Colossus
Some people build walls. Others become them. The Colossus philosophy is brutally simple: stand in the worst place on the battlefield and make everyone regret that you're there. Equal parts bodyguard and blunt instrument, they protect through the credible promise that hitting them is the last mistake you'll make twice.
Cynic
Trust nothing. Verify everything. The Cynic strips away comforting illusions and works with what remains, which is usually less than anyone wanted and exactly enough to survive. Where others see setbacks, the Cynic sees incomplete information. Where others see allies, the Cynic sees variables that haven't betrayed them yet.
Demiurge
Most people treat the dead and the mechanical as separate concerns. The Demiurge knows better. Shades are everywhere, eager for purpose, and technology is just material waiting for a soul. Combine the two and you get something the Kosmos hasn't quite figured out how to classify: devices with opinions, tools with loyalty, and a crafter who takes commissions from both sides of the veil.
Mask
The Mask never occupies the center of a story, only the space behind whoever does. Charming, elusive, and pathologically allergic to consequences, they treat every interaction as a performance and every relationship as a potential exit strategy. The best Masks are beloved by everyone and known by no one.
Monolith
Where the Colossus endures through flesh and fury, the Monolith endures through something harder to break: will. Half fortress, half medium, they anchor themselves between the physical and astral planes, drawing on spiritual depth to absorb what would destroy anyone else. They don't move, they don't bend, and they definitely don't ask permission before standing between you and whatever's trying to kill you.
Muse
The Muse sees potential the way most people see furniture: it's everywhere, and nobody's using it properly. Part inventor, part provocateur, they specialize in drawing out what others didn't know they had. A Muse doesn't steal the spotlight. They build a better one, aim it at you, and insist you try that again.
Nomad
Home is a liability. Roots are a trap. The Nomad has internalized the Kosmos's oldest lesson: everything you can't carry is something you can lose. They travel light, plan loose, and treat "settled" as a temporary condition between departures. If you need them, they were here five minutes ago. Try the next settlement over.
Oracle
The Oracle lives a half-second ahead of everyone else, and that half-second changes everything. Part investigator, part prophet, they piece together divine whispers and observable patterns into something that looks a lot like foresight. Whether the visions come from the gods or from an unnervingly good read on cause and effect, the result is the same: the Oracle knew this was going to happen, and they tried to warn you.
Zealot
Faith without teeth is just poetry. The Zealot serves the divine not through quiet devotion but through decisive, often violent, action. They pray with clenched fists and worship through combat, drawing on a well of conviction deep enough to fuel what their body alone cannot deliver. The gods notice the devout. They remember the dangerous.