Libertat is a Kingdom of united cities that are spread across the continent of Edeacia. It is a local synonym for freedom, which is a welcome idea on a continent recently waged by generations of war. But is it a deception? The lands beyond and the whispers on the lips of the inhabitants of this realm offer diverse ideas. Only time will tell.
Bards are fun. That is all.
Prerequisites: Dexterity 12, Inteligence 12, Charisma 15.
“I think performers are all show-offs anyway, especially musicians. Unless you show off, you’re not going to get noticed.” -Sir Elton John
Slavery has been illegal since the riots that nearly overthrew King George I (and nearly elevated Baron Klingstone to the throne). But, in it’s day, strong men of the north were it’s main capitol. Wild northmen are still a terror in the country’s collective thought, though occasionally you’ll find one or two on a ship’s crew, or serving an apprenticeship in a laborer’s workplace.
King Prescott’s reign assured the end of the Northmen’s attacks, but the sieges against them resulted in displaced tribes and wanderers of able-bodied men. Though many escaped to stay on with their traditions, a great deal of others were enslaved. The years of anti-barbarian sieges resulted in a flooded market of human captives who won their freedom by gaining empathy from the people of the realms.
Since then, most Northmen’s offspring have adapted to the common ways of Libertat. But the true barbarians still live to the north, sometimes captured by illegal slavers, or sometimes migrating south to “test the waters” of wilderness closer to civilization. They are rare in the kingdom, but not unheard of. The known tribes are all a part of, or descendant of, the Tribe of the Wolf or the Tribe of the Stag.
Also, there exists a tribe, native to the Rockfoot Rainforest, who is descended from the Northern people. They exist in many the same ways, but adapt so that their skin is darker and used to a more humid climate. They also survive amongst the creatures of the rainforest by using a language of natural sounding clicks and whistles, akin to birds and insects.
Prerequisites: Constitution 12.
“That which does not kill us makes us stronger.” – Friedrich Nietzsche
Divine Classes:(cleric & paladin)
Worshippers of the Gods SO DEVOUT that, even though entire congregations of priests exist to serve the commandments and lessons of their diety, their God(ess) chooses to answer their particular prayers with ACTUAL MAGIC SPELLS. This information should not be taken lightly when creating a divine character, because your God (or the DM) could forsake you completely should your character fall asleep at the holy wheel.
Paladins must be Lawful Good. Unless we’re playing an evil game, which is unlikely. Paladins are protectors of all civilized races. They are devout to their God and their duty to protect anyone who cannot protect themselves properly or in a given situation. If a paladin should perform evil acts, through outside manipulation, they must consult a high ranking cleric and perform the prescribed tasks to redeem themselves. Until they do so, they are unable to access their unique paladin abilities, unless they mirror strictly martial abilities, akin to a fighter.
Clerics, for the most part, are prone to use weapons that do not inherently draw blood. That is simply not their place. Even if a cleric carries an item like a dagger, he or she would be reluctant to use it unless the enemy left them no choice. Bludgeoning weapons are widely preferred, even by the most warrior spirited of clerics.
Divine classes cannot store wealth unless it’s under the following circumstances:
-To store wealth to build a small stronghold to house followers.
-To perform some miracle that must be delivered in an achievable amount of time.
-To purchase equipment for their cause and other characters that cannot purchase necessary equipment for themselves that swear to help their cause.
Otherwise, divine characters must donate all but their normal expenses to their local temple. Additionally, members of a divine class must donate 10% (at least) of their earnings to their respective house of worship, every month.
Prerequisites: (paladin) Strength 12, Constitution 13, Wisdom 12, Charisma 15. (cleric): Wisdom 10.
“The deepest sin against the human mind is to believe things without evidence.”-Thomas H. Huxley
Druids are the High Priests of nature itself. Thus, they should be played as such. Take into account the notes on Divine classes and apply them to the servants of Mielikki. Additionally, druids only use weapons and armor made of natural materials. Stone, glass, wood, leather, hemp are common on instruments of druidic weaponry, but metal swords and similarly crafted weapons are considered unnatural and are rejected by the class. The one exception is the sickle, which is a socially accepted tool of the land. It can be used to clear natural areas that are overrun with harmful growth and move natural debris for controlled burns. It is seen as a tool that works for nature, even though it is crafted from metal. Some druids, still, have crafted sickles from even more acceptable materials of nature.
Prerequisites: Wisdom 12.
Wizardry is suggested for a well trained human of Ahurauh. The likelihood is that this person is a well off individual or a prodigy, that was put in place by the powers of King Ingvar’s advisors. The well off individual is the equivalent of a super-scholar-rich-brat, and the prodigy (if poorer) owes a debt to the powers that placed him/her in this position.
The other option is a High Elf student, likely from a hidden city. This requires a bit of discussion with the DM.
School of Evocation class feature might be the most common in Libertat. One could be a secretive War-Wizard of Ahurauh, or a expat of Pellmar who trained under banished arcane scholars. Virtually any other city in Libertat might have a source of knowledge for creating a character like this.
School of Illusion class feature is as versatile, in character build, as the Evocation school. Latterdale is a likely home for this more whimsical magic form. The gritty streets of Gullcrest might offer a chance for advantageous trickery to elevate your place in society. The possibilities are endless.
Prerequisites: Inteligence 12.
“Delusions this grand are the final frightening stages of the descent into babbling idiocy. Hmmm, perhaps the lad would’ve made a good mage after all…” -Elminster
Monks only exist in legend, from scarcely heard accounts of long ago, in far off lands.
There is tell of a dwarven monastery high in the Godspeaks that practice ancient arts that attune their body and mind to overcome the highest of physical limitations. These stories are only rumors, and even the rumors tell of how isolated these dwarven masters are, that no mortal will ever actually encounter one of them.
Prerequisites: 13 Strength, 15 Dexterity, 12 Inteligence, 15 Wisdom.
If you don’t know what a ranger is, at this point, read a book. Also, you’re not fit to play one… yet.
Prerequisites: 13 Strength, 13 Dexterity, 14 Wisdom, 12 Inteligence, 12 Constitution.
This is a hard one to pull of in the capitol city of Ahurauh. The Silver Guard is a persistant and effective force, that mostly eliminates the criminal underground, common to classic fantasy settings. But, the other cities of Libertat offer many options for the legally-impaired.
Allview is a very civilized city. But it’s backstreets and shadows creep to the tune of the deceitful. One must avoid the Noble’s here (mostly salt-of-the-earth types), at the risk of banishment. Rogues of all types can operate nicely in this place, as long as they watch their back and maintain a low-profile.
Gullcrest is a ripe setting for scoundrels and pickpockets, provided they have the brawn, or sometimes brains, to escape a critical fail on a scheme. Quite frankly, the city is rich with rogues, but the life expectancy of such folk is short.
Latterdale is a fine place for the right rogue. One with exquisite skill, but humble enough to absorb humiliation. Lightfoot Halflings are abundant here, and are inclined to such fast-handed trickery. It’s unlikely that cheating in a card game would result in hanging, so much as a severe beating, possibly followed by beers and critique. Just don’t underestimate the free nature of the townsfolk. Greater men have, and paid with their life.
Fennshaw is TRULY a place for the rogue to make a home. Just make sure someone else doesn’t swipe it up from underneath you. Depending on your motivation, this place is a truly free land, to the advantageous. But betrayal comes at a high cost, so guard yourself and your assets.
Prerequisites: Dexterity 10.
“You lie ,steal cheat and deceipt. In such a small small game. Don’t you know it is wrong?” -Lyrics to “Wrong ’Em Boyo” by The Rulers (covered and made famous by The Clash)