The embodiment of the frigid northern elements has arrived in a symphony of mist: the Tempest. Tempests are master of wind and wave these bladedancers use their sacred talents to save the people of Sanctuary from doom. Tempests are sacred defenders, using elements and edged weapons to defeat the dark forces that oppose them. Hailing from the Cold Isles in the North, those that dare stray from their homeland are pariahs—their calling is to use their talents to protect the lives of mainlanders at all costs.
Tempests utilize Edges, wind and water blades of immense power that harness the elements of air and water. Tempests conjure Zephyrs, temporary shades that mirror your movements to distract and taunt enemies, leaving their foes open for the kill. Mastering the Tempest requires reverence for the elements and the fury of the roughest waters. Will you become the storm?
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Uncontrolled power is the doom of the soul; power gripped tight the doom of the world. This mantra guides the mist-clad bladedancers of the Cold Isles, the Tempests, on every voyage. It has also led a handful of them to flee their ancestral home for the first time in millennia.
The Cold Isles rest far to the north, beyond Ivgorod. In these harsh lands, its people have subsisted for thousands of years. Legends hold that their great empire of Pelghain—a thalassocracy born of seafaring and trade that reached as far as Xiansai—was ruined by violence between their rulers, sister priest-empresses with the power to command oceans and wind. The battle roiled sea and sky, drowned their mainland cities, and left only their island capital standing, beset by permanent deluges and hurricanes, and surrounded by Maarozhi, beasts of the deep.
A once-proud people now cling to the vestiges of their empire, relying on their
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