The Anti-Nihilist: It's possible to play the Watcher this way.That truth? See the Antagonist folder for details. The Watcher's past self, meanwhile, had so much of their personal identity wrapped up in the gods that the truth rent their soul apart. Are there no gods? Subverted, in that it's the Watcher's past self asking the question, and their own metaphysical armor which is pierced by the asking of it you can put the question to Thaos, but he's already made up his mind on the subject and is entirely unshakable. Armor-Piercing Question: The very crux of the matter, the question that caused the Watcher's soul to Awaken after witnessing the Leaden Key ritual in the ruins of Cilant Lîs.Angrish: Upon being sent to Rymrgand's realm by Flaune Elette's experimental teleportation technology, two of the Watcher's descriptions of the experience (out of three total) are "Cold.It goes even further in that you're allowed to define who you were in a previous life, and why that person joined the Leaden Key.The general arc of the story would be particularly difficult for a Glanfathan or Readceran protagonist, anyway. The only options a player doesn't have are to be from Dyrwood, or its neighbors like Eir Glanfath, Readceras or the Vailian Republics because the set-up of the story requires your character to be a foreigner who is new to the region. The implementation in-game is especially interesting - while you can be nearly anyone at character creation, your choice of home culture and occupation gives you some identity out of the gate, and are given the opportunity to define just what has brought you to Dyrwood and flesh out your character's backstory a bit during the prologue (which is updated in your quest journal to boot, as it keeps a rolling biography on you).While the Watcher never abuses Vela per-se Serafen comments on the rather murky way the Watcher ended up 'adopting' her and banter with Konstanten has him lamenting that they need to find her some 'real parents' after commenting that she puts ants in his sleeping bag and her confessing that she shamelessly steals people's things. Thereafter, they get involved in a supernatural event that will thrust them to the forefront of the main conflict, awakening their powers as a Watcher-a person who can see past lives, perceive souls, and manipulate them as they see fit.
The caravan is soon destroyed, and the PC, along with other survivors, manages to evade the tribesmen and enter the ruins of Cilant Lîs. Due to unforeseen circumstances, the caravan is forced to stop for the night in a dangerous part of the woods, home to hostile natives who don't take kindly to interlopers. Starting with a race, class, and background tailored to the player's choice, the Watcher is a newcomer to the Dyrwood, traveling with a caravan to Gilded Vale on the promise of cheap land and a place to settle.