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Overview

When you create your character you can choose a single character archetype from those described for the nation on the wiki. This is entirely optional; you don't have to have one. Picking an archetype, however, tells us a lot about what you consider to be the main role of your character. An archetype comes with a number of assumptions - if you choose the Dhomiro archetype for your Freeborn character that tells us that you are playing someone who represents their family to the wider world. If your Dawnish character is a troubadour, then we assume you are playing a priest who uses storytelling or music to exalt glorious champions.

Archetypes can provide useful characters hooks, but we also sometimes reference them when writing plots. For instance, if we are going to write some plot involving combat in Urizen - then we might aim that plot at players who have told us they are playing a sentinel. If we're writing plot involving rum doings in the Marches, we might aim part of that plot at characters who are bounders or landskeepers.

Not every character role is an archetype - there are priests in Dawn who are not troubadours, for example. Archetypes usually present a role in a certain way that resonates with the themes of a nation - or in rare cases is at odds in some way with those themes.

See also: Group Archetypes

Archetypes by nation

The Brass Coast

Dhomiro A Dhomiro is a member of a Freeborn family who is chosen by the family to be their representative to the wider world; sometimes as a leader, sometimes as an emissary.
Kohan Kohan are groups of volunteer and outcast warriors-without-family, who traditionally pledge loyalty to a group of hakima.
Sutannir Sutannir perform inspiring religious ceremonies for the Freeborn, and (more importantly) organise the parties that follow.
Hakima Hakima are highly-organised groups of magic-users whose loyalty is to the nation, not their family. They are taken to be wise.
Corsair Freeborn Corsairs are traders and privateers who deal with - and raid - barbarian shipping in the Bay of Catazar.
Scrivener Scriveners are Freeborn contract-writers who help traders frame the terms of their deals, and then decorate them with artwork and calligraphy.

Dawn

Earl The Earl of a Dawnish Noble House is the House's leader, who leads the House in all its great achievements and who sets its conditions of membership.
Knight-errant Knights-Errant are men and women engaged in their Test of Mettle, who are still technically yeomen but who are expected - and who are questing - to prove themselves glorious.
Questing knight Questing Knights are those Knights who have proved themselves worthy in their Test of Mettle and have chosen to keep on questing for ever-greater glory.
Troubadour A Troubadour is a priest who learns all the stories of their Noble House, past and present, and tells them in poetry and song to inspire their people to greatness.
Witch Witches are Dawnish magic-users. In noble houses, they fight alongside the House's warriors. Most others belong to Weaver Cabals, independent groups of ritual witches which accept both yeomen and noble members.
Guiser Itinerant entertainers who often combine magic with their performances and practice dramaturgy. They are often (sometimes justly) accused of being spies, tricksters and mountebanks as well as performers.
Enchanter Some Earls who have studied magic choose the title "Earl-Enchanter" or simply "Enchanter". Most learn ritual magic to benefit their people; some build relationships with powerful Summer Eternals.
Seneschal A Noble House's Seneschal is a trusted yeoman who oversees its financial affairs, arranging deals and trades and keeping the House solvent.
Advocate Dawnish Advocates are yeoman politicians who navigate the murky waters of Senate politics for their noble masters.
Retainer A yeoman Retainer is a Dawnish Noble's most trusted attendant, who works closely with a particular Noble, or sometimes for the whole House.

Highguard

Exarch The Exarch, or Exarchs, are those who are appointed by a Highguard Chapter as their leader(s) as determined by the Chapter's creed, or by embodying its principles.
Guardian Guardians form the core of Highborn military, taking on a range of roles in defence of their Chapters, and in prosecuting vigilant warfare.
Unconquered The Unconquered are Highguard's elite guerilla troops. They are prone to using ruthless tactics, even operating behind enemy lines, to destroy the enemy's capacity to make war.
Cataphract Cataphracts are Highguard's elite heavy warriors, who once rode horses into battle but who, in modern times, represent a resolute and unbreakable wall of steel.
Wayfarer Wayfarers are Highborn priests with a long-standing tradition of teaching the truth of The Way to the ignorant, and seeking out Examplars and Paragons born in other lands.
Inquisitor Highborn Inquisitors are zealous defenders of The Way from those that would threaten it, whether mortal or supernatural.
Steward of the Dead Stewards of the Dead dedicate their lives to preserving the legacies of the worthy. This includes the interring of remains as well as the preservation of legacies and tales.
Magister Magisters are the master magicians of Highguard, often with an affinity for Winter Magic. They shape magic using movement, sound and the chime of bells.
Benefactor Benefactors are affluent Highborn merchants and tradesfolk who do not pursue wealth for its own sake, but who sponsor individuals, great works and endeavours.
Archivist Archivists are a unique class of Highborn scholar dedicated to preserving the essence, or truth, of history, over and above accounts and evidence that may seek to undermine that truth.

Imperial Orcs

Warlord Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion
Pitfighter Professional fighters of the Pits in which the Orcs hone their combat skills; trading on the reputation for skill and strength that they have built up in previous fights, pitfighters buid their careers until their notoriety means that other orcs begin to seek them out and actively challenge them.
Shaman Most orcs only experience communion with the ancestors when battle is upon them but a few individuals - called shamans - are able to hear the voices more frequently; they are almost incessantly surrounded by the constant input of ancestral advice much of it bearing a contradictory or even hostile message.
Preacher Those Imperial Orcs who embrace the Way and become priests.
Warcaster The highly physical traditions of the Wintermark runesmiths has appealed to some orcs who adopt a similar approach and become Warcasters.
Oathwright Oathwrights believe that the bond between an item and a person affects them both, items may gain worth by being owned and bonded to the right person and the right item affects an individuals’ hopes of becoming an ancestor.
Bonesetter Usually trained apothecaries, physicks or both, Bonesetters are expected to attend to the physical needs of the legion, but their remit runs well beyond this.
Thief-taker Working closely with Imperial Magistrates ,Thief-takers earn their income by collecting bounties on criminals who have fled the law and more rarely by taking payments from private individuals looking to identify perpetrators of crimes.
Reaver Soldiers of the Legions who become dedicated to raiding and mercenary work.

The League

Merchant Prince A Merchant Prince is head of a Guild, the tight-knit mercantile organisations which define the shape of League society.
Bravo Bravos are the members of the mercenary Free Companies, as rough and rowdy off the battlefield as they are disciplined and professional on it, and immensely proud of their Companies.
Bishop The Bishops of the League are its high priests, who provide Virtuous guidance to any who can afford it, and who compete using the size and influence of their congregations.
Troupe Magician Troupes are bands of actors who often go masked while performing, and when performing ritual magic. To them, magic is a commodity like any other.
Mountebank Mountebanks are street magicians whose tricks may be sleight of hand or genuine magic, many of whom skirt the edges of the law playing short-cons and rigging street games.
Cicisbeo A Cicisbeo is an expensive professional paramour, the only exception to League culture's absolute prohibition on extramarital relations.

The Marches

Steward A steward is the chosen head of a Marcher household. However a steward leads their household only with the consent of the other yeoman.
Beater Beaters are a roaming informal police force, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbors and they have a vital role in the tradition of beating the bounds. Most are skilled foresters or hunters.
Yeoman The yeoman is to many the archetypal inhabitant of the Marches. They are a hard people, who own their own land and are well accustomed to a long day working it. Military service is a proud tradition in the Marches, and the majority of yeomen are also soldiers.
Monk Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring Household boundaries. They divide their time between study of the Imperial Faith and working the farmlands claimed by the monastery.
Friar Friars work their own land and provide spiritual advice and counsel to their fellow yeomen in their household. Many also serve as scholars for their community, acting as a chirurgeon, and teaching letters and history to young children.
Landskeeper A landskeeper is a figure from the Marches magical tradition, who supports the territories or the nation as a whole. Landskeepers can use a variety of methods, from hearth magics and good practical advice to rituals.
Mummer Itinerant entertainers who combine theatrical performance with magic using the techniques of dramaturgy. They attend fairs, markets and other regular gatherings performing plays and feats of skill but are often greeted with a suspicion and (sometimes unfairly) accused of being tricksters and mountebanks.
Alderman Aldermen are the appointed leaders of market towns,and are the rough equivalent of the yeomen. In most cases these are wealthy merchants of the town, but often they include prominent town folk such as a friar or blacksmith who lives in the village.

Navarr

Brand Navarri who have dedicated themselves to the service of the community, who work tirelessly to aid others without fee. They might be from any profession - Thorn, Vate, blacksmith, tanner, it doesn't matter. They are named for the brand burned into the skin on their left cheekbone.
Thorn A Navarri sworn to service in battle - usually, but not necessarily, a warrior. Always tattooed, they often wear warpaint into battle.
Guide A Navarri who follows the path of the Virtues, and takes it upon themselves to ensure that members of the Empire have found the place in society that they are best suited to.
Broker A Navarri who serves as an intermediatey between a buyer and a seller, usually claiming some sort of payment from the deal.
Vate The magical practitioners of Navarr. Often called upon to perform rituals in service of the nation and the Empire, they are the Navarri most trusted to meet with Eternals or their Heralds.

Urizen

Arbiter An Arbiter is the appointed leader of a Spire, often (but not always) its wisest and most skilled mage.
Sentinel Sentinels are scholar-warriors who strive for excellence in the ways of warfare.
Questor The Questors are a sect of rationalist priests who believe the Way of Virtue is an unfinished doctrine, and must be questioned to understand its truth, relevance and moral rightness.
Illuminate The Illuminates are an Urizen priesthood who work improve the Empire's Virtue by identifying and influencing pivotal figures to become Virtuous.
Mage Urizen Magi are cunning politicians who use magic to bolster their influence, both in the mortal world and in the Eternal Realms.
Stargazer Stargazers are pure scholar-mages who study and experiment to advance humankind's understanding of magic and the Realms, and use their power to improve the world.
Seer The Seers are kin to the Torchbearers, seekers after objective truth who maintain extensive libraries. Many are powerful diviners.
Architect Architects meticulously study the Empire's economy to identify where and when to invest for the best return, and to exert the most influence.
Torchbearer The Torchbearers are a political movement devoted to spreading truth as wide and as fast as possible, in a quest to keep the Empire "honest".
Sword Scholar Warrior-priests dedicated to honing their mind, body and soul to the keenest edge possible. They adhere to a creed of unifying thought and action, of cruel logic, cold steel and a unique approach to the virtue of Wisdom.

Varushka

Boyar A Varushkan Boyar is the hard heart of a Varushkan community, whose first duty is as a strong protector of their people. Second to that, they arbitrate and govern their vale in council with their Wise Ones.
Warden The Warden brotherhoods are heroic warriors who employ magical protection along with their armour and weapons to hunt down the terrors of the Varushkan wilderness, and to uphold Imperial Law.
Schlacta The Schlacta are Varushka's well-organised bands of soldiery, who provide defence to a place or an employer.
Wise One Wise Ones are the true hearts of Varushkan communities. They are the thinkers who deal with those problems which cannot be dealt with by strength, and who look through the appearance of things to discover the threats lurking beneath.
Volhov A Volhov is a Varushkan who studies magic, particularly warding magic (so necessary to Varushka's safety) and divination, to uncover threats before they grow too great to deal with. They often find it necessary to deal with Eternals, and sometimes even to pacify Varushka's deadly Sovereigns with rituals or bargains.
Cabalists Cabals are teams of ritual magic-users, who often act as individual groups, independent of their vales. Each Cabal is different from each other, but their magical might grants them considerable influence.
Storytellers Varushkan Storytellers are the nation's ragged priests, often itinerant, around whom entire communities will gather to hear news, entertaining tales, and spiritual messages told well.
Stzena The inheritors of a tradition of night-sentries, Stzena are bands of musicians who perform at local events.

Wintermark

Thane The leader of a Hall in Wintermark, a Thane settles disputes that lie outside the law and provides civic and military leadership.
Banner-bearer Warriors whose purpose is to raise the morale and fighting spirit of their companions. Banner-bearers often literally carry their warband's banner.
Stormcrow The ragged priests of Wintermark, who act as guides, witnesses and confessors, and who provide spiritual and moral inspiration and guidance for the Winterfolk.
Runesmith Artisans who specialise in the magic of the old runes of Wintermark, who create engraved weapons and armour, or scribe warding marks to protect people or places.
Icewalker The cunning mages of the Suaq, who use their magical skills and their knowledge of the Ice as part of their hunting tradition.
Mediator A Wintermark merchant who specialises in negotiating weregild between aggrieved parties.
Maggot A scavenger, a looter on the battlefield; "Maggots" are seen as scum by most Winterfolk.
Mystic Deeply spiritual Kallavesi who make predictions about the future and advise their fellows on the wisest course of action. Often a magician, but some do it with hearth magic and intellect.
Scop The professional entertainers of Wintermark, Scops are known for their mastery of saga and song, and their skill with alliterative poetry. They are responsible for granting an adult name to a child coming to adulthood.
Grimnir The battlefield doctors and healers of Wintermark, Grimnir swear an oath to stay clear of the front lines.