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Aurathrax the Radiant
Person · Northern
The ancient silver dragon who lived among the Builders and remembers everything - the keeper of the north.
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Humans
Person
The adaptable folk who hold most of the Reach's cities and fill the ranks of the Cathedral.
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Elves
Person
The long-lived and arcane-attuned, who remember older workings and carry the arcane in their blood.
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Dwarves
Person
The deep-folk of the Iron Hills - stubborn, armored, and resistant to magic and poison.
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Lord Veyr Mourn SPOILER 3
Person
A master necromancer who guards the Obsidian Crown on its far island - and the living dragon that wards it with him.
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Matthias the First Keeper
Person
The founder of the Lorekeepers - who, amid the ruin of the Cataclysm, resolved that the world's memory would never be wholly lost again.
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Caelvarro the Watcher
Person
The Lorekeeper who first noticed the Crown of Fire around the Dark Sun was changing - and began the long count of it that the order keeps to this day.
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Halflings
Person
The small, quick, and absurdly lucky - underestimated everywhere, and fortunate beyond all reason.
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Gnomes
Person
The tinkers and lore-keepers, drawn to both arcane study and the divine mysteries.
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Silvane the Discerning
Person
The Lorekeeper who laid the long records side by side and showed that the three workings of the divine track the three lights of the sky.
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Dragonkin
Person
The rare blood of wyrms - tall, strong, scaled against fire, proud and conspicuous.
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The Seraphine
Person
The radiant heralds of the Living Sun, named by the Cathedral as angels - though what they truly are is not settled.
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Veshrin the Forsworn
Person
A Lorekeeper of several hundred years past who sealed his great Tome and vanished from his post - long judged a deserter who broke his keeper's vow.
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The Builders
Person
The vanished makers of the Hold and the great workings of the elder world. Arkenfall is named for their fall.
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Thomas
Person
The Lorekeeper of the present day, who keeps the watch and the record as a hundred generations have before him.
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The Fighter
Person
The sword and the shield - no magic, no tricks, just the wall the party stands behind.
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The Paladin
Person
The oath-bound - armored melee fused with divine power, a bulwark against the Drawing and those who serve it.
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The Rogue
Person
The shadow - locks, traps, and a dagger in the dark; the one who makes dungeons survivable.
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The Veilweaver
Person
A rare caster who works the Pale Sister's mingled light - a mournful keeper of the boundary between living and dead.
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The Ranger
Person
The pathfinder - a ranged specialist and master of the wild, the party's eyes in the wilderness.
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The Monk
Person
The ascetic - unarmored and unarmed, who turns discipline itself into a weapon.
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The Bard
Person
The voice - songs that hearten allies and unmake enemies, and a silver tongue that opens doors.
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The Wizard
Person
The artillery - the deepest and most powerful arcane caster, and the most fragile thing in the party.
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The Cleric
Person
The hand of faith - the party's lifeline of healing, blessing, warding, and calling the fallen back from death.
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The Spellblade
Person
The arcane gish - a warrior who weaves a limited arcane art into the fight, in armor, mid-swing.
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The Bishop
Person
The keeper of both keys - the only caster who wields arcane and divine alike.
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The Necromancer
Person
The death-arcanist - raising minions, draining life, and commanding the very dead that others repel.