Nameless Old Wizard: Muscular, white-bearded traveler stranded by the temple's transpositional stone. His runic stones produce unpredictable magic, including the fireball that frees him and the lightning that heals the guardians.
Torrin: Declines Sethis's immediate offer of a boon, fights the temple guardians, sustains Bjorn through repeated healing, and uses his Twilight Sanctuary to protect the group.
Whisper: Opens the trap corridor after repeated attempts, solves several paired-symbol puzzles, and loses an arm after choosing the dragon opening in a second puzzle.
Normandy Borthal: Solves the sun-and-moon mural, retrieves the wizard's stones, helps disable the fear rune, and loses an arm after choosing tilled earth instead of the wave.
Vyr: Helps disable the fear rune from inside the transport chamber, channels healing through shadow and life energy, and discovers a Mitharan cloak in a long-abandoned living space.
Bjorn: Endures the guardians' magical blows, repeatedly drives them into Torrin's ball bearings, and risks his hand while helping solve the temple's lever puzzles.
Helena: Uses Zephyr Strike to cross the trapped corridor, identifies several paired images, stabilizes Aronin, and searches the temple while the others contain the guardians.
Aronin: Damages the blade mechanism, joins the construct battle, and is rendered unconscious but stabilized before the episode ends.
Sethis: Goddess of twilight whose sanctuary offers Torrin a boon in exchange for the accumulated light carried by the Harbingers.
Ithelion: Ancient light shown in the temple murals surrounding the dragon that turned against its own kind and aided Valens Avarith.
Kypheron: Dragon god identified in the central mural as the great dragon bringing destruction at the beginning of the Dragon Wars.
Harbingers of Light: Name borne by the adventurers as they reunite their divided party, survive the temple's traps, and coordinate the defeat of its ancient guardians.
The Vey: Torrin's ancient people, whose history and symbols appear throughout the Gate of Sethis.
Mitharans: Vyr's people, identified by the clasp upon a protective cloak abandoned in one of the temple's rooms roughly twenty years earlier.
Sun and Moon Guardians: Massive animated statues protecting Sethis's sanctuary. They strike with magically empowered force and absorb lightning as restorative energy.
Dormant Gargoyles: Additional stone guardians positioned throughout the temple. Each wrong lever choice causes them to move closer to awakening.
Temple Mechanisms: Ancient blades, crushing pillars, steel doors, and runes that continue operating despite the temple's extreme age.
Runic Stone Bag: Parcel carried by the nameless wizard. Individual stones release unpredictable spells, including teleportation, fireball, lightning, enhanced intelligence, and shatter.
Paired-Symbol Murals: Devices that accept matched images and send destructive pulses through the active guardians when solved correctly.
Three-Opening Levers: Stone faces presenting three symbolic choices. The correct lever lights a sanctuary sconce, while the wrong openings sever the user's arm.
Mitharan Cloak of Protection: Purple-hued spider-silk cloak bearing the Mitharan insignia. Vyr finds it in a room abandoned approximately twenty years ago and exchanges her old cloak for it.
Dragon-Talon Spear Mural: Three-part image showing the destructive light, a dragon removing its talon, and Valens Avarith wielding the talon as a spear.
Transpositional Stone: Spatial device that moves anyone who touches it into a sealed remote chamber. It cannot be reactivated from the destination side after its light fades.
Fear Rune: Multi-layered arcane sigil that projects terror through the trapped corridor until Vyr and Normandy dismantle its sections.
Twilight Sanctuary: Torrin's divine field of twilight, used to grant temporary protection while the Harbingers battle the guardians.
Construct Resonance: Magical connection between the temple's paired-symbol puzzles and its guardians. Each correct solution damages every active construct.
Lightning Absorption: Defensive property that allows the sanctuary guardians to draw power from lightning rather than suffer harm from it.
Vyr's Lifeweaving: Ethomantic healing that gathers surrounding light and shadow into a blood-bound sphere before transferring vitality to Torrin.
Gate of Sethis: Ancient Veyan temple inside the jungle island's central mountain, filled with spatial magic, deadly traps, symbolic puzzles, and dormant guardians.
Sethis's Sanctuary: Holy chamber containing the goddess's statue and the concealed stairway revealed after the sconces are lit.
Trap Corridor: Sealed passage containing moving blades, crushing pillars, a fear rune, and the steel door separating its victims from the main temple.
Transport Chamber: Remote room reached through the transpositional stone, where the old wizard was trapped without access to his runic stones.
Abandoned Mitharan Room: Living space used decades earlier by an unknown Mitharan who left behind a protective cloak.
Beginning of the Dragon Wars: Temple murals connect the world's destructive light, a dragon's willing sacrifice, Valens Avarith's spear, and the rebellion against Kypheron.
Temple Pairings: The first set of puzzles establishes a sequence of matched symbols that also supplies the answers required by the more dangerous lever puzzles.
Ancient Veyan Engineering: The temple combines divine iconography, magical automatons, transposition, and lethal mechanical defenses into a functioning sanctuary complex.
Mitharan Visitor: An unidentified member of Vyr's people lived within the temple about twenty years earlier, suggesting a relatively recent connection between the Mitharans and Sethis's ruins.
