Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Oz 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grimgrin" data-source="post: 4548138" data-attributes="member: 78830"><p><strong><span style="font-family: 'Curlz MT'"><span style="font-size: 18px"><span style="color: white">Character Classes</span></span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Characters of Oz have the same basic classes of the standard 4E D&D game. In addition, the Artificer class is available only to humans. The Barbarian class is only available to Beast Men. Finally only fey creatures can take the Sword Mage class.</span></span></span></p><p></p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Cleric</span></em></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Oz clerics do not gain their divine powers from a deity, but instead from a divine principle. These principles where established over a hundred years ago their mortal archetype: the Great Elders. Each Great Elder has her own philosophy and approach to life. Long ago they lead others with their example. Each generation has passed on their teachings to the next. The cleric goes by different names in Oz. In Emerald City they are called churgeons. In fey country they are called fahari. Both travel to wherever they are most needed.</span></span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Glinda of the South </span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">(Lawful Good) </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Glinda advocates the study of magic, the acquisition of knowledge, and cultivating beauty. She is revered by the Quadleen as well as any person that values intelligence over brawn. Poetry, music, and dramatic plays reenacting the key moments of her life are common. Her teachings include:</span></span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'"><span style="font-size: 12px">·</span> </span><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Knowledge is precious. One can not take the correct action without correct information. Understanding is your greatest tool in solving problems. What will happen in the future is based on what has happened in the past.</span></span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'"><span style="font-size: 12px">·</span> </span><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Arcane Power should never be misused. Only those who prove themselves worth of arcane power should be allowed to pursue it.</span></span></span></p><p><span style="font-family: 'Symbol'"><span style="color: white"><span style="font-size: 12px">·</span> </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Beauty is divine. Beautiful surroundings stimulate the mind and purify the spirit. </span></span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Locasta of the North</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">(Good)</span></span></span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Locasta advocates the protection of the meek and the preservation of nature. She also encourages others to build sanatoriums, grow gardens, and practice the healing arts. She is revered by the Gillikin as well as those that practice the healing arts. Her teachings include:</span></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The strong should protect the meek. It is the burden of the powerful to use the abilities to prevent harm.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The land is the birthright of the unborn. Destroying the landscape hurts not only you, but all your descendents as well.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Befriend others. What you give to others will return to you ten fold.</span></span></span></li> </ul><p><strong><span style="font-family: 'Arial'"><span style="color: white">Bastinda of the West</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">(Chaos Evil)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Bastinda advocates taking whatever you want. She once ruled the Vinci tribes, but has reportedly destroyed by Do’Rothee. No body was ever found. She is still considered by many Vinci as their greatest queen and is revered by those that ruthlessly seek power for themselves.</span></span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'"><span style="font-size: 12px">·</span> </span><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Always attack first. Don’t give others the chance to attack you first. </span></span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'"><span style="font-size: 12px">·</span> </span><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Use whatever advantage you can gain to accomplish your goals.</span></span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'"><span style="font-size: 12px">·</span> </span><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Flee to save your life so you can begin to plot your revenge. </span></span></span></p><p> </p><p> </p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Nerossa of the East</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">(Evil)</span></span></span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Nerossa advocates inflicting pain and dominating others. She ruled the Munkin until she was crushed on Do’Rothee’s arrival to OZ. Her disciples went into hiding after her fall, but her cult is finding new life as Rebel Munkin seek any avenue for driving the forces of Emerald out of Munkin Land. Nerossa is revered by those that want to be feared and like to make their enemies suffer. Her teachings include:</span></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Never allow fear to master you. Make fear a weapon in your own arsenal.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Punish others for disappointing you. People perform better if they know their life is on the line.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Show no weakness. If others believe you are undefeatable, they will be less likely to turn against you.</span></span></span></li> </ul><p><strong><span style="font-family: 'Arial'"><span style="color: white">Emerald Orthodoxy</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">(Unaligned)</span></span></span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The first Grand Artificer of Emerald City established the tenets of the Emerald Orthodoxy. He taught others to continually improve their technology, to experiment with mechanics and magic, and to insure the prosperity and growth of Emerald and its residents. Emerald Orthodoxy is the guiding principle of both the civil and martial activities of the City State of Emerald. His teachings include:</span></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">A tower must be built on a firm foundation. Emerald seeks to secure all the food, natural resources, and labor the city state needs now and might need in the future.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Progress is inevitable. Emerald believe that their own technology and philosophy will inevitably extend across OZ and so any actions they take to advance their political and military supremacy only improves the security and influence of Emerald.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Success is awarded by merit. Those that accomplish the most in their field of expertise deserve the most. This has resulted in an unbreakable custom of distributing resources and advancement based on seniority and patronship.</span></span></span></li> </ul><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Fighter</span></em></span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Fighters include both the professional Soldiers of Emerald and Color Militias of the surrounding fey countries as well as the mercenary Freebooters. The troops of Emerald are often equipped with black powder muskets and pistols and artificer built mechanized weaponry. The fey rely on the weapons and armor of their ancestors and their legacy of powerful magical artifacts.</span></span></span></p><p> </p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Paladin</span></em></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The paladins of Oz are the criminal investigators, law men, and ambassadors of their respective regions. Southern Pinkertons, Western Yellow Knights, Eastern Blue Shields, Northern Imperial Justices, and Emerald City G-Men are all regional variations of this class. Their powers come from their dedication to promoting and defending the tenets of their faith. Both the fey communities and the city of Emerald need people that insure that the law is obeyed and look for criminals and political fugitives. Paladins are common in to all faiths including “wicked” and “good” philosophies. Paladins are given great lassitude in the investigation of misconduct and treachery. The Paladins of Emerald City often investigate violent crimes, treason, and smuggling. Fey Paladins are often forced to act with out consulting their superiors and mostly rely on their own resources. Many fey paladins are forced to assume the rolls of judge, jury, and if need be executioner in their assigned rural circuits. The shiny armor and shields the paladin bear are emblems of their office and authority granted to them by their rulers. </span></span></span></p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Ranger</span></em></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Both all the countries of Oz employ Scouts, Yellow Brick Patrollers, and Woodsmen. Many of the warriors of the fey specialize in the use of bow and arrow. Beast Men are drawn to the use of paired and double weapons. The Emerald Army has an elite group of scouts called “Musketeers”.</span></span></span></p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Rogue</span></em></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Rogues are the spies, humbugs, charlatans, and highwaymen of Oz. They can work alone or in groups and favor surprise attacks. In Oz rogues are often called Shaggy Men or Jackdaws due to their tendency to wander and their thieving ways. All the rulers of Oz have to defend against theft and calamity from these trouble makers, and many actively recruit rogues for their own schemes. All rogues are proficient with pistols.</span></span></span></p><p> </p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Warlock</span></em></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">A Warlock in Oz is a spell-caster that is born with the gift of magic. Unlike a wizard (or sorceress), the warlock comes by his or her arcane power through raw desire rather than rote learning. A fey warlock nearly universally pursues the fey pact. The nickname for a fey warlock in the Emerald Army is a “Jinx”. Infernal pacts are common to creatures that live near and traffic with the demons and devils found in the deserts surrounding Oz and are called the “Forked”. Humans are the majority of warlocks on the star pact and often call themselves “Astromancers”. </span></span></span></p><p> </p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Warlord</span></em></span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Humans and Fey approach warlord training in radically different ways. Fey warlords are always of the royal blood. They are trained from infancy to rule and guide others in peace and in war. Human warlords are officers of the Emerald Army. They leave “The Mint” (Emerald City’s military academy) as ensigns and work their way up the chain of command by proving themselves on and off the battle field.</span></span></span></p><p> </p><p><strong><span style="font-family: 'Curlz MT'"><em><span style="color: white">Wizard</span></em></span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Wizards are male spell-casters. Females are called Witches (or Sorceresses). Both humans and fey teach wizardry to their young. Fey creatures often pass wizardry along family lines or from master to apprentice. Fey wizards often become Blood Mages and Spiral Tower Wizards. Humans have formalized schools of wizardry with the intent to produce a crop of Battle Mages for the Emerald Army and Spellstorm Mages for the Zonal Arcane Power Production Plants (ZAPPP) that fuel the electrical appetite of Emerald City. </span></span></span></p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4548138, member: 78830"] [B][FONT=Curlz MT][SIZE=5][COLOR=white]Character Classes[/COLOR][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]Characters of Oz have the same basic classes of the standard 4E D&D game. In addition, the Artificer class is available only to humans. The Barbarian class is only available to Beast Men. Finally only fey creatures can take the Sword Mage class.[/COLOR][/SIZE][/FONT] [B][FONT=Curlz MT][I][COLOR=white]Cleric[/COLOR][/I][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]Oz clerics do not gain their divine powers from a deity, but instead from a divine principle. These principles where established over a hundred years ago their mortal archetype: the Great Elders. Each Great Elder has her own philosophy and approach to life. Long ago they lead others with their example. Each generation has passed on their teachings to the next. The cleric goes by different names in Oz. In Emerald City they are called churgeons. In fey country they are called fahari. Both travel to wherever they are most needed.[/COLOR][/SIZE][/FONT] [B][FONT=Arial][COLOR=white]Glinda of the South [/COLOR][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white](Lawful Good) [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Glinda advocates the study of magic, the acquisition of knowledge, and cultivating beauty. She is revered by the Quadleen as well as any person that values intelligence over brawn. Poetry, music, and dramatic plays reenacting the key moments of her life are common. Her teachings include:[/COLOR][/SIZE][/FONT] [COLOR=white][FONT=Symbol][SIZE=3]·[/SIZE] [/FONT][FONT=Times New Roman][SIZE=3]Knowledge is precious. One can not take the correct action without correct information. Understanding is your greatest tool in solving problems. What will happen in the future is based on what has happened in the past.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Symbol][SIZE=3]·[/SIZE] [/FONT][FONT=Times New Roman][SIZE=3]Arcane Power should never be misused. Only those who prove themselves worth of arcane power should be allowed to pursue it.[/SIZE][/FONT][/COLOR] [FONT=Symbol][COLOR=white][SIZE=3]·[/SIZE] [/COLOR][/FONT][FONT=Times New Roman][SIZE=3][COLOR=white]Beauty is divine. Beautiful surroundings stimulate the mind and purify the spirit. [/COLOR][/SIZE][/FONT] [B][FONT=Arial][COLOR=white]Locasta of the North[/COLOR][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white](Good)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Locasta advocates the protection of the meek and the preservation of nature. She also encourages others to build sanatoriums, grow gardens, and practice the healing arts. She is revered by the Gillikin as well as those that practice the healing arts. Her teachings include:[/COLOR][/SIZE][/FONT] [LIST] [*][FONT=Times New Roman][SIZE=3][COLOR=white]The strong should protect the meek. It is the burden of the powerful to use the abilities to prevent harm.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]The land is the birthright of the unborn. Destroying the landscape hurts not only you, but all your descendents as well.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Befriend others. What you give to others will return to you ten fold.[/COLOR][/SIZE][/FONT] [/LIST][B][FONT=Arial][COLOR=white]Bastinda of the West[/COLOR][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white](Chaos Evil)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Bastinda advocates taking whatever you want. She once ruled the Vinci tribes, but has reportedly destroyed by Do’Rothee. No body was ever found. She is still considered by many Vinci as their greatest queen and is revered by those that ruthlessly seek power for themselves.[/COLOR][/SIZE][/FONT] [COLOR=white][FONT=Symbol][SIZE=3]·[/SIZE] [/FONT][SIZE=3][FONT=Times New Roman]Always attack first. Don’t give others the chance to attack you first. [/FONT][/SIZE][/COLOR] [COLOR=white][FONT=Symbol][SIZE=3]·[/SIZE] [/FONT][FONT=Times New Roman][SIZE=3]Use whatever advantage you can gain to accomplish your goals.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Symbol][SIZE=3]·[/SIZE] [/FONT][FONT=Times New Roman][SIZE=3]Flee to save your life so you can begin to plot your revenge. [/SIZE][/FONT][/COLOR] [B][FONT=Arial][COLOR=white]Nerossa of the East[/COLOR][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white](Evil)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Nerossa advocates inflicting pain and dominating others. She ruled the Munkin until she was crushed on Do’Rothee’s arrival to OZ. Her disciples went into hiding after her fall, but her cult is finding new life as Rebel Munkin seek any avenue for driving the forces of Emerald out of Munkin Land. Nerossa is revered by those that want to be feared and like to make their enemies suffer. Her teachings include:[/COLOR][/SIZE][/FONT] [LIST] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Never allow fear to master you. Make fear a weapon in your own arsenal.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Punish others for disappointing you. People perform better if they know their life is on the line.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Show no weakness. If others believe you are undefeatable, they will be less likely to turn against you.[/COLOR][/SIZE][/FONT] [/LIST][B][FONT=Arial][COLOR=white]Emerald Orthodoxy[/COLOR][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white](Unaligned)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The first Grand Artificer of Emerald City established the tenets of the Emerald Orthodoxy. He taught others to continually improve their technology, to experiment with mechanics and magic, and to insure the prosperity and growth of Emerald and its residents. Emerald Orthodoxy is the guiding principle of both the civil and martial activities of the City State of Emerald. His teachings include:[/COLOR][/SIZE][/FONT] [LIST] [*][FONT=Times New Roman][SIZE=3][COLOR=white]A tower must be built on a firm foundation. Emerald seeks to secure all the food, natural resources, and labor the city state needs now and might need in the future.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Progress is inevitable. Emerald believe that their own technology and philosophy will inevitably extend across OZ and so any actions they take to advance their political and military supremacy only improves the security and influence of Emerald.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Success is awarded by merit. Those that accomplish the most in their field of expertise deserve the most. This has resulted in an unbreakable custom of distributing resources and advancement based on seniority and patronship.[/COLOR][/SIZE][/FONT] [/LIST][B][FONT=Curlz MT][I][COLOR=white]Fighter[/COLOR][/I][/FONT][/B] [SIZE=3][FONT=Times New Roman][COLOR=white]Fighters include both the professional Soldiers of Emerald and Color Militias of the surrounding fey countries as well as the mercenary Freebooters. The troops of Emerald are often equipped with black powder muskets and pistols and artificer built mechanized weaponry. The fey rely on the weapons and armor of their ancestors and their legacy of powerful magical artifacts.[/COLOR][/FONT][/SIZE] [B][FONT=Curlz MT][I][COLOR=white]Paladin[/COLOR][/I][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]The paladins of Oz are the criminal investigators, law men, and ambassadors of their respective regions. Southern Pinkertons, Western Yellow Knights, Eastern Blue Shields, Northern Imperial Justices, and Emerald City G-Men are all regional variations of this class. Their powers come from their dedication to promoting and defending the tenets of their faith. Both the fey communities and the city of Emerald need people that insure that the law is obeyed and look for criminals and political fugitives. Paladins are common in to all faiths including “wicked” and “good” philosophies. Paladins are given great lassitude in the investigation of misconduct and treachery. The Paladins of Emerald City often investigate violent crimes, treason, and smuggling. Fey Paladins are often forced to act with out consulting their superiors and mostly rely on their own resources. Many fey paladins are forced to assume the rolls of judge, jury, and if need be executioner in their assigned rural circuits. The shiny armor and shields the paladin bear are emblems of their office and authority granted to them by their rulers. [/COLOR][/SIZE][/FONT] [B][FONT=Curlz MT][I][COLOR=white]Ranger[/COLOR][/I][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]Both all the countries of Oz employ Scouts, Yellow Brick Patrollers, and Woodsmen. Many of the warriors of the fey specialize in the use of bow and arrow. Beast Men are drawn to the use of paired and double weapons. The Emerald Army has an elite group of scouts called “Musketeers”.[/COLOR][/SIZE][/FONT] [B][FONT=Curlz MT][I][COLOR=white]Rogue[/COLOR][/I][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]Rogues are the spies, humbugs, charlatans, and highwaymen of Oz. They can work alone or in groups and favor surprise attacks. In Oz rogues are often called Shaggy Men or Jackdaws due to their tendency to wander and their thieving ways. All the rulers of Oz have to defend against theft and calamity from these trouble makers, and many actively recruit rogues for their own schemes. All rogues are proficient with pistols.[/COLOR][/SIZE][/FONT] [B][FONT=Curlz MT][I][COLOR=white]Warlock[/COLOR][/I][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]A Warlock in Oz is a spell-caster that is born with the gift of magic. Unlike a wizard (or sorceress), the warlock comes by his or her arcane power through raw desire rather than rote learning. A fey warlock nearly universally pursues the fey pact. The nickname for a fey warlock in the Emerald Army is a “Jinx”. Infernal pacts are common to creatures that live near and traffic with the demons and devils found in the deserts surrounding Oz and are called the “Forked”. Humans are the majority of warlocks on the star pact and often call themselves “Astromancers”. [/COLOR][/SIZE][/FONT] [B][FONT=Curlz MT][I][COLOR=white]Warlord[/COLOR][/I][/FONT][/B] [SIZE=3][FONT=Times New Roman][COLOR=white]Humans and Fey approach warlord training in radically different ways. Fey warlords are always of the royal blood. They are trained from infancy to rule and guide others in peace and in war. Human warlords are officers of the Emerald Army. They leave “The Mint” (Emerald City’s military academy) as ensigns and work their way up the chain of command by proving themselves on and off the battle field.[/COLOR][/FONT][/SIZE] [B][FONT=Curlz MT][I][COLOR=white]Wizard[/COLOR][/I][/FONT][/B] [SIZE=3][FONT=Times New Roman][COLOR=white]Wizards are male spell-casters. Females are called Witches (or Sorceresses). Both humans and fey teach wizardry to their young. Fey creatures often pass wizardry along family lines or from master to apprentice. Fey wizards often become Blood Mages and Spiral Tower Wizards. Humans have formalized schools of wizardry with the intent to produce a crop of Battle Mages for the Emerald Army and Spellstorm Mages for the Zonal Arcane Power Production Plants (ZAPPP) that fuel the electrical appetite of Emerald City. [/COLOR][/FONT][/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Oz 4e
Top