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Character Creation: Classes Part 1.

Posted by Voice of YervaarFor group 0
Voice of Yervaar
GM, 3 posts
Mon 11 Sep 2017
at 03:02
  • msg #1

Character Creation: Classes Part 1

As with races, these descriptions are from In Darkest Warrens (the first five) and the supplement Adventurer's Guide (the second five) with my modifications (in italics).

WARRIOR:  (5 wounds, Special: make a  number of extra melee attacks equal to half  class level rounded up. Once per combat). Warriors can be of any race, though some races (dwarves, dragonkin males and half-orcs) are more likely to be warriors; there are many in most of the known lands. Warriors of the Free Peoples are likely to worship Yalsel, god of Warriors. Among the Free Peoples (chiefly in East Isle and Bemdo) there is an order of human women warriors who worship Tyayima, goddess of women warriors, wild beasts and hunting.  

ROGUE: (4 wounds, Special: as an action  attacks against the rogue are unsuccessful for rounds  equal to class level. Once per combat). Rogues can be of any race, though most are human or halflings, while elves, dragonkin, half-orcs and dwarves are rarely rogues. There are many rogues in the Free lands and in the cities in the southern part of Nezrak's continent. Among the Free Peoples, most Rogues worship Nelgul, who is patron of Rogues and others who live by their wits. Rogues in Nezrak's lands usually nominally worship his god Yervaar, though many of them are motivated chiefly by self-interest.

MAGE: (3 wounds, Special: may cast spells see below). (The spells are given separately in Magic below.) In this system, mages have only 3 spells, though as they rise in levels they can become more effective with these spells. This DM would be open to letting higher level mages develop new spells subject to DM approval.  Mages are usually humans or elves, though others are possible. Mages among the Free Peoples are trained in the Arcane Academy on West Isle and bound by strict ethics. There are a scattering of free-lance mages elsewhere. Mages among the Free Peoples usually worship Nelgul. Mages among the Barbarians (who are more a culture than a profession, see below) worship Tolvar if males and Greyfa if female.

RANGER: (4 wounds, Special: make an  extra ranged attack against a different  opponent per class level. Once per combat). Most Rangers are humans or elves living in the Free Wood in the northeast of the continent, devoted to combating the Barbarians of the Foe Wood (see below). There are a few halfling rangers, and a few rangers living in the Free Isles. There are no known Rangers in Nezrak's service save some of the female corsairs of Chamoy who worship Tulka. Most Free Rangers worship Halbol God of Forests.

BARBARIAN: (5 wounds, Special: on a  successful attack, deal damage to opponent  equal to half class level rounded up. Once  per combat). (I understand this as "deal extra damage beyond the basic 1 wound").In Nezrak's World, the Barbarians
are a specific culture, a negative version of a Germanic or Norse culture. They are in two groups, one in the Foe Wood in the northeast of Nezrak's World who fight the Free Peoples in the Free Woods to the west, and the other, the Sea-Reavers, who launch Viking-style raids from ports on the northwest coast against the Free Isles to the south. They are independent allies of Nezrak who worship their own gods and goddesses. One renegade is known to have joined the Free Peoples, and others may exist.

This message was last edited by the GM at 03:01, Tue 07 Dec 2021.
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