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The AnnalsBook VI

The Callings

Of the thirteen orders of arms and arts, and the traditions behind them

Dotted words are in the glossary: point at one for a line on it, or follow it to where the Annals tell it. See also the timeline.

Warriors

The oldest calling is the simplest: to stand between the ones you love and the thing that wants to eat them, holding something sharp. The warriors of Aetheria learned it in the Tusk Wars and on the Ravenhold March, and the schools of the Highcrest drill-yards still bear the names of those days. The Vanguards hold the line and take the blows, and their cry, Hold the Line, has stopped more routs than any order from a throne. The Weaponmasters study the blade as a scholar studies a text. The Berserkers do not study anything, and are the reason the drill-yards have such high walls.

Paladins

The Order of the Dawn Lamp was founded at Highcrest in the Crown’s second century by knights who held that the Light of Seren’s lamps was not only in the sky but in the oath, and that a knight who kept faith could carry it into the dark. They are the Crown’s holy knights, and the Light answers them. The Bastions bear it as a shield. The Dawnmenders lay hands on the wounded with a Divine Touch that the Church has never been able to explain to its own satisfaction. The Zealots carry it as a sword, and should be pointed carefully.

Druids

The druids learned their craft from the trees of Whisperwood in the morning of the world, and kept the groves for Lysa through every age since. They lost much on the Night of the Missing Moon, when the moonshadow failed and the sanctuary in the Ashfen went to rot, and they have never quite recovered their confidence. The Bearwardens take the shape of the great bear and stand in the way of things. The Grovetenders heal with green growth and the patience of roots. The Wildclaws take the shape of the hunting cat and do not take it off again until something has stopped moving. All of them, at need, will pause in the middle of a battle to wake a fallen comrade with a sharp word and a handful of leaves; they call it Rise and Shine.

Priests

The Church of the Lamps keeps the faith of the Kindlers in Highcrest, and its priests are its hands. They pray to Seren in her sky and Maelis in every healing hand, and for the most part their prayers are answered. The Cantors sing the old hymns, and wounds close at the sound. The Penitents heal by shielding, and take a little of each wound upon themselves, as a penance for sins the Church declines to specify. The Umbral priests are another matter. They pray in the dark, to the dark parts of the Lamps’ teaching, and the Church does not like them and cannot do without them; and it is whispered that some of them learned their prayers from the Shadowmoon Temple, in the years before the Temple stopped answering letters. Every priest, of whatever school, can cast the Guiding Tether: a cord of light that pulls a friend bodily out of harm’s way, and which the friend is not always grateful for.

Shamans

Before the Concord the shamans were the priests of the orc clans and the storm-callers of the minotaur heaths, and the wise ones of the troll isles. They speak to the elements as one speaks to elders: politely, and expecting to be ignored half the time. The Tidecallers heal with water and with patience. The Stormcallers call lightning, and the greatest of them, under High Stormcaller Veyra, have held the veil of storms over the Stormreach for nine hundred years. The Earthwardens take the strength of the stone into their own bodies and stand like a mountain, and beat the War Drums so that the whole guild fights to the rhythm of the earth.

Mages

The magisters of the Highcrest Athenaeum keep the arcane arts that Vel'Thuran codified in the first volume of his great treatise, and they are very careful never to read the second. The Pyromancers call fire, and are watched closely by the city watch. The Cryomancers call frost, and their halls in the Athenaeum are the only ones that are pleasant in summer. The Chronomancers bend time itself, rewinding a wound before it lands, and are the only mages who heal; it is said that every Chronomancer has, at least once, lived through a day twice by accident, and that most of them did not enjoy it the second time. Every magister knows the old jest of the Athenaeum, Sheepify, and has used it on an enemy, and almost certainly on a colleague.

Rogues

There is no guild of thieves in Highcrest, and you will be told so firmly by anyone who belongs to it. The rogues of Aetheria are its knives in the dark, its scouts and its poisoners, and since the Charter of Banners they have found that the old enemies pay better than the city’s purses, and complain less. The Poisoners know every herb in the Ashfen. The Nightblades step out of shadows that should not be large enough to hold them. The Swashbucklers learned their trade on the decks of the Saltwind smugglers and fight in the front rank, laughing, and are almost impossible to hit, which they find very funny and everyone else less so. All rogues are masters of Borrowed Blame: of passing the anger of a great beast on to somebody else.

Rangers

The rangers kept the Ravenhold March alongside Lord Varric, in the years when he was still alive, and walked the borders of Whisperwood when the wood was at its worst. They are hunters and trackers and keepers of beasts, and every one of them has, somewhere, a companion who is better company than most people. The Sharpshooters can put an arrow through a raven’s eye at two hundred paces. The Houndmasters hunt with a great hound at their side. The Beastwardens fight in the front rank with their beasts beside them, and when the need is great they give the Pack Call, and every beast in earshot answers.

Necromancers

Necromancy was a curse until the Unquiet made it a craft. In the years after the Grey Tithe their scholars learned how the Lich-Captain raised the dead, and then learned how to raise bone without enslaving the soul that had worn it: an empty skeleton, they say, is no more a person than an empty coat. The Bonewardens wrap themselves in armour of bone and stand in the way of things, as the Unquiet stood at the Leechwater. The Gravetenders heal by draining the life of enemies into friends. The Swarmcallers raise a small army of the willing dead at a word. The elves will not have them in Whisperwood, and the Church watches them closely, and the guilds recruit them as fast as they can. Every necromancer knows the art the Unquiet call Borrowed Time: to hold a dying friend on this side of the door a little longer, as they themselves were held.

Bards

The bards say that the world was made by a song, and that there is a little of the Kindlers’ Song still in every true note: and since the world was in fact made by a song, the scholars of the Athenaeum have never been able to tell them they are wrong. The Balladeers sing the wounded whole. The Skalds beat the drum in the front rank and sing the battle-chants of the minotaur heaths. The Hecklers stand at the back and insult the enemy so precisely and so personally that it lowers its guard out of sheer offence. Every bard knows the Encore, the art of playing again what has just been played, so that a great deed may be done twice.

Tinkers

The tinkers are the gnomes’ gift to the guilds, and also the gnomes’ warning to them. They build what they need on the field: suits of walking iron, turrets on tripods, drones that fly about patching people up. The Mechanauts fight inside their machines. The Turretsmiths set up their guns and stand behind them. The Sparkmedics send out little mender drones on whirring wings. Every tinker carries a Mana Battery for the guild’s spellcasters, and every tinker will tell you it is perfectly safe, and every tinker stands a little further back when it is used.

Hexers

Hexcraft came out of the troll isles and the bog-villages of the Ashfen, where it was the art of the wise-woman and the witch-doctor: of the doll and the pin, the bad eye and the knotted string. The Malisons lay curses that rot an enemy from within. The Poppetwrights heal by voodoo, with a little doll of each friend kept in the pocket, and woe to the friend whose doll is dropped. The Hexblades curse their own blades and finish what others start. All hexers know how to lay a Jinx, and all hexers will tell you that they do not believe in luck, while knocking on wood.

Corsairs

The corsairs are the fighting crews of the Corsair Reaches, pirate and privateer and Navy alike, and they do not sign on with a guild that has never put to sea. Once a guild has sailed, they come. The Quartermasters keep the deck and stand in the front of a boarding fight with a cutlass and a ledger. The Surgeons patch the crew up between broadsides with needle, rum and an absolute lack of sentiment. The Gunslingers carry pistols, a great many of them, and are the reason the elves of Whisperwood have begun to write to the Crown about the noise.