Livia
"All I wanted was to treat, to heal, to help. In the end I helped nobody. The plague took them all: men, women, even the children. But it left me alive."
A continent that doesn't appear on any map. Three outcasts who don't remember reaching shore.
"All I wanted was to treat, to heal, to help. In the end I helped nobody. The plague took them all: men, women, even the children. But it left me alive."
"He thought his father's name made me his. The bottle was already in my hand. The city would hang me for surviving him. I'd do it again."
"My first mate framed me. My crew waited for me to fight it. I didn't. I bought passage out. Whatever the New World gives me, I haven't earned."
Three strangers boarded the same ship for the same reason: nothing left for them in the old world. The storm came too fast and the lightning was the wrong color.
They wake on a beach in a world the maps don't know, with strangers in their heads who call themselves spirits, and powers in their hands they have no idea how to use.
Unit-turn battles on an isometric grid where the fastest fighters strike first. Terrain shapes every engagement. A flank lands harder. A counter only triggers from the front, and only for allies who've earned the skill. No permadeath. Risks stay risky instead of save-scummed.
Each of the three carries a virtue tempered by their worst night. Spirits recognize that virtue and grant power that matches it: stone that won't yield, water that won't stop, fire that cauterizes. Powers grow as the bonds deepen.
The continent is home to fantastical beast-folk: Vulpari fox-folk in the meadows, Wulfen in the frozen north, and others further inland. Each has a culture, a corruption they survived, and a reason to fight beside you.
The rain is wrong. The crops are dying. The native races have no defense against vices they have no word for. Behind it all stand the Four Horsemen. Villains, or perhaps just consequences gathering weight.
Optional dungeons during the campaign reward you with gear that matters. Each is a gauntlet of battles, resource management, and a boss at the end. Even a failed run pays out experience and loot.
When the campaign ends, the dungeons keep going. Each tier of increasing difficulty and better loot, preparing you for the next tier. You earn every step.