Playable Characters
Playable characters
Choose your character. Build your playstyle around their strengths, adapt to their weaknesses, and decide how you survive Tidefall.
Playable CharactersGral The Mountain
Playable characters
Gral The Mountain HALF-ORC BARBARIAN A massive, scarred Half-Orc who has survived many years of violence and hardship. Once a guard aboard a merchant ship called Dauntless, Gral was shipwrecked on Tidefall when unnatural Storm winds drove the crew mad and tore the vessel apart. He survived, but not unchanged. With his giant frame, tusks, and severe gaze, Gral carries a natural presence that intimidates others. “The rage is always there, lurking under my skin. The beast wants out. Someday the chains will snap. I hope that a worthy challenger stands before me when they do.”
A towering figure, hails from the mountain villages of the north where strength and endurance are prized above all. Born to half-orc parents, at the remarkable age of 13 he lifted the Kharnak Stone, becoming the youngest chosen man in his tribe. By 16 he could raise the colossal slab of granite high over his head with ease, earning him his mighty name and leading to whispered rumours he was descended from giants.
In combat, he is ferocious and wild. Prone to the red rage, a bloody berserker wrath that is common among his people. He fights to control that rage and exercise the beast inside.
Finding no man remaining to challenge him in combat, Gral left the isolated community of the peaks beginning an endless pilgrimage to prove himself as the strongest warrior in the land. The ship he was on was sucked into the Storm and he found himself shipwrecked on the coast of Tidefall, a new land of challenges. EBSTONE Might 9 Dexterity 4 Intellect 4 Charisma 3 MELEE COMBAT GREAT WEAPONS INTIMIDATION Endurance You pace yourself well during long marches and recover your breath quickly after a sprint. You can push through a long, tiring day without slowing down. Violence You are used to the noise and chaos of a brawl. You do not freeze when a weapon is drawn, allowing you to react with steady, practiced aggression. Brawn You have a naturally solid frame and decent muscle definition. You are comfortable lifting heavy crates, moving furniture, and holding your ground against a push. Unstoppable When Gral's blood pumps and rage takes over, your body acts on pure, lethal instinct.
You enter the fray with explosive, terrifying momentum, breaking through enemy lines and shrugging off the damage that slows down ordinary fighters. Stealth You tend to scuff your heels, rustle your gear, or step on loose floorboards. Even when trying to be quiet, you find it difficult to move without drawing a bit of attention. Charm You struggle to make a good first impression. Your jokes tend to fall flat, or your mannerisms unnerve people, making it harder for others to warm up to you. Deception Your face or voice gives you away whenever you try to stretch the truth. You get fidgety or hesitate, making it obvious to others when you are being dishonest or hiding something. Rage Blind Gral's anger is a double-edged sword that completely consumes his reasoning.
Once your battle fury is unleashed, your discipline crumbles entirely, leaving you blind to tactical traps, unable to prioritize threats, and easily tricked by a clever foe.
Gral The MountainCalas of Wynn
Playable characters
Calas of Wynn HUMAN RANGER A quiet, weathered Ranger shaped by exile, wilderness, and loss. Once a refugee of warring nations, Calas found purpose among the forest tribes of Mairfrith, training their hunters and living as one of their own. When a strange crawling fog left the tribe pale, bloodless, and dead, he burned their bodies and set out in search of its source. Wary of strangers and more at ease beneath open skies than tavern roofs, Calas follows the trail to Tidefall, where the eternal Storm may hold the answers he seeks. “That fog took over a hundred of my kin. If it breathes from Tidefall, I’ll find the source. I will not stop until this curse is broken.”
Calas of Wynn always preferred the solitude of the wild. A refugee of warring nations, he grew up wary of strangers and devoted himself to nature’s balance. But when he stumbled upon a lost youth from the coastal Mairfrith people and guided them safely back to their elders, the grateful clan invited him to share their hearth. They took him in as one of their own, and four years later, life alone on the trail seemed little more than a distant memory. That all changed the morning the fog crawled in.
Calas spotted the anomaly from the hills, a dark creeping sea fog, but by the time he returned it was too late. He had seen the horrific aftermath of battlefield plagues as a child, but this was different, something unnatural. The villagers were completely pale and bloodless, yet none bore any marks of violence or disease.
He cremated the tribe and set out in search of answers. Priests and scholars offered prayer and platitudes, but portside gossip gave him direction. Sailors spoke of an island engulfed in a perpetual storm, a tempest that was breathing this unnatural darkness across the sea. With no other answers on his horizon, he bought passage on a schooner heading east towards Tidefall, sailing straight into the heart of the gale. EBSTONE Might 5 Dexterity 7 Intellect 4 Charisma 4 ARCHERY HUNTING CRAFTING Stealth You naturally pick paths that minimize noise, walking with a light tread. You know how to stay out of a person’s direct line of sight and blend into shadows or crowds. Wilderness You know how to read the weather, find clean water, and identify basic flora and fauna. The wilderness feels familiar to you, and you know how to stay safe in it. Constitution You rarely fall ill and have a reliable stomach. You can tolerate poor weather, camp rations, or mild bug bites better than the average person. Ghost Archer Having trained the hunters of the forest tribes, Calas' mastery over the bow is second to none.
Your hand is utterly flawless when drawing against game or foes, allowing you to track moving targets with extreme precision and loose arrows with deadly accuracy. Brawn You have a smaller or less muscular build. Carrying heavy packs strains your back quickly, and you find yourself easily outmatched in tests of raw physical strength. Charm You struggle to make a good first impression. Your jokes tend to fall flat, or your mannerisms unnerve people, making it harder for others to warm up to you. Reasoning You struggle to sort complex details or debate, taking a more to-the-point view. Intricate arguments easily overwhelm you, leaving you prone to frustration. Haunted Mind The memory of the crawling fog leaving his tribe pale, bloodless, and dead weighs heavily on Calas' psyche.
Your instincts are frequently compromised by paranoia and phantom visions of the fog, causing you to struggle picking out targets in smoke, mist or low visibility situations.
Calas of WynnEnyo Kaeluma
Playable characters
Enyo Kaeluma HUMAN FIGHTER A fallen noble and fugitive killer. Enyo of House Kaeluma survived a coup, exile, and the desert, only to be forged into a feared pit champion known as the "Duchess". But when she discovered her sister still lived, her vengeance was bloody. Hunted and chased across the sea, Enyo chose the Storm over capture. Now stranded on Tidefall, Enyo has only one purpose: find a way off the island and find the sister she thought was dead. Enyo, noble of House Kaeluma, fought to the last against the coup that shattered her family, but when a final act of defiance led to her sister’s death, she fled into the desert.
Starving and sun-blind, she mistook the banner of a grinning warlord for a vision of a god. The man was Baron Thale of the Drifts, and when his scouts dragged her before him, he took her in.
Consumed by grief, Enyo threw herself into his fighting pits. A skilled combatant, she rose quickly, becoming his prized champion, but when a challenger from her homeland revealed her sister lived and that Thale had known, a buried fury returned.
She confronted him. He denied it, but by dawn, she had the truth: her sister lived, somewhere in the northern kingdom of Thaedrun.
Enyo fled once more, leaving Thale’s corpse pinned to a mural of his own likeness. As enforcers chased her across the waves, she found herself caught between cannon fire and the Storm. With certain death all around her, she steered into the tempest.
Now stranded on Tidefall, she’ll do whatever it takes to find her sister.
“We lost, yes, but Kaeluma still stands, and if blades cannot break me… if the storm didn’t break me… what makes you think you will?” EBSTONE Might 7 Dexterity 6 Intellect 4 Charisma 3 MELEE COMBAT LIGHT WEAPONS ATHLETICS Resilience You shrug off minor bumps, bruises, and scrapes without much thought. Pain does not distract you easily, allowing you to keep your focus during physical hardships. Reflexes You are fast to react when something unexpected happens, like catching a falling cup or ducking out of the way of a sudden projectile. Your body moves before your mind fully processes the threat. Violence You are used to the noise and chaos of a brawl. You do not freeze when a weapon is drawn, allowing you to react with steady, practiced aggression. Pit Duelist Years in the fighting pits taught Enyo to read a single opponent with exceptional precision.
In a duel, she recognises patterns, controls distance, and punishes hesitation with ruthless efficiency. Subtlety You tend to speak your mind without a filter, often missing social nuances. You accidentally say the wrong thing at the wrong time, blurting out truths that cause unnecessary awkwardness. Reasoning You struggle to sort complex details or debate, taking a more to-the-point view. Intricate arguments easily overwhelm you, leaving you prone to frustration. Brawn You have a smaller or less muscular build. Carrying heavy packs strains your back quickly, and you find yourself easily outmatched in tests of raw physical strength. Undivided Attention Enyo's lethal focus narrows around the foe before her.
When enemies attack from several directions, flank her, or divide her attention, the instincts that made her a champion begin to work against her.
Enyo KaelumaMaelis Draven
Playable characters
Maelis Draven HUMAN SCOUNDREL Maelis' stolen youth and outlaw past are etched into her grim demeanour and sorrowful eyes. While unapologetically cruel to her enemies and calculating in her actions, her personal code means she never targets innocents. Hunting a lead connected to her past, she snuck aboard a merchant galley. When the Storm shattered the vessel against the cliffs of Tidefall, Maelis washed up onto the bleak sands with nothing but her wet clothes, hidden blades, and sheer grit. “You cannot fight what you cannot see. I live in the darkness, and no man escapes my blade.”
Maelis moves through the shadows with an unsettling, lethal grace. Born a minor noble, her youth was stolen when a trusted uncle slaughtered her parents to seize their estate. She escaped into the slums, only to be kidnapped by the Broken-Dolls, a ruthless guild that broke orphaned children through starvation and violence into emotionless assassins.
To their surprise, Maelis did not resist. She flourished. Hardening her heart, earning her captor’s trust and mastering the lethal arts with one goal in mind; to hunt her family’s conspirators. When a vital lead on her past finally surfaced, she executed the guild master in his sleep and fled into the night.
Maelis snuck aboard a merchant galley heading toward her Uncle’s estate, enduring weeks in the suffocating darkness of the cargo hold. Her journey ended in disaster when an unnatural storm caught the sails, sucking the ship in and shattering the hull against the cliffs of Tidefall. She washed up onto the bleak sands with nothing but wet clothes, hidden blades, and a drive to survive. EBSTONE Might 5 Dexterity 8 Intellect 5 Charisma 3 MELEE COMBAT FINESSE HUNTING Deception You can tell a white lie or conceal your true feelings without giving away any nervous tells. Your voice stays steady, and your expression remains perfectly natural. Stealth You naturally pick paths that minimize noise, walking with a light tread. You know how to stay out of a person’s direct line of sight and blend into shadows or crowds. Violence You are used to the noise and chaos of a brawl. You do not freeze when a weapon is drawn, allowing you to react with steady, practiced aggression. Dark Adept Years of surviving in hazardous alleyways and training under a clandestine order have granted Maelis a knack for forbidden dark arts.
You know where to time a strike with lethal, cold precision and completely exploit structural weaknesses in enemy armor before they can react. Influence You have a quiet, unassuming presence that is easily drowned out in a crowd. People frequently interrupt you or take charge of a situation right over your head. Brawn You have a smaller or less muscular build. Carrying heavy packs strains your back quickly, and you find yourself easily outmatched in tests of raw physical strength. Endurance You tire out faster than most during heavy exertion. A steep hill or a prolonged scuffle leaves you breathing heavily and needing a moment to catch your breath. Cruel Nature Maelis cannot resist making others feel powerless.
Violence becomes more painful than necessary, commands become humiliating, and acts of rescue or mercy often come with exploitation, threats, or a price.
Maelis DravenThalric Thistlewell
Playable characters
Thalric Thistlewell HALFBORN BARD A bard, gambler, and professional bad decision in search of his next great song. Thalric spent his life drifting from tavern to tavern with a lute on his back, ale in his belly, and trouble close behind. After a night of songs, dice, drink, kisses, and violence in Stumrode, he woke in the hold of a ship captured by the storm. Now washed ashore on Tidefall with a broken lute and a legendary hangover, Thalric is certain the island will inspire his greatest ballad yet. Thalric “Giltongue” Thistlewell was born with two gifts: music and mischief. From his father, he learned melody, and from his mother, drink. Whilst his cousins clanged iron in the forges of Achin, Thalric wandered tavern to tavern with a lute on his back and ale in hand, earning coin with song as quickly as he lost it with dice.
Years of roaming the same villages dulled Thalric’s inspiration, and as a poet in need of a fresh muse, he packed a kit and set off in search of adventure, which he found in the port city of Stumrode. After five songs, four barrels of mead, three games of dice, two kisses from a husband and wife, and a tavern brawl for the ages, Thalric awoke to the worst hangover of his life in the hold of a ship called the Delight. With no memory of boarding, he staggered topside just in time to see the storm wall pull them in.
As brave men screamed and wept, Thalric cackled and gave his best performance yet.
Now, washed ashore with a broken lute, he’s certain Tidefall will inspire his best ballad yet.
“The sea didn’t just take my ship, it took the last bottle of brandy I had left. Now that’s a real tragedy.” EBSTONE Might 3 Dexterity 6 Intellect 4 Charisma 8 PERFORM GAMBLING SPEECHCRAFT Charm You have a naturally pleasant demeanour that makes people feel comfortable around you. Strangers are willing to give you the benefit of the doubt and usually treat you kindly. Sleight-of-hand Your fingers are nimble and highly coordinated. You are good at hiding small objects in your palm, undoing tricky knots, or handling small tools without drawing suspicion. Persuasion You know how to state your case clearly and build a sensible argument. People listen to you because you sound reasonable and know how to appeal to their logic or interests. Rakish Fortune Even with a broken lute and a massive hangover, Thalric's chaotic, roguish charm makes him instantly magnetic.
You have a knack for turning hostile situations into drinking games, winning over complete strangers with a flash of a grin, and getting away with things that would get anyone else locked in chains. Violence You are uncomfortable with direct aggression and physical confrontation. The shock of violence catches you off guard, causing you to hesitate when you should be striking. Constitution You are prone to catching seasonal chills or feeling nauseous from strange food. Your system is sensitive, meaning bad water or harsh weather slows you down. Willpower Your focus breaks easily when you are stressed or tempted. You find it difficult to stick to a tough decision when faced with immediate comfort or heavy emotional pressure. Gambler's Vice Thalric is completely incapable of resisting a bad idea, a double-down bet, or immediate gratification.
Your mental discipline disintegrates the moment someone offers a high-stakes dare or a glittering temptation, forcing you to chase the thrill even when common sense screams at you to walk away.
Thalric ThistlewellLysandra Astrel
Playable characters
Lysandra Astrel ELFIN MAELWEAVER A brilliant and dangerous Maelweaver whose powers awoke after crossing through the Storm surrounding Tidefall. In the silence after the wreck, she awoke to find something else sharing the chambers of her mind: an old, dark presence from beyond the world. Whether it is a parasite, a patron, or a buried part of herself, Lysandra has begun to draw power from it. She believes she can master it. It may believe the same of her. “Power looks like control, but it’s fragile. You have to be smart, fan the flame, but if you break the illusion, you can flay them with the shreds of what they took for granted.”
Lysandra Astrel’s arcane abilities were realised when, as a teen, she awoke from a fever dream, retching a language not even elven scholars could decipher. Naturally, the Arcane Academy took an interest in her, taking her in out of fear rather than kindness.
Whilst others memorised incantations, Lysandra chased symbols she saw in her dreams, making a pact with unknown dark forces. When her experiments shattered a scrying mirror and revealed that the Academy’s dean was exploiting younger, more vulnerable students, she was accused of heresy and bound with a curse of silence. Exiled, she left the only world she’d known voiceless, severed from her power. Desperate to escape her pain, she boarded a vessel bound for an ancient forest to the west, but after encountering an unrelenting storm at sea, she awoke on Tidefall to discover that the curse had shattered, passing The Storm had unleashed her pact and restored her voice. EBSTONE Might 2 Dexterity 4 Intellect 8 Charisma 6 LORE MEDICINE FINESSE Perception You notice small changes in your environment, like a flickering shadow or a faint scraping noise. Your senses are naturally tuned to pick up on hidden details. Reasoning You easily spot patterns and connections that others miss. You can think through complex problems methodically and form sound conclusions based on facts. Willpower You possess strong mental grit and focus. You can block out distractions, resist temptations, and keep your composure when others are panicking around you. Echo of the Olderdark The entity or ancient power that woke within Lysandra on Tidefall carries an undeniable weight.
When you speak, your voice resonates with a subtle, unnatural authority that commands attention, making it easy to dominate conversations and force others to listen to you, even if they find you terrifying. Violence You are uncomfortable with direct aggression and physical confrontation. The shock of violence catches you off guard, causing you to hesitate when you should be striking. Brawn You have a smaller or less muscular build. Carrying heavy packs strains your back quickly, and you find yourself easily outmatched in tests of raw physical strength. Resilience You are quite sensitive to physical discomfort. Even a minor cut or a hard knock stings badly enough to break your concentration and make you double over. Unfaithful Power The presence inside Lysandra grants her frightening power as a Maelweaver, but it does not truly belong to her.
When she draws too deeply on the Nekra Mael, especially under stress, anger, fear, or haste, the spell may twist toward the desires of the thing within her instead of obeying her intent.
Lysandra AstrelFebeor Deglade
Playable characters
Febeor Deglade HUMAN NEKRAMANCER A bitter noble scholar with a sharp mind, weak body, and colder ambitions. Febeor Deglade was neglected by his parents and exiled by his brother. He turned to years of study among frauds and flatterers in the Scholarchy. Drawn by whispers of an island lost inside a Storm, he joined an expedition to Tidefall, seeking arcane knowledge and power. Now shipwrecked and alone, Febeor masks fear with contempt, determined to become the kind of man no one would dare dismiss again. After a violent supper quarrel sent Lady Delsa the Cunning into early labour, Febeor Claverry-Deglade was born after three agonising days. Delsa didn’t survive, and so, from the beginning, Febeor earned little affection. His father, Lord Claverry, enjoyed his widowerhood, and with two thriving elder sons, a sickly Febeor was often left in the shadows. Growing up with his head buried in books, Febeor shunned his family’s ire, finding solace in learning.
The scholarchy welcomed his intellect, and magic soon became more than theory. When Lord Claverry died, Febeor barely blinked, but when his eldest brother assumed the title, he purged the estate of its “parasites,” Febeor included. Banished with a modest sum and beset by frauds, Febeor’s exile turned him bitter, grey, and deeply mistrustful. Years later, and still ever-curious, whispers of a scholarly expedition to the storm-smothered “lost island” reached his ears, and Febeor couldn’t resist.
Now, shipwrecked and alone, Febeor masks terror with a noble’s cold detachment. Quiet and watchful, he aims to turn wit and learning into spell-slinging and return to the scholarchy a fear-inducing Nekramancer.
“It’s an intoxicating prospect, understanding the magics of this Island will be the greatest discovery of our time.” EBSTONE Might 3 Dexterity 4 Intellect 9 Charisma 4 DIPLOMACY LORE CRAFTING Willpower You possess strong mental grit and focus. You can block out distractions, resist temptations, and keep your composure when others are panicking around you. Reasoning You easily spot patterns and connections that others miss. You can think through complex problems methodically and form sound conclusions based on facts. Perception You notice small changes in your environment, like a flickering shadow or a faint scraping noise. Your senses are naturally tuned to pick up on hidden details. Calculating Years spent navigating aristocratic betrayals and dealing with sycophants have made Febeor's eyes incredibly sharp.
You instantly notice the smallest flaws, hidden agendas, or structural weaknesses in both people and objects, allowing you to exploit their vulnerabilities with cold, surgical precision. Agility You frequently lose your footing or trip over minor obstacles. Twisting paths or uneven ground make you unsteady, and you find it awkward to move your body through tight spaces. Endurance You tire out faster than most during heavy exertion. A steep hill or a prolonged scuffle leaves you breathing heavily and needing a moment to catch your breath. Charm You struggle to make a good first impression. Your jokes tend to fall flat, or your mannerisms unnerve people, making it harder for others to warm up to you. Sheltered Febeor's sheltered academic upbringing left him entirely unprepared for physical hardship.
Your muscles lack density, and your frame strains under the slightest physical exertion, causing you to quickly buckle when forced to lift heavy objects, break down doors, or hold your ground in a physical struggle.
Febeor DegladeJozef Valthan
Playable characters
Jozef Valthan HUMAN JUSTICAR A veteran of the far eastern reaches, Sir Jozef spent years fighting for noble houses who used elegant words to hide ugly truths, a political game he never cared to learn. Joseph prefers problems he can solve with a shield or a direct, honest talk. Bereft of almost all his worldly possessions due to the shipwreck, he travels not for glory, but to find a cause actually worthy of his sword. “The sea took my armor, but it didn’t take my honor. If there’s a fight worth fighting on this miserable rock, you’ll find my blade at the front of it.”
Sir Jozef spent years fighting in the far eastern reaches for noble houses who used elegant words to hide ugly truths. Disgusted by a political game he never cared to learn, he walked away to become a Justicar. A lone knight sworn to an unyielding creed.
Devoted to walking the path of the Divine Virtues, Jozef prefers problems he can solve with a heavy shield or direct, honest talk. Searching for purpose, he boarded a vessel bound on a cursed mission: to break through the unnatural storm cutting the once wealthy island of Tidefall off from the world.
The voyage ended in predictable catastrophe. Now stranded within the tempest and bereft of almost all his worldly possessions, the weary veteran travels inland. He seeks neither wealth nor glory, but a pure cause worthy of his sword. EBSTONE Might 7 Dexterity 4 Intellect 4 Charisma 5 MELEE COMBAT HARDINESS DIPLOMACY Willpower You possess strong mental grit and focus. You can block out distractions, resist temptations, and keep your composure when others are panicking around you. Violence You are used to the noise and chaos of a brawl. You do not freeze when a weapon is drawn, allowing you to react with steady, practiced aggression. Influence You carry yourself with a confidence that makes people naturally look to you for direction. When you take charge of a situation, others tend to follow your lead. Unbroken Jozef's shield is not just a tool; it is an extension of sheer determination.
Years of holding the line against treacherous foes have taught you how to anchor your frame, allowing you to shrug off bone-shattering blows and absorb kinetic impact that would crush lesser warriors. Subtlety You tend to speak your mind without a filter, often missing social nuances. You accidentally say the wrong thing at the wrong time, blurting out truths that cause unnecessary awkwardness. Reasoning You struggle to sort complex details or debate, taking a more to-the-point view. Intricate arguments easily overwhelm you, leaving you prone to frustration. Stealth You tend to scuff your heels, rustle your gear, or step on loose floorboards. Even when trying to be quiet, you find it difficult to move without drawing a bit of attention. Duty-Bound Despite his deep political cynicism, Jozef's internal code of honor remains an absolute shackle.
Your mental discipline completely shatters if you try to retreat from a threat, abandon an innocent, or leave a fallen comrade behind, forcing you to stay and fight even when common sense dictates you should run.
Jozef ValthanVriksa
Playable characters
Vriksa GORUK THIEF Vriksa was once the pride of her Clan, celebrated for clever tricks and daring heists. Drawn by the thrill, her scores grew ever more perilous, until she was undone attempting the unthinkable: stealing her chieftain's bone crown. Betrayed and caught in the act, she was bound to driftwood and thrown into the sea. When she next opened her eyes, Vriksa found herself stranded on a strange new shore: with the Storm raging behind her, she headed inland in search of opportunity. Vriksa was once the pride of her Goruk clan, celebrated for her clever tricks and daring heists. Drawn by the thrill of the chase, her scores grew ever more perilous, but as is so often the case, her ambition would be her undoing.
Under the cloak of night, she attempted the unthinkable: stealing her chieftain’s crown. Caught in the act, she was sentenced to death. Bound to splintered driftwood and thrown into the sea, Vriksa hacked at her bonds with a blade hidden in her boot as the waves threatened to pull her below.
Desperate and adrift, she spotted a passing merchant ship and managed to stow away, but as she wrestled with the looming consequences, a savage storm tore through the horizon, consuming all souls aboard.
When next Vriksa opened her eyes, she found herself stranded on the sands of a strange new shore. With the storm still raging behind her, she headed inland in search of opportunity.
“Tidefall is nothing but a pile of riches waiting for the right hands to take them. And trust me, mine are the right hands.” EBSTONE Might 3 Dexterity 9 Intellect 5 Charisma 3 FINESSE INFILTRATION INSIGHT Stealth You naturally pick paths that minimize noise, walking with a light tread. You know how to stay out of a person’s direct line of sight and blend into shadows or crowds. Agility You possess good balance and body control. Navigating narrow ledges, vaulting over low fences, and keeping your footing on slippery surfaces comes quite naturally to you. Precision Your hand-eye coordination is highly reliable. Your hands do not shake when lining up a ranged shot, throwing a tool, or performing delicate work under pressure. Shadow Step Vriksa's talents for stealth go far beyond basic quiet footsteps.
You have an innate knack for blending seamlessly into shifting shadows and utilizing the tightest, most impossible structural gaps to vanish completely from sight, even when guards are actively hunting for you. Influence You have a quiet, unassuming presence that is easily drowned out in a crowd. People frequently interrupt you or take charge of a situation right over your head. Brawn You have a smaller or less muscular build. Carrying heavy packs strains your back quickly, and you find yourself easily outmatched in tests of raw physical strength. Resilience You are quite sensitive to physical discomfort. Even a minor cut or a hard knock stings badly enough to break your concentration and make you double over. Outcast Having been bound to driftwood and exiled to die by her own people, Vriksa carries the unmistakable aura, and perhaps physical scars, of an outcast.
Law-abiding Kingdom citizens and Goruk alike can be suspicious, cold, and highly resistant, even hostile to your presence.
VriksaJanus Corsayre
Playable characters
Janus Corsayre HUMAN SCOUNDREL Janus Corsayre is a man wrapped in a dead sailor's clothes and living under a stolen name. He washed ashore on Tidefall after a lifetime spent as a ship's cook, surviving the sudden catastrophe that sent his last vessel mast-up into the deep. But Janus is far more than a simple galley-hand. Before the Storm cut off the world, he sailed with the rogue branch of the Sovran Mercer's Guild. Now, stranded and desperate, Janus must navigate the dangerous world of Tidefall, knowing that his past is waiting for him just beyond the horizon. Janus Corsayre is a man wrapped in a dead sailor’s clothes and living under a stolen name.
He washed ashore on Tidefall after a lifetime spent as a ship’s cook, surviving the sudden catastrophe that sent his last vessel mast-up into the deep.
But Janus is far more than a simple galley-hand. Before the Storm cut off the world, he sailed with the rogue branch of the Sovran Mercer’s Guild. Now, stranded and desperate, Janus must navigate the dangerous world of Tidefall, knowing that his past is waiting for him just beyond the horizon.
“Janus Corsayre died in the deep, and I’m just the ghost wearing his coat. But if you stand in my way, I promise you’ll become a real one.” COMING SOON Might 5 Dexterity 7 Intellect 3 Charisma 5 STREETWISE ACROBATICS LIGHT WEAPONS Deception You can tell a white lie or conceal your true feelings without giving away any nervous tells. Your voice stays steady, and your expression remains perfectly natural. Agility You possess good balance and body control. Navigating narrow ledges, vaulting over low fences, and keeping your footing on slippery surfaces comes quite naturally to you. Intuition You have a reliable gut feeling about people and situations. You can often sense when a conversation is turning south or when a stranger is hiding their true motives. Dead Man's Garb Janus has a master's touch when it comes to altering his appearance on the fly.
Whether adjusting a sailor's clothes to fit perfectly, modifying your posture, or quickly fabricating a disguise from loose scraps, your hands work with speed to reshape how the world sees you. Wilderness You are out of your depth when away from civilization. You struggle to tell safe plants from poisonous ones, easily lose your bearings outdoors, and misjudge unfamiliar environmental hazards. Influence You have a quiet, unassuming presence that is easily drowned out in a crowd. People frequently interrupt you or take charge of a situation right over your head. Willpower Your focus breaks easily when you are stressed or tempted. You find it difficult to stick to a tough decision when faced with immediate comfort or heavy emotional pressure. Sea Omens Like all old sailors, Janus is deeply superstitious.
On an island as unnatural as Tidefall, you constantly misinterpret mundane events, like a flock of birds or a shift in the wind, as terrible curses, fracturing your mental discipline and causing you to hesitate out of fear of angering the sea.
Janus Corsayre