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 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 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 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.
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 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.
Empowered professions are those that gain their supernatural abilities from an eternal. Heroes can become empowered by an eternal in many ways; how the hero becomes empowered and what kind of eternal they join with determines what kind of powers and abilities they gain.
Most empowered professions can use their spells or supernatural abilities without preparation, but those abilities often come with restriction on how or when they can be used.
Champions, paladins, and anti-paladins gain their power from joining with a Celestial or Abyssal eternal for the purpose of attaining some goal or embarking on a great quest. The eternal becomes a part of the champion and gives him it's powers so that the champion can help it achieve it's goals. Champions choose an eternal that shares a divine principle with him. As champions and the eternal are bound together the champion must act with conviction to further the goals of the eternal if they wish to keep their powers. The eternal is free to abandon the champion if they do not act according to it's principles.
Witches, warlocks, sorcerers, and the like merge themselves with an eternal much like champions do except that these eternals do not have any specific geas that the hero must follow. These eternals tend to be elemental in nature with little or no will of their own; the eternal is simply a conduit to the Forge.
A cult is an association whose individuals each make a pact with an eternal that supports the cause of the association. Members of the association have their own goals and principles. Cults tend to be small and localized, mostly because an eternal can usually only bestow it's powers on a small number of followers.
There are many kinds of cults and many kinds of eternals that empower those cults. Some eternals act as guides, teaching, or overlords, instructing their cultists in action and/or teaching them in arcane arts. Some eternals provide access to the resources of other planes or infuse their followers with weaker eternals. Cults are as diverse as the eternals themselves.
Bards associations are typically small and nomadic. They make pacts with eternals from other plains that support their goals and they work toward those goals with the help of the eternals they are aligned with. Bard heroes bind with an eternal in much the same way that witches do, but for the purpose of empowering their music and voice.
Druids draw their power from the eternals native to Asymthe. The eternal infuses the druid with a spark of their essence which serves as a guide and teacher to the druid; the eternal may withdraw it's spark if the druid does not revere nature sufficiently. Each druid coven is associated with one a specific eternal and usually build their coven in a specific part of Asmythe.
Magical professionals have learned to draw directly on the power of the forge. These professions usually require many years of study and training. Magical professions are able to perform great feats of magical ability, but their magic is slow or takes a lot of time to prepare in advance.
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 draw their power from the gods, who are manifestations of the Forge.
Some magicians prefer to infuse items and devices 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.