Seer

Seers are self-appointed authorities on all matters involving the spiritual world. They can be found in marketplaces of any town, proclaiming their latest revelation to anyone who will listen. The issue with Seers is that very few are legitimate, most are merely Thralls who wished to be free of their debts and thus claim an innate power over the energies of the world and a direct line to the Norn. Those who are found to be charlatans are often killed as they are considered worthless of a wergild. Others strive to be right, even if they must rig the game. The scant few are blessed with the Sight of the Norn, and are able to properly see glimpses into the future. Just because they can see it, though, doesn’t mean anyone will be happy to hear it.

Main Profile
WS: +5
BS: -
S: +5
T: -
Ag: +5
Int: +10
WP: +5
Fel: +10
Secondary Profile
A: -
W: +2

Skills: Blather or Speak Arcane Language (Dvergar-Bael), Channeling or Performer (Palm Reader), Charm Animal or Public Speaking, Magical Sense or Perception.

Talents: Hedge Magic or Keen Senses, Luck or Petty Magic (Hedge), Public Speaking,

Trappings: Instruments of Divination (dice, bones, a chicken, etc.), Poor Quality Religious icon.

Career Entries: Hedge Mage, Skald

Career Exits: Beggar, Hedge Mage, Siethman, Vagabond.

Talent: Sight of the Norn (100xp, Requires Magic 1) – The play can roll a Magical Sense check to properly divine the future. The glimpses are rare and riddle-like and often unfortunate; but they are the real deal and can be very helpful at time. Furthermore, any caste who takes this career immediately becomes considered a Vikti in the eyes of the public after performing a divination. They lose any base wergild but are considered free.

Seer

Sword of the North TheCommander