The party

Characters

Five adventurers shaped by the fall of the Safehold and the search for what became of magic and the gods.

Asuran, a tall lean human rogue in dark clothing, a dark-blue wool cloak and black hat, carrying a rapier, hip dagger and compact crossbow
HUMAN ROGUE · ASSASSIN · SWORDSAGE · 6′2″

Asuran

Tall and lean, with tied-back mousey-dark hair, dark-green eyes and a trimmed beard, Asuran wears dark clothing, a blue wool cloak and a black hat. He carries a rapier, hip dagger, compact crossbow and several pouches of alchemical supplies.

Raised in a prosperous merchant family dealing in paper, inks and pawnshops, he learned information gathering and less respectable trades alongside business. Fast and precise, he combines stealth and steel with alchemy, acid and black powder. His growing connections to unusual gems, partial invisibility and Ghaunadaur remain unresolved.

Halen Gelis, towering scarred barbarian in a chainmail shirt and massive mammoth-hide cloak, carrying an oversized greatsword and several javelins
HUMAN BARBARIAN · AGE 30 · 6′6″

Halen Gelis

Known as “Van” to the few people who claim to know him well, Halen arrived from a distant homeland battle-scarred and unwilling—or unable—to explain why he fled. Before the Safehold he worked as a poorly paid tavern barkeep, where a friendly manner and the ability to remove troublesome patrons made him useful. Side work as reliable hired muscle built his local reputation.

Halen meets danger with a greatsword, formidable strength and an appetite for risk. He is a gambler in more than one sense: quick to commit, hard to intimidate and quite capable of negotiating when a fight is not the best wager. He later claims a bronze spear wreathed in lightning during the primordial trials.

Karl Falconer in travel-stained full plate, black and white quartered surcoat and black shield bearing a white falcon
HUMAN CRUSADER · AGE 30 · 6′0″ · 190 LB

Karl Falconer

Bastard son of a border nobleman and a former mercenary, Karl is now a Crusader. At thirty he looks older: weathered, lean and muscular, with shoulder-length black hair prematurely flecked with grey, grey eyes, and a clean-shaven face that is frequently stubbled.

He wears full plate beneath a knee-length black-and-white quartered surcoat, all of it travel stained. His black target shield bears a white falcon. He carries a backpack and travel cloak, one bastard sword at the hip and a second in a back scabbard.

The dying dwarven instructor entrusted Karl with the red gem on Day One. Since then he has repeatedly found himself closest to the campaign's returning divine mysteries—from the unknown words that calmed the Remorhaz to later experiments with divine gems. His trial-gift of “voice” is metaphysical rather than a physical item.

Toby, a ginger-haired human ranger wearing chainmail beneath travelling leathers and carrying a composite bow in an underground dwarven passage
HUMAN RANGER

Toby

A ginger-haired ranger wearing chain beneath travelling leathers, Toby is the party's ranged specialist and one of its most consistent scouts. He uses a composite bow, reads tracks and terrain, and often works ahead with Asuran while the heavier fighters follow.

Toby's story has repeatedly placed him at the boundary between caution and curiosity: winning the Trial of Balance, acquiring elven armour, surviving petrification and later fighting through the dangers of the glacier. His actions frequently favour protecting or freeing unusual creatures rather than exploiting them.

Tanner Killingbak, a blond human northern guide and warrior-priest with a plaited beard, hardened mammoth-hide plate, heavy furs, axe and round shield
HUMAN FIGHTER · WARRIOR-PRIEST · WILDERNESS GUIDE

Tanner Killingbak

Tanner did not travel with the original Safehold survivors. After the werefox encounter and the discovery of its hidden lair, Sebastian told the party of a capable guide living in the region—someone who understood the northern routes and could keep travellers alive in the freezing wilderness. Acting on that recommendation, the party sought out Tanner, and he joined them before their journey deeper into the glacial lands.

A human man with long blond hair and a full Nordic beard divided into plaits, Tanner wears hardened mammoth-hide plate beneath heavy furs. He carries a sturdy one-handed axe and round shield. No hat, helmet or personal heraldry has been established.

Tanner soon proved more than a hired pathfinder. His wilderness knowledge helped the company read the winter landscape, survive extreme cold and understand the behaviour of its predators. He fought beside them during the wolf hunt and the encounters that followed, gradually taking on the role of a northern warrior-priest.

He is also a skilled leatherworker. Within Telchur’s sanctuary he successfully socketed the yellow Thardar gem into the clasp of his fur cloak. The unicorn’s gift strengthened his presence and emerging ability to turn undead, tying his practical craft to the party’s rediscovery of divine power.