This is a very small list of specific headers, our game is full of dozens more that can be discovered. Many headers have very diverse paths and the descriptions here are designed to point you in a direction, so you can discover the path on your own.
Bards: Storytellers, musicians, and masters of magic that comes from song. A bard’s voice can cripple enemies–or bolster allies–and they are never short of a bit of knowledge or a flash of coin.
Knights: Powerful warriors who devote themselves to a nation or lord, the Knight embodies a virtue or particular code of honor and fights with a mastery of powerful combat skills.
Paladins: Warriors who meld strength, weapon skill, and a dash of magic, the Paladin devotes himself to an organization, a belief, or a calling, and upholds it against any odds.
Blademasters: There are blademaster temples across Terra, each one specializing in a specific approach to bladed weapons–but no matter the temple, blademasters embody versatility and mobility.
Physicians: Some shaman choose to focus on their healing arts, setting aside undue concern for higher powers and concentrating on tending to the wounded and the ailing. Physicians are the unparalleled masters of healing, purification, and tending.
Librarians: Librarians are the scholars who seek to rebuild and honor the Great Library, gathering and recording new knowledge and always looking to learn more. Once accepted into the ranks of the Librarians, there are many ways to specialize and aid the Great Library’s growth.
Rangers: The rangers are woodland guardians and guides who seek to maintain the balance between community growth and natural splendor. They are masters of the bow and possess powerful nature-based magic, but they are best described as “prepared for anything.”
Druids: Shamans who draw their power from the natural world sacrifice a closer connection to the Cycle and learn to channel the power of nature through their bodies. While they don’t transform into animals like Therians or those cursed with Zoanthropy, Druids do learn to change their form to mirror various aspects of the natural world.
Dreamwalker: Dreamwalkers are not solely Boreni, and they are not powerless in the material world — far from it, they bring a mastery of dreams and nightmares into the waking hours.
Servants of Death: There are well known Cornelian Knights who uphold the Cycle and the commands of Death against the ever-present threat of Undead and the Void, but there are other, less well known orders who follow Death through stealth or powerful magic.
Crafters: In a world as magic-rich as Terra, even the natural products of the land possess much power. There are those who craft scrolls, those who mix herbs, those who perform powerful rituals, those who manipulate gems, and those who smith armor and weapons. Each is a massive discipline that can take years to master–but offers many rewards along the way.
Hunters: For each dangerous and powerful creature that roams Terra, there is a sect of warriors devoted to their destruction. Hunters are not close knit, but a master can teach an apprentice techniques specially honed to deal with a specific foe.
Powerful Spellcasters: There are many paths for an aspiring mage. There are many strange schools of magic that can be unlocked, but there are also the simpler, though no less powerful, paths of the spell-striker, area-of-effect caster, and defensive specialist. Psychics and Shaman have equally diverse potential, but their progressions are much more closely tied to personal beliefs.
Powerful Warriors: There are many disciplines that can be taught to an aspiring warrior. Whether you specialize in finesse, durability, or ferocity, there are trainers who can teach you paths based on your base header, your chosen weapon style, or your philosophical approach to fighting.
Powerful Subversives: There are many paths for the assassin, rogue, and spy. Some subversives focus on traps, others become Spymasters, Networkers, or Deep Cover Agents. Some would say the most terrifying subversive paths are the Master Assassin, Poison Master, and Umbral Blade. Some who desire more mobility prefer to learn the merging of magic and cunning offered by the teleporting Beguilers or the additional combat capabilities provided by the Scout.
There are rumors of individuals whom have sold themselves unto the Void and the Demons within and have gained nigh-unrivaled power; however, talking about such things is taboo in almost every culture.