaning I asked "how do you become one of these?" And went from there. There are a few big categories: Cultural, College, Faith, and Guild. I'll still list these in alphabetical order. Let's just begin.
Barbarians - Cultural. Barbarians are tribesman, vikings. They are like the native americans, or the Inuits. They live off the land and follow strong family-run groups, with a definite male and female leader and defined gender roles. The women are the life givers, the men are the life takers. It's that simple. The adventurers that come from a barbarian tribe are typically infused with the rage of their ancestors, or a spirit, or some other power. They are the chosen and represent their tribe with their name. Some of the big tribes of the Gold Coast: Throatstompers, Gravediggers, Firestarters, Hugtakers.
Bards - College. Bards are trained at a college or in some sort of scholarly way. They are masters of knowledge and stories. They are librarians, reporters, leaders, kings. They are not belittled by combat and are certainly not pacifists. They are well respected along the coast and are well recieved wherever they go. It's almost ridiculous what they get away with. The adventurers that are bards typically become great leaders or artifact hoarders.
Clerics - Faith. Clerics are chosen by their faith (animism, monthiesm, Buddhism). They are blessed and have conversed with their god(s) or have had some sort of calling, or a sign, that has dragged them to their purpose. Most clerics come from the Tower, the largest, possibly man made, structure along the Gold Coast. Other come from the monk temples. It's not unheard of for Clerics to come from no particular place at all. For them to just be plucked from their normal lives and gifted their divine domain. Adventurers who are Clerics typically become powerful leaders or founders of churches.
Druids - Culture. Druids are very similar to Barbarians except that druids are infused with the raw spirit of nature. They live in circles all across the Great Forests and abhor the idea of the Gold Coast. They would do anything to stay free of civilization. Adventurers who are druids are typically banished from their circles, or feel a calling from nature that other druids do not.
Fighters - Guild. Fighters are a guild. You can tell a fighter from their boots and their sword. Fighters always have nice, comfortable boots, and a clean sword. If you see a man with a ratty blade, he's a bandit or a cut-throat. See a man with solid, sturdy boots and a short sword, you can trust him. Not that it's just males who become fighters. Some of the best fighters are females. When you choose to be a fighter you become apart of a lifestyle that lasts until you die.
Monks - Faith. Monks are chosen by faith. Nobody is born into it. No one is raised to be a monk. You choose it or it chooses you. Then you travel to a temple and that's all it takes. You are one of them. Well, there is more to it, but only you can choose to do it. All monks are Buddhists. It's that simple. There's no other way around it. Monks are the only class that you can choose to become an adventurer in. You take your spiritual journey, then you open your chakras, and you become cosmic.
Paladins - Faith. Paladins are oath takers. They could have become clerics, but they chose to take an oath, either to a spirit, a belief, a king, a leader, their mother. Anyone. They get the call to a higher power, or they take up an oath of their own accord. The only way to differentiate between a chosen paladin and a self made paladin is to ask. Though some can be obvious through their monetary value. There are a few famous paladins with little more than the shirt on their back.
Rangers - Guild. Rangers are a spread out class, but they are similar no matter where you go. They are protectors, hunters. They are the bulk of the Monster Hunters. They are also travelers, like gunslingers of the wild west. They are a form of primal law, and in groups they are extremely dangerous. They are the only class that druids fraternize with. And by that I mean, they can travel through the Great Forests without threat of druidic punishment.
Rogues - Guild. Becoming a rogue can be either a learned experience or a taught one. What I mean is that you can become one on the streets or through a guild/master. Rogues will get a special post when I tell you all about "The Black Dot".
That's it for the night. Sorcerers, Warlocks, and Wizards will get a separate posts. Arcane magic is a very important part to the Gold Coast and the Great Woods.
Stay awesome,
Your DM
No comments:
Post a Comment