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Callings

“For most it is an unnoticed voice in the innermost recesses of the heart, a nameless whisper never followed. It takes a keen mind to heed the call and a strong will to see it through…”

Callings are roles or vocations which are integral to ones character. Not everyone has a calling, some are content to follow a less focused path, but those who are called and who pursue improvement of themselves through their calling can achieve great things.
Mechanically, characters gain benefits, special abilities, and methods of earning money and plot points from following a particular Calling. Callings have 7 levels with each level representing title or skill and each more difficult to attain than the last.

Characters are limited to a number of callings equal to their Will and Intelligence divided by 2 (minimum of 1)
Advancement: Advancement in standard callings costs new level x5 XP (5, 10, 15, 20, 25, 30, 35 = 140xp to reach mastery)

Calling Template

Pre-Requisite: Aspect and Skill requirement to follow this calling.
Level 1 Gifted: Reduced XP cost for a given skill (3x new level)
Level 2 Talented: Can roll 3d10 for given rolls and take two highest values
Level 3 Experienced: Calling level can be applied to specific skill rolls
Level 4 Recognized: Add calling level to social rolls with a particular group of people
Level 5 Expert: The characters cadre gains access to some portion of the characters gifts
Level 6 Adept: The character gains a notable special ability demonstrated only by exceptional figures
Level 7 Master Ability: The character gains an incredible ability demonstrated only by a select few
Earning: Each calling has its own system for simplifying the mechanics for earning money
Actor: Each Calling has its own set of bonus circumstances which allow the player to earn plot points.

Standard Callings

Standard Callings are open to all.


Alchemist

You are called to the study of base materials and their transmutation into useful substances.
Also Known As: Chemist, Natural Philosopher
Additional rules for alchemical crafting can be found on this page.
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10 for Craft rolls and take two highest
Level 3: Calling level can be applied to Medicine rolls
Level 4: Add calling level to social rolls with Alchemists, Tinkers, Surgeons and Lorekeepers
Level 5: Cadre gains 1/2 of Calling level to resist the ill effects of poisons and intoxicants
Level 6: The Alchemist can now make a Medicine check to craft curatives.
Mending Serum (Heals 3 health) and Kirna Serum (Heals 5 stress)
Level 7: The Alchemist can make a Lore check to craft Serums which temporarily enhance abilities without a risk of failure or side effect.
Titan Serum: Grants +1 to Power for 1 hour
Bellator Serum: Grants +1 to Grace for 1 hour
Oneiri Serum: Grants +1 to Intuition for 1 hour
Kaeki Serum: Grants +1 to Will for 1 hour
They also gain the ability to recreate any drugs or poisons they have encountered along with their antidotes.
Earning: Alchemists earn money by crafting and selling curatives and drugs. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in gelt. Alternately they can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by making great discoveries such as new serums, or pushing the limits of Alchemical knowledge.


Aristocrat

You are called to leadership and status and the privilege of power of wealth.
Also Known As: Patrician, Noble, Officer, Senator
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10 for Socialize rolls and take two highest
Level 3: Calling level can be applied to Observation rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level to social rolls where the Aristocrat is known
Level 6: 1/game can add calling level to another characters roll
Level 7: If the character has a stream of residual income through taxation or title they earn double the amount from it.
Earning: The Aristocrat earns money by trading favors and information, collecting taxes, fundraising, and acting as a legal witness. 1/week roll Personality + Socialize: Earnings are the result multiplied by calling level in gold.
Actor: Plot Points are gained by demonstrating social prowess such as difficult acts of persuasion or charm.


Curate

You are called to service of celestial entities and secrets and tending the spirits of humanity
Also Known As: Priest, Monk
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10 for Observation and take two highest
Level 3: Calling level can be applied to Lore rolls
Level 4: Calling level can be added to social rolls with Curates and Lorekeepers.
Level 5: Cadre members stress brackets are Will + 4 per bracket
Level 6: The Curate can take on some portion of the stress of others. A short conversation is required but the Curate reduces the targets stress by 1/2 at the cost of taking on 1 point of stress themselves. They can also apply a form of stress soak that lasts for 1 day.
Level 7: The priest can seek the favour of their chosen patron, gaining a bonus related to that relationship.
Earning: The Curate earns money by donation of alms, tithes, and other patronage. 1/week roll a Will + Observation. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by providing keen spiritual guidance or having or prompting divine revelations


Dancer

You are called to art, athleticism and the path of beauty and grace.
Also Known As: Akrobates, Tantsija, Penari
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with Dancers and Entertainers
Level 5: Calling level can be applied to Concentration rolls
Level 6: Cadre members who watch the Dancer practice or perform can regain 2 additional stress per day.
Level 7: 1/combat add calling level to Grace based defense. During the 1st round of any combat the cadre can swap initiative positions as desired. Add calling level to acrobatic rolls to ascend or descend environmental features at full speed.
Earning: The Dancer earns money by engaging in public and private performances. 1/week you can roll Grace or Appearance + Athletics. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by exceptional or memorable performances


Diplomat

You are called to serve as mediator and communicator between people and cultures.
Also Known As: Envoy, Ambassador
Level 1: Reduced XP cost for Languages
Level 2: Can roll 3d10 for Language and take two highest
Level 3: Calling level can be applied to Socialize rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Calling level can be added to Lore checks
Level 6: Cadre gain 1/2 calling level to all social rolls
Level 7: The diplomats words have tangible effects on friends and foes. If the diplomat had a chance to speak before combat commenced allies are given priority initiative and all sapient enemies who heard them take a penalty when attacking.
Earning: The diplomat earns money by translation, mediation, and legal work. 1/week you can roll Personality + Socialize. Earnings are the result multiplied by calling level in gelt.
Actor: Plot Points gained by notable acts of diplomacy such as mediating tense scenarios.


Drudge

You are called to serve with back, brawn, and the grueling purity of hard labour.
Also Known As: Labourer, Peasant
Level 1: Reduced XP cost for Animal Handling
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: Calling level can be applied to Athletics rolls
Level 4: Calling level can be added to social rolls with drudges, peasants, slaves, and any other labourer.
Level 5: Cadre members gain 1/2 calling level bonus when doing physical tasks
Level 6: 1/combat character can add calling level to power defense. Character can also add Calling level in temporary Health 1/game.
Level 7: The character no longer suffers exhaustion and does not need to make power checks for grueling and sustained actions. They can march, laden to capacity, through inclement weather and harsh climates for days without sleep. They also become immune to all mundane diseases.
Earning: The Drudge earns money by heavy manual labour and drudgery. 1/week you can roll Power + Athletics. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by notable feats of strength, endurance, or hard work.


Entertainer

You are called to entertain and bring joy and wonder to the world.
Also Known As: Musician, Bard, Minstrel, Skald
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10 for Performance and take two highest
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with entertainers and dancers
Level 5: Calling level can be applied to Concentration rolls
Level 6: Cadre members regenerate stress at twice the normal rate
Level 7: The character is gifted at distracting enemies. 1/combat they can roll a Performance check and inflict the value in penalties on enemy attacks.
Earning: Entertainers earn money by public and private performances. 1/week you can roll Grace or Appearance + Performance. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by


Explorer

You are called to explore the wild reaches of Aeldos.
Also Known As: Scouts, Travellers, Pioneers
Level 1: Reduced XP cost for Survival
Level 2: Can roll 3d10 for Lore and take two highest
Level 3: Calling level can be applied to Travel rolls
Level 4: Add calling level to social rolls with explorers and lorekeepers.
Level 5: Cadre travels 10% x 1/2 calling level faster. All cadre members acting as camp sentries gain a +1 bonus to perception roles.
Level 6: The explorer is never lost and can endure all but the harshest of travel conditions without difficulty. They have become more comfortable in the wild and doubles their stress regeneration rate.
Level 7: The explorer can understand any language. They are also versed in, or intuitive enough to understand all local customs without a lore check.
Earning: Explorers earn money by providing mapping and guide services, consulting locals about resources, and storytelling. 1/week you can roll an Intellect or Socialize + Lore or Travel. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by finding new or long lost features and environments


Fighter

You are called to fight, to brawl, to duel; to the finely tuned violence of individual combat.
Also Known As: Brawler, Bruiser, Pugilist
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: 1/2 of calling level can be applied to combat rolls
Level 4: Add calling level to social rolls with fighters and gamblers
Level 5: Cadre gains 1/2 calling level to intimidation and resist intimidation rolls
Level 6: Gain +5 Health and shrug off 1 injury/combat
Level 7: Always take initiative in 1 on 1 combat against non-fighters. Gain a bonus to unarmed damage.
Earning: Fighters earn money through intimidation, feats of strength or competitive pugilism. 1/week you can roll Power + Combat. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by surviving combat with difficult or notable opponents.


Gambler

You are called to the roll of the dice, the luck of the draw, the winds of fate and probability.
Also Known As: Cardsharp, Speculator
Level 1: Reduced XP cost for Larceny
Level 2: Can roll 3d10 for Larceny and take two highest
Level 3: Calling level can be applied to Socialize
Level 4: Add calling level to social rolls with gamblers and thieves
Level 5: Cadre members can reroll once per game, but must take result of 2nd roll.
Level 6: Luck is now on the gambler’s side. The gambler can reroll 3 checks per game but they must take the second result.
Level 7: The gambler is able to survive impossible odds. Through sheer, bald luck they are saved from certain doom. Once per story they are able to ignore the results of an attack or action that would otherwise kill them. Additionally the gambler’s earning results are also modified as indicated.
Earning: Gamblers earn money through gambling and they can always find something to gamble on. 1/week the character can place a bet. The player rolls 2d10 and gets the following results…
2: the character loses all of their bet / 50% on Lvl 7
3-5: the character loses 50% of their bet / +25% on Lvl 7
6-15: the character earns +25% of their bet / +50% on Lvl 7
16-19: the character earns +50% of their bet / Double on Lvl 7
20: the character doubles their bet / Triple on Lvl 7
Actor: Plot Points gained by gambling big and winning.


Guard

You are called to defend others and to secure civilization against the hazards of the wild.
Also Known As: Sentry, Militiamen
Level 1: Reduced XP cost for Investigation
Level 2: Can roll 3d10 for Investigation rolls and take two highest
Level 3: Calling level can be applied to Observation rolls
Level 4: Add calling level to social rolls with soldiers, guards, and merchants
Level 5: Cadre gain 1/2 calling level to perception rolls.
Level 6: 1/combat the guard can add calling level to defense or grant this defense bonus to an ally within range.
Level 7: When dedicating full action to defense gain +5 defense and riposte against attacks. It is also now impossible to catch the character unprepared for an ambush.
Earning: Guards earn money by acting as sentries for towns, caravans, or merchants. 1/week you can roll Intuition + Observation or Investigation. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by defending those unable to defend themselves or bringing major criminals to justice.


Handler

You are called to the ways of the beast, the training and taming of animals.
Also Known As: Usari, Trainer
Level 1: Reduced XP cost for Animal Handling
Level 2: Can roll 3d10 for Animal Handling rolls and take two highest
Level 3: Calling level can be applied to Concentration rolls
Level 4: Add calling level to social rolls with non-humans
Level 5: Cadre animals gain extra health and recover from injuries twice as fast and all mounts are able to travel 1/2 calling level x 10% faster.
Level 6: Mundane animal display a friendly disposition towards the Handler and are able to understand simple commands. It becomes possible to tame even the most deadly beasts and even animals trained by others will refrain from attacking and obey the character’s commands.
Level 7: The Handler can train a number of true companion animals equal to their Will. These extremely loyal animals gain the following:
Understanding of simple language and cadre direction
The ability to increase aspects and skills using Handler XP
The ability to carry out complex commands given by the Handler
The ability to track the Handlers location from anywhere
+5 Bonus to Health and Stress
Earning: Handlers earn money by training, caring for, and tending to various animals. 1/week you can roll a Will + Animal Handling. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by taming dangerous animals.


Hunter

You are called to the dangerous wilderness of Aeldos, pursuing glory and profit in the hunt.
Also Known As: Ranger, Stalker, Jaeger
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10 for Survival rolls and take two highest
Level 3: Calling level can be applied to Survival rolls
Level 4: Add calling level to social rolls with hunters, hermits, and settlers
Level 5: Cadre gains double aim bonus and 50% increase to ranged weapon range.
Level 6: Calling level can be applied to trap damage and Animals and monsters produce twice as much render. The character can add their level in Hunter to track a specific bounty.
Level 7: The range of the hunters ranged weapons is doubled. Ambushes do not require stealth checks from other cadre participants. Tracking checks are no longer required for mundane quarry. Beasts suffer additional damage equal to the Hunter’s Will.
Earning: Hunters earn money by hunting or guiding others in the hunt for food, fugitives, or reagents. 1/week you can roll Intuition + Survival. Earnings are result x calling level in silver.
Actor: Plot Points gained by harvesting unique, new, or difficult creatures or fugitives


Lorekeeper

You are called to the book, to learn, watch and chronicle the world around you.
Also Known As: Scholar
Level 1: Reduced XP cost for Concentration (3x new level)
Level 2: Can roll 3d10 for Concentration rolls and take two highest
Level 3: Calling level can be applied to Lore rolls
Level 4: Add calling level to social rolls with lorekeepers and explorers
Level 5: Cadre gains 1/2 calling level bonus from assists with intellect checks
Level 6: The Lorekeeper can get the gist of any text, even those that are coded or in a language they haven’t learned. They can also act as a teacher to others; individuals receiving tutelage reduce the XP multiplier cost by one for any Skill the Lorekeeper have 2 ranks in. (Only applies up to the rank the Lorekeeper has)
Level 7: The Lorekeeper can demand additional payment for services changing their earnings from silver to gelt. They also know many secrets, and at least one noone else knows. They can choose one of the following:
-They can acquire the first level in a Lingua Arcana without need of a teacher.
-They learn the location of an untouched epic first age artefact or stronghold.
-Another powerful secret decided by the player and storyteller.
Earning: Lorekeepers earn money by acting in clerical or teaching roles or providing legal documentation. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in silver
Actor: Plot Points gained by translating difficult texts, uncovering secrets, and teaching lore to others.


Mechanic

You are called to the technology of the Urul empire; its discovery, repair, and replication.
Also Known As: Mechanists, Technicians, Zipperheads
Level 1: Reduced XP cost for Lore
Level 2: Can roll 3d10 for Technology rolls and take two highest
Level 3: Calling level can be applied to Technology rolls
Level 4: Add calling level to social rolls with Mechanics, Lorekeepers, and Artilects.
Level 5: The Mechanic and cadre members no longer suffer penalties for using unfamiliar technology. Cadre travel times are reduced by 10% due to ongoing vehicle maintenance.
Level 6: Given sufficient time the Mechanic can get any piece of first age technology working. Add calling level to any extended roll to fix a first age device or item.
Level 7: The Mechanic is adept with one particular field of first age technology and, given the right materials, access, and time they are able to replicate them (e.g. Artilects, Canna, Folding Armour, Aerials) or enhance their capabilities.
Earning: Mechanics earn money by appraising and repairing first age technology and salvage. 1/week you can roll an Intellect + Technology. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by repairing inoperative first age tech or by discovering new tech.


Merchant

You are called to profit, trade, and commerce and the all mighty Gelt.
Also Known As: Commerciant, Koopman, Komisan
Level 1: Reduced XP cost for Mercantile (3x new level)
Level 2: Can roll 3d10 for Travel rolls and take two highest
Level 3: Calling level can be applied to Socialize rolls
Level 4: Add calling level to social rolls with merchants and traders.
Level 5: Cadre get 10% x 1/2 calling level discount on the purchase of goods with which the Merchant has traded before. The Merchant can also establish a number of trade deals equal to their Intellect + Intuition / 2. Each trade deal increases the frequency the Merchant can make earning rolls by +1/week
Level 6: The Merchant can sell ice to a Vandaran and their earnings reflect that. Earnings change from silver to gelt. They are also able to obtain restricted or regional goods, even in areas they wouldn’t normally be sold. The full standard equipment list is available at all times.
Level 7: The Merchant can find a supplier and price for any good. This includes normally priceless artefacts like Canna, Clatterjacks, Folding Armour and other first age wonders.
Earning: Merchants earn money by trade, barter, and sale of goods. 1/week you can roll an Intellect or Personality + Mercantile. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by making significant profits or finding excellent deals.


Soldier

You are called to serve martial cause and the order of discipline, tactics, and symmachy.
Also Known As: Legionary, Sentinel, Infantry
Level 1: Reduced XP cost for Combat (3x new level)
Level 2: Can roll 3d10 for Athletics rolls and take two highest
Level 3: Calling level can be applied to Athletics rolls
Level 4: Add calling level to social rolls with guards and soldiers
Level 5: Cadre can defend against 1/2 calling level in attacks per round without penalty. The soldier can also mitigate allies combat stress, reducing stress taken by Calling Level 1/combat.
Level 6: The soldier is adept at fighting in a unit and his allies benefit. +1 armour for each Cadre member when operating as a unit. 1/combat the soldier can also sacrifice an action to an ally.
Level 7: The soldier knows exactly how to take a hit and give it back to an enemy. The soldier can automatically riposte a number of attacks equal to their Will and all combat ties go to the Soldier.
Earning: Soldiers earn money by mercenary and guard work. 1/week you can roll a Power + Combat. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by notable service to a combat unit.


Spy

You are called to serve through the quiet pursuit of your enemies’ secrets.
Also Known As: Infiltrator
Level 1: Reduced XP cost for Observation (3x new level)
Level 2: Can roll 3d10 for Observation rolls and take two highest
Level 3: Calling level can be applied to Stealth rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level in attack bonus when ambushing an enemy. The cadre also gains the ability to communicate in a covert language.
Level 6: Calling level bonus can be applied to resist torture or coercion. The Spy gains the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people. Enemies attacking the spy with a ranged attack suffer double penalties.
Level 7: When the Spy acts it is with deadly and unexpected brutality causing additional stress to targets, increasing the chance of a morale failure. This ability also allows them to automatically kill most unaware enemies (less than 9 Health). The Spy can also recognize other spy’s automatically.
Earning: Spies earn money through larceny or by acting as fixers and information brokers. 1/week while in a city or large settlement you can roll an Intuition + Observation. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by learning major secrets, gaining key assets or uncovering moles or other spies.

Surgeon

You are called to heal and make whole and well the injured and sick.
Also Known As: Medic, Doctor
Level 1: Reduced XP cost for Medicine (3x new level)
Level 2: Can roll 3d10 for Medicine rolls and take two highest
Level 3: Calling level can be applied to Investigation rolls
Level 4: Add calling level to social rolls with surgeons and lorekeepers
Level 5: Cadre members heal +1 health/week and penalties from illness and poison are halved.
Level 6: The Surgeon can stabilize most patients automatically and all healing checks are considered 1 step higher on healing chart.
Level 7: The Surgeon is familiar with most diseases and can automatically recognize an individual, their illness, and their chances for survival. They gain immunity to any disease they have experience with and can also choose from one of the following:
-Devise a cure for one major Aeldan illness (e.g. Red Rot, Flux, Blackrock Pox, Grot Fever)
-Learn the lost art of grafting first age prosthesis technology
-Learn a First Age medical secret (e.g. Augmentech like the Eternal Strain, Paragon Strain, or Asom Strain)
Earning: Surgeons earn money by acting as healers or doctors. 1/week you can roll an Intellect + Medicine. Earnings are the result x Calling level in gelt. Alternately the surgeon can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by saving lives, developing treatments, or bringing aid to the ill at risk to oneself.


Thief

You are called to skulk and steal and the challenge of the lift, the caper, and the heist.
Also Known As: Pickpocket, Padfoot, Owl, Spider
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10 for Stealth rolls and take two highest
Level 3: Calling level can be applied to Larceny rolls
Level 4: Add calling level to social rolls with thieves and gamblers
Level 5: Cadre gain 1/2 calling level in defense against thievery and disarm checks
Level 6: The thief can tell the gold value a person is carrying or house has without a roll and gains the ability to demand the lowest list price for any item purchased. They also gain the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people.
Level 7: There is little out of reach of the thief’s talent; 1/game they can reroll a pickpocket or stealth check. The Thief can also exercise their talents in combat disarming enemies with greater ease. The thief also gains an automatic defense against traps and an ability to identify other thieves on sight.
Earning: Thieves earn money by larceny. 1/week you can roll a Grace + Larceny. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by larcenous acts of exceptional skill or note.


Tinker

You are called to make, mend, craft and create.
Also Known As: Smith, Inventor, Craftsmen
Level 1: Reduced XP cost for Craft (3x new level)
Level 2: Can roll 3d10 for Mercantile and take two highest
Level 3: Calling level can be applied to Craft rolls
Level 4: Add calling level to social rolls with tinkers, merchants, and traders
Level 5: Cadre gear such as Armour and Weapons can be enhanced adding +1 trait and cadre vehicles never break down.
Level 6: The number of checks required to create any item is reduced by 1. The tinker also learns to work with first age materials without penalty.
Level 7: The number of checks required to create any item is reduced by 1 (total 2). The Tinker also learns how to work with arcane materials without penalty.
Earning: Tinkers earn money by crafting or repairing items or equipment. 1/week you can roll an Intellect + Craft. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by crafting unique or potent creations.


Note: All Callings are works in progress. Balance and tweaks may be made.


Advanced Callings

There are some callings that are beyond mere vocation or ability, beyond the mundane. Characters who pursue advanced callings are often keystone figures in history.

  • Many of the entries below are stubs, waiting for completion. Check back frequently for updates.

Human Advanced Callings

The following advanced callings are available to humans only.


Shaping

Arcanists with power over fundamental physical reality.

Shifting

Arcanists with power over biological forms.

Singing

Arcanists with power over emotion and sentiment.

Kadesch

Counter-linguists gifted at interfering with arcanists.


Culture Advanced Callings

The following advanced callings are tied to a specific region or culture.


Badlands

Iyreni

Mutants physically changed by wild arcane phenomena. Monstrous or aberrant humans that gain a set of features, abilities, and flaws and can then enhance them through the focus of Eitre.

Urangi

Wandering mystics called to the most dangerous ruins of the world and uniquely gifted at surviving them. Survivors, lore seekers, intuitive technologists.


Granden

Enganarome

Chevalier-Illusionists who use Lightcasters to manipulate the perceptions of their enemies and finely crafted weaponry to defeat them. Phantom wielding mirage knights.

V’anma

Wandering protectors and resilient religious guardians changed by ritualized exposure to occult forces. Bulwarks, justicars, and monks.


Lux

Kenvir

Invisible assassins with a breadth of covert and deadly skills who embark on strategic strikes against enemies of the Luxi. Cloaked knives, infiltrators, and guerilla warriors.

Ngama

The shamans, judges, emissaries, and negotiators that make up the heart of the Luxi political culture. Charming contract makers and adjudicators.


Mujin

Wen

Culturally powerful Shamans and mystics with deep spiritual connections that heighten their empathy and perception. Inspired ritualists and powerful actors within Mujin.

Xia

Elite warrior mystics who roam the lands of Mujin, defending its people and hunting Sucha using powers derived from the mist itself. Highly mobile, arcane warriors and cultural icons.


Nehep

Tariq

Remorseless desert warriors and beast handlers with preternatural gifts for survival and assymetrical warfare. Tyrn riding dervishes and guerilla fighters.

Sikatvaya

A rare type of mechanist capable of limited control over the deadly red sand for creation or destruction. Sandweaving tech wizards and craftsmen with crude molecular manipulation.


Ossandria

Ossator

Clandestine marshals and spymasters of Ossandria, imbued with the highest authority of the empire and a portion of the Imperator’s will. Secret dominars, puppeteers and inquisitors of the Empire.

Lictor

Specially selected imperial bodyguards who are ‘altered’ in a secret ritual that grants them enhanced abilities. Mighty guardians and executors of the empire’s will.


Selene

Artifex

Mechanists focused on Artilect, clatterjack and Varsits and skilled at the repair, re-purposing, and control of automatons and armour. Jack builders, hackers, and gear pilots.

Sentinel

Elite soldiers and specialists with access to the considerable training and resources of the Silent City. High quality gear, unique support and requisitions, and technologically augmented.

Umbral

Spies, assassins, and saboteurs equipped with some of the most advanced technology of the fourth era. Calculating experts and operators with access to first age wonders.


Subin

Ecstatic

Priest chemists with access to a variety of mind and body altering drugs that grant altered states to themselves and their followers. Weird, trippy, consciousness modulators and spiritualists.

Rashasa

Sacred storytellers, courtesan priests, and physicians skilled in medicine who practice holistic healing methods. Intelligent and charming healers of both body and mind.


Svertheim

Vilkappi

‘Wild Warriors’, a group encompassing both the Vargenar (“Vargr Skin” Wolf-warriors) and the Svinfylking (“Boar Heads”) who wear beast skins into battle. Half-mad, hardy, and bloody-minded trance warriors.

Usari

Wild rangers known for their survival prowess and skill with animals (Typically Wolves, Clanbar, Daedon, Gulogar, or Jaghunds). Trappers, Hunters, and Animal trainers with a unique connection to, and ability to enhance their companions.


Tollam

Kleaver

Terrifying vanguard warriors with incredible resilience and martial prowess known for their brutal weaponry. Front line shock troopers and living armour with frighteningly resilient biology, psychology, and gear.

Skald

Solitary travelling warrior poets and lorekeepers, and arbiters with powers said to derive from the union of the Warrior and the Scholar. Chroniclers of great and terrible deeds with the gift of imbuing people with the powerful weight of their deeds.


Vandar

Chimori

Adventurers imbued with the power by arcane markings, and those who can craft the markings themselves. Tattooed mystics and sigil smiths.

Kholblod

Survivors altered by exposure to unnatural conditions and creatures found in the Chillwaste. Aberrrant or bestial entities tied to powerful and mysterious wild gods.


Victra

Longshot

Respected and feared sharpshooters and gunfighters able to take full advantage of deadly first age canna. Snipers and technical experts with a weapon specific skill set.

Mariner

Brave or crazy seafarers able to navigate the treacherous seas and gifted with an innate connection to their ships.


Urul
Arcane Linguists: The masters of the arcane, often specializing in a specific Lingua such as Singing, Shaping, or Shifting, and often specializing further, though there were also a small number of multi-linguists.
Behemoths: Unique and ancient apex shifters, grown so large and complex as to be akin to living biomes.
Proteans: Ever-changing Shifter explorers, diplomats, and warriors who composed the bulk of the Shifter population.
Ikaelos: Singer healers focused on treatment through dreams, illusions, and the bridging of experience through empathy.
Kadai: Quieting ones, an order of guardian companions for Linguists who developed a special ability to interfere with the arcane lingua.
Vashald: Narrative storyteller Singers, lorekeepers and entertainers with a focus on chronicle, oath, and bond keeping.
Matterweavers: Material Shaper specialists who focus on matter manipulation and the creation of novel substances and resources.
Forceweavers: Force Shaper specialists who focus on manipulating fundamental forces and the study and exploration of the nature of reality.
Axisweavers: Axis-sliding Striders that explored beyond the limits of conventional reality and would eventually evolve into the Ujia and then Xia.
Others
Sige: Master craftsmen and elite engineers of the First Empire, responsible for the creation of advanced technologies. Gear makers and modifiers paired with an artilect companion. The components of this Ur-calling eventually evolved into three parts as Artifex, Urangi, and Sibyla.
Colonials: Collectivist shifters who focused on blending their wills and federating their intellects.
Umbrals: The Silent spies who utilized cross-cultural technologies of incredible power.
Sentinels: The Silent warriors, both mortal and mechanical,, tasked with the internal and external safety of the Empire.
Altere: The Altered, those who were made or mutated into new forms by Sige and Linguist intervention and would eventually evolve into groups such as the Iyreni, Kholblod, and V’anma,
Durants: The devoted servants of the Ayr, Aythrin, and Ayrkin, encompassing ascetic mendicants, mystics, and spiritual warriors.
Vaeti:
Wardens:
Exiles: The few who lived on the outside of the Imperium, drawn there by asocial impulse, or driven there by exclusionary forces


Other

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Quasi-Human Advanced Callings

Each Quasi-human species has their own innate advanced calling that is detailed on the species page.

Bellatori

Heliar

Kaeki

Oneiri

Tamaa

Tollam