Paths

Choose your Path. Define your Class. Master your Disciplines.

A Path is the first heading written against your name. The Great Assize put four of them on the rolls so a captain who hired a swordsman at Kharb could sue at Rezg and be heard; the Assize is four hundred years dead and the headings outlived it, because nothing replaced them and everyone still has to write the contract. A Path is not a god, a bloodline, an army or a temperament — it is what a clerk records about how you were trained, and it decides which Classes you can go on to claim.

Trained under load

Might

The first weight you are taught to carry standing.

Might begins under visible load: holding ground, wearing the armour, covering someone who cannot hold, and still being useful after the formation and the plan have both gone. The heading implies no army and no code of honour. An orchard-guard at Larith and a Culdar drove-rider are read to it by the same clerk, and each will tell you the other is not doing the same job.

Classes under Might
Warrior
Barbarian also Guile
Templar
Spellwarden
Crusader also Faith
Wildspear also Guile
Ranger also Guile
Warlock also Arcana
Open to

Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Half-Giant · Dark Elf · Minotaur · Nephilim · Shade · Vampire

No Might route at creation for Gnome.

A heading is not a wall: eight Classes can be reached from two Paths at once — and the same Class under a different heading need not be the same trade, the same reputation, or the same method.