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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.

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 Description
Beaters Description
Yeoman Description
Monk Description
Friar Description
Landskeeper Description
Alderman Description

Navarr

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.
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 his or her 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.