Classes and Themes (Karanduun Setting)
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There are 25 Heroic Classes all in all that a Karanduun can grow into. It should be noted that Heroic Classes are different from professions within the setting, even if Heroic Classes can definitely grow from them. This said, most Karanduun do become part of a mortal class first before attaining a Heroic Class, or a Worthy Calling. These Heroic Classes are usually the Karanduun's power burning through and elevating them into the ideal archetype of said profession or class. A Mandirigma, for example, is different from a lowly mortal fighter. Their abilities and powers are bolstered by their bala.
It should also be noted that the names in italics are the native words used to describe these people in Zuhayras and Lakungdula. In any other region, or even in the same region, saying the class within the parenthesis is the same thing.
The Four Heroic Roles
In the seminal work of Saligang Makoda, The Cacophonies of Combat, he codified the four standard roles of a Karanduun Katipunan. Each one corresponds to a responsibility that one of the four rebellious Primordial divinities when they rebelled against Maykaptan. He writes thus:
Sandata, the Supernal Sword reflected the cunning Moon, Bulan, and was the one who struck. With dagger or spear or eldritch esoteries, they made sure that the enemy would be put down easily, and quickly. They could move around the field of battle unhindered, gaining advantageous positions, that would help them capitalize on the opportunities that his allies gave him. A well known Supernal Sword — a human known as Si Sandata — was well known for his feat of having the sheer destructive force capable of pinning Akda-ong, a powerful Elder Aswang, to the earth, and with a single headhunting axe, cut off his limbs.
Kalasag, the Sublime Shield reflected the resplendent Sun, Adlaw, and was the one who defended. With shield, or plate, or sheer force of will, they made sure the enemies were focused on them, and they knew they could take the hits. They are the immovable force to the Supernal Sword's unstoppable object. One well known feat was when a mountain Apo — Duma’kulem — had uprooted an entire mountain to spear it against one of my allies. Our Sacred Shield — Anyong Di Malagpasan — simply raised her shield, and the mountain was stopped.
Setro, the Sacred Scepter reflected the esoteric Star, Suga, and was the one who saw and controlled. Most of the Amulets had been controllers and masters of arcane esoteries, or had access to the Living Soul. They could control the battlefield with but a whim, allowing the Sword to strike, or allowing the Shield to keep the enemies in front of him. In my party, we had Bai Viraya, Master of Natural Magicks. The tamawo had loosed upon us a great number of battleforged construct, and our Amulet, standing upon a low hill, with but a snap of her finger, commanded the earth to listen, and the earth pulled the thousand army of war forged machines into its heart.
Korona, the Celestial Crown reflected the imperial Earth, Kalibutan and was the one who led. I, Datu Makoda, had been chosen by Yna Guinida to be her Celestial Crown. We Crowns led. We were the backbone of the Warband. We directed attacks, distributed orders, and made sure victory was something the rest of the team could achieve. Perhaps most importantly, I can rally my teammates, I can inspire them to not give up or succumb to their wounds, to the bruises they sustain during the duration of the fight. With a word, I heal their spirit and vitality, and they fight on, renewed. Without the rest of the party, the Crown was useless. With them, we could stand against gods. I myself coordinated an attack to bring down a powerful elder tamawo — Rekaspi — who was surrounded by his right hand viziers. His powerful enchantments held no chance against my orders.
The Heroic Classes
The heroic classes are split into five power sources:
This power source is supernatural power borne from training and innate talent and ability, as well as honing and cultivating their innate Bala. Karanduun from this power source tend to radiate a warm, orange to red spectrum usbong whenever they burn their Bala.
Monghe (Monk) (PHB 3) -- No longer in the Psionic Power Source. They gain their power from meditation and honing of their Bala.
Kawatan (Scoundrel) (PHB) -- No changes. Criminals who are no good, ranging from thugs to manipulative knaves.
- Magnanakaw (Thief) (Heroes of the Forgotten Lands) -- A variant of the Kawatan. More focused on stealing and thievery.
Tanod-Gubat (Ranger) (PHB) -- No changes. Good at fighting at range or with two blades or with a beast companion.
- Tagamanman (Scout) (HotFK) -- A variant of the ranger. Focused in fighting with two weapons and moving through dense forestry terrain, perfect for the Lakungdulan forests.
Mamumuno (Slayer) (HotFL) -- A variant of the Mandirigma. A powerful warrior that specializes in slaying whatever falls before him.
Mandirigma (Fighter) (PHB) -- No changes. Can be a dedicated weaponmaster, or a fierce Slayer.
Kawal (Knight) (HotFL) -- A variant of the Mandirigma. More dedicated to a single datu or haciendero than fighting for their own beliefs. Kawal are noble and bright.
Mariskal (Warlord) (PHB) -- You’re the Squad Leader of your Cadre, or maybe the Datu of a band of elite Maharlikas. Either way, you’re a lord of the battlefield. A well respected commander or tactician who helps his allies with a mix of charisma and tactical genius.
Gerilya (Guerrilla) (Homebrew [Insert Link]) -- With the rise of new technology and the need for scorched earth tactics as the rebellion against the great Empires boils to its height, the Gerilya finds its place among the songs of the worthy. Adept at confusing and confounding his enemies with tactics that utilize the natural world and the new technology, the Gerilya is surely an asset to the team, and might very well be the cause of downfall for the enemy.
Mamamaril (Hunter) (HotFK) -- A variant of the Tanod-Gubat, but a well known Archetype all by itself. Hunters are well-sought after and a very popular profession, even in the time before. Can wield either guns or bows, and also uses the environment to its advantage.
This power source is supernatural power borne from a familiar relationship with the two types of spirits -- the diwata (nature gods) and anito (ancestral spirits). Karanduun from this power source radiate a deep low green or earthly brown when burning their Bala. Refer to the Tapiserya article to learn more about the Spirit World and the hierarchy of Spirits.
Salbahe (Barbarian) (PHB 2) -- Blessed and/or imbued by the diwata or anito with a supernatural rage powered by diwata of either rage or thunder.
Bantay (Warden) (PHB 2) -- Chosen warriors and guardians that are possessed by the diwata to defend the land or their community. They are noble protectors with elemental powers.
Katalonan (Shaman) (PHB 2) -- Katalonan with a powerful Guardian Spirit. Most of their invocations is by channeling the appropriate diwata for a certain move. Most combat invocations are Minor Diwata (meaning the negotiation can be quick) or if it is an Earthly or Heavenly Diwata, the spell is usually something that is negotiated before even the day began (Daily Evocations). Katalonan usually tend to be the most powerful beings in the setting, since they can eventually channel the great powers of the Apo as well once they've created a relationship with them. Katalonan are dual sourced: Espirituwal and Banal (Divine).
Mangkukulam (Druid) (PHB 2) -- Mangkukulam learn the natural laws and manipulates the natural fabric of reality by din of supernal knowledge of how nature interacts with nature, how nature interacts with the Espiritu, and how the Espiritu interacts with nature.
Nangita (Seeker) (PHB 3) -- Hunters that have forged pacts or channel diwata to help them on their great hunt.
This Power Source tends to channel the divine burning power of the Apo, either through prayers or innate imbued power. More importantly, this is one of the few power sources that have a large difference compared to Zuhayras, Lakungdula, and Giro'jji. Much of the Divine Power Source for the Al-Kaigian faithful come from Yavum granting them the Astral Light, allowing them great divine capabilities. These are seen as both burdens and responsibilities. Those that gain the Astral Light and become Karanduun are known as Saint-Kings. Karanduun from this power source tend to glow with a furnace-hot blue-green, or light gold whenever they exert their divine effort.
Tagapaghiganti (Avenger) (PHB 2) -- Chosen by the Apo, their Bala is imbued by their respective god, and they are burn with avenging justice for their god. Most Tagapaghiganti are chosen at the cusp of death or when facing justice, as a second chance. Because of this, many Tagapaghiganti tend to be criminals or those that have been wrongly accused. In Al-Kaig they are known as Vengador, beings that carry out the vengeance of God with their Astral Light, given Censure by Yavum to annihilate the darkness that plagues the land.
Guwardya (Paladin) (PHB) -- Chosen by the Apo to uphold a virtue and to burn their faith in the crucible of guardian. Guwardya give their life to protecting the world from pure evil, driven by burning zeal by their Apo. Their Bala is imbued with the justice of their god, and they are fulminating with the desire to inflict virtue and keep to their Oath.
In Al-Kaig they are known as Yavotinus, holy warriors that carry the divine oath and justice of Yavum. They must not fall to their vices--the Astral Light given to them by Yavum comes from the virtue within their hearts. They have Oaths, and if they break those Oaths, their Astral Light is gone.
Albularyo (Cleric) (PHB) -- A paragon of the faith of the Apo they follow, healing their allies and punishing the wicked with their god-chosen Bala. Most Albularyo gain their ability from faith, as they are blessed and imbued by their chosen by their Apo. They burn with zeal and astral faith, calling upon the energies of Maka and the Gods' Diwa, as well as their own innate knowledge of herbology and the earth to learn protect and heal their fellow men. Almost all Albularyo showcase leaderly virtue, never backing down from protecting their allies or their faith. Most Albularyo are also Katalonan, those who are imbued by the power of a single Apo. Unlike a Katalonan, however, tend to use prayers that are also learned from Al-Kaig, and have also effectively replaced Katalonan in Zuhayran communities. Albularyo tend to focus on their faith on the Apo than their relationship with all the Diwata, like the Katalonan.
In Al-kaig, the Yavuman Faithful are known as Clerigo. They are clergyman that are born and raised within the convent, so much so that their understanding of the Canticle has surpassed simple human understanding. Unlike the other Divine Heroic Classes, Clerigo gain channel the Astral Light through pure prayer, which envelops them and allows them feats of divine grandeur. This means that as long as their Faith is strong, they will not lose the favor of Yavum.
Runepriest (PHB 3) -- Only available to those that worship Yavum. These are the ones that have learned to read the esoteric writings of the Canticle of Light, allowing them to impress it upon the world and affect it therein, blessed with Divine Inspiration by Yavum.
Babaylan (Invokers) (PHB 2) -- Babaylan either are chosen by their god with a blast of divine power, or they have sought through ancient writings to learn the secrets to divinity, imbuing them with the power of a small god. Those with Awakened Bala are especially susceptible to this god imbuing. Unlike Katalonan and Albulrayo, Babaylan are purposefully imbued power by the gods, usually by possession of a powerful Apo, where the Babaylan's body becomes the medium.
In Al-Kaig these are the ones that have been given the Astral Light as long as they kept their Covenant. Thus in Al-Kaig, they are known as Convenio, those who keep covenants. Should the Covenant be broken, they lose their Astral Light.
This Power Source comes from ancient knowledge gleaned either from engkanto teachings or ancient writings about how the natural world works by the ancient Heroes. Most of the writings here detail the old path, and it should be noted that modern Sages have found a way to syncretize Faith, Kulam, and the usage of Bala as Will to create Salamangka, a more scientific view of magik. Please refer to the Price of Power writeup for more knowledge and detail on the sorcery and magik of the system. Karanduun from this power source usually burn a burning purple or white when their usbong burns.
Barangan (Warlock) (PHB) -- Those that have gleaned too much knowledge, or have died or have been driven to the brink of destruction, and in their desperations, pleaded with power. The Karanduun wholly accept pact with power… because they know they will be the ones in power in the end. You have seen something, or read something, and now you hear whispers from the stars, from the depths, from the invisible pockets of Spirit. Be careful not to let anyone know you’ve struck such a deal. Warlocks are called masters of the dark arts. In Lakungdula, you are a Barangan, one who studies the dark arts and performs rituals with primeval forces. You are shunned as well, and are usually called a Barangan by those who don’t know better. Barangan are shunned even by Mangkukulam themselves.
Manggagaway (Sorcerer) (PHB 2) -- You’ve been blessed, somehow, or have that tinge of enchanted blood within you. Maybe you’ve been touched by Tadhana and now have the ability to manifest explosive power seeping in from Espiritu, similar to a tamawo’s sorcery. You are a powerful being that might or might not have diwata blood within them that allows them to inherently affect the natural world. You usually channel the powers of the diwata around them for spells, but you do not do this with the finesse of a Katalonan, so it ends up being uncontrollable bursts of elemental power.
Sinawali (Swordmage) (FRPG) -- Those trained in the ancient arts of the engkanto, which allow them to use an ancient martial art that weaves sword and the manipulation of the natural world with quick moving katas. Within Lakungdula they are Sinawali. Sinawali are trained either by the secret tamawo people or the various tribal peoples in the mountain granted the knowledge over the Warweavings of the Tamawo people. Those that become sinawali are usually bestowed by the diwata their power, usually by the most powerful of them all -- the Apo. Their training is harsh and cruel, wherein they have to wrestle the elements themselves to successfully brandish the weavings of elementalism.
Makata (Bard) (PHB 2) -- Storytellers that bolster their community. Storytellers can be shamans as well, speaking with the spirits, or the leaders of a barangay. In the colonized areas, they either incite revolts or make a living in coffee shops, sowing seeds of inspiration. You are a master orator or singer, who speaks to her fellow people and tells stories, or inspires during the middle of a valiant war.
Mekaniko (Artificers) (EPG) -- Those that have studied in Al-Kaigian or Zuhayran colleges for Kapnayan, the second branch of Natural Philosophy. They use crafted items to manipulate the world and are well known to create potions and tinctures that strengthen allies or weaken themselves.
Salamangkero (Wizards) (PHB) -- Those that have studied in Al-Kaigian or Zuhayran Colleges for Salamangka, the fifth branch of Natural Philosophy. It is the usage of the will and its extensions and representations in the natural world to affect the other three branches of Natural Philosophy: Agbuhay, the study of life, Kapnayan, the study of matter and the natural world, Liknayan, the study of the forces that move everything.
Salamangkero in Depth
“The Price of Power is worth paying for.”
Those who plunder the depths of cosmic knowledge find that there is a law in all things -- a law of symbolism. A law of sympathy. That of which can be manipulated through the cultivation of pure, willful Diwa. A Will, which has been named Tinguha by the Elder Sages. They will together the symbols of the cosmos to manipulate it, and thus, bring about sorcery and wizardry. Many Salamangkero are usually albularyo (non-magical herbalists) and Mangkukulam (Druids) that have studied a more orderly path to power.
The first University of Salamangka was made in Al-Kaig by the House Al-Fulmus, and it was quickly dismantled by the House Al-Shilomius. The second University of Salamangka was built upon the first Colony of Al-Kaig upon Lakungdula, and through their ingenuity, managed to make Zuhayras flourish.
Those admitted to this University are either trained in the ways of Continental or Islander. The Continental way is a more academic approach, while the Islander way is more focused on a practical approach, and it only allows Mangkukulam and Barangan that have already practiced their craft, for Salamangka is simply the refinement of Kulam and Barang.
When the Spells are taught, they are separated according to their effects, and the rituals and material components are important for the casting of these spells. Each category has a most common component and as well as the “most used ritual”, which are usually so because of their ease of use.
- Fire: Fire spells are usually cast by using already existing fire, or using those with the symbols of fire, such as charcoal, fireleaves, ash, obsidian, magma, and basalt. Quick movement (as if to ignite and create heat) are also done. The most popular kind of mixture for Fire Spells are the Fireleaf Fusion, wherein crushed fireleaves are mixed with fine ash, and then obsidian is struck against it, igniting the obsidian with flame, allowing them to send flames as projectiles, etc.
- Psychic and Illusion: Psychic Spells are usually cast through things that affect the mind -- dances, songs, quick utterances of arcane mantras. The usual material components are incenses, burnt herbs that affect the mind, or the salamangkero can even affect their own mind with the spell and then “transfer” it over to the target victim using the rules of symbolism. The most popular ritual is the usage of wax dabbed upon the eyes, used to inflict insanity.
- Radiant: Radiant Spells are rare and usually call upon the symbolism of the sun, moon, and stars. They use pieces of fine silver, gold, and bronze, as well as various tree bark shavings and burnt incense to invoke the astral might of the divine. The most popular ritual is the usage of bronze, gold, and silver within a dirt circle and then a maddened dance around it, usually used to invoke effects of corespondence or prophecy.
- Cold: Rarer, and usually uses water in such a way. They apply water upon themselves, and the thicker the water, the better the effect of the spell. The most popular ritual is the conjuration of ice by dropping hot water into a clay bowl of clean river water, and then using a specialized bone spoon to “scoop” out the cold.
- Lightning: The use of legumes, bronze, and rubber from trees can conduct electricity, alongside the performing of these spells during storms. The most popular form of this is conducting electricity during a thunderstorm through crushed legumes (ie. throwing such legumes at an enemy, conducting electricity towards them).
- Thunder: This one uses lots of instruments and gongs, but noise is the easiest way to conjure this. Shouts and cries can summon these spells as well.
- Poison and Acid: Most Acid and Poison Spells are created and formulated through the use of potions, brews, infusions, and elixirs. They are almost never done on the spot, always made beforehand. These use various herbs and spices that exist littered throughout the world, such as dugong bones, fireleaves, blinding tree leaves, thorn apple leaves, and much more. Acid Spells are usually more flashy than Poison spells.
- Necrotic and Shadow: Necrotic Spells use bones and dark chantings and blood for their usual spells. Popular rituals include the usage of bones to see the future, the invoking of the dead (which eventually actually grew to become the albularyo specialization of profession) and the usage of blood to manipulate others.
- Force: Perhaps the rarest of spells. This allows the affecting of the natural world through invisible forces. This is particularly powerful and hard to collect -- the material components here are rare because only those with strong spiritual emanation can be used for these kinds of spells, as well as those blessed by spirit as well. More popular, however, is the usage of chantings and invocations of actual diwata and apo, similar to babaylan, but instead of channeling them, they “borrow” a part of their power.
This power source is one that has existed since the dawn of time. It is the innate, mind-twisting and fey magic of the engkanto. With the diaspora of engkanto races leaving their invisible cities, humans and other races are finding that they are capable of these magics. They become great glamourists, and now the power source is not limited to the engkanto only. Karanduun from this power source usually glows pink or green when burning their Bala.
Change: Psionic Powers are now no longer called Disciplines, but rather, Glamours.
Mandirigmaang Isip (Battlemind)(PHB 3) -- Mandirigmang Isip are known to have been trained up in the Northeastern Last Crown Mountain Range, near Galadar. Only a very few battleminds ever leave their Temples, and when they do they are highly prized by military personnel, but have to hide the truth of their powers. They are trained by elder tamawo and lipod engkanto that have escaped even before the great Engkanto Rebellion. They fight and dominate the battlefield by powering their own innate capabilities with the glamour of the engkanto.
Alab (Ardent) (PHB 3) -- Alab aren’t very popular, but when they are found, one will find that ones' emotional state becomes extremely vivid and happy with them. They are seen as people with almost legendary amounts of ability to command, their force of personality and raw animal magnetism bordering on impossible. They can manipulate and sense thoughts and emotions. This is because they've been taught powerful Glamour that allows them to affect the emotional state of those around them, to lead their allies to victory.
Glamourist (Psion) (PHB 3) -- Glamourists are known to have learned and use powerful Glamours to speak to the minds of people, or affect people with only their will. Glamourists are well feared, but also beloved as magicians and entertainers in the urban cities of Phaedrus and the Indigo Metropolis.