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Classes in Runetalras

Throughout Runetalras heroes and those who have and will define our Ages are those of the following classes:      

Artificer

Artificers are masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.   Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other peoples can produce the right tool for a job as well as an artificer.   Artificers face persecution for their craft as a result of its reliance on the arcane, as such they are oft imprisoned within Arcane Bastilles.  

Barbarian

People of towns and cities take pride in how their civilised ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians tend to be uncomfortable when hedged in by walls and crowds. They also tend to thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.   Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.   Barbarians are not always a part of a tribe, though they are common within tribes, nor are they always barbarous outside of combat.   A barbarian’s courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Barbarians can often form close-knit bonds among the members of their adventuring parties.   Barbarians oft face stigma within the ‘civilised world’ being looked down upon in cities and towns.  

Personal Totems

Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance.   A personal totem is significant because it has a mystical origin or is tied to an important moment in the character’s life—perhaps a remembrance from the barbarian’s past or a harbinger of what lies ahead.   A personal totem of this sort might be associated with a barbarian’s spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle’s feather as a personal totem.   Consider creating one or more personal totems for your character—-objects that hold a special link to your character‘s past or future. Think about how a totem might affect your character’s actions.
D6 Totems
1 A tuft of fur from a solitary wolf that you befriended during a hunt
2 Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate
3 A necklace made from the claws of a young cave bear that you slew singlehandedly as a child
4 A small leather pouch holding three stones that represent your ancestors
5 A few small bones from the first beast you killed, tied together with coloured wool
6 An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch

Tattoos

The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolises a feeling or an attitude. As with personal totems, a barbarian’s tattoos might or might not be related to an animal spirit.   Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what do they look like, and what do they represent?  
D6 Tattoos
1 The wings of an eagle are spread wide across your upper back
2 Etched on the backs of your hands are the paws of a cave bear.
3 The symbols of your clan are displayed in patterns along your arms.
4 The antlers of an elk are inked across your back.
5 Images of your spirit animal are tattooed along your weapon arm and hand.
6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits.

Superstitions

Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.   Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.   Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.   If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
D6 Superstition
1 lf you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
2 Never trust a wizard. They’re all devils in disguise, especially the friendly ones.
3 Dwarves have lost their spirits, and are almost like the undead. That's why they live underground.
4 Magical things bring trouble. Never sleep with a magic object within ten feet of you.  
5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.
6 If an elf looks you in the eyes, she’s trying to read your thoughts.

Bard

Bards are the masters of song, speech, and the magic they contain. Through their sheer force of will and arcane mastery they are able to manipulate the Weave around themselves. The words and music of bards snatch and harness these powers and subtly weave them into their spells.   The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armour. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.   Bards face persecution for their use of arcane magic as a result they are oft imprisoned within Arcane Bastilles.  

Defining Work

Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who View them, and some spectators have had their lives forever changed because of the experience   If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.
D6 Defining Work
1 'The Three Flambins' a ribald song concerning mistaken identities and unfettered desire
2 'Waltz: of the Myconids' an upbeat tune that children in particular enjoy  
3 'Asmodeus's Golden Arse' a dramatic poem you claim was inspired by your personal visit to Avernus
4 'The Pirates of Luskan' your first hand account of being kidnapped by sea reavers as a child
5 'A Hoop, Two Pigeons, and a Hell Hound' a subtle parody of an incompetent noble
6 'A Fool in the Abyss' a comedic poem about a jester's travels among demons

Instrument

In a bard’s quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one’s vocal ability. The instrument’s quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for improvement. Perhaps just as important, though, is the instrument’s own entertainment value; those that are bizarrely constructed. or made of exotic materials are likely to leave a lasting impression on an audience. You might have an “off the rack” instrument, perhaps because it’s all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?
D6 Instrument
1 A masterfully crafted halfling fiddle
2 A mithril horn made by elves
3 A zither made with drow spider silk
4 An orcish drum
5 A wooden bullywug croak box
6 A tinker’s harp of gnomish design

Embarrassment

Almost every bard has suffered at least one bad experience in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your ca— tear, or maybe it took you a while to restore your reputation after one agonising night when the fates conspired to bring about your theatrical ruin. The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that’s guaranteed to please.
D6 Embarrassment
1 The time when your comedic song, “Big Tom's Hijinks”—which, by the way, you thought was brilliant—did not go over well with Big Tom
2 The matinee performance when a circus's owlbear got loose and terrorized the crowd
3 When your opening song was your enthusiastic but universally hated rendition of “Song of the Froghemoth”
4 The first and last public performance of “Mirt, Man about Town”
5 The time on stage when your wig caught fire and you threw it down——which set fire to the stage
6 When you sat on your lute by mistake during the final stanza of “Starlight Serenade”

Cleric

Divine magic, as the name suggests, is the power of the deities, flowing from them into the Runetalras. Clerics are conduits for that power, manifesting it as miraculous effects.   Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion to and belief in their faith and deity.   Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from the heavens to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.   Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a deity at all.   When a cleric takes up an adventuring life, it is usually because his or her faith and belief demands it. Pursuing their goals oft involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their faith’s worshipers, which can mean fighting rampaging hordes, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.   Despite their use of magic clerics, priests, and the like do not face persecution within Arcane Bastilles; this is because their magic is viewed as a divine gift and not the blighted curse arcane magic is widely believed to be.   Lists and articles on deities throughout Runetalras can be found here: Religion in Runetalras

Temple

Most clerics start their lives of service as priests in an order, then later realise that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.   study devoted to their deity. Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?
D6 Temple
1 Your temple is said to be the oldest surviving structure built to honour your god
2 Acolytes of several like—minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 You served in a temple in the Outer Planes.

Keepsake

Many clerics have items among their personal gear that symbolise their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.
D6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig’s whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one’s deity.   If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.
D6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.

Druid

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.   Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.   For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements.   Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilised folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.   Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.   Druids are persecuted for their magic, being imprisoned within the Arcane Bastilles, however, many tend to avoid this fate. This is because druids by their nature oft are found within isolated areas more difficult for Brightswords to patrol. Many druids are also protected by small communities as druids, as well as sharmans, witches, and pellars, help ward away unnatural evils, provide healing, and provide basic magical services to these communities.

Treasured Item

Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but everyone is an object whose meaning connects the druid’s mind and heart to a profound concept or spiritual outlook.   When you decide what your character’s treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
D6 Treasured Item
1 A twig from the meeting tree that stands in the centre of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by your mentor

Guiding Aspect

Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behaviour or its very nature, it sets an example that you seek to emulate.
D6 Guiding Aspect
1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth.
2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world.
5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray.
6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.

Mentor

It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student’s attitudes and beliefs   If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
D6 Mentor
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor’s humanoid form.
4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master
5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.

Fighter

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armour. Beyond that basic degree of familiarity, each fighter specialises in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialisation makes fighters superior combatants on battlefields and in dungeons alike.   Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.   Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Heraldic Sign

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one’s self—interest.   Your character could be affiliated with an organisation or a cause, and thus might already travel under a banner of some sort. If that’s not the case, consider devising a heraldic sign that symbolises an aspect of your nature or speaks to what you see as your purpose in the world.
D6 Heraldic Sign
1 A rampant golden dragon on a green field, representing valour and a quest for wealth
2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, signifying the defence of a city or kingdom
4 A skull with a dagger through it, representing the doom you bring to your enemies
5 A phoenix in a ring of fire, an expression of an indomitable spirit
6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill  

Instructor

Some fighters are natural—born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organisation, when they were taught by the leaders of the group.   A third type of fighter comes from the ranks of those who received one—on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student’s background.   If you decide that your character had an individual instructor. What is that person’s specialty? Do you emulate your instructor in how you fight, or did you take the instructor’s teachings and adapt them to your own purposes?
D6 Instructor
1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator’s life to earn money and fame.
2 Military. Your trainer served with a group of soldiers and knows much about working as a team.
3 City Watch. Crowd control and peacekeeping are your instructor’s specialties.
4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence.
5 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficacy.  
6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.

Signature Style

Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter’s personality, that's not always the case—someone’s approach to the world in general does not necessarily dictate how that person operates when lives are on the line.   Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?
D6 Signature Style
1 Elegant. You move with precise grace and total control, never using more energy than you need.
2 Elegant. You move with precise grace and total control, never using more energy than you need.
3 Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favour.
4 Effortless. You rarely perspire or display anything other than a stoic expression in battle.
5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand.  
6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them.  

Hexer

No one is born a Hexer, no one chooses to become one, it can be a gift and a curse. The process to become a Hexer begins in childhood, and one that most who begin it does not live to see the end of.   The child is first subjected to a harsh physical regiment and given mutagenic foods to consume, some die as a result of the training accidents and some die from adverse reactions to the mutagenic foods; many survive this step, and grow physical strong from their regiment as well as maturing at an accelerated rate. The second stage is known as the Trial of the Path. The Trial of the Path, differs for each School, but always involves a training course with deadly traps, pendulums, pitfalls, tasks, and incredibly dangerous monsters; only a quarter of those who undertake the Trial of the Path survive it. The final stage known as the Trial of Transmutation, which also differs slightly based upon the exact Hexer school, is an alchemical and mutagenic process in which only a fifth survive; the exact nature is kept secret by the hexers.   Those who survive the Trial of the Path and Trail of Transmutations are forever changed into hexers. These hexers possess a number of enhanced physical capacities. Due to the vast physical changes most hexers are considered mutants, rather than whatever race they began their life as.   A Hexer is the sum of expert training in monstrous lore, alchemy, swordsmanship, combat, and signcasting. Hexers are more than just brutes, they excel in fighting monsters with their steel and silver, they use their knowledge to strike when it is opportune, use alchemy to further enhance their bodies, and use signcasting a lesser form of magic, to overwhelm their enemies. These years of training, mastery, bruises, and bloodshed have honed their skills in addition to their mutations to elevate their capabilities beyond that of most other mortals.   Hexers are viewed with a great deal of macabre for they deal in death. The Hexer trade is one that kills for coin, and as such hexers have long been associated with death and destruction; indeed the connection is so strong that the arrival of a Hexer is viewed as a sign of misfortune. Hexers are seen as those who exploit death to wrench as much coin as possible from common good folk, there are also folk who recognise hexers as an uncomfortable necessity. The unfortunate discriminantion, which is far too oft found in Runetalras, is commonly turned against hexers, as they are viewed as mutated freaks apart from common decent people, who are as heinous as the monsters they kill.

What is Evil

In such a dangerous profession hexers oft encounter evil. Evil in its most obvious form, that being inhuman monsters, as simple to deal with, simply cut the head of a ghoul. Hexers unfortunately find themselves in morally complex situations where every person involved is truly awful, and are still faced with a choice.
D4 What is Evil
1 Evil is Evil. Lesser, greater, middling… Makes no difference. The degree is arbitrary. If I’m to choose between one evil and another… I’d rather not choose at all
2 There is no good and there is no evil, If I’m to choose I’ll choose the coin and contract over some arbitrary good or evil.
3 Oh monsters are not the evil ones, they kill because they must, for food or to seate some innate instinct, the mortal races they hate and kill because it makes them feel safe, that is evil.
4 he world is not black and white it is different shades of grey, and if I'm to choose, yes I'll take the lesser evil, I'll dirty my hands, I'll make the difficult decision so that the great evil no longer remains upon this world, because that margin is difference between someone's life or death.

Hexer Contracts

When a hexer agrees to resolve a problem or kill a creature it is known as a contract, and while some are physically represented by ink and parchment but is most oft than not simply an exchange of a promise of pay should the hexer resolve the problem. A hexer’s job, duty, and life is to take contracts for coin, valuables, or more children, for a hexer needs pay. But precisely what a hexer is willing to take a contract on is another thing, some view themselves as emotionless killers of monsters and men, professional monster killers, and others knights in shining armour.
D8 Hexer Contracts
1 I don't kill intelligent monsters, and if I take a contract on one I'll work towards a bloodless solution.
2 I don't take contracts on the mortal races, I'm a hexer not an assassin.
3 If people are truly in need I'll take the coin they can offer, not necessarily the coin risking my life would be worth.
4 Coin is coin, if there is coin in it I'll take a contract on anything.
5 A monster is a monster if someone is willing to pay for it I'll take it as a trophy.
6 A hexer's job is to risk life for fair coin, I'll negotiate the best price for risking my life.
7 Once signed a contract is as good as done, a hexer never breaks his word, if they did all contracts would dry up.
8 A contract can be solved in many ways, even if the holder isn't particularly pleased with its outcome I'll collect my pay.

On Being a Hexer

Becoming a hexer is not something most would choose for countless reasons, but all hexers are that and must come to terms with their trauma. A hexer has been ripped from whatever family they had, they have endured incredible pain, physical and emotional, during their transformation and training, have been forced upon a path for their life, and stripped of their very ability to reproduce. This pain and trauma, combined with a life so filled with death has led to the common belief that hexers have no emotions, something hexers themselves perpetuate, believe to be true, or simply wish were true.
D6 On Being a Hexer
1 I am a hexer, it is what and who I am and there is not a thing I can do to change that.
2 Becoming a hexer has given me freedom, freedom from a mundane life, one bent in service and poverty.
3 My life has been stolen from me when I was forced to become this, I will never have a family or normal life, and I can have nothing but contempt from that.
4 When I was made into this my freedom and choice were taken from me, I have been forced into this life with no way out.
5 When I look in the mirror and think about what I am I feel nothing, either from this lifestyle or mutations feelings and emotions have been stripped from me.
6 I am conflicted, while I have become more I have also become less, sometimes I feel pride or even grateful of what I have been gifted, while other times I feel numbed and contemptuous of this curse that has been forced upon me.

Monk

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses Runetalras—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.   Small walled cloisters dot Runetalras, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.   Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.   The majority of monks don’t shun their neighbours, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbours from monsters or tyrants.   For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Monastery

A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.   What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?
D6 Monasteries
1 Your monastery is carved out of a mountainside, where it looms over a treacherous pass.
2 Your monastery is high in the branches of an immense tree in the Feywild.
3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying.
4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulphur pools. You regularly received visits from azer traders.
5 Your monastery is built beside a volcanic system of hot springs, geysers, and sulphur pools. You regularly received visits from azer traders.
6 Your monastery was carved from an iceberg in the frozen reaches of the world.

Monastic Icon

Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the orders history or because it serves as an example of a quality the monks seek to emulate.If your character’s monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark.   Or perhaps your order’s icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.
D6 Monastic Icon
1 Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey.
2 Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey.
3 Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin.
4 Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations.
5 Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously.
6 Dragon. A dragon once laired within your monastery. Its influence remains long after its departure.

Master

During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?
D6 Master
1 Your master was a tyrant whom you had to defeat in single combat to complete your instruction.
2 Your master was a tyrant whom you had to defeat in single combat to complete your instruction.
3 Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session.
4 Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that the two of you might be related.
6 Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you.

Paladin

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to deities, a paladin’s power comes as much from a commitment to justice itself as it does from a deity itself.   Paladins train for years to learn the skills of combat, mastering a variety of weapons and armour. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.   Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights.   Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primaeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.   Despite their use of magic, paladins do not face persecution within Arcane Bastilles; this is because their magic is viewed as a divine gift and not the blighted curse arcane magic is widely believed to be.

Personal Goal

The precepts of a paladin’s oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.   If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.
D6 Personal Goal
1 Peace. You fight so that future generations will not have to.
2 Revenge. Your oath is the vehicle through which you will right an ancient wrong.  
3 Duty. You will live up to what you have sworn to do, or die trying.
4 Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
5 Faith. You know your path is righteous, or else the gods would not have set you upon it.
6 Glory. You will lead the world into a grand new era, one that will be branded with your name.

Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.   Your symbol might be. displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.
D6 Symbol
1 A dragon, emblematic of your nobility in peace and your ferocity in combat
2 A clenched fist, because you are always ready to fight for your beliefs  
3 An upraised open hand, indicating your preference for diplomacy over combat
4 A red heart, showing the world your commitment to justice
5 A red heart, showing the world your commitment to justice
6 An unblinking eye, meaning that you are ever alert to all threats against your cause

Nemesis

Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin’s most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.   Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?
D6 Nemesis
1 A mighty orc war chief who threatens to overrun and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate  
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and wants you to abandon your religion
5 A rival paladin who trained with you but became an oath—breaker and holds you responsible
6 A vampire who has sworn revenge against all paladins after being defeated by one

Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behaviour or hold to an attitude that is not in keeping with the highest ideals of their calling.   What is the temptation that your character succumbs to or finds it difficult to resist?
D6 Temptation
1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.
2 Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3 Lust. You can't resist an attractive face and a pleasant smile.
4 Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs.
5 Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
6 Greed. Regardless of how much glory and treasure you amass, it’s never enough for you.

Ranger

Rangers are warriors of the wilderness, they specialise in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favoured foes.   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasise speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.   Rangers are those who might make a living as a hunter, a guide, or a tracker, but some choose to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a Dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defence.   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.   Rangers are persecuted for their magic, being imprisoned within the Arcane Bastilles, however, many tend to avoid this fate. This is because rangers, by their nature oft are found within isolated areas more difficult for Brightswords to patrol. Many rangers are also protected by small communities as they, as well as druids, sharmans, witches, and pellars, help ward away unnatural evils, provide healing, and provide basic magical services to these communities.

View of the World

A ranger’s view of the world begins (and sometimes ends)with that character’s outlook toward civilised folk and the places they occupy. Some rangers have an attitude toward civilization that’s deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it’s impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.   If you haven’t yet thought about the details of your character’s worldview, consider putting a finer point on things by summarising that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?
D6 View of the World
1 Towns and cities are the best places for those who can't survive on their own.
2 The advancement of civilization is the best way to thwart chaos, but its reach must be monitored.
3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more.
4 Walls are for cowards, who huddle behind them while others do the work of making the world safe.
5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild.
6 Cities breed weakness by isolating folk from the harsh lessons of the wild.

Homeland

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.   Think of your character’s backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favoured enemies are?
D6 Homeland
1 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell.
2 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell.
3 Your early life in the Underdark prepared you for the challenges of combating its denizens.
4 You dwelled on the edge of a swamp, in an area imperilled by land creatures as well as aquatic ones.
5 Because you grew up among the peaks, finding the best path through the mountains is second nature to you.
6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice.

Sworn Enemy

Every ranger begins with a favoured enemy (or two). The determination of a favoured enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter of choice.   What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?
D6 Sworn Enemy
1 You seek revenge on nature’s behalf for the great transgressions your foe has committed.
2 You seek revenge on nature’s behalf for the great transgressions your foe has committed.
3 You hear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal.
4 You hear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal.
5 You collect tokens of your fallen enemies to remind you of each kill.
6 You respect your chosen enemy, and you see your battles as a test of respective skills.

Rogue

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritise cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.   Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organised into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.   As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Guilty Pleasure

Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky   A rogue’s guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice   What’s the one form of temptation that your rogue character can’t resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?
D6 Guilty Pleasures
1 Large gems
2 A smile from a pretty face
3 A new ring for your finger
4 The chance to deflate someone’s ego  
5 The finest food and drink
6 Adding to your collection of exotic coins

Adversary

Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn’t featured on at least one wanted poster. Beyond that, it’s in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder to deal with than the average member of the city watch.   If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you’ve been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.   Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?
D6 Adversary
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny  
2 A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target
3 The master of the local thieves' guild, who wants you to join the organization or leave town
4 An art collector who uses illegal means to acquire masterpieces  
5 A fence who uses you as a messenger to set up illicit meetings
6 The proprietor of an illegal pit fighting arena where you once took bets

Benefactor

Few rogues make it far in life before needing someone’s help, which means thereafter owing that benefactor a significant debt.   If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realising who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?
D6 Benefactor
1 A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favour.    
2 The Beggar King has hidden you from your pursuers many times, in return for future considerations.  
3 A magistrate once kept you out of jail in return for information on a powerful crime lord.
4 Your parents used their savings to bail you out of trouble in your younger days and are now destitute.
5 A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it.
6 A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favour.

Sorcerer

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.   The appearance of sorcerous powers is wildly unpredictable.The emergence of magic within a sorcerer is often a chaotic, frightening, and even violent event, as the magic flows from them in an almost uncontrollable stream. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a Demon, the blessing of a Dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.   Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.   Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.   Sorcerers face great persecution for their innate connection to magic, being viewed as a danger to anybody around them as they struggle to contain the magic potential within them. As a result they are oft imprisoned within Arcane Bastilles.

Arcane Origin

Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.   Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.
D6 Arcane Origin
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.    
2 You are the reincarnation of a being from another plane of existence.  
3 A powerful entity entered the world. Its magic changed you.
4 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
5 You are the product of generations of careful, selective breeding.
6 You were made in a vat by an alchemist.

Reaction

When a new sorcerer enters the world, either at birth or later when one’s power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.   When your sorcerer’s powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?
D6 Arcane Origin
1 When your powers surfaced you were turned over to the authorities and imprisoned as a result of magic being illegal.    
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbours hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression.
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.  

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it’s only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.   If your sorcerer has a supernatural mark, it might be one that’s easily concealed, or it could be a source of pride that you keep on constant display.
D6 Supernatural Marks
1 Your eyes are an unusual colour, such as red.  
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other.
4 Your hair grows at a prodigious rate.
5 You wrinkle your nose repeatedly while you are chewing.
6 A red splotch appears on your neck once a day, then vanishes after an hour.  

Sign of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.   When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?
D6 Sign of Sorcery
1 You deliver the verbal components of your spells in the booming voice of a titan.    
2 For a moment after you cast a spell, the area around you grows dark and gloomy.
3 You sweat profusely while casting a spell and for a few seconds thereafter.  
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell. If you are standing when you cast a spell, you rise
5 If you are standing when you cast a spell, you rise six inches into the air and gently float back down.
6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.  

Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not deities. A warlock might lead a cult dedicated to a Demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   Warlocks typically form their pacts with the rivialing powers, which are non-deity entities or forces who powers can rival the gods themselves, they are Archdevils, Archfey, Demon Lords, Elder Evils, Old Ones, and Primordials among other forces.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armour and know how to use simple weapons.   Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.   Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveller in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.   Warlocks face great persecution for their foul pacts with otherworldly beings that grant them magic. Warlocks are viewed as threats and agents of evil powers, and as a result are just as likely to be killed as they are imprisoned within Arcane Bastilles.

Patron’s Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it’s not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.   When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron’s perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?
D6 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.    
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Each interaction with your capricious patron is a surprise, whether pleasant or painful.  
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.  

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron’s favour—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.   Does your character have a pact that requires you to change your behaviour in an unusual or seemingly frivolous way? Even if your patron hasn’t imposed such a duty on you already, that’s not to say it couldn't still happen.
D6 Terms
1 When directed, you must take immediate action against a specific enemy of your patron.    
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.  
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things— that the individual in question is bound to the patron’s service. A warlock might take advantage of such a mark, claiming it as proof of one’s pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.   If your warlock’s pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?
D6 Mark
1 One of your eyes looks the same as one of your patron's eyes.    
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.  
4 Your tongue is an unnatural colour.
5 You have a vestigial tail.
6 Your nose glows in the dark

Wizard

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become as powerful as the deities, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.   Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to The Ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.   Wizards face great persecution for their choice to mess with the chaos that is magic, unleashing forces that they sometimes cannot control. As a result they are oft imprisoned within Arcane Bastilles.

Spellbook

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
D6 Spellbook
1 A tome with pages that are thin sheets of metal, spells etched into them with acid  
2 Long straps of leather on which spells are written, wrapped around a staff for ease of transport
3 You display outward symptoms of a disease but suffer no ill effects from it  
4 Small stones inscribed with spells and kept in a cloth bag
5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages
6 A tome full of black pages whose writing is visible only in dim light or darkness  

Ambition

Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.   Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven’t given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.
D6 Ambition
1 You will prove that the gods aren't as powerful as folk believe.
2 Immortality is the end goal of your studies.
3 lf you can fully understand magic, you can unlock its use for all and usher in an era of equality.
4 Magic is a dangerous tool. You use it to protect what you treasure.  
5 Arcane power must be taken away from those who would abuse it.
6 You will become the greatest wizard the world has seen in generations.  

Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone’s social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.   If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?
D6 Eccentricity
1 You have the habit of tapping your foot incessantly, which often annoys those around you.
2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.
3 You never enter a room without looking to see what’s hanging from the ceiling.
4 Your most prized possession is a dead worm that you keep inside a potion vial.    
5 When you want people to leave you alone, you start talking to yourself. That usually does the trick.
6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar.

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