The Heretical Priest Zenith Center Martial Arts, Integrity, Lore, Awareness, Bureaucracy Hailing from one of the many Realm client states along the inner sea, where the Immaculate Order is the official religion, but official representatives from the Blessed Isle come barely once a lifetime and the locals have evolved a... personal approach. He's laidback, friendly, and believes that most disagreements with mortals, gods, or otherwise can be solved with a few drinks, friendly conversation, and perhaps a light tussle of one sort or another. Mistaking all of that for weakness, or an unwillingness to stand up for those under his protection is a fatal mistake.
The Casanova Spy Night East Martial Arts, Presence, Craft, Larceny, Socialize Representative of one of the semi-civilized kingdoms of the great Eastern forests. Part traveling diplomat, part semi-undercover spy, part tree-top privateer, and all seductive trickster. Having a new patron in the form of The Unconquered Sun promises to make his complex chain of loyalties even more complicated, but it at least promises to be a very interesting sort of complicated.
The Cryptraider Twilight North Martial Arts, Survival, Lore, Stealth, Linguistics Hailing from the mist-choked mountains that divide the northern reaches of The Realm's influence from the icy kingdoms and city states of the true North. In these lands, the mountains are riddled with ancient crypts and tombs of worthies the people of the past decided to bury instead of burn. The Hungry Ghosts of these residents need placating. Or warnings. Or destruction. Making a living dealing with angry ancient ghosts isn't easy, but when a tomb's resident is permanently banished, they often leave behind all kinds of grave goods that're now free for the taking.