Ranger:
“A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.”
Barbarian
“A fierce warrior of primitive background who can enter a battle rage.”
Fighter
“A master of martial combat, skilled with a variety of weapons and armor. These are generally soldiers and various knights throughout the kingdoms of man.”
Paladin
“A holy warrior bound to a sacred oath. They are the protectors of those who use magic.”
Bard
“An inspiring magician whose power echoes the music of creation. Also, poets who give the oral history of the significant events in Annmar.”
Sorcerer
“A spellcaster who draws on inherent magic from a gift or bloodline.”
Warlock:
“A wielder of magic that is derived from a bargain with an extraplanar entity.”
Cleric
“A priestly champion who wields divine magic in service of a higher power. They also serve as healers or doctors in towns or villages. Also, they are the most educated individual in their town or village.”
Druid
“A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adopting animal forms. They are the religious sect that protects the secrets of magic and the power of gods. Unlike Monks, their sole purpose is to protect magical secrets and magic users.”
Monk
“A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. They also serve as the record keepers or recorders of history in Annmar especially during the first Age before the rise of empires. ”
Thief
Thieves are usually stealthy and dexterous or speedy characters able to disarm traps, pick locks, spy on foes, avoid enemy detection and perform backstabs from hiding. Thieves are usually nimble melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or with other small one-handed and/or concealable weapons, relying on speed and rapid strikes rather than sheer damage output. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Thieves are usually restricted to the lighter armors that are easier to move in, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items in some games; if neither options are available, then technical gadgets are used. In most fantasy settings, smaller and more agile fantasy races (like elves, gnomes, and halflings) are particularly suited for the thief class. Most Thieves in Annmar are not under the rule of any kingdom and generally work alone unless they partner with someone.