
Archive 6a Index
Wanderer’s Recovery Co.
Chapter & Section Index
These links only lead to sections of each chapter, Martin will have to refer to each chapter specifically for detailed indexes
- Archive Intro
- History
- Foundational MEMBERS
- KEY PERSONNEL
- Host of the Last Dawn
- Family & Allies
- WANDERER FRAGMENTS
- Wanderer’s Enemy Index
THREAT RANKS
Threat Rank is a quick threat and capability label based on total experience. It is assigned to each race, class (or classes) the entity is, along with any initiation groups or other items or artifacts. It is cumulative.
Rank
F
E
D
C
B
A
A+
S
SS
SSS
U
Title
Apprentice
Beginner
Baseline
Veteran
High-Tier
Wanderer
Hero
Strategic
Catastrophy
Apocalyptic
Extinction
Points
00+
100+
250+
500+
1,000+
2,000+
3,000+
5,000+
10,000+
20,000+
50,000+

Martin “Soul-Hunter” Gray
The One Who Stays
“The world breaks everyone, and afterward, many are strong at the broken places.”— Ernest Hemingway, A Farewell to Arms

Name
Aliases
Race
Position
Origin
Tarot
Suite
Arcana
Rank
HP (DR)
Dodge/Parry
Attacks
Weapons
Special Actions
Martin “Promise-Keeper” Gray
The Golden King;
the First Player;
the One Who Remembered Love
Avarin (Talahé), Traveler
Leadership; Protagonist
Talsagi (current life)
The Wanderers
Alpha and Omega (Joker position)
None (Joker; Alpha and Omega)
A (Wanderer). 2,656cp
60 (6 Hard, Dragonhide)
22/16
6
Dragon’s Rage War Axe; Dragon’s Spite War Bow; Faith Fire
Multiple
Architect-tier canon (the Golden King, the Platinum Mantle, the Rig of the Reborn King) lives elsewhere see the reports in Archive 8a Wanderer Wargear

The Girl’s Hot Tea
Many people assume Martin remains close to others because it comes naturally to him. Those who know him best disagree. They describe it as a deliberate choice that he continues to make despite the personal cost.
Martin tends to view his life as the result of persistence and endurance, believing that people respect him because he survived difficult circumstances. Others argue that his survival depended just as much on the people who stayed beside him during those periods. He rarely accepts that interpretation.
Unlike many dragons, he places little importance on wealth, territory, or status. Instead, he invests heavily in relationships and responsibilities. Over time he has accumulated a large number of commitments to friends, family, allies, and dependents. He understands that these connections create vulnerabilities and provide enemies with opportunities to hurt him. Even so, he has shown little interest in distancing himself from the people he cares about.
[Girl] I have watched him break and keep walking. He loves people who cannot always stay, and he keeps finding them again. He never asks to be loved back, and that is why I cannot stop.

Physical Description
Martin appears to be a man in his mid-twenties standing slightly over six feet tall. He has a lean build with well-developed muscle and features that place him outside normal human and elven proportions.
When not using his Talsagi human disguise, his ears extend beyond the length commonly seen among elves and most fae. His platinum-white hair falls past his shoulders and carries a metallic sheen, while several emerald-green strands beneath his ears reflect his dragon heritage.
Through separate exchanges with Thegs and Mercy, he no longer possesses either of his original blue eyes.
His right eye is golden-green with a reptilian slit pupil, while his left glows purple-blue and is surrounded by darkened skin. Both women received one of his original eyes during these exchanges.
He smells of cold mountain air with warm metal under it, and he stands loose and unbothered until the second he moves.
In dragon form he is huge and broad, emerald-scaled, with platinum running from his tail up his spine and over his head, a combination of colors that no dragon before him has worn.
His life changed after joining the Wanderers, where he found the family and community he had previously lacked.
Although he never sought authority, he gradually became a central figure in several major events, including freeing the Choir, recovering members of the Cheerleaders, and intervening during crises that threatened dragonkind. These events left fragments of an ancient Forge Rig embedded within his body and resulted in a living machine known as Determination attaching itself to him permanently.
He now occupies the position called Alpha and Omega, a role connected to the beginning and ending of cycles and one that regularly places him at the center of problems few others are capable of resolving.

Personal History.
Martin was raised on Talsagi and spent much of his early life dealing with financial hardship and instability. A vehicle accident ended his opportunity to attend college, and he later spent an extended period living in a van behind a highway store.
By the time he became known outside a small circle of friends, he had already developed a reputation for working through setbacks without drawing attention to them.
His life changed after joining the Wanderers, where he found the family and community he had previously lacked.
Although he never sought authority, he gradually became a central figure in several major events, including freeing the Choir, recovering members of the Cheerleaders, and intervening during crises that threatened dragonkind. These events left fragments of an ancient Forge Rig embedded within his body and resulted in a living machine known as Determination attaching itself to him permanently.
He now occupies the position called Alpha and Omega, a role connected to the beginning and ending of cycles and one that regularly places him at the center of problems few others are capable of resolving.
Attributes, Abilities, Advantages, Disadvantages
Attribute Modifiers ST 61; DX 30; IQ 26; HT 52.
Secondary HP 60; Will 31; Per 26; FP 60; Basic Speed 20.5; Basic Move 20; Basic Lift 650 lb.
Defenses Dodge 22; Parry 16; Block 3; DR 6 (Hard, Dragonhide), with DR 5 more against fire.
Offense 6 attacks per turn (Extra Attack 5); Thrust 6d; Swing 8d+1; Size Giant in dragon form.
Always-On Combat Advantages Weapon Master, Bow (+2 per die, half the rapid-strike penalty); Favored Enemies, Giants and Dragons (double damage, shared with the pack); Penetrating Shot (one shot passes through a target); Hunter’s Luck 2; High Pain Threshold (no shock penalty); Hard to Kill 2; Flight (winged); Enhanced Move 1 (ground and air). His triggered powers, Time Dilation, King’s Presence, and Pattern Mapping, are detailed under Special Actions below.
Combat Skills Axe-35; Bow-37; Innate Attack Breath-32; Brawling-30; Knife-30; Broadsword-29; Guns, Pistol and Rifle-31; Fast-Draw-30; Throwing-29; Stealth-32; Tactics-25; Intimidation-29; Zen Archery-24; Blind Fighting-23.
Combat Disadvantage Berserk (12-) when someone he loves is harmed.
Notable Non-Combat Traits Precognition (only of women he will be intimate with); Recall Through Dreams; Sister Sense II; Shadow Path; Shapeshifting (dragon, Washeshi, dark elf, human); Architect Pact, Greed (People Only), Thegs Pact, Bound Hearts of the Song Smith, and Enemy the Court of Oblivion. His two highest skills are Singing-55 and Hiking-54, and he also cooks, brews potions, plays guitar, and carries Erotic Art-32.
Notable Wargear (viewable in Wargear supplement) Dragon’s Rage War Axe, Dragon’s Rage War Bow, The Platinum Mantle, The Rigs of the Reborn King. The Golden Crown (The Golden King).
Weapons
- Dragon’s Rage War Axe 12d+6 (2) cut; Axe-35;
- Dragon’s Spite War Bow 8d+4 (2) imp; Bow-37;
- Faith Fire Breath 6d burn and corrosion; range 5 yards, line or 2-yard cone; 1 FP per die; Innate Attack-32.;
- Dragon Rend (dragon form) 6d cut on top of his strength damage.
- Teeth 6d-1 cut. Tail Striker, crushing.;
- Vicious Mockery 6d toxic; the target must hear his voice; 2 FP.
Special Actions, Powers, and Vulnerability Notes
Master Smith Soul Forge. Using a ritual, he reforges a soul, a pattern, or a built object, mending what is broken and incorporating what he reshapes into himself. The ritual takes 20 minutes, 5 FP. Reworks up to 100 cp at a time, but with a -4 penalty to the roll.
Architect-Smith Access. He uses any technology after a brief study session and has an exceptional memory for blueprints. Once a lunar cycle passes, he might ask the Machine how a particular thing works.
Time Dilation and the Three-Minute Rewind. He can borrow up to three attacks from the future for 2 FP once a day, or he can step back three minutes for 4 FP once an hour, but only on himself. Both actions drain him, and the Machine notices every time.
King’s Presence and Pattern Mapping. King’s order forces a Will roll (on a failure, the pack must stand down for a turn). Pattern Mapping marks a target, granting the pack +5 damage per die and up to 15 DR. His order as King makes a room obey, and his mark directs the entire pack onto a single target with his aim.
Vulnerability The Hoard. The way to reach Martin is through his bonded people; pressure on them hits harder than any blow to his body, and his Berserk fires when a loved one is hurt.
END BRIEFING
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GENERAL ARCHIVES INDEX
- Main Page
- Archive 1: Cosmology
- Archive 2: Mechanics
- 2a: Manual of the Game
- Archive 3: Lineages
- 3a: Mortal Races
- Archive 4: Bestiary
- Archive 5: The Story
- 5a: Martin’s Logs
- Archive 6: Faction Books
- 6a: Faction – Wanderers
- 6b: Faction – Khemri
- Archive 7: Locations
- 7a: Tile Locations
- 7b: Machine
- 7c: Locations from the Story
- Archive 8: Wargear
- 8a: Wanderers
- 8b: Khemri
- Site Updates
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