36 Gods, 36 Classes: Tell me what they are.

TwoSix

I DM your 2nd favorite game
Another participatory setting premise thread.

For the last 400 years, since the Great Collapse, when any person comes of age, they are brought to the Temple of the Gods. During a ceremony, they are granted a blessing by one of the 36 Gods; this blessing comes in the form of a Class.

As people like their lives and gain experience, they slowly gain greater resilience and learn new special powers because from their Class.

Even people who are kept from the temple gain a blessing and a Class, although this is generally considered bad luck and possibly cursed.

No person can hide their class, except through the use of obscuring magic.

Tell me about a class, and the God who provides this blessing.

No one knows what drives the blessings of the Gods. Some Classes are common, some are rare. If they are driven by some sort of merit or temperament or natural inclination, no one has discovered what that is. The blessings are restricted to PC races (whatever they are), intelligent monsters do not receive them.

First 36 entries define the class list.
 

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The Hearthsmith

Hearthsmiths exist to bring rest and recovery to anyone who needs it whereever they happen to be, they'll welcome all in to their shelter, give you a hot meal, a warm bed and fix up both you and your gear, but their job isn't finished until you've set out again so they'll do all you need to prepare you to head back out on the road too.

Each and every Hearthsmith is connected to their own personal sanctuary, a wandering guesthouse of a pocket dimension they can summon the entrance or the whole building to whereever they need it, and taking the form of whatever they wish, but inside if you accept their hospitality, well, you've entered their home and their rules apply here now, and even if you haven't it's the job of a good host to ensure their guests aren't unduely disturbed and they're more than qualified to do that, so don't cause a fuss now!

As a Hearthsmith grows stronger the benefits they can bring to people from being within their sanctuary grow stronger, more numerous or persist longer after leaving, some gain shops inside their sanctuaries which are ever stocked with useful gear for people to supply themselves with, others create burning forges where they upgrade and enchant equipment, many serve food that cure ills and strengthen the body, the occasional mystic spa has been known to turn up too to ease and work through mental stressers too, some create places that enhance learning and host classes teaching useful skills.

Sooth

Sooth is the patron god of the Hearthsmiths, said to of originally been a blacksmith who became an adventurer then later settling down to own an inn before ascending to godhood for his deeds and renown, Sooth experienced many sides of the traveller's lifestyle from many perspectives, the wisdom they learned from this was the most important thing is there being someone, anyone, willing to prop you up when you get tired, and so he ensured that was so.

Sooth in his godhood is a large, old but muscular man, most of his skin glows red like iron in the fire but is never hotter to the touch than a comfortable warmth, he is never seen without wearing the bottom half of a repurposed-for-housekeeping leather smith's apron, he has short white wild hair and is typically of good humor, so long as you don't disturb the guests.
 
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TwoSix

I DM your 2nd favorite game
The Hearthsmith

Hearthsmiths exist to bring rest and recovery to anyone who needs it whereever they happen to be, they'll welcome all in to their shelter, give you a hot meal, a warm bed and fix up both you and your gear, but their job isn't finished until you've set out again so they'll do all you need to prepare you to head back out on the road too.

Each and every Hearthsmith is connected to their own personal sanctuary, a wandering guesthouse of a pocket dimension they can summon the entrance or the whole building to whereever they need it, and taking the form of whatever they wish, but inside if you accept their hospitality, well, you've entered their home and their rules apply here now, and even if you haven't it's the job of a good host to ensure their guests aren't unduely disturbed and they're more than qualified to do that, so don't cause a fuss now!

As a Hearthsmith grows stronger the benefits they can bring to people from being within their sanctuary grow stronger, more numerous or persist longer after leaving, some gain shops inside their sanctuaries which are ever stocked with useful gear for people to supply themselves with, others create burning forges where they upgrade and enchant equipment, many serve food that cure ills and strengthen the body, the occasional mystic spa has been known to turn up too to ease and work through mental stressers too, some create places that enhance learning and host classes teaching useful skills.

Sooth

Sooth is the patron god of the Hearthsmiths, said to of originally been a blacksmith who became an adventurer then later settling down to own an inn before ascending to godhood for his deeds and renown, Sooth experienced many sides of the traveller's lifestyle from many perspectives, the wisdom they learned from this was the most important thing is there being someone, anyone, willing to prop you up when you get tired, and so he ensured that was so,
Perfect. That's exactly the kind of concept I was looking for. Some combat focused classes, but also some day-to-day life classes.
 

Jim Cummins

Villager
The Firsts

The firsts are the favoured of the Goddess Anuthena who is the Guardian of civilization, they are devout and loyal to their calling. There are three aspects of Firsts

The First of the Chalice, each bears the symbol of a chalice filled with healing liquid. They go forth into danger to bring aide and comfort to those who are injured, with their divine magic they can cure the wounded, but they also come well trained in the non-magical arts, and can provide healing and support with their specialized skills and magical and non magical potions.

The First of the Chisel, these Firsts bear a necklace with a small chisel to denote their calling. They are highly training to heal and rebuild the environment of civilization, as the First of the Chalice aid the denizens of civilization. They are trained to deal with War, Famine, Destruction, they fortify against natural disasters and repair the aftermath. They bold go into hazardous situations to neutralize the danger and retrieve those in jeopardy. With their bravery, arcane magic and specialized equipment, they are a match for the dangers they face.

The Third path of the Firsts, is the First of the Baton, these are the protectors, and enforcers of the Goddess of civilization, they are armed with the baton of justice, and training in investigation, divination and defence. They protect the innocent and bring the guilty to justice. With they baton, tracking skills and a variety of nature spells they provide the shield for civilization and the other Firsts.



Anuthena

The Guardian of civilization, she is usually depicted hold the baton of Justice over head in her right hand, the chalice of mercy in her left hand is extended forward, and the chisel of restoration hangs on a chain around her neck. She is patron of those who protect civilization, either from with in or with out. To those who face danger, harm or injustice she is the beacon of hope in their time of need

When the call for aide goes out, the Firsts respond!
 

npick03

Explorer
Recallers

Recallers are granted the ability to immediately return to any place they have been to in the past, provided they have an emotional connection. They can extend this effect to the people and things around them, transporting whole groups through the ether. Most Recallers do this for a living, teleporting merchant caravans or wealthy travelers.

The Recaller must have a strong emotional connection to the place they return to. Maybe the city where they first fell in love, or perhaps the battlefield where their beloved was slain. Over time these connections can fade, unless the Recaller can keep their memories and emotions fresh. Many Recallers carry small trinkets or souvenirs to serve as a remembrance, while others keep detailed journals that they constantly review.

Recallers cannot be teleported by another Recaller. If a Recaller wants to expand their repertoire of locations, they must take the slow path and travel there by foot. This leads many Recallers to hire adventuring parties to act as escorts, protecting them on their way to distant locales.

As Recallers enter old age, their powers can grow unstable. They can drift through their own memories, returning to important or familiar places. Near the end of their lives they may phase out of reality entirely, vanishing to some other place beyond all knowing.

Anzuzu

Anzuzu, Old Auntie Thread, is the goddess of connections. She is most often venerated as the goddess of roads, but she is also worshiped as the patron of trade, communication, and conspiracies. Esoteric texts speak of Anzuzu as the queen of causality, abiding in the space between one moment and the next, speaking in coincidence and synchronicity.

Anzuzu is kindly, but aloof, spinning neither boon nor bane, but instead weaving all things good and evil into her pattern. Most often she is depicted as an older woman, either seated at a spinning wheel or holding a distaff and thread. Those who have communed with her on the higher planes describe seeing her as a vision of great hands, shrouded in darkness, ever weaving a cat’s cradle of luminous colored thread.
 

TwoSix

I DM your 2nd favorite game
Greengrocers
Greengrocers receive the blessing of Sarai, goddess of abundance and comfort. They have the ability to till fields and orchards and produce bountiful yields of produce, create magical wards that preserve freshness for extended periods, and at higher levels grant their produce the ability to grant minor magical boons to those who eat them.
 
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Fifinjir

Explorer
Pyromancers

Blessed of Parakaros, the Eyes in the Flame, pyromancers have the fire of the phoenixes flowing through their veins. A flame both destructive and restorative, the use of phoenix fire has one caveat: everything that is burned up must one day be remade. The smoke and ash of anything they incinerate follows them, and will become an increasingly heavy burden until the pyromancer reverses the process and restores what they burnt up. Even living things can be restored this way, provided they were alive when the phoenix fire unmade them (it’s not as painful as real burning).

Through this, pyromancers might become couriers, able to move large amounts of cargo on their own, or bounty hunters, preventing their quarry from escaping until they can be brought to their cell. A pyromancer may also preserve a dying person in their smoke, until they can be brought to a place where they can be healed.

Parakaros

Also called the Eyes in the Flame, because he appears as a great bonfire with several eyes starring out. Parakaros represents a continual cycle of destruction and rebirth. As you can probably guess, his sacred beast is the phoenix.
 

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