Sometimes brute force of magical might aren’t the answer and a more nuanced touch is required – or that brute force and magical might could use a more precise touch. Rogues apply this principal to everything they do; from combat to social situations and it serves them well. A rogue is someone who has learned to live by their wits, charisma, deep study or intensive training. Many are dedicated tradesfolk; locksmiths, scouts, academics, mechanics, chemists, etc; often employing these trades as their primary defense if they choose the path of adventure. The rogue class can represent… Military specialists or scouts… Continue reading


Magic if the fundamental force on Ere. Not only does elemental magic permeate the environs, but every living (and many non-living) being contains within them a font of mystic power that can be used to conjure and manipulate. For magi, either this font is more developed to the point that spellcasting is second nature, or they have sought out and refined what power they do have into a tool constantly at their command. While the layman relies on common rituals and low-intensity arrays, magi delve into old secrets and cutting edge research to create their own spells and push the… Continue reading


In a world where magic is prevalent, there are still those who prefer to rely on their physical prowess to dominate their foes in battle. The combatant is a master of combat, armed or unarmed, close-in or at range. Specializing in a their weapons of choice, a combatant elevates battle to an art, with myriad techniques and tricks to aid them on their way. The combatant class can represent… Professional soldiers and mercenaries. Knights and other combat-ready nobility. Self-taught defenders of their village. Martial artists Gladiators and prize fighters. Skill points per level: (6 + INT modifier) Hit Points at… Continue reading


Knowing or not, clerics are anointed by a god or gods, or by raw force of will, clerics wield the divine power the originates from the power of belief in an ideal, an icon, or a faith. This power always comes in a form that can further those ideals and the tenants of their faith, to defend adherents and to fight enemies. Not every priest is a cleric and not all clerics are priests ordained by the clergy, and given the various sects under the same god, it is impossible that every cleric is truly serving the real vision of… Continue reading


Born in a unique harmony with the Well of Souls, bards are inherently in tune with the resonance that exists between all things. With training, this ability manifests in the ability to alter the relationship between creatures, objects, the environment and even themselves, tapping into the power of the Well the perform alterations to reality itself. Sound interacts most strongly with resonance, so bards have adapted music and song to aid in the uses of their powers, resulting in the development of a disproportionate number of techniques that rely on sound or the emotion music stirs. The idea of a… Continue reading


Contrary to popular beliefs held even by some modern lasconti, they and other hengeyokai are not creations of Sylph. Rather, they populated the Green Moon Gracelia long before the goddess originally found that world, being the progeny of whatever Creator gave rise to the moon itself or the fae who also populated it. Hengeyokai collectively refers to a group of peoples who are animals granted the power to transform into bestial humanoid forms. Lasconti specifically are spiders who, though centuries of training and magical refinement, eventually achieved a third, more humanoid form that allowed them to more easily mingle with… Continue reading


In the moments after the Ashing of the Green began, Sylph Reborn undertook a massive divine feat, reaching out and pulling as many of her people, the so-called Race of the Green to her realm on the moon Azelia. But powerful the act may have been, it was not universal. Scattered communities of fey and hengeyokai were left behind, but most numerous by far were the miare, who had served as emissaries and good-will ambassadors for the Sylvan country of the Great Green Expanse.   Over the course of a day, thousands of miare suddenly became a people without a… Continue reading


Though undoubtedly a mighty and storied people, minotaurs are paradoxically both the most ancient and youngest intelligent species on Ere; the living legacy of the orcs who once dominated half the world.   A minotaur is a humanoid standing between six and a half feet to eight and a half feet tall with broad, slightly hunched shoulders and a bovid head crowned by a pair of horns. Their body is covered in a hide of short, coarse hair. The skin beneath the hair is usually black ro dark brown while the coat ranged from white to tan, brown or black… Continue reading


Across the infinite expanse of the planes, whether by dint of the natural order, some intentional influence, or a freak twist of fate, the human is the most common form of sapient life. Not only were humans present on three of the worlds from which the Vishnari gods rescued doomed species, but archaeological evidence suggests a type of human also existed in the per-Cataclysm era of Ere’s history.   Over fifty percent of all intelligent species rescued by the Vishnari were humans, and they swiftly expanded their population across the continent, forming dozens of human-majority settlements. In the early post… Continue reading


Blessed by Pandemos, god of luck and revelry, the experience of halflings—or—nir on ere is dramatically different from those of its other peoples. Even when the gods became remotes, the One Dice rolling’s influence and the confidence it inspired allowed halflings to be one of the few groups to not only survive but thrive outside of the protective walls that nurtured the others, leading their history to massively diverge from others.   Halflings are neither native to Ere, nor a Saints race. Instead, the halflings are descended from a group of humans who, upon arrival on Ere chose not to… Continue reading