Disciplines

Master your Disciplines.

A Discipline is a bounded package of specialized practice — a weapon school, a licensed craft, a credential with a trade behind it. The name travels further than the licence does: a clerk in the next duchy will know what it means, and still decide who may practise it there. It layers on top of your Race, Path and Class, and it is where two characters stop resembling each other. You carry three at a time; a fourth slot opens at level 70. Most Disciplines admit only some of the 13 playable Races, and a few are open to a single Race.

Elf only a single Race 8 of 13 Races a partial roster, listed on the card Any Race no Race gate

Masters of Arms

A weapon school with a hall behind it: nine cuts that have to come out the same when the arm is tired, and hands nobody can confiscate at the gate.

Blade Master

The satisfaction of a waverless strike

Arcblade

Elf only

Carve through plate with geometric precision

Duelist

Any Race

Isolate the threat and dismantle it.

Berserker

Trade your guard for terrifying momentum

Gladiator

Fight dirty in the blood and sand.

Gale Talon

Rookari only

Strike from above and vanish.

Goreborn

Minotaur only

The living battering ram

Knights & the Sworn

Armored service on somebody’s paper — a rent-roll, a warrant no church wants to sign for, a bond-hall term with a price and a bench to argue it before.

Knight

The immovable wall of steel

Dark Knight

Hunt the gaps in every armor plate.

Shieldmaiden

Human · Half-Elf · Gnome only

The unbreakable anchor of the formation

Warbound

Minotaur only

Muscle and steel bound by rigid duty

Battle Magus

Twist the ground beneath your enemies

Glyphblade

Each strike carries a controlled explosion.

Rangers & the Hunt

The paced range card, the rope, the hooked ladder — trades that put something larger than you on the ground and then have to carry it off the hill.

Archer

Control the approach from the walls

Huntsman

Patient death from a distance

Drakebane

Plant your feet against the coming storm.

Giant Killer

Dwarf only

Use a mountain's weight against itself.

Undead Hunter

Surgical release through careful observation

Bounty Hunter

Any Race

Isolate targets before they detect you

Shadow, Stealth & Travel

A coated edge, the drains under a wall, the one rope nobody is watching — and the roads between two places that both have to be measured first.

Venom Hand

Dismantle enemies from the inside out

Saboteur

The ghost in the garrison

Tunnel Stalker

End sieges with poisoned wells and open gates

Umbral Walker

Shade only

Isolate and weaken through the cold between worlds

Traveler

Any Race

The architect of the war party's movement

Arcane & Summoning

Magic transfers; it does not create. These practices argue about reference, arrival and upkeep — and about who settles the bill afterwards.

Archmage

Elf only

Patient study rewarded with absolute impact

Conjurer

Outnumber the enemy with living weapons

Summoner

Strike from a distance through clay and copper

Enchanter

Dictate which weapons still hold their edge.

Golemwright

Command the earth to rise and defend.

Tempest Adept

Devastating firepower from a dangerous perch

Rites, Readings & Rot

White mortar for the breach and the returned named aloud on the stair; a cull hired discreetly and named from the pulpit after a bad autumn; a reading taken off flame behind colored glass; empty hands the order that pays for them will not call holy.

Sanctifier

The architect of safety

Blightbound

Watch an army wither before it arrives

Sanguine Oracle

Dark Elf only

The seer of failing flesh

Dawnweaver

Dark Elf only

Become the immovable wall of light.

Blood & the Changed

Renewal spent as a weapon, and held shapes that have to be fed while they last and let go of properly. Everyone here is a living person, and the bill lands on a living body.

Crimson Arcanist

Vampire only

Burn your own life to ignite the battlefield.

Sanguimancer

Vampire only

Power paid in veins

Gravefeeder

Vampire only

The survivor who feeds on death

Bloodreaver

Vampire only

Force the enemy to fight your pace

Werewolf

Human · Half-Elf · Gnome only

Hunt as part of a coordinated blood-bond

Werebear

Human · Gnome · Half-Giant only

A mountain of fur that crushes defenses

Wererat

Human · Gnome · Shade only

Navigate the city's guts to unlock the way

Engines, Craft & Command

Arc and weight. A Heartwood, a Farportal, a wall and a warstone each has a load path, and somebody is paid to find it before somebody else does — that, ore for the forge, a bench mark that outlasts the maker’s name, and the voice that keeps a crew working while it happens.

Artillerist

Any Race

Bring down the fortress itself

Sapper

Any Race

The undoing of foundations

Forge Master

Dwarf only

Crack the strongest gates with perfect steel.

Prospector

Any Race

Gold-veins and hidden paths

Holdwarden

Dwarf only

The eye in the storm

Commander

Direct the flow of the melee

Loreblade

Rookari only

The voice that holds the line

This is the layer where two characters stop resembling each other. A Drakebane sets a brace for something with wings; a Prospector finds the seam and decides who gets told. Same war, different trade.