Phantom Kingdoms

Adventurers

1: Background 
1. Timeline
2. Myths & fables
3. Our Story so far... 

2: The Known World 
1. map of the East
2. Eastern Kingdoms
3. Elsewhere
4. Coinage

3: Adventurers 
1. New Races
2. Nationality
3. New Feats
4. Our Heroes
5. Character Sheet

4: Gods 
1. Pact and Pantheon
2. Lords of Chaos 
3. Lords of Order
4. Keepers of Balance
5. Independent Gods

6. Forbidden Beliefs

News

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Adventuring Classes - the Basics

Some character classes are commonly available, while others are restricted in minor ways, due to location, religion, or patronage. Who you are, where you're from, and what you have done count for a lot in Shey'Khenan.  Most Adventurers fill the nitch of wandering knight errante, standing just outside of the usual socal strictures of society.  Their world is the stuff of legend to most - and they are reveared or hated justly because of it.

Fighters & Rogues

Fighters and Rogues are unrestricted, and can come from all walks of life. Most Fighters have gained their training through competing Martial schools, a specific mercenary company or as part of a kingdom's elite military contingent. Rogues are often part of organized criminal families or guilds, but a rough and uncertain upbringing may do just as well.

Barbarians

Barbarians are found only in the Northern Steppes (the People of the Horse and the Shadowhead Khanite), Vikland, and amongst the Orcs of the Azthunk-Al'Grabben Wilds and the Nomads of the Therapu Wastes. Shifters may follow the Totemic Barbarian variant outlined in Unearthed Arcana.

Clerics

Clerics come in two varieties, Cloistered or Militant. Cloistered Clerics are priests and scholars, while Militant Clerics belong to the Orders that protect them. Pantheists, it is rare (but not unheard) of for a priest to take vows to serve but one god.  Most give reverence and prayer to a particular faction of the Council of the Gods (such as the Trinity of Order), though over time if their piety warrant it a particular god may become their patron. While Militant Clerics follow the rules as outlined in the PHB, Cloistered Clerics are defined in Unearthed Arcana.

Druids

Like Clerics, they are Pantheists and accept that there are many gods at work in the worlds. Druids are devoted to Shey'Khenan above all others however, and draw their strength from her.  They are Her protectors, Her gardeners... they try to keep the powers of the Council in check so that neither Law nor Chaos upset the natural balance of the world.  Most Druids originate or receive their training in the great Sylvattan Forest.

Monks, Paladins, and Rangers

Each class rises from specific martial orders founded and perpetuated by the Holy Church of the Triumvirate. The Lords of Order are exemplified in these noble castes - Bhina's meditative wisdom and self-reliance is embodied in the discipline of the Monks, while Aldonis' holy crusade is seen through in Outremer by his Paladins, just as the borderlands are watched over by Rhin's attentive Rangers. 

Bards, Sorcerers & Wizards

The Arcane magic-using classes represent different paths to mastering the same power. While all deal with the mastering of magic to bend reality to one's will, each takes different roads to do it.  Though a great rivalry exists between the methods, they are indistinguishable to non-arcane spellcasters. Bards study (or steal) songs of power, often congregating in Colleges dedicated to their Art, while Wizards frequently form Guilds to better restrict and control the magical trade. Sorcerors rarely bow to any authority but their own, claiming their mandate and birthright from Shanalin the Trickster, dragon-mother and changeling goddess who stole the secrets of magic long ago. As all Arcane magic is disruptive to the Tapastry of Law though, even well meaning spellcasters find themseles drawn to Chaos and Darkness, and risk being drawn into their games.


The contents of Grendelhiem.com are copyright 2002, Ian Grey (except where otherwise specified).