Character Archetypes

Avenger: The inhabitants of the Hellfrost, bandits, or orcs have taken away everything the hero ever loved. Friends, family, home, all have been destroyed. The one thing that keeps the avenger going is the thought of enacting a fitting revenge.

Bandit: As food supplies dwindle, starvation becomes a constant danger. Some folk have taken to taking what they want by force of arms or threat of violence.

Bladedancer: Elven warriors skilled in the use of two blades. Their movements, while spontaneous, look like well-rehearsed dance steps to non-elves.

Bludgeoner: Engro warriors highly trained in the use of the sling. They serve as a form of police, but only in engro society.

Citizen: Oak trees grow from small acorns, and sometimes heroes grow from average Joes. Whether a widow seeking revenge for frostreaver atrocities or a farmer’s son looking for adventure, the citizen has become embroiled in adventure.

Druid: Only the elves and engros understand the means to channel energy from the plants and animals. Druids are strong in the wilds, but they suffer difficulties in urban environments.

Elementalist: These mages draw their power through the elemental realms. As an elementalist grows in power, he can master more elements. An elementalist who has mastered all four elements is known as an arkhwisard (archmage).

Explorer: The world has changed since the Blizzard War. Explorers travel through the lands, correcting old maps and detailing the new wonders of the near-frozen world.

Fighter: Fighters can be anything from hardened mercenaries to bodyguards to green farmhands looking to defend their homes.

Heahwisard (High Mage): Heahwisards draw magical energies through their staves, and are extremely weak, magically, without them. They are also the ruling nobility of the lands known as the Magocracy.

Healer: As the ice advances, so starvation, disease, and attacks by monsters become more frequent. Healers strive to stem the tide of misery with poultices and salves. While there are many independent healers, the Sisters of Mercy are the only non-religious organization sworn to this service.

Hearth Knight: The Hearth Knights are dedicated to the defense of the Hearthlands against the predations of the Hellfrost inhabitants. They operate only in the colder regions, guarding the roads to the few remaining towns beyond the Icebarrier and watching over mountain passes.

Herald: Heralds serve nobles as diplomats and messengers. An attack against a herald is an attack against his lord. Thus, they receive fair, if not always truly hospitable, treatment, even among enemies.

Hrimwisard (Hoar Frost Mage): These mages weave powerful spells by drawing the magical energies found in the Hellfrost through their bodies. The colder it is, the more powerful effects a hrimwisard can invoke.

Ice Rigger: As the land becomes locked in a sea of ice and snow, the races are turning more and more to ice ships, which glide over the ice and snow on long skates and skis. Ice riggers are sailors skilled at piloting these vessels.

Iron Guild Mercenary: Though there are many mercenary companies, especially in Vestmark and Sutmark, the Iron Guild stands apart because it only hires troops out to merchants requiring protection.

Itinerant Worker: Few villages are completely selfsufficient. Itinerant workers are wanderers, offering their services in farmsteads and villages across Rassilon. Sample itinerant workers include healers, smiths, and priests. Itinerant soldiers are mercenaries.

Knight Hrafn (Knight Raven): The Order of the Knights Hrafn is a force dedicated to the perfection of military leadership. They care little for politics, though few openly side with overtly evil causes. The Order maintains no armies of its own, but instead hires out members
to serve nobles.

Lorekeeper: Dedicated to finding and preserving knowledge, lorekeepers strive to keep knowledge from becoming forgotten.

Messenger: Communication is limited to the speed of a horse and the bravery of the rider. Part rider, part explorer, and part warrior, the messenger’s life is difficult, but it can be rewarding.

Noble: The nobility remain at the top of the social ladder. Many ancestral lands have been lost, forcing younger children to seek their fortune through adventuring.

Outlaw: In these dark days, one can always rely on one’s kin, unless you’re an outlaw, that is. Whether because of criminal activities or because they have been falsely accused by jealous rivals, outlaws are shunned by their kith and kin. Whereas bandits prey on the weak, outlaws are simply outcasts, and can still be honorable heroes.

Paladin: Whereas priests guard the souls of the faithful, paladins guard their flesh. Some paladins are permanent residents at temples. Others travel the lands performing deeds in the name of their deity.

Priest: Many gods are worshiped across Rassilon. Priests form the spiritual arm of their faith.

Ranger: Rangers operate in the wilds as scouts, spies, explorers, and soldiers. Unlike Hearth Knights, rangers often patrol the Hearthlands to combat the evils that dwell there.

Refugee: The hero may have lost his home to Hellfrost beast attacks, been forced to flee because of crop failure, or had his home buried under the snow. Either way, he has no home to call his own and must survive on his wits and the generosity of others.

Reliqus: A member of the Reliquary, an organization devoted to locating, studying, and protecting magic items. Some members have the ability to identify relics from their markings, while others seek ancient magic from snow-buried crypts and temples.

Roadwarden: The roads of Rassilon have not been safe for many centuries. In recent years, a group of men and women calling themselves Roadwardens have taken it upon themselves to protect the roads and safeguard travelers.

Rune Mage: Found only among dwarves, rune mages focus the magical energies of the world through carved runes.

Scout: Scouts work for merchants, watching out for bandits or orcs, as freelancer reconnaissance troops for mercenary companies, and as guides for adventuring parties heading into the frozen wastes.

Skald: Skalds are sorcerers who work their magic through the power of song. They also know music, stories, and poems, and they are welcomed at most settlements.

Thief: Even in this age of hardship, thieves still prey on those who have something of value. Some thieves are Robin Hood types, robbing greedy merchants and nobles and distributing the wealth to the needy. Others are out for self gain.

Trapper: Fur isn’t worn as a fashion accessory anymore — it’s worn out of a need to survive freezing temperatures. Trappers make a living by hunting down bears and wolves, and selling their furs. Trappers may not lead a glamorous life, but they’re hardened to adverse weather and often come across ruins while hunting prey.

Wood Warden: A mainly elven organization, dedicated to protecting the forests of Rassilon. They are expert shots and know how to talk with mundane beasts.

Woodsman: We’re not talking about regular lumberjacks, but the hardy souls who travel to the Frozen Forest to collect valuable icewood, which the dwarves use in their coldfire forges.

Character Archetypes

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