1
"A professional soldier, trained in the art of war. Warriors are good all around fighters and form the backbone of any expedition-every adventuring party should have at least one Warrior. Warriors come from all backgrounds and lands, and are often employed by merchants, nobles, priests, or other adventurers to retrieve lost objects, guard gates, keep order in towns, fight off brigands, or add prestige to a retinue of hirelings. Warriors must have a Might score no less than 3."

2
"A traveler who makes his living in the wild lands outside of civilization. Found most commonly in the eastern lands of Tarkhe, Huntsmen are skilled archers, trackers, and survivalists. A Huntsman must have Agility and Insight scores no less than 3."

3
"After the Overthrow, which destroyed Minerva's empire, the people of many remote villages were cut off from the rest of Minerva and reverted to a nomadic existence. These Barbarians are common throughout Tarkhe, and they range the steps and forests of that ancient land and trade with (or raid) villages. Some of the more inquisitive of these Barbarians have been known to leave their clan-or be cast out for crimes against the tribal elders-and so it is that Barbarians are found in unlikely places. A Barbarian must have a Might score of at least 3."

4
"One who makes his living on riverboats and sailing ships. Sometimes Mariners are hired on to single ships, to which they owe general allegiance, but often times they are guildmembers overseeing the transportation of valuable goods through Minerva's waterways. A Mariner must have at least 3 in both his Logic and Insight scores."

5
"A shady character well versed in the art of subterfuge and treachery. Rogues are unpopular and often find themselves in trouble with the law. The only people who actively seek out Rogues are wealthy men who need a shady job completed, or parties of explorers and adventurers looking to flesh out their ranks-a Rogue can be handy fellow in a fight, but his best abilities are as a scout and thief. Rogues must have an Agility of 3 or better."

6
"While far from wealthy, traders have traveled across distant lands with a Merchant's caravan, or peddled their wares along city routes. They may seem unsuited to an adventuring party, but Traders have a variety of abilities essential during travel, and they round out a party well with social skills. Their forays into distant lands provide justifications for all kinds of adventures and they can often be found leading troupes of adventurers. Above all, Traders are good diplomats, and must have a Charm of 3 or better."

7
"Known throughout Minerva as 'Robes' for the garments they wear, clerics are for the most part placid, unadventurous fellows, but occasionally one will find himself thrust into travel and danger. Priests can often make circumstances difficult and create friction in the group because of their fastidious piety which forbids them to participate in ungodly activities such as skulking, thieving, whoring, and murder, but they have abilities which can, at times, save their allies from certain doom. They are also excellent counselors and mediators of disputes-the presence of a Priest helps to keep a party together. Priests cannot have Presence scores less than 3.^^#KUntil you are familiar with the rules, it is advised that you avoid characters with supernatural abilities.#Z"

8
"Mystics are strange fellows, led by their desire for inner truth. While not considered by churchmen to be in league with the devil (merely pagans), Mystics are misliked by Christian society and will find doors closed on them or stones thrown at them if they display their affiliations openly. While modest fighters, their spiritual perfection allows them to draw from hidden reserves of strength. They are most often found in Tarkhe or places which have been touched by the Elves. To ensure the rarity of Mystics, their Insight must be no less than 4.^^#KUntil you are familiar with the rules, it is advised that you avoid characters with supernatural abilities.#Z"

9
"A wielder of arcane power, living on the fringe of society. Although Sorcerers can travel openly in the wild or in Tarkhe, in Christian lands a sorcerer will usually disguise himself as a merchant or itinerant craftsman, since if he made his profession known he would be burned as a heretic. Once they complete their initiation, Sorcerers will choose secret names based on a set of three or four arcane syllables; they will use this name among other sorcerers with whom they often maintain loose and suspicious ties, but otherwise sorcerers cherish their names as personal secrets. While Sorcerers are poor fighters, their magical prowess is not to be trifled with. Most Sorcerers are to be found in Drekmir, although they are uncommon in any land. The difficult concepts inherent in sorcery ensure that Sorcerers remain rare-they must have no less than 4 in their Logic score.^#KUntil you are familiar with the rules, it is advised that you avoid characters with supernatural abilities.#Z"

10
"Trained by guilds or by reclusive sages, alchemists are simultaneously viewed with respect and suspicion by ordinary folk; the practice of alchemy is forbidden in Kaledia and Allacia, and there are no alchemists in Kaledia, Tarkhe, and Greycloak. Some of the more pious and idealistic Alchemists have made it their quest to search for the Philosophers Stone which will allow them to turn lead into true gold, though cynics insist that no such thing exists. Alchemists rarely adventure, but some of the more restless seek rare and costly reagents through travel rather than trade, and an alchemist will sometimes attach himself to an adventuring party for mutual safety and support. While untrained in battle, Alchemists can brew potions to aid in a wide variety of situations. They must have at least 3 Logic.^#KUntil you are familiar with the rules, it is advised that you avoid characters with supernatural abilities.#Z"