From the frozen tundras in the north to the hellish jungle in the south, many “uncivilized” tribes and communities exist, many of their members people with great strength and endurance to resist the dangers they are facing in their rural, wild homes - civilized people call these tribes Barbarians. Often suspected of mere mayhem and impiety, they often show their value only to those who they can call their allies and surprise their enemies with unexpected cunning, resourcefulness and mercilesness. While not well-suited for “mundane” work such as guard duty or any other dull task full of monotony, they are perfectly suited for adventures, daring and willing to give all their heart to the fight against their foes, remaining at the side of their companions until they taste the sweetness of success or the bitterness of defeat. In the end, they are some of the toughest warriors out there in the realms.


It’s said that music has it’s special magic. And the bard proves that. Bards wander the lands, collect and tell stories, let free the magic of their music and life on the gratitude of their audience. While they may be drawn into fight or conflict, they will mostly serve as diplomats, negotiators, messangers and spies. Their music and magic comes from their heart. Those with a pure soul will bring joy, hope and courage to those who need it the most and use their skills and magic to stop the plans of evildoers. Even in corrupted societies a good bard will then act as an enemy of the state and help those which are oppressed. But evil may as well spring from some hearts, and those bard will use their talent to manipulate and use others, and while they usually avoid direct violence, they will use their sway over hearts and minds to take what they can from their “willing” audience.


The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods characters reach from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. There are those clerics who heal, protect, and avenge and those clerics who pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that’s to be expected, too. While their believes may motivate them on their adventures, they are just people, too, and often have one or more of the common motivations for adventuring besides their faith. They are espacially good with healing - an inexperienced cleric can bring people back from the brink of death while an experienced one can bring even those back who crossed this brink. Their divine magic proves espacially effective against undead.


The druid commands nature, may it be the strength of a bear, the speed of a flying eagle, the powerful destruction dealt by tornadoes or earth quakes or even the gentle power of the morning sun. However, he claims no mastery over nature. That claim, he says, is the empty boast of a city dweller. A druid gains his power not by ruling nature but by being a part of it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine. Druids adventure to gain knowledge, espacially about plants and animals unfamiliar to them, as well as power. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural.


Fighters count to the most versatile classes in Dungeons and Dragons, not just in skills but also in regards of their character. A fighter may be a saint protecting those in need, a self-focused mercenary or a cruel conquerer, however one aspects connects all fighters: Their dedication to combat. Fighters usually go through years of training, developing skills with almost all common weapons and armor as well as a good sense for combat strategies. Out of all adventurers they are the ones who will show the greatest talent when it comes to a wide selection of weapons, from bows and spears to swords and axes. You will find fighters as mercenaries, soldiers, thugs, warriors or champions, but whatever may be their motivation, they often live for the thrill of combat and adventure.


Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks who pursue personal perfection in body and mind. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins. A monks goal is to achieve a state that is beyond the mortal realm. He approaches any adventure as if it were a personal test, and while not prone to showing off, monks are willing to try their skills against whatever obstacles confront them.


The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the good paladin. Few have the purity and devotion that it takes to walk the good paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished. As a counterpart, there are evil paladins which uphold exactly the opposite, the power to combat those who resist their attempts to opress others, to corrupt and use the law in order to rule over anyone with merciless strength. Paladins take their adventures seriously and have a penchant for referring to them as quests. The paladin really comes into his own when leading a mighty campaign in the name of his god, not when merely looting ruins. Divine power protects the paladin and gives him special powers. It wards off harm, protects him from disease, lets him heal (if good) or inflict (if evil) wounds, and guards his heart against fear. The paladin can also direct this power towards others by either curing (if good) or causing (if evil) diseases. Finally, the paladin can use this power to destroy what opposes him. Even the least experienced paladin can detect the opposing alignment in people and creatures, and more experienced paladins can smite their foes and turn their power against undead much like a cleric can.


The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears, sadistic groups of evil fey creatures and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail. A ranger often accepts the role of protector, aiding those who live in or travel through the woods. In addition, a ranger often carries grudges against certain types of creatures and looks for opportunities to find and destroy them. He may also go onto adventures for all the reasons that a fighter does.


Rogues often share little in common with each other. Some are stealthy thieves, others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money. Rogues adventure for the same reason they do most things: to want to get what they can get. Some are after loot; others want experience. Some crave fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues. Rogues are highly skilled in what they do, and while they can’t keep up with most other classes combat-wise at first, they know to hit where it hurts, managing to deal great damage with swift sneak attacks and using opportunities which others may not even notice.


A sorcerer uses magic much like a poet creates poems, using initial talent in combination with honing their skills through a lot of practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases, it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift. The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he expand them. A sorcerer’s power is inborn, a part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don’t have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are even proficient with some simple weapons.


A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art. Wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or ignoble motivations that other adventurers have. The wizard’s strength is his spells. Everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other wizards.