Dawn of Chaos: Before the Flood
Seven faithful and seven fallen heroes facing each other across a river at dawn

The Callings

A calling is more than a trade. It is what you will be when the giants come down the road and everyone else runs.

There are fourteen callings, seven for the faithful and seven for the fallen. They come in pairs: for every defender of the city of cedar there is a defender of the gilded city, equal in battle and opposite in heart. You choose your calling when you are born into the world, and with it you choose your road.

The two sources of power

The faithful ask. Their gifts come through prayer, blessing, song and the signs that are worked through a prophet's hands. They command nothing. They ask, and they are answered, and their strength is never their own to keep. Nor is it ever bought with a debt.

The fallen bind. Their arts were taught by fallen stars and are paid for in pacts with spirits that men call gods. Every working leaves a mark: veins darken along the arms and neck, faint chain scars ring the wrists, a small sign is burned into the back of one hand, and every mark flares when the power is called. Their power is real, and it is fearsome, and it is never free.

The five roles

RoleWhat it does in a companyCallings
DefenderTakes the blows meant for others and holds the enemy's eyeSentry and Berserker in plate; Shepherd and Predator in leather
HealerKeeps the company standing, by blessing and ward or by bargain and charmIntercessor and Shaman in chain; Cleric and Warder in plate
Wielder of signsBreaks the enemy from a distance with power no blade can matchProphet and Sorcerer
Voice of the companyRestores strength, quickens hands, and bends the battle with words and songPsalmist and Beguiler
Hunter of the wildStrikes from the mist with bow and blade, with beasts or snares beside themRanger and Trapper

All fourteen at a glance

CallingRoadRoleArmorWeaponsMain attributeBeside you
SentryFaithfulDefenderPlateSword and shieldStrengthNone
BerserkerFallenDefenderPlateGreat axeStrengthNone
ShepherdFaithfulDefenderLeatherShepherd's staff and slingStrengthNone
PredatorFallenDefenderLeatherPaired clawsStrengthNone
IntercessorFaithfulHealerChainRod and shieldWisdomNone
ShamanFallenHealerChainSpear and shieldWisdomNone
ClericFaithfulHealerPlateHammer and shieldWisdomNone
WarderFallenHealerPlateMace and shieldWisdomNone
ProphetFaithfulWielder of signsClothStaffIntelligenceNone
SorcererFallenWielder of signsClothRod and idolIntelligenceNone
PsalmistFaithfulVoiceLeatherHarpIntelligenceA songbird
BeguilerFallenVoiceLeatherDagger and idolIntelligenceA charmed enemy
RangerFaithfulHunterChainBowAgilityA cardinal, then a brown bear; wild beasts who come when asked
TrapperFallenHunterChainPaired daggers and bowAgilityA crow, then a black bear; hidden traps

How to choose

  • If you want to be the one everyone hides behind, be a Sentry, who holds the enemy's anger better than anyone, or a Berserker, who hits harder than any other defender.
  • If you would rather dance than stand, be a Shepherd or a Predator. Leather, speed, and blows that never quite land.
  • If you want the company's lives in your hands, heal. Choose chain for speed and reach, plate to stand in the front line yourself.
  • If you want to end fights, wield signs. The Prophet's fire falls in great single blows; the Sorcerer's plagues rot whole packs at once.
  • If you love to make everyone around you better, be the voice. No company that has known a Psalmist or a Beguiler wants to fight without one again.
  • If you want the wild at your side, hunt. The Ranger brings friends; the Trapper brings snares.

Changing your road

No soul is fixed forever. A long and costly road of betrayal leads from the city of cedar to the gilded city, and a harder road of redemption leads back. Walk either to its end and your calling turns to its mirror: a Sentry becomes a Berserker, a Shaman becomes an Intercessor, and so through every pair. Your lineage never changes. Your story does.