Learn more about the Pathfinder Roleplaying Game at paizo.com.The warmage is a special breed of martial artist, one who approaches combat from the opposite direction to combat techniques: by developing the power of the mind as the base to guide the body.

Warmages study as wizards, but apply their knowledge to battle. Not to be confused with practitioners of the Evocation School, warmages approach combat as a tactical challenge, not as a chance to make things explode. They are not afraid to enter combat as their training has prepared them to face enemies up close, weaving a complex network of arcane energy around them and their weapon.

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Pathfinder: the Roleplaying GameDestiny is important in Nahast; it is part of the Ollin, pointing at the direction of its eternal turning. Most people are caught in the coming and going of fate, content to lead their lives from birth to death and back into the Wheel; this predictability allows augurs and astrologers to chart and forecast an individual’s life with a varying degree of accuracy. However, destiny is forged by the dictates of the rulers of the Age, unwitting as this may be. Some exceptional individuals realize this deep inside, and with their actions they change the direction of fate, and write their own paths in the Wheel. These extraordinary individuals are celebrated in legend as heroes.

Heroes in Nahast are the owners of their own fate; the stars might hint at their future and reveal their past, but in the end it is them who have the final word on their own path in life. This, in game terms, is reflected in the twin mechanics of Destiny Traits and Fate points.

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Elves call themselves “Prahja” in their own language, and make the distinction of which different tribe of elves they are by adding the name honoring their founder. In this case, the mythic seafarer Virya gave birth to the Prahja-Viryuni.

This elven tribe separated from their brethren when they reached the shores and sailed into the sea. Called ‘sea elves’ by other races, they are often confused with the legends about merfolk and aquatic elves, when in reality they are just excellent sailors. Where the woodstriding Maehvindra elves feel a kinship to the land and its animals, the Viryuni feel the same with the tides and the creatures of the ocean. They have a series of settlements in an archipelago off the eastern coast of the main continent, united in a very loose organization. Viryuni ships are the fastest and most maneuverable to sail the seas and even seem to move by their own accord. As excellent navigators that they are, these elves trade with almost all of the coastal nations, exchanging information as well as merchandise. Some Viryuni are pirates, and it takes another Viryuni to catch them.

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Martial artists are an unusual type of warrior in that they approach warfare as an art and a discipline, not merely a job. Unlike a monk, who seeks enlightenment in life through his harsh training, a martial artist works hard for the sole purpose of being the best. This way of personal excellence stands between the monk’s spirituality and the fighter’s pragmatism, guiding the martial artist to hone his body and his mind,
then sharpen his skills and knowledge and, through such understanding, become the deadliest weapon in the land.

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