Trail of Embers  ·  who the party can be

Classes and lineages

Thirteen classes, thirteen blended paths, 25 lineages and the point-buy behind them. Read out of data/classes/, data/races/ and data/character_creation/.

The classes

13 in all — 13 you can pick at creation and 2 that have to be earned in play. Every one owns a mastery tree; every one but the two Mage orders can also spend into any discipline. The trait requirement is real: a class you cannot roll the traits for is a class you do not get.

Assassin

assassin · stealth

Work done before anyone knew it had started. An Assassin does not fight a battle so much as arrive at the end of one, having spent the whole of it deciding where to stand. Concealment is the resource, the rear arc is the payout, and the armour everyone else is busy breaking is simply gone around.

ArmourPhysicalArmor
AttributesFinesse +3, Wits +1
Free school ranksPrecision 2, Venom 1
Shroudmax 3, starts at 1
Proficient withBlades
Disciplinesany
Needs the traitSecretive, Opportunist, Patient, Fatalistic
MainHand: Paired Gutting KnivesChest: Oiled LeathersHead: Oiled Cowl

The Hour. Every death within eight metres is one fewer pair of eyes. Gain a Shroud whenever an enemy falls near you.

Mastery tree: The Quiet Hour · 25 nodes

Bulwark

defender · anchor

Nineteen years of oath-keeping is a professional skill, and Bulwarks are professionals: bodyguards, caravan wards, people whose job is to be a wall that talks. The class is not about damage, and its players should be told so on turn one. A Bulwark wins when the enemy spent its turn on the wrong target.

ArmourPhysicalArmor
AttributesMight +2, Resolve +2
Free school ranksWarfare 2
Proficient withHeavy Armour, Medium Armour, Shields, Blades, Hafted
Disciplinesany
Needs the traitStoic, Loyal, Dutiful
MainHand: Conscript BladeOffHand: Conscript TargeChest: Scorched PlateHead: Scorched Sallet

Shieldsworn. You gain physical armour whenever an ally within four metres is struck. Standing near people is the whole job.

Mastery tree: The Standing Oath · 24 nodes

Mage of the Scrivener Order

caster · mage · scrivener · scrolls

Every working that exists was written down by somebody who is dead, the supply is shrinking, and the only honest craft is to find it, copy it faithfully and spend it well. Your power is somebody else's, held in trust, and there is never enough of it.

ArmourWardArmor
AttributesWits +3, Resolve +1
Free school ranksArcane 2
Inkmax 3, starts at 3
Known abilities4, +1 every 6 levels, cap 17
Proficient withStaves
Disciplinesnone — this one is not a discipline caster
Needs the traitScholarly, Curious, Secretive, Patient
MainHand: Cinder FocusChest: Cinderweave RobesHead: Cinderweave Hood

Faithful Copy. You did not invent it and you did not water it down. Arcane workings you have copied strike harder than anything anyone alive could compose.

Mastery tree: The Codex Hand · 17 nodes

Mage of the Wellwright Order

caster · mage · wellwright · scrolls

You copy, because copying is what works. You have simply never once copied a working that hurts anybody. A shelf of hospital charms, mending-words and things to do about cold, and the order you came up in thinks you are wasting the craft.

ArmourWardArmor
AttributesSpirit +2, Wits +2
Free school ranksCovenant 2
Inkmax 3, starts at 3
Known abilities5, +1 every 6 levels, cap 18
Proficient withStaves
Disciplinesnone — this one is not a discipline caster
Needs the traitPatient, Gentle, Dutiful, Compassionate
MainHand: Tidecaller StaveChest: Tidewrap RobesHead: Tidewrap Veil

Deepening. A well used every day is a well that gets deeper. Your ward armour recovers wherever you have laid water or charged ground.

Mastery tree: The Codex Hand · 17 nodes

Wizard of the Wellwright Order

caster · wizard · wellwright

Magic is not an inheritance, it is a well: you dig it in yourself, you deepen it by use, and it does not run dry because somebody died four hundred years ago. Most of the job is keeping other people's wells, and none of the reputation is.

ArmourWardArmor
AttributesSpirit +3, Resolve +1
Free school ranksArcane 1, Covenant 1
Proficient withStaves
Disciplinesany
Needs the traitPatient, Gentle, Dutiful, Inventive
MainHand: Driftwood StaveChest: Tidewrap Robes

Deepening. A well used every day is a well that gets deeper. Your ward armour recovers wherever you have laid water or charged ground.

Mastery tree: The Well and the Rope · 24 nodes

Wizard of the Scrivener Order

caster · wizard · scrivener

Taught off a curriculum by an order that does not believe in curricula. You dug the well yourself, the way a Wellwright would, and then wrote down every single thing you found at the bottom of it, which is the part they cannot forgive.

ArmourWardArmor
AttributesWits +2, Resolve +2
Free school ranksArcane 2
Proficient withStaves
Disciplinesany
Needs the traitScholarly, Curious, Inventive, Secretive
MainHand: Slag KnotChest: Cinderweave Robes

Faithful Copy. You did not invent it and you did not water it down. Arcane workings you have copied strike harder than anything anyone alive could compose.

Mastery tree: The Well and the Rope · 24 nodes

Druid

nature · shapeshifter

Loamsworn. They hold that nothing is owed to the dead, because the dead are not a party to the agreement -- a body is loam that has not finished arriving. Their practice is agricultural rather than pastoral: they cull, they graft, and they burn a stand to save a wood.

ArmourWardArmor
AttributesSpirit +3, Might +1
Free school ranksTide 1, Covenant 1
Proficient withStaves, Hafted
Disciplinesany
Needs the traitCompassionate, Patient, Curious, Wrathful
MainHand: Driftwood StaveChest: Marsh-Hide Jerkin

Second Growth. While you stand on living ground you recover, and your own thorns never slow you or your allies.

Mastery tree: The Loamsworn · 24 nodes

Inquisitor

hybrid · anti-caster

The anti-caster, and the roster's answer to its own elemental excesses. An Inquisitor is a melee character whose real function is that enemy casters stop working near them.

ArmourWardArmor
AttributesMight +2, Spirit +2
Free school ranksCovenant 1, Warfare 1
Proficient withMedium Armour, Heavy Armour, Shields, Hafted, Staves
Disciplinesany
Needs the traitStoic, Dutiful, Vengeful
MainHand: Conscript MaulChest: Conscript HauberkHead: Conscript Cap

Censure. You gain ward armour whenever an enemy within eight metres casts. Their work becomes your armour.

Mastery tree: The Sanction · 24 nodes

Not available at creation. Level 8, Might 13, Spirit 13, Covenant 1, Warfare 1. Stand close enough to enough casters and you learn where the seam in it is.

Necromancer

summoner · blood

Bell-wardens of the Hollowmarch grave-terraces: civil servants with the keys, the ledgers and the training, who concluded that a debt which can be closed can also be renegotiated. Eight tolls see a body down. The ninth bell is cast, it is hung, and it is not rung.

ArmourWardArmor
AttributesSpirit +2, Resolve +2
Free school ranksVenom 1, Covenant 1
Marrowmax 3, starts at 0
Proficient withStaves
Disciplinesany
Needs the traitGuilt Ridden, Morbid, Fatalistic, Secretive
MainHand: Slag KnotChest: Marsh-Hide JerkinHead: Cinderweave Hood

Bone-Tithe. Every death near you settles a little of what you are owed. Anyone's death. Including theirs.

Mastery tree: The Bell-Wardens · 26 nodes

Reaver

berserker · blood

The fastest physical-armour shred in the roster, paid for out of the Reaver's own body. Pairs structurally with the Necromancer, whose Blood surfaces the Reaver produces in industrial quantity.

ArmourPhysicalArmor
AttributesFinesse +1, Might +3
Free school ranksWarfare 2
Proficient withMedium Armour, Heavy Armour, Blades, Hafted
Disciplinesany
Needs the traitVengeful, Driven, Wrathful, Blunt
MainHand: Conscript MaulChest: Marsh-Hide Jerkin

Red Rage. Your outgoing damage rises as your own vitality falls. The class is a bet you keep raising.

Mastery tree: The Red Account · 24 nodes

Skirmisher

skirmisher · mobility

Movement is the resource. The class exists to make the free-form navmesh the thing the player is actually playing with, and a Skirmisher is measured in metres rather than in damage.

ArmourPhysicalArmor
AttributesFinesse +3, Wits +1
Free school ranksPrecision 2
Proficient withMedium Armour, Blades, Bows
Disciplinesany
Needs the traitSardonic, Opportunist, Secretive
MainHand: Conscript SpearChest: Marsh-Hide Jerkin

First Cut. Your first strike against a target that has not acted yet, or cannot see you, is a critical hit.

Mastery tree: Angles and Exits · 24 nodes

Stormblade

hybrid · melee

Melee that carries an element and threatens both armour layers at once. The only class that makes where you are standing an offensive decision rather than a defensive one.

Armourneither layer
AttributesFinesse +2, Wits +2
Free school ranksPrecision 1, Storm 1
Proficient withMedium Armour, Blades
Disciplinesany
Needs the traitSardonic, Opportunist, Driven
MainHand: Conscript BladeChest: Oiled Leathers

Conduit. Your weapon hits apply whatever surface you are standing on. Where you stand is an offensive choice.

Mastery tree: What You Stand On · 24 nodes

Not available at creation. Level 8, Finesse 14, Wits 12, Precision 1, Storm 1. Carry a storm in a weapon hand long enough and the two stop being separate skills.

Warden

ranged · setup

The class that makes height matter. Ammunition types let a Warden lay surfaces at a range no caster can reach, which quietly makes them the best setup character for every ward-breaker in the party.

ArmourPhysicalArmor
AttributesFinesse +3, Wits +1
Free school ranksPrecision 2
Proficient withMedium Armour, Shields, Hafted, Bows
Disciplinesany
Needs the traitPatient, Secretive, Curious
MainHand: Hunting BowChest: Marsh-Hide JerkinHead: Marsh-Hide Hood

High Ground. Every metre of height advantage adds to your damage. The map is half of your kit.

Mastery tree: The Long Shot · 24 nodes

Blended paths

What a caster becomes by spending into two disciplines instead of one. Thirteen of them, and the name is what the world calls you rather than a class you pick.

PathKindWantsWhat it is
StormforgeblendedFire 4, Storm 4Fire and lightning worked together, which the orthodoxy of both disciplines says cannot be done and which the burn scars on every Stormforge's forearms suggest is at least difficult.
RimewardenblendedTide 4, Stone 4Ice as a building material. A Rimewarden does not throw the cold, they put it somewhere and leave it there, and the shape of the fight changes around it.
BlightcallerblendedVenom 4, Tide 4Water carries. That is the entire insight and it took somebody four hundred years to have it.
CinderwrightblendedFire 4, Stone 4Kiln work. Fire that is asked to do something structural rather than merely to spread.
Hollow VoiceblendedArcane 4, Covenant 4The two disciplines nobody thinks of as related: a working held in the mind, and a working held in a room full of people. Both are about keeping a shape in place while something argues with it.
StormtideblendedStorm 4, Tide 4The oldest and most obvious pairing in the world, and still the one that kills the most people who try it in the rain.
PyromancersingleFire 5Fire is the payoff element -- it ignites Oil, boils Water and burns Ash bare -- so a Pyromancer is the specialist most dependent on somebody else having gone first, and the one who plans two turns out.
TidecallersingleTide 5Healing and terrain denial in one kit, which is unusual and is why the specialism is strong. A Tidecaller's water is every Stormcaller's ammunition and every Pyromancer's problem.
StormcallersingleStorm 5Pure action-economy warfare. Middling damage, and it decides who gets to have a turn, which is a better deal than it sounds.
GeomancersingleStone 5The only specialism that changes the shape of an encounter. Walls that break line of sight are worth more than damage in a game with real sight rules.
PlaguebearersingleVenom 5Contagion. Wins slowly, and is honest about being a long-fight specialism, compensated with the best scaling against crowds anybody has.
RiftwalkersingleArcane 5The positioning caster. Low direct damage and enormous displacement, which in a game with height, ledges and surfaces is a damage specialism wearing a disguise.
WarchantersingleCovenant 5An enabler that does almost no damage. Everything it has, it gives to somebody else, and it is the hardest specialism in the game to be good at.

Wildshape

The Druid's three forms. A form replaces the stat block for a fixed number of turns and brings its own short ability list with it.

Bough

4 turns · PhysicalArmor

Heavier than a person has any business being, and slower in a way that stops mattering once it has hold of something.

Vitality45% of max
Physical armour+55
Move-1.6 m/AP
Might+6
Resolve+3
Wits-4
Physical resist+20%
Fire resist-20%

Casts: Bough Strike, Take Hold, Shed

Fen

4 turns · PhysicalArmor

Long, low and entirely uninterested in the front of anybody.

Vitality15% of max
Physical armour+20
Move2.4 m/AP
Finesse+6
Might+2
Wits-3
Venom resist+25%

Casts: Pounce, Rend, Shed

Skyward

3 turns · None

Nothing on the ground can reach it and it cannot carry anything worth having. Both of those are the point.

Vitality-20% of max
Physical armour+-20
Move4.5 m/AP
Finesse+5
Spirit+2
Might-4
Storm resist-25%

Casts: Stoop, Downdraught, Shed

Lineages

25 of them. Each carries one passive and one thing it is plainly best at — Coldharrow is a human village, and everything else in the roster walked there from somewhere.

Human

Coldharrow is a human village and has been for nine generations. Humans are the line the valley was built by: unremarkable in every direction and unusually hard to specialise against.

Strongest in a straight fight, and the only lineage that carries an extra ability into it.

Human Lineage — Strongest in a straight fight, and the only lineage that carries an extra ability into it.

Sylvani

Treeline people, and the reason Coldharrow's bowyers are worth the walk. Sylvani measure a problem in paces before they measure it in anything else.

The archer's lineage: the best Finesse in the roster, and ground costs them less.

Sylvani Lineage — The archer's lineage: the best Finesse in the roster, and ground costs them less.

Duskkin

Night-adapted and quietly everywhere. Duskkin custom covers exactly as much face as duskkin custom requires, and no more.

Acts earliest in the round, and shrugs off the arcane.

Duskkin Lineage — Acts earliest in the round, and shrugs off the arcane.

Emberkin

Somewhere far enough back that nobody living can name it, a foundry took an interest in a bloodline. Emberkin run warm, and fire has never much liked them either way.

Fire barely touches them, and they carry the Spirit to throw it back. The cold is a different conversation.

Emberkin Lineage — Fire barely touches them, and they carry the Spirit to throw it back. The cold is a different conversation.

Stoneborn

Cut from the quarry country east of the Drowned Stair. Stoneborn are shorter than the valley expects and considerably harder to move.

The most vitality in the roster and the best physical resistance. Slower for it.

Stoneborn Lineage — The most vitality in the roster and the best physical resistance. Slower for it, and very hard to finish off.

Marshkin

Fen-born, from the wet ground below the last bend. Marshkin have never once been poisoned by anything the valley grows.

Effectively immune to venom, and quick over bad ground.

Marshkin Lineage — Effectively immune to venom, and quick over bad ground.

Halfsylvan

Valley-born with treeline in the face. Trusted by neither side and used by both.

Half Human, half Sylvani: the middle of both lines, and it counts as either when anything asks.

Halfsylvan Lineage — Half Human, half Sylvani: the middle of both lines, and it counts as either when anything asks.

Duskblood

Human hours, duskkin eyes. Sleeps badly and notices everything.

Half Human, half Duskkin: the middle of both lines, and it counts as either when anything asks.

Duskblood Lineage — Half Human, half Duskkin: the middle of both lines, and it counts as either when anything asks.

Ashblood

Runs a degree warm and has been asked about it since childhood.

Half Human, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Ashblood Lineage — Half Human, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Halfstone

Built low and wide, and disinclined to explain it.

Half Human, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Halfstone Lineage — Half Human, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Fenblood

From the wet end of the terraces, where the village stops looking.

Half Human, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Fenblood Lineage — Half Human, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Nightsylvan

Treeline patience with duskkin timing. An unkind combination to be hunted by.

Half Sylvani, half Duskkin: the middle of both lines, and it counts as either when anything asks.

Nightsylvan Lineage — Half Sylvani, half Duskkin: the middle of both lines, and it counts as either when anything asks.

Emberwild

Green wood that has already been through a fire and did not mind.

Half Sylvani, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Emberwild Lineage — Half Sylvani, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Rootstone

Slow to move and slower to be moved, with an archer's hands.

Half Sylvani, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Rootstone Lineage — Half Sylvani, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Reedborn

Grew up between the treeline and the water, and belongs to whichever is nearer.

Half Sylvani, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Reedborn Lineage — Half Sylvani, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Cinderdusk

Dark, and warm to stand beside. People remember the second part.

Half Duskkin, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Cinderdusk Lineage — Half Duskkin, half Emberkin: the middle of both lines, and it counts as either when anything asks.

Deepdusk

Quarry-dark. Comfortable underground and unbothered by the lack of sky.

Half Duskkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Deepdusk Lineage — Half Duskkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Silt-Shade

Comes out of standing water without a sound and without a mark.

Half Duskkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Silt-Shade Lineage — Half Duskkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Forgeblood

Slag and granite. Whatever made the Emberkin got hold of a quarry line too.

Half Emberkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Forgeblood Lineage — Half Emberkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.

Steamblood

Fen water and foundry heat, and the argument between them never settled.

Half Emberkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Steamblood Lineage — Half Emberkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Silthewn

Quarried out of wet ground, which is a slower and more stubborn business.

Half Stoneborn, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Silthewn Lineage — Half Stoneborn, half Marshkin: the middle of both lines, and it counts as either when anything asks.

Orc

Few, disciplined, heavy, and carrying grave-iron. Not seen since the Great War, and not seen raiding now either -- they are moving, in order, away from the mountain.

Goblin

Numerous, scavengers, and the only source of firepowder in the valley. They fight with terrain and traps and lose badly one-on-one.

Beast

What the valley grows on its own: marsh lurkers, ash-hounds, and whatever the treeline has been keeping.

Revenant

The grave-terraces do not always stay settled. What comes back is cold, patient and stronger than the size of it suggests.

Making one

8points to spend on attributes
8–16the floor and the ceiling on any one
3 of 19traits picked, and they gate the classes
4origins, each a different way into the story
96portrait presets
36hair styles, 6 body frames

Origins

One per backdrop in the art catalogue, and the four are checked against each other at load. The origin decides which way into the truth of Act 1 the player gets.

Cairnwright

Your family stacks the stones. You went to the field once as a child, and you still have your grandmother's tally.

You can count the cairns. The number does not match the number of Proofings the Reckoners admit to.

Reckoner's Get

A Reckoner's child, groomed to inherit the count. You have read three pages you were not meant to read and did not understand them.

You knew the word Stillness before anyone explained it, and you know the other five villages exist.

Unproofed

Your household failed a Proofing in living memory. A sibling went out, and something came back.

The village has been cold to you your whole life. You are about to find out why.

Outkin

Not born here -- your family arrived when you were small, and the village has never quite stopped noticing.

You have never been sick a day in your life, and you have never once thought that strange.

Traits

Pick exactly 3. Traits gate class eligibility and weight the tactical AI, so the pick is not flavour.

Blunt

You say the thing. People decide how to feel about it afterwards.

Compassionate

You stop for people. It has cost you, and you have not stopped stopping.

Curious

You open the box. You have always opened the box.

Driven

There is a thing you are going to do, and the rest is scheduling.

Dutiful

The task is the task. Whether you like it has never been the question.

Fatalistic

It was always going to go this way. That is oddly steadying.

Gentle

You are careful with people, which most of them mistake for softness.

Guilt-Ridden

You keep a ledger nobody asked you to keep, and it does not balance.

Inventive

You have never used a thing the way it was meant to be used.

Loyal

You stand where you said you would stand.

Morbid

You find the dead easier company than most of the living.

Opportunist

You read a room for the gap, and you are usually right about where it is.

Patient

You can wait longer than the problem can.

Sardonic

The joke arrives before the fear does. That is the arrangement.

Scholarly

You want to know why, and you will keep asking after everyone has left.

Secretive

You have never told anyone the whole of anything.

Stoic

You carry it. You do not mention that you are carrying it.

Vengeful

You remember. Specifically, and in order.

Wrathful

It arrives fast and it arrives whole, and afterwards there is a mess.

Faces

The first two dozen of 96 presets, generated by the character art pipeline rather than drawn.