Wayfarer Isles
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World

The world and its paths

Everyone starts on the same island with a path already chosen. At level 10 the Oracle speaks each path's calling.

Warrior

Up close with sword, axe or club, taking the hardest blows; the one who holds the line.

Calling at level 10: Champion

Mage

Fire, energy and death spells, and wands; fragile, but devastating.

Calling at level 10: Archmage

Druid

Ice and earth spells, healing for friends, and rods; the friend every hunting party wants.

Calling at level 10: Archdruid

Archer

Bows and thrown spears from a distance, with a little holy magic; strikes from afar.

Calling at level 10: Marksman

Pictures of every outfit come soon.

Fledgeholm's island

  1. 1

    The shore

    Where the ships leave new wayfarers, by Jonah's hut and his cellar full of cockroaches.

  2. 2

    Granny Wynne's cottage

    At the edge of the woods, with a cart that always needs firewood.

  3. 3

    The bridge

    The way into the village; crossing it ends the first lessons.

  4. 4

    The temple

    Brother Anselm's temple, the island's only safe ground, where the fallen wake again.

  5. 5

    The academy

    Master Hollis's school and library, the Crown Bank's counter and, high above it, the Oracle's chamber.

  6. 6

    The market streets

    Gunnar's weapons, Alden's tools, Clover's potions, Mabel's tavern and more.

  7. 7

    The wilds

    Woods, hills and caves full of rats, spiders, wolves, trolls, orcs and worse below.

The people you will meet

Jonah, the fisherman who greets every arrival. Granny Wynne, who pays in kindness and in chests. Corwin, the tailor. Brother Anselm, the temple's healer. Master Hollis, who knows something about everything. Percival, the banker. Maren, a castaway with stories. And the Oracle, who speaks only when you are ready.