Dragonriders of Masai
The world of Masai is a fairly inhospitable place, be it by massive Colossi attempting to destroy all that stands in their wake, the ever-present threat of the Black Breath and its miasma, or the tenuous threads that keep the Kingdoms from entering a devastating civil war. Everyone on Masai is trained in the way of combat, be it through martial or magical means. This holds doubly so for those on Callispar, as service is required by those who reach adulthood, even if only temporary. When picking a class, keep this in mind.
There are two main restrictions to class. The first restriction is to those who wish to follow a divine based class. Levels in Cleric, Paladin, Oracle, Inquisitor, Anti-Paladin, Shaman, Warpriest and Witch are highly limited. You can no longer take levels in a divine class if it would grant access to 4th level spells OR if it would be your seventh level in a divine class. These include multi-classed or prestige levels; you couldn’t take five levels of Paladin and two levels of Cleric. While some divine power still lingers in Masai, the gods themselves are not present and thus are unavailable to grant their divine powers to mortal champions.
The second restriction is to the Gunslinger and Swashbuckler class. These classes are completely unavailable in Callispar, as the technology for guns is in the distant future. These classes are available in the Breath, however, as it has been scavenged from the ruins of Arcanis. Be warned that this technology is very expensive and finding replacement powder and guns will be difficult!
Below are some quick descriptions of the classes.
Key: Magic Based, Faith Based, Nature Based, Combat Based
A study of magic not founded until after the Breath, Alchemists are a new breed of spellcaster on Masai. As few understand how they work their magic, few have begun to fear the Alchemist the same way they do with more obvious spellcasters like Wizards or Sorcerers. While few have yet to leave their respective colleges in Amaros or Urzis, some lucky Gnomish Alchemists have already devoted themselves to field testing of their abilities.
Within the confines of the Amaros Arcane Acadamey (and even the Athenaeum of Urzis), a new breed of Spellcaster has taken to bending magic to their will. It is rare to find an Arcanist born outside of these places of Arcane learning, and as such these ‘unallied’ casters are feared. Arcanists within the walls of a school are quickly put to good use, keen on creating new spells and collecting more knowledge to apply their skills to. Were the already magic-weary general populace to hear of their wide existence… they might be frightened indeed.
Considered a necessary implement in the battle against the Colossi hoard, the Barbarian needs little training before being thrust into the line of duty. They hardly ever make it into a commanding position in the Callispar milita, but care little. Due to the nature of the Holt Range, many Barbarians are founded from these hills.
Bards cover all ranges of expertise, and few often realized when they’re speaking to one. From the minstrel in the tavern, to a court poet, to a daring pirate, the Bard is versatile in their very nature. Often times they will keep their spellcasting knowledge a secret, as to avoid being cloistered up in some dusty old school.
Widely the most feared type of mage for their raw power, many Bloodragers of Callispar have been forced as part of their military training to mandatory classes at the Amaros Arcane Academy, so that they might better understand their own powers. These ‘mages’ are often the first to get sent into active duty, as their drive often pushes them through classes quicker and makes them eager for practice. That and they don’t get along quite as well with the more scholarly types.
While it is difficult to find a way to effectively use your fists against the threats of the Breath, the Brawler has done well in combining them with weapons. Typically raised in tavern brawls and fighting pits, they excel when placed against a common enemy.
Cavaliers in Masai take one usual route: Dragonriders. With the Airforce needing all of the able hands it can get, and dragons being in limited supply, Cavaliers are the heart of the anti-Colossi effort. Cavaliers in this role receive ample training and the best of equipment, but once a Dragon is lost there’s little likelihood that they’ll ever be chosen again.
For ground forces, Cavaliers either stick to Horse or Camel, depending on the region.
While rare, the likelihood of finding a Cleric goes up the closer to the heart of civilization you go. Nearly all of the capitals in Masai have a church to the Gods, abandoners or not. It’s here that you might find a Cleric of some power— Clerics in the wild are a nonentity.
Though they are spellcasters, Druids draw their magic from the spirits of Nature as opposed to the wellspring that is Divinity. The last real bulwark of Druids, Callispar is well kept by circles of Druids in any place there are trees. Indeed, the most famous and influential group is the High Circle of the Weeping Jungle, clustered around the base of the World Tree. These druids send out diplomats and envoys to civilized centers so that city does not encroach too much on the habitat of nature. It’s unknown if any Druids in the Breath survived— some recon that they roam under the Breath with the nomads, helping them find their way and stay undisturbed by massive beasts.
Sword, board, flail or club, the Fighter does what comes to them best. In Callispar, there’s no doubt that everyone has at least a little bit of fighter in them, thanks to the mandatory military service required of those over the age of 16.
While there are no Gunslingers on Callispar, the world is a little wider. In the Breath, guns are an ancient luxury, crafted by those in Arcanis long, long ago. While some have scavenged the remains, few have truly come to understand their construction. Those who have mastered firing them are much more common, though gunpowder is an expensive tax.
Often times, Druids that shirk their duties in training to spend more time with their animal companions become Hunters, a deadly duo of humanoid and beast. Some Hunters go on to be Dragonriders, while others prefer to seclude themselves from the Druids and become scouts or traders.
Inquistors, finding some power from the Gods of Old, are akin to the strike-squad of many Capitals. Tasked with finding those who wish to follow the evil gods of old, or threaten the delicate balance of Callispar, they kill without mercy. Once you’ve been marked by an Inquisitor, there is no return.
While the science of Alchemy is relatively new, the Investigator takes the best of this new technology and their preexisting roguish talents to good use. While crime can be unfortunately common in big cities, the Investigator makes quick work of these cases to make sure the world is better, and safer, for all.
Where the Bloodrager fails to sit through class, the Magus excels. Through rigorous study and training, a talented mage can become a Magus. Often preferred for their hardiness and grit, Magus’ are a go-to front-line fighter for the Callispar Militia.
Disciplined and tough, Monks are unfortunately poorly matched against the Colossi— fists and clubs can be dangerous weapons to wield against such a large creature. However, they are often employed as commanders or disciplines, when they aren’t found in fighting rings or otherwise.
Sometimes when you go looking for powers from powers unknown, you get punished. The Oracles are living proof of this. Oracles will often journey for hidden temples and attempt to clarify them, but some are struck blind or worse by simply entering these long dormant places. While they are granted divine powers, they are cursed for them.
Similar to Inquisitors, the Paladin is a beacon of divine righteousness on the battlefield, often serving as guards to Kings or Tax Collectors. They’re also prized for their military might and leadership. However, Paladins are rare; it’s much more likely for a commander to be a high leveled Fighter.
Rangers are well regarded in Callispar, and are often used as scouts, with or without Dragons. They have fewer ties to the nature of Druids, which means less likelihood of breaking their unwritten rules, but Rangers still draw their magic from the spirits of the land.
Be it a cutpurse or spy, there is always use for a Rogue on the battlefield.
Among every circle of Druids is a Shaman, well intune with the spirit and voice of Nature, and thus granted power by it but also guided by the Divine light left behind. While they rarely appear in Callispar, they are key in the Breath. Leading nomadic tribes below the breath in well-studied currents of strange air, they know when the spirits of nature will protect them.
Warcriers, Skalds are invaluable to a charging warparty. Often they are heard on the battlefield, bolstering their side of the battle. Perhaps Skalds were once singers in brawling taverns or fighting pits, urging on the crowd and combatants alike. Regardless, they are well thought of in many cases.
When an Inquisitor would be too much, a Slayer will always take the job. Known for their ability to study and slay targets with ease, they are the perfect assassin with an arsenal of deadly tools for the job.
Touched by magic, Sorcerers are born with spellcasting in their blood. Often these casters are found as children and sent to a school to help hone their abilities, but they benefit less from the libraries and more from the labs. Here they can practice their craft away from the populace, who might judge them for their ability— after all, spellcasters are easily swayed by power and dangerously so.
A Summoner’s talents tend to develop early in life, often their ‘imaginary friend’ becoming far less so when their caretakers find that they’ve destroyed articles of furniture. Summoners are one of the less understood areas of magery, even by themselves. How can they explain how a mystical creature of their imagining bonded to them and became real? Summoners are often send to the same Academys as other mages, though they are a little harder to train.
While Swashbucklers are unavailable in Callispar, they are quite the annoyance in the Breath. Airship travel is common, and unfortunately so are Airship riding pirates. Eager to sell to merchants and cities at raised prices, they steal cargo from vessels on their way to and from Skycities. While this career is a relatively new one, it has proven quite lucrative.
Wherever there are Ne’re-do-wells, there are those who want to stop them. In Callispar, this might take the form of a strange cloaked figure stealing onto a Pirate’s ship to sink their ship. In the Breath, this might take the form of a masked man stealing away on an Airship to be raided, only to stop the raid. Whomever these unknown figures are, their deeds are well known and loved by the people they keep safe.
The man on the ground, Warpriests are in the thick of battle where the Clerics and Paladins are on the sidelines. Often praying for power before battle, the Warpriest is a well-loved comrade on the battlefield, as their pats on the back and bolstering words always keep the people around them fighting.
Where as most found with arcane talent are thrust into schooling, the Witch actively rejects it, running from this confining building to practice among the spirits of the world. This makes them divine casters instead of arcane. Perhaps this benefits them; these spirits are a difficult thing to categorize, often more ideals than an actual force. While a Witch can be found in an Academy, it’s an unusual sight.
The bread and butter of spellcasters. These knowledge driven people have taken their abilities into their own hands, choosing to fervently study the ways of magic over fighting. Sometimes this happens at a young age, but for others it happens when they fail to obtain any skill in martial combat.