Every character, no matter what Race, Kingdom, Class, or Profession has access to the Everyman Skills. These knowledges are either universally taught across all cultures and races or so basic in their complexity that anyone can learn them.
The Adepts in Midworld are marked by Totems, powerful spirit creatures that they revere. Each type of Adept uses their Totem in a different manner, but all Adepts share one characteristic: the ability to draw spiritual power from their Totem to perform feats of supernatural prowess.
The Marksman is a fighter that specializes in the use of ranged weaponry, of bows, crossbows, and throwing weapons. On and off the field of battle, there is no one as skilled a Marksman when it comes to sending steel deep into the heart of an enemy.
Marksman Sub-classes: Marksmen must choose from one of three sub-classes:
the Bow-slinger, the Hunter and the Skirmisher.
Among the Mortal Races are the Chosen–those souls that follow the teachings of a God. For these folk, the Priest is guide, teacher, and protector. For those that defy them, the Priest is the physical manifestation of their God’s Wrath.
As the world is covered in Kingdoms and Laws, so too is it filled with those who have little use for lords and rules. The Rogue is the snarl in the yarn, the bubble in the paint – they are mischief makers, rule-breakers, purse-snatchers and life-takers. Most of all, the Rogue is the master of acquisition: whether its your gold, your life or your heart that they’re taking.
There are those that consider power to be worth any price. For them, mastery in the arts of magic are worth body, mind and soul. This is how a Sorcerer is made – one who is not granted magic by god or spirit but instead wrests it from the hands of the supernatural.
Warriors are characterized by a determination wrought of steel and uncanny feats of martial prowess that baffle even those they eviscerate. Whether it is blood-thirst, discipline, or deathly focus that allows them victory, it is as the old adage says: “Every war is won and lost by the blood and sweat of warriors.”
Despite the powers wielded by a Witch, becoming one is more the choice of the spirits than the would-be spellcaster. However, those upon whom the spirits of the Aetherworld have shown their favor will rarely refuse such a gift. When being a Witch entails the capability of bending the elements to one’s will, to burn enemies into ash and to bless comrades with spiritual power, it is far too difficult a task to deny one’s destiny.