Archetype
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|Archivists are a unique class of Highborn scholar dedicated to preserving the essence, or truth, of history, over and above accounts and evidence that may seek to undermine that truth. | |Archivists are a unique class of Highborn scholar dedicated to preserving the essence, or truth, of history, over and above accounts and evidence that may seek to undermine that truth. | ||
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===[[Imperial Orcs]]=== | |||
===[[The League]]=== | ===[[The League]]=== |
Revision as of 17:56, 20 January 2013
This is a placeholder page for content that PD are actively working on.
The Brass Coast
Dhomiro | A Dhomiro is a member of a Freeborn family who is chosen by the family to be their representative to the wider world; sometimes as a leader, sometimes as an emissary. |
Kohan | Kohan are groups of volunteer and outcast warriors-without-family, who traditionally pledge loyalty to their tribe's hakima. |
Sutannir | Sutannir perform inspiring religious ceremonies for the Freeborn, and (more importantly) organise the parties that follow. |
Hakima | Hakima are highly-organised groups of magic-users whose loyalty is to the tribe, not their family. They are taken to be wise. |
Corsair | Freeborn Corsairs are traders and privateers who deal with - and raid - foreign shipping in the Bay of Catazar. |
Scrivener | Scriveners are Freeborn contract-writers who help traders frame the terms of their deals, and then decorate them with artwork and calligraphy. |
Dawn
Earl | The Earl of a Dawnish Noble House is the House's leader, who leads the House in all its great achievements and who sets its conditions of membership. |
Knight-errant | Knights-Errant are men and women engaged in their Test of Mettle, who are still technically yeomen but who are expected - and who are questing - to prove themselves glorious. |
Questing knight | Questing Knights are those Knights who have proved themselves worthy in their Test of Mettle and have chosen to keep on questing for ever-greater glory. |
Troubadour | A Troubadour is a priest who learns all the stories of their Noble House, past and present, and tells them in poetry and song to inspire their people to greatness. |
Witch | Witches are Dawnish magic-users. In noble houses, they fight alongside the House's warriors. Most others belong to Weaver Cabals, independent groups of ritual witches which accept both yeomen and noble members. |
Enchanter | Some Earls who have studied magic choose the title "Earl-Enchanter" or simply "Enchanter". Most learn ritual magic to benefit their people; some build relationships with powerful Summer Eternals. |
Seneschal | A Noble House's Seneschal is a trusted yeoman who oversees its financial affairs, arranging deals and trades and keeping the House solvent. |
Advocate | Dawnish Advocates are yeoman politicians who navigate the murky waters of Senate politics for their noble masters. |
Retainer | A yeoman Retainer is a Dawnish Noble's most trusted attendant, who works closely with a particular Noble, or sometimes for the whole House. |
Highguard
Exarch | The Exarch, or Exarchs, are those who are appointed by a Highguard Chapter as their leader(s) as determined by the Chapter's creed, or by embodying its principles. |
Guardian | Guardians form the core of Highborn military, taking on a range of roles in defence of their Chapters, and in prosecuting vigilant warfare. |
Unconquered | The Unconquered are Highguard's elite guerilla troops. They are prone to using ruthless tactics, even operating behind enemy lines, to destroy the enemy's capacity to make war. |
Cataphract | Cataphracts are Highguard's elite heavy warriors, who once rode horses into battle but who, in modern times, represent a resolute and unbreakable wall of steel. |
Wayfarer | Wayfarers are Highborn priests with a long-standing tradition of teaching the truth of The Way to the ignorant, and seeking out Examplars and Paragons born in other lands. |
Inquisitor | Highborn Inquisitors are zealous defenders of The Way from those that would threaten it, whether mortal or supernatural. |
Steward of the Dead | Stewards of the Dead dedicate their lives to preserving the legacies of the worthy. This includes the interring of remains as well as the preservation of legacies and tales. |
Magister | Magisters are the master magicians of Highguard, often with an affinity for Winter Magic. They shape magic using movement, sound and the chime of bells. |
Benefactor | Benefactors are affluent Highborn merchants and tradesfolk who do not pursue wealth for its own sake, but who sponsor individuals, great works and endeavours. |
Archivist | Archivists are a unique class of Highborn scholar dedicated to preserving the essence, or truth, of history, over and above accounts and evidence that may seek to undermine that truth. |
Imperial Orcs
The League
Merchant Prince | A Merchant Prince is head of a Guild, the tight-knit mercantile organisations which define the shape of League society. |
Bravo | Bravos are the members of the mercenary Free Companies, as rough and rowdy off the battlefield as they are disciplined and professional on it, and immensely proud of their Companies. |
Bishop | The Bishops of the League are its high priests, who provide Virtuous guidance to any who can afford it, and who compete using the size and influence of their congregations. |
Troupe | Troupes are bands of actors who often go masked while performing, and when performing ritual magic. To them, magic is a commodity like any other. |
Mountebank | Mountebanks are street magicians whose tricks may be sleight of hand or genuine magic, many of whom skirt the edges of the law playing short-cons and rigging street games. |
Cicisbeo | A Cicisbeo is an expensive professional paramour, the only exception to League culture's absolute prohibition on extramarital relations. |
The Marches
Steward | A steward is the chosen head of a Marcher household. However a steward leads their household only with the consent of the other yeoman. |
Beaters | Beaters are a roaming informal police force, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbors and they have a vital role in the tradition of beating the bounds. Most are skilled woodsmen or hunters. |
Yeoman | The yeoman is to many the archetypal inhabitant of the Marches. They are a hard people, who own their own land and are well accustomed to a long day working it. Military service is a proud tradition in the Marches, and the majority of yeomen are also soldiers. |
Monk | Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring Household boundaries. They divide their time between study of the Imperial Faith and working the farmlands claimed by the monastery. |
Friar | Friars work their own land and provide spiritual advice and counsel to their fellow yeomen in their household. Many also serve as scholars for their community, acting as a chirurgeon, and teaching letters and history to young children. |
Landskeeper | A landskeeper is a figure from the Marches magical tradition, who supports the territories or the nation as a whole. Landskeepers can use a variety of methods, from hearth magics and good practical advice to rituals, |
Alderman | Aldermen are the appointed leaders of market towns,and are the rough equivalent of the yeomen. In most cases these men or women are wealthy merchants of the town, but often they include prominent town folk such as a friar or blacksmith who lives in the village. |
Brand | Navarri who have dedicated themselves to the service of the community, who work tirelessly to aid others without fee. They might be from any profession - Thorn, Vate, blacksmith, tanner, it doesn't matter. They are named for the brand burned into the skin on their left cheekbone. |
Thorn | A Navarri sworn to service in battle - usually, but not necessarily, a warrior. Always tattooed, they often wear warpaint into battle. |
Guide | A Navarri who follows the path of the Virtues, and takes it upon themselves to ensure that members of the Empire have found the place in society that they are best suited to. |
Broker | A Navarri who serves as an intermediatey between a buyer and a seller, usually claiming some sort of payment from the deal. |
Vate | The magical practitioners of Navarr. Often called upon to perform rituals in service of the nation and the Empire, they are the Navarri most trusted to meet with Eternals or their Heralds. |
Urizen
Arbiter | An Arbiter is the appointed leader of a Spire, often (but not always) its wisest and most skilled mage. |
Sentinel | Sentinels are scholar-warriors who strive for excellence in the ways of warfare. In battle, they prefer to stay in reserve until it is clear where they are most needed. |
Questor | The Questors are a sect of rationalist priests who believe the Way of Virtue is an unfinished doctrine, and must be questioned to understand its truth, relevance and moral rightness. |
Illuminate | The Illuminates are an Urizen priesthood who work improve the Empire's Virtue by identifying and influencing pivotal figures to become Virtuous. |
Mage | Urizen Magi are cunning politicians who use magic to bolster their influence, both in the mortal world and in the Eternal Realms. |
Stargazer | Stargazers are pure scholar-mages who study and experiment to advance humankind's understanding of magic and the Realms, and use their power to improve the world. |
Seer | The Seers are kin to the Torchbearers, seekers after objective truth who maintain extensive libraries. Many are powerful diviners. |
Architect | Architects meticulously study the Empire's economy to identify where and when to invest for the best return, and to exert the most influence. |
Torchbearer | The Torchbearers are a political movement devoted to spreading truth as wide and as fast as possible, in a quest to keep the Empire "honest". |
Varushka
Boyar | A Varushkan Boyar is the hard heart of a Varushkan community, whose first duty is as a strong protector of their people. Second to that, they arbitrate and govern their vale in council with their Wise Ones. |
Warden | The Warden brotherhoods are heroic warriors who employ magical protection along with their armour and weapons to hunt down the terrors of the Varushkan wilderness, and to uphold Imperial Law. |
Schlacta | The Schlacta are Varushka's well-organised bands of soldiery, who provide defence to a place or an employer. |
Wise One | Wise Ones are the true hearts of Varushkan communities. They are the thinkers who deal with those problems which cannot be dealt with by strength, and who look through the appearance of things to discover the threats lurking beneath. |
Volhov | A Volhov is a Varushkan who studies magic, particularly warding magic (so necessary to Varushka's safety) and divination, to uncover threats before they grow too great to deal with. They often find it necessary to deal with Eternals, and sometimes even to pacify Varushka's deadly Sovereigns with rituals or bargains. |
Cabalists | Cabals are teams of ritual magic-users, who often act as individual groups, independent of their vales. Each Cabal is different from each other, but their magical might grants them considerable influence. |
Storytellers | Varushkan Storytellers are the nation's ragged priests, often itinerant, around whom entire communities will gather to hear news, entertaining tales, and spiritual messages told well. |
Stzena | The inheritors of a tradition of night-sentries, Stzena are bands of musicians who perform at local events. |
Wintermark
Thane | The leader of a Hall in Wintermark, a Thane settles disputes that lie outside the law and provides civic and military leadership. |
Bannerman | Warriors whose purpose is to raise the morale and fighting spirit of their companions. Bannermen often literally carry their warband's banner. |
Stormcrow | The ragged priests of Wintermark, who act as guides, witnesses and confessors, and who provide spiritual and moral inspiration and guidance for the Winterfolk. |
Runesmith | Craftsmen who specialise in the magic of the old runes of Wintermark, who create engraved weapons and armour, or scribe warding marks to protect people or places. |
Icewalker | The cunning mages of the Suaq, who use their magical skills and their knowledge of the Ice as part of their hunting tradition. |
Mediator | A Wintermark merchant who specialises in negotiating weregild between aggrieved parties. |
Maggot | A scavenger, a looter on the battlefield; "Maggots" are seen as scum by most Winterfolk. |
Scop | The professional entertainers of Wintermark, Scops are known for their mastery of saga and song, and their skill with alliterative poetry. They are responsible for granting an adult name to a child coming to adulthood. |
Grimnir | The battlefield doctors and healers of Wintermark, Grimnir swear an oath to stay clear of the front lines. |