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Archetypes

Orders and Archetypes
While any Archetype can find themselves in any of the Syradonian Orders for a variety of reasons some are far more likely to be found in certain orders than others. The Archetypes as described below are where they are commonly found to give some direction as to how those two sections of the nation interact. 

Apostles

Paladins who cloak themselves in darkness and descend on the enemies of Syradonia with shock and awe tactics. The nation is backed into a corner and the Apostles will not allow it to fall even if they have to resort to more unfavourable means of warfare.Apostles do not spend lives cheaply but know that there is always the risk they may need to spend them. Clad in heavy armour, their faith, and well equipped by the Orders, Apostles are proud defenders of their nation and often expected to devote themselves to their lifestyle although there is no shame in other paths and older Apostles are revered for their experience.
Apostles are common to both the Order of War and Faith although sometimes they work with the other Orders on permanent retainer. 

Tyrians

Those who venture from the underground to the wider world navigating the hostile terrain, newly developed threats from the corruption and the politics and businesses of other nations to procure anything and everything that could benefit their home. The Tyrians are the backbone of the Syradonian economy as simply producing is not enough. They have needs beyond what their home can provide and they must trade with others.
Tyrians can work at various levels, with some overseeing enormous trade deals at a societal level, to others simply overseeing distribution within a few Domii. The spirit is the same regardless and they will always be aiming to find new deals that may benefit their community.
Tyrians are overwhelmingly from the Order of Luxury, however occasionally appear as specialists in other Orders.

Hewers

Protecting the tunnels requires a skill all of its own in Syradonia and the Hewers are responsible for it. Being far more maneuverable than most and able to scout out new sections, they are the people first into new tunnel sections checking for issues and occasionally monsters in the dark.
They also act as scouts within the armies of Syradonia and are accustomed to working in smaller groups in the dark spaces with few allies. They thrive in terrain they can use to their advantage and learn very quickly how to turn anything against their enemies. They will often be consulted on expeditions and often work in conjunction with Oracle wielding Sagus, providing a healthy dose of reality and pragmatism to help make plans amongst the visions.
Hewers are primarily from the Order of War or Stewardship.

Ferrum 

The blacksmiths of the nation. Weavers of the forge domain and Enchanters are the most common skillsets for a Ferrum although none are shunned for taking other routes. If anything, experimentation and exploration are encouraged to find new solutions to old problems in the underground.
Enchanting and crafting are the lifeblood of Syradonia’s economy alongside their rare material exports and the Ferrum are responsible for large amounts of it. While anyone can become Venerati it is the end goal for most Ferrum to contribute or revolutionize some sort of permanent increase in living standards for Syradonia.
Ferrum are predominantly found in the Order of Stewardship but their skills are commonly required across Syradonia and some specialise with the other Orders. 

Sacrists

Doctors of the flesh and spirit, Sacrists are community advisors within a larger Domus or spread across a few Domii to heal the body, soothe the soul and sharpen the mind.
Healers are vital in an enclosed environment and Sacrists aim to keep watch on their community and solve problems before they become problems – whether this is an outbreak of illness or a hot headed youth chafing against the rules.
A good leader will seek out the counsel of a Sacrist to test their thoughts and gain clarity on their plans. Some are viewed as being contrarian for the sake of it but many are revered for their willingness to stand to the powerful and make them think about their actions.
Sacrists are mostly from the Order of Faith, with the second most common being the Order of Stewardship. Some work with the other Orders to help them with healing the mind, body and soul, but a Sacrist’s primary responsibility is to a Domus.

Beacons

Syradonia is a nation of Faith and the Beacons are those who exalt the Gods to the people. They help to keep people’s faith in the Gods and remind them of the gifts that have been granted. They will be dedicated to a God they focus on but most have some general knowledge about several of the Gods. The Beacons know that just because you have Faith in your government doesn’t mean the people believe and they are the ones who make sure that belief stays alive rather than become just part of the background.
Some Beacons are filled with fervour and take the battlefield alongside Apostles but some prefer to simply uplift the faith in their own communities and buoy the spirit.
Beacons are near exclusively members of the Order of Faith but may be in other groups for a variety of reasons.

Sagus

Excavation and architecture are needed in any city but when the city is underground this presents unique challenges. An issue with excavation may not result in simply a poorly built Domus but a section of a district could collapse. Even worse, during new excavations with limited knowledge they need to know what they may be tunneling into. The Sagus are responsible for mapping new areas, carrying out a variety of surveys, testing the ground and generally building sections of the city from the smallest Domus to entire new Caverns. They use a variety of tools and magic, primarily drawn from the Oracle and Earth Spheres, to do this.
The Sagus are mostly found in the Order of Stewardship as architects or the Order of Luxury as explorers, archeologists and sometimes consultants on trade or other nations.

Venerati

While Venerati are an important part of Syradonian culture and it may be possible to meet one and even possibly become one at some point in play they are not designed to be an archetype selectable by a player in the same way as other Archetypes. Becoming a Venerati is an end goal that may occur during the plot of the game as opposed to a common archetype that represents many people in a nation.

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