Character Classes of Ansalon (TotL)

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When the gods gave life to the stars—the sparks from Reorx's forge—they established destinies for their new folk. Some were born to be warriors like the war-god Kiri-Jolith. Others were destined to be wizards, following the paths of Solinari, Nuitari, and Lunitari. Still others would become priests in the line of Majere or rogues in the style of Branchala. Descriptions of these character classes follow.
==Overview of Character Classes==
The following text quickly reviews the character classes of Krynn. Following this summary is a list of class and race combinations and a description of each major character class.
===Warriors===
Warriors study and master the arts of corn bat. Some do battle for sake of honor, some for gods, and some for money.
Fighters: These warriors specialize in the use of armor and weaponry. They commonly serve as sell-swords (mercenaries).
Paladins: Paladins are holy warriors who promote the cause of good. They serve a Good god, righting wrongs and punishing the perpetrators of evil.
Rangers: Rangers master wilderness survival and travel They guard those who dwell outside of cities and travel the length and breadth of Ansalon. Most human rangers come from Nordmaar and the plains around Tarsis and Abanasinia. Elven rangers roam Silvanesti and Qualinesti.
Knights of Solamnia: Solamnic Knights champion the cause of justice and honor. They follow a strict code of honor called the Oath and the Measure, which they enforce with their very lives. Three distinct orders form the Solamnic Knights: Knights of the Crown, Knights of the Sword, and Knights of the Rose.
Barbarians: These savages live close to nature. Formidable warriors, barbarians in Ansalon come from the northern reaches of Ergoth and the badlands of Khur.
Cavaliers: These chivalrous warriors loyally serve one ruler. They excel in honorable combat and horsemanship. Cavaliers may be candidates for the Knights of Solamnia.
Mariners: Mariners are sailors and pirates of the high seas. In addition to nautical proficiencies and some rogue abilities, mariners have the combat prowess of warriors.
===Wizards===
Wizards practice the arts of magic. They avoid physical combat, relying on spells for defensive and offensive measures.
Wizards of High Sorcery: These wizards submit themselves to the three orders of magic on Krynn. Wizards of the White Robe use good magic, those of the Red Robe use neutral magic, and those of the Black Robe use evil magic. These Orders of High Sorcery cooperate to control all magic on Krynn.
Mages (Renegades): Wizards who refuse to submit to the Orders of High Sorcery are called mages by common folk, but renegades by wizards of High Sorcery. Renegades are hunted down by wizards of High Sorcery and commanded to join an order or die. Renegades may be specialist wizards.
===Priests===
Priests devote their lives to worshipping and serving gods, whether Good, Neutral, or Evil and whether false or true.
Holy Orders of the Stars: Priests who worship a true god of Krynn—Good, Neutral, or Evil-belong to that god's Holy Order of the Stars. The god bestows spells, blessings, and granted powers from his or her sphere of influence. Each of the three ethoses has six gods (excluding the gods of magic), resulting in 18 gods and 18 holy orders.
Heathen Priests: A heathen priest worships a false god or one that does not exist on Krynn. Druids from other worlds are also heathens because they know nothing of Krynn's gods of nature— Chislev and Habbakuk. Heathen priests are wandering sages with no divine power.
===Rogues===
Rogues live on the fringe of society. They make their livelihoods in ways that are either illegal or frowned upon. Most rogues are jacks-of-all-trade, but masters of none.
Thieves: Thieves steals from any tempting target, though they are usually loyal to friends. Though some worlds recognize thieves as a fact of life, most Ansalonian societies condemn and severely punish thievery. If any thieves' guilds exist on Ansalon, they are strictly illegal and pursued by dogged officials.
Bards: Bards are wandering minstrels with minor thieving abilities. They tell and collect stories and songs, many of which center on the War of the Lance.
Handlers: Handlers are kender rogues. They thieve not because of greed but because of insatiable curiosity. Handlers always choose pretty and interesting items over those that are costly or practical. They sometimes leave something behind in exchange for purloined items.
Con Artists/Prestidigitators: These rogues are sleight-of-hand experts, proficient in many scams.
===Normal Folk===
Normal folk are people who do not fit into the four established character classes.
Tinkers: Tinkers are gnomes who love to design and construct machines. Each tinker belongs to a guild that specializes in a particular branch of technology. These technologies are incomprehensible to most intelligent, non-gnomish folk. Often, tinkers' industry far exceeds their skill, producing complex and worthless machines.
Commoners: The bulk of Ansalon's population avoids the dangerous life of adventuring. Still, some commoners get embroiled in adventures or even wars. Commoners are generally farmers or skilled tradesmen such as blacksmiths, innkeepers, and herbalists.