The Path of the Advocate

The Advocate has been called the great mystery. In the darkest hour, as the last of us were to be consumed by evil, a voice spoke and our world was saved. Though so much was destroyed some of us survived, and here we remain. 

The Path of the Advocate describes the woven fates of those who seek the redemption of our world. These men and women advocate for the people and intercede against the forces of evil. Among these heroes are those who choose the path, as others wander onto the path by chance or by fate.

Mighty heroes and bold adventurers travel ancient roads and assail terrible evils on the righteous quest to redeem a fragmented world. 

Heroes of the Advocate

The Questing KNight

Dukes and Lords often train an elite fighting force from among the upper class. These knights study a wide variety of martial disciplines in service of their liege. However, there are a select few who are overcome by the plight of the world and disappear into the wild lands. Questing Knights are powerful fighters bearing castle forged arms and armor. Formally, the lords are required to respect the Path of the Advocate for any of their Knights. However, individuals are often met with scorn by their brothers and chastised for foolishness. This only serves to harden the resolve of those who truly walk the Path.

Of unmatched martial prowess, Questing Knights wander the lands seeking their true duty. In this world glory and death await just beyond the walls. 

The Cleric of Justice

The Justice Clerics are organized to seek the path of the Advocate and resist the Adversary in every way. Bearing the sigil of the Advocate, the clerics travel from city to city on the dangerous roads through the wilds. The innocent adore the Order of Justice, as the wicked tremble.

The Clerics of Justice are armed with shields and powerful war-hammers. Blessed with the ability to summon the might of Justice in the form of a spirit-weapon: a spectral hammer that fights along their side with deadly affect.

The Handrakoth, people of the dragon, were once hated and distrusted by other races. After the sundering the Order of Justice took in a handful of orphans. Now these half-dragon clerics are their most fearsome agents.  The Clerics of Justice are among the most dedicated opponents of the Adversary, and often gather others on The Path to their cause as they resist the forces of evil.

Wild elf Druid

The Wild Elves chose to embrace the changed world in their own way. Rather than retreating into walled cities, as many other survivors chose, they became part of the new wilderness. As nature persists through cataclysm, so shall the Elves. 

The way of the Druid is a solitary existence. The druid is in communion with nature and abides within the savage laws of the wild. They are able to take the shape of a wild beast and the druid may spend years in this form without ever encountering civilization.

The shape of the mighty cave bear is among the most fearsome shapes a druid may choose. These powerful beasts can contend with the horrors and monstrosities that plague the land on equal terms. With tooth and claw these creatures are horrors in their own right.

But even the wild heart of the druid is not immune from the Path of the Advocate. Some are chosen by the great mystery and find themselves as powerful allies in the fight against the perversion of evil upon the world.

The Thief

Rogues of every kind inhabit this world of uncertainty. While many in pursuit of nefarious lifestyles do so to take advantage of their fellow man, some have been driven into the profession as a last resort. In these dark times Justice is a rare luxury, and many find themselves struggling to survive under harsh rulers.

Nimble, clever, and rightly suspicious of authority. The Thief is a valuable member of a Seeker's team. She is able to quickly dive into situations keeping a keen eye out for danger and an aptitude for claiming valuable treasures.

The Lone Guard

Legends dating back to the sundering tell of how a single individual with righteous purpose can make a difference in this cruel world. The Lone Guard are built on this very foundation. They say the first was a simple shield bearer who lead eighty refugees to safety. In harsh winter conditions he boldly protected the people against all odds. To believe a single low-born soldier could protect eighty grants faith in hope for today.

The Lone Guard are an ancient order of ever vigilant rangers and warriors. These frontiersmen travel hidden paths with deadly purpose to forge a new destiny. They have stood for centuries as the main hope for small villages and larger strongholds alike. Tracking the movements of larger threats and bringing low monstrous beasts.

The inspiring work of the Lone Guard attracts aid from beyond the sworn brotherhood. These intrepid warriors are aided by brave companions. Both the stalwart Billman and the savage Sabertooth lend aid to the noble cause.

The Wilderkin

Wilderkin is a broad term describing individuals of fay ancestry. Elves, while rare, are the most common in settled society. However, the term Wilderkin is often reserved for more conspicuous outlanders.

It is generally believed that the fay realm and ours were more closely tied in ancient times. In the terrible cataclysm known as the sundering, when great empires were brought low and from which there is only a faint hope of recovery, the relationship between realms was irrevocably changed. In this new and unstable landscape the otherworldly races adapted in strange and marvelous ways. From the peculiar gnomes to the indomitable stonekin, the Wilderkin abide by their inscrutable ways.


Gnome Alchemist art

Gnomes are largely unchanged by our changed world. Gnome interactions have always been centered on their fanatical devotion to craft. These pint-sized hobbyists have only the slightest concern for the greater world. They are even known to forget entirely the plight of our modern age! Instead they focus with razor precision on mastery of a given craft. 

Gnomes are still intimately tied to the fay realm and may even travel between worlds. Accordingly they are visitors with minor alliances to a select few. It seems their primary endeavor in our world is to explore their passions. Once a gnome fixates on a craft they are utterly obsessed. They may be captivated by anything from shoe-making to the most complex alchemical sciences.

Due to their tiny stature, gnomes rarely travel without an animal companion. They have been seen riding everything from common mountain goats to exotic creatures only imagined in the most obscure folklore.

Stonekin Battleborn

Stonekin Battleborn

The stonekin were elves once. In the tumultuous years when civilization collapsed a sect of mystical artisans took extreme measures to survive. In desperation they placed irreversible enchantments on their families, forever changing their bodies to lifeless stone.

With a faint hope the artisans went to work. Employing unknowably ancient secrets, once used to create marvels beyond reckoning, the artisans worked into the fading twilight of all civilization to finish their final masterpiece. The world burned, but the work was complete.

The stonekin were born. The artisans had saved their beloved people. A new race, half-elf and half-stone, arose. They were completely alive, not living statues or enchanted stone. The stonekin were reforged in the fires of a dying world, and emerged a race fit to survive in the coming dark age.

Wild elf geomancer


The wild elves owe their earnest allegiance to nature and regarded the sundering as a natural shift. Embracing the chaotic heart of creation, the wild elves humbly adapted in the midst of mass extinction. They plunged themselves deeper into asceticism and immersed themselves in the changed environment. Some individuals became indistinguishable from nature itself.

The wild elf druids adopted powerful beast forms to live in brutal harmony with the wilderness, while the geomancers tap into surging rivers of energy that course through the earth. Embracing the wilderness, the geomancers enjoy a place of privilege in a chaotic world. Though they are wanderers in a savage wilderness, geomancers compose themselves in complex formalities and are utterly dedicated to the discipline of the earth. As servents of the enigmatic wilds, the geomancers often find themselves entangled in heroic endeavors.