project-image

Grayshade: Dark Fantasy Novels and RPG for 5E

Created by Alligator Alley Entertainment

A dark fantasy trilogy and a 5E-powered RPG based on the Gray Assassin world.
The first novel in The Gray Assassin Trilogy is available now and ships immediately. The TTRPG and remaining books in the trilogy will be delivered as they are completed.

Latest Updates from Our Project:

New update from Brandon O'Brien on the Grayshade TTRPG: information on character classes!
over 1 year ago – Fri, Apr 07, 2023 at 05:34:12 PM

Hi all,

We hope all is well, as work continues to proceed on the book, audiobook, and TTRPG fronts for Grayshade. It's that last part which we're going to talk about today, as designer Brandon O'Brien speaks about some unique features within each new character class. Hope you enjoy, and we'll have more updates for you in the near future, as circumstances warrant!

     Greg


Hey there! Just checking in from the wilds of the Grayshade RPG design process to let you know that Greg and I have been slowly polishing the features of the new classes that you’ll be taking the reins of as you explore Cohrelle and its environs. So I wanted to show you one unique feature of each of them to give you a sense of what these classes can do, what other design spaces they’ve opened for us, and what we hope they will offer you in play. These are all still drafts, so we’re more than happy to hear what you think so far, but we hope the general intention we have for them gives you cool ideas about what you’d like to do when you get to play with them yourselves. Starting with…


The Acolyte

As is already shown through the Faith mechanic, a lot of the flavour of both the novel and the game shines through most obviously in acolytes—their devotion reveals the politics of faith in their communities, their acumen in subterfuge and combat reveals the nature of political conspiracy between territories, and of course, they expose us to the techniques of soundshifting because they are the only ones with the prowess thereof. So what does soundshifting look like in the game?

Soundshifting Prowess

You have mastered the esoteric art of using sound to manipulate not only other creatures’ senses, but the very physical world around you. At 2nd level, you earn the Soundshifting ability feat, as well as one Soundshifting skill you may perform with it. You don’t need to perform a Charisma check in order to perform that feat (although you may still need to in order to accomplish a specific effect in some circumstances). You earn the opportunity to gain additional soundshifting skills, or expand the effects of skills you already know, and at your 5th, 10th, 15th, and 18h levels.

I’m particularly intrigued about how we’ve laid this out because it illustrates a couple things about the Acolyte. First, it describes the class as one of well-honed acumen, but still leaves room for other classes to discover soundshifting. As we imagine it, soundshifting is a skill that can be taught, and therefore it should be theoretically possible for anyone to learn some of it—you just can’t ever be as good as the guys who train underground in dark abbeys to get it right every hour of the day. Other classes will first have to take the Soundshifting feat in the place of an ability score increase first, and if they need another skill, they will have to do that again; plus, that feat for non-Acolytes means never advancing an existing skill’s effects, so they will always use the basic form of that skill.

The second interesting thing is also an interesting thing about soundshifting itself: our intention is to give players room to explore an incredible breadth of soundshifting abilities for offensive, deceptive, and retreat purposes, so players can mix and match what they consider a valuable way to use them. Maybe you like distracting enemies with loud and overwhelming sounds, or maybe you just want to be better at playing ventriloquist in specific scenarios. You get to choose which is most useful for you, and that means that there is still hopefully a wide room for non-Acolyte classes to gain powerful usefulness from the ability while empowering Acolytes to dig deeper into what those abilities can do at their most elite.

The Merchant

The Merchant is a fun one for me. In chats with Greg about the classes, I am prone to translate how I see each class through the lens of a character from media or history. (I am not sure whether this annoys Greg or not—in the interest of finding out, feel free to say what pop culture character you connect each class to in the comments!) In that vein, this is probably going to delight some of you if you watch Our Flag Means Death, because my counterpart to the Merchant is Stede Bonnet. I just like leaning into the idea of a socially powerful but potentially naive person capitalising on the few skills and power they have to save the day, and in the class I wanted to lean in on one of those powers being wealth and trade in a comical way, which gives us the Priceless Weaponry feature.

Priceless Weaponry

You have access to some of the most exceptional weaponry on the continent—but that doesn’t guarantee you can use them at their peak efficiency. At 2nd level, during a combat encounter you may instead equip any simple or martial weapon and attack with it using a damage die one level above its typical damage die (for example, you may equip a shortsword, which now does 1d8 piercing damage instead of 1d6). Whenever you roll to hit while equipping such a weapon, a result of 1, 2, or a critical hit will cause the weapon to break, and you will not be able to equip another weapon, even one you own, until after your next turn. A critical hit will still do critical damage before it breaks. At 6th level, the break-points of your priceless weapons change to a roll of 1, 2, or 3, and at 10th level, they change again to only rolls of 1 or 2. At 17th level, you gain the ability to use two such weapons at once, and to offer one of those weapons as a bonus action to any allied combatant with proficiency with that weapon; they get to use that weapon at that increased die level, but with all of their other proficiency bonuses or related features included, and without the possibility of breaking it. You may offer both weapons to allies this way, but if you do, you cannot equip a weapon of your own until after your next turn.

The rough sense of the feature is this: the merchant is essentially a caster, but with money instead of magic; they use their access to funds and trade to shift the tide of situations in their own favour, but that means they also need to do so in combat, especially as the least initially armed of the Grayshadeclasses. Priceless Weaponry is our tongue-in-cheek way of resolving this issue—turns out, the Merchant actually has lots of knives and swords and maces and scimitars, it’s just that they brought them to sell, and have never used one before. The break-points emphasise that this is not a perfect combat use—you’re still better off drawing your own weapon if longevity is your concern, but you can also do this as many times as you wish, money not being an object, so long as you’re prepared to be ducking and weaving a lot after your last weapon breaks. It strikes me as a very silly early-game ability that gains far more tactical utility at future levels, when you become less afraid of it breaking and get to toss one of those gold-inlaid, jewel-embossed swords to your teammate for the real killing blow.

The Informant

The Informant (and the Investigator, as we’ll see soon) are fun because our intent is to more forcefully play with the distribution of information in the game. As the saying goes, knowing is half the battle, and that is especially so in tabletop RPGs—if your character doesn’t actually gain the fact that reveals the big bad’s plot or where that special item is hiding, then the players get to know that something cool was planned but the characters never get to learn it, and that can kinda suck. So we built in a lot of mechanics where instead of simply gaining a mechanical benefit to the act of learning, sometimes a class can just know a thing instead of wrestling with the dice gods, and Street Shadow is a good way of illustrating this.

Street Shadow

Starting from 1st level, you gain a number of Shadow Points equal to your Intelligence modifier. You may spend a Shadow Point to gain one noteworthy fact about an NPC or organisation as if it were a fact you already knew about them. You regain all Shadow Points after a long rest.

If you’re already an Informant, it must stand to reason that you already know a hell of a lot about the world, and mechanics like Street Shadow make that true. You aren’t omniscient, to be sure, but every once in a while instead of leaving it up to chance, you can just have that fact, and while it doesn’t make a certain level of ignorance impossible, it does somewhat mitigate that feeling of your character never learning the big stuff you know is under the surface. Shadow Points also obviously play into some other features, but to talk more about what that means, I’m actually going to move over to…

The Noble

The Noble was the class that revealed a very unique challenge point in design that, instead of making the process effortful or confusing, actually opened me up to thinking more deeply about each class and their forte in play terms. The Noble, much like the Merchant, is a social power player moreso than a combatant (although they do have their very good combat tools); similarly, as we’ve pointed out with the Informant, there are classes that lean heavily into investigation as their toolset. In a setting like Cohrelle, it stands to reason that trading on these merits is another kind of value in game, so we decided, what if you can just trade it?

Noble Favours

As a person of means and status, you can leverage your power to gain access to high society. Starting at 1st level, you gain a number of Noble Favours equal to your Charisma modifier plus one. You may use a Noble Favour to instantly succeed on a Charisma check or Charisma saving throw, and to immediately gain access to locations or resources where one’s status, lineage, and upbringing would be a means of access. You regain all Noble Favours after a long rest.

If you would ever have no Favours to spend, you may still act as if you have additional Favours available to spend. However, after doing so, the number of Favours available to be regained after a long rest is reduced by one for each additional one used, until none remain. You can regain Favours spent this way by performing social actions for those from whom you have requested graces using these Favours, or by making yourself available for such graces asked by other NPCs of your status or higher.

Noble Favours is a pool of social resource that the Noble can draw on to turn the tide in a tense situation. Much like the Informant can just say that they’ve learned a vital fact about someone at the cost of a Shadow Point, a Noble can say that you all get into the fancy ball or gain the ear of a high-ranking power player at the cost of a Noble Favour.

Not including the Acolyte (who I imagine, just like your favourite action hero, does not trade in graces or play games of manners in order to do their work), every other class has a pool of similar resources that they can spend. For the Informant and Investigator, those pools are spent initially for access to key information about pertinent facts; for the Noble and Merchant, they are spent to trade for access and resources. Some classes may even have the ability to give one such point from one pool as if it’s from another… but for the moment, Noble Favours’ key value is being able to leverage your status to simply gain that access instead of leaving it up to chance.

Each pool, as you can see, also has its costs as well. For the Informant, you just eventually run out of things that you know—you aren’t always in the loop, after all, and that means you have to work harder to keep your knowledge pool up. For the Noble, however, there is room to push your luck in order to keep gaining access for your party, but at the expense of paying off your debt to those you have sought the favour of. This is hopefully some good fuel for future social play, because it means that the Noble is guaranteed another interaction in the future, either alone or alongside their group, where paying off that debt may mean them or another party member currying favour with an enemy, promising an improbable job, or paying off a background element that their character may have a dramatic relationship with.

The Investigator

Having now read both Grayshade and Renegade (which, by the way, Renegade is awesome and you’re going to love it even more than the first one), I’m very excited about one of the design spaces related to the Investigator because it gives us even more room to think deeply about the rest of the world and the ways they play alongside each other. The Investigator in the game is a very morally challenged character—much like Grayshade the character, being a moral agent in strongly immoral structures can bring with it obvious conflicts of interest that are fun to qualify mechanically as well as narratively, and we hope we can do so with the Precinct feature.

Precinct

The investigator’s 3rd level coincides with one’s elevation within the ranks of fellow investigators, and a level of prestige that comes with said rank. You are now identified as a ranked investigator within the local constabulary of a given location, the investigation team of a specific merchant guild, or another private organisation, with relevant features as mentioned [in the Precinct table].

Instead of what would normally be subclass choice in 5E, the Precinct feature gives you a bit of the same in terms of self-defining your character, but has that interact with all of the features that are otherwise core to the Investigator regardless of Precinct, and play more heavily in the narrative space of the game you’re individually playing.

To be sure, a Precinct also means organisation-specific tools and resources that we are designing to ensure you are always learning and leveraging that knowledge in cool but narratively specific ways. However, picking a Precinct also means confirming the stakes of who you work for—are you a public servant with the local guard (and therefore beholden to the whims of your political superiors, however misguided), or an armed spook in service to a specific merchant union (and therefore prioritising their interests, however capitalist, over actual public good)? After all, you’re definitely someone that people without power or force will trust or fear as a result of your rank, so we’re hoping this feature pays off in ways that make you feel like a cool Renaissance private-eye while also giving you meaty story beats to play off of. Put simply, this mechanic should give you at least one moment to feel like the police detective in a murder mystery when the captain asks you for your gun and your badge.


That’s all we’re showing off for now—again, all of these aren’t set in stone for quite some time, so feel free to let us know how you feel about these and what other stuff you’re eager to be able to do in the Grayshade RPG. We will have much more to share soon—I haven’t even spoken about how some of the mechanics we’ve just showed you means that I get to ask Greg all manner of worldbuilding questions about stuff you haven’t even seen in the books yet!—but you’re gonna have to wait a bit to hear about those.

In the meantime, I would like to ask you to keep sharing the good news of Grayshade with your friends and fellow nerds. Since we’re still in the throes of designing the game, and especially on the heels of the novel being an IBPA Benjamin Franklin Award finalist, I really want this to feed back into more people discovering the joy of reading Greg’s work. After all, the more people know how kickass Grayshade is, the more people you’ll have to play this RPG with when it’s done, right??

‘til next time,
Brandon

The award-winning Grayshade! (Would you help us celebrate?)
over 1 year ago – Wed, Apr 05, 2023 at 12:34:07 PM

Emily here for one quick but really super note - Brandon O'Brien will be posting an update on the RPG design tomorrow - I'm so excited to read it, myself! (Are you following his newsletter? Following his social media? Have you bought his poetry book? If you bought the Gray Assassin novels, check out the Grayshade Store to add the RPG?)

But how could we wait until tomorrow for news like this.

Grayshade is an award-winning novel.

I won't go on about this next part (I could, and feel free to skip along to the links!), because all of the sudden, in my mind, I'm thinking about this campaign. Viscerally. About being seven thousand dollars down from funding on the last day. Of hearing people say what a shame we wouldn't get there and saying oh I promise you we will. Of sitting out on Woodward Avenue with a sign and promo cards, trying to get people to pledge. Of that incredible marathon stream. Of friends, and fun, and smiles. Of not being able to listen to Greg's tearful (and as I recall, pointed!) speech because I was crying too hard myself. Just bawling in joy and gratitude. Thinking of each one of you who contributed, and of those (you know who you are and you know that I know who you are) who said the same: This is not going to fail. Greg deserves this. The world deserves this. We believe in Grayshade.

Well, now I can refer to my friend, Greg, as: Gregory A. Wilson, author of the award-winning graphic novel Icarus and author of the award-winning novel Grayshade.

(Sits with that a minute.)

Which award? We'll find out! It is already guaranteed to win a Silver Benjamin Franklin Award from the Independent Book Publishers Association, and we'll know in a month whether it won a Gold.

I believe that it will. (*lurks behind a tapestry at the ceremony*)

Since I already know how much love you have for this writer, this team, and our favorite angsty assassin, could I ask for some re-posts and/or congratulations? Flowers, glitter, pleasant nods. Here are some places to do it!

Cheers - and keep getting ready - for the Year of Grayshade.

- ♥ Emily.

Dagger pins are in! (And much more soon.)
over 1 year ago – Mon, Mar 27, 2023 at 04:24:03 PM

Hello, Emily here with more quick updates, and then a tiny hair toss:

  •  Dagger pins are in stock! Grab one (or a pair for your dagger-friend) on our website. (Just updated with a real picture!)
  • No exact date on Founders Coins yet, but you should really have them in the next 2-3 weeks. I have seen preliminary pictures (I'm going to wait and let Greg show you the actual coin) and they are super cool. Didn't order one? Double-digits are still available. If you didn't order one through this campaign (or would like more!) get a low-numbered coin (again, meaning double-digits) now while we still have them. (Again, this is the Year of Grayshade. I truly believe it.)
  • The audiobook for Grayshade is recorded and in work - our updated estimate is that you will have it in April, with a release in May! (I was like, Emily, don't say this is exciting again but ** it, I'm excited. - This is exciting!)
  •  Renegade is now in typesetting, and going to proofreaders in about a week. Even if you think you are ready for this book, you are not ready, and no I will not settle down about it. You will see...
  • Also, I'm very excited to say that Brandon O'Brien is going to check in here in the next week or so with an update on the RPG development, and some specifics. (Ah! I can't wait to play this game!) If you didn't grab a copy of the RPG book during the campaign or think it would make a great gift, you can still pre-order RPG Hardcover Books through the store!
  •  Gregory A. Wilson fans! Have you seen the incredible in-person and livestreamed event that will be happening in May, both for your entertainment and to raise money for vital anti-cancer research? Do you see who is going to be live on stage? Go get your dang tickets! (Again, in person, or online for only $5!)

Now, lovely people, would you indulge me some self-promo? A tiny hair toss? (~does it~) The flash sale ends very soon! (And is not a gimmick, as you'll see.)

  •  I'm having a very quick Dragon Fantasy clearance sale! People know while I'm always happy to find ways to get people the stories when money or access is a hardship, I don't like to put things on sale. However, storage is increasingly expensive, and so I've made the tough decision to clear out most of our stock of the older hardcovers. I wanted to make sure people could complete their sets (we really are not reprinting these, this is it) so just for a few more days (through the end of March) my dragon trilogy (in dust jacketed hardcover!) is on clearance: 60% off for the second two books, and only $45 for the trilogy. I am very, very proud of this story (mind the content notes), it looks cool on the shelf, (I love how the flares of light line up on the spine - the candle in the dark, the sunlight in the skies, and the fire in the magic) and you can grab it now and it will be waiting if you're ever inspired to give it a try. I'm really not reprinting these, and they really are getting recycled, so now is the time to grab the books.
  • The sequel to Night Ivy, Inkbloom is now up for pre-order, along with a hardcover bundle on both Alyssia books. For the bundle, books will ship together when Inkbloom is available later this year; or people would like to buy Night Ivy now, I'd love to get one signed and shipped to them; they would just select it separately.)

What might convince you to try my novels? PERHAPS THIS?

"Like the plant which informs its title, Night Ivy works slowly, quietly, and inexorably, tracing the complex lines of its fascinating main character. And as Xeleanor Du’Tam patiently unravels the mystery she’s been tasked to reveal, both she and we learn more about her power and personality than we could have ever expected. E.D.E. Bell always creates empathetic characters deeply in tune with their environments, but in Night Ivy, she has gone further; this is an environment deeply in tune with its characters, resonant with Xelle’s internal song. Night Ivy is quiet, but far from silent, and you’ll remember it for a long time after the story ends." – Gregory A. Wilson, award-winning author of Icarus and Grayshade

  (swoon)

Enough from this guy. And an update soon soon, from the wonderful, beautiful, insightful, delightful, Brandon O'Brien. Maybe see you on Twitch (EmilyTheInvincible !) or in the Arvanauts Discord (or in my own)?

Cheers and so much Forward! - Emily.

The Calm before The Grayshade
almost 2 years ago – Mon, Mar 20, 2023 at 05:23:04 PM

Hello - Emily here with some updates on the project.

Bottom line: Everything is happening. Everyone is excited. Just not All at Once. (Attempt at cute humor.)

Some quick updates for you!

The Grayshade coins are in final production - the delays have been out of our hands, but the good news is I'm feeling good we'll have them in the next 2-3 weeks.

We are also getting Grayshade cucuri pins this week and if you are interested in one they are for sale here. (Pick up a book while you're there? Could I interest you in Lord's Dome, a short, stand-alone fantasy book that I wrote?)

The Grayshade audiobook by Tren Sparks is recorded and in production! And I have listened to the whole thing and let me tell you - even as many times as I have read this book (certainly up there on number of times read?), it was thrilling to hear it in audio, and especially with Tren's insightful interpretations. I loved every second. We'll be getting this out soon, and I'm thrilled.

As for the second book, Renegade, look - how do I say this? You know that I am a Grayshade enthusiast (classic Emily understatement) but I am also reallllly honest. This book is incredible. It's riveting from start to finish. I laughed. I cried. I cheered. I sighed. Literally. Not just on the first read, but the second, the third, and the fourth. Get ready for this book. (I wasn't.)

And that's all just on the book side! The Grayshade RPG is moving along with spirit and fire. Gregory A. Wilson and Brandon O'Brien and the team at Alligator Alley Entertainment are crafting an amazing game experience in an already amazing fantasy world. I even hear rumors that the game will be featured live on Greg's Arvan Eleron Twitch and YouTube channels (sub up!) and it will be fun to see ... who they choose to play ...

Enough intrigue for now? Anyway, just checking in to let you know things are happening and this is going to be a wonderful, thrilling year. Why? Because of you. I still get chills thinking about what we did here, and all the art and joy being created because of it. So, thank you. And reach out anytime!

Some places to do that?

With hugs, ♥ - Emily.

Update on the Grayshade TTRPG, from designer Brandon O'Brien!
almost 2 years ago – Sun, Jan 15, 2023 at 02:35:58 PM

Hi all,

Happy New Year, and we hope you've had a good start to the season! Our work is proceeding quite well on multiple fronts; we'll have an update on Renegade, the sequel to Grayshade, soon, but first we wanted to chat about progress on the tabletop role-playing game. Hope you enjoy this update from game designer Brandon O'Brien, and we'll be back with more updates soon!

     Greg



Hey there! While we’re very slowly working our way back from the holiday break to work on the Grayshade TTRPG, I wanted to talk you all through a tiny look at how Faith will work in the game and what we hope it will allow you to do in game.

Faith is a very important construct in Cohrelle and its neighbouring territories; even the citizens who seem to lack any obvious devotion to a god or ideology seem still bound to it, judged by it, and constantly interacting with structures built on it. So of course we were excited to see what that would look like as something you can interact with in play. We spoke quite a bit about what that would look like and how it impacts your actions in the world, and we’re really excited about what we’re working on so far.

Just like your actions affect who you gain trust with or how hostile a stranger may be, faith is an additional mechanical marker of how your very presence affects relationships with those you share faith with as well as those who clash with your devotion. Faith operates as a new player-character stat on your sheet—unlike an ability or attribute which improves as you gain experience, however, this is influenced largely by narrative roleplay. When your faith is high, your faith community sees you as devoted to their cause and will invest highly in your progress, but ideological or political enemies will see that same devotion as a threat to be mitigated. When it’s lower, however, those you share that faith with may feel compelled to guide (or discipline) you back into faithfulness, while others may feel inclined to trust you more as someone who may shake up the community from within or even defect entirely.

How does one gain faith, then? Faith fluctuates based on narrative play as well, as a discussion between the player and the GM. When your character admits that they are acting with conviction in the name of their god or making a risky move based on trust, the GM should see fit to reward that by offering a point of faith, along with a rich description of what miracles that belief has worked for you in that moment. Conversely, if a PC has just seen something that unravels the beliefs they hold dear, the GM may ask them to share what that makes them feel, and take a point or two of faith from them depending on the circumstances. But ideally, the world is always working on them in ways that makes their faith fluctuate—just like in our real world, sometimes we see things that replenish our assurance in something greater, and sometimes instead we witness things that sour those beliefs for us and complicate our relationship with the world we once knew.

One of the things we want to be sure about in our portrayal of the mechanic is that everyone believes in something, and that the mechanic isn’t merely tracking ‘how far you are from not believing in anything anymore’, but rather just portraying how our perceptions can shift from seeing something as good and righteous in our lives to seeing it less healthily than you did before. Low faith doesn’t mean you don’t have faith in anything—if we get it right, it should mean that you’re struggling to keep your rose-tinted glasses on and are seeing some things in a bitter light. The other thing is that faith shouldn’t operate solely as a place for the game (or your table) to make absolute value judgments about belief—just as it’s possible to tell a story similar to Grayshade’s own journey of discovery in the novel (which I won’t spoil!), you can just as well use the mechanic to tell the story of truly righteous acolytes being fooled by their rivals into seeing the worst of their comrades, or struggling citizens being given new hope in the world by discovering new merit in their past beliefs.

Another element of that ‘everyone believes in something’ philosophy is making sure faith means something of value to each class we offer in the game. Mechanically, it may seem kinda incongruous to have an Informant or Investigator tied to a belief in a god (not impossible, mind you—almost everyone in Cohrelle prays to something—but we can see why that wouldn’t feel consistent), but they are just as clearly linked to trust in a system of things. The Investigator, for instance, is very obviously someone who places high stock in the system of institutional justice. Playing with the ebb and flow of faith in the system for that class, then, gives you wonderful opportunities to tell stories of either strongly principled characters in complicated systems whose faith maintains (think of Judge Dredd, for instance) as well as characters whose struggle to maintain their trust in the system is either upended or reassured through action (for which there are obviously many examples: see the many clashes of ideology between Batman and Harvey Dent in the DC Comics, for instance, or the story arc of Detective Somerset’s character arc in the film Se7en).

So, I’m guessing you’re asking, “Okay then, that sounds neat and all, but what can we do with faith?” And before I make any obvious jokes about how we ask that question in real life too, faith does have narrative and mechanical implications in play as well. For one thing, when interacting with factions related to your faith—like the community you share that faith with, or their immediate rivals—the stat is pretty much a separate passive Charisma check; if your faith is high, it’s almost a given that your superiors will see you as trustworthy and deserving of investment, and mechanically that can manifest as easier access to necessary equipment and more reliable intelligence and physical assistance from your peers. Meanwhile, if another faction already doesn’t like your faith community, that means they don’t like you, either, which can make it a bit of a handicap to obviously indicate your affiliation to them, so if they know you’re a believer, you may have to work harder to earn their trust as a result.

Here’s a unique example to help you picture how it should work: if I were playing an Acolyte with a faith stat of +3, I would be reasonably well-respected within the ranks of my religious community—still growing as an initiate, but showing promise and obviously devoted. So if I went up to a higher-ranked member of the faith and asked for resources going into my next adventure, it is likely that the GM may lower any Persuasion checks I need to make because come on, why would a devout acolyte like me lie? But if during that adventure I run into a rival religious community and desperately need their help for the next stage of my adventure, I either can’t afford to let them find out I’m a member of their hated enemies, or at least should be willing to put up with a drastically harder task of asking for their help.

There are some other mechanical interactions as well, mostly specific to each class, but I’ll keep those a bit of a secret until we come closer to testing them! I have been really motivated to find new and interesting ways to present this and the rest of the cool things we have planned with you all, and I am eager to see what you do with it when it finally gets in your hands. Until then, feel free to ask questions and tell us what you hope the faith mechanic allows you to do in-game.

‘til next time,
 Brandon