The Assassins · The Guild
The Twin Whisper
Ranger · The Tracewalker
✦ 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 the Cold Between
Ward the Undertow
Bane Voice
Proficiencies Survival · Perception · Stealth · Keeping · Investigation
Ranger · The TracewalkerReads the unseen trail. Can follow anything that has ever passed — through water, air, or erasure.
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The Ladder
What they learn
LV 1Read the Ground Learn one true fact per round from any scene of passage; call the track in fragments.
LV 3Keeper-Sight Your held grief lets you perceive what the eye-bend hides; treat the unseen as merely hidden.
LV 6Duet Form Fighting beside a partner you trust, both gain advantage — your art was always half of something.
LV 10One Second Early 1/story, retroactively arrive in time — negate a single 'too late.'
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For the Guide
How to run The Twin Whisper
VoiceQuiet, watchful, wrecked-and-hopeful under it. A tracker's economy.
WantsTo find the one the world erased. To keep the second blade sharp for them. To walk them home.
Do this nowThe Twin Whisper reads the ground — calls the track in fragments: 'Prints stop mid-stride.' 'This isn't a path, it's wear.' 'Nobody comes out.'
“It's not mine. I kept it sharp.”
The party's ranger-soul. His whole life is the grief the town keeps trying to smooth: a partner unmade from the world, remembered only by him — and by the wear-marks on a blade that doesn't fit his hand. His tracker's sight cuts through the eye-bend. His arc pays off when the erased one comes back, and he walks out the gate to finish bringing them home.
Fights best beside — The Vanished — the duet, complete at last. And The Wayblade: she sees first; he understands first.
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