## INVOKER

- Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
- The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
- Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.

## MERCHANT

- Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
- A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
- Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.

“You must be strong, yes! But also humble, and kind.

There is no other way for a better world.”