Path of the Wanderer
Grafter—ultimate physician and builder of prosthetics, who embraces the notion of mortal perfection achieved by replacement of that which is weak, in body or in society, by artificial or non-humanoid as needed. Exemplar of adaptability for survival.
Harbinger—the prophet of the Gods, who are in the main distant but who approach. Exemplar of faith and tradition for survival.
Lord of Horns and Teeth—half-man, partisan of the animalians, ruler of the wilds. Exemplar of embracing the best of the world in order to survive, be it the wings of a dragon or the teeth of a crocodile.
Mistress of Sleights—ancient trickster with endless minor magical tricks and gimmicks. Examplar of evasion, insignifigance and distraction for survival.
Shatterer, also called Breaker—Half-demonic woman who shatters worlds, damaging them and creating voids out of which her destruction spreads. She has no survival focus: it is her wish to die, and take all else with her. Failed student of the last Archmage; or, alternately, most successful student of an Archmage ever.
Tinsmith—creator of automatons, gives them intelligence and makes them live in societies she’s dreamt up. Exemplar of memory and recording as a substitute for survival; she does not anticipate Amur enduring, but believes something can be left behind for a distant future.
Young Queen—patron of all the world’s civilizations, breeder of human and animal lines, denies the worth of constructs and prosthetics, but not violently. In time will become (and has been) the Old Queen, who will practice violence to preserve her prerogatives. Exemplar of organization and unity as a means to survival.