Classes - The Reasonable Folk

The Reasonable Folk live in a militaristic society with a high regard for the versatility of arcane magic in all forms of warfare. The millenial torpor the race has fallen into, however, has produced a strange and varied demographic.

Racial Tendencies
A Reason behaves much like a ghost; agile and fast, but with a weak arm. This, combined with the race's superlative swordsmithing tradition, promotes a fast, light weapon. With their inhuman willpower, The Reasonable Folk tend toward precise and swift patterns of attack and defense, abhorring frontal assaults.

The Reasonable Folk also possess an uncertainty of form and natural power over their own shape, which has led them to the development of some of the most powerful transfigurative spells and artifacts known to exist.

Social Pressures
The Reasonable Folk society was founded as an extension of The Knights of the Silent World- a supportive military order. Although the span of thousands of years has smothered any real expectation of a racial knighthood, the imagery and expectation remain. All citizens of sound mind are expected to possess at least a minimal level of personal combat prowess, and progress in society is tied strongly to that concept.

Unusually, however, The Reasonable Folk consider only one discipline 'truly' military- magic. Given the power and myriad of uses spells possess, the early preparation for military action valued magic above any other discipline. While millennia has dimmed the society's fervor for warfare, most citizens still believe that any functional member of society should be familiar with at least a few minor magics to compliment his other skills.

In tandem with this mindset, an opposing and antithetical racial force exists- swordplay. Ever since Commendatore Silence met The Placid Lord on the shores of the sea, every citizen has borne a sword decorated with insignias of rank. Through the Regent's teaching, The Reasonable Folk learned to create the most prized blades on the face of the world, and that has led naturally to a sort of racial fascenation with the weapons. Swordsmen and women are common among The Reasonable Folk, but their art is considered a sport; a sort of combination game, exercise and meditation. Thus, sword duels are common and swordplay is much admired practiced, but it still retains a stain of 'friviolity' compared to the military discipline of magic which society expects.

As a result of these competing interests, members of the race commonly practice both a little swordplay and a little magic.

Classes and Perceptions
Any class or archetype not specifically mentioned here is uncommon among The Reasonable Folk, and may or may not bear any sort of social rammification. These are simply the most common.

Wizard
Pure arcane spell-casters are among the most 'military' of the possible professions in society. Many of The Reasonable Folk are talented at transmutation magics, and up-and-coming mages garner a great deal of respect in their society, reflecting well on their adoptive families. On the other hand, the lengthy study and formal education of a mage leave little time for the sport and honors of the dueling halls, and the sword they never have the chance to use often plays heavily on the minds of those considering seeking a master for apprenticeship.

Eldritch Knight

Given the chance, journeymen wizards often become distracted by the chance to learn swordplay, sacrificing some of their focus and study for popularity. Eldritch knights are a popular choice for young mages who wish to become duellists- they still gain the marks of mastery from the Knights, even if they are unlikely to become masters themselves.

Sorceror
Sorcerors are largely indistinct from Wizards in society. Given the innate power within each of The Reasonable Folk, many new Reasons are strong enough to perform the innate casting, and it's generally considered easier than the lengthy study and mastery of wizardry.

Magus
This class is very popular among The Reasonable Folk, who do not really consider it as a discrete 'thing'. Rather, Reasons who are diligent in the study of the military arts of magic and enthusiastic swordsmen often arrive at this compromise. The discipline and energetic nature of swordplay, use of a variety of potent arcane spells and expenditure of the Reason's natural energy in instinctive magic create a fulfilling pursuit. Among the successful and admired in society, this 'blending of arts' is far more common than any other class.

Kensai

Those who devote themselves to duelling usually end up as Kensai rather than fighters, as the social stigmata of knowing no magic at all is considerable. These Magi sacrifice some of their spellpower for mastery of the sword, and are generally considered the premier duellists.

Soul Forger

The master blacksmiths of The Reasonable Folk, these craftsmen are absolutely unparalelled at the art of creating swords from any materials. They are capible of reconstituting a broken blade with a touch, and are generally respected despite their weakness at both the blade and spell.

Cleric/Oracle
The Reasonable Folk have only a few priests- weilders of divine magic are not so much respected as revered for their wisdom and care. The qualifications and tests to become one of the only two acolytes each temple possesses at any given time are strict, and the penalties for failure severe. The three ancient Reasons responsible for overseeing the worship of Gran Cynosure forbid any lowering of standards, and The Reasonable Folk generally view the invocation of Cynosure's power for martial purposes as unthinkable.

Ranger/Gunslinger
While it would be unfair to say that there are no Reasonable archers, they are either anomalies in society or Arcane Archers. The Reasonable Folk generally view animal companions as an uncomfortable thing- they are reminded of themselves as Servants, and do not entirely appriciate being on the other end of such a bond. The Reasonable Folk do not possess firearms.

Fighter
Not everyone is good at magic. With their lengthy lifespan, natural talents and society at their backs, most Reasons are able to learn some magic, even if only a few cantrips. Those who disdain or are unable to use any magic may attempt to become masters of swordplay, but they face long odds- magic is not forbidden in the duelling halls, only restricted. Ultimately, most of those who take too long to find any power at all return to the shores of the Starlit Sea to undergo minor metamorphoses until they are different enough to manage something.