Professions

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Adventurers of Asmythe come in many varieties, both mundane and magical. Herein is a brief list of some of the most common kinds of adventurers.

Most heroes gain their abilities from one of three different sources. All magic comes from the Forge but not all heroes rely on magic and the Forge can manifest in many ways.

Mundane Professions

Mundane professions are those that don't draw on the power of the Forge for their skills and abilities; they are extraordinary through personal attainment. Mundane professions have no supernatural or spell abilities.

Warriors

Warriors come in many varieties, from simple militia men to the barbarians of the wastes. They excel in combat and their abilities come from training and experience.

Militia style fighters almost always learn their trade in a nations military, a mercenary company, a private militia, or some other association of fighters. Each of these groups may or may not have rules on who and how a member can become an adventurer and may or may not confer other benefits, such as lodging and equipment, to it's members.

Martial Artists

Martial arts specialists are rare throughout Asmythe and monk adventurers are even more uncommon. There are very few monk academies in any region of Asmythe and they always have strict rules about who they accept, how long they must train, and what they can do with their training. Monk adventurers are almost always outcasts of their peers.

Rogues

Although outlaws, bandits, and thieves are just as likely to form an organization as fighters and mercenaries, these organizations are no more likely to be guilds of rogues than a tavern is likely to be a guild of bards. Rogues do no form or keep colleges to teach their trade. In fact many rogues are, by their nature, morally opposed to formal organizations of any kind.

Craftsmen

Craftsmen are experts in their field. Through practice and study they have become the best of the best at what they do. Master craftsmen are no more or less common than heroes of other professions, although they are rarely adventurers.

Infused Professions

Infused professions are those that gain their supernatural abilities from an eternal. Usually this means conducting a ritual that binds the hero and the eternal together in some way. Infused professions may have supernatural abilities and spell or spell-like abilities that they can use without preparation; these abilities usually come with some kind of restrictions on how or when they can be used.

Champions and Paladins

Champions, paladins, and anti-paladins gain their power from Celestial or Abyssal eternals. Champions do no choose a deity as priests do but instead choose a divine principle to follow. As champions are servants of an eternal, they are expected to represent their eternal with conviction. One such code of honor is the Principles of Honor that all Empire champions take an oath to uphold.

Witches and Sorcerers

More than any other class, the power of the eternals runs strongly in the blood and bone of witches. Every witch or sorcerer has within them the ability to draw upon the power of the Forge. This power comes from a pact made with an eternal, the nature of the pact distinguishes withes from sorcerers and from other similar kinds of heroes.

Cultists

Bards and druids are different kinds of "cult" hero; each is a member of an association whose individuals each make a pact with an eternal that supports the cause of the association.

Bards "cults" are typically small and nomadic. They make pacts with eternals from other plains but, unlike champions, they don't fight against "good" and "evil". Instead they work toward the goals of the eternals they are aligned with.

Druids draw their power from the eternals native to Asymthe: dragons and fey. Each druid coven is associated with one a specific eternal and usually build their coven in a specific part of Asmythe.

Magical Professions

Magical professionals have learned to draw directly on the power of the forge. These professions usually require many years of mental and/or physical training. Magical professions are able to perform great feats of magical ability, but their spells are slow or take a lot of time to prepare in advance.

Wizards

Wizards are able to tap into the power of the Forge through the study of arcane arts. The studies are demanding and require focus on one or more specific types of magic. The elves of the second age were master wizards.

Priests

Priests draw their power from the gods, who are manifestations of the Forge.

Artificer

Some magicians prefer to infuse devices and "gadgets" with supernatural power rather than accept the risks inherent in wielding the power themselves. Artificers create magical devices and artifacts. The dwarves of the second age were master artificers.