Most of the standard classes are well represented in every land, and most differences from standard sources are minor, and peculiar to a specific region; significant variations on the standard classes that a GM may invoke include:

Barbarians have access to a peculiar dialect thanks to their generations of separation from others of their race. The barbarian dialect is effectively a bonus secret language; sharing it is highly discouraged and can even warrant a death sentence. The barbarian language replaces common, or a character’s most fundamental racial language (e.g. many forest creatures), and is available to all who are raised in barbarian communities alone. Outside of barbarian lands, only members of the barbarian class treat it as a native tongue; other classes treat it as a bonus language; where it normally replaces common, common becomes a bonus language.

Bards may be of any alignment, including the lawful alignment, especially in Archon lands. Such bards see music as having rules (e.g. the specific notes, sounds, etc.) and seek perfection in the art through perfection in the laws of music and in adherence to them. Such disciplines have brought to the musical world styles and techniques such as harmonics and counterpoint.

Clerics need not begin with their alignment exactly matching their deity’s; however, they are expected to shift into that alignment within a reasonable time period. Each year (or level, whichever comes first) that they fail to do so, they must seek atonement as if they had departed from the faith. Each consecutive year, a wayward cleric can expect his atonement to become more difficult (and more costly), and may even see a point where they can no longer atone (depending on the deity in question), in which case they become an Ex-Cleric (PHB 33).

Fighters in barbarian lands are often as illiterate as their Barbarian brethren; however they gain either Great Fortitude, Power Attack, or Toughness as an extra bonus feat, in addition to that which they normally gain at 1st level, and any racial bonus feats such as humans receive.

Monks may select any of their bonus feats at any level that qualifies them for a bonus feat, and may substitute options at the DM’s discretion. That is, a monk of high enough level could have almost any combination of three of the six bonus feats listed. Monks are equally likely to appear in any land where there is a place to live in isolation, regardless of the general alignment or temperament of the populace at large.

Paladins are rarely tolerated in barbarian lands because of their extreme opposition to the fundamental barbarian philosophies, let alone their crusading tendencies.

Rangers in many societies (especially ‘civilized’ ones such as Archlond) often walk the line between society and the wild, whether as huntsmen or military scouts, or even in their traditional protectorate roles. Such rangers, sometimes called Archon bowmen, are more often lawful or neutral in alignment, and favor crossbows. Should such a ranger pursue the archer’s martial path, he gains Rapid Reload instead of Rapid Shot, Rapid Shot instead of Manyshot, and the greater Precise Shot feat (as normal).


Wizards may learn new spells each level equal to two, or their intelligence bonus, whichever is greater, thanks to the magical infusion of Erdon (Normally wizards only learn two new spells per level, one of which must be a specialty spell). Specialist wizards also learn one additional spell from their preferred school of magic, regardless of the number of spells they would normally get.

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The Chronicles of Erdon Beaumains