Tag: Discipline

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  • DisciplinesList

    About one tenth of the Namegiver population of [[Nemahay]] are capable of wielding the forces of magic. These people are referred to as Adepts. As we all know, wielding magic is simply a matter of focusing on the correct threads in the correct …

  • Archers

    Archers can be found throughout Nemahay with a decent regularity. Archers are, of course, experts with the bow. Archers from urban areas generally become experts in working tourney crowds and gain proficiency with as many weapons as possible. Archers in …

  • Beastmasters

    Beastmasters tend towards living in the wilds. They have a natural affinity to surviving in harsh conditions. Their massive clawed hands that form during battle can be quite frightening to those not used to fighting alongside magic. Many Beastmasters …

  • Blood Mages

    Blood Mages are very common in [[Aztlan]] and many of their ranking diplomats. Blood Mages are capable of very fantastic feats of magic, but their power always comes with a price. Fueling their spells always requires blood, the blood of a Namegiver would …

  • Boatmen

    Boatmen are common only among the [[FiveFamilies | Five Families]] and even then only as made men. Those few that follow the trade of Boatman rapidly climb the ranks to captain and are given their own vessel to manage, making money hand over fist. …

  • Cavalrymen

    Cavalrymen are common wherever beasts of burden can be found. The are rarer in the cities than they are amongst the [[High Plains Tribes]]. Cavalryman also seems to be common Discipline amongst both the elves of the Tir and the people of Aztlan. Armadon …

  • Elementalists

    Elementalists are potent masters of the five magical elements. About half of the Elementalists you would ever meet will seem odd to the casual observer. They will measure everything they see and split concepts out into their particular elements. They will …

  • Ghosts

    Ghosts are renowned horror slayers and assassins home-grown in [[Tir Tairngire | Tir Tairngire]]. The Discipline descended from the Royal Guard of the various princes of the Tir, but the [[Age of Isolation]] saw this time honored position change …

  • Horror Stalkers

    Becoming a Horror Stalker may be the most noble pursuit any Namegiver can embark upon. And that is a note coming from someone who has instead dedicated his life to the preservation of knowledge for the good of the world. A Horror Stalker is a Namegiver …

  • Illusionists

    Illusionists are masters of misdirection. Whats more, they have the ability to create powerful glamours using thread magic and spell matrices. Their work is usually frowned upon in polite society, but an Illusionist at the right place at the right time …

  • Liberators

    The Liberator Discipline is rather unknown here, however in [[Aztlan]] it is a growing movement. Aztlan is an Empire built on slaves and [[Blood Mages | Blood Mages]]. The life of a slave within that Empire is brutal and horrible. The path of the …

  • Nethermancers

    Nethermancers focus their considerable talents on making connections to the planes of Shadow and harnessing powerful tools to aid themselves and others. The realms which Nethermancers make contact with are closer to the homes of the Horrors and, as such, …

  • Outriders

    The Discipline of the Outrider came into its own during the [[Age of Isolation | Age of Isolation]]. The [[High Plains Tribes]] were abandoned on the surface of [[Nemahay]] and left to content with all manner of fearsome foe. The path of the Outrider …

  • Samurai

    Samurai come from the truly unique culture from the minority [[Oni]] living in [[Vasheen]]. It is said that this Discipline was gifted to them during the Scourge by their patron [[Torasama | Torasama]]. In the Legend, the power comes from a collective …

  • Scouts

    Scouts take to the wilds like a fish to water. They have the ability to track falcon's on cloudy days, they can find food in the [[Desiccated Plains]] and stay out of the rain in the [[Cacoatl Jungle]]. If you ever need to make a protracted journey off …

  • Swordmasters

    Swordmasters are most common amongst the [[FiveFamilies | Five Families]] but they can be found anywhere throughout [[Nemahay]]. Their bold charm and longing to test their skill make it very uncommon for a true Swordmaster to stay in one place for long …

  • Thieves

    A thief is a trickster who survives only through his wit and his speed. Some view the work as dishonest, and indeed it can be, but others view it as simply working smarter, not harder. Generally speaking, Thieves thrive in societies where they can fade …

  • Traveled Scholars

    Traveled Scholars are, in many ways, a specialized form of [[Troubadours | Troubadours]]. Instead of travelling from village to village, they usually set up their home in one font of knowledge or another. They sort through the reports, collate the data, …

  • Troubadours

    Troubadours are a testament to all we have lost and all that we might one day regain. The focus of a Troubadour is to learn and spread knowledge about the world. They believe that knowledge of our past will lead to a solid understanding of our future. …

  • Warriors

    Warriors are prominent throughout Nemahay. Literally every culture has proud traditions of Warriors. Warriors are skilled with all types of weapons. They are potent and hardy warriors. And always well respected. Even the learned people of [[Kintani]] …

  • Weaponsmiths

    Weaponsmiths are a time-honored subsection of Adepts. Out of all Adepts, the Weaponsmith is most likely to interact in purely positive ways to the Namegivers around them. Weaponsmiths build, and they build well. Despite their name, they can forge more …

  • Wizards

    Wizards are the spell casters who seek knowledge in its purest form. As such, they are more prominently found in places that have time to place value on such a lofty ideal. [[High Plains Tribes]] are unlikely to boast Wizards, as theirs is the struggle …