Irda Ranger said:
Yeah, in the sense that there hardly is any. As you said, the AU classes pretty much define how any setting with them worked - especially the more flavorful ones, like Akashic, Witch, Runethane, Ritual Warrior and Runechild. IH is going to be much more "real world" with fantasy flavor, rather than wholly fantasy.
Well in terms of this, the way I think about it with something like AU is that every class has one or two equivalent cultural role of niche, so:
Runethane=sage/craftsmen
Akashic=sage/diplomat or explorer
Magister=priest/wizard
Witch=mystic/outlaw
Warmain=noble soldier
Totem Warrior=hunter
and so forth. Now that's helpful because if I have a society of agriculturalists living on a relatively uncontrollable river and menaced by wandering barbarians well that comes out to:
floods need predicting=needs sage priests=magisters
cities need defending=needs heavilly armed soldiers=warmains
they're agriculturalists and they live in a very elementally aligned area=would develop something from that lifestyle=witches
My point with IH is that it's a little bit more difficult to figure out. I can certainly conclude from the above formula that the culture will probably need arimigers. I might also go with arcanists and hunters, but I really worry that that's what I'm going to get for way too many of those formula. It's good to have so many flavors of warrior, but until I see the traits I'm worried that there's not as much variety in terms of other basic roles. In the example above, for instance, the slot I filled with magisters could as easilly have been greenbonds, akashics, or runethanes and each one of those would have given you an idea of a very different society. And that's a neat world building tool.
On the other hand, the Berzerker write up in the back of transcendance gave you a much better idea of the culture that character is from than almost any write up I've seen in other DnD terms. And I take a lot of hope from that, so my only real complaint is that I want to start doing cultural write ups in those terms as soon as possible, particularly since my more common method is a wee bit stymied.
Traits + Classes, yes, but also feats, and I think the feats + traits will be much more important than the classes. Every culture will have some kind of "ranged attack guy", but not every culture will have the "Winter Born" trait or access to the same feats. From a magical perspective, I suspect some methods and recipes will be common among some peoples and unknown to others.
Some DnD stuff does this already, Forgotten Realms for instance, but admittedly I hadn't thought about it too much in IH terms. You could certainly do it with something like a talent mechanic and the extra feat characters get at first level. More importantly it would be interesting to see how it worked in terms of traits which seem to do the job feats do in FR several times better.
Maybe one society's Arcanists are the only ones who know the spells to make purple dye, and they're also good sailors.
I s'pose they'd also be the one's best at writing.