Classes (Teregia Supplement)

From D&D Wiki

Jump to: navigation, search

The people of Teregia take many jobs, and fill many roles, most with a very particular set of skills. Here are the different flavors of classes, that adventures come in.

The Classes[edit]

Barbarian[edit]

Barbarians can be found among all societies, in at least some capacity, but are far more common among tribals. Orcs unsurprisingly have the greatest concentration of barbarians, as most orcs prefer the wild ways of their forefathers, rather than the formal fighting styles of other races. Veregs are known for their fearsome berserkers, and some outlying tribes also practise totemism.


Bard[edit]

Bards have an interesting place in Teregia. Many cultures practise oral storytelling, and among veregs and wood elves in particular, many bards take the role of lorekeepers. The veregs also have a proud tradition of warrior skalds, and see many bards take the path of valor instead.


Cleric[edit]

The gods have great importance to the people of Teregia, and their power is very real. As the gods can only interact with the world in very limited ways, they prefer to work through intermediaries, most notably clerics. Every nation in the world have clerics dedicated to the gods, often several different ones in even modestly sized towns. Clerics to Helos and Torlan are the most common, while some gods like Jens and Phyx, care less about mortal affairs.


Druid[edit]

There is power in the natural world, and very little of it is the work of the gods. Druids serve the natural world, and while some dedicate themselves to natural gods like Jens of Lord Elador, most remain neutral outside basic veneration. Some more sinister druids, seek to harness the natural power of the long gone titans, but to be caught doing this would mean banishment for the transgressor, or worse.


Fighter[edit]

Fighters are everywhere in Teregia, from the knightly of Carrickdon, the hoplites of Xanthos, the gladiators of Torabîk, to the swordmasters of Colrani. Less civilised nation prefer more rugged classes in general, but even here fighters are a relatively common sight, from the veregian huskarls, to the orcish honor guards.


Monk[edit]

Monks are an unusual sight in Teregia. Most people worship the gods in public, and few of them encourage asceticism, or even abstinence. Most helnic monasteries follow philosophies, being places of debate and contemplation most of all, while asafid monasteries tend to be more martial in nature. Some thieflings, in remembrance of their ancestral transgressions, live out their lives in isolated sanctuaries, where they no longer have to live among those who cannot accept them.


Paladin[edit]

Like how the importance of religion has given rise to many clerics, the the need to carry out divine will at sword point, means that paladins are quite common as well. Every culture has at least some paladins, dedicated to protect holy places and important clergy, but dedicated and organized templar orders, are mostly found in Scorne and eastern Titania.


Ranger[edit]

For all the glamour of the world's cities, and the many sizeable areas of peaceful farmland, the vast majority of the world is covered in wilderness, much of it unexplored even to this day. It is rarely safe to travel in even the most peaceful lands, and with their specialised skills and knowledge of nature, rangers are ideal for the job of keeping the roads safe. While not all are under official contract, most everyone is paid to escort cargo and people, or hunt down both potential and actual threats. Frontier settlements have quite a lot more, as many rangers are also explorers.


Rogue[edit]

Many large cities dot the world, and in these places, it's easy to pass as a stranger, or get lost in a crowd. It should come as no surprise then, that crime is very common in practically every major metropolitan area. Rogues make excellent criminals, and can enjoy great success if they are skilled at what they do. But conversely many rogues work for the law, acting as agents and investigators, or indeed as spies and assassins for those with the wealth to afford their services.


Sorcerer[edit]

Few races in Teregia have any kind of inborn magical ability, but sometimes individuals have some power in them enable them to cast spells. Dragons are as ancient as the titans, and have often intermingled with 'lesser' races, producing offspring with their blood, and some of their power. Other people have been affected by the magical anomalies created by the dead titans, sometimes dipping into that power, becoming wild mages.


Warlock[edit]

Not all who live a life of devotion, dedicate themselves to divines powers, philosophies or noble causes. Some have more sinister patrons, making contracts with devilish fiends, or seeking favor with the scheming fae of Lord Elador's court. And for some, true power is found in silent whispers, from patrons beyond the known, long forgotten by mortal men.


Wizards[edit]

The world is ruled by natural laws, and they cannot be broken; this is what most know as truth. Wiser men however, know that these rules can be bend, if you know and understand how. Most such people dedicate themselves to understand the world and it's workings, but only a few dedicate themselves to circumvent the rules, and these people, if successful, become wizards.



Back to Main Page5e HomebrewCampaign SettingsTeregia

Home of user-generated,
homebrew pages!


Advertisements: