Fourteen Paths

Choose your life

A class is not a stat block - it is a way to live in the world, tied to a god, a realm, and the Reputation Engine that decides whether you rise to legend or fall to ruin. Eleven storied guilds, two disciplines, and the shadow paths most never speak of aloud.

Heraldry of the Orders

The crests of the orders

Twelve banners hang in the great halls. The newest roads - the Necromancer's forbidden art and the Explorer's endless map - have yet to earn their place in heraldry.

Who can walk which path

Race & class compatibility

Some paths welcome you, some make you work for it, and a few are closed by blood. Hover a row or column to focus it.

Natural fit Allowed Soft lock Forbidden
Race WarriorPaladinRangerMageNecromancerClericMerchantDiplomatBardThiefAssassin
Human
Elf
Dwarf
Pisca
Jackiles
Shade
Dryad
Gnome
Scorpien
Warriors Guild

Warriors

Where battle rages, you stand.

The visible edge of conflict. Warriors fight openly, endure hardship, and accept the cost of violence so civilization does not have to. Their advancement is purely martial - durability and the threat they project - and the world reads every blow. Steel and will; nothing else matters.

Home
Olympus
Loop
Engage · Endure · Hold the line
Powers
Charge, Bladestorm, Shield Wall, War Cry
Rep Path
Threat Index + Hardiness
Endgame
War Champion / Dishonored brute
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Paladins Guild

Paladins

The right to judge is earned, and lost in the open.

Warriors who earned the right to judge. Their oaths bind violence to law and faith; they act with permission, not impulse, and fall publicly when they break it. Authority replaces brute force, and credibility governs their power. A path closed to the Shade and the Scorpien.

Home
Olympus & Morrigan
Loop
Patrol · Intervene · Enforce
Powers
Divine Storm, Hand of God, Sacred Shield, Smite
Rep Path
Threat Index + Credibility
Endgame
Living Authority / Fallen Paladin
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Rangers Guild

Rangers

Answer to land and instinct, never to law.

Rangers walk the spaces between cities, masters of terrain and movement who fight only when they must. They answer to land and instinct rather than law, preferring low presence and trading visibility for control of the ground itself.

Home
Iasos
Loop
Traverse · Ambush · Disengage
Powers
Aimed Shot, Sniper Shot, Rain of Arrows, Disengage
Rep Path
Traceability + Hardiness
Endgame
Wild Warden / Exiled trespasser
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Mages Guild

Mages

Reshape the world, and wear every scar.

Mages bend reality and live with the marks it leaves. Every spell reshapes the world and the caster, and power draws fear and scrutiny in equal measure. Discipline is the only thing standing between an Arcane Master and an unstable outcast.

Home
Aurin & Morrigan
Loop
Cast · Manage backlash · Survive scrutiny
Powers
Magic Missile, Spark, Burst, Portal
Rep Path
Credibility + Threat Index
Endgame
Arcane Master / Unstable outcast
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Necromancers Guild

Necromancers

Death is not an end. It is an inheritance.

Necromancers study death as continuity, not conclusion. Their art binds corpse, memory, and spirit, and Morbis remembers every bargain. Their threat rises irreversibly and the clerics never stop watching. A path forbidden to the Dryad.

Home
Morrigan & the Underworld
Loop
Harvest · Bind · Command
Powers
Animate Bone Minion, Death Bolt, Corpse Explosion, Decay
Rep Path
Threat Index + Traceability
Endgame
Death-Binder / Soul-claimed
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Clerics Guild

Clerics

Truth is the only weapon you will ever need.

Clerics enforce divine consequence. They judge without illusion and act under constant observation, their authority rising and falling with their credibility. Truth is their weapon, and they are accountable for every use of it.

Home
All divine cities
Loop
Investigate · Judge · Enforce
Powers
Aurora, Beacon of Dawn, Call Lightning, Consecration
Rep Path
Presence + Credibility
Endgame
Divine Arbiter / Fallen cleric
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Merchants Guild

Merchants

While the world moves, it moves through you.

Merchants keep the world moving; value flows where they pass safely, and when trade fails, war follows. Their presence is high and their leverage grows with every honored contract - until a single broken one blacklists them everywhere at once.

Home
Aurin & the trade routes
Loop
Contract · Travel · Resolve
Powers
Appraise, Consign, Market Report, Stock
Rep Path
Credibility + Presence
Endgame
Trade Magnate / Blacklisted trader
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Diplomats Guild

Diplomats

Bind a war with a single word, or ignite one.

Diplomats shape conflict without steel. Their words bind and redirect wars, and a single failure can set realms alight. Their presence runs extremely high, and credibility is the shield that keeps their maneuvering from being traced.

Home
Aurin & Olympus
Loop
Intervene · De-escalate · Withdraw
Powers
Bribe, Commandeer, Counterfeit, Toast
Rep Path
Presence + Credibility
Endgame
Rule-Shaper / Political target
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Bards Guild

Bards

History remembers whoever you decide it remembers.

Bards decide what is remembered. Heroes rise or fall by the stories told of them, and a bard's influence outlives armies. Their presence scales with their audience, and credibility is the core of their craft.

Home
Aurin & the cultural centers
Loop
Perform · Propagate · Reinforce
Powers
Inspire, Incite, Resonance, Magnum Opus
Rep Path
Presence + Credibility
Endgame
Cultural Architect / Disgraced pariah
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Explorers Discipline

Explorers

Every blank space on the map is a question only you will answer.

Where creation frayed, the map runs out - and the explorer begins. They walk willingly into the rogue domains, those feral scars the gods never tamed, and come back with the one thing no city can manufacture: knowledge of what lies beyond. Thalos respects the courage of facing the wild without walls, and an explorer's hardiness is forged the same way, one survived horizon at a time. Their presence stays low and their credibility is written in discoveries; the world believes a returning explorer because nothing else could have walked that far and lived.

Home
The rogue domains
Loop
Chart · Survive · Return
Powers
Bravado, Map, Appraise, Distract
Rep Path
Presence + Hardiness
Endgame
Master Cartographer / Lost to the wild
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Healers Discipline

Healers

Where you kneel, the dying rise.

Healers stand on the seam between this life and the next and refuse to let the dying cross it. Where the cleric judges and the necromancer bargains with death, the healer simply mends, an aura of calm soothing even grievous wounds. Loralei teaches that life must be nurtured as tenderly as Aurin's terraces, and the healer is that creed made flesh. Their credibility is bound to mercy itself: the realms trust the one who arrives to save rather than to settle a score, and a healer who keeps that faith becomes the most welcome figure on any field.

Home
The divine cities, under Loralei
Loop
Mend · Shield · Restore
Powers
Healer's Hand, Healing Breeze, Protective Spirit, Word of Healing
Rep Path
Presence + Hardiness
Endgame
Hand of Mercy / Burned-out husk
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Thieves Hidden

Thieves

Be the absence no one can prove.

Thieves are absence made deliberate. Their success is measured by what cannot be proven, and presence means nothing to them - traceability is the only stat that decides whether they survive. A hidden overlay that runs beneath every city in the world.

Home
Every city, unseen
Loop
Infiltrate · Act · Vanish
Powers
Backstab, Shadowstep, Scout, Steal
Rep Path
low Traceability + Credibility
Endgame
Shadow Power Broker / Exposed criminal
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Assassins Hidden

Assassins

One contract. One certainty. Morbis remembers the rest.

Assassins trade future stability for present certainty. Contract-based and unforgiving, their attribution is suppressed only briefly while Morbis files the deed away forever. Failure ends careers. The reward for mastery is to be erased; the punishment for failure is to be remembered.

Home
The Underworld enclaves
Loop
Accept · Kill · Disappear
Powers
Assassinate, Shadowmeld, Garrote, Poison
Rep Path
low Traceability + Threat Index
Endgame
Erased / Remembered
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Rogues Hidden

Rogues

Before the thief, before the blade - the one who slips the lock.

The rogue is the root discipline beneath the shadow paths - quick hands, quicker exits, and an instinct for the unguarded moment. Where the thief perfects absence and the assassin perfects certainty, the rogue is simply the survivor who learned to take what the world left unlocked.

Home
The margins of every city
Loop
Watch · Slip · Profit
Powers
Backstab, Shadow Step, Scout, Swagger
Rep Path
low Traceability + Credibility
Endgame
Untouchable / Caught in the act
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