Classes

Inspiration Only

These descriptions cover the most archetypical traits of the classes, but are NOT the only way to play them. Instead, it is an overview of how these classes can present in the Estian Islands, in order to better inform your characters and their roleplay. As always, do not be afraid to roleplay and flavor your character differently.

While some classes are well-defined titles that the character themselves would call themselves, such as paladin or wizard, others are looser collections of tropes and common behavior, such as the barbarian or rogue.

No individual member of a class will live up to all of the traits and ideals presented here, but enough will to make it a pattern. Some classes share ideals, or interpret the same ideal through different lenses. Each class also comes with a list of suggested questions that would be interesting to answer in a backstory, or use as the basis for a character quest.

These pages also present lore for how the published subclasses of each class fit into the Estian Islands. Remember that there are also homebrew subclass available for all classes, some of which have deeper ties to the people of the Islands.

Heroes of the Past

In a world of monsters, those who slay them are renowned for their deeds. The most powerful and succesful mortal champions are famous enough that their name lives on well after they stopped adventuring. Some are famous for a single, specific thing, others for a long life of excellence. Others are brought up as warning examples, perhaps due to the manner of their death or some particular habit that led to their downfall.

Each class is presented with some iconic heroes of that class. This is far from an exhaustive list, but rather an overview of well known adventurers and power-brokers, whose deeds are discussed around campfires and in taverns to this day. Remember, not all the stories presented here are necessarily true...

If you are looking for a hero for your character to look up to, these lists are a great place to start, but feel free to invent your own idol. If you spread the word of their great deeds, they might just end up on one of the lists!

Artificers

Tools for Creation

Inventors, engineers, craftsmen, and artisans, artificers excel in creating useful things. They harness the innate magic of the world and channel it through magical items to whatever ends they desire. There is no real difference between a village blacksmith hammering away at their anvil and someone seeking an audience with Heimdall to use his forge to craft a legendary item - they are both performing artifice.

You will enjoy playing an Artificer if you like experimentation and tinkering with your equipment.

Barbarians

Instinct and Emotion

Barbarians are instinctual warriors, less interested in theory than practice. This is expressed through their Rage, a state of primal power that lets them withstand attacks that would normally cleave a person in two. Not all barbarians become overcome with actual anger during their rage, some instead channel the wrath of animals, the gods, or some other source of power.

You will enjoy playing a Barbarian if you like rushing head-first into dangerous situations.

Bards

Creation Through the Arts

All bards are artists of some description, but they are also so much more. A bard represents the very essence of creation - be it through song, painting, dance, poetry, calligraphy, sculpture, or some other discipline. Much like artificers, bards work hard to master their craft, honing it to truly realize the full potential of the interplay between hand and tool.

You will enjoy playing a Bard if you like clever use of utility magic and social interaction.

Clerics

Conduits of the Gods

Clerics serve a deity, channeling their power among mortals. Most clerics are connected to a temple or shrine, often close to the community they grew up in. While anyone can profess their belief in a deity and offer their service to them, only true faith is rewarded with the powers of a Cleric.

You will enjoy playing a Cleric if you want to support your allies with buffs and heals.

Druids

Guardians of the Wild

Druids are protectors of the wilderness, ensuring that civilization does not encroach on the pristine wilds. They are shepherds of their environment, channeling primal magic to ensure its survival and well-being. Unlike rangers, druids rely primarily on their magical abilities.

You will enjoy playing a Druid if you want to use primal magic for both support and control.

Fighters

Masters of Weaponry

Fighters live for the rush of combat, where it is their skill against that of their opponent. They train hard to avoid ever being outskilled on the battlefield. A fighter's most important possession are their weapons, which they spend much time caring for. Some fighters even form emotional bonds to their weapons - perhaps they keep lugging their first sword around despite having access to blades of higher quality.

You will enjoy playing a Fighter if you want to have many tactical choices on the battlefield.

Monks

Seeking Inner Balance

Monks pursue a cloistered living with their peers, seeking their perfect self, both in the physical, and in the spiritual. They train their bodies with ascetic living, pushing themselves to perfect the form of their martial art. When they are not training their body, they are meditating, perfecting their spirit.

You will enjoy playing a Monk if you like resource management that matters every turn.

Paladins

Sworn to the Cause

The paladin is sworn to a sacred ideal, a paragon who truly embodies their tenets - in word as well as in action. These tenets can be anything from service to a singular entity, to protection of the populace at large. Some serve deities, such as the Pilgrim Knights, others serve a political entity, such as the Lodge of the Roses. Regardless, their loyalty only superficially lies with the leaders of their order - what they truly serve are the ideas and causes behind the organization.

You will enjoy playing a Paladin if you want to embody the ideals of a deity or organization.

Rangers

At the Edge of Civilization

Rangers guards the wilderness from threats, be it mortal, natural, magical, or extraplanar. They are not enemies of civilization, but rather its unsung protectors. They go where others go not, interposing themselves between danger and those they care about. A ranger's greatest successes will never be widely known, while their failures lead to villages being burnt down and untouched wilds being despoiled. Their love for civilization keeps them on the outside, guarding against the forces of darkness.

You will enjoy playing a Ranger if you want to protect the wilderness with bow and primal magic.

Rogues

Subtlety and Finesse

The rogue is an expert in their field, someone who knows all the tricks of their trade and can apply them in a wide variety of situations. They rely on their wits to outsmart their opponent with cunning and guile, always living on the edge of their abilities.

You will enjoy playing a Rogue if you want to win by guile and underhanded tactics.

Spellswords

Weaving Swordplay and Magic

The spellsword mixes martial prowess with arcane spellcasting in combat, leveraging the lingering traces of their magic to bolster themselves. They are versatile warriors who can fill almost any role in an adventuring party.

You will enjoy playing a Spellsword if you want to combine sword and sorcery in combat.

Sorcerers

Magic from the Blood

Sorcerers are born with innate arcane ability, which they must contend with for good or bad. Some are proud and arrogant, believing their inherited powers elevates them above the common folk. Others are more happy-go-lucky, and take each day for what it gives.

You will enjoy playing a Sorcerer if you like bending your spells in new and versatile ways.

Warlocks

Gifted Magic from Beyond

Warlocks took a shortcut to magical power, through a deal with a powerful extraplanar entity. The details of this deal vary from warlock to warlock, but it is almost never in the warlock's favor - at least not in the long run. Some warlocks are granted their powers in return for a single favor, others are drip-fed magic with continued service.

You will enjoy playing a Warlock if you seek raw power, regardless of the cost.

Wizards

Magic Through Knowledge

Wizards are the apex of arcane learning. Their spellbooks are as important to them as the fighter's weapon. A wizard pours their mind and soul into their book, and it serves as a secondary repository for the vast amount of knowledge needed to bend the Weave to their will.

You will enjoy playing a Wizard if you like to make complex plans that are always one step ahead.