Farland Classes
Game Mechanics
All classes present in the SRD are available in Farland, including all prestige classes. Classes are identical to those detailed in the SRD, with two exceptions:
Bards
◊ Bards may choose Bardic Combat at first level in lieu of Bardic Knowledge.
Bardic CombatLevel: 1st |
Sorcerers
◊ Sorcerers get the Eschew Materials feat for free at second level.
Classes in Farland
What follows is a discussion of the role of each class in the liberated and occupied kingdoms. Some of those classes will be socially stigmatized, but that depends where the PC is in the continent of Farland. In the liberated Kingdoms (Kale, Kelerak, and Daven) things look much brighter-- fighting classes are common and respected, and clerics and paladins are not rare anymore. They get great respect. Spellcasters might still be looked on with suspicion, but the great deeds they have done after the liberation has gained them a new place in the heart of the citizenry.
In the occupied kingdoms (Zeland, Orland, and Farland), one could certainly play any of the non-fighter classes-- as long as they serve evil or make a pretence to do so, pay somebody off or have connections, hide it, or find some other creative way to get around the restrictions. Rogues are common everywhere. The options are, in fact, fairly numerous.
Liberated Kingdoms
Barbarian-- Barbarians, berserkers, or battleragers, as they are also known, are very similar to fighters in how they are treated. Some barbarians come from the Anar peoples, the Northern Kelerak viking-like tribes. Some rare few come from across the sea and are dark-skinned. Many come from civilized societies. These unstable individuals are just prone to outrageous fits of rage; they are the ones called Battleragers. Battleragers are not automatically illiterate but instead suffer a -2 penalty to diplomacy checks.
Bard-- These wandering minstrels have become more common since the liberation and the material for their tragic lays has increased. The rulers of the liberated kingdoms have great need for the highly skilled and magic using bards, and the populace's desire for entertainment has also greatly increased; thus bards are in high demand.
Bards may choose Bardic Combat at first level in lieu of Bardic Knowledge.
Cleric-- For the first time in nearly 400 years, the priests of good and neutral gods have nothing to fear in the liberated kingdoms. They continued to exist secretly during the Dark Times, and when the liberation came they were called upon by the masses to provide spiritual, magical, and military support. The churches have flourished and have regained a substantial part of their power, although not all of it. Being a priest of Grlarshh or The Dark Walker is punishable by death in the Liberated Kingdoms. To receive spells in Farland, priests must pray to one of the true gods. A priest on the world of Núrion (where Farland is located) who worships any other god or demi-god cannot receive spells.
Druid-- Druidism is accepted in the liberated kingdoms. Although Druids may be looked on with suspicion by the wary masses, in most places the people treat "their local druid" with respect or even fondness.
Fighter-- Fighters are plentiful in the liberated kingdoms. As always, fighters may be found serving as men-at-arms, assassins, adventurers, hired swords, etc. Different races and geographical areas are known for producing fighters who specialize in different aspects of warfare; for example, Wyvernia produces master pikemen. Sometimes this is accounted for by choice of prestige class and sometimes it is accounted for by choice of feats.
Monk-- The only Monks in the liberated kingdoms are one sect of the church of Dekk. These monks do not often leave their monastaries and become adventurers, and thus are rare as PCs. They tend to be more concerned with living a spiritual life of meditation than adventuring.
Paladin-- Obviously, Paladins must worship Heshtail, the lawful good God, or Reeanan, the lawful good demi-god, and thus are limited in deity choice. In the liberated kingdoms, Paladins are revered and are in high demand.
Ranger-- Rangers sometimes congregate in loose groups so they can better patrol and protect an area. These groups are generally quite popular in the liberated kingdoms and serve the rulers in a loose way. The most famous group of rangers was the Elven Shadowalkers. Bestraville in Kelerak also has a famous group of ranger-protectors called the Woodsmen.
Rogue-- Thieves have come under some pressure in the liberated kingdoms as the new rulers seek to dislodge the entrenched and powerful guilds that flourished under the rule of evil. Still, there is no shortage of the criminal elements in the still-anarchic liberated cities. Rogues who are not thieves are also plentiful in the liberated kingdoms, serving as diplomats, operatives, and skilled soldiers.
Sorcerer and Wizard-- Magic and those who use it tend to be looked on with suspicion by the masses. Even still, magic has recently gained a great deal of acceptance in the liberated Kingdoms, as a result of the work that some magic users have done to keep the kingdoms free, and also as a result of the legitimacy granted to these magic using classes by the rulers of the free kingdoms who have sanctioned their activities and even hired them. A Battlemage College (designed to produce War Wizards to support the Kelerite armies) has recently been started in Dragonspur City.
Sorcerers get the Eschew Materials feat for free at second level.
Occupied Kingdoms
Barbarian-- The orcish and goblinoid races have many barbarians and berserkers. Human barbarians are also fairly common. Some rare few come from across the sea and are dark-skinned. Many come from the civilized societies of Zeland, Orland, and Farland; these unstable individuals are just prone to outrageous fits of rage.
Bard-- Bards, in their role as minstrels and poets, have become quite rare in the Occupied Kingdoms, although the material for their tragic lays has increased. The evil rulers attempt to suppress art and beauty in all its forms. As diplomats and operatives, bards still exist and flourish, as long as they ally themselves with evil.
Bards may choose Bardic Combat at first level in lieu of Bardic Knowledge.
Cleric-- Being a priest of anything but Bel or Vornoth, the Dark Walker is forbidden in occupied lands under penalty of death, but the faithful do it anyway. They have learned to operate clandestinely, not indicating outwardly that they are priests and holding their religious ceremonies in secret and isolated places. They support the oppressed populace, providing them with spiritual guidance, and in return are supported by the masses. They must always beware of spies, however. Priests of Bel and Vornoth, especially the latter God, flourish in the Occupied Lands and are in high demand by the evil rulers, if not by the human population (even though the people are forced to attend Black Mass at the Church of Vornoth the Dark Walker). To receive spells in Farland, priests must pray to one of the true Gods. A priest on the world of Núrion (where Farland is located) that worships any other God cannot receive spells.
Druid-- Druidism is illegal in occupied lands. It is also, however,often overlooked. The masses tend to treat druids with the same fear and hatred as they do mages. Sects of evil druids do exist in Zeland and Farland, and these druids are afforded the same badge as evil-sanctioned wizards.
Fighters-- Warriors are as common in the Occupied Kingdoms as they are in the Liberated Kingdoms. The Dark Races value military might and produce powerful fighters. Hobgoblins, particularly, produce great warriors. Human warriors, of course, are also plentiful. All are in demand.
Monk-- No monks from the church of Dekk are known to exist in the Occupied Kingdoms. One sect of evil monks, a secret goblin-society called The Way of the Claw, does exist in the Far City, however, and serves the Lord of Anger. In any case, all monks are exceedingly rare in the Occupied Kingdoms.
Paladin-- Having to worship the lawful good God Heshtail, or Reeanan, the lawful good demi-god, Paladins are rare in the occupied kingdoms and face great danger there. The evil rulers always attempt to eliminate Paladins. Many paladins do still exist secretly in these kingdoms, however.
Ranger-- Good rangers certainly exist in the Occupied Kingdoms and serve much the same function; they just face more difficulties. Their skill in woodlore, however, makes hide-and-strike tactics highly effective and limits their immediate danger. The evil rulers also employ rangers and ranger-groups. The most famous of these are the Hounds, a slave-hunting force employed by the Lord of Envy in Orland.
Rogue-- Thieves tend to prosper in the Dark Kingdoms and form powerful guilds. These guilds are often in league with the evil rulers and pay them large tithes. Rogues are also common, serving as operatives and skilled fighters or assassins.
Sorcerer and Wizard-- Magic and those who use it tend to be looked on with suspicion by the masses. Some mages have been burned at the stake as witches. It is not wise to flaunt a wizardly class in the occupied kingdoms. In fact, it is generally illegal under the rule of evil, but is often overlooked for a small fee. Of course the Dark Races employ magic users who are sanctioned by the evil rulers, and these are in fact fairly common. They wear a special badge or mark that indicates to the populace that these wizards are official and are not to be molested.
Sorcerers get the Eschew Materials feat for free at second level.
Prestige classes are allowed with GM approval. Of course the original Farland prestige classes are encouraged.