The Twelve Walls of Agnusse Diah
I’m actually making some slight altercations on some of the classes to better fit my story, so read this before you pick, and choose wisely!
If you choose to be a mage, your character must be female because a male would be unable to study magic on a professional level. Mages are the most privileged of the classes, and work almost exclusively for the city, in government or in city planning, protection, etc. As a first-level mage you’d probably still be in classes at the Academy, or might be an apprentice to an Academy graduate. Mages are typically elves, humans, catfolk, and occasionally halflings in this universe.
Sorcerers prefer to study magic alone and in secret in Agnusse-Diah, mostly because they aren’t interested in using their magic for the good of the city. If you’re a male spellcaster, chances are you’re a sorcerer. Sorcerers hate the strict rules and restrictions that mages are forced to live by, and instead prefer to use magic their own way.
All clerics in Agnusse-Diah get their power from the Patron, who they pray to daily. Although no cleric has ever seen the Patron, they are considered to be the closest to her in spirit. Clerics work as priestesses, mostly. Just to warn you, if you choose to be the cleric you will have some fucked-up shit thrown your way. Heheheh.
Monks are the holiest of those who choose not to use magic or technology. They live in the Monestary in the city’s 1st ring, and act as bodyguards for Agnusse-Diah’s politicians and upper class citizens. Religion is very important to them, as is tradition.
Rogues are definitely more or less outcasts in Agnusse-Diah. They are probably the least attached to their city of all the classes, and like in traditional D&D, they’re loyal to no one but themselves. A rogue with a curious nature and a Chaotic Good alignment will go really far in this campaign, hint hint.
Paladin are most commonly Raptoran, who guard and protect the city from its walls. However, occasionally other races will become Paladin—humans often become paladin police officers, and Sharakim will sometimes become Paladin as well. In Agnusse-Diah, all Paladin are ordained by the Five Holy Mothers themselves.
Fighters and Barbarians are often poor and not very educated. They tend to be looked down upon as a class, and there are very few people in Agnusse-Diah who choose to become Fighters or Barbarians. For my campaign, fighters will have some ability to use guns, grenades, and other technologically advanced weapons, but barbarians will be restricted to traditional D&D weaponry.
Bards with a good grip on magic tend to get elevated to a sort of celebrity status in Agnusse-Diah. In this game, Bards will use magic more frequently than they normally would, and I’ll probably grant them some extra spells per day to accomodate this. Charming, silver-tongued, and quick-witted, bards are great at working themselves into the upper-crust of society and gaining legions of adoring fans. Male bards also enjoy this level of celebrity, but are not allowed magical abilities.
This is a class I might create on my own to fit into the campaign. Tinkerers have an excellent grip on current technology—they love to build and invent devices, use computers, take things apart and put them back together again, etc. Most commonly they are gnomes, and tend to be pretty well-off. They mostly keep to themselves. Tinkerers can be excellent fighters when working with the right kind of weapons, and are good at creating traps, weapons, and devices in a pinch. They can also disable devices quickly and effectively. An excellent class to start in.
There are very few druids in the city, because I mean, it’s a city. If you really want to play a druid, your character probably owns a pet shop or plant nursery. She may work as a farmer in one of the outer rings of Agnusse-Diah. Chances are she won’t be the incredibly adventurous type. Playing a druid isn’t really recommended for this campaign—they just don’t have many valuable assets in the city.