Qualifying for Titles
All Titles at Frontier Dawn follow a few specific requirements. First, a character must have 10 insight before qualifying for any Title. Secondly, that character must have submitted a Character Backstory Submission Form. Together, these requirements help staff to best understand your characters goals and determination while qualifying for the various Title requirements. Upon qualifying
for a specific Title to the satisfaction of staff, opportunities will be granted for the character to earn the Title in question. Whether this takes
the form a teacher with a mission, a series of quests, etc., you will earn the abilities of the Title in game.

Progressing through Titles:
The majority of Titles have a passive benefit, and several skills to earn on them. When you first officially earn a
Title, you immediately gain the Passive Benefits of the Title, as well as the Apprentice Skill of the Title, which represent a skill which every
member of the Title can use as part of their theme and basic training. From then on, a player can only purchace one skill from their Title (using
build as normal) per event that their “teacher” spends with them. A player cannot learn new skills from their Title without their teacher.
Below, the Titles are divided between their majority attribute requirements for you convenience.

Body Titles

Defensive combatant who excels at close range protection of others. Intercept or Got
Your Back (Insight 3 Body)
Tenacious (Insight 8, Body)

Brutal combatant who echews weapons to disable his foes with his bare hands.
Captive (Insight 3, Body)
Sound Body 3 (Insight 6, Body)

Offensive combatant who has intimidating skill wielding two handed weapons.
Intimidating (Insight 7, Body)
Dire Strike (Insight 5, Body)

Master of a two handed dueling style originating in imperial Yomi, the Samurai can
cut foes down with clean, swift strikes.
Sever Limb (Insight 7, Body)
Reflect (Insight 5, Body)

Trained light infantry trained in Durgheim, the Sturmjaeger specialize in special
tactics such as sabotage, and hit & run attacks.
Break Limb (Insight 5, Body)
Flurry (Insight 5, Body)
RP: Kingdom of Durgheim

Unseen Blade
Master of stealth who focuses on disabling the foe before delivering the final strike.
Tumble (Insight 4, Common)
Eye Gouge (Insight 7, Body)

Weapon Master
Versatile combat who can keep foes off balance under a swift barrage of attacks.
Broadside (Insight 7, Body)
Redirect (Insight 5, Body)

Sharpshooter Archer
A specialist who masters ranged techniques and trick shots with projectiles. Point Blank
(Insight 7, Body)
Quick Shot (Insight 3, Body)

Hybrid warrior magi trained by Valsan who neutralize users of dark magic. Reflect
(Insight 5, Body)
Sourcegaze (Insight 4, Mind)
Silence (Insight 5, Mind)

Road Watcher
A warrior-guardian of Trance, known for being beacons of hope to weary wanderers
who find their way to the road-shrines of the God of Travel.
Reflect (Insight 5, Body)
Cure Light Wound (Insight 3, Spirit)
RP: Consistent RP Emulating the tenets of Trance

Alchemically altered warriors from Draioch who specialize in team hunting tactics.
Kingdom: Draioch
Detect Hidden (Insight 3, Body)
Redirect (Insight 5, Body)

Mind Titles

Blood source user who masters their own blood to release devestating effects. Draining
Strike (Insight 3, Mind)
Transfusion (Insight 7, Mind)

Sanguine Knight
Once mastering the Source of Blood, a Sanguimancer often trains their physical
body along with their mind, learning to arm and armor themselve in crimson magic.
Mastered “Sanguimancer”
Embolism (Insight 9, Mind)
Sound Body 2 (Insight 4, Body)

Shadow source users who manipulate the dark to frighten or entangle their foes. Shadow
Vanish (Insight 3, Mind)
Move in Shadow (Insight 7, Mind)

Umbral Terror
A master of the Source of Shadow, the Umbral Terror learns to better channel the
power of darkness and fear, driving his foes mad with terror.
Mastered “Umbramancer”
Enshroud (Insight 9, Mind)
Practice 2 (Insight 4, Body)

Fire source user who gains empowered fire magics by focusing on burning an enemy. Fire
Burst (Insight 3, Mind)
Scorched Limb (Insight 7, Mind)

Channeling their mastery of fire and earth, a Magmamancer can control and shape
magma, using it to impede and incinerate his foes.
Mastered “Pyromancer”
Mastered “Terramancer”

Summoning the power of ice and lightning, a Tempemancer wills the tempest into
being, freezing his foes before pummeling them with hurricane winds.
Mastered “Astrapomancer”
Mastered “Cryomancer”

Mysterious hedge-magi who mingle Blood magic with the essence of Primal magic,
using it to empower themselves and curse their foes.
Mastered “Sanguimancer”
Blood Bite (Insight 5, Mind)
Thorns (Inight 3, Spirit)

Ice source user who specialize in slowing their enemies to a frozen crawl. Ice Block
(Insight 3, Mind)
On Thin Ice (Insight 7, Mind)

Earth source user who specialize in defensive magics and manipulating earth. Boulder
(Insight 3, Mind)
Encase In Earth (Insight 7, Mind)

Lightning source user who master swift movements and blinding their foes. Conducting
Rod (Insight 3, Mind)
Chain Lightning (Insight 7 Mind)

Spirit Titles

Initiate of the Ashen Leaf
Humble worshippers of Solace or Trance, who defend hearth and community Riposte
(Insight 5, Body)
Sense Life (Insight 1, Spirit)
RP: Consistent RP emulating the tenets of Solace
or Trance

Eldritch Centurion
An armored warrior of the Raven God who is gifted with limited precognition, able
to avoid the strikes of his foes through knowledge of the future.
Turn Vile (Insight 5, Spirit)
Detect Hidden (Insight 3, Body)
RP: Consistent RP emulating the tenets of Wry

Druid of the Forest
A Druid Initiate who decides to focus their talents on the teaching of Solace, and
the resilience of flora.
Mastered “Druid Initiate”
Holy Defense (Insight 9, Spirit)

Druid of the Beast
A Druid Initiate who decides to focus their talents on the teachings of Stalk, and the
strength of fauna.
Mastered “Druid Initiate”
Manifest Beast (Insight 9, Spirit)

Keeper of the Shroud
These high priests of Finis master the spells required to safe gaurd the dead, and
are rumored to be able to stave off death itself.
Mastered “Fategaurd”
Rebuke (Insight 10, Spirit)

The Tenacious
Priests of Pith who fight side by side with those they gift with the blessings of
the God Strength.
Concentration (Insight 6, Spirit)
Righteous Stand (Insight 5, Spirit)
RP: Consistent RP emulating the tenets of Pith

Swift warriors of Fleet, who channel the storm to defend beauty and innocence. Flurry
(Insight 5, Body)
Radiant Smite (Insight 3, Spirit)
RP: Consistent RP emulating the tenets of Fleet

Prophetic disciple of Wry
Prophetic disciples of Wry who are taught to find and seal away dangerous magics. Sense
Vile (Insight 2, Spirit)
Ethereal Countenance (Insight 5, Spirit)
Sense Magic (Insight 2, Mind)
RP: Consistent RP emulating the tenets of Wry

Druid Initiate Primal
Source users who begin to master their communion with nature. Germinate (Insight 4, Spirit)
Animal Nature (Insight 7, Spirit)
RP: Defending the purity of Nature

Road Priest
Devout of Trance who defend the bonds of fellowship, and those who wander. Cure Light
Wounds (Insight 3, Spirit)
Concentration (Insight 4, Spirit)
Sound Body (Insight 2, Body)
RP: Consistent RP emulating the tenets of Trance

Initiate of the Wild Hunt
Disciples of Stalk who honor the Cycle, and spirit of the Wild Hunt. Nature’s Eyes
(Insight 2, Spirit)
RP: Consistent RP emulating the tenets of Stalk
Exposure to the Spirit of the Wild Hunt

Armed disciples of Writ who seek to protect the innocent, and topple tyrants. Smite
(Insight 3, Spirit)
Excommunicate (Inight 6, Spirit)
RP: Consistent RP emulating the tenets of Writ

Devoted priests of Finis who defend the living from the horrors of the undead. Radiant
Smite (Insight 3, Spirit)
Purge (Insight 7, Spirit)
RP: Consistent RP emulating the tenets of Finis

Aegis of Pith
Philanthropic defenders of the innocent, sworn to defend the weak at any cost. Keeping
The Peace (Insight 5, Spirit)
Intercept (Insight 3, Body)
RP: Consistent RP emulating the tenets of Pith

Unnamed Disciples of Brume
Some hidden worshipers of Brume must exist, though no one can prove they do… Smite (Insight 3, Spirit)
Blend In (Insight 6, Common) or Shadow Vanish
(Insight 3, Mind)
RP: Consistent RP emulating the tenets of Brume

Swords of Ire
Intense warriors of Ire who can wield their namesake blades of Fire or Ice. Judgement
(Insight 7, Spirit)
Turn Vile (Insight 5, Spirit)
RP: Consistent RP emulating the tenets of Ire

Sunfury Sword
A Sword of Ire who masters their fiery blade and purifies the enemy in its heat.
Mastered “Sword of Ire”
Seasonal Affinity “Summer”
Empyreal Focus (Insight 10, Spirit)

Moonfrost Sword
A Sword of Ire who masters their frozen blade and cleanses the unclean with its ice.
Mastered “Sword of Ire”
Seasonal Affinity “Winter”
Empyreal Focus (Insight 10, Spirit)

Cor Auri (Golden Heart)
A Wishling dedicated to Ire, who uses their elemental talents to cleanse unclean
monsters from the world in Ire’s name.
Race: Wishling
Fired Up (Insight 7, Mind)
On Thin Ice (Insight 7, Mind)

Bleak Gatherer
The favored of Dolor, who are expert healers of both mind and body. Cure Light Wounds
(Insight 3, Spirit)
Make Whole (Insight 7, Spirit)
RP: Consistent RP emulating the tenets of Dolor

Hand of the Martyr
The truly blessed of Dolor, these clerics can heal grievous wounds in an instant,
and uplift the spirits of even the most broken soul.
Mastered “Grey Guard” or “Bleak Gatherer”
Miraculous Resplendence (Insight 10, Spirit)

Joyous priests of Fleet who preach on the battlefield to ensure victory and oppose
the vile.
Healing Arc (Insight 5, Spirit)
Concentration (Insight 6, Spirit)
RP: Consistent RP emulating the tenets of Fleet

Agent of the Trickster
Mischief makers of Puck, who master the random and inflict it on their foes.
Quake (Insight 3, Common)
Intuition (Insight 6, Common)
RP: Consistent RP emulating the tenets of Puck

Seeker of the Song
Sonus users who interpret a mystical song that seems to surround them.
Choir (Insight 8, Spirit)
Sour Note (Insight 3, Spirit)
RP: Curiosity into the harmony that surrounds you.

Common Titles

Individuals who can talk their way out of (or into) seemingly any situation. Share a
Drink (Insight 6, Common)
Filibuster (Insight 8, Common)
RP: Consistent and clever use of diplomacy or

Crafting Titles


Ritualists who have reached a pinnacle of finesse in their art, the Prismatist can perform impressive alterations of lesser rituals that can protect themselves and their allies, and even suppress the magical abilities of rival Mind users.

Skill: Enchant (Path of the Syphon) (Ritualist, Insight 2)
Skill: Major Source (Ritualist, Insight 7)


Alchemy is an art form as well as a science, and Apothecaries are considered professionals among healers and poisoners alike. Having the ability to create powerful elixirs, Apothecaries know the secrets of bypassing the limits of normal potions, risking dangerous side effects in the process.

Skill: Alchemical Resilience 1 (Alchemist, Insight 3)
Skill: Distil (Alchemist, Insight 5)


Outfitters of vast experience, an Artisan has begun to experiment with unusual materials, resulting in powerful combinations gear. Quick and learned in their craft, Artisans can quickly arm a group of people with masterwork quality gear.

Skill: Fiber Blend (Outfitter, Insight 5)
Skill: Field Repair (Outfitter, Insight 7)

Racial Titles

A note on Racial Titles: The following Titles are hidden, until they are unlocked in game. All of the following Titles are entirely RP based,
and will be unlocked based on both the actions of the players, and the events that unfold in game. When you unlock a Racial Title, you
immediately gain access to both of your Racial Skills (see FD Rulebook), and the entirety of the Racial Title in question, without cost.
Racial Titles often involve the addition of a prop or make-up to a character, as these all involve some sort of powerful change in your
abilities, which will be revealed as the Title is unlocked.

(Wyrmkin) Hidden
(Orc) Hidden
(Therian) Hidden
(Dwarf) Hidden
(Human) Hidden
(Wishling) Hidden
(Djinn) Hidden
(Obake) Hidden
(Fae) Hidden
(Alfar) Hidden
(Bobbin) Hidden