Ohmarr: Player Classes
The following is a description of the classes that exist in Ohmarr and how they fit into this campaign world.

Bards, with their connection to mystic energies through song, play a number of roles in Ohmarr, from inspiring Wilderness-weary adventurers to reminding Westerner descendants of their heritage. Many in search of a new song or story join adventuring parties into the Wilderness to discover new and exciting (and dangerous) things. Their access to some magic and their jack-of-all-trades versatility make them useful allies in the unpredictable Wildreness. Any race is likely to have their share of bards, although the roles they play may differ depending slightly on the culture from which they come.

Clerics draw their divine energy from the realms of one of the gods. Most clerics serve Ohman, Pelohn, or Arell, although servants of the other gods are not unusual. Most dwarven clerics serve the artificer Pelohn or Earth-protector Ohman. Kallians and Sharrans have an affinity for Kyross (former) or Kyrana (latter), and both groups of elves widely revere Arell and Shesarr. Humans usually worship Pelohn and the Three. As the gods have declared the existence of undead anathema to the cycle of Ohmarran life, clerics' ability to turn undead is valued highly. Gods do not give their clerics the ability to rebuke or control undead, even if they are evil (discuss this with the DM if there is a problem).

Many Druids are the chosen servants of Arell, who live in the wild (not necessarily Wilderness) and care for the animals and plants within. While clerics of Arell serve as a voice for the goddess in civilized lands, her druids tend to nature alone. They are aloof and there are few in number; still their presence in adventuring parties is not entirely uncommon, as they more than many would love to see the Wilderness de-mutated and transformed back into the natural wilderness that is Arell's duty to protect. Some druids also seek guidance from Kyrana, and some claim to pull their energies from the earth and the power/balance of nature itself.

As always, the "fighter" category covers a wide range of warrior-types in Ohmarr, from members of the Elven Archer brigade to Dwarven wrestlers and axe-champions, not to mention in all races soldiers, guardsmen, aristocratic afficionados of the martial arts, and peasant adventurers learning the ropes of fighting as they go along. Every culture in Ohmarr has a place for fighters, official and unofficial.

In Ohmarr, the paladin class represents the crusaders who have emerged to protect Ohmarrans from the peculiar and often dangerous aberrations that have evolved in the Wilderness due to the effects of the Wild Storm. Having felt a calling from one of the gods, paladins are called to venture forth into the Wild and rid Ohmarr's world of the aberrant beasts declared anathema by the gods and peoples, particularly undead. No one just becomes a paladin: most feel a holy calling to serve the Balance of the Cosmos and destroy the evil forces which would undo the world. Most paladins' lives are short but at least in their minds, glorious. While paladins are essentially the Holy Champions of the gods, Arell in particular actually prefers her champions to be in the form of a...

Although wilderness scouts are common in any world, even one with a Wilderness not so near as dangerous as Ohmarr's, rangers are a special commodity among Ohmarran adventurers because of the strange and sometimes shifting nature of the Wild West. Rangers who gain a good deal of experience hunting in the Wilderness, leading adventuring parties and protecting the natural beasts from the new supernatural ones, become blessed by Arell or one of the other gods (hence their ability to cast divine spells at higher levels). Rangers should have a reverence for the natural life of the world of Ohmarr, while hating the bizarre and unnatural creatures that have emerged after the Storm; their favored enemies are usually chosen among the undead and evil aberrations that exist in the Wilderness. Any culture can produce rangers, although dwarven rangers tend to specialize in mountaineering and/or caving. For first level rangers, the following Favored Enemy types are recommended: Animals, Beasts, Elementals, Magical Beasts, Oozes, Plants, Undead, Vermin, or any PC race. Other Favored Enemies available include Aberrations, Constructs, Elementals, and Shapechangers. (The reason these are not in the "recommended" list is because these are not likely to have been encountered by low level Rangers, as these types of creatures are rare or exist deeper into the Wilderness. There may be other creature-types that may come available during the game, as new races and creatures of the Wilderness are discovered.)

Like fighters, thieves, spies, and treasure hunters have their place in most cultures, the ones in Ohmarr not to be excepted. In adventuring parties, the ability to hide, crawl their way harmlessly through ruins, and infiltrate ancient defenses is of course always valued. In Ghaash Rin, thievery is unofficially considered an art form, the dark mirror to the Rin's talent for trading; see more on Ghaash Rin for a description of their Thieves' Guild.

Those with magic in their blood were once venerated by many cultures and considered blessed by Shesarr. Since the Wild Storm, however, sorcerers are much more mistrusted. Although they are not outright persecuted, many people react negatively to the discovery of a sorcerer in their community, and fledgling sorcerers are strongly encouraged, to say the least, to seek out a teacher to help them control their wild talent as soon as they can, and preferably as far away from said community as possible. Many sorcerers become adventurers simply because they feel they have no place in regular society. Elves, always interested in magic, are less suspicious and more encouraging of sorcerers, although since the Storm even they watch the Magic-Blooded carefully. Luckily, more sorcerers are Elven than any other race, although they appear all over the world of Ohmarr.

The discipline of the art of manipulating arcane magic, rather than being imbued with arcane power, is only slightly more trusted than sorcery. Wizards are not as common in Ohmarr as they used to be, although people curious about the arcane arts still seek out teachers. Besides, if anyone is to understand how the Wild Storm started, many argue, it will likely be a competent wizard. Long-lived elves tend to teach the general principles of magic and cover a wide range of its applications, whereas the shorter lived humans in Grattock divide their magic academies into schools of particular disciplines; i.e. elves are usually generalists and humans are usually specialists. Dwarven wizards are rare, and usually end up studying magic alongside nearby humans, although some seek out elven teachers, as they consider elves to be more adept and knowledgeable in things arcane. There are few wizards from Ghaash Rin because the standards for acceptance in their magic schools are very high, as the Rin do not want wild alchemists and conjurers producing items that would disrupt the normal flow of commerce (turning lead into gold is out).

Further notes on classes
There are no barbarian cultures in the land of Ohmarr, nor are there monastic orders of the sort which study the mysterious martial arts of the monk class. In other words: no PC barbarians or monks. They are not part of Ohmarr's culture. I originally designed this world for TSR's AD&D 2nd Ed, which doesn't have monks or barbarians, and I did not feel like re-working what I had designed to include these classes, when I did not feel they fit my game. Not to mention, monks and barbarians are some of the more broken, overpowered classes out there. GMs using this material for their own purposes can of course make their own adaptations and include these classes if they wish. For playing in a campaign personally run by me: If you have your heart dead set on playing a barbarian, talk to me about it and give me a damn good character background story, and maybe I'll permit it. But no monks, no matter how much you plead. Sorry. As a newbie GM, I just don't want to deal with them.

I will eventually be adding prestige classes to this campaign world, but it will take me awhile to do the research to figure out what classes would work. Since no one will be able to take a prestige class till at least 4th or 5th level, this'll give me time to work on it. If you have any ideas, I'd be happy to hear them.


World Information
Geography Cosmology

Player Information
House Rules

The World of Ohmarr is a fantasy world created for use for a Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System. You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.