Classes as social tendencies in the Pale Sky


Homebrew and House Rules


Long into the past, I posted a thread on a homebrew setting I've ran a few times in dense clusters of games since then. "Anum Suyat, the Pale Sky" being said setting of pseudomodern, slightly Eberron style magitech modern fantasy. A notable fact I wanted to address was the idea that with your company (Being your work group of sorts, your true occupation) and your caste (the assumed role or function you serve as your species or clan (Mulyandear labourers, half orc police, cyclopskin mystics, so on). An issue I met was that through the fact that a class in the roleplay format (Which is more key than mechanics) a lot of the classes seem an odd thing to devote life or even a notable section to, from more obscure archetypes, to actual classes (Like the vigilante). So in my Eastern style setting with it's heavy magitech elements, I'd like to propose a selection of possibilities and in turn, ask for some ideas for more direct archetypes.

Barbarians- The eugenic and alchemically reformed and well bred berserker lawkeepers of Anum-Suyat, the Great Port on the Fen. Each one is modified with supplemental organs, sensors, and glands mixed with subtle arcane and biochemical modifications, as well as instinctive modifications. The result is a powerful, canny warrior that does well both in spurts of inhuman activity and protection of the civil peace. Ranging from spindling to hulking, your usual "Rajput" has a wide chest, long powerful limbs and a rather even height for their race, rather than looking or small, the better to navigate the often vertical as much as horizontal city paths. Many lack alternative training as Rajput, living and dying with a mixture of occultic herbalism, man-hunting tactics, and even atavistic mysticism to better understand the chemical-possession rites literally infused into them. The vast majority come from the Orc-kith clans, not for an innate rage, but the hybrid mutation overstimulating the adrenal glands and the like. Resulting in flexible survivalists easy to bring to law and order, from Special Tactics and Operations, to the less obvious, like Intimidation and Interrogation, or even the scariest crossing guard you will ever encounter.

Fighters- The classical soldier of many ages, where many would find heavy plate or possibly a waifish swordsman, the Pale sky breeds a difference. Fighters' bodies through a mixture of successive enhancements and training often result in the typical soldier flexibly filling every role you can think of, from shipboard masters of the cannon that can throw a punch with nostrils that smell fear, and an auditory membrane that can find, serving as a sort of specialist worker with a more martial bent. Several are full company or caste adherents, amplifying what is innately born into them through refinement, enhancement and self improvement. Many become often referred to as "Savants", devoting themselves to tactics and their crafts slowly turned to something more martial or based in such, from fighting surgeons, to writers that produce elaborate poetry on the nature of a sinew tearing or warping, or what the tears of a dying comrade look like in the glint of an enemy's blade. Steadily reaching self understanding through war itself. Many even change themselves to fit these ideas, a knife wielder's errant hand reshaped to turn a blade with flat planes and reinforced joints for a spring effect to each motion is not uncommon in this trend.

Clerics- As the countless cults of the Pale Sky praise the concepts of reality, and not the gods, several variant clerics exist, serving as generators of concepts, arcane demagogues and specialists guilds-masters of various concepts and ideas, from the healing masters of the Cult of Fat, to the Chroniclers of rust, pest control of the Genocidal "House of Liquid PYrite" and so on. The indoctrination into beliefs and perpetual experimentation in infatuation into the cult, and self dissolution into the act of service leads many of them to become the face of hope and compassion to many common people. Where the rails fall, the Clerics of the cult of metal tend and soothe the workers in their lulls of prosperity. Where the dead go to the place of silence, the clergy of death offer those few willing a new life as spirits in the city, guardian wards and masters. Given that most cults consume sections of the assorted companies, praising and learning the highest mysteries and simple truths of how reality works. Many of these understandings are offer and taught. For a price.

Mesmerists- Psycho-analysists, therapists, and treaters of mental issues. Many double as cultural researchers, information gatherers and members of the sociological fields. Several learn their skills through awareness and subtle manipulation or amplification of their innate sense of personality.

To be continued)


Where does one volunteer to join the Cult of Fat? I recently applied for a job at McDonalds, I think I'm getting close.


TheGreatWot wrote:
Where does one volunteer to join the Cult of Fat? I recently applied for a job at McDonalds, I think I'm getting close.

Basically the Ronald House, except fantastic and magical with a sort of reverse heart disease effect. Apply at your local cafe on the corner of Iron Hilda Avenue and the Path of Ten Goats.

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