The Barbarians · The Paths
The Twin Ruin
Barbarian · Path of the Weldbound
✦ Name pending — what should we call them?
The names in the book aren’t final — we’ll announce the chosen ones before launch. Yours could be it.
The Sheet
Affinity Binding
Ward Voice
Bane the Undertow
Proficiencies Athletics · Intimidation
Barbarian · Path of the WeldboundFused to twin axes he can't remember forging — which grow heavier each round, trading speed for apocalyptic force.
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The Ladder
What they learn
LV 1Two-Axe Wall Fight with both axes as a wall of solidarity beside an ally.
LV 3Stand With An adjacent ally shares your physical saves and wards.
LV 6Escalating Weight Each round in a fight, your strikes hit harder and you move slower — the trade compounds.
LV 10The Locked Gate While you guard a doorway or a friend, passage requires your consent; the room knows it.
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For the Guide
How to run The Twin Ruin
VoiceFew words, loyal, a locked-gate presence.
WantsTo stand with someone. To guard the door. To not ask about the forge he can't remember.
Do this nowThe Twin Ruin stands with an ally as immovable backup — folds his arms over both axe-hafts and becomes a wall of solidarity.
“(folds his arms over both axe-hafts; says nothing; means everything)”
Two axes, no memory of the forge that made them. The Laughing Maul's second at the trial defense — the locked gate at the door. While he guards a doorway or a friend, passage requires his consent, and the room understands this without being told.
Fights best beside — The Laughing Maul — the voice and the wall behind it.
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