A magical accident brought humans to Solasta, but they have adapted to their new world very well. Thanks to their unique versatility, they can take any class and excel at almost anything.
The elves have one of the most ancient cultures of Solasta, and used to rule a powerful empire. Swift, agile, and naturally gifted with magic, they make powerful wizards and talented rogues - but have many other options as well.
Not even the high elves know how old their culture is. Some say that they have existed since the beginning of time. Most high elves live in the New Empire, successor to their fallen empire of Manacalon.
As the elves turned their eyes upon the path of Empire, some refused it and withdrew to the forests. Over millennia, these “sylvan elves” developed a distinct culture of their own.
Half-elves only came into being after humans arrived, making them one of Solasta’s newest arrivals. They adopt the culture of whatever place they call home, and are known for their artistry and sophisticated taste.
Originating from Solasta, the dwarves are naturally skilled miners and craftsmen. Sturdy and determined, they are fierce warriors and devoted keepers of their ancestral traditions. Most dwarves make excellent fighters, and their clerics are renowned for their zeal.
The Hill Dwarf Kingdom of the west are home to talented miners and engineers, stocky and strong. They live mostly underground, and their skills in working stone and metal are legendary.
The snow dwarves came into being some 4,000 years ago when earthquakes created the Inner Sea, cutting the mountains of the north from those of the west. They inhabit the cold mountain ranges bordering the uninhabitable polar lands and thrive in harsh environments.
The original halflings evolved in the northeastern marshes, and retain an affinity for water. Small and nimble, they make skilled rogues, but can do well in almost every class.
Island halflings are driven by curiosity and a love of adventure. They are unmatched as sailors and shipwrights, and their vessels carry much of the trade that flows across the continent.
The marsh halflings are an inward-looking people with little interest in others. While a few have left the fens in search of adventure, most never leave their homeland of Olme Fen.
Harnessing divine power, clerics shield their allies and smite their enemies. Although they are best known for healing magic, clerics can also hold their own in combat, facing evil toe to toe.
Clerics - and gods - came to Solasta along with the first humans, but the gods and their divine magic are now accepted by all species.
Not all rogues are thieves, though most will happily pick up unguarded valuables. Their stealth skills make them valuable scouts and sneak attackers, and their acute senses help the party find secret doors and avoid traps and ambushes. They also make useful snipers and ranged troops.
Like any other world, Solasta is home to many kinds of rogue. Some rob their fellow citizens, while others brave the perilous tombs and ruins of the past in search of treasure.
Heavily armed and armored, fighters live for battle. They are strong, skilled with multiple weapons, and tough enough to stand up to most kinds of foe.
Solasta is home to many martial traditions, including the magic-wielding spellblades, the tunnel-fighting mountaineer and the peerless champion.
Wizards are masters of the arcane arts, able to shape the forces of magic. Rather than rushing in with weapons, they cast spells that weaken their enemies from a distance - so long as their comrades keep them safe.
The magical traditions of Solasta are descended from the fallen empire of the high elves, but knowledge of arcane magic has spread to all species.
Wanderers of Solasta’s wilderness, rangers sleep more comfortably in the wilds than in a town inn, lulled by to the sounds of nature rather than the chatter of people.
Trained hunters and trackers, they are skilled in outdoor survival, fierce in battle, and stealthy when stalking a foe. They also have access to spells that channel the power of nature.
Paladins are elite warriors, sworn to fight against evil using the divine power of their patron deity as well as their martial skills. The details of their oath can vary, but all paladins are tireless champions of truth, right, and justice.
Between tours of duty guarding temples and performing other sacred duties, paladins wander the land spreading justice and righting wrongs in accordance with their sacred oaths.
Sorcerers have magical powers derived from their ancestry, rather than from the laborious academic studies that wizards must undertake. Unlike wizards, whose spells always have the same effects, sorcerers can reshape theirs to make them more damaging, harder to resist, longer lasting, or more powerful in other ways.
Their magical heritage can manifest in many ways, and not all are welcome or easy to bear.
The Sorcerer will be available after launch in a free DLC.