Janek Ragara, the Guardian


Janek was always strong. He was raised on a farm, and worked hard. He knew his strength well, and was always careful to avoid hurting others. The Ragara family still had a sense of nobility about it, he was told. They weren’t the rulers of the Continent any more, but they should still hold themselves to higher standards.

When he was fifteen his parents’ farmstead was visited by the Indomitable Metal Ox. It walked through the field, knocking over fences. It paced by their house and crushed the chicken coop. Despite his parents’ fearful cries, Janek ran out to stand between it and the neighbor’s house, and told it that it couldn’t just go breaking everything.

It Chose him as one of its own, then folded down into the ground and disappeared.

After that, he couldn’t really work on the farm any more. Neighbors talked. People came by wanting him to fix their tractors, or bless them, or heal their children, and he couldn’t do any of that. While his parents loved him, they didn’t stop him from packing a bag. Janek went from town to town doing odd jobs until he found Millie Eikar. She spotted him for what he was right away.

Since then he’s been at Eikar Welding. Learning to work with metal has opened up his gifts. When he’s not working or practicing, he often reads – mostly histories and old technologists’ diaries, as that’s what Millie has around. He is engrossed by stories from around the Day of the Broken Sky. He thinks often of what the people who designed the Weapon might have done if they had chosen differently. He also spends a fair amount of time talking philosophy with Tenor Black. Tenor is technically his boss, but their shared status as Amalgam Champions helps to even out a lot of status differences.


Janek Ragara 500

Janek has light skin, the tan from his youth as a farmhand fading now that he’s been working inside for years.  He has military-cut brown hair and deep, intense brown eyes. Unlike many of the other workers, he stays clean-shaven (not that it’s difficult for him) and bathes daily. Most of his clothing is work-related. He has quite the baby-face.


Thoughtful, friendly, and compassionate. His parents never much liked the rest of their family. They taught him to be kind, to trust people, and to take good care of his friends – and not to trust those who seem noble. He’s still a bit naive.

Some of this has been enhanced by Janek’s brush with the Metal Ox. He wants to see broken things made whole, people protected, and The Right Thing done. Because of this he’s suspicious of Soulsteel Justice Warrior, and will think that the Component is redeemable. He’s also likely to put himself between any danger and Sam Eikar.

Intimacies: We can make things better (defining), Be good to my friends (major), Defend the weak (major), Feather Black sure is pretty
Catchphrase: What can I do?


Janek is very strong. He can lift an anvil under each arm and carry them around without much trouble. His skin can turn blades and is fire-resistant. He also has hidden depths of tranquility and mental fortitude that have yet to become important, but may come into play very soon when he’s trying to keep people from killing one another.

One of Janek’s jobs in the shop is shaping the largest pieces of metal. Millie could do it with an alchemical working, but it takes too long to use that for everything. Rather than using main strength, Janek can massage things into place, folding sheets of steel and placing rivets without stressing the metal. He can also sharpen tools just by running a finger down the edge, and repair broken chains with a quick twist. When some of Millie’s less friendly workers (now unemployed) tried to start a fight with Janek, he shoved one back twenty feet, pushed another harmlessly through a metal door into a cabinet, and took a third one’s belt buckle away without touching the belt.

Janek’s main shortcoming is that he’s not very bright, and he can be easily manipulated. His stubbornness matches badly with these: once he has an idea in his head, he doesn’t like getting it out.


  • The Ragara Family sees Janek as a lost investment. They’d be happy to recoup it with his children, but preferably before then.
  • A traveling Technologist, Fizal Uthden, would love to study Amalgam Champions in great detail. For some reason he’s hit on the idea that Janek would be an excellent experimental subject.
  • His cousin Siobhan Ragara lives not too far away, and has had a run-in with the Orthos. She might come to him for help if she’s heard of his powers.


  • Would Janek go with Millie once the airship is done, or stay with Tenor?
  • What would it take to convince Janek that the Component is a real danger?

Fate: Sacrifice

Millie Eikar, the Inventor


Like her ancestor Jek, Millie has the Knack. She’s been a tinkerer ever since she was small, putting together elaborate string-and-pulley systems to get food and supplies up to her workshop in her parents’ attic. She worked with tin and pliers, gears and springs. Millie built her first clock when she was five.

These days she’s a welder and an inventor. More than that, she’s a Technologist. She sees the flows of the alchemical elements and reads the essence-conduits under the ground. She and her crew specialize in larger projects: airship propellers, manse hulls, dam reinforcements. She has a few specialized clients (mostly the more prosperous Great Families and the New Empire) and turns most others away. Eikar Welding is a well-known name – if you’re rich enough.

The company could make more money if she took on more projects. Publicly, this is in case emergencies come up. Sometimes an airship crashes nearby. Sometimes there’s an automaton who needs a little work done. You never know what might happen around here.

Secretly, however, Eikar Welding is building its own airship. It will be the first new ship on the Splinter in over a hundred years. They have a tight-fitting hangar underground, invisible beneath a layer of topsoil and scrub grass. From the inside, it’s clear that the hangar’s ancient bay doors once concealed a gigantic humanoid form. Millie started building the ship on a lark, imagining she’d never finish. With some help from Janek and Tenor, though, and some ancient blueprints that Feather recovered, they’re nearly finished. It’s so close she can taste it. Millie dreams of having the wind blow through her hair and feeling the clouds on her cheeks. Sometimes she’ll stand outside the workshop, face toward the sky, eyes closed, just imagining.


Millie Eikar 500

Millie is a middle-aged woman with pale, ruddy skin and eyes that shade from blue to brown. Her hair is dark brown. She wears it back so that it doesn’t get singed by a cutting torch or caught in a gear, but half of the time she has a welding mask on anyway. If she doesn’t have helmet-hair, it probably means she has to deal with rich customers that day. Her clothing tends toward the traditional and utilitarian.


Calm, pragmatic, and no-nonsense. Millie treats her employees and her cutomers very professionally and directly. She’s the same with her friends, which might be why she doesn’t have a lot of close friends. If you never saw her put the finishing touches on a project (or after a few glasses of whiskey) you might think she doesn’t have a sentimental bone in her body.

Watch her work on the airship for a few minutes, however, and you’ll see a different side of Millie. She’s a pragmatist by trade, but a dreamer by nature. Years of keeping that in check have made her a little uptight sometimes.

Intimacies: We were made to fly (defining), Don’t screw up the business (major), Protect my employees (major), Keep an eye on Janek and Tenor, Work before pleasure, Feather would make a good supervisor.
Catchphrase: Make me a deal.


Millie is a consummate multitasker. She can weld a seam, carry on a business conversation, and calculate stresses and strains in her head all at the same time. She’ll also spot people doing a shoddy job (or a good one) out of the corner of her eye from a hundred feet away. Her employees dread the days she’s on the floor, but they also learn a lot from her.

Physically, she’s starting to show her age. She’ll huff and puff after a set of stairs. Socially, though, she’s as sharp as ever. She’s a shrewd negotiator and drives a hard bargain.

As a Technologist, Millie focuses primarily on alchemical workings that enhance her workshop. Within a kilometer of the garage, she can call metal to her and move it about, direct electricity, open holes in the ground, and clear smoke and steam from the air with an angry shout. She knows a handful of protocols that allow her to send messages long distances, bind alchemical spirits, and enhance materials with alchemical power (such as using tiny puffs of steam to keep clothing comfortably warm, or producing ever-lubricated bearings). She learned one defensive protocol that drags weapons and projectiles magnetically down toward the ground, but hasn’t spent much time on combat-related considerations.


  • The Cynis Family, most powerful of the remaining Great Families, holds Millie’s largest contracts. Large vehicles come every month to bring more raw materials and to carry Eikar Welding’s work to the Imperial City.
  • Because of Janek, the Ragara Family has also paid Millie a fair amount of attention and offered a number of contracts. She’s taken a few of them, but is wary of their intentions.
  • With many ancient blueprints buried in ruins these days, Millie relies on Kelvan Prospecting to bring her fragments and details from long ago.


  • How will the Great Families react to Milile’s airship plan?

Fate: Leadership

Soulsteel Justice Warrior


Not every technologist goes mad in the same way. Oh sure, most of them end up ranting and cackling to the heavens while lightning rains down around them and either their creations or their miscalculations destroy them. Others, though, have subtler internal turmoil. They see things they can’t change and can’t bring themselves to let go: the injustices of the world. Of these technologists, the vast majority have… let’s just say a poorly calibrated idea of justice and a poorly calibrated voltmeter. Their creations are twisted mistakes that do nothing to improve the Splinter.

Apparently, though, at least one person managed to create beauty and balance from their madness. The last act of the Warrior’s creator was to forge themselves into a piece of virtuous soulsteel that glows with the rainbow light of compassion. This metal sits at the heart of the Warrior.

Soulsteel Justice Warrior is an automaton created to make the world better. Is it imperfect? Yes. Is it all-knowing? No. But it never stops trying, and it never makes excuses. The Warrior has walked the length and breadth of the Blessed Continent like the ronin of old. No, not like the ronin – like the stories that were told about the best of them. In every town it seeks understanding and offers aid. When there is a need, it acts. When there are threats, it faces them, or helps the people band together to face the danger as one.

The Warrior is loved in story and hated by tyrants. Many citizens of the Continent fear it, for its visage is not beautiful, and they cannot see its heart – but just as many will say how they were touched by its words and assisted by its strong arms.

Recently the Warrior was in a village that lay in the path of the Component. The Component seemed to be seeking someone or something. The Warrior strode forward when the people were afraid, and asked it to leave, because it was frightening the people. Unfortunately, someone made the mistake of leaping past the Warrior and attacking the Component. It began laying waste to the village. The Warrior tried to stop it, and was injured – rendered temporarily insert by the force of its furious eye beam. Now the Warrior seeks out Eikar Welding for repairs, and warns others of the Component.


Soulsteel Justice Warrior 500

The Warrior is eight feet tall. Its body is made of black, grey, and off-white materials that seem scavenged from a trash heap. Huge glass eyes rest above simply-carved teeth in a wire jaw. One can see right through it from certain angles. The Warrior could hide in a garbage pile well, if not for its size. Its voice is unexpectedly fluid, and somewhat higher-pitched than one might expect.


Open, impassioned, and compassionate. The Warrior speaks from its heart. It listens to others, balancing their words against their actions, and their need against the needs of others. It has spent much time in the wilderness, and can be very thoughtful when alone, but it prefers to engage others in discussion.

Soulsteel Justice Warrior feels a kind of connection with the Component: the kind one might feel for a brother gone mad, or a sadistic mother. Yes, the Warrior admits, the Component acted in self-defense – but then it went far, far beyond defense, and into terrible retribution. The Warrior fears that there is no moral center to the Component, just programming. It sometimes wonders the same about itself.

Intimacies: Do what is right (defining), Find out what is right (defining), Aid the meek and oppressed before the mighty (major), Hypocrites annoy me, Friendship is a gift and deserves gifts in return.
Catchphrase: Justice must prevail.


As an automaton, the Warrior has no need to eat, sleep, or breathe. Poison and disease cannot touch it. It does need rest and repair from time to time. Unlike most automata, it has true will and volition, and can think for itself. It is of average intelligence. While not quick-witted, it is fairly perceptive, and its eyes can focus at long distances. It has no senses of smell or taste. The Warrior can see dematerialized spirits by shifting in an extra optic lens, but normally disengages this lens, as it can prove distracting in ordinary circumstances.

The Warrior is very durable, but not invulnerable. Its heart may be indestructible soulsteel, but the rest of its body has been damaged and replaced a myriad of times. It does not heal naturally. The Warrior takes time to repair minor dents in itself as needed. For major injuries, it seeks out repair facilities.

When the time for battle comes, the Warrior unsheathes a mighty blade from its back: the grand daiklaive Virtue Signal. This blade appears to be black iron when sheathed. In truth, it is soulsteel. When drawn, it shines with a prismatic radiance like the Warrior’s own heart. Virtue Signal is the bearer of many potent evocations. It slices through armor. It banishes illusion. It strikes harder and more true against those with hateful Intimacies. Virtue Signal is especially potent when it comes to deflecting harm from others. When the Warrior defends someone from a protocol or spell, or from a charm with an anima cost, the sword will absorb the magical essence of the attack, dissipating it entirely. The Warrior can then raise the shining sword to the heavens and mark the one who attacked with revealing light, so that others might fall upon them with greater accuracy.

When the Warrior attends someone’s death, the love from those whose lives the person had touched becomes a palpable force. That person’s spirit joins with the Warrior’s daiklaive and lends its courage to the quest for justice for all time. Should the Warrior ever fall, those who pick up its sword will be hard pressed not to fight for its cause.


  • Eikar Welding have repaired the Warrior on occasion, most recently about five years ago. Millie is nervous about the trouble that can follow in the Warrior’s wake.
  • The Sesus Family hold much animosity for the Warrior. They would gladly ruin its works and melt it down for scrap.
  • The Warrior is known in song and story across the world. Many of the hard-working people of the Blessed Continent will recognize it, though whether they appreciate it or not will depend on their views.


  • How damaged is the Warrior right now? Will Millie be able to repair it before another confrontation with the Component?
  • How long ago was the Warrior created? Was it alive for the Graze?

Fate: Balance

Stratus Cathak, the Treasure Hunter


The Godsfall Crater is, to this day, a frightening and unloved place. The clouds above part to avoid blowing over it. Batteries lose charge. Gunpowder refuses to catch. Metal rusts and oil curdles. Strange things dwell in the pit, said to be the impossible ghosts of shattered deities. Many believe that, but for the destruction of the Luminous Godkiller Weapon, this is the fate that would have befallen the entirety of the Blessed Continent.

Everyone else assumed that this place was utterly ruined beyond saving. Stratus Cathak came to find out. Young and alone, with the gift of foresight to guide him and keep him safe, he descended the walls of the crater and plumbed through the shifting maze of black stone that grew at its base. There he found black metal like none in the Splinter, bones infused with runes that pulled in light, fireproof funerary shrouds so thin they could be folded into a thimble, and still stranger things. He reasoned that anything that had survived the Holocaust of the Gods would be worth a king’s ransom.

The disappointing part is that there were no kings left who could properly ransom such things. Still, he made a small fortune selling them to traders and technologists. He assumed he’d be able to retire young – high risk, high reward. And yet he kept going back, again and again. He couldn’t stop himself. When he decided the crater was tapped out (or got scared enough of what he found), he moved on to abandoned Great Family manses, broken-down mansions of the gods on the Spire, and the ruins of the Imperial City.

He was stopping by some distant cousins to rest (and perhaps flaunt a little wealth) when he met Fulmine. She and their cousin Calcite were after an airship, of all things, and where couldn’t he go with something like that? What treasures could possibly lie beyond his reach then?


Stratus Cathak 500

Stratus has light brown skin, brown eyes, and black hair. His face is gaunt – not underfed, but definitely thin. He tends to have dark rings under his eyes. He looks… pursued.

He dresses well, but in clothing that he’s taken from many different places. With silk, leather, cotton, and brass all at once, his eclectic look doesn’t always work. He manages to pull it off most of the time regardless. He wears earrings, and carries both goggles and a gas mask, a fact that strikes most people as odd when they notice it.


Stratus exudes bravado and snooty disdain. A surprisingly small amount of this is directed at the people around him. He saves most of it for the world itself. Still, he’s often unpleasant to be around. He’s the sort of person who can address you honorably and kindly and still leave you feeling like he thinks he’s superior to you. He’ll interrupt anyone and change the topic of conversation whenever he feels like it.

If there’s one thing for which he shows a healthy amount of respect, it’s how badly the world can mess you up, whether you’re careful or not. Put Stratus into a field situation and he’s immediately all about business. He also drops the snotty noble persona when he’s fast-talking his way into or out of something. He’s a good actor and impersonates others well.

Intimacies: The world owes me and it hasn’t paid up yet (defining), Don’t trust anyone who hasn’t proven themselves (major), Fulmine should stop telling stories and start making them, Calcite needs some serious help
Catchphrase: Don’t believe your eyes.


As an explorer and treasure hunter, Stratus knows how to handle himself in ruins. He can set up ropes, check for bad air, and read a variety of older codes. He’s athletic and has an excellent memory for places and words. He’s also good at staying still and quiet when danger comes by. His first choice is always to talk his way out of a bad situation, and he’s quite good at that. If words won’t do, he’d rather sneak than fight. He’s more proud of being clever than of being powerful.

Stratus has hauled multiple artifacts from the depths of various ruins and chasms. He has goggles with lenses that let him see spirits. When he’s going into a fight, he wears a filter breather that not only purifies the air, but helps him to respire extra essence. Most frightening (if others only knew) are a pair of earrings that he found at the bottom of Godsfall. They whisper with the Neverborn’s dark insights, words that never should have been spoken in this world.

In addition to these stolen wonders, he has a gun created for him by Calcite. It shoots a jet of scalding steam out to short range, but also creates a cloud of mist that obscures others’ vision. The steam cloud gets in Stratus’ way as well, but he has other ways to find his opponents. If he needs to he can also fight with a sword and with more traditional pistols.

Stratus’ particular version of future-sight points out opportunities for stealth and misdirection. He’ll know where a watchman is going to be looking, and how to get them to look somewhere else. He’ll know who is willing to take a bribe, and who is easy to fast-talk. It doesn’t feed him the right words to say, but he’s pretty good at that himself.


  • Several members of the Karal Family know Stratus as an honorable individual. This is part of his plan to plunder the ruins of Castle Karal for Karal Volan’s legendary blade Prowcutter.
  • The new gods. Several have come to the homes of their predecessors to find important things… missing. They’re often displeased.
  • The crew of No Memory are just about fed up with Stratus’ attitude. They’re not ready to throw him overboard, but they’d gladly leave him at the next port if they could convince Fulmine to do so.


  • How often is Stratus wearing the earrings that carry the Neverborn’s whispers? How far have they gotten with him? What secrets do they have to give?
  • What made Stratus such an ass?

Fate: Choice

Calcite Cathak, the Gunbinder


Calcite Cathak lived in a rough-and-tumble land north of the Great Spire. After the Day of the Broken Sky, the gods were quick to return to this place – but order was not. By the time Calcite was born, bandit kingdoms were the norm. The Cathak family here retreated to a stronghold in the mountains and hunkered down. They wanted to wait out this period of unrest. No such luck.

Not until Calcite.

Calcite wouldn’t stand for it. She saw the fields burning at night. She heard the weeping of the house servants and the stories of travelers. It tugged at her, wouldn’t let her sleep at night. She kept having visions of a future overrun with death and despair. So the first time one of the robber barons rode a platoon of ragtag soldiers into the Cathak compound, she shot him dead through the eye with a makeshift pistol at three hundred yards, and slept well for the first time in years.

Her family, of course, saw in her the potential for their return to greatness. She could be the weapon at the forefront of newly raise armies. Her amazing accuracy would not be enough, but perhaps with help, she could lead them to the glory that should have been theirs.

Calcite saw the greed in their eyes. She turned it to her own purposes. She willingly helped the family technologist shape her own body into an elemental conduit. Her long clothing covers extensive tattoos that allow the six holy elements to flow over her and into objects that she holds. She even learned how to match metals with the other elements – copper with electricity, steel with smoke – creating weapons that would strike with the power of the land itself. She fought the King of Rust and his mechanical golem. She slew the Dust Empress with her flock of terror-birds, picking them off as they ran down the canyon toward her. Calcite slept better every time evil left the world, even as the nightmares began to plague her waking hours.

Then Fulmine arrived, bringing tales of inspiration and honor. Calcite left her family, but not before she and Fulmine put the fear of the gods into the local bandits. The Cathak are now on the rise in Northern Province. They might be greedy, but family was family, and Calcite hated owing a debt.


Calcite is thin, with light brown skin and brown eyes. Her hair is black with tints of indigo. She generally does not wear makeup, but does occasionally laquer her nails black. Her expression is usually a cautious neutral.

Her clothing is generally warm and practical. She’s not much for colorful fashion – it draws the eye too much on the battlefield. She wears brown leggings and shirt, a leather overshirt, boots, and skirt, and a brown cloth jacket. She has several guns, all of which have wooden stocks and various bright metal barrels.


Cold and reserved, at least on the surface. Underneath, she is moved more by emotion than by pure reason. She’s good at rationalizing her actions. Guilt is a major motivator for her as well. One week she’ll come up with a logical reason to take drastic actions; the next week she’ll come up with a course of action that will mitigate the fallout. She’s relieved to be working with Fulmine, to have someone to whom she can hand responsibility.

Intimacies: No one deserves to live in fear (defining), Power is a curse (major), I kill to save lives (major), Fulmine has helped give me meaning, Stratus is too greedy,
Catchphrase: Hold onto something.


Most children of the Great Families were trained in dozens of skills and trades, back before the Graze. These days not everyone does that. Calcite’s branch of the family tree had essentially given that up, and especially once she turned out to be a crack shot, there was little attempt to educate her beyond what was considered necessary. Luckily, they considered things like reading and writing, politics, geography, and outdoor survival to be important for someone who would be in battle.

Calcite has primarily been a heroine – an adventurer and a monster-hunter. She’s experienced at fighting both mortal and automata opponents. If you took away her supernatural powers, she’d still be quick-witted and agile, with an eye for detail and an excellent understanding of others’ motivations.

The blood of the goddess Starsight runs through the Cathak family, allowing some of them to see the future in specific ways. For Calcite, she knows exactly where to shoot to compensate for wind and movement, and for the greatest effect with each shot. Not that she always shoots to kill – she can just as easily shoot the gun out of someone’s hand, or give them a warning shot that takes their hat off. With a bit of effort she can even see where someone’s going to move, letting her fire an undodgeable shot.

Aim isn’t always enough, though, and for those moments Calcite has extra firepower delivered by elemental conduits tattooed into her skin. Given a few hours she can build a gun that channels nearby essence into bolts of elemental power. The copper-clad lightning gun she made for Fulmine is just one example. Calcite herself has steel smoke bombs, leaden pellets that can flood a floor with oil, titanium-barreled pistols that fire a spray of jagged crystal, a tin-stocked rifle that slowly eats metal targets at a distance, and a pair of aluminum fighting pipes that she heats with the power of steam. She’s creative with her powers, but needs time to prepare them. Without her regular maintenance, these devices slowly fail.


  • Calcite’s close family has mixed feelings about her. Some feel gratitude for what she did; others are angry that she left before she could do more.
  • The Dust Empress lives on beyond death, recouping her power and drawing other angry gods to her for an attempt on Calcite’s life.


  • Where do Calcite’s nightmares come from? They started before she began killing people – are they due to an overactive conscience, or an outside influence?
  • How will Calcite’s tattoos react to elements from another world, such as those from Creation?

Fate: Death

Fulmine Cathak, the Mastermind


The Great Families are in disrepute. They were on the decline even before the Day of the Broken Sky, which learned folk call The Graze. After that day, when their failure became visible in silhouette against the success of others, few showed them any respect. Several of them – Mnemon, Karal, and V’neef – are all but extinct at this point. The rest are scattered into fiefdoms, or have lost their fortunes entirely.

Fulmine aims to change that for her family. Over the past few years she’s been traveling from one province to another, finding the lost members of Cathak and making connections. Few of them remember the glory that used to be, but all of them have heard the stories. The kind of stories that make one hungry for importance. Fulmine tells tales of heroes: wise governors, valiant soldiers, clever scientists, humble farmers who reached above their station. Grand balls, jewelry, wine, love, exploration, intrigue – and most importantly, respect.

Not all of the family has reacted well to this. She’s had to flee a few places. Nevertheless, her travels are important. Everywhere she goes, someone decides to work a bit harder. Parents connect with long-lost relatives. Malcontents leave home to seek their fortunes. Once in a while she finds someone with particular talents and helps them decide how to use them. That’s how she got Calcite and Stratus on her side, and how she found the wreck of an airship and the right people to repair it.

Right now she’s turned out of her usual path. She sees chaos and destruction coming. Something bigger than herself and her family pulls her eastward across the Continent. She’s told her crew that they’re headed toward Millie Eikar’s place to give the ship a tune-up, but she knows that there’s going to be something dangerous in the way. For the first time in her life, she’s not sure what.


Fulmine is a little taller than average, thin, with light brown skin. Her thick black hair is looped and tied up on her head, along with a pair of pilot’s goggles. Her black eyes often seem to be staring at something in the distance. Her voice is strong and steady. When she tells stories she sometimes seems lost in the past.

One of Fulmine’s cousins makes her some fairly stylish clothing in black, brown, and white, using found fabric. She wears large jewelry, including earrings, necklaces, and a compass brooch. She dyes her lips red and uses green powder around her eyes. One of Calcite’s special guns hangs at her hip.


Caring, confident and precise. Fulmine was raised with the high expectations that have always come for members of the Great Families. Unlike so many of the Blessed Continent’s past leaders, she was also raised with love. When she failed, no one beat her or shrieked at her. They helped her stand up, regroup, understand her mistakes, and try again.

Sometimes Fulmine falls into a trance. Her voice quavers and she loses the outside world for a few minutes. Her crew knows to protect her during this time. Many of them keep an eye on her whenever she’s nearby, just in case she’s about to collapse.

Intimacies: My family’s future will be bright (defining), Sam Eikar is the key to the future and we must be the ones to defend her (major), Our world can be improved (major), Power is a gift that should be respected (major), Stratus needs to reach for his potential, Calcite is too focused on war.
Catchphrase: Our fate is what we make it.


Fulmine is god-blooded, born with the future-sight that runs through certain branches of her family. She can literally plan for the unexpected. She was already intelligent and keen-eyed; future-sight makes her seem brilliant. Her strategies are without peer in the Splinter. The most important visions put her into a trance where she’s unable to react quickly and may respond to things that are happening in the future. She always remembers the details of these events… except when they involve the Component. This gap in her knowledge genuinely frightens her. She also hasn’t foreseen anything about Cyn Walker, which will make Fulmine very suspicious when they meet.

Her family training also means that she can wield a gun and a sword, sail, keep books, paint calligraphy, ride an austretch, bind wounds, and carry herself in polite society (not that there’s much of that left these days). She knows exactly what she’s capable of – all the more so for being able to see the outcome of actions. This self-confidence gives her a compelling presence.

Fulmine can’t do it all on her own, though, and her crew fills in many gaps. They’re experienced sailors, navigators, engineers, carpenters, and soldiers. They’ve already followed her to the ends of the world. Anyone looking to take over No Memory will have a hell of a fight on their hands.

Unlike Calcite, Fulmine’s future-sight is of less use in combat. It shows her key moments and sweeping overviews, not blow-by-blow details. To help make up for this, Calcite has provided Fulmine with an enchanted weapon: a gun that fires lightning. Treat this as a heavy artifact archery weapon.


  • To the extent that there is a unified Cathak Family at all in these times, it’s because of Fulmine. Some of them resent her for it, but there are many places she can turn for support.
  • Her immediate family. Fulmine cares greatly for her parents and siblings, who live near Brightness on the northwestern coast.
  • One of the few Great Families to remain united, the Cynis Family believes that Fulmine’s airship, No Memory, rightfully belongs to them. They’d like to have it back.


  • No Memory used to have a cloaking device. Is it still functional?
  • Are there any crew members aboard the ship who are sick of taking Fulmine’s orders?

Fate: Prominence

Sam Eikar, the Savant


Sam Eikar is eight! It’s an exciting age. Everyone says so. Also, Sam has proven it mathematically.

People say it’s because eight is the Machine God’s Auspicious Numeral, but Sam knows that’s rubbish. First of all, obviously, a numeral is not a number. The number is auspicious because it’s the basis number for orthogonal three-dimensional reflection symmetry. Sam suspects that the three dimensions are not perfectly orthogonal. That would explain several space-crossing Charms that she’s observed, but it would also result in either a much larger number or the need for fractional symmetry bases. She kind of hopes it’s an irrational number. That would be funny. You could do three reflections and a small cyclic permutation and divide by pi and be a little short of 8, so that’s pretty close. The numeral is auspicious because if you turn it sideways you get an infinity sign, and if you write the Machine God’s Eighth Sutra vertically but the characters horizontally and make a new vertical bar every eight characters then you get the Yllondias-Chalsax Fomulation for Vortexed Fluids with the Eikar Correction. No one else knows about the Eikar Correction, yet, but clearly it’s there.

You can also prove that every number is interesting, but that’s pretty trivial. It’s not very interesting. Everyone and their grandmother knows that one.

Sam’s parents have never known quite what to do with her. She’s been to all the tutors they can find and none of them could keep up. The fact that she’s a genius would be enough to deal with, but it’s late at night when she’s sleepwalking that’s the really disturbing part. She sometimes wakes up crying in the middle of it and never remembers why she was putting together all these strange pieces of electronics. They even brought her to a medium, though they didn’t much like what they heard. (Whatever it was, they never told Sam.) Her friends think she’s strange, but whatever. She just says weird stuff while they go and chase frogs together, and her parents run an orchard so they have the best apples in town, so they’ll come over any time.

The Component arrived in Sam’s hometown just days ago. A few dozen villagers, including Sam’s parents, went out to talk to it. They brought some old guns just in case. The light from its eye swept across the frightened crowds and focused in on her home. She saw it through the window. The villagers tried to stop it. It brushed aside pitchforks and lead shot, and stamped its way across the houses toward her family’s farm. Then there was a strong arm around her, and a hand over her mouth, and someone whispering to stay quiet. They *leapt* somehow. Sam saw the village disappearing, and lost consciousness.


Sam is a short young girl with brown pigtails, pale skin, brown eyes, and a big forehead. When she’s happy she gets a big froggy grin across her whole face. She wears goggles to correct her farsightedness. They’re substantially too big for her, but Aunt Millie said she’d grow into them eventually. When she was saved from her village she was wearing a green shirt and some pajama pants. Regardless of who’s found her now, she’s probably wearing clothing a few sizes too large for her.


When she’s feeling safe, Sam is happy, curious, and a little sappy. She’s definitely not afraid to say what she thinks. She can be a little rude, but she doesn’t mean anything by it, and will try to make people feel better if she hurts their feelings. When she’s scared, she gets nervous, starts looking for exits, and might cry. She’s definitely more on the “flight” side of “fight or flight.” If you can get her to talk while she’s sleepwalking, she’s downright insulting.

Wherever she is right now – with Millie or with the Cathaks – Sam would much rather be with her family. Ortho was nice enough to her, but what happened to her family? She doesn’t know. Not knowing something is pretty rare for her. It’s not something she’s comfortable with.

Sam will be SO EXCITED to meet visitors from another world, especially if there are TWO other worlds, because that would provide evidence for her cyclic permutation theory.

Intimacies: I love my parents (defining), Mathematics is the best (major), I owe Youngest for saving my life (major), Trust my family, Fear of anything Yushoto Koletta appreciated
Catchphrase: How does it work? Or: Obviously.


Sam is the reincarnation of Yushoto Koletta, who engineered the Luminous Godkilling Machine. She’s also a Celestial Aion, chosen very young. Most of her powers are still hidden at this time, or relate purely to mental capacity. She also has some potential as a Technologist, but hasn’t begun to tap into that yet. It’s a lot to put on the back of an eight-year-old.

If there’s a mathematical problem put in front of her, Sam will probably solve it or prove it unsolvable within 30 seconds. Once there was a problem that took a whole day to solve and she had to invent a new branch of mathematics to do it. Physical objects take her a bit longer, and she’s not shy about asking how things work. Socially and physically she’s pretty typical for an eight-year-old. Mentally she’s off the charts.

Sam is a non-combatant.


  • Millie Eikar’s family. Millie is Sam’s aunt once removed. She and her assorted relations have watched Sam from time to time when her parents were unavailable. Sam and Millie have met a handful of times but aren’t close.
  • Rella Cathak is a minor noble of that family, and was the mayor of Sam’s village. She has promised Sam’s parents that she’ll do what she can to get Sam back to them.


  • What sort of powers will Sam have once her Aion abilities begin manifesting? How will her current predicament impact their development?
  • How much access will Sam have to Yushoto Koletta’s past-life memories?

Fate: Greatness