
The Alchemist
A Bottler of Mutated Forms
Alchemists wield volatile elixirs, mutating flesh, sealing wounds, unleashing smokes or acids. Driven by experimental curiosity, they scavenge reagents, remix formulas on the fly, risking unpredictable side-effects for decisive advantage.
Luminary Class
Alchemy is the liminal science of transformation. Alchemists extract subtle reagents from refined metals to alter the body, mind, and spirit, coaxing subjects toward new forms. Each reagent embodies a principle of change, revealing what lies dormant and drawing it to the surface.


The Artificer
An Inventor of Strange Gadgets
Artificers craft improbable devices, spring guns, clockwork limbs, smoke-belching contraptions, then field-test them amid danger. Innovative tinkers, they improvise solutions from scrap, yet misfires and explosions threaten allies as often as foes.
Luminary Class
Artifaction is the liminal science of invention. Artificers use Axioms to impose new functions on objects, through cunnning mechanical craft. Each Axiom expresses a hidden principle of force or motion, allowing devices to defy natural limits and operate according to engineered design.


The Barbarian
A Daredevil of Herculean Appetites
Barbarians pursue visceral thrills, testing strength through feats, brawls and daring stunts. Reckless momentum shatters obstacles and rallies allies, but appetite and impulse can endanger careful plans and fragile surroundings.
Adept Class
Ecstasis is the discipline of emotional surrender. Barbarians channel intense feeling into raw physical force, unleashing feats beyond the reach of reason. In Ecstasis, and drive overcomes restraint, defying death and danger with unyielding power and thrill for life.


The Bard
A Performer of Magical Music
Bards weave magic through music, shaping emotion, healing wounds, bolstering courage or undermining foes with verses. Roaming storytellers, they trade entertainment for shelter, yet vanity and ballads may incite trouble.
Mage Class
Incantation is the magic of melodic intention. Bards weave spells through voice and instrument, shaping emotion, memory, and chance with crafted song. Their power lies not in force, but in harmony: a resonant thread that guides fate through performance.


The Cleric
A Speaker for the Gods
Clerics channel gods, wielding relics, prayers and judgements to heal, sanctify and arbitrate. Their presence uplifts allies and legitimises bargains, though rival faiths and doctrines can complicate stealth or cooperation.
Theurge Class
Thaumaturgy is communion with the gods. Clerics channel the will of ascended gods, receiving boons through ritual, prayer, and devotion. Their miracles arise from faith upheld and duty fulfilled, marking them as vessels of divine purpose.


The Demiurge
A Maker of Obedient Simulacra
Demiurges sculpt clay, brass or bone into rune-bound simulacra obeying etched commands. Constructs haul, fight and scout, yet treating comrades like tools can spark resentment and fears of soulless labor.
Luminary Class
Lography is the liminal science of animation. Demiurges embed commands into inert forms, animating them with artificial purpose and function. Each inscription draws on the six humours to impose behaviour, motion, or awareness, transforming structure into simulacrum.


The Druid
An Avatar of Nature
Druids embody the Green, sensing land’s wounds and answering with weather, shapeshifting or beast kinship. They guide, heal and hinder, but must balance nature’s cycles against choices demanded by companions.
Theurge Class
Boscage is communion with the living world. Druids draw boons from nature itself through ritual, reverence, and quiet listening. In Boscage, power answers not to command but to instinct, arriving as growth, decay, or storm: slow, deep, and always alive.


The Enchanter
A Weaver of Charms and Illusions
Enchanters paint air with pigments and dust, conjuring illusions and charms that deceive senses, sway emotions or hide paths. Spectacle sells their craft, yet companions guard memories against colourful manipulations.
Mage Class
Lucence is the magic of guided perception. Enchanters shape thought and feeling by weaving illusions from dreams and memory. In Lucence, spells alter what others see, sense, or believe, drawing the world toward imagined truths; inviting others to perceive reality differently.


The Fighter
A Master of Blade and Battlefield
Fighters marry tactical scholarship to hardened steel, reading terrain, rallying allies and spearheading assaults. Their decisive leadership wins battles, but impatience for peaceful solutions and duel seeking can strain diplomacy.
Adept Class
Muster is the discipline of veteran action. Fighters draw on hardened experience, turning instinct and memory into precise, decisive movement. Their feats are not wild improvisations, but the fluent execution of battle earned through repetition and resolve.


The Immolator
An Engineer of Living Flame
Immolators engineer flame via phlogiston cartridges, wielding jets, bombs and forging heat to weld or cleanse. Control makes fire their tool, yet misjudgement or temper risks blazes and shaken trust.
Luminary Class
Flamboyance is the liminal science of ignition. Immolators use fuel and intent to shape how flames behave. Each ignition expresses a volition, allowing fire to compel, cleanse, or endure. They can command the ideas and the essence of fire, not just its physical form.


The Malefactor
A Master of Dark Arts
Malefactors carry living curses, reciting baleful verse that twists flesh, morale or metal. They redirect pain, suppress plagues and threats, yet allies watch warily, fearing where that suffering finally settles.
Mage Class
Imprecation is the magic of afflicted will. Malefactors wield their own suffering as spellcraft, shaping curses that unravel body, mind, and resolve. Their magic marks the world with frailty and dread, drawing power from what they endure: and forcing that burden onto others.


The Monk
A Master of Martial Discipline
Monks turn disciplined breath, craft and motion into effortless martial art. They vault obstacles, parry blades bare-handed, and guide companions with focus, though their stoic detachment can chafe urgent tempers.
Adept Class
Scopare is the discipline of focused stillness. Monks act from a place of inward calm, directing motion with clarity and restraint: every action is deliberate, every gesture precise. Their feats emerge not from exertion but from control, shaped by rhythm, breath, and disciplined presence.


The Oracle
A Seer of Uncertain Fates
Oracles glimpse tomorrow with cards, bones or mirrors, steering parties from ambushes and disasters. Their blunt warnings save lives, yet foreknowledge breeds distrust and migraines when futures refuse tidy paths.
Theurge Class
Divination is communion with the Fates. Oracles receive visions through ritual and stillness, reading the hidden threads that bind all things. Their boons reveal what must be known, echoing the voice of the Fates: distant, impartial, and rarely kind.


The Paladin
An Oathbound Champion
Paladins bind might to oaths, wielding shining arms and unwavering resolve to shield innocents and judge evils. Principles inspire allies but may stall pragmatic choices when vows forbid compromise.
Adept Class
Fidance is the discipline of oathbound resolve. Paladins draw strength from the vows they uphold, channelling conviction into decisive, weighty action. Their power flows from steadfast commitment, where honour guides the hand and belief sharpens the blade.


The Ranger
A Hunter of the Strange
Rangers stalk untamed wilds and urban shadows alike, reading tracks, laying snares and loosing deadly volleys. Lone-wolf instincts secure routes and food, though obsession with quarry can eclipse wider objectives.
Adept Class
Venerie is the discipline of deliberate pursuit. Rangers move with purpose, instinct sharpens into precision, reading the land and their quarry with practiced clarity. Their feats are born of the hunt, patient, focused, and unerring, bringing distance ever closer.


The Rogue
An Eminent Trickster
Rogues flourish on charm, stealth and sleight, lifting purses, forging papers and slipping locks to unlock opportunity. Quick improvisation rescues plans, but companions question shifting loyalties and hidden spoils.
Adept Class
Chicanery is the discipline of opportunistic daring. Rogues seize the moment with instinct and nerve, turning uncertainty into leverage. Their feats unfold through misdirection and surprise, shaped by confidence, wit, and the ability to act before others see the play.


The Sorcerer
A Weaver the Elements
Sorcerers command raw elements with instinctive gestures, hurling fire, shaping stone or summoning winds. Emotional sway echoes in their magic, so mood swings can scorch allies and terrain alike.
Mage Class
Sortilege is the magic of elemental flow. Sorcerers shape the elements through movement, drawing on natural rhythm to guide fire, water, stone, or wind: a dance that aligns the caster with the world’s hidden currents, inviting the elements to move as the Sorcerer moves.


The Warlock
A Vessel for Eldritch Powers
Warlocks channel patron bargains, spending eldritch favours to curse foes, unravel locks or step through shadows. Boons impress comrades, yet repayment terms loom, and patrons’ whispers disrupt plans.
Theurge Class
Invocation is communion with an eldritch being. Warlocks draw power from a Keeper, an ancient, otherworldly force, bound through ritual and agreement. Their boons are neither earned nor given freely: it is negotiated, watched, and always comes at a cost.


The Witch
A Binder of Spirits
Witches bind hearth and hedgerow spirits with trinkets and honeyed words, bartering blessings, curses, or secret paths. Unseen bargains aid parties, but costs can arrive unexpectedly mid-quest.
Theurge Class
Gramarye is communion with spirits. Witches call upon hidden presences through symbol, name, and offering, forging bonds rooted in respect and intent. Their craft moves through unseen ties, where every boon reflects a relationship earned or risked.


The Wizard
A Scholar of Arcane Power
Wizards shape meticulous sigils into versatile spells: sealing doors, hurling force or bending light. Study fuels power; field tests refine diagrams, though lengthy preparations can stall allies in crisis.
Mage Class
Conjuration is the magic of structured insight. Wizards shape the arcane through study and precision, drawing power from symbols, formulae, and disciplined thought, built from theory and refined through practice. Their magic reflects understanding made manifest.

