Howdy, everyone!
You may have noticed that the Grimoire classes dropped today! You can find them on the tabs at the top of this page! These are the five iconic spellcasting classes used in the Grimoire campaign setting for Pathfinder and Spheres of Power. I apologize for the poor quality of the tables; I couldn't figure out any other way to get them in. If you need clarification on anything, or if you see something that doesn't look right, do leave me a comment in the appropriate class entry and I'll get to it as soon as possible.
Ideally, I'd like these entries to serve as a reference for you to play some Grimoire campaigns. If you do, be sure to let me know how it went and give me any feedback you have!
Thanks for reading!
Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts
Monday, June 22, 2015
:: Grimoire Class—Exemplar ::
Exemplar
(cleric/witch variant)
by Wm Jay Carter III, inspired by the Incanter class from Spheres of Power
An
exemplar exercises faith in an eldritch patron—be it a Stranger, the Soul of
Athanasia itself, or some other powerful otherworldly entity—to bring about
miracles which would never be possible by mortal means. She qualifies for these
abilities by entering into a covenant with the being that supplies her power.
This
class represents the righteous prophet who serves as the instrument of her
god’s will, the priestess of a nature goddess who does as she will but vows to
harm none, or the willing thrall of a demon who seeks to spread darkness across
the land.
In
Athanasia, a worshipper of the Light or Dark joins an order and is called a
priestess (male: priest). A devotee of the World Soul joins a coven and
is known as a witch (male: wicker). Each order and coven is different,
even among those of the same eldritch patron, but each is commonly led by an
experienced member who officiates at gatherings and admonishes members to
remain faithful to their oaths.
The ways
an exemplar conducts herself—as well as the nature and extent of her powers—are
based entirely on the terms of her oath. An exemplar’s faithfulness to the oath
is rewarded with an increase in power, eventually permitting her to become one
with the power she serves. Such scions of Strange Power are called avatars.
On the
other hand, breaking her oath can only be interpreted as a rejection of her
patron, leaving herself open to the domination of opposing forces. Such
oathbreakers become hags (male: warlock).
Spheres
The Fate
sphere best characterizes the influence of the eldritch patron in the life of
the exemplar. Exemplars of the Light or Dark take the associated spheres,
respectively. Exemplars of the World Soul traditionally take the Destruction
sphere, although the Creation and Nature spheres are available to those with an
open mind. Exemplars gain the sphere aligned with their eldritch patron by
virtue of patron-unique sphere-specific drawbacks (see Eldritch Patrons, below). Any other sphere that aligns with the purposes
of the exemplar’s patron is encouraged.
Labels:
Classes,
Exemplar,
Grimoire,
Pathfinder,
RPG,
Spheres of Power
:: Grimoire Class—Dendrite ::
Dendrite
(druid variant)
by Wm Jay Carter III, inspired by the Hedgewitch class from Spheres of Power
All
living things were created to create again, and by participating in this circle
of life the dendrite participates in nature’s inherent magic. Like the seed,
the dendrite is meant to grow, achieve the height of her magical potential, and
then pass her strength on to the next generation so that the cycle may
continue. A dendrite sees all things—including herself—as zoe (“alive”), and therefore
equal. She harnesses the land, the animals, and the plants to perform her
magic. This, she believes, gives the lives of her fellow zoe greater purpose
as she increases in wisdom and power.
Dendrites
refer to themselves collectively as the Circle, or the Circle of Life.
While not strictly an order in the same sense as a group of exemplars, it
shares a similar structure. Instead of being led by one dominant leader,
however, each dendrite looks to their elders (whether physical or mental) for
guidance.
One is
either born a dendrite, or will never be one as long as they live. To be One
Who Knows the Oaks is a birthright of the Strangers’ true descendants. For this
reason, the majority of dendrites are human, although the Circle will not turn
away members who happen to be of another race. They do actively contend against
those that claim the members of the Circle are not the literal descendants of
Strangers, however.
Those who
practice druery (the rituals of the dendrites) but are not descendants of the
Strangers are called rangers. Only by being inducted into the Circle and
participating in the Rites of Fertility can a ranger become eligible for
rebirth within the bloodline. Therefore, if you ask a ranger whether all her
years living with the Circle will ever result in her becoming a dendrite, the
answer must be literally “not in this life.”
Those
known to be of the dendritic bloodline begin their education within the Circle
at a very young age. The initiate is taught of the cyclical path all dendrites
walk. She learns respect for nature, and the rites of the World Soul. She is
encouraged to explore the world and search for some soul, location, or object
that might spark the fire of her Strange Memory.
At some
time during her wanderings, the initiate recognizes a soul with whom she shares
a bond like no other, her animal companion, whom she has known through all her
lives. Her mind begins to open itself to knowledge she once had, other souls
she was once acquainted with, and experience from her former lives. This event,
called the Awakening, marks the beginning of her true life as a dendrite.
A
dendrite’s awakening continues throughout her life. Indeed, she does not truly
learn new skills or develop new talents, she simply remembers the ones she
already had and picks up where she left off.
Some
dendrites literally dedicate their lives to meditating on their past
incarnations, only to come out of the trance decades later. When they do so,
they bear centuries of experience, and—no matter their apparent age—are
thereafter known as elders, for they have truly become old souls.
Spheres
Dendrites
have access to the powers of the physical world, favoring the Dark,
Enhancement, Light, Nature, and Weather spheres. Their meditations on the
circle of life make the Death, Divination, and Life spheres logical choices as
well.
Labels:
Classes,
Dendrite,
Grimoire,
Pathfinder,
RPG,
Spheres of Power
:: Grimoire Class—Shaman ::
Shaman
(shaman archetype variant)
by Wm Jay Carter III, inspired by the Soul Weaver class from Spheres of Power
Sometimes
known as a spirit guide or medicine woman (and erroneously labeled "witch
doctor" by the ignorant), the shaman not only remembers the dead, she
walks with them, communes with them, and draws her power from theirs.
She honors the spirits, whether those of her ancestors, the animals, or the Great Spirit which lives in all things. She believes that to dishonor those who came before is to weaken oneself.
She honors the spirits, whether those of her ancestors, the animals, or the Great Spirit which lives in all things. She believes that to dishonor those who came before is to weaken oneself.
To the
shaman, the departed still live, separated only by the mist of mortality called
the Æther (Ethereal Plane). One need only learn to part these mists if one
wishes to see where the dead continue their journey, and walk beside them.
A
shaman's connection to the Æther comes from ancestral influence. Somewhere
along the way—intentionally or otherwise—she made contact with the world of
spirits. This experience marked her as a liaison between the world of the
living and the dead: a medium.
Mediums
are revered and given a place of honor in tribal communities outside Euzoria.
If they wish to advance their gift, they are given to the tribe shaman as an
adopted child, and eventually become shamans themselves. Within Euzoria,
however, a medium’s gift is often seen as a haunting—or worse, a possession—and
dealt with accordingly. For this reason, very few mediums find the support
necessary to become shamans within towns and cities.
Eventually,
the more a shaman exposes herself to the spirit world, the more she becomes a
part of it. The most advanced shamans—known as mystics—sacrifice their mortal
senses to gain yet greater clarity on the other side of the Æther. Mystics walk
the boundary between life and death with every step, and some do not even
realize when they have died and become ghosts themselves.
Spheres
Her
connection to the Æther makes a shaman likely to use the Death and Life
spheres. Her access to the knowledge of the spirit world makes the Divination
and Mind spheres likely as well. Those shamans who commune with animal spirits
might also take animal-themed talents such as Animal Friend and Speak
with Animals (Nature).
Labels:
Classes,
Grimoire,
Pathfinder,
RPG,
Shaman,
Spheres of Power
:: Grimoire Class—Wunderkind ::
Wunderkind
(sorcerer variant)
by Wm Jay Carter III, inspired by the Eliciter and Fey Adept classes from Spheres of Power
The
seventh child of a seventh child, born on a midsummer's eve in a fairy circle,
or taken by the fairies as a baby and replaced with a changeling, the
wunderkind (plural: wunderkinder) has an innate connection to the Fey
Realm, and therefore to magic itself. Wonders and strange happenings follow
these magical prodigies from a young age, earning them the epithet
"wonderchildren."
Willful
to a fault, the wunderkind looks on those who submit themselves to others’ commands
with disdain. Experiencing the fullest range of emotion and experience for
herself is a wunderkind’s ultimate goal, and it is therein that she finds her
power. A wunderkind’s approach to magic is intense, passionate, and personal.
Wunderkinder
are shunned by most in Euzoria. The unintentional havoc she is capable of
causing at an early age draws the attention of local peacekeepers, who prevent
future problematic outbursts by issuing the wunderkinder a pirium torc or
bracelet. The magically reactive metal drains the mana from her, thus
diminishing her chaotic potential. For this reason, any person wearing pirium
is commonly suspected to be a wunderkind and considered “dirty” or
“troublesome” by scholarly spellcasters.
A
wunderkind’s only chance for a normal life lies in a safehouse for her kind,
called a kindergarten. Typically located outside city limits, each kindergarten
is tended by a wunderkind—called a gartner—who is able to help the fledgeling
spellcaster harness her emotions and abilities to her benefit, eventually
teaching her to control her magic without the use of pirium.
Fortunate
wunderkinder are apprenticed to a wanderer (nomadic wunderkind), as a herald,
tasked with announcing her master’s arrival at each city they visit within
Euzoria’s boundaries. Without pirium to clearly identify the wanderer as a
wunderkind, permission must be obtained from the governor of a city before she
may enter. The wanderer’s apprentice dons her pirium and negotiates with the
governor for her master’s entry rights. No matter how gracious a host the
governor may be, however, wanderers and their apprentices are typically
permitted to stay inside city limits for only days at a time.
The most
prestigious wunderkinder, however, are the magisters, and most wunderkinder seek
to join the Magisterium. A group of wunderkinder in a league of their own, the
Magisterium is known for hosting an annual 3-day event known as the Gathering
outside the boundaries of Euzoria. The Gathering brings together all the
wanderers and their apprentices across Athanasia and sets challenges for each
to establish a loose ranking system among them, called leagues.
The
crowning challenge at the Gathering is the Spectacle, where the most skilled
wanderers and apprentices compete for a chance to join the Magisterium, though
a rare few succeed. Indeed, it is rumored that the Magisterium have no set
terms for inducting new members, and though many outside the Magisterium have
claimed to be magisters, the Magisterium’s roster remains mysteriously unchanged.
Spheres
A
wunderkind’s connection to the Fey Realm causes her to prefer the Alteration,
Illusion, or Nature spheres, although the expressive nature of her powers can
take the form of any sphere.
Labels:
Classes,
Grimoire,
Pathfinder,
RPG,
Spheres of Power,
Wunderkind
:: Grimoire Class—Mage ::
Mage
(wizard variant)
by Wm Jay Carter III, inspired by the Incanter class from Spheres of Power
| a mage |
A mage in
Athanasia begins as a scholar magician in Elementary School where she learns
how to harness the classical elements from arcane textbooks called grimoires.
There, she also learns the Wizard’s Creed, a set of ideological tenets that are
intended to guide a mage’s actions when using magic. The next step is Dueling
College where she learns the form and function of the Wizard’s Duel, and
focuses her arcane learning toward one or more specializations (spheres).
After
graduating she is known as a mage, and she may wish to join a mage’s guild
focused in her specialization, or further her education pursuant to becoming an
archmage. Those mages who learn the arcane arts outside of Euzoria’s
educational system are known as hedge-mages.
Among
spellcasters, archmages are the academic elite, regarded as the foremost
authorities in their specializations, even taking part in composing grimoires
for the up-and-coming generation of scholar magicians. Archmages may choose to
teach in institutions of arcane learning, or establish their own guild. An
archmage’s journey is not complete, however, until she one day becomes a
fully-fledged wizard.
Wizards
are spellcasters appointed by the Wizard’s Tribunal to be the steward of some
powerful magical artifact or crucial ley-line. A wizard is granted a tower in
order to better safeguard her magical charge, and she receives a personalized
staff from the Tribunal as a symbol of her position. Should a wizard ever fail
to follow the Creed or dishonor the Tribunal and her craft, her appointed
stewardship is revoked, she is dismissed from her tower, and her staff is
broken.
The
Wizard’s Tribunal is composed of three governing members: Alkandros of the
bóreans, Kléber of the leonians, and Ipiktok of the seraphim, each of whom
holds one of the three remaining staffs of power. Based out the Tower of
Towers, the Tribunal oversees the creation of arcane curriculum, enforces the
proper use of magic by the Wizard’s Creed, and monitors the activities of all
wizard’s towers across Athanasia.
Throughout
a scholar magician’s education, career as a mage, and her potential appointment
as a wizard, she is always seeking knowledge from any source available. The
most accessible source is a network of formless, ambient intelligences that
pervade the length and breadth of Athanasia. According to extensive academic
research, these intelligences are theorized to be the state of fey beings
before they materialize in the Fey Realm. Regardless of their true nature,
however, they are employed constantly to aid a mage in her research, most
notably through the Divination sphere.
The
subject of a mage’s research is most often words of power from the language of
the Strangers (Druidic), a language that actually defies being written, and is
only comprehensively understood by the dendrites. The Wizard’s Tribunal has
formally requested that the Circle divulge the language many times, always with
the provision that its use would be duly regulated, but over the centuries the
Circle has consistently refused.
Spheres
Mages
from Euzoria consider at least some knowledge in Divination and Destruction as
essential components of their magical education. Beyond this, they are equally
likely to learn any other sphere, with the sole exception of the Death sphere
(Necromancy), which is forbidden by the tenets of the Wizard’s Creed.
Hedge-mages (from inside or outside Euzoria’s boundaries) do not follow the
Creed and acknowledge no such limitations—much to their dismay when the
Tribunal sends representatives to censure them...
Labels:
Classes,
Grimoire,
Mage,
Pathfinder,
RPG,
Spheres of Power
Thursday, June 11, 2015
:: Worldbuilding Semi-Contest Entry—Grimoire ::
This
post (8,730 words) is an entry into the Spheres of Power World-Building
Semi-Contest, as posted on Facebook. According to a post by Adam Myers on
the Spheres of Power Kickstarter page, the
deadline is June 13th. If you want to submit your sample world, check out the
original Facebook post here.
Grimoire
A sample world for Spheres of Power (Pathfinder)
by Wm Jay Carter III, 6/11/15
In the beginning, the animals of Athanasia knew of neither humans nor spellcasting. Then, the Strangers—semi-divine beings from another world—came and taught the animals how to harness mana and bend it to their will. Since that time magic has criss-crossed the land in rivers called ley-lines, fueling magic for both good and ill.
Thus empowered, the animals all began changing their shapes to look more like the Strangers, each to varying degrees of success. Those who achieved the transformation perfectly became known as humans, a race favored by the Strangers. Since the Cataclysm, however, the knowledge of how to change one’s shape has begun to fade, and the animal races remain in their hybrid states.
Magic is still available, however, waiting for those who discover their connection to it. Some seek out writings of Strange Wisdom and words of power; these are known as mages. Others find that magic literally flows from their souls like the ley-lines; these call themselves wunderkinder. Shamans commune with the world of spirits, especially those of their ancestors who learned wisdom from the Strangers. The dendrites believe they are the Strangers’ literal children, and are reborn century after century to ensure that Athanasia’s fate is guided by the Strangers’ will. Finally, exemplars make oaths to powerful beings in exchange for their magic, whether they devote themselves to a Stranger of Light or Darkness, or to the World Soul—the very spirit of Athanasia—thus harnessing its primal elements.
Athanasia itself is a young world, full of new beginnings. The first kingdom, Euzoria, was formed only a few hundred years ago. Euzoria is the home of humans, with the rest of Athanasia’s animal races living in their own communities. Thanks to the wisdom of the Strangers the denizens of Athanasia have enjoyed relative peace. But that peace is not without growing pains.
The córeans roost at Bristlebane, at the height of Mount Córea. Meanwhile their rivals, the seraphim, occupy the Pirium Spire, floating over the Eye of the World. The leonians roam the Ranai Forest, the sirens swim the Siren’s Sea, and the bóreans remain secluded in their tunnels near the outskirts of the Eye of the World. Many other animal races dot the planet, such as the merrows, draconians, ranai, and fenrir.
While none of the animal races share the organized government peculiar to humans, they are no less loyal to their own kind. Members of the animal races follow communally-respected leaders for as long as they remain relevant, and then govern their own local tribes internally when there is no immediate need for regional coordination. This has resulted in most of the animal races remaining localized to their own homelands, while the humans explore and expand year after year, spreading across most of the known world.
Subscribe to:
Posts (Atom)