Geomancers are specially attuned to nature and the elements. Able to speak with plants and animals they often befriend packs, herds, or solitary animals and will consider them dear friends. They are pulled with a desire to help nature and tend to have a dislike of technology. Geomancers feel uneasy within cities and generally like to keep their feet planted on the ground. They walk barefoo to feel a greater connection to the lands around them. Unlike many classes there is no rank structure among geomancer and no matter the skill of the geomancer, they are treated as equals.

Geomancers are born with the ability to speak to nature but not all of them choose to listen. Most that do find their way to the Haven. The geomancers of the Haven test their abilities and guide them into harmony with nature. The young geomancers walk the jungle's floor to get acquanted with the trees and animals of the land. They perform deeds for them to gain favor with those in the area. As they develop their talents they expand from the Haven and go out into the world.

As geomancers travel the world they look to attune themselves with the lands of the world to better understand their place within it. They meet various companions and attempt to guide them on issues with harmory of nature. Geomancers are sometimes brought in to gauge the environmental impact of development sites for interest groups. Some developments actually hire on geomancers as ambassadors to the wildlife with the area. They do what they can to keep the key areas in the region undisturbed so the animals can continue their way of life. As they expand their reputation they are sought out more and more for their insight.

Geomancers who have attained that level of respect are brought in to disscuss geopolitical situations within nations and worldwide. They are especially brought in for any conference involving sustainability or clean energies. Geomancers love to focus on areas they have yet to visit and can learn new things about the world. Their love for traveling the world often leads them into associations with vagabonds and it is not uncommon to find geomancers among their caravans. When the geomancer feels they have learned and seen enough they choose a place to plant their roots and watch over the land. Some choose the Haven and others choose to create their own havens.

Geomancers are elemental casters with a variety of support spells to aid their allies. They raise gollums for defense, damage, or support their allies in the field. They shape the battlefield to give themselves and their allies advantages in battle. Geomancers also act as healers for their allies. In general the geomancer is a strong damage and support caster, they require aid for their defenses from their gollums or allies.


Role: Defense, Damage, Command, Buff, Healing, Disabling, Stealth

Species: Cojaro, Human, Vampire, Grufia, Habataki, Pacura, Quiwong, Shaross, Tissarrid

Professions: Explorer, Hunter, Law Enforcement, Mariner, Medic, Thief

Suggested Attributes: Wisdom and Charisama

Health: 4 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth

Starting Weapon Proficient: Staff, Club, Whip, Bows

Starting Skills: Choose a Magical Style and Survival, Culture, or Language

Starting Equipment


Armor: Cloth

Weapon(s): Staff, Short Bow

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 20 Arrows

Tarryns: 1d20x10