Introducing the character creator of The Waylanders
Players creating their character in The Waylanders have six base classes to choose from: Warrior, Guardian, Rogue, Ranger, Sorcerer, and Healer. Each base class will have a variety of specializations available at later levels, giving a wide range of options for multiple playthroughs.
In addition to to their class, players can pick their race (Human, Mourian, Half-Formorian, Werewolf) and select from a variety of backgrounds (Celtic Soldier, Celtic Druid, Egyptian, Mourian Diplomat, Mourian Protector, Dogs of Ares Mercenary, Alpha Wolf, and Slave). Here you have some examples:
Mourian rogue
Half-fomorian ranger
Celtic human warrior
Egyptian human sorcerer
Werewolf guardian
Celtic human healer
And much more!
As you can see, custom characters looks awesome in-game:
Check out this flythrough video featuring some of the main regions seen in the Celtic Age of The Waylanders. This is early footage not including NPCs and area decorations, but we think you'll love it: https://youtu.be/PrnJpyxm-MM
The Waylanders and the Celtic World
The adventure begins in the Celtic region of Kaltia, an area now known as Galicia in Northwestern Spain. The story of The Waylanders is very much inspired by the history and mythology of the time, and Kaltia plays into that. In Kaltia, many different religions, cultures, mortal and immortal human races, werewolves, druids, goblins, and monsters weave together into the complex tapestry that makes up this ancient kingdom. Keep reading for the first three locations!
Keep reading for the first three locations!
Brigantia
The capital of these lands is Brigantia, a bustling coastal city, and home to King Ith and his court. As the largest city of all Kaltia, Brigantia is the most densely populated and is defended by a nearby hillfort. Humans from neighboring nationalities pass through, making it a major center of trade and commerce.
As a trading hub and a culture known for its openness, Brigantia reflects humanity’s beautiful diversity. You will meet human characters in the game who represent many nationalities, sexualities, ethnicities, and beliefs. Their personalities and ethics will be fiercely individual but always informed by their personal histories and cultural identities, just as with humans in our world.
Tower of Brigantia
The Tower, a nearby ancient lighthouse, guides sailors from distant lands to port and is known as a beacon for the ancient races. Its flame is a symbol of the city as much as it is a useful landmark for travelers.
Dumbriga
Dumbriga is a smaller city to the south of Brigantia. The home of the University, Druids from all over Kaltia come here to study and perfect their magickal crafts.
The Olympus of the Celts
At the center of town, a mountain commonly called The Olympus of the Celts is said to house several elder gods, and is off-limits to all but the most advanced Druids.
Mourian Underworld
The Mourian Underworld is a vast underground network of cities and towns that spans throughout Kaltia. Mourian architecture is elegant and lavishly decorated — parts of Mourian bodies are made of gold and so are their homes.
There are few doors through which you can travel to their society, but those that are known are large and well guarded.
Add The Waylanders to your wishlist
The Waylanders is coming to Steam Early Access this summer. Visit the store page to find out more about the game and wishlist it today!
Despite being only thirty at the start of the game, Amergin is the Master Druid for the court of King Ith. Amergin is bright, inspired, excited about life, and incredibly good at magick. He is known for his charm and his sharp wit. He believes with all his heart that the world is out of balance, and he has devoted himself to becoming part of the solution.
A distant relative of King Ith, Amergin’s magickal prowess was discovered at an early age. He was sent to the Mage’s College, where he was raised with little knowledge or understanding of the outside world. Though he excelled at his classes and was extremely well-liked, he developed a reputation for sometimes being close-minded when it comes to opinions that conflict with the Celtic way of life.
Amergin is regarded as a magickal and political authority by other humans, but due to his youth, immortal characters rarely take him seriously. They should, though- despite his sarcasm, he’s the most powerful druid to grace the Celts in generations. He has not figured this out quite yet, but he’s starting to.
As a romance option, Amergin falls hard and fast. He may be interested in shacking up pretty quickly. Maybe too quickly… Amergin is attentive and would do anything for you- but he is also jealous as hell. He would not be comfortable with you seeing other people. But, he would never dream of cheating on you or leaving you. He’s a man of principles, and a man of his word.
Mal is a mid thirties, tough-as-nails butch who loves violence for the sake of violence. Luckily, she has channeled this love into a useful career killing dangerous monsters. She doesn’t talk much, would rather be caught dead than in a dress, and enjoys smelling a little bit like death to keep people from talking to her. If you don’t seem dangerous or interesting, she won’t give you the time of day. The only time she’s seen smiling is when she’s killing something… or licking her knife after doing so.
Mal has a unique special ability. She lost an eye in a fight with a monster a number of years ago, and her husband at the time, a Mourian man, saved her life by pouring gold in her empty eye socket. That gold was imbued with magick. Now, if she puts the eye of a deceased creature or person in that eye socket, she can see how that individual died. Well, mostly. She sees their doom through not just their eyes, but their lens- their feelings at their time of death distort the vision. For example, for people who were murdered, the person or creature who murdered them may appear much more horrifying or monstrous than they are in real life.
If you manage to befriend Mal, she is absolutely ride-or-die. She will defend you and stay by your side no matter what. Mal prefers to keep things casual, but if you romance her, she may prove to be nearly insatiable sexually, and might potentially be down for some rather dangerous kink play.
Trasté is a trasno!!! (you call them goblins? Yes, you call them goblins)
Dance, music… pranks…. Mostly pranks tho.
You’re different. Neat. Trasté is... intrigued. Trasté likes different. Especially when different makes people uncomfortable tee hee hee.
Trasté is from Aunes, a coastal city. Many trasnos there. Many fun jokes and much music!! Youngest of the trasnos, but who knows what that means in your years. Trasnos do not care about time. Time is fake, probably. Unless they’re waiting for a person to… hehe… come across one of their pranks!!
Trasté different too, from other trasnos. Usually trasnos do not care for people problems. Unless people problems are from pranks done by trasno. Trasté care very hard. Trasté wish Trasté was a people.
You changed from one thing into another thing. Maybe you can make Trasté a people?? Worth a try!!!
Trasté does not understand romance and thinks the sex is weird (Why the bits? Why must the bits do the stuff?!?) but Trasté wants to be your close friend super hard.
The Seer is considered to be timeless- she has existed for as long as anyone can remember, and has held the highest position within Mourian society for hundreds of years. Due to her magickal abilities and confident personality, she’s regarded as the world’s foremost magickal authority, and she absolutely loves it. No one knows magick quite like Nazhedja. She can see every aspect of the past and the future… well, until she meets you.
Nazhedja is the epitome of confident elegance. She is performatively feminine and loves being that way. She’s also a bit goofy, silly, ditzy, and vain at times because she knows that engaging in fun won’t undermine her authority. Nazhedja aways dresses impeccably- every hair in place, every piece of jewelry carefully selected, even in the heat of battle.
She knows herself- she knows who she is, what she wants, and she knows that she can and will do anything she needs to in order to get it. She’s been in charge and recognized for her superior magick abilities for so long that the idea of being powerless is totally foreign to her. She knows she doesn’t have to play games in order to keep her high position in society- she can just exist and be herself, and things will work out. There’s a sense of, “do you know who I am” in every request and order. Her immortality is something that has become such a core part of her personality that she has a hard time reconciling the fact that some people don’t understand it.
As the Seer, she views all possible past and future timelines simultaneously, and sometimes has difficulty anchoring herself to the reality she’s currently experiencing. This tends to confuse just about everyone around her, unless they can comprehend how she gently nudges the world in specific directions with her decisions. She often becomes frustrated with others who can’t see all the possibilities that she can’t stop seeing.
Because of this, Nazhedja has many friends and political allies, but few very close friends… and she tells herself that she likes it that way. She’s seen empires fall and countless generations of mortals die, so she tries not to get too attached… but in some ways, she can’t help it. She cares too much. She’s lost so many lovers and friends along the way that she has realized she needs to keep people at arm’s length in order to protect her own heart, but she loves people more than she loves protecting herself.
Nazhedja will happily have sex with anyone she deems worthy of being able to please her (and you have to be pretty spectacular for her to deem you worthy), but she’s been alive long enough that the idea of true love is something she tells herself that she’s put behind her. If you can manage to romance her, she’ll say she wants to keep things casual, and will even push you to date or sleep with other people so that she doesn’t have the “pressure” of being your only lover.
Today is a great day: one year ago, The Waylanders was funded on Kickstarter!
And we want to celebrate this moment, sharing with you something you're going to love: The Waylanders main theme, composed by Inon Zur. Listen and enjoy:
Who's Inon Zur?
EMMY award-winner and three-time BAFTA nominated composer Inon Zur is internationally renowned for his emotionally dynamic original music scores for video games, including the Fallout series, Dragon Age series, Icewind Dale and much more.
Zur’s best-selling soundtrack for Fallout 4 has been described as 'sophisticated and atmospheric' and celebrated as one of the best original video game scores by the British Academy of Film and Television Arts or The PlayStation Awards, to name a few examples.
Recently, he has been nominated for two relevant awards:
Jerry Goldsmith Awards: Best Original Video Game Score - Fallout 76
Hollywood Music in Media Awards: Best Song/Score for Mobile Video Game - The Elder Scrolls: Blades
Dragon Age, Icewind Dale, Fallout, The Elder Scrolls... That's why we know he's the right person to compose the soundtrack of our RPG!
Tarlock rose to prominence as one of King Ith’s senior advisors just a few years ago, and fell from grace nearly as quickly as he rose. Dynamic, charismatic, and prone to sudden violence, his hot temper intrigued King Ith and felt like a good potential way to balance the King’s calm love of peace. In the struggles against the werewolves, Tarlock was initially a celebrated leader. But when he ordered the slaughter of an entire Wolfpack, Ith realized that he’d made a grave mistake and fired Tarlock immediately.
Tarlock quietly began drawing in followers who didn’t agree with King Ith’s love of diversity and cultural exchange. He begun to feed on their desire for Celtic superiority, and stoked the flames of racism and unrest in order to gain power. He doesn’t actually believe most of what he preaches, and will say anything necessary to get others to follow him- even if it contradicts something he said earlier that very day.
His daughter, Tiana, is his most valuable pawn. He claims to love her, but would cast her aside without much thought if she threatened his own position. Tiana’s mother, Alanna, died nearly a decade ago. Tarlock told his daughter it was because Alanna’s own magic consumed her. But was it?