Classes in Taifar
Classes and their context within Taifar:
Artificer: people that pursue this class are often found within large cities providing their services for a variety of people. They may work as tradespeople to create magical items, weapons, armour, elixirs, and even homunculus servants. Or they may specialize in making enchanted items for the upper class or selling armour and weapons to the military/city watch or adventurers. They are generally viewed in a high regard by society and typically make up the middle and sometimes upper class. To become an artificer, many people study at a school or take apprenticeships to learn from other artificers.
Barbarian: they are not incredibly common in this world, since what the class offers is not really valued in greater society, but barbarians may exist in smaller villages or travelling the wilderness of Taifar. Some may even sell their services as a warrior to be body guard or to accompany travelers who need protection.
Bard: some bards travel from town to town in troupes to provide performances. Or you may find one or two bards as a part of an adventuring group to provide entertainment as well as utilize their magic in certain situations. Additionally, some bards are hired by the wealthy to perform and provide entertainment for them. Many accomplished bards use their magic to enhance their performances. Those that gain renown make fair coin and can obtain a celebrity status. Others use their performances and magic in more subtle ways: to heal and ease people's minds--acting as a sort of healer/therapist. Those that walk this path are highly sought after by the upper class and are paid handsomely for their work by wealthy clients. There are also some societies/organizations where bards connect with each other, telling stories and sharing their knowledge.
Cleric: clerics have a complex existence in Taifar. As gods are not commonly worshipped anymore, especially in cities, there has been a decrease in the number of people that take up the mantle of cleric. However, the people of Taifar know that magical healing is valuable. Those that do work for important people in society follow gods whose values align with the New Thought, and are therefore deemed acceptable enough to work for important people. That being said, clerics do not reach the same success and economic standing as other practitioners of magic because their work relies on a higher being and not on their own merit (therefore some wizards and sorcerers look down on them). In smaller villages clerics are a bit more common as the Old Faith has not been completely stamped out there. People in rural communities rely on clerics to heal their wounded and often become quite important in their societies.
Druid: they are only really present in rural communities and travelling the wild. Given their connection to nature (and their ability to influence it) and their healing abilities, they are often incredibly important figures in rural communities since they can heal the wounded and help with farming. In rural spaces where the Old Faith is not as taboo, they may even worship a god or practice rituals of the Old Faith. Some druids may be hired as guides for adventurers since they can both heal and help people through terrain. Druids that are part of circles are often dedicated to keeping nature in balance and are often dedicated to ridding nature of of unnatural, evil creatures (ex. aberrations, fiends, etc.).
Fighter: those that are trained for the military or as high ranking city guard are often fighters. Fighters are also often hired by wizards and sorcerers who are in need of some muscle when they go out adventuring to make discoveries. They utilize their fighting prowess to ensure the safety of these individuals, but also make sure that they do not have to use up their magic on fighting or protecting themselves, freeing them up to save their magic for research. These fighters are held in high regard, and to take a position such as this is seen as incredibly important (though they are not regarded as highly as the arcane magic users themselves). Some fighters even supplement their fighting with magic to deal additional damage in fights or to better protect others.
Monk: they are often devoted to their monastery and typically work within their organization following their core principles. Some monasteries are reclusive and very strict in the rules their monks must follow, but many modern monasteries often work within society and may even collaborate with other groups. Some monasteries in Taifar are dedicated to learning as much as they can about ki and how to manipulate it (more in line with the New Thought), whereas others are more focused on self-improvement and peace of mind (more in line with the Old Faith). Regardless, monks in Taifar are dedicated to honing their bodies through the flow of ki.
Paladin: they are often trained to become fighters and protectors to aid adventuring arcane magic users. Some paladins are associated with a god whose values align with the New Thought, but their power also stems from their commitment to their oaths and the values they are dedicated to upholding. Therefore, many paladins in the last few centuries have devoted themselves to an oath rather than to a god, especially when they are trained specifically to aid adventuring wizards and sorcerers. That being said, in rural communities, some paladins choose to devote themselves to a god associated with the Old Faith, though this is rare.
Ranger: they often make a living as hunters, guides, or trackers. The hunter variety are often found in rural communities and typically provide food for their people or trade their finds to bring in coin. Additionally, they may hunt specific monsters to harvest their body parts for potions and magical items. Guides may sell their services to adventuring groups who need aid in traversing particularly difficult terrain. Trackers may be hired as bounty hunters to hunt down specific people, or they may form groups that are dedicated to defending society against the threat of particular monsters. For example, there may be groups that purposefully seek out and hunt extraplanar creatures.
Rogue: in Taifar, rogues may opt to be criminals, but their skills can also be useful in uncovering ruins and dungeons. Some rogues are criminals, whether they work alone picking pockets or are part of a crime syndicate running heists. Others become assassins for hire. Those that have mastered the art of picking locks and disarming traps may find themselves working alongside archeologists or researchers who want to uncover the secrets of ruins from before the Affliction. Others may find that their skills are quite useful for investigation and may become detectives or spies. Further still, some rogues may find they have an aptitude for magic and may use this to aid their skills.
Sorcerer: those that are lucky enough to be born with magic surging through their veins without study or devotion to a god likely belong to a noble or upper class family in Taifar. Families of sorcerers have become some of the most influential given that the arcane magic they are born with is what is most valued in society. Every once in a while a sorcerer that is not from an esteemed family will gain renown because some sort of strange event in their past has granted them powers (further supporting the notion that anyone can theoretically become successful). Sorcerers are more prone to adventuring and working in the field than their wizard counterparts. Their versatility of spells means that they can often find jobs in any sector, though they tend to focus on discovering the magnitude of their powers and become the best they can be. Due to their high charisma, they tend to retire from their adventuring days to become politicians or run businesses where they can make their magic of use (ex. shipping or trading companies where they can be out on the road and use their magic). Some may even become ambassadors and travel around the major cities of Taifar to maintain alliances.
Warlock: they are relatively uncommon in Taifar. Warlocks may opt to make a pact with their patron because of the lure of knowledge their patron promises. Though warlocks strive for knowledge and power, which aligns with the New Thought, their way of obtaining such things is a bit unconventional when compared to wizards and sorcerers. As such, warlocks may keep their pacts secret from society and often pursue otherworldly power individually as opposed to working as a part of an organization. In some cases, warlocks may form a cult or other organization to serve their patron with other warlocks.
Wizard: like sorcerers, wizards make up the upper echelon of society. The most powerful mages typically head organizations that are dedicated to magical research and innovation. These organizations have become core to society, especially in major cities, as they have made developments that have increased people's quality of life. Other wizards might find themselves as professors at magical universities or involved in politics as leaders or representatives. Many powerful wizards spend some part of their career adventuring in order to push their powers to the limits and uncover new secrets. Some wizards dedicate themselves to research of cultures before the Affliction in order to uncover magical secrets practiced by the wizards of old. Wizards specializing in different schools of magic are called to various jobs. An abjuration wizard, for example, may be tasked with guarding a city or important people with their magic. Divination wizards are often consulted by businesses and politicians for their foresight. Evocation wizards may aid military forces through their devastatingly powerful spells. No matter what, the ability to work hard to gain their power and the pursuit of knowledge that comes with being a wizard is looked upon highly within society, meaning that wizards are some of the most esteemed and influential people in Taifar.
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