The%20Numberless%20Islands
Character classes and society


Note: The campaign has stopped running. The whole site is here simply for reference.

Warriors

Virtually everyone carries a weapon and has some idea of how to use it. The standard dining implement is an iron knife or dagger; farmers, shepherds and fishermen all need to be ready to defend themselves or their property from wild animals, from the hideous beasts that lurk at the edges of civilisation and in a lot of cases from professional soldiers. Physical protection of their subjects is one of the most important duties of a lord; it's also the only way of ensuring their future supply of rents, taxes, payment in kind, services and soldiers.

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Fighters

Professional warriors are found in the country and in the city, in all social classes, cultures and races, although status does differ. Among human nobility, for example, being a professional warrior is virtually a requirement at least for part of a man's lifespan; in other circumstances, among the freer peasantry, many peasants are part-time warriors, complementing their agricultural income with the proceeds of raiding. Women warriors are found in all these contexts, but they are notably fewer in numbers, and they do meet with a certain amount of prejudice and antagonism. Among the elves, however, no such discrimination exists.

Among people who make their living out of fighting, there is a basic distinction between the trained and well equipped warrior and the peasant militia man. Those who have been formally trained to fight, who have metal armour and weapons such as swords or battle axes, who can use heavy missile weapons or fight on board ships, are effectively petty military entrepreneurs: they are free to choose whom they will serve and, in some circumstances, free to transfer their allegiance. They can command far higher fees than the peasants; they can expect gifts and prizes and they are capable of mounting independent expeditions. Most people feel there are far too many of these adventurers. Most women warriors are within this category, and almost all player characters.

The untrained peasant is in a much less enviable situation: their weaponry is likely to be poor: leather armour and a spear is about the average, and this may well belong to their master. Their military skills are very limited; their only advantage in battle is numbers, except where an upbringing as fishermen has given them sailing skills or where they have learned to use slings as shepherds or shortbows for hunting. These individuals are not generally free to choose their master and tend to be willing or unwilling soldiers of their local lords. Soldiering rarely offers more than subsistence rations and a place to live for these men (there are virtually no women in this situation): plunder offers their only chance of significantly improving their situation. Given time and luck, a peasant warrior can survive long enough to acquire good arms and reasonable skill, as well as perhaps command of half a dozen or a dozen soldiers; at this point, they can choose between a secure future as a sergeant, able to put away enough for a (relatively) comfortable retirement, or absconding with their men for independent adventuring or brigandage.

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Religious warriors

There are various kinds of specialised warrior, filling different social niches. Among the most important of these are the members of elite units, religious warriors and those in the ranger orders.

Many powerful individuals have chosen to surround themselves with a group of highly skilled warriors, whose loyalty they have ensured by rewards far above the norm and special training as a unit. The most well-known of these are the bodyguards, often composed of young petty nobles from related families, who defend most major lords and form the core of their personal armies. Such groups are found in most courts, human or not, and for many second sons of the petty nobility represent a stage between fosterage in the lord's court and independence once they have earned their own lands or formed a band of their own.

While the (Christian) Church of Mary has her own battling abbots, adventuring priests and warrior bishops, most monks and priests (and almost all nuns) are peaceable individuals whose fighting skills are no greater than those of the local peasantry. Thus there is a long tradition of hiring groups of professional soldiers to defend monasteries and churches, as well as making sure that the peasants on the lands granted to these institutions pay rents and tithes from the lands they work for themselves and perform the customary labour services on the lands worked directly for the monastery or church - and thus enable the spiritual and studious life to continue. Some of these are certainly cynics whose only interest in the post is the opportunity it offers for extorting "gifts" from the peasantry; but some at least are relatively sincere and conscientious and are mainly concerned with making their comfortable positions hereditary.

Along with these professional defenders of the faith, there is a constant scattering of warriors who have devoted themselves to the church for religious reasons. Sometimes these are warriors who have turned from their previous pursuit of temporal glory and plunder after a spiritual experience. When these individuals do not take a hermit's robe, they often find themselves taking charge of the monastery's defences and the administration of its lands, attending services and acting as confidantes and couriers for the more politically active abbots.

In other cases, however, these are individuals who have been devoted to religion since childhood, either because of a personal feeling (and a relatively large proportion of these are women) or because a noble father couldn't find land, fosterage or a church office for his son. These holy warriors take vows, including vows of poverty and chastity, and generally embark on a life of adventure in the cause of service: restoring deserted chapels (and dealing with whatever brought about their desertion), defending the poor and smiting the enemies of the faith. Most of these warriors lead a wandering or hermit life by choice; however, they can generally obtain hospitality for short periods from any institution of their church. Their greatest goal in life tends to be a major pilgrimage (once they can afford it), retirement as a hermit (once they feel they can no longer serve by fighting) or setting themselves up as lords of a territory they can (attempt to) turn into a model of devotion and piety.

Such holy warriors exist in the pagan faiths as well, but these are generally individuals who have an intense personal feeling for a particular deity and have been favoured by that deity. In some cases they may live normal lives as adventuring warriors or in service to a lord or temple; in others they may retreat to the wilderness and live as an (extremely dangerous) warrior ascetic.

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Rangers

The Numberless Islands are very much a frontier area between dagsfolk and goblinkind; there can be few villages of humans or halflings which have not at some time been raided by the goblinkind, whose territory stretches for vast distances beyond the lands of the dagsfolk. Living in the wilderness areas around the latter are scattered warriors whose goal in living in this isolation is not primarily religious, but is the defence of the forest and the wilderness and of the settled lands behind them. These few individuals have all sought out a ranger master at an early age, and served them for a decade or more, learning the skills of the forest or the sea, gathering the lore of animals, plants and places and imbibing the ranger ethic. Once fully trained, they generally live apart from each other and from settled humanity, moving between temporary shelters in the forest or on the shore. Some have made the forest their true home; of these, some live far into goblinkind lands and wage guerilla warfare against the hewers of wood and defilers of water, others live on the fringes of human settlements and work to defend the forest from being cleared by making it a place safe for humans to work in. Those who prefer the sea travel far and wide, watching for goblinkind warbands, ambushing their couriers and working behind the scenes for good relations between humans and the seafolk. There are as many women as men rangers.

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Priests

In a world where the gods are a daily presence, they have many servants, ranging from hermits in the forests to the archbishops of great towns.

There are two very common kinds of religious institutions (christian or pagan). The first is the local village priest, living in a house provided by the villagers and living off their gifts, serving a shrine and ministering to the day-to-day needs of the villagers; in some cases, the priesthood is simply a part-time activity for someone who is otherwise a farmer, an artisan such as a blacksmith or the head of an important household. The village priest will usually be answerable to superiors living in the nearest temple, monastery or abbey. These typically combine a small community living under religious vows with a large church or temple used by the entire community on festivals. Most of these foundations will own their own lands; some of these may be let to local peasants, while the rest are worked by the priests and monks themselves or by peasants who owe them labour services. Within individual cults, hierarchies exist above the temple level, but fixed locations for these (such as bishops' palaces) are rare.

Generally, individuals pay tithes to the religion of their choice, whether to the local priest or to the local temple/abbey; in some cases, an attempt may be made to enforce the establishment, i.e. right to tax, of a single church. This is a basic "insurance policy" against sickness, injury, bad weather, bad luck etc. for those who pay the tax. Note that player character priests who cure their fellow adventurers can certainly require sacrifice, burning of candles or donations to worthy causes (other than the priest character) etc.

Other common forms of religious institution include hermitages, closed communities and in the larger towns churches of a more familiar kind.

While no religion is "gender-blind", this does not mean that either sex is systematically excluded from any of the priestly functions, except within specific cults: any of the functions mentioned above may be carried out by a man or a woman in one or the other religion. This also goes for the adventuring classes described below.

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Clerics

These are basically adventuring priests, individuals under religious vows who are not settled in a single place or institution. Some of these are simply following a career path similar to adventuring warriors, hoping eventually to attract the eye of a powerful patron, but many are sincere individuals with a personal quest, a long term pilgrimage, a special vow to fulfil or who are simply in search of enlightenment. For some of these individuals, their highest aim is to carve out a new territory and found a new place of worship; others may follow a spiritual path which does not have a simple end, may be devoted to the ideal of wandering service or may be directly serving the aims of their church as messengers and travelling specialists. Some of the latter may be attached to a specific temple and be under direct orders of their local superior. The behaviour of adventuring clerics can vary considerably depending on their aim: for example, some may try to convert all they meet, while some might even conceal their identity in order to carry out a very specific mission, like delivering a message or recovering cult property.

Non-humans also have their own priests, but far fewer of them are wandering clerics. Where these individuals have a spiritual quest, it will be far more exacting than many human quests; where they are on a mission, it will have a clear beginning and a clearly defined end.

See also: Numberless religions

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Monks

Among individuals devoted to the religious life, a select few in a small number of religions practise an esoteric training in body and mind control. The powers thus granted are not lightly used, however; they are acquired in a process of training and self-development whose ultimate goal is spiritual. Whether individuals have been trained by hermit masters in the woods or in ascetic communities, they are bound to have a specific purpose for their activities in the world. They may be carrying out a mission on behalf of some spiritual superior or they may be devoted to a clear path of spiritual development. Monks are never without motivation, but their goals may not always be apparent to outsiders.

There are no non-human monks.

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Druids

Probably the oldest, and certainly the most widespread, religion is the cult of Danu or, as it is more commonly known, the Druidic Order. Except in christian areas, this is the most widely shared religion of the Islander peasantry. The cult also lays claim to another form of preeminence in that their rituals celebrate all the deities of the Islander pantheon; this goes some distance beyond the more general tolerance for and occasional propitiation of other deities common to all pantheists. Because of its wide distribution and peasant roots, the cult is even less organized than most others; the tradition is transmitted through a loose network of elder druids.

Like the Ranger order, the druidic order is related to the ongoing interaction between humanity and nature, cultivation and wilderness.The druidic worship of Danu is at the same time a worship of nature, and the theory that all (acceptable) gods are aspects of the same ultimate reality is very popular among the more conciliatory druids. Equally, all druids share the belief that there is a balance in all things, which should be preserved.

Some druids live in villages, and help the villagers at the same time as they encourage them to restraint in their destruction of nature; others prefer to live in the depths of the forest and avoid what they see as the compromises of the others.

The druid way tends to encourage wandering, at least for some part of an individual's life. Settling in an area tends to be a lifetime commitment for a single druid; there are very few druid communities, and tradition tends to encourage druids to travel enough to know what they're doing when they settle down. Equally, most elder druids hold that learning to discern the Balance and act gently enough to restore it without introducing further instability requires a good deal of experience and self-knowledge (anybody can learn to smite Evil).

The cult of Danu is one of the few human religions to have elven or halfling priests.

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Wizards

Wizards, at least until they are very powerful, are perhaps the least independent class of adventurers. They are effectively always dependent on a patron, whether this is a noble employer, a party of adventurers or a city clientèle. Whereas the thief can generate their own income, priests can be looked after by their institutions and fighters can be effectively military entrepreneurs, the wizard is always working for someone else (this may explain the persistent stories of wizards leading groups of goblinkind: at least in this way they may have some respect and independence).

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Specialists

Whatever their field of specialization, wizards generally have greater magical powers than priests; however, their social status is considerably lower. Priests are respected and trusted, at least some of the time, but ordinary people tend to treat the wizard with a mixture of fear and suspicion that is otherwise reserved for goblinkind or possibly forest elves: people don't know what wizards are up to, and are afraid of what the answer might be. This is particularly true given the enormous variety of specializations available. The net result is that most of the time there is something of a strange relationship between wizards and the people they work for: although warriors might employ wizards when going raiding, the wizard may well be excluded from their off-duty activities; or while city folk may consult a wizard for divination, they are unlikely to ask their advice in the way they might ask it of a priest. It is only when a wizard is "among their own" - a witch in a village, or an expert advisor to royalty - that they are likely to see eye to eye with those they work for. Unsurprisingly, many wizards are either loners or cynics.

See also: list of magic schools

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Wild mages

If wizards are feared and distrusted, wild mages are treated with an attitude otherwise only reserved for casks of burning oil rolling down the middle of the street. Most magic is hedged in to a certain extent by tradition and culture; wild mages, however, deliberately go their own way and explore areas which have neither been sanctified by the gods nor transformed into guild mysteries like other knowledges, from that of smiths to that of bards. Wild mages are only too happy to tell people what it is that they are doing; the problem is that most people either fail to understand or get very upset (including other mages) - it seems alternately that wild mages are saying that nothing is real or that they think everything is happening all at once everywhere. Those who have overcome caution and distrust, however, have found wild mages extremely useful allies - so long as they are kept at a safe distance.

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Rogues

In one well-known theory, human (and indeed dwarf or halfling) society is made up of those who feed everyone (the peasants), those who fight for everyone (the warriors), and those who pray for everyone (the priests). As a principle, roguery fits in everywhere that this description breaks down: most citizens do not dream of the sheer variety of roguery. On the fringes and the underside of the institutions of agricultural production, military state and religious foundations, as well as filling the gaps between theory and practice, roguery makes everything work at the same time as turning over a tidy profit.

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Thieves

Very many individuals are part-time thieves in the sense of occasionally taking advantage of the opportunities offered by the carelessness of others; only thieves turn this into an artform and a way of life. Thieves are scavengers, depending on their manual skills and their specialised knowledge to take advantage of likely opportunities and when necessary create them. The vast majority of thieves have been trained by an individual master or have taught themselves, drawing on childhood learning (on the streets or in the woods) and knowledge passed on by family or friends. A special few have been trained by Thieves' Guilds (which only operate as schools in the largest towns) or in unusual situations like military training for scouts (although in most cases this will be a case of putting a military slant on previously-acquired skills).

While few peasants would think of the world in this way, to a rogue it does present a predictable map of localised opportunities. This means that in most cases thieves divide up the opportunities among themselves, by area and often by type. Thieves trespassing on another thief's territory can expect little mercy if the means to punish them is at hand. Very often the division and punishment are centralised, either in a formal Thieves' Guild (in towns) or simply under the local boss (in the countryside). The Guild or boss generally reserves the right to sell membership and "pitches", as well as the right to collect protection money - which generally means a good and secure income. They also serve as a source of experts for advanced tuition - again, at a price. Lastly, they can bargain in some cases with local lords (selling information about rivals, or selling concessions in the form of reductions of particularly antisocial activities like brigandage and piracy).

In general, thieves can expect relatively little mercy if they are caught. Custodial sentences tend to be reserved for political prisoners and civil cases (such as debt). Execution, amputation, branding or other mutilation, fines or confiscation of goods, forced labour or conscription, and in some cases sale as a slave are common punishments. Here again the Guild or boss can be a helpful friend - in some circumstances, and for a hefty consideration.

Most player character thieves are likely to be without a fixed pitch, travelling around and taking their chances where they find them, and making temporary arrangements with local Guilds or bosses when necessary. In some cases, they are "unemployed" in the sense of having lost their old pitch or being temporarily out of work (as a scout, say) and simply looking for work or excitement. This does not necessarily make them less trustworthy, although the knowledge that a fellow-adventurer may be gone the next morning with the party's gold sometimes dampens people's reaction to them. Thieves are found in all cultures, but their activities vary depending on the nature of "official" activity. Gender is not a barrier to taking up thievery as a career.

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Bards

The bard tends to fill a niche within "the system" rather than outside the official institutions. Depending on a ready tongue and skill in interaction, they oil many social wheels, from providing entertainment at feasts to behind-the-scenes diplomatic activity. Bards tend to have a more specialised training than thieves; this also means that most start within a specific niche, even if they then desert it.

The word "bard" is used to refer to all kinds of individuals with a certain amount of cultivation and specialised education and whose role is a performance as much as a straightforward physical or magical activity. Legally the term includes any individuals whose social status has been raised by their learning but who are not under religious vows. This group includes the court poets, musicians and skalds of different cultures, but also all kinds of non-noble advisors, for example, as well as performers of a different kind, like con artists or those who specialise in spectacular weapon tricks.

It is very difficult to generalise about the activities of player character bards, but there is certainly a distinction between those for whom being on the road is part of their way of life (such as acrobats) and those for whom it is the result either of losing their previous employment or receiving a special mission (such as messengers). There are male and female bards, and bards of all races, but only a limited number of opportunities are available to any given individual.

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This material is copyright © 1995-1999 Anna Mazzoldi and Laurence Cox.

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