The Callings and Their Mentors
Twelve classes, twelve mentors, eight chapters each: the story of every road, told by the one who walks it.
Letters, briefs and reports can be shown with their own typography. Automatic keeps that only while none of your settings above ask otherwise.
Everything the game knows, written down: commands and systems, the places in the world, and what there is to do in them.
Twelve classes, twelve mentors, eight chapters each: the story of every road, told by the one who walks it.
Human, Dwarf, Highlander, Seafarer, Fey: who you are said to be, and two curses worn over it.
Vampire and werewolf: earned by the twice-reborn, worn as a curse, renounced only where nothing points.
Two curses walk Eldermere, and both are older than the treaty.