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Characters

The people of Gemnix Terra

No villains, only convictions. These are the figures whose choices move the realm — and who you will meet, argue with and rely on in play.

Who you will meet

Faction figures and travellers

Faction allegiance is named in text as well as colour.

  • Gargoyles · Earth

    Gargoyle faction leader (working title: the Stone Elder)

    Leader of the Gargoyles of the Earth

    The oldest voice in the root-halls, and the slowest to speak. Argues that a waking gem should be steadied where it lies, not carried off.

    The Gargoyle leader was already keeping watch when the first of the new gems woke, and remembers the last time the ridges shifted. That memory shapes every decision: nothing is moved until the ground it sits in has been read.

    In council, they let the other three factions speak first, then answer in a single sentence. Travellers who mistake that patience for indifference tend to learn otherwise — the Gargoyles have quietly held three ridgelines steady while the argument continued above them.

    Power that is carried is power that is dropped.
    • Patient
    • Protective
    • Exacting

    Where you meet them: Faction profile · Tabletop faction board · World lore articles

    About the Gargoyles

  • Gargoyles · Earth

    Stone-warden (name to be confirmed)

    Keeper of the amber quarry

    Walks the quarry edges at first light, marking which seams are safe to work and which have begun to hum.

    The warden's craft is refusal. Most of the day is spent telling eager crafters that a seam is not ready, and the rest is spent proving it by pressing an ear to the rock.

    Travellers who help with a survey are rewarded with something rarer than a gem: an honest map of where the earth is unstable.

    • Steady
    • Blunt
    • Generous with knowledge

    Where you meet them: Earth territory quests · Tabletop faction board

    About the Gargoyles

  • Tritons · Water

    Triton faction leader (working title: the Tide-speaker)

    Leader of the Tritons of the Water

    Negotiator between all four factions. Believes a woken gem should be shared, and keeps the only neutral meeting ground in the realm.

    The Tide-speaker's authority comes from having no territory worth fighting over: the crossings shift with the tide, so guests arrive on the water's terms, not the Tritons'.

    Every truce in the current contest has been written at their pools, and every one has been broken somewhere else. They keep writing them anyway, which the other leaders consider either wisdom or stubbornness depending on the season.

    Bring me the argument before you bring me the gem.
    • Perceptive
    • Diplomatic
    • Restorative

    Where you meet them: Faction profile · Story updates · Online adventure

    About the Tritons

  • Tritons · Water

    River guide (name to be confirmed)

    Reader of tides and crossings

    Knows which crossings will exist by evening. Ferries travellers of every faction, and repeats none of what they hear.

    The guide's discretion is the reason the still pools work at all. Passengers argue freely on the water because nothing said mid-crossing has ever reached a council.

    They will take a first-time traveller across for nothing, on the condition that the traveller learns to read one tide mark themselves.

    • Discreet
    • Wry
    • Unhurried

    Where you meet them: Water territory quests · Online adventure

    About the Tritons

  • Flamekins · Fire

    Flamekin faction leader (working title: the Forge-first)

    Leader of the Flamekins of the Fire

    Holds that a gem is only worth what is made from it, and that waiting is its own kind of waste.

    The Forge-first came up through the workshops rather than any council, and still takes a shift at the Long Forge most weeks. Decisions are made at the anvil and announced afterwards.

    Their generosity is genuine and slightly overwhelming: guests leave the terraces with gifts they did not ask for, made from material the other factions would still be debating.

    Nothing is saved by leaving it in the dark.
    • Bold
    • Generous
    • Impatient

    Where you meet them: Faction profile · Behind-the-scenes articles · Tabletop faction board

    About the Flamekins

  • Flamekins · Fire

    Master smith (name to be confirmed)

    Maker of gem-craft at the Long Forge

    The realm's finest crafter, and the most careful Flamekin in it. Refuses commissions that would spend a gem entirely.

    The smith's rule is simple and unpopular: whatever is made must be able to be unmade. Every piece leaves the forge with instructions for returning its power to the ground.

    Travellers bring them broken heirlooms from all four territories. The repairs are free; the lecture is not optional.

    • Meticulous
    • Warm
    • Unbribable

    Where you meet them: Fire territory quests · Legendary item crafting

    About the Flamekins

  • Feywilds · Air

    Feywild faction leader (working title: the High Scout)

    Leader of the Feywilds of the Air

    Sees the whole realm from the wind towers and shares only part of it. Wants gems left where they can still be watched.

    The High Scout is the first to know when a gem wakes and the last to say where. Information is the Feywilds' territory, and they hold it as carefully as the Gargoyles hold ground.

    They are the only leader who travels alone and unannounced, which is how rumours of Feywild traces in other worlds began.

    I will tell you what I saw. I will not tell you where to stand.
    • Curious
    • Independent
    • Observant

    Where you meet them: Faction profile · Feywild Village lore · Online adventure

    About the Feywilds

  • Feywilds · Air

    Wind scout (name to be confirmed)

    Runner of the high spans

    Carries word between the four territories faster than any messenger, and is unreasonably cheerful about the weather.

    The scout's route crosses every border in a single day, which makes them the closest thing the realm has to shared news.

    Children in the Feywild villages families build in our world are, according to the scout, doing exactly the right thing: leaving a light on and taking nothing away.

    • Quick
    • Talkative
    • Loyal

    Where you meet them: Air territory quests · Feywild Village guides

    About the Feywilds

  • Unaligned

    The traveller (player character)

    Your destiny in Gemnix Terra

    In Gemnix Terra you choose a destiny and a faction. The traveller is whoever you decide to become.

    The traveller begins with no allegiance, which is the only reason all four factions will speak to them. What you craft, keep and give away decides which doors stay open.

    There is no single correct path. Players who steady gems, players who spend them and players who broker between the factions all reach an ending the world remembers.

    • Yours to shape

    Where you meet them: Online adventure at Gemnix.world