DND Singles Roleplaying Tournament by the Geneseo Area Gaming Group

Character Classes in the Earthfury Isles

Barbarians:

The term "barbarian" sees little usage on Altain to refer to any group of fighters; its usage describes another people as uncivilized instead. Indeed, this class did not truly exist before the Earthfury, but the great increase in the potency can now be tapped into by those with great passion. These men and women, who fight more with spirit and less with training, find that the powers of rage and speed come to them through the Worldstream. Those who know of such combatants begin to coin the term "savage warriors" to describe them. At the present time, no one knows if one can train to become a savage warrior. Those capable of tapping into this power describe it more as a matter of instinct than any learned response, though they find that they can follow these instincts to even greater strength.

Clerics:

All clerics know that their God may demand much of them. To live as a cleric after the Earthfury means that your God will demand more of you than ever before. Few clerics will hide their calling, and yet if displayed openly, a cleric may know persecution that could even extend into violence. Clerics of the Lords of Light, the Dark, and the Shadowed Eyes receive especially hostile treatment, as their pantheons started the Great War. Many feel that this also makes them responsible for the Earthfury as well. Clerics of the Sea Maidens, the Beautiful Three, and the Men of Jewels receive cooler receptions. Generally speaking, areas with greater populations will offer greater tolerance, while the responses of isolated groups can vary considerably. Clerics must act cautiously on the Isles, as the Druids remain powerful, and hold little love for the worshippers of other Gods.

Druids:

Two main druidic orders exist on the Isles, the Druids themselves, and the Grey Warders. The Druids tend to work closely with the people, offering their assistance daily and helping them rebuild. Most people know members of this order, as the Druids try to make themselves available to all survivors. More information comes to the public from these Druids than does the Grey Warders. As one would expect, the Druids unwaveringly support the Allmother and the Earthfury, but many encourage people to move past and start over again, rather than focus on the traumatic events of the past. The Grey Warders (who include other classes in their order) exist to provide continual protection from threats to Creation. While less concerned with the balance, their mission remains important. Common threats include dealing with dragons looking to claim territory, wandering monsters that survived the Earthfury and now menace the survivors, and looking for clerics that seek to preach against the Allmother. The Grey Warders act with more political concerns than the Druids themselves, notably attempting (and failing) to assassinate a cleric of the Lords of Light. While this act raised some large concerns, the Warders demonstrate a willingness to sacrifice themselves for those they protect, and most people tolerate these self-appointed guardians.

Fighters:

While still a common occupation, fighters find that they must adapt to the new challenges of the Earthfury Isles. The scarcity of heavy armors and martial weapons means that a fighter must prepare himself in case his favored weapon becomes damaged or lost. A fighter capable of crafting his own armaments for himself will find himself capable of much greater self-sufficiency. The martially skilled make valuable additions to nearly any group, and can often demand much for their services.

Monks:

While unarmed warriors existed before the Earthfury, the amazing feats that monks can accomplish with their bodies did not. Monks share a link to barbarians, as they both draw from the Worldstream, although monks utilize mental discipline where barbarians draw on raw emotion. Though most know of the abilities of monks and barbarians, they remain uncommon, unique individuals capable of pushing themselves beyond their old limits. The many abilities that they can access through the Worldstream make monks well suited to life on the Earthfury Isles.

Rangers:

Rangers find themselves drawn from various callings, including survivalists who can quickly adapt to new environments and faithful warriors who choose to shoulder great burdens. Many serve the Allmother, and many of those participated in the Earthfury, striking swiftly at her enemies. Many worship other Gods, and some profess to favor no deity in particular. There is some speculation that such rangers draw their power from the Worldstream, which seems capable of producing a variety of effects. Rangers can offer much to communities hoping to survive, though they must often overcome their stereotypical desire for solitude. In addition to their martial and magical talents, they possess skills ideally suited for life on the Isles.

Rogues:

If rangers find many of their skills more useful than before, rogues find some of their skills somewhat out of place. Though stealth and light fingers can still provide much, lockpicking finds rather less use. Many personable rogues find more welcome than others, able to convince communities of their value, rather than their liability. Still, ruins of the old world decorate the Earthfury Isles, and a rogue can serve as a valuable asset to would-be explorers. Given the effort that many go through just to survive, rogues who seek to live off the labor of others find themselves unwelcome.

Sorcerers:

Capable of harnessing arcane magic without the aid of texts and laboratories, sorcerers outnumber wizards considerably on the Earthfury Isles. Before the Earthfury, sorcerers drew their power either from the Secret Ways or powerful otherworldly beings. While these old sources still function, many manifest sorcerous powers unexpectedly through the increased potency of the Worldstream. While learning magic by instinct offers its own dangers, their skills find use wherever they travel. Such men and women can often come to lead communities, backed by magical potency and a powerful force of personality. The druids often approach new sorcerers, calling on them to help protect the people of the Isles. This serves to find those inclined to help others, as well as mark those who might turn their new power against innocent people.

Wizards:

The Secret Ways, a magical force created by Loressa, must be learned by wizards seeking to increase their power. Books and experiments contain this power for those capable of understanding the Secrets, but most of these physical repositories were lost during the Earthfury. One aspiring to wizardry has a hard path ahead. She must start by finding a teacher, and only three are known to most people. She then must procure spellbooks, either by writing his own spells or braving great risks to pursue rumors of lost magic. While a thriving economy once existed for rare magical components, now most people merely survive from day to day. Wizards must seek many of these dangerous reagents for themselves. Despite the trials of wizardry, folk remember their power, and its draw makes many seek it out still.