Classes

Original classes for the isles:

## Shamans:

Magick users who gain their power from a pact with spirits or other magical beings, as such they are perhaps the most likely of all classes to have the companionship of a familiar with many shamans being mistaken for beast keepers for being followed where ever they go by trains of dozens of familiars.

### Sub-classes:

Holy-men: Where most Shamans get their powers from a multitude of spirits and magical beasts, a Holy-man is the priest of a god and gets all of their power from a pact with that deity, as such many followers of that god will flock to their banner in the hopes from learning from one who has caught the personal attention of their god.

## Mages:

Unlike shamans the Magick of a Mage comes from within as they are born with potent enough mana that they are able to use it as a fuel for their own spells, meaning they aren't bound by oath and pact to a more powerful entity.

Many mages first discover their inborn power during childhood, either by accident or by trying to mimic a magic wielding relative, as many Mages have mage parents or other close relatives.

### Sub-classes:

Elementalist:

the collective term for all mages who have chosen the path of an elemental god so its hard to make generic statements about all elementalists

Druid:

Mages who have chosen the path of life, a Druid is the master of both plants and animals. Although most Druids are humani from Valostria due to the first druids having found their mastery of magic there, however wood elves also commonly become druids for obvious reasons.

## Warriors:

Masters of Melee combat, a Warrior might spend their entire lifetime mastering their weapon, be it sword, club, or spear.

### Subclasses:

Barbarians: to a barbarian anger is more than just an emotion to a barbarian, it is a state of being.

Most barbarians are warriors from islands and cultures with a standard of technology below the archipelago average as in more cultured lands the anger that gives them their ability to shrug off wounds that would kill most warriors, being trained out of them.

## Minstrels:

Unlike other classes who are masters of their chosen combat form, a Minstrel is an artisan first and a warrior second, with the role of Minstrel in the party being as support, either using their music to inspire their allies into battle or using spells they have picked up from magic users they have met over their travellers.

### Sub-classes:

Smith:

unlike other minstrels, who chose artwork, or music, or dancing as their art, a smith's specialty is in forging new and better tools and weapons for their allies, although adventurers rarely have a smithy with them so that can be a slight issue.

## Hunters:

Where a warrior is the master of melee, a hunter is their polar opposite and uses ranged weapons, be it bows, slings, crossbows, or even thrown spears.

Most hunters have been practicing their weapon since childhood, with Anastrian archers even being given tax reliefs so they can train their children in archery and they can get the muscles necessary to use an Anastrian long bow.

However uniquely, unlike bows, a crossbow can be learned in only a few weeks, a nice counter point to their lower rate of fire.

## Outlaws:

Growing up on the fringes of society, an outlaw is a natural enemy of the law, meaning many are drawn to the power of the trickster, however if an outlaw becomes an adventurer, they are a worthy adversary as their upbringing gives them an advantage with traps and poisons as the unsavory elements within many cities makes a good place to either learn those are you are trapped between rival gangs, or die trying to learn.