DnD_Classes

The world of Aquelae is envisioned as a fantasy setting with no specific system. To help integrate (3rd edition, SRD-based) D&D classes, below are notes on the roles, locations, and social status that the classes might fulfill in Aquelae.

In Aquelae, “adventurers” are referred to as either Wanderers or Heroes (or villains or scourges, depending on alignment), depending on the reputation they have gained on an island or in a region.

The racial breakdowns classify how often an average member of that species would encounter that class within their own species, and what the normal social reaction would be.

Standard classes

Barbarian

Barbarians basically fighters with little formal training, experience in wilder areas, and the ability to berserk. A scattering of barbarians are found through Aquelae. Between Human and Mirnm, most of the berserkers in Aquelae can be accounted for: the Mirnm tend to use them to break tight formations and as sacrificial distractions, and they are treated quite gently until then. Most of the Human barbarians live on Aelford Isle, also known as the Barbarian Isle. Overall, barbarians are a social anomaly, berserking is feared and frowned on, but barbarians have good reason to be Wanderers.

Racial breakdown:
  • Humans: Uncommon, relegated to social outskirts when discovered.
  • Dwarves: Rare, most of the time treated as a terrible secret to be kept under wraps.
  • Elves: Rare, treated as a disease that they will eradicate with magic and drugs.
  • Halfling: Uncommon. Usually treated as strange but understandable, and tentative accepted so long as it is kept under control
  • Mirnm: Uncommon, treated as a useful but dangerous tool.
  • Arie-echer: Extremely rare, when discovered the berserker is killed.

Bard

Bards, troubadours, entertainers; they hold a unique position in Aquelae. On one hand, they are greatly welcomed for their news, entertainment, and wit. Generally a bard can travel for free (room and board) anywhere, sharing a comfort level similar to those in the region. On the other hand, they are travelers, Wanderers, and their entertainments also carry the rumor of bewitchment, theft, and mischief. The only bards that are accepted widely among humans (and Arie-echer) are the Patchcloak Bards.

Racial breakdown:
  • Humans: Common. Enjoyed and welcomed, but not entirely trusted
  • Dwarves: Rare. News is welcome, and epics are favorites, but not seen as a proper calling for a dwarf. If a dwarf is a bard, they probably do not use their family name.
  • Elves: Common. Enjoyed, respected, and socially accepted and supported. Creating art is a great calling, and those with skill are quite welcomed to create things of beauty.
  • Halfling: Common. Nimble-fingered halflings playing harps and lutes have graced many a noble’s gathering. It is highly socially acceptable and entirely understandable to make a living this way, and bards are always entirely welcomed.
  • Mirnm: Uncommon. They find the entertainments to be pleasing, but their tastes are fickle and short-lived. A Mirnm bard has to be very widely storied, with a large collection of skills, to entertain their feline crowd. Socially, Mirnm bards are treated as any other artisan would be treated.
  • Arie-echer: Common. The Arie-echer revere and support any who make beautiful music or poetry. Any bard than can master their language is well-supported, socially accepted and respected, and much in demand.

Cleric

The Gods of Aquelae rarely interfere in the going-on of the world. A rare few, however, do seem to have the ear of the divine, and their requests for power regularly granted. These few are regarded with fear and awe for their ability to command great forces, most particularly their abilities to defend, punish, command planar forces, and most notably to cure, heal, and even bring life back to the dead. Often, such devotion causes the cleric to espouse their god’s ideas strongly, and often gives them license to mete out judgments that nobility and judges feel uneasy interfering with. Generally a major religious temple or equivalent (more than 1000 followers in attendance) has one cleric.

Racial breakdown:
  • Humans: Uncommon. Respected, revered, and feared. Sometimes they are mobbed or even temporarily kidnapped by desperate people.
  • Dwarves: Uncommon. Dwarven clerics are respected and revered, and are always also in political power of some kind (council of elders, trademaster, etc)
  • Elves: Uncommon. They are respected, but often overshadowed by great mages and artist bards.
  • Halfling: Very rare. Halflings do not claim any deity of their own (although research revealed that they at one time worshiped four deities or a single deity with four aspects), and the deities they do worship rarely select them as their chosen. Halfling clerics tend to be a bit “off” for halflings, and are treated as one might treat a damaged person.
  • Mirnm: Non-existent. Mirnm are entirely atheist, and any Mirnm worshiping a deity would be considered quite insane. Any Mirnm trying to convert or preach would be thrown out of society
  • Arie-echer: Rare. Racially, the Arie-Echer worship the Queen of Air and Darkness, a quasi-deity that prefers her followers to practice elementalism. Clerics are viewed with a kind of pity, as if they could not quite master the elements, and the Queen took pity on them.

Druid

Druids are linked powerfully to the land they walk. Sometimes referred to as shamen, druids can tap into the wild nature of the young world, its creatures, and its elements to some degree.

  • Humans: Rare. In more primitive or barbaric cultures, they are the powerful protectors of a tribe or a place, sought for wisdom, or they are the spiritual leaders of tribes.
  • Dwarves: Non-existent. While dwarves are closely tied to Earth, they either go toward cleric or pure elementalist.
  • Elves: Uncommon. They are considered to be lacking in the refinements of civilization, but they promote the beauty of nature, and aid in the integration of dwellings in cities. They can sense the flow of the forest, and create harmony between the elves and their environ far better than ritual magics can.
  • Halflings: Rare.
  • Mirnm: Uncommon. Druids are highly respected among the Mirnm, for their ability to meld the land, protecting, providing, and healing the Mirnm, and providing insight into the ways to live comfortably there. Druids and Elementalists are the Mirnm’s greatest counter to the mysticism of the Lekessh.
  • Arie-echer: Common. The Arie-echer have the greatest density of druids among them. They tend to be fierce and territorial, with mercurial moods. They are held in great esteem, much the same way Humans view clerics.

Fighter

Fighting members of a species are found in all cultures in this young world, as there are a great many dangers from wild animals, strange beasts, and other, hostile monster races. However, fighters are warriors that have trained of have shown skill above and beyond the usual level exhibited by creatures training in the fighting skills of their society.

  • Humans: Common. Fighters are officers in armies, captains of guards, members of royal guard, and even successful bandits. Nobles (and noble-bandits: bored young nobles who take to banditry for excitement) would also have the ability to find a good instructor. They are depended on as crack troops and leaders, taken for granted in wartime and carefully diverted in peacetime.
  • Dwarves: Common. Dwarven armies consist mostly of fighters (not warriors), as their long life spans allow them to take the long view: why train if you aren’t going to train correctly? Socially, it is expected that every dwarf knows how to handle themselves in combat, and the fighters are responsible to organize and train dwarves, and to keep their skills ready.
  • Elves: Uncommon. Fighters are seen as necessary, and skill with longbow and longsword are appreciated. However, fighters who are brutish and inelegant are very much looked down on.
  • * Halflings: Rare. Halflings tend to value fleeing, stealth, and hit-and-run tactics when fighting. The general opinion is that halfling fighter have taken life a little too seriously, and are fun to poke gentle fun at. Gentle, because they might hit you otherwise.
  • Mirnm: Very Common. Mirnm are a race that are periodically besieged by the Lekessh, so all Mirnm receive at least basic training in fighting, and skill development is encouraged. Fighters are recognized as skilled warriors, and are deferred to and supported by the Mirnm in their community.
  • Arie-echer: Very Common. The skies are apparently a nasty, brutish place, where strange wars rage unbeknownst to the surface-dwellers. Fighting Arie-echer tend to train with mobility in mind, as well as formation fighting. The Arie-echer armies are mostly fighters, and are considered the most effective and deadly armies known to the surface races. They tend to pick up fighting intuitively, and a group of random Arie-echer instinctively and rapidly form as fighting squads. Socially, fighters are accepted as the norm among them.

Monk

Monasteries devoted to the training of mind and body into one harmonious set are exceedingly rare in Aquelae. Such religious or ideological organizations would be in very isolated areas and be entirely self-sufficient. Their members walking the roads of Aquelae would be a strange sight – if anyone even knew what they were.

  • Humans: Rare. Socially, they would be treated as a member of a strange religious order or a commoner, depending on their dress
  • Dwarves: Exceedingly rare. However, dwarven society would be tolerant of monkish study. So long as the dwarf in question kept his social duties, the family would not be embarrassed overmuch, and the dwarf in question would be viewed as having a strange study.
  • Elves: Non-existent. Such a devotion to self would be seen as deviant behavior, and the fighting aspects would be seen as barbaric (beating things with your bare hands? Appalling). The elf in question would be rehabilitated with magic and drugs.
  • Halflings: Non-existent.
  • Mirnm: Non-existent. Mirnm, with their chaotic tenancies, would be ill-suited to monastic studies. And a lawful Mirnm is a freak of nature, shunned from normal society.
  • Arie-echer: Non-existent. The Arie-echer would find most of the monkish abilities and mental paradigms to be either useless or redundant to their social framework.

Paladin

  • Humans: Rare.
  • Dwarves: Uncommon.
  • Elves: Very rare
  • Halflings: Non-existent.
  • Mirnm: Non-existent.
  • Arie-echer: Non-existent.

Ranger

  • Humans: Uncommon
  • Dwarves: Non-existent
  • Elves: Common
  • Halflings: Uncommon
  • Mirnm: Uncommon
  • Arie-echer: Non-existent.

Rogue

  • Humans: Uncommon.
  • Dwarves: Very rare.
  • Elves: Rare
  • Halflings: Very common. The halfling fielding of the Shadow Army was quite scary.
  • Mirnm: Uncommon.
  • Arie-echer: Non-existent.

Sorcerer

  • Humans: Rare.
  • Dwarves: Very rare.
  • Elves: Uncommon
  • Halflings: Uncommon
  • Mirnm: Very rare.
  • Arie-echer: Rare.

Wizard

  • Humans: Uncommon.
  • Dwarves: Very rare.
  • Elves: Common
  • Halflings: Rare
  • Mirnm: Non-existent
  • Arie-echer: Very rare.

Psionics classes

Psion

  • Humans: Rare.
  • Dwarves: Very rare.
  • Elves: Very rare.
  • Halflings: Uncommon
  • Mirnm: Rare
  • Arie-echer: Very rare.

Psionic Warrior

  • Humans: Rare.
  • Dwarves: Rare.
  • Elves: Very rare
  • Halflings: Very rare
  • Mirnm: Uncommon
  • Arie-echer: Very rare.

Wilder

Soulknife

Incarnum classes

Incarnate

NPC classes

Adept

Aristocrat

  • Humans: Uncommon.
  • Dwarves: n/a
  • Elves: Common
  • Halflings: Rare
  • Mirnm: Uncommon
  • Arie-echer: n/a

Commoner

  • Humans: Rare.
  • Dwarves: Rare.
  • Elves: Very rare
  • Halflings: Uncommon
  • Mirnm: Common
  • Arie-echer: Uncommon.

Expert

Warrior

DnD_Classes

Visions of Aquelae: The Redstone Band Orbhead