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Magic-users of Klissidar

Klissidar is a world where the wizards got everything they want. Arcane magic is the pounding piston of Klissidar’s heart, the oil in its veins and the fire in its lungs and the ticking cogs of its brain. Despite this, the magic of books and mortal minds is not the only power at work amongst the Spires; clerics delve into the whirling iterations of the divine to find power, druids draw strength from the old powers of earth, and warlocks skulk in back alleys to cut deals with forbidden entities.   Artificers: Any spellcaster working in magical technology occupies one of the highest echelons in society in the Collective. Many wizards at least dabble in the artificer class; however, pure artificers with no wizard training are considered to be skilled-yet-unsophisticated tradesmen – mechanics, rather than engineers.   Bards: Most bards are lorekeepers of some kind, overseeing archives, company records, and the history of the Spires’ great works. Bards, particularly those that cross-train in wizardry, are more likely to use words, poetry or oratory, over music. It isn’t uncommon for the arcane establishment to look down on bards who cast via singing or instruments as unlearned mountebanks.   Clerics: As people who spend their time immersing their minds in the alien consciousness of a god, the clerics of Klissidar tend to be….a little strange. Many of them adopt the habit of speaking in cryptic fragments or half-recycled phrases, and are often seen as mad. This is exacerbated by the fact that organized clergy is fairly rare; most clerics operate individually or in small groups, often nomadically. They are rarely welcome in the upper levels of Collective society.   Druids: The old powers of earth are a different kind of magic than mortal wizardry, but those with sufficient cunning and patience can master them just the same. Druids generally dwell away from the island-nations of the Collective, and may be hermits, healers, or religious leaders within their communities. While there may be some overlap between druidic magic and that of the nature-pattern deities, druids do not take on iterative aspects of the divine mind in the way that clerics do. Indeed, druids are likely to have more common sense than a cleric and wizard combined.   Fighters & Rogues: Even those whose primary training is not in magic may dabble in the arcane arts. Eldritch knights and arcane tricksters are common among the Spires, and many of them occupy similar positions in society to low-level wizards.   Paladins: Within the Collective, paladins function as a kind of internal affairs force – the wizards’ answer to the question “who watches the watchmen.” With their abilities drawn from the old powers of earth, but fitting in with Collective society alongside knights and politicians, paladins are ideally suited to hunting down outlaw wizards and warlocks. Many of their orders find places within the Watching Eye. Of course, the arcane technocrats ensure they don’t grow too numerous.   Rangers: Like paladins, rangers draw magic from the old powers through discipline and training. Their role in society is more varied than most. Some rangers work for the nations of the Collective as surveyors, charting islets and sea routes. Others are sailors or aeronauts. Still others are guides or bodyguards to repair vessels or haabo merchant fleets.   Sorcerers: With the prevalence of dragons, fiends, and other such creatures among the Ten Thousand Spires, magical bloodlines are reasonably common. Sorcerers are not persecuted in the way warlocks are, but the volatility of their magic is frowned upon. Many sorcerers choose to pursue another trade; those that do enter magical society sometimes pretend to be wizards, a political fiction which generally fools no one but is maintained for society’s sake.   Warlocks: Pact magic is illegal in the Collective (punishable by disintegration), and is strongly taboo nearly everywhere outside of it. That said, warlocks are still fairly common – there remain a great many powers in and out of the world eager to strike deals with foolish mortals. However, in cities where criminal syndicates operate more or less publicly and police forces advertise their bribery rates in the newspaper, warlocks remain furtive; it’s one of the few crimes that is taken deadly seriously.   Wizards: The society of Klissidar was built by and for wizards. Among the island-nations of the Collective, they comfortably rule a magical technocracy. The diverse array of wizard specialties complements their myriad roles in society; politically-inclined wizards might study illusion or enchantment, while those interested in engineering might take levels of artificer; necromancers run the medical system, and bard-wizards are the loremasters and historians.

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