Lumoria Get alpha access
Lumoria · the Dawn Accord

Oaths of Lumoria

Pick a god and you pick a side. That choice makes you one of their order, and their hall in Suncradle is where their masters teach you to fight like them. You can only ever be sworn to one god at a time. Seven of them are waiting.

Aegemar emblem

Aegemar, the unbroken wall

the Wallsworn · the Gatehouse

“The wall is not stone. The wall is us.”

Aegemar builds walls to shelter what is inside them, and stands outside all of them. His order holds the line so everyone else can go home.

Aegemar
ArmorPlate
WeaponsSword & board · greatsword · tower shield · pike
Role coreTanks & heavy DPS
OFFENSE
DEFENSE
SUPPORT
RESOLVE
Every job this order opensSwordsman → Knight · Vanguard → Warbreaker, Bannerlord, Sentinel, Bulwark
Level 10first job

Swordsman

HYBRIDSTR/VITsword & board · First oath · Lv 10
Skill kit · 3
  • Sword Slash: the swing you will make ten thousand times
  • Shield Bash: a jab with the shield edge, and it starts most fights
  • Stand Firm: set your feet: most of the damage stops mattering, and nothing can root or snare you
Level 40the branch

Knight

DPSSTR/AGIgreatsword · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Swordsman.
  • Cleave: a long arc through everyone standing in front of you
  • Charge: cross the gap shoulder-first and put them on the floor
  • Warcry: everyone in earshot hits harder
Level 70master

Warbreaker

DPSSTR/VITgreatsword · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Swordsman and Knight.
  • Faultline: a downward cleave that cracks the earth and briefly roots
  • Aegemar's Rebuke: a keystone the size of a cart drops across the enemy line

Bannerlord

SUPPORT+DPSSTR/VITgreatsword · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Swordsman and Knight.
  • Plant the Banner: drive it into the ground; nobody standing near it wants to be the one who loses
  • Aegemar's Standard: you plant the banner and the whole party stops being tired

Vanguard

TANKVIT/STRtower shield & blade · pike · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Swordsman.
  • Taunt: force nearby foes to strike you; each block while they do charges a free Shield Bash
  • Intervene: dash to an ally, absorb the hit
  • Shield Wall: a wall of shields across the party's front
Level 70master

Sentinel

OFF-TANKVIT/STRtower shield & blade · pike · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Swordsman and Vanguard.
  • Guardian's Oath: shield an ally; every block you make refreshes the shield on both of you
  • Aegemar's Aegis: a dome closes over the party. For a few seconds nothing gets in

Bulwark

MAIN TANKVIT/STRtower shield & blade · pike · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Swordsman and Vanguard.
  • Immovable: everything comes at you, and nothing can move you off the spot
  • Aegemar's Wall: you become the wall. Everything in the area has to come through you
The hall, and what it asks of you
The hall

Barracks built into Suncradle's wall, not against it. Cold stone, warm lamp oil, one long room that shudders very slightly every time the gate opens below, so the whole hall breathes on the town's schedule. The far wall is the name-board: every keeper who ever stood a watch, carved by the one who stood the watch after them. The covered banner hangs above the board, and the board's carvings stop respectfully short of it.

Who you’ll meet in the hall
  • Captain Branmor Hale: one-armed keeper of the gate. Speaks in short flat sentences, thanks you before he asks anything, and has never once raised his voice indoors.
  • Shieldwright Yara Stonn: who keeps the name-board. Carves slower than Branmor likes, argues with him about who has earned a line, and has never lost the argument.
The oath you swear: The Long Watch

Stand one full night's watch on the wall. Nothing attacks. No one checks on you. You do it anyway.

The trials, at level 40 and level 70
  • Knight: “The Sally· Lv 40 · the branch trial
  • Vanguard: “The Gap· Lv 40 · the branch trial
  • Warbreaker: “The Faultline· Lv 70 · the mastery trial
  • Bannerlord: “The Standard at Ashford· Lv 70 · the mastery trial
  • Sentinel: “The Yearly Standing· Lv 70 · the mastery trial
  • Bulwark: “The Immovable Hour· Lv 70 · the mastery trial
The boss waiting under the hall

Grannock, the Gate That Fell. The only gate Aegemar ever lost, still trying to close.

Caelendra emblem

Caelendra, the star-scribe

the Starspire · the Leaning Spire

“She wrote the world in a night. We have been reading ever since.”

Caelendra wrote the world in one night of falling stars and has regretted exactly one word of it since. Her order reads what she left behind.

Caelendra
ArmorCloth
WeaponsWand · staff · inscribing wand
Role coreMagic DPS & control
OFFENSE
DEFENSE
SUPPORT
CONTROL
Every job this order opensMage → Wizard · Runeweaver → Archmage, Astromancer, Sage, Runekeeper
Level 10first job

Mage

DPSINT/DEXwand / short staff · First oath · Lv 10
Skill kit · 3
  • Star Bolt: a punched line of starlight; the first spell every apprentice actually trusts
  • Frost Lattice: frost spreads across the ground and everything on it walks tired
  • Blink Step: you stop being where you were
Level 40the branch

Wizard

DPSINT/DEXtall staff · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Mage.
  • Meteor Shard: a rock the size of a door, aimed at exactly one person
  • Chain Comet: it bounces, and it does not lose much on the way
  • Mana Surge: your next spell costs nothing and hits like it cost plenty
Level 70master

Archmage

DPSINT/DEXtall staff · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Mage and Wizard.
  • Arcane Lance: one overwhelming bolt, and it hits harder the fuller your mana
  • Caelendra's Word: one word, written on a single enemy. It is not a word they survive

Astromancer

AoE DPSINT/VITtall staff · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Mage and Wizard.
  • Constellation: draw a line between enemies and they start sharing everything you do to them
  • Caelendra's Night: a private star-shower

Runeweaver

SUPPORTINT/VITinscribing wand · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Mage.
  • Rune of Binding: root glyph that sears bound foes over time
  • Rune of Haste: a glyph on the floor; step over it and keep the speed
  • Erase: dispel, friend or foe
Level 70master

Sage

SUPPORTINT/VITinscribing wand · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Mage and Runeweaver.
  • Silencing Script: write over their spell before they finish saying it
  • Caelendra's Margin: she writes a correction in the margin: everything wrong with your party is struck out, and nothing new can be written on them

Runekeeper

CONTROLINT/DEXinscribing wand · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Mage and Runeweaver.
  • Ward Lattice: grid of trap-runes that detonate when tripped
  • Caelendra's Sentence: a rune prison built out of a single word, and the word is “stay”
The hall, and what it asks of you
The hall

A library tower that leans, and was built leaning, because the goddess's needle went into the world point-first and the Spire is an argument about the angle. Books are shelved by the night they were written, not by subject, which makes the catalogue a work of astronomy. Every apprentice gets one lamp. The topmost floor is swept by nobody, by rule. The covered banner hangs behind the great sky-map, where you only see it if you step back far enough to take in the whole sky.

Who you’ll meet in the hall
  • Magistra Elowen Vael: writes with both hands, reads you like margins, and answers a question with the better question you should have asked.
  • Under-Magister Corin Sable: catalogues everything, is visibly terrified of the Magistra, and is quietly the finer scholar of the two. She knows. He doesn't know she knows.
The oath you swear: The Book That Does Not Exist

The Magistra sets you to find a book she insists does not exist. Every catalogue agrees with her. The shelf numbers agree with her. They simply skip one, cleanly, in three separate hands across two centuries.

The trials, at level 40 and level 70
  • Wizard: “The One-Night Reading· Lv 40 · the branch trial
  • Runeweaver: “The Unfinished Sentence· Lv 40 · the branch trial
  • Archmage: “One Word· Lv 70 · the mastery trial
  • Astromancer: “The Falling Night· Lv 70 · the mastery trial
  • Sage: “The Margin· Lv 70 · the mastery trial
  • Runekeeper: “The Sentence· Lv 70 · the mastery trial
The boss waiting under the hall

The Misread Word. Something the world wrote down wrong and then obeyed.

Sylvara emblem

Sylvara, the green veil

the Wildhunt · the Hunt Lodge

“Under the Veil, nothing moves unseen. Over it, nothing sings alone.”

Sylvara hunts a wild that obeys nobody, herself included. Her order tracks, sings, and refuses to be led.

Sylvara
ArmorLeather
WeaponsBow · longbow · shortbow & instrument
Role coreRanged DPS & song support
OFFENSE
DEFENSE
SUPPORT
PRECISION
Every job this order opensArcher → Ranger · Bard → Deadeye, Falconer, Minstrel, Dancer
Level 10first job

Archer

DPSDEX/AGIbow · First oath · Lv 10
Skill kit · 3
  • Aimed Shot: slow, heavy, honest
  • Volley: a slow-draw arrow storm over an area, on a cooldown
  • Nimble Step: a hop backwards, out of all of it
Level 40the branch

Ranger

DPSDEX/AGIlongbow · traps · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Archer.
  • Piercing Arrow: through the line
  • Snare Trap: the wild fights with you
  • Hawk's Eye: you start seeing the gaps, and whoever thought they were hidden
Level 70master

Deadeye

DPSDEX/LUKlongbow · traps · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Archer and Ranger.
  • Deadeye Mark: name it out loud. That arrow is already spent
  • Sylvara's Thorn: one arrow; it does not miss

Falconer

PET DPSDEX/AGIlongbow · traps · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Archer and Ranger.
  • Stoop Command: your hawk folds its wings and comes down on your target
  • Sylvara's Wing: a storm of wings sweeps the field

Bard

HEAL-SUPPORTDEX/INTshortbow & instrument · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Archer.
  • Marching Tune: play it and the whole party walks faster than it means to
  • Mending Melody: hold the note and the party keeps closing up
  • Encore: your last song plays again, free, and returns a pulse of MP to the party
Level 70master

Minstrel

SUPPORTDEX/INTshortbow & instrument · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Archer and Bard.
  • Ballad of Dawn: the slow one, for after, and for the long fights
  • Sylvara's Song: the wild picks up your tune. Everyone moves faster and stops bleeding

Dancer

DEBUFF DPSAGI/LUKshortbow & instrument · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Archer and Bard.
  • Bladedance: a spinning flurry that cuts and unsteadies at the same time
  • Sylvara's Wildstep: a dance that charms the quarry
The hall, and what it asks of you
The hall

At the meadow's edge, half building and half thicket; the roof has been grown through twice and repaired around the tree both times. No doors, only ways in. There is always supper, and it is always somebody else's turn to cook. The song board is meticulously organised. The weapon rack is not. The covered banner is the only thing in the Lodge that ivy has never touched, and nobody has ever explained why.

Who you’ll meet in the hall
  • Rook Ashfeather: keeps a blind old hawk that still finds everything; talks to the hawk more than to you, and the hawk answers more usefully.
  • Wren Tallowmere: the Lodge's songkeeper. Refuses on principle to sing a verse the same way twice, and remembers every version anyway.
The oath you swear: Follow the Blind Hawk

Rook unhoods the blind hawk and lets it go. Follow it wherever it lands. Bring back what you find. Sing about it, or don't.

The trials, at level 40 and level 70
  • Ranger: “The Long Quarry· Lv 40 · the branch trial
  • Bard: “The Verse Nobody Owns· Lv 40 · the branch trial
  • Deadeye: “One Arrow· Lv 70 · the mastery trial
  • Falconer: “The Blind Hawk's Heir· Lv 70 · the mastery trial
  • Minstrel: “The Overgrowth Fair· Lv 70 · the mastery trial
  • Dancer: “The Wildstep· Lv 70 · the mastery trial
The boss waiting under the hall

Bramblecrown. A crown of thorns wearing the wood that grew it.

Aurelith emblem

Aurelith, the first flame

the Dawnflame · the Chapel of the Dawnhearth

“Keep the hearth lit. Someone is always still walking.”

Aurelith is the dawn that was never allowed to end. Her order keeps hearths lit for people still walking toward them.

Aurelith
ArmorCloth / half-plate hybrid
WeaponsMace · censer · flame maul / fists
Role coreHealers & holy warriors
OFFENSE
DEFENSE
SUPPORT
RADIANCE
Every job this order opensAcolyte → Cleric · Hearthguard → High Priest, Dawnwarden, Templar, Sunblade
Level 10first job

Acolyte

HEALINT/VITmace / censer · First oath · Lv 10
Skill kit · 3
  • Mend: the bread-and-butter heal, self or ally
  • Smite: holy bolt that arcs to a second foe
  • Blessing: a little of everything, and while it holds, killing things hands you MP back
Level 40the branch

Cleric

HEALINT/VITcenser & mace · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Acolyte.
  • Circle of Mending: a ring on the floor that mends your people and burns theirs
  • Purify: poison and curses come off
  • Sanctuary Seed: plant a safe-spot; those inside, you included, cannot be targeted for a moment
Level 70master

High Priest

MAIN HEALERINT/VITcenser & mace · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Acolyte and Cleric.
  • Mass Mend: the raid heal
  • Aurelith's Dawn: the sun comes up on your party. The dead get up with it

Dawnwarden

SHIELD-HEALERINT/VITcenser & mace · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Acolyte and Cleric.
  • Sunshield: a skin of light that takes the hit for whoever is wearing it
  • Aurelith's Vigil: an ally who would die… doesn't

Hearthguard

HYBRIDSTR/VITflame maul / fists · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Acolyte.
  • Ember Fist: a punch that leaves a burn
  • Kindled Guard: you get hard to hurt and unpleasant to stand near; Hearth Challenge goads anyone in the heat onto you
  • Flame Step: dash, and leave fire in the space you were
Level 70master

Templar

OFF-TANKSTR/VITflame maul / fists · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Acolyte and Hearthguard.
  • Judgment Brand: taunt-mark a foe: it must face you, and attacks on it heal the party
  • Aurelith's Brand: the ground you stand on turns holy, and it can tell your side from theirs

Sunblade

DPSSTR/AGIflame maul / fists · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Acolyte and Hearthguard.
  • Solar Slash: a clean arc of dawn-fire
  • Aurelith's Edge: a blade of pure sunrise
The hall, and what it asks of you
The hall

The oldest fire in Suncradle, never once out. Benches worn shiny by generations of the same three families. It smells of bread, because it is partly a bakery, because a hearth that only prays is a hearth nobody visits. One place is always set at the hearth table and never used. The covered banner hangs where the morning light hits it first.

Who you’ll meet in the hall
  • Mother Solvei Embry: lights the town's first candle every dawn and has never missed one; remembers everyone's name, including the dead ones, especially the dead ones.
  • Hearthcaptain Doryn Belloak: laughs like a dropped anvil, keeps the chapel door so that Solvei never has to be the one who says no.
The oath you swear: The Candle Through the Storm

Carry one lit candle, hand to hand, across the whole town in a storm.

The trials, at level 40 and level 70
  • Cleric: “The Long Night Ward· Lv 40 · the branch trial
  • Hearthguard: “The Doorway· Lv 40 · the branch trial
  • High Priest: “The Sunrise· Lv 70 · the mastery trial
  • Dawnwarden: “The Vigil· Lv 70 · the mastery trial
  • Templar: “The Brand· Lv 70 · the mastery trial
  • Sunblade: “The Edge of Dawn· Lv 70 · the mastery trial
The boss waiting under the hall

Aurent, the Unended Morning. Dawn with nothing after it. Nothing you heal stays healed.

Vesperine emblem

Vesperine, the silent moon

the Moonveil · the Hushdoor

“The night is kind. We keep it that way.”

Vesperine offers quiet endings and keeps the name the others struck. Her order works in the dark and does not explain itself.

Vesperine
ArmorLeather
WeaponsDaggers · twin daggers · tricks
Role coreBurst & debuff DPS
OFFENSE
DEFENSE
SUPPORT
STEALTH
Every job this order opensThief → Shadowblade · Veilrunner → Phantom, Nightveil, Trickster, Moonwhisper
Level 10first job

Thief

DPSAGI/LUKdagger · First oath · Lv 10
Skill kit · 3
  • Quick Cut: fast strike; every third cut in a row bites deeper
  • Smoke Veil: smoke, and then nobody is there
  • Pickpocket: monsters carry more than they admit
Level 40the branch

Shadowblade

DPSAGI/STRtwin daggers · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Thief.
  • Ambush: the first hit, from where they were not looking
  • Hemorrhage: a cut that keeps opening
  • Shadowstep: appear behind them; the follow-up strike interrupts a cast
Level 70master

Phantom

BURSTAGI/STRtwin daggers · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Thief and Shadowblade.
  • Vanish Strike: you cross the room and nothing can get a hand on you on the way
  • Vesperine's Hush: everything in the room stops making noise. You are why

Nightveil

DoT DPSAGI/INTtwin daggers · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Thief and Shadowblade.
  • Venom Lace: poison on top of poison
  • Vesperine's Kiss: they fall asleep, and then every poison you left in them blooms

Veilrunner

UTILITY DPSAGI/LUKdagger & tricks · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Thief.
  • Filch: steal an enemy buff
  • Caltrop Scatter: the ground behind you stops being walkable
  • Decoy: they hit the wrong you
Level 70master

Trickster

HEX DPSLUK/AGIdagger & tricks · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Thief and Veilrunner.
  • Wild Hand: deal a different random hex to every nearby foe
  • Vesperine's Jest: everyone on the field swaps places. You were the only one expecting it

Moonwhisper

DEBUFF SUPPORTINT/AGIdagger & tricks · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Thief and Veilrunner.
  • Whispered Doubt: seed mortal doubt: nothing will close their wounds while the doubt holds
  • Vesperine's Secret: nobody on their side can cast, and nobody on yours can be seen
The hall, and what it asks of you
The hall

A shop that is not there in daylight. Cold tea, clean linen, lamp turned low. Everything on the shelves is something somebody lost, priced at what it was worth to them, which is why most of it never sells. The covered banner is the only thing in the room without a speck of dust on it, and the Aunt dusts it herself.

Who you’ll meet in the hall
  • the Gray Aunt: everyone in town has met her and no one can describe her; she asks how you slept, and she means it.
  • the Boy Who Sweeps: will not give a name, hears absolutely everything, and is possibly the most dangerous person in Suncradle.
The oath you swear: Find the Hall

That's it. That's the quest.

The trials, at level 40 and level 70
  • Shadowblade: “The Unheard Room· Lv 40 · the branch trial
  • Veilrunner: “The Ledger· Lv 40 · the branch trial
  • Phantom: “The Hush· Lv 70 · the mastery trial
  • Nightveil: “The Kind Cup· Lv 70 · the mastery trial
  • Trickster: “The Jest at the Quiet Feast· Lv 70 · the mastery trial
  • Moonwhisper: “What She Keeps· Lv 70 · the mastery trial
The boss waiting under the hall

The Long Kindness. It is only trying to let you rest. It will not take no.

Ignivar emblem

Ignivar, the worldsmith

the Emberforge · the Emberhold

“Nothing is yours until you've made something with it.”

Ignivar says every mortal talent is one of his escaped sparks. His order makes things, and mends what the fighting breaks.

Ignivar
ArmorHalf-plate / heavy leather
WeaponsForge hammer · warhammer · tools
Role coreCrafting, gadgets & the economy
OFFENSE
DEFENSE
SUPPORT
CRAFT
Every job this order opensSmith → Artisan · Battlesmith → Master Smith, Alchemist, Forgeknight, Sparkwright
Level 10first job

Smith

HYBRIDSTR/DEXforge hammer · First oath · Lv 10
Skill kit · 3
  • Hammer Swing: heavy honest arc
  • Temper: sharpen your own or an ally's weapon
  • Brace Plating: hammer up a makeshift guard out of whatever is to hand; it holds for a while
Level 40the branch

Artisan

SUPPORTDEX/INTtools of the trade · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Smith.
  • Field Forge: deployable station: repairs your party's gear, plus gates and siege works, and lobs slag bolts at anything hostile
  • Reinforce: armour up, ally or self
  • Appraise: reveal a weakness
Level 70master

Master Smith

SUPPORTSTR/DEXtools of the trade · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Smith and Artisan.
  • Masterwork Edge: restore and reinforce party gear: strips armour-break and blocks the next sunder
  • Ignivar's Craft: you make something on the spot, for whoever needs it. For a minute their weapon is the best in the world, and nothing can take it off them

Alchemist

HYBRIDINT/DEXtools of the trade · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Smith and Artisan.
  • Volatile Flask: thrown chemistry
  • Ignivar's Elixir: one flask, passed down the line, and everyone stands up stronger

Battlesmith

DPSSTR/VITwarhammer · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Smith.
  • Molten Strike: smash that splashes slag
  • Heat Guard: a shell of heat; less of everything gets through
  • Anvil Drop: an anvil, dropped from exactly high enough
Level 70master

Forgeknight

OFF-TANKVIT/STRwarhammer · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Smith and Battlesmith.
  • Slag Armor: burning shell that provokes melee attackers into striking you; they regret it
  • Ignivar's Furnace: the furnace opens under the fight. It pulls their side in and plates yours

Sparkwright

TURRET DPSDEX/INTwarhammer · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Smith and Battlesmith.
  • Deploy Turret: it shoots; you smile
  • Ignivar's Engine: every contraption you own goes into overdrive and stays there
The hall, and what it asks of you
The hall

Not a building; the whole forge quarter. You cannot hear yourself, and everyone shouts pleasantly. One wall is the giveaway wall, where every master hangs the thing they will hand to a stranger at the next Sparkfair. The covered banner hangs where the heat is worst and has never scorched, and nobody in the quarter finds this interesting enough to discuss.

Who you’ll meet in the hall
  • Forgemaster Dromgar Kell: deaf in one ear from making his masterpiece; answers questions by putting a hammer in your hand.
  • Slagmistress Ora Tinn: measures everything twice, insults you once, and is right both times.
The oath you swear: Your Own Token

Mine the ore yourself. Forge your own oath-token. Dromgar judges it in under ten seconds, hands it straight back, and tells you to use it.

The trials, at level 40 and level 70
  • Artisan: “The Commission· Lv 40 · the branch trial
  • Battlesmith: “The Field Repair· Lv 40 · the branch trial
  • Master Smith: “The Masterwork· Lv 70 · the mastery trial
  • Alchemist: “The Elixir· Lv 70 · the mastery trial
  • Forgeknight: “The Furnace Door· Lv 70 · the mastery trial
  • Sparkwright: “The Engine· Lv 70 · the mastery trial
The boss waiting under the hall

The Masterwork. Ignivar's finest piece, and it has opinions about being finished.

Fenriel emblem

Fenriel, the packmother

the Packsworn · the Kennel-Lodge

“No one walks alone. That's the whole oath.”

Fenriel the Packmother gives the bond between a soul and a wild thing. Her order never walks anywhere alone.

Fenriel
ArmorStudded / heavy leather
WeaponsWhip · caller's horn · paired fang-blades
Role coreCompanion combat
OFFENSE
DEFENSE
SUPPORT
PACK
Every job this order opensTamer → Beastcaller · Bondwarden → Beastmaster, Packlord, Wildsoul, Fangsworn
Level 10first job

Tamer

PET DPSDEX/VITwhip & caller's horn · First oath · Lv 10
Skill kit · 3
  • Call Companion: your first friend answers
  • Fetch Strike: point, and they go
  • Soothe: small heal for beast or ally
Level 40the branch

Beastcaller

MULTI-PET DPSDEX/INTcaller's horn · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Tamer.
  • Second Companion: the horn calls twice
  • Pack Tactics: nobody has to tell them to go round the side
  • Wild Rally: the pack loses its manners for a few seconds
Level 70master

Beastmaster

PACK DPSDEX/VITcaller's horn · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Tamer and Beastcaller.
  • Apex Command: you strike at the pack's head; your hits and theirs run together until it goes down
  • Fenriel's Call: every beast you have ever bonded comes back for one fight

Packlord

UTILITYVIT/INTcaller's horn · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Tamer and Beastcaller.
  • Den Ward: companions guard your allies
  • Fenriel's Watch: for a few seconds the pack gets in front of everything aimed at your party

Bondwarden

OFF-TANKSTR/VITpaired fang-blades · one bonded beast · Branch · Lv 40
Skill kit · 6
  • Keeps all 3 skills from Tamer.
  • Twin Lunge: you and the beast strike together
  • Shared Hide: split incoming damage; nothing ambushes you two
  • Bristle Guard: you and your beast taunt and body-block for the party
Level 70master

Wildsoul

OFF-TANKSTR/VITpaired fang-blades · one bonded beast · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Tamer and Bondwarden.
  • Wildshape Surge: take on beast aspects: a roaring taunt and thicker hide
  • Fenriel's Heart: you and the beast stop being two things

Fangsworn

DPSAGI/STRpaired fang-blades · one bonded beast · Master · Lv 70
Skill kit · 8
  • Keeps all 6 skills from Tamer and Bondwarden.
  • Mirror Fang: the beast echoes your every strike
  • Fenriel's Twin: two bodies hunting the same throat
The hall, and what it asks of you
The hall

Outside the walls, on purpose. Mud, straw, warmth, and about thirty animals with opinions. Anyone in Suncradle who is grieving gets handed a puppy without discussion and without being asked. The covered banner hangs low enough that the dogs have worn a shine into the bottom of the cloth by walking under it.

Who you’ll meet in the hall
  • Huntmother Vess Karrow: walks with three wolves who take turns pretending to be tame; speaks to people the way you'd speak to something skittish, which most people don't notice and everyone responds to.
  • Old Marrow: mends whatever comes in, hasn't hunted in thirty years, and is the one the animals go to when they are dying.
The oath you swear: Earn One Wild Thing's Trust

No food. No rope. No commands. Take as long as it takes.

The trials, at level 40 and level 70
  • Beastcaller: “The Second Name· Lv 40 · the branch trial
  • Bondwarden: “The Body Between· Lv 40 · the branch trial
  • Beastmaster: “The Moot· Lv 70 · the mastery trial
  • Packlord: “Den Ward· Lv 70 · the mastery trial
  • Wildsoul: “The Long Merge· Lv 70 · the mastery trial
  • Fangsworn: “Two Bodies, One Hunt· Lv 70 · the mastery trial
The boss waiting under the hall

Oathfang. A bond whose other half never came back.

There is an eighth Open this if you want to know who the eighth god was.

Seven spent their share of the First Light making things: walls, words, wilds, hearths, mercies, forges, bonds. The eighth could not bear to spend his, and light that is never given fades. What was left of it hardened, and the coins learned to walk.

The seven sealed him and his glittering vaults beneath the world, and struck his name from every record. The Starspire keep a book with one word crossed out. The Dawnflame set a place at the hearth for someone they will not name. The Moonveil keep the name itself, and will not give it up. You will hear him called the Sunless King, and the table where the seven still meet has eight chairs. Nobody moves the eighth chair.

Read what the Moonveil keep →