Class: Cleric / Artificer
Notable Traits: Prosthetic limbs, sharp mind, silent strength, smoldering pipe
Born in the shadowed depths of Nox-Talith, Vausith was hatched into quiet tragedy. His mother died shortly after his birth, and his father—a silver-scaled guard with cold blue eyes and braided dreadlocks like molten silver wire—vanished when Vausith was only eight. Left in the care of a forgemaster bound to a hidden pact, Vausith grew up on the anvil’s edge between steel and secrecy.
His body bears the scars of time, loss, and an unnamed illness that threatens to rot him from within. Several limbs have already succumbed, replaced with finely crafted prosthetics powered by arcane enhancement. One such prosthetic finger hides a lighter he uses to ignite his pipe—often during moments of thought, reflection, or grief.
Family & History: His father’s disappearance is a cold ember in Vausith’s chest. He knows the man served in Malajov but vanished like ash on the wind after leaving him with the forgemaster. Vausith suspects there may be extended family on his father’s side, but he’s never gone searching. Not yet.
The forgemaster became more than a mentor—he was a guide and guardian. The artifact linked to the Red Knight once passed through their forge, and Vausith is certain it was no coincidence.
Motivations: Short-term:
- Find the Red Knight before the illness consumes what remains of him.
- Failing that, discover a way to slow the decay—another pact, a ritual, anything.
Long-term:
- Track his father's path for closure… or confrontation.
- Uncover how the Red Knight's artifact came into the forgemaster’s possession.
- Reclaim his limbs—not through machines, but through true restoration.
Fears:
- The slow erosion of self: brittle flesh, clouded mind, broken body.
- Imprisonment of any kind—chains, contracts, cages. He’d rather burn than be bound.
Worldview:
- Those without faith—in gods, themselves, or a cause—feel hollow to him.
- Reveres Brunmabella, patron of his forge and soul; sees devotion as strength.
- Martial prowess earns his respect more than eloquence.
- Undead and cultists disgust him. Puppets of rot and corruption.
- Quiet around strangers—wary, not cruel.
Race: Dwarf
Class: Barbarian / Paladin
Hair: Purple
Notable Traits: Loud, chaotic, fiercely loyal, obsessed with brewing
Grumble Thunderflint is a rowdy dwarf who lives for fire, ale, and smashing things—ideally all at once. Born in the dwarven trade city of Karak Duul, he was adopted into the famed Thunderflint blacksmithing clan, renowned for legendary axe craftsmanship. Though not a blood relative, Grumble is as Thunderflint as they come, complete with nine jacked siblings shaped by years of brutal martial and crafting training.
Family Relations:
- Jason & Marie (parents): Loving to a suffocating degree.
- Ajax (dwarf): Rival and frequent sparring partner.
- Lorain (pantherion): Deadly-hugger, overbearingly motherly.
- Thomas (dwarf): Honest, respectful of Grumble.
- Jacob (centaur): Wealthy merchant, gives out sibling allowances.
- Vanessa (formerly Kyle, lizardfolk): Eccentric and distant.
- Arc (dwarf): Master blacksmith, admires Grumble’s brewing craft.
- Hannah (goliath): Joyful barbarian, often protects Grumble.
- Lydia (tiefling): Pretty, sweet, not the sharpest.
- Steph (beastgirl): Grumble’s rock—his greatest supporter and emotional core.
Motivations: Short-term:
- Discover rare brews and refine his Majestic Purple Brew.
- Learn exotic brewing techniques and ingredients.
- Investigate whispers of royal dwarven blood.
Long-term:
- Brew a beer worthy of the Beer God Idges.
- Establish a legendary brewery and leave a lasting legacy.
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- Gain acceptance from the dwarves of Karak Duul and reclaim his place.
Fears:
- Undead.
- Tall, muscular women who hug too hard.
Worldview:
- Open-minded, especially when it comes to booze.
- Holds few grudges… except against the dwarves who cast him out.
- Loves cultural exchange through drink.
Race: Lamia (Crotalus)
Class: Speaker / Druid (Healer / Support Caster)
Notable Traits: Soft-spoken, compassionate, self-sacrificing, rooted in empathy
Born in Xetis but raised by the sea in Elysia Aethel, Asclepi grew up among the scent of salt and herbs, steeped in tales of travelers. One of five daughters to Ceto, a famed healer and matron of the “Sage and Smoke” apothecary, Asclepi has inherited both a reputation and a mission—to heal, serve, and uplift.
Family Relations:
- Ceto (mother): Warm, wise, a healer beloved by all.
- Xayah (38): Aloof, status-driven; not close.
- Fayru (35): Skilled healer; Asclepi’s closest sibling.
- Nadria (27): Complicated bond; recently married a human.
- Dorri (18): Young trainee; strained relationship due to age and tension.
Motivations: Short-term:
- Strengthen Speaker ranks in rural areas.
- Bring aid to underrepresented villages.
Long-term:
- Protect the vulnerable, especially those ignored by Lamian high society.
- Follow in her mother’s footsteps, a life of healing and service.
- Reform Lamian culture to value empathy over status.
Fears:
- Losing autonomy—trapped in noble obligation.
- Nadria’s safety in a distant, uncertain marriage.
Worldview:
- Respects those who risk everything for others.
- Distrusts Lamian nobility.
- Uneasy around Amazons and humans, but keeps it in check.
- Reveres Khepri; finds solace in nature.
- Admires centaurs and Calyphite for their strength through struggle.
- Trusts Lupine Jackals instinctively.
- Has a soft spot for Orcs thanks to Stormwave traders.
Race: Kobold
Class: Wizard
Notable Traits: Scrappy, impulsive, oddly charming, delightfully unhinged
Bash is from Nox-Talith—the damp, cursed, and questionably-constructed underbelly of the world. He grew up in the Kobold Cul De Sack, a tight-knit subterranean cluster of homes laced with far too many traps and entirely too many rules. Exiled for “maybe accidentally” bringing in a monstrous parasite via a cursed egg he was planning to cook, Bash is on a mission. Or at least, that’s the current excuse he’s riding.
Family & Community: The Cul De Sack was his family, until it wasn’t. He still calls them “his people,” but it’s unclear if that’s hope or delusion. They exiled him until he can rid their home of the parasite problem. He insists he’s innocent. Kind of.
Motivations: Short-term:
- Eat something other than fungus.
- Sleep on silk sheets, maybe velvet.
- Be treated with some damn dignity.
- Avoid being stepped on.
Long-term:
- Kill the parasite/maggot.
- Return home a hero—and maybe do a little gloating.
Fears:
- Actual sunlight.
- Dragons the size of houses.
- Massive worms.
- Pretends not to be afraid, but if he’s hiding in a barrel? Yeah, he’s terrified.
Worldview:
- The world is mean, bright, and pokey. He doesn’t hate it, just finds it offensive.
- Thinks most factions are dumb.
- Distrusts anyone taller than him (so… everyone).
- Hates nobles. Loves soup.
- Surprisingly deep thinker under stress.
- Has a big soft spot for outcasts, even if he pretends otherwise.
Next Chapter will be all information about world and setting.