Races and Classes
Races and classes have the same stats in Azlas Vrayne, but their roles in the world are very different. Here is a brief overview of the thirteen major races and eleven major classes in Azlas Vrayne. I’m not going in-depth with them. If you’re interested in one, talk to me, and I will be happy to elaborate.
Dwarves—hearty, stout folk with a regimented caste system; on the rise after being sacked by the dark elves and other foes
Elves—renowned as strategists, artists, philosophers,etc.; elves hold five major nations are are well-loved by most
Gnolls—hyena-like monsters that have always fought hard and still do; well-respected soldiers, activists and artists, though many still remember the savagery they used to commit. Playing a gnoll means a +1 level adjustment.
Gnomes—short, intelligent, whimsical people with a knack for inventions and illusions; often very wealthy and a bit eccentric
Goblinoids—this includes standard goblins, hobgoblins (who are much more organized as a whole) and bugbears, who are much larger and—in Azlas Vrayne—gentler than their cousins. Goblinoids are the most respected monsters, as they are willing to do cheap labor and are eager to prove themselves among the civilized nations of Azlas Vrayne. Playing a hobgoblin or a bugbear means a +1 level adjustment.
Half-Elves and Half-Orcs—biracial children, as it were, often face the same struggles biracial children in our world do. They struggle for identity and balancing the needs and demands of their families. They are not frowned upon, however.
Halflings—short, slim, vibrant folk who’ve never had a “home base” country and enjoy experience, travel and family (think the Roma). Halflings have always had relatively bad reputations as thieves and cutthroats, but many urbanized halflings are trying to amend this.
Humans—the most prominent and populous race in Azlas Vrayne, humans are as variable as they are in the real world.
Kobolds—a race of mostly inventors and technologists descended from dragons, kobolds have long enjoyed a connection to the most powerful race in Azlas Vrayne. Because of this, they have been looked on with scorn, but they still thrive in their strange countries, and their technological might can’t be denied.
Lizardfolk—the leaders of the Mirror Lake Accords, which restricted magic, the lizardfolk have since been leaders of the political climate. Their calm, reasonable neutrality makes them excellent dignitaries, and all lizardfolk are feared and respected, even backwoods ones from the swamps. Playing a lizardfolk requires a +1 level adjustment.
Orcs—probably the most discriminated-against race in modern Azlas Vrayne, the wild orcs have been slow to transition into civilized culture. Many still live in tribes across the continents, but several have come to live in civilized areas, and they are often treated as stupid, vile brutes.
Planetouched—another group of discriminated-against people, the Planetouched have traces of Otherness creatures in their bloodlines. The aasimar have the blood of good Otherness creatures, and the tieflings have the blood of evil ones. Both, however, are seen as dangerous and unruly, and most keep this nature a secret. Playing a tiefling or an aasimar requires a +1 level adjustment.
A quick note: all classes will be considered strange by other people in Azlas Vrayne (except for the cleric, fighter, rogue and druid). After all, “adventurer” is not a common career choice, and the skills it takes to be one are hard to come by in the civilian world.
Barbarian—a fierce warrior who fights with her own rage. If you play one, how did you learn to do this? It’s certainly not a skill anyone I know can do.
Bard—an artist who works magic through her art. Through her masterful craft, the bard can influence others with minimal notice. So how did you learn you could do this? How did you learn your art?
Cleric—a priest or pastor of a particular church, or someone whose belief in something is so strong that they receive divine power from it. Clerics are respected in Azlas Vrayne and take the place of modern physicians. Most churches have hospitals attached to them as magical healing is much more potent than modern medicine (though the two are often combined). As a cleric, you don’t necessarily have to be a pastor of a certain religion. You could be a nihilist, for instance, that draws power from nihilism itself (please no).
Druid—a person so in-tune with nature that she can use its power for her own; druids are actually very prominent in Azlas Vrayne, druidic circles functioning as EPAs, humane societies, animal controls, and veterinarians all in one. Druids wield a good deal of political power, and they are allowed to use all their magic, so long as it doesn’t break any of the Seven Laws. Druidic magic can be learned by most people, and majoring in Druidic Studies is actually a thing in Azlas Vrayne. This is probably where you learned your craft.
Fighter—a warrior who emphasizes discipline and combat maneuvers. Very common in Azlas Vrayne, especially in the military.
Monk—a person who fights unarmed and channels a mystical force called ki. Think any major martial artist. As a monk, how did you learn to do all that cool stuff?
Paladin—a warrior in service of a church or an ideal, paladins for the churches of Thraos and Elan Arista are fairly common in theocratic countries, leading armies and such. Paladins outside of these norms, however, often have to conceal their true ideals because, well, it’s a little wierd. Playing a paladin, you need to think of how you got this “divine mission.”
Ranger—trackers, guides, hunters and pathfinders, the skills of a ranger aren’t really en vogue anymore. So how did you learn these skills? Girl scouts? Your redneck aunt?
Rogue—exactly how you’d expect. Rogues are the same everywhere, but how did you turn to your life of crime?
Sorcerers and Wizards—arcane spellcasters. Sorcerers cast spells through their own creativity. They can’t learn as many spells as wizards but don’t have to prepare them ahead of time and can cast more of the same. Wizards can learn more spells but have to prepare them ahead of time and find them in spell books. In the world, sorcerers are the most prominent type of arcane spellcaster, as they can’t train their magical talent due to the bans on magic. Wizards are trained and therefore are only found in countries where magic is acceptable (which is a very small minority). So if you live in a country where magic isn’t okay, how did you train as a wizard?