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Flavoring Player Classes to the Skies

As in every Dungeons and Dragons world, each class has a slightly flavour to it than it would have in another fantasy world. Each class in the Skies is subtly different then they would be in the Forgotten Realms, Ebberon, Theros, or Greyhawk. Below is a list of class by class description of the general flavour changes that you should consider when building a "Skies" character using the selected class. Obviously, these are merely suggestions, not hard rules, and you and you DM may come up with something that works better for your table then what is listed below. Remember: As a player, you always have final say over any aspect of your character. The books are, as we say in the Skies, "more of a guideline, really".   Below each general entry is also suggestions for specific subclasses, and links to the cultures, organizations, or backgrounds with which those subclasses "fit" best with in the existing material.  

Artificer:


Artificers are one of the most important classes in the Skies, largely due to their connection to Sky Ships, the Elemental Engines that power them, and other magical technology that allows for life in the Skies to continue and advance. Not every island has artificers, but their craft has impacted everyone in the Skies in one way or another.   Artificers come in many flavours, some seek the to earn their place in history with the next breakthrough in elemental technology, while others grumble at such fortune seekers and quietly hone their craft. Others still harbor deep curiosity about the lost technology of The Deadlands below, and work to uncover the forgotten sciences of the Precursor Race.   What Would Lead Them to Adventure?: Artificers have a plethora of reasons for going out into the world. Novice artificers often serve as bosun on Sky Ships, due to their technical abilities. Such a position does provide a stable source of income, as well as giving a fledgling artificer the chance to study different types of artificing "in the field" as they travel to different islands.   Other artificers explicitly search for ruins of the Precursor Race, filling the role of swashbuckling archeologists, and searching for forgotten technology. One of these discoveries were Firearms, which modern artificers were able to reverse engineer from ancient texts and artifacts recovered from Precursor ruins.   Others still go out into the world seeking rare and exotic materials with which they believe they can improve their craft or make a particular item or technology. Not every artificer comes from a rich family who can just hire mercenaries to retrieve their materials for them. Some just have to get the job done themselves.   Possible Origins and Subclasses: As an artificer, you may be from or affiliated with:
  • Skyhome. The birthplace of the Sky Ship, and the most industrialized island in the Skies. Artificers are more plentiful here than anywhere else, and tend to be wealthier individuals who could pay for lessons from artificing masters, or specialize in the craft via the island's university. Alchemists and armourers are most commonly from here.
  • Molten Heart. An island ruled by stoic class of Doro, who view the practice of artificy as a craft like any other, although a particularly useful one. Artificers are common, but not every Doro is an artificer (although that is a common misconception). Artificers from Molten Heart often place more of emphasis on the military applications of their craft then their collogues from other islands. Artillerists and armourers are generally the specialties explored by these artificers.
  • An independent island under the United Federation of Independent Colonies. Artificers from small islands often apprentice under a senior artificer until they are ready to strike out find their place in the world. Artificers from a smaller colony are generally considered "scrappier", and are over-eager to prove themselves. The in-your-face nature of these engineers lend themselves very well to the battle smith specialty.
 

Barbarian:


Barbarians are a rarer specialty in the Skies, but not unheard of. Barbarians largely come from undiscovered islands, whose populations have developed little from the total societal collapse experienced in the years following the Forgetting. They can also come from the few islands that exist within the known Skies but have actively rejected large scale trade, cultural exchange, and the introduction of new technology. There also always exists the possibility of barbarous individuals within otherwise established societies, people who use their anger to fuel impressive acts of herculean strength or violence.   Others still, exist as raiders, pirate-kings, and brigands who live at the fringes of society, using their impressive aptitude for harm to extract riches from merchants, Sky Ships carrying precious cargo, and, the food, water, and supplies needed to keep their people alive.   What Would Lead Them to Adventure?: Curiosity, Slivers, and the promise of treasure can lure barbarians into the wider world. There is always work for people with a talent for breaking things, and hiring pirates to stop pirates almost makes sense (almost). Barbarians can also find themselves on more of a spiritual pilgrimage, seeking out places of great elemental power among the Skies so that they may better strengthen both their bodies and their spirits.   Possible Origins and Subclasses: As an barbarian, you may be from or affiliated with:
  • Serpent Riders tribes that nomadically roam across the skies, raiding ships, sacking smaller settlements, and stealing supplies. Barbarians who come from this origin often are well known to at least one form of authority among the Skies, and are wanted for privateering. Also occasionally hired as mercenaries by a particular group or power to attack another power's shipping lanes to disrupt them. Path of the beast, path of the storm herald, and path of the berserker serve as great options for barbarians from these cultures.
  • The Aliyuk of Union have a thriving tradition of barbarians in their warrior culture, and the mastery of one's inner strength is a major value to them. Barbarians from this culture are occasionally hired as premium mercenaries, or else, wander into the Skies willingly, captivated by limitless curiosity, or drawn by what they feel is a higher power. Path of the totem warrior, path of the ancestral guardian, and path of the zealot work well for barbarians of this variety.
  • Some knights of Paradise embrace savagery intentionally, and integrate ferocity into their fighting styles. Barbarians of this path have a moral code, but it is often warped by the aristocratic society they exist in. Path of the zealot is the most common route for these "civilized barbarians".
  • Barbarians can also arise from children of The Circle, an order of druids on the island of Plenty, who seek attunement with nature in a different way. These souls seek out places of elemental power to better understand the order of the world, and often feel dormant magic awaken inside of them. The path of wild magic is perfect for these barbarians.
 

Bard:


Bards can be found across the Skies, severing multiple roles in different societies. Some bards are similar to the archetypal bard of other worlds, daring adventures with silver tongues who weave spells the strum of a lute. Other bards serve as oral story tellers, who command the stories of generations past to spin their magic. Others still are boastful privateers, who fight as if they were dancing, and command the elemental forces of magic with their movements.   As you should be aware, magic works differently in the Skies. The bards of the Skies are actually closer in to a mixture of wizards and sorcerers (this will become clearer as you read both the wizard and sorcerer sections). The key distinction that makes a bard is the way that they express their magic, through creativity, storytelling, and physical movement, which is the result of years of practice of whichever form of art they excel. Through their art they are able to tap into their inner pool of energy.   What Would Lead Them to Adventure?: Stories, first and foremost. Bard's magic feeds off of stories, and the emotions that they generate. The more stories a bard has, the more powerful they become, and the more powerful magic they can express.   Stories don't have to be in written form. The concept is broad, and the bard doesn't have to be able to share them in a literal way (such as singing or spoken word poetry). Instead, think of stories as experience, building gradually over time, informing the bard's actions, and allowing them greater versatility in their craft. The difference between a level 1 bard and a level 20 bard? 19 levels worth of experiences. 19 levels worth of stories.   Possible Origins and Subclasses: As a bard, you may be from or affiliated with:
  • Members of Serpent Rider tribes who practice forms of oral storytelling to relay the histories of their people. Some of their stories date back hundreds of years, and feature tales of heroic triumphs over beasts of the Skies, tales of the first connection between man and Sky Serpent, and stories explaining the complex social history of the different clans and their places within their larger shared culture. Others tell very specific stories about past raids, moments of clever subversion, and deceptive tactics that allowed for great victories under the cloak of night. For these complex reasons, bards from this culture generally tend toward the collage of lore and the collage of whispers paths.
  • Certain bards leave their lives behind to seek adventure and fortune specifically, called by the siren song of the Skies. Generally, they started out with some training in a performance art that, when combined with their genuine wanderlust and drive for adventure, unintentionally awakened their latent magic. As they travel, gain experience, and retell their own adventures, they unwittingly grow their own power magical power. Bards who originate in this way become famed mercenaries, infamous pirate captains, and traveling street-performers. For bards who follow this path, the collage of swords fits best. Bards who follow this path can come from any populated island, and generally fall into the collage of valor or the collage of swords.
 

Bloodhunter:


Bloodhunters do not normally exist in the Skies, as many of the creatures that bloodhunters stalk do not exist in the Skies in their normal form. But, if you are willing to put in the time and effort, they can be worked into with a little creativity and some lateral thinking.   First things first, bloodhunters gain their powers from bloodmagic, generally. This kind of magic doesn't exist in the skies, but it's quite easy to trade it for something else. Perhaps instead of using blood magic, the bloodhunter taps into the dark magic of the Nul to activate their powers.   Obviously, which ever order you choose to go into require some amount of lore modification. The order of the ghost slayer could draw their magic from the spark of life that binds all things, and their additional features represent the bloodhunter supplementing the power of death, Nul, with the power of life. The order of the lycan be reworked to draw on powerful totemic animals with a deep connection to a particular element. Perhaps your bloodhunter has taken the blood of a Whale, wyvern, or some powerful elemental beasty and harnesses their ancient power.   The order of the mutant is the most straightforward subclass. Using various mutagenic herbs collected from different elementally infused plants, the bloodhunter can gain strength from their potions. The order of the profane soul actually a very straightforward fix, simply use the flavour of a warlock, with much more of a marshal bent to it.   What Would Lead Them to Adventure?:
Bloodhunters imply the existence of a larger organization or group. Perhaps your bloodhunter serves such an organization, and their impetus for adventure is carrying out an order given to them by one of their superiors. Alternatively, the bloodhunter may be an individual who stumbled upon some relic that bestowed their powers upon them, perhaps a tomb or a series of ancient scrolls which instructed them on their unique techniques. Their adventure may be to discover the origin of this mysterious information, uncovering traces of a secret organization along the way. Perhaps still, they could be the first of their kind, a proto-bloodhunter. Having discovered this new fighting style, maybe their quest is to build their own order, recruit followers, and improve upon their techniques.   Possible Origins and Subclasses:
As bloodhunters are not generally a part of the Skies, there is space for a clever DM and player to fit them in however they want. Bloodhunters can come from any island, any culture, and come in any shape imaginable. Want a bloodhunter with lobster claws? Go with a Shobu. Want a bloodhunter with a steampunk spin? Have them be from Skyhome. The possibilities are endless. See the above section for suggestions on how to work the different subclass options into the world.  

Cleric:


Clerics are those who have devoted their hearts and souls to the worship of one of The Four Titans, all of them, or another version of divinity that explains the elemental nature of the world. After the cataclysmic events of the Rising, it was no wonder that quite a few of the survivors ascribed divine attributes to the beings who saved sentient life and established the new world order. It could very well be that The Four Titans are gods, or at least beings on such a massive scale that the distinction between them and gods is functionally useless.   Clerics belief in the divine, their genuine faith, allows them to tap into their internal magic in a unique way. Their belief is so strong, so potent, that when they believe they cast a spell, they actually manifest the energy they need to do so. Some clerics think that when they do this, their god is intervening on their behalf, rather than it being their own power. Other clerics understand that is their own internal magic that fuels their spells, but still believe their god is the being that granted them that magic in the first place. As in the real world, the clerics connection to their faith is deeply complicated. In the Skies, it is only made more complicated by their faith granting them the ability to shoot fire out of their hands, conjure elementals with their minds, and bend the very fabric of reality to their wills.   How each cleric manifests their spells can also be dramatically different from culture to culture. Some clerics may simply recite hymns, prayers, or repeat special movements to cast their spells, while others may recite intricate prose from a sacred text, recite a miraculous event, or sing like a member of a church quire. Feel free to pay as much attention, or as little attention, to this as you like.   One thing players and DMs should keep in mind as they play is the both ridged and brittle nature of belief. As a clerics draw their power from their faith, if that faith is ever shattered (for whatever reason), their powers may temporarily or permanently be lost. In such a case, players should consult their DM about what steps to take. Perhaps switching to a different spellcasting class would work for the character (they are still a powerful caster after all, they just need to find a new way to bring out their power). However, final say over the belief of a PC should be left up to the player. Under no circumstances should the DM ever make the decision for the player. The DM controls 90% of the world already, while the player only controls their character and backstory.   What Would Lead Them To Adventure: Clerics are not normally prone to seeking adventure, as their purpose is generally to protect and guide their flock, no matter their religion. However, there are several exceptions to this rule that could give your PC a reason to strike out into the wide world. The biggest reason for a cleric to leave their home is a pilgrimage. In the Fractured Skies, there are a number of places of elemental power that clerics of different faiths hold sacred. These places hold both religious significance and can serve to temporarily enhance the powers of one who knows the proper rituals to attune to it. As these spaces are rare, and distant from most heavily populated islands, to visit these holy sites, clerics have to travel great distances and face the terrible threats of untamed Skies, which leads them to seek powerful allies for protection and support. A cleric PC may be traveling to previously known holy sites, or else may be seeking out a new one. Other reasons include, but are not limited to: spreading their faith, seeking a creature of myth, searching for a chosen one, discovering relics of their faith, or smiting the enemies of their god.   Possible Origins and Subclasses: As a cleric, you may be from or affiliated with:
  • The Men of the Waves, an order of clerics who revere The Tale of Father Ocean. Clerics who hail from this order generally favour the life, tempest, and nature domains.
  • The Onenites of Paradise. Clerics who hail from this order generally favour the order, war, and arcana domains.

Druid:


Druids are one of the more common spellcasting classes in the Fractured Skies. Druids gain their power through the study of nature and how it relates to their Elemental Attunement. Through this understanding, they are able to unlock the ability to channel their magic to alter the world around them, or even reshape their bodies.   Druids also serve as the "wise ones" of many cultures, and serve as healers, spiritual leaders, and/or neutral arbiters who decide civic disputes. Each druid circle has a wealth of knowledge about the natural world, the art of healing, and the mechanics of the Skies, that elevates them to positions of high standing within different cultures. There are many druidic organizations throughout the Skies, as well as a fair few independent druids who choose to take a more personalized approach to nurturing their connection to elemental magic.   Not every island accepts druids openly, however, as the early history of the Skies involved many "druid kings" who harnessed their connection with nature to overwhelm lay folk and establish tyrannical strength-based monarchies. While the time of these brutal reigns has long since passed, the decedents of those conquered by such individuals are quick to ascribe ill intent to those who practice the druidic arts. And even still, there are a few druid circles who seek to reestablish the old ways.   Druids in the Skies have an interesting relationship with the rare few wizards that can be found in the Skies. While druids seek to create a cohesive understanding of nature, magic, and the world, wizards seek to understand the raw mechanics of these things in a more atomized, mechanical way. To give an analogy, a druid looks at a tree and sees the tree and what it does for the large forest, and a wizard sees the parts of the tree and how it can be broken down into its component parts and analyzed. This largely philosophical difference can lead to contention, if not outright violence, in some cases, but generally, druids often engage wizards in heated, but friendly, debates.   What Would Lead Them to Adventure?: Druids share a passion with wizards in trying to uncover the various secrets of arcana that keep the Skies afloat. Druids are always looking to expand their understanding, to unlock new ways of viewing the world that are invisible to the naked eye. Often they try to do this by ingesting new and exciting forms of hallucinogenic fungus, or finding new species of animals to transform into. Many druids go on quests of discovery in this way, gathering new perspectives, secrets, and natural discoveries, before returning to their circle. Other druids spurn the security of a circle, preferring the natural world to be their teacher. Such independent druids make easy adventures, as they are propelled into a life of wonder.   Possible Origins and Subclasses: As a druid, you may be from or affiliated with:
  • The Circle of Plenty are druids who study the ways of earth and water, and serve as the protectors of the island's forests. Druids of this organization are best suited to the circle of the land, the moon, and the shepherd.

Fighter:


Fighters, as they are in most worlds, are ubiquitous. Soldiers, back-ally brawlers, noble knights, pirate enforcers, tribal warriors, and many more walks of life fall under the broad category of "fighter". A fighter can come from any walk of life, any culture, have any motivation, or strive towards any destiny. The only thing that a person needs to be come a fighter is the will to impose their will through the martial arts. Remember: Fighters are the most versatile class in dungeons and dragons, and so, can fill any archetype that you may desire.   When making a fighter, ask yourself these questions: Why do you fight? Where did you learn how to fight? Do you enjoy fighting, or do you see it as a unfortunate necessity? Your answers will shape your character, and the ways they interact with others, and understand their place in the world.   What Would Lead Them To Adventure?: Fighters can have a multitude of reasons to seek adventure. The call of Slivers is always a motivating factor for anyone, but remember, no one seeks wealth for wealth's sake (what do you want to do with all of those slivers?). Some fighters seek honor, or work on the behalf of some larger military or naval organization, and perhaps your character seeks to further their standing. Perhaps your fighter is rebelling against an organization that they once served, or seeks to redeem their soul for the sins they committed while serving an evil power. Perhaps your fighter acts on their own, and their quest is to train under several masters of combat, and become the greatest warrior the Skies has ever seen.   Possible Origins and Subclasses:
  • The Iron Band serve the interests of the island Molten Heart, and is the principle militaries arm of The Guild Order. Many warriors bristle at their colonial desires, and strike out on their own, becoming deserters. The The Iron Band also instructs its warriors in some basic combat magic, using power of elemental fire and earth to enhance their capacity for violence. Fighters who hail from this origin follow the path of the rune knight, the eldritch knight, and even the psi warrior.

Monk:


Monks follow various paths in the Fractured Skies, and serve a variety of roles in the different cultures of the known world. Some monks are part of traditional monastic orders, which either serve as distant houses of enlightenment, or as an elevated clerical class that work to maintain the functions of a society. Other orders are warriors and are more militant in nature, seeking worthy students to share the secrets of their martial philosophy.   Monks are generally a rarer breed of adventurer in the Skies, as no matter their order, it takes years of dedicated study and training to hone their unique fighting styles (yes, even the drunken master). That education is what elevates them over fighters, and so, when creating a monk it is important to keep in mind how they came across their training.   The nature of your monk's order can bleed into your characters personality, as the particular philosophy of the organization becomes their own. Alternatively, your monk could buck against the order that raised them, forming an emotional rift between them and their peers. In extreme cases, if your monk has become disillusioned with or betrayed by their order, they might swear to destroy it, promising to be the last monk standing.   That all being said, it is not impossible for a monk to not belong to a larger monastic order, but to be the pupil of a single master. In such cases, the monk will likely have a very strong emotional relation to that master (either positive or negative), and they may play a huge part in their backstory. If you choose to build your monk in this way, consider planning out your subclass before you reach level 3, as ideally, your subclass would correspond to that of your master's.   Whatever their path, monks are a unquiet class in their own right, and represent the panicle of skill and mastery.   What Would Lead Them to Adventure?: Monastic orders have a verity of ambitions and desires that their members work to achieve or carry out. Some orders actively send their monks on missions, collecting rare materials, escorting allied political figures, or recovering some obscure piece of lore. Other orders are more free form, functioning as loosely aligned collectives, where each member of the group works towards their own goals. Generally these goals are beneficial for the larger group and include, but are not limited to, setting up their own borough, inserting themselves into other organizational structures, or looking for worthy students to join the order. Monks who aren't connected to any particular order can chart their own course, and have their own personal reasons for venturing out in the Skies. Perhaps they seek to test their skills against the wider world, or maybe they desire to simply fight for the good of all, or they may even wish to establish their own monastic order and are looking for a suitable location.   Possible Origins and Subclasses:
  • The Men of the Waves is a clerical organization that severs various bureaucratic functions on various ocean islands. This order has an even split of clerical healers and more academically focused scholars, which both serve their duties as spiritual leaders and governmental overseers. Monks of their organization fit best with the way of the cobalt soul, the way of mercy, and the way of shadow (for less savory aspects of the organization).
  • The Legion of Creed is a militant organization of armoured warriors who worship an spiritual ancestor named Creed. They live to honour his legacy, and travel the Skies in search of worthy causes and those who need a Path to follow. They fight with a style that blends both archaic weaponry with the more modern armaments' of the Skies. The best subclass that fits with a warrior from this lineage is the way of the kensei.

Paladin:


Paladins are an interesting class in the fractured Skies. There are traditional paladins, which serve religious orders, but the paladins of the Fractured Skies are so much more. No matter where they are, who they serve, or what goal they strive for, one thing is true of every paladin: paladins are paragons of their respective ideologies. A paladin's deepest desire is to make their ideal of the world come true, and they will go to any length (perhaps too far) to make it a reality. Some paladins never receive formal training, but are individuals of such deep conviction and determination, that they unintentionally begin begin manifesting similar powers.   What separates a paladin from the other marshal classes is the power of their belief. After years of training their hearts and bodies, paladins are able to access and harness their elemental powers. Similar to clerics, their magic is a manifestation of their deepest beliefs, which is then tempered by their will. Paladins use this power to bypass the trivial laws of physics, accomplishing feats that would be physically impossible for normal individuals. Many paladins don't even realize that casting spells, as they instinctively channel their magic rather than deliberately call upon it, and view the associated effects as divine blessings or miracles.   Every paladin has one experience in common; the moment where their power first broke free. Such moments tend to happen in moments of extreme stress, where the paladin was forced to draw on their inner strength to save themselves or others. Generally, this manifests as a sudden heightened spiritual perception (aka the divine sense feature), an instance of miracle healing (aka the lay on hands feature), or even them manifesting a small spell (this is a one time event that allows you to cast a 1st level spell without using a spell slot. Consult your DM about this, particularly if it happens in game).   Paladin oaths work slightly differently in the Skies. By all means, you can maintain the literal tenants of your oath (as is done in other dungeons and dragons worlds), or, you can take an alternative method. Consult with your Dungeon Master, and try to find the "core" of your characters. What makes them tick? What do they believe? Some paladins aren't even religious, their belief in their own values being enough to trigger their power to awaken. Note your core belief down on your character sheet and treat it as an additional personality feature. At all times, your character should be working towards, or at least not actively against, this core belief. Try to make it general enough to not be two dimensional (i.e. I don't like bad things) but not so hyper specific that it will never come up (i.e. I despise the existance of cilantro and will do everything in my power to eradicate it form the world). So long as you take actions in sync with your core belief, then you will continue to gain power as a proper paladin. However, should you turn against your core belief or lose faith, the nature of your abilities will change, as you devolve into a oath breaker.   What Would Lead Them to Adventure?: Little is truly needed to prompt a paladin to adventure. By their very nature, they are driven to go out into the world and manifest their desires. Whether this be smiting those they view as evil, aiding those who they view as victims, or seeking new allies to join their noble cause, a paladin should always be actively searching for their next chance to change the world. Other paladins serve particular institutions or masters, and work to further those interests. Even then, the paladin generally takes the beliefs of (or agrees with) the philosophy of those institutions, and works to zealously to manifest them in the world.   Possible Origins and Subclasses:
  • Certain leaders in The Iron Band are so committed to the defense of Molten Heart and its interests that they veer into near fanaticism. Paladins associated with this organization may represent the oath of vengeance or the oath of the zealot.
  • Independent paladins can come from any island, culture, or ethnicity. Those whose magic simply randomly awakens from the strength of their beliefs (and a suitably traumatic moment) can claim any oath that fits with their general philosophy.

Ranger:


Rangers are the explorers, pioneers, and far-travelers of the Skies. Whether fastidiously memorizing every inch of their home island, or jumping from island to island to feed a never ending curiosity, rangers are bound by an intrepid spirit and a desire to move.   Rangers of all stripes have some connection to the natural world, which often reflects in their behaviour. Not every ranger forgoes the comfort of society to live in the woods, but every ranger feels the desire to explore, discover, and learn more about the world.   A rangers relationship to their magic is special. Generally, they gain their power in ways similar to druids, through a combination of primal empathy and their own willpower. However, rangers don't commit fully to the path of natural magic, choosing to use this connection to enhance their other abilities. Through their magic, they can make themselves harder to detect, fire volleys with incredible speed, or lay enchanted traps nearly invisible to the naked eye.   What Would Lead Them to Adventure?: Rangers already have a strong motivation to adventure: collectively, they have a drive to go out into the world and explore. Individual rangers may prefer to stick to their own islands, but even then, they "range" across them, memorizing every inch and learning all there is to learn about their home.   Additionally, rangers are a hot commodity among Sky Ship crews, particularly among those who travel to newly discovered or poorly mapped islands. Rangers can provide invaluable insight that may turn a doomed expedition into an unmitigated success.   Other rangers may yet still find themselves in leadership positions within a nomadic tribe, and their exploration and ranging may be driven (at least in part) by the need to find resources and supplies for their people.   Possible Origins and Subclasses:
  • Some rangers can be found among the Serpent Riders, guiding nomadic tribes across the Skies and leading their raiding parties. These rangers follow the path of the beastmaster, the hunter, and the gloom stalker.
  • Some rangers come from more "civilized" islands and leave their home islands for the express purpose of big game hunting, pitting their strength against the greatest creatures that they can find. These rangers follow the path of the hunter, the monster slayer, and the horizon walker.

Rogue:


Rogues are those of quick fingers, quick blades, and even quicker tongues. Rogues can be found among the crews of pirate ships, on the streets of rough-and-tumble colonies, and among the ranks of the most cut-throat militaries of the Skies. Like in many D&D worlds, rogues rely on quick wits, devious tricks, and moments of opportunity to pierce the heart of history and leave their mark.   Rogues aren't inherently villainous individuals, although certainly the majority of them are. Rogues skirt the line between good and evil, exploring the landscape of moral gray areas. Rogues can be heinous crime lords, cunning treasure seekers, villainous union-breakers, daring cat-burglars, brutal pirate swashbucklers, heroic ship lieutenants, and others still take other paths in life.   What Would Lead Them To Adventure?: As rogues come from all different walks of life, their motivations can be equally varied and distinct. Perhaps they are a Robin Hood figure, stealing from the rich to give to the needy (even if the needy is just them). Perhaps they take live, not gold, and spend their days hunting for those who harm the innocent. Perhaps they left a life of poverty, and now seek not only gold, but glory, and push themselves to reach higher and higher beyond what society designated their limits. In the Fractured Skies, no dream is too big.   Possible Origins and Subclasses:
  • Pirates, brigands, and criminals make up the majority of rogues among the Fractured Skies. Such individuals cam be found among every inhabited island or preying on the merchant ships that cross the empty expanse. Rogues of these archetypes may follow the road of the thief, the swashbuckler, or the scout.
  • Some rogues serve the powers of the Skies in a grimmer, darker capacity, as professional hitmen and "problem solvers". Such individuals learn to kill without remorse, and are driven by deeper convictions. Some even learn to harness their magic to enhance their natural abilities and reach places normal killers could never enter. Rogues of these origins could follow the way of the arcane trickster, the soulknife, and phantom.

Sorcerer:


Sorcerers represent the purest form of magical expression in the Fractured Skies. Either born with their powers, or having come into them later in life, sorcerers blur the lines between will and reality as the shape their magic takes is a physical representation of their emotions.   Each sorcerer is a distinct extreme personality, and each spell they cast is a direct reflection of some part of them. Not every sorcerer is garish, extroverted, and explosive, however. Sorcerers are prismatic, and the expression they represent can run the gambit between manic to mechanical, and from overwhelming positivity to the deepest sorrow. No two sorcerers are identical. Each is informed by the myriad experiences that shaped their growth as an individual, and the cultures from which they hail. Two different sorcerers from two different islands would cast fireball in completely uniquely ways.   Sorcerers gain their magic one of two ways, either they were born with it and have had it all their life, or they had an experience which unlocked their magical abilities. In the Fractured Skies, everyone has magic within them, but most go their entire lives with it lying dormant within them. It sometimes takes an event of significant emotional upheaval to unlock ones own magic (such as the death of a loved one, the first time encountering snow, or feeling free for the first time in ones life, etc.). Others are simply the children of other sorcerers, which seems to predispose them to being much more likely to develop powers very early in life.   What Would Lead Them To Adventure?: Sorcerers are defined by the powerful emotions that fuel their magic. Such emotions provide excellent motivation for venturing out into the world. Perhaps they are motivated by a deep sense of justice and find themselves driven to correct the wrongs they see in the world? Maybe they see the world as disorderly and desire to bring a lasting peace to the Skies (by any means necessary)? Or maybe their greed is so great that they venture out into the world to seek fortune and renown.   Possible Origins and Subclasses:
  • Sorcerers who arise from the Valeer or Askia may be influenced by the turbulent environments of their homes, constantly beset as they are by powerful currents of wind and water. These adventurers may display the powers of Storm Sorcery.
  • Sorcerers who arise from industrial centers such as Skyhome or the ever humming forges of Molten Heart may manifest abilities based on the environments from which they originated. The more orderly, mechanical minded may manifest the powers of a Clockwork Soul, while those who find the constant noise existentially unnerving and calm-shattering may manifest the powers of the Aberrant Mind.

Warlock:


Warlocks are similar to their parallels in other Dungeons and Dragons worlds, being individuals who do not not start out as personally powerful, but were granted their abilities by a more powerful being. What that being is is up to the determination of the Player and the Dungeon Master. Generally, in the Skies, these beings are dragons or powerful elemental beings. Sometimes the entity they formed their pact with may not even be aware of the bargain, as the warlock simply channels their power by providing the proper sacrifices in exchange for their magic.   Becoming a warlock is a double edged sword, as always. On the one hand, striking such a deal with a greater power can provide a tremendous amount of magical might in the short term, but over the long term, the things that the warlock may have to do to preserve that power may prove to be more trouble than they're worth. Still, there are always those willing to take a shortcut.   Warlocks are distinct from other spellcasters in that their magic is not a direct reflection of their Elemental Attunement. Instead, it is a reflection of their patron's native element. When selecting spells, a warlock uses their patron's element for spellcasting instead of their own. Be sure to check what element that is before the game starts with your Dungeon Master (if you got your powers from a fire giant, but are running around casting frost fingers at level 1, something has gone horribly wrong).   What Would Lead Them To Adventure?: Warlocks are a unique class in Dungeons and Dragons in that they have a roleplaying hook built directly into their mechanics: their patron. The desires, whims, and necessary sacrifices of a patron can push a warlock out into the world as they seek to either fulfil or subvert the bargain they made for their power. Warlocks can of course have additional motivations past the needs of their patron, of course, but the deal they made should always be at the forefront of the warlock's mind.   Possible Origins and Subclasses:
  • There are some ancient fire elementals which occasionally strike deals with mortals. Such deals rarely turn out well, and tend to end in lots of fire and death. Though short-lived, such alliances can often prove to be quite... explosive. Such being tend to live in the hearts of volcanos, travel the Skies as living fire tornados, or even sometimes hide in the shadows of industrialized islands. Deals with such entities resemble the Pact of the Fiend or the Pact of the Genie (Efreeti).
  • There are plenty of magical weapons scattered across the Skies that possess sentience and questionable morals. Some weapons have gained so much power that they can even compel their wielders to do their bidding, or otherwise grant them abilities beyond what their original enchantments would allow. Sometimes entire ships can gain such power, and bequeath dread powers to those who promise to serve them. Deals with such entities resemble the Pact of the Hexblade or the Pact of the Undying.
  • Some warlocks seek forbidden powers and make deals with intelligent beings of Nul, or otherwise contact aspects of The Nul Titan to gain its powers. Such powers are forbidden for a reason, and nearly every society in the Skies has laws against dabbling in the magic of death. Take this pact at your own risk. Such pacts resemble The Pact of the Undying, the Pact of the Undead, and the Pact of the Great Old One.

Wizard:


Wizards in the Fractured Skies are a rare breed of spellcaster. Unlike other spellcasters, wizards don't rely on their emotions to cast spells, but do so through purely their strength of will, practice, and complex magical equations written in the form of runes. As they cast their spells (spells with a somatic component, that is), they manifest these runes upon glyphs of light that they are able to manifest into the air. For this, wizards in the Fractured Skies have another name: "Rune Weavers". Poorly understood by the people of the Skies, most confuse them for warlocks, or otherwise treat them with suspicion and distain.   Wizardly magic originates from the ancient knowledge of powerful dragons. Not ever dragon is sentient, but those that are have a deep understanding of magic that transcends what little the civilized races of the Skies can comprehend. Occasionally, those dragons share bits and pieces of that knowledge with the mortal races, but never the whole of their understanding. From the dragons perspective, the mortal races are children, irresponsible, inexperienced, and unable to comprehend the full scope of reality. But every once and a while, a dragon encounters a particular mortal who displays the perfect combination of curiosity, ambition, and respect. To these children, the dragons grant their particular understanding of one of the schools of magic, gifting upon them the power and perspective to reshape reality. The qualities by which a dragon chooses a student varies, and one student chose as "worthy" by one dragon may be seen as a mistake by another. But a dragon never regrets their choice in a student, and stands by their decision, and their chosen, as their staunchest ally and defender. Wizards who gain their powers directly from a dragon are given a mark somewhere on their body that identifies their master, which generally comes in the form of the dragon's name or a symbol representing them.   Not ever wizard gains their magic directly from a dragon, however. Some wizards are instead taught by other wizards (although those wizards are often as scrutinizing with their choice of student as the dragons that taught them). Such wizards inherit the school of their master, as well as their particular outlook on magic. Often these students will adorn themselves in the dragon mark of their wizard teacher, signaling a continued line of magical learning from one generation to the next.   Occasionally though, prospective wizards lack a master and are instead self taught. Such individuals have come into contact with some repository of knowledge left by a previous wizard, and using that, reverse engineer the necessary runecraft to cast their spells. This is by far the most difficult path to becoming a wizard, as you are forced to learn everything about magic by yourself from the ground up.   Do to this highly personalized method of mastery, there are no wizard schools in the Fractured Skies. With the exception of some organizations taught some modicum of rune magic from wizards abusing their powers, most wizards only teach their craft to dedicated apprentices in a one on one fashion.   What Would Lead Them To Adventure?: If wizards are characterized by one thing, it's an insatiable thirst for knowledge. Wizards seek out magic, magical objects, magical oddities, and magical creatures, for study and experimentation. Curiosity drives every action they take, although some are further motivated by both humanitarian or selfish reasons. Wizards also constantly seek each other out, looking to learn from each others discoveries and grow their collective pool of knowledge. Some evil wizards though, hunt others of their kind to get access to their research, and kill other wizards to prove their superiority (there can only be one!).   Possible Origins and Subclasses:
  • On the mean streets of Skyhome, there are several gangs who use limited forms of rune magic to circumvent the law. No one knows where the gangs are getting access to this magic, but perhaps you stumbled upon that secret. Wizards of this origin work best with the School of Illusion and the School of Enchantment.
  • Perhaps you come from a small community among the countless colony islands across the Skies, and met an enigmatic wizard who saw something you. You became his apprentice for a time before something happened that forced you to continue your education on your own. Wizards of this origin can follow any School.
  • You were chosen by a dragon. Wizards of this origin can follow any School, save for Necromancy (unless it was a dragon of Nul, but those are very rare).

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