In Khassid, a character’s class is more than a profession—it is a path shaped by lineage, faith, purpose, and the pulse of the land itself. These twelve callings are known across the realms and among all peoples, though their expression often varies from one culture to another. A warrior of the Varnokh is not the same as one of the Syl’Aeris; a spell learned in the spires of the Sunvault differs from one whispered by a Karnathi shaman. Still, these archetypes endure, woven into the very soul of the Second Epoch.
Barbarian
To walk the world unshackled is to awaken a power deeper than discipline—born of storm, stone, and memory. In the high tundra or the burning coasts of Gharnakthul, barbarians channel the primal echoes of creation, their rage not blind, but ancestral.
Bard
From the myth-singers of the Felden to the veiled choirs of Aelindor, bards weave power through word and will. Their art preserves the world’s forgotten truths, binding memory and magic into verse.
Cleric
In Khassid, divinity listens. Clerics are chosen—or choose—to act as vessels for divine will. Whether in solemn catacombs or beneath wild, open skies, they carry the voice of the gods into the mortal sphere.
Druid
The Wild needs no temple. Druids are its stewards, walking between what is shaped and what remains untamed. In ancient groves, ruins reclaimed by vine, or even the fractured depths, they keep the balance Aeru once whispered into being.
Fighter
Discipline, precision, tradition—fighters are the forged edge of every culture’s defense. Whether trained in the war academies of the Sunvault, raised on the spears of nomadic tribes, or tempered by conflict in the Outlands, their skill is as varied as Khassid itself.
Monk
Some seek mastery over the world through arms—monks seek it through self. In hidden monasteries and crumbling keeps, they train body and spirit to move as one, many attuned to the subtle currents of time and soul.
Paladin
Sworn by oath, not title, paladins are bound to causes that outlast nations. In Khassid, they are the radiance before the dawn or the silent blade in the dark—champions not just of gods, but of promises made and kept.
Ranger
To survive the wild is one thing; to know its heart is another. Rangers are scouts, hunters, and guardians, shaped by the land they roam—be it the towering forests of the Syl’Aeris or the shifting tides of the coastbound Karnathi.
Rogue
Every city has shadows, and every story has a hidden thread. Rogues in Khassid may be couriers of forbidden knowledge, spies in service of gods, or elegant thieves who trade blades for secrets and lies for survival.
Sorcerer
Magic sometimes chooses its bearer. Sorcerers are touched by something old—perhaps the breath of Antaz, a dream from the Veiled Deep, or bloodlines too strange to trace. Their power is personal, eruptive, and barely tamed.
Warlock
The terms are whispered, the bonds unseen. Warlocks trade safety for strength, making pacts with entities who walk behind the veil—ancient powers, sleeping deities, or echoes of the Cataclysm itself.
Wizard
Wielders of structured magic, wizards chart the cosmos as a map of thought and will. They are archivists, arcanists, and seekers of hidden truths, ever expanding the known edge of mortal understanding—even when it leads them to ruin.