Fifteen 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. Twelve storied guilds, two disciplines, and the shadow paths most never speak of aloud. Four halls - the warriors, the mages, the healers and the rogues - open their doors to anyone who has finished their Explorer training. Some take you only on a guildmaster's word, and the rest are promotions, hearing nobody who has not already carried a prerequisite path to level 100.

Heraldry of the orders

The crests of the orders

Fourteen banners hang in the great halls - from the oldest martial orders to the newest roads, the Necromancer's forbidden art and the Explorer's endless map.

Where each people leans

Race & class affinity

Every race can walk every path - no lineage is barred from any guild. What race changes is where your statistic points are likely to land, and so which paths a people takes to naturally. The ledger below marks those affinities; every unmarked pairing is open. Tap or hover a row to focus it.

Reading the ledger

Natural fitOpen
RaceWarriorPaladinRangerMageNecromancerClericHealerMerchantBardRogueThiefAssassin
Human
Elf
Dwarf
Pisca
Jackile
Catfolk
Shade
Dryad
Fey
Gnome
Halfling
Scorpien
WarriorsGuild

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, Warcry, Shield Wall, Bladestorm
Rep Path
Threat Index + Hardiness
Endgame
War Champion / Dishonored brute
Explore Warriors
PaladinsGuild

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. No bloodline is barred, but no one begins here either: a Paladin is promoted at level 100 from a Warrior or a Cleric who has already finished the road.

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

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
Hunter's Mark, Power Shot, Rolling Retreat, Volley
Rep Path
Traceability + Hardiness
Endgame
Wild Warden / Exiled trespasser
Explore Rangers
MagesGuild

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
Mystic Missile, Spark, Portal, Burst
Rep Path
Credibility + Threat Index
Endgame
Arcane Master / Unstable outcast
Explore Mages
NecromancersGuild

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. No bloodline is barred, but the order takes only mages who have already mastered the arcane, and never walk-ins.

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

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
Smite, Bless, Divine Shield, Sanctify Ground
Rep Path
Presence + Credibility
Endgame
Divine Arbiter / Fallen cleric
Explore Clerics
MerchantsGuild

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, Identify, Stock Shop, Consign
Rep Path
Credibility + Presence
Endgame
Trade Magnate / Blacklisted trader
Explore Merchants
DiplomatsGuild

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. Registered but not yet built: the Diplomat has no abilities and no guild entrance in the world today.

Home
Aurin & Olympus
Loop
Intervene · De-escalate · Withdraw
Powers
No abilities implemented yet
Rep Path
Presence + Credibility
Endgame
Rule-Shaper / Political target
Explore Diplomats
Guild

Psions

The mind is the only weapon no one can disarm.

Psions turn thought into force. Their power needs no reagent, no prayer and no gesture, which makes it both the hardest discipline to learn and the hardest to prove. They strike at range, shield themselves in kinetic pressure, and win by taking an enemy apart from the inside out.

Home
The inner schools
Loop
Focus · Impose · Withdraw
Powers
Force Bolt, Kinetic Barrier, Ego Whip, Mind Thrust
Rep Path
Credibility + Threat Index
Endgame
Ascended Mind / Broken thoughts
Explore Psions
BardsGuild

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
Resonate, Incite, Encouraging Word, Encore
Rep Path
Presence + Credibility
Endgame
Cultural Architect / Disgraced pariah
Explore Bards
ExplorersDiscipline

Explorers

Where every character begins, and no one stays.

Every character begins as an Explorer. It is the first ten levels of the world: no class abilities, a hard cap at level 10, and one job - reach that cap and join a guild. What an explorer learns in those levels is the world itself, the ordinary craft of moving, surviving and reading danger before a guild ever hands them a power.

Home
The wider world, before any guild claims you
Loop
Explore · Survive · Join a guild
Powers
No abilities - the Explorer tier runs on ordinary commands
Rep Path
Presence + Hardiness
Endgame
Ready for a guild / Stalled at the cap
Explore Explorers
HealersDiscipline

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
Healing Breeze, Word of Healing, Healer's Hand, Purify
Rep Path
Presence + Hardiness
Endgame
Hand of Mercy / Burned-out husk
Explore Healers
ThievesHidden

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, Poison, Steal, Shadowstep
Rep Path
low Traceability + Credibility
Endgame
Shadow Power Broker / Exposed criminal
Explore Thieves
AssassinsHidden

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
Backstab, Poison, Quietus Strike, Assassinate
Rep Path
low Traceability + Threat Index
Endgame
Erased / Remembered
Explore Assassins
RoguesDiscipline

Rogues

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

The rogue is an open guild anyone may walk into - 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
Garrote, Sneak, Evasion, Scout
Rep Path
low Traceability + Credibility
Endgame
Untouchable / Caught in the act
Explore Rogues