Friday, September 19, 2008

Classes and Function.

Introduction: Firstly, I would like to start with a note on tone. This setting is shortly after the Great White Death. Populations are small, and folk mostly do not travel. Those who do are usually Pilgrims, Nobles, or thieves. It is possible for PCs to be representatives of Mother Church or minor nobility. Actually, it would make sense for at least some of the party to be minor nobility (extra sons of tenants-in-chief, or whatnot). Roving Warriors: Why should parties of roving warriors be allowed to exist? What keeps the locals from rising up against bands of strangers? Many adventuring groups are under contract themselves as Knights Errant. Orders of the Realm: Clerics, Mages, Fighters, and Paladins are usually members of one of the Orders. Cleric's Orders may include The Order of St. Hubert, The Order of St. Conan, and the Orders Militant. Other orders and groups include: The Magistrates, The Ranger's Guild, The Weavers, The Order of Saint Gabriel, and the Order of Michael and St George. Magi (Mages): Magi are all taught the law. They do not have the right to administer justice, but know what is right, legal, and proper. In matters where a local Lord does not know the best way to proceed, they are allowed, indeed required, to advise him without respect for morality. They may present many options with opinions on the advantages of each, but they are not to try and influence the Lord. Paladins: Paladins have the right of High, Middle, and Low justice and are considered Justices of the Peace. A decision by a Paladin in matters of justice can only be appealed by a noble, and even then to a panel of 12 High Lords that meets once every season, and not necessarily near the person with cause against the Paladin. Fighters: Fighters have a less defined social role. They may be members of a noble's bodyguard, freed armsmen from a bonded army, or Knights in their own right. Fighters are professional soldiers who have spent a better part of 10 years learning the trade of war and will generally follow the method of fighting that suits their place of birth. Classes and Their Functions: Magi (Mages): Function: Legal historians who belong to one or more secret societies. They have fewer restrictions on their magic but risk being condemned and burned at the stake. Special Abilities: They possess more diverse magical options aligned with their society's goals. Paladins: Function: They wield High, Middle, and Low justice and are considered Justices of the Peace. Their judgments can only be appealed by nobles to a panel of 12 High Lords. Special Abilities: They are empowered to use offensive spells under certain conditions. Fighters: Function: Professional soldiers who may serve as noble bodyguards, freed armsmen, or independent knights. Special Abilities: Skilled in various martial arts and tactics shaped by their place of birth. Clerics: Function: Members of various Orders such as The Order of St. Hubert, The Order of St. Conan, and the Orders Militant. They provide spiritual guidance and legal counsel, with some capable of offensive magic. Special Abilities: They serve Mother Church and other religious orders, influencing both legal and moral matters.

No comments: