[X] You are a priest. Well, you haven't finished your education and haven't been formally inducted and probably never will be, but that's really unimportant. You were trained to feel your connection to the divine, which allows you to call on the Aspects of your chosen God(s). Or that's what you're telling to your gullible acquaintances. Basically, you can manipulate the energies in your body and the outer shell of your soul in order to accomplish what someone uneducated would call a miracle. Believing in something really helps to focus, though, and it's not like the Gods aren't real, it's more like they aren't really paying too much attention, what's with being personifications of the fundamental forces and principles of the universe. That you have to run away from your country because a brute with a sword is more religiously important than you is a little humiliating, but not unexpected. But well, you have plans... ( Being a priest means being an angrish philosopher in this setting, but not really. Committing - yes, committing - miracles requires convincing - or maybe believing hard enough - the universe you and the god you represent are right-er in the given situation than the other guy/law/rule-of-nature/whatever. The priest's main attributes are Spirit and Soul. The secondary attribute is Mind. You are also expected, but not required, to follow one of the Four Gods. More on that later. )
[X] You are an alchemist. Alchemy is less about finding out how to create gold from thin air and more about finding out how to explode air in the lungs of your enemies. Or make some really good alloys, you guess. It's really just a category of magic specializing on imposing temporary changes on the world through the application of will and manipulation of energies around you. You are especially good at manipulating Aer, the element of Change and Mutability, named so because it's most commonly found in air. You can pursue your studies almost anywhere, but having a rapier ran through you once or twice would somewhat complicate things, so you consider running a prudent step. ( Magic is somewhat like science. Basically, the structure of the universe is such that any prolonged application of will may change or disable some of the existing laws. You don't convince anyone you are right, you just tell everyone to shut up and do as you say. And then hope that the backlash won't murder you, so maybe you should've started with something easier. The alchemist's main attributes are Spirit and Mind. The secondary attribute is Soul. )
[X] You're not a half-bad duelist yourself. Not nearly good enough to face against the Scion of Contest, but well, nobody is. Nobody yet. You're planning to travel to Kipassa, where it's a common practice to hire sellswords in order to represent the offended parties in a formal duel. That's infinitely safer than staying in Carashid because duels are almost always to the first blood, healing magic is a thing, and you haven't accidentally slept with your opponents' children. ( Duelling is an art of single combat often suspect to a specific set of rules or code of honor. That said, it doesn't mean you can't fight dirty. You most certainly can and will, if you have to. The duelist's main attributes are Body and Mind. The secondary attribute is Spirit. )
[X] You are a wanderer. Thankfully, it's not a fancy word for a homeless vagabond. Well, technically you are homeless and a vagabond, but that's not what being a wanderer means. However, you think you are more okay to leave your home behind than you would have been otherwise. What mages externalize, you internalize instead, achieving fits of superhuman strength and dexterity, endurance and perception. It requires inhuman concentration of will on what you want to achieve and an excellent understanding of human anatomy, but you manage most of the time. Of course, air friction is a bitch, so you have to pay attention to that, too. Not to say anything about the wet squelching sounds your muscles make when you accidentally move too fast for your body to withstand. Or that one time- ( What it says. The funny thing is, a human's body is apparently more real than, for example, a rock. Unless it's a really important rock. So you can use your body to break that rock. Unfortunately, maintaining that no, your body is absolutely fine and that kick shouldn't tear your own leg off is in some ways more difficult than maintaining that the rock is bad and needs to die. It's a metaphysical problem wanderers resolve by almost solipsistic application of will and rigorous training regimen. The main attributes are, therefore, Body and Spirit, and the secondary is Soul. )