Player Classes
Warriors

Wizards

Priests

Rogues

Psionicists

Multi- and Dual-Classed Characters
 
 

Alina
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Warriors
The warrior is the most common type of adventurer to be found on Alina.  While magical schools are rare, deities usually have only fledgling devout followings, and most practical thieving requires large civilizations, swords and wars are in abundance on the Kyie’s world.  But, the common fighter is the same as on practically any other world.

Paladins – Paladins are almost exclusively the followers of the god Halüt.  These holy warriors are, unlike their mundane cousins, extremely rare throughout most of Alina.  Most warriors do not have the disciplined reverence required to be a paladin, or many sects of priests are militant enough not to require the creation of such a role.  This does not mean, however, that paladins are non-existent.  As a matter of fact, those few specimens that chose this pious route of life are the most stalwart and loyal of friends and the fiercest of foes.
Rangers – Rangers are another rare breed of warrior, but not so much as the paladin.  Under the majority control of the elves, most of Alina’s wilderness remained intact for millennia.  It is only with the new infusion of humans that civilizations have begun the conquest of the wild.  Rangers are at the forefront of this assault, though they are divided as to its effects.  There are those rangers who see themselves as the scouts of humanity, blazing new trails and bringing order to the wilds.  Others consider themselves as protectors of the vast and lush wilderness against the domination and corruption of human society.
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Wizards
 Human wizards are few upon Alina: that race's civilization is just reaching the heights of knowledge to produce a handful of powerful spellcasters, and their progeny is small.  Elfin wizards, on the other hand, are many.  Elves have been steeped in magic and lore for many centuries, since before many of the founding settlers even came to Alina.   It easy to find at least one, if not many, schools of magic in any good-sized elfin city (about one academy for every 2,500 inhabitants) and these are often of the highest quality.  Elves tend to be selfish with their knowledge, and whether it is out of bitterness towards humans, their own sense of superiority, or to protect unprepared minds from the consequences of arcane knowledge is up for debate.  Regardless of their reasons, humans (or any other race besides elves) are rare at an elfin academy of magic, and elfin scholars do not part with their knowledge easily.

Specialist Wizards – Specialists are incredibly rare on Alina, particularly, again, among human kingdoms.  Actual academies for any kind of specialization are almost non-existent, even in the largest, most metropolitan of cities.  There are two exceptions to this generality.  Elves are far more likely to have access to academies or masters of specialized schools of magic.  They are still uncommon, however.  The other exception is gnomes’ peculiar interest in and talent for illusion.  Gnome illusionists are fairly common, especially within a gnomish community.  Gnomes do not form actual academies to instruct budding illusionists: an aspiring spellcaster must seek out a master illusionist and ask (if not beg, plead and grovel) for an apprenticeship.  Non-gnome seekers are usually turned aside for vague reasons.
Wild Mages – Chaos is an important part of the Balance that the Kyie seeks to create upon Alina, so the Creator or his Caretakers often encourage, in one way or another, that small minority of spellcasters who study and perform wild magic.  The two schools of wild magic, the research and practitioners correspond mainly to a single race.  Elves are fascinated by the phenomenon, but know too well the powers of magic to be reckless with them – they are the researchers.  Humans, on the other hand, have few troubles with dabbling, or even diving into the new and unknown – they tend to be the practitioners.  Gnomes, while previously barred from this sub-class, are capable of studying it on Alina with their natural and insatiable curiosity.
Elemental Wizards – Only elves have the combination of magical knowledge and connection with the elements to be elemental wizards.  It is a school of magic that they safeguard very carefully, fearing its potency in human hands.
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Priests
Priests are slowly coming into their own in Alina, as deities develop their followings and expand their territories.  For more information about the deities of Alina, visit The Pantheon.

A cleric's power is rather heavily dependent upon his or her deity.

Halüt: Clerics of Halüt are very militant and organized, but benevolent.  Any paladin will have Halüt as his central deity. Clerics of Halüt are allowed an extra weapon proficiency at first level. They gain weapon and non-weapon proficiencies as warriors.  Halütian clerics are granted a limited use of edged weapons, but they are bound by a strict code of honor in all melee combat: they may offer quarter and must spare the life of any opponent who yields.  A cleric of Halüt will never abandon his companions on the field of battle.  They will always come to the aid of the less fortunate, but will usually side with the law of the land in disputes, preferring order to chaos.
    Allowed armor: padded, leather, hide, studded leather, banded mail, chain mail, shields
    Allowed weapons: cudgel, quarter staff, footman's mace, footman's flail, broadsword, two-handed sword
    Major spheres: All, Protection, Combat, Healing
    Minor spheres: Sun, Guardian

Athé: Clerics of Athé are a studious lot, many of them obsessed with the pursuit of knowledge.  Central to their philosophy is salvation through knowledge: that is one perfects one mind one may one day join Athé in Nirvana.  Athéan clerics are severely limited in their use of weapons an armor, but they gain non-weapon proficiencies as wizards.  In addition, at fifth level, Athéan clerics double their spell casting bonus due to wisdom.  At 8th level Athéan clerics may cast wizard spells as a bard of one half their level, rounded down.
    Allowed armor: padded, leather
    Allowed weapons: knives, daggers, quarter staff, footman's mace, footman's flail
    Major spheres: All, Divination, Guardian, Protection
    Minor spheres: Charm, Sun

Glor: Priests of Glor are the henchmen, officers, and autocratic statesmen of the Kingdom of Iovia.  They derive their physical and spiritual prowess from the animalistic impulses buried deep with the psyche.  A Gloric priest may spend one round in deep concentration to unleash his id; the effect is something akin to a berserker: the priest goes mad in melee, moving about wildly and fighting with savage fierceness.  In gaming terms, he then gains +4 to all attack rolls, and a -2 to his AC.  Clerics of Glor may use some edged weapons, but the blood of an enemy must collected in a ritual bottle and offered to Glor within ten days.  Failure to capture any blood from melee is a severe disgrace.
        Af 7th level Gloric priests become part of the Iovian state hierarchy.  When the character gains 7th level he is given two acolytes to train and bring into the fold.  He must spend 1d3 weeks with these acolytes at the Great Temple in Iov, preparing them mentally and teaching them the proper rites and rituals of Glor.  The character and his acolytes must then spend and 1d3 weeks in the field, during which time, both acolytes must fell an enemy and present his blood to Glor in the proper fashion.  Failure means that the acolyte is slain and character is reduced to 6th level as penance.  At 9th level, a Gloric cleric becomes leader of a Gloric regiment, including two 7th-level clerics, and 2d10 fighter or priest followers.  At 10th level he is granted a small duchy.
    Allowed armor: padded, leather, hide, studded leather
    Allowed weapons: knife, dagger, dart, blowgun, short bow, quarter staff, cudgel, short sword, broadsword
    Major spheres: All, Combat, Animal, Plant
    Minor spheres: Healing, Summoning

The Lord Sabbat: The followers of a (relatively) new religion, clerics of the Lord Sabbat have found it something of a necessity not to specialize as their brethren of other gods; they therefore closely match the clerical detailed in the Players Handbook.  While typical Sabbatian priests follow a code of non-violence (and certain monks take vows of silence and chastity), Sabbatian clerics are a more militaristic division of the order.  However, they fight only in dire need, and heal any wounded, regardless of of whose side they were on during the battle.
    Allowed armor: see PHB.
    Allowed weapons: see PHB.
    Major spheres:  All, Healing, Sun, Creation
    Minor spheres: Protection, Divination

Kraz: Members of the Order of the Black Hand (such the followers of Kraz deem themselves) are formidable assassins, clerics with some dangerous thief-like abilities.  They are devoutly loyal to their dark cause, and know no sense of justice.  Priests of Kraz may not wear any armor heavier than leather; it is a sign of prowess and prestige to wear as little as possible, flaunting one's invulnerability.  They have the ability to Hide in Shadows, Move Silently, Detect Noise, and backstab as thieves of their own level.
        Priests of Kraz advance using the druid's experience table.
    Allowed armor: padded, leather
    Allowed weapons: Priests of Kraz prefer small, bladed weapons: stiletto, knife, dagger, dart, light crossbow, whip, scourge and short sword
    Major spheres: All, Healing (reverse only), Necromantic, Combat
    Minor spheres: Sun (Darkness only), Charm

Lythuae: Clerics of Lythuae, the goddess of chance, believe that luck (benevolent chaos) is the ruling factor of the universe and they will test this belief with abandon: they will easily take risks that others would second-guess, they will bet their last penny on a single roll of dice.  This is not to say that they lead completely reckless lives; clerics of Lythuae are not blind to consequences and will never foolishly put themselves or their friends in danger, but it is their faith in Lythuae that allows them the confidence to unfettered action.
        Higher level Lythuaen clerics are remarkably lucky. At 5th level, they gain a +1 to either attack or their AC in every melee they enter; this should be chosen randomly.  At 7th level they may spend one round in prayer to add another +1 to either attack or AC (the effect is cumulative.)  At 9th level, a cleric of Lythuae automatically gains a +1 to both attack and AC, and they may spend one round in prayer for a +2 to both attack and AC.  In addition to these simple game mechanics, Lythuaen priests have an incredible knack for getting out a tight spots or getting into beneficial situations.
    Allowed armor: see PHB.
    Allowed weapons: see PHB.
    Major spheres: All, Divination, Charm, Protection
    Minor spheres: Summoning, Sun

Zimtz: Clerics of Zimtz believe that nothing is certain, even the existence or form of their god.  They tend to be shiftless and on the whole untrustworthy and untrusting, but they have an excellent sense of humor and appreciate good jokes and deceptions.  They completely ignore divination and fate.  Zimite clerics are masters of illusion and deception.  At 3rd level they gain the non-weapon proficiency of Disguise at no cost; at 5th level they gain a +2 to their Disguise proficiency check; at 9th level a cleric passes the roll automatically.  (The DM may rule that a roll is necessary in special cases.)  At 7th level, a Zimite cleric gains a limited access to wizard illusion spells.
    Allowed armor: padded, leather, hide, studded leather
    Allowed weapons: knife, dart, dagger, blowgun, hand and light crossbow, quarter staff, cudgel
    Major spheres: All, Charm, Animal, Summoning
    Minor spheres: Weather, Healing

Mouvéz: Clerics of Mouvéz are sadists and masochists; they find intense spiritual (and sexual) pleasure from the infliction and reception of pain.  Physical pain is not the only form of torture: Mouvézan clerics are known (and feared) for their deft use of purely psychological torture, and are excellent interrogators.  In addition, at 5th level, they gain limited access to the psionic science of Telepathy, particularly the powers and devotions that inflict pain.  Clerics of Mouvéz will take joy in taunting their enemies, and in melee will always attempt to disable lesser foes, to prolong their agonizing deaths.
    Allowed armor: padded, leather, hide
    Allowed weapons: scourge, knife, dagger, short sword, cudgel, footman's mace, footman's flail, blowgun
    Major spheres: All, Necromantic, Healing (reverse only), Charm
    Minor spheres: Summoning, Combat

Druids – due to their close ties to the magical elements of Alina, elves are allowed to be druids.  In fact, they tend to be the most adept druids that rule the higher circles of the classic druidic society.  The ancient elfin order, however, has readily accepted human initiates, a number of whom have risen to important positions in the druidic worldwide hierarchy.  Druids also best understand the Balance maintained by the Kyie and the Caretakers.
        Druids, like clerics, must "specialize", as it were, hold a certain deity of the Alinian trinity as their central one.  Like clerics, followers Luna, Gaia or Sol gain special abilities and must abide by certain restrictions.
Sol: Followers of Sol are ambitious and very out-going compared to the archetypal druid.  They favor light and especially fire, and have a penchant for divination.
    Allowed armor: see PHB.
    Allowed weapons: see PHB.
    Major spheres: All, Sun, Elemental, Divination
    Minor spheres: Animal, Healing, Weather

Luna: Lunists are reserved and cryptic: they favor shadows and starlight to the noon-day glare of the sun.  Followers of Luna are obsessed with dreams, and illuminating the dark areas of the psyche.
    Allowed armor: see PHB.
    Allowed weapons: see PHB.
    Major spheres: All, Astral, Divination, Weather, Elemental
    Minor spheres: Animal, Healing, Charm

Gaia: While Solifs, and Lunists are aloof or dashing, Gaists are firmly grounded in reality.  They are compassionate people, but usually pensive and rather slow to act; actions should be carefully pondered, and words should be few but powerful.
    Allowed armor: see PHB.
    Allowed weapons: see PHB.
    Major spheres: All, Elemental, Healing, Plant
    Minor spheres: Animal, Creation, Protection
 

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Rogues
Wherever there is wealth of any kind, there are thieves.  This certainly holds true for the rogues and assassins of Alina.  One peculiarity of Alinian thieves is their tendency to form guilds.  There are a great number of formidable Thieves’ Guilds throughout the kingdoms of Alina, and their threat and power is real.  They are also, as a whole, very antagonistic towards each other.  It is possibly this antagonism that keeps these medieval mafias from easily overthrowing any kingdom and ruling vast areas.  As it is, some incredibly powerful guilds control entire metropolises.
Bards – Bards often seem particularly suited to life on Alina.  With its difficulties and dangers, knowing a little bit about everything seems to come in handy rather often.  Bards perform a very important role throughout the world: the passage of information in the form of news, writings, stories and songs.  They are the archives of Alina.
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Psionicists
Psionics are treated with wariness and often disdain by most people of Alina, uncertain whether it is magic or supernatural.  Whatever their decision, psionics is something just beyond anyone's ken.  Most humans tend to shun psionicists – in some areas people are downright hostile.  Elves are wary of this strange power, having known little if anything of it until the arrival of humankind to Alina, but they are more open to it and its practitioners than the common man.
        Psionicists are therefore quite rare on Alina.  A few industrious psionicists (or “psykers”, as is the common phrase) have organized themselves into covert guilds and associations.  Psionicists often use a front of some sort as they go adventuring, they pass themselves of as a thief or simple fighter.  Strangely enough, many halflings and gnomes have become devout and powerful users of the Way.
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Multi-Classed Characters
Amongst the elves of Alina, multi-classing is quite common: the more complicated, the more the honor a task seems to hold for them.  The difficulty for any multi-classed character is, of course, the proper training.  While a half-elfin mage/thief may be attractive to your player, where would a half-elf, a social outcast in the first place, attain both magical instruction and an opportunity to train as a thief?  Magical Academies, especially in human societies, are very expensive; and thieves’ guilds are highly secretive and inaccessible.  Beyond that, the people who are a part of such associations tend to be from very different social classes.  True, the character could try to strike it out on his own, but this would tremendously slow-going.  More likely he would have a mage/thief mentor (which is quite a rarity), or he would be a member of a thieves’ guild powerful enough to have an instructing mage.
         This is not to say that non-elf multi-classed characters are non-existent, just very rare.  Your player should have a very good reason for his character's choice of class in any situation, but especially if he wishes to be multi-classed.
         Dual-classed humans are not quite as rare, but still not popular throughout most of Alina.  The major hindrance to this is simply the human, particularly the adventuring human, life span: one must live long enough to become bored with on line of work and start over again in another.
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copyright october, 1999
 noah mclaughlin