Human Classes (by Nation)
By default, the human have the most option in classes. That's just how it is because generally speaking in fantasy we tend to treat human as the baseline and the every man. Less specialized around a certain theme which define their inhuman nature and more what skills they can pick up. However, this is still a bit boring so I've decided to narrow it down a tiny bit more to make some of the various human nations in Red Tide stand out a bit more.
- Humans can be Fighters, Rogues, Monks, Wizards and Clerics (with generally some restrictions on what God they worship and thus on their domain). They have access to the options found in the Player's Handbook. However, if one intend to keep the Elves a bit more unique then it could be worth it to remove those Fighter and Rogue sub-class who learn spells.
- Eirengarder add to their options the Paladin class. These are the holy, anointed knights of various religious and military orders dedicated to The Maker. Their Paladins generally take either the Oath of Devotion or the Oath of Redemption.
- Kueh add the option of the Samurai Martial Archetype. In addition, those who serve the Hell Kings are known to become Paladin of the Oath of Conquest.
- Skandr add the option of the Barbarian and Bard, the latter of which are much more common among their kind than 'regular' arcane spell casters.
- The Eshkanti, Gadaal, Imperials and others don't particularly have any strong thematic leanings and as such could be open to a variety of Wizard sub-classes to represent more unique spell casting traditions (Gadaal, for example, are very fond of Divination). Various options found in Xanathar's Guide or even third party and/or homebrew can work too.
Cleric Domains
One key thing in the Red Tide setting is that human have a connection with the divine which other races lack. This is obviously a byproduct of Labyrinth Lord and the fact the Cleric class isn't available to other races because they don't have classes. Their race is their class but obviously this is rambling about shit everybody knows. As such, Divine Magic is entirely the purview of the human (and the Shou but that is for another time).
The Nine Immortals
The Nine Immortals are the 'main' deities of the Red Tide setting but they are a little more complicated than simply being just nine deities. In many ways, they remind of the Sovereign Host of Eberron (down to their number!) crossed with the realities of how the myths and beliefs of the Indian world, China, Japan and neighboring countries have mixed and matched through syncretism and the fusion of various religion and philosophies. They exist, having Clerics who do cast spells, but my understanding of them is that they are not quite singular entities and more that each is a portfolio of key ideas and concepts created from absorbing other myths.
- Kusha the Red Goddess: War and Protection
- Fa Chia the Yellow God: Order
- Mimasa the Blue Goddess: Knowledge and Arcana
- Sankhya the Gray God: Peace
- Shinrai the White God: Grave
- Kega the Green Goddess: Travel
- Tendai the Black God: Trickery and Entropy
- Hesika the Vermillion Goddess: Love and Madness
- Inren the Purple God: He seemingly has no Clerics outside of Cleric who worship the entire Pantheon, being the God of 'blank spaces within schema'.
Currently there are no Domains which fit enough of the portfolio of each of the Nine Immortals so that leave them in this current state.
The Skandr Gods
The Gods of the Skandr are noticeably more simplistic than the complex history and theology of the Nine Immortals. My 'headcanon' of sort, for the Skandr Gods, call upon the idea of the Aesir-Asura correspondence, making this pantheon uniquely composed of Asura, which is what I've renamed what Red Tide call the negative emanation of a deity a 'Devil'. In this case, the Skandr Gods aren't evil as much as they are wilder, following a path of passion rather than restraint.
The Maker
Unique among the people of the Sunset Isles, the Eirengarder are monotheistic. While it would be easy to just shrug and say a Cleric of the Maker has access to everything I've instead chosen to focus on their imagery as hardened warriors and battle-priests as well as the more classically OD&D image of a Cleric as some kind of templar or crusader figure in both the more positive aspects as a stalwart protector of the weak as well as the negative aspects of zealotry.
- The Maker's domains consist of Life, Solidarity and Zeal.
No comments:
Post a Comment