To Fall to Rise characters
By J.D. Franx
Every entry below is hidden until you open it, and each names the chapter the character first appears in.
Kale (Protagonist)
Appears from the start
A wellspring healer and Alliance strategist who is recovering from a damaging attack. He leads a northern expedition to find outcast magic users and investigate a possible wellspring.
Kenna (Supporting)
Appears from the start
Kale's apprentice and a field mage on his northern expedition. She stays with the group as it searches hostile territory for outcast magic users and damaged wellsprings.
LeCory (Supporting)
Appears from the start
Kale's traveling companion, scout, and magical adviser. She guides the party's precautions in hostile territory, including the need for its dragon allies to conceal their true forms.
Dasal archwizard (Supporting)
Appears from the start
The archwizard directing Dasal's war preparations. As he readies the northern march against the Ritek, he also shields his ailing partner from White-magic nightmares.
Dasal archwizard's ailing partner (Supporting)
Appears from the start
The ailing partner of Dasal's archwizard. Before departing for the war, he shields her from nightmares caused by White magic.
Max (Supporting)
First appears in chapter 3
Queen Bael's ally and fellow diplomatic captive. He is imprisoned with her when a port-city coup overturns their attempt to secure support for the war.
Queen Bael (Supporting)
First appears in chapter 3
A coalition leader seeking allies against the Ritek. A coup interrupts her negotiations and leaves her imprisoned beside Max while the new rulers bargain over military support.
King Bael (Supporting)
First appears in chapter 3
The ruler of Solakir and Queen Bael's husband. He joins her investigation of three levels missing from the ancient prison beneath the basilica.
Cassie (Supporting)
First appears in chapter 4
A wind mage entrusted with protecting Kale and Ember's children at Solakir. She raises the alarm during a surprise assault and directs the children toward shelter.
Assassin (Supporting)
First appears in chapter 6
A member of Queen Bael's detained delegation who recognizes that the captives remain in danger despite the council's diplomatic pretense.
Queen Bael's ambassador (Supporting)
First appears in chapter 6
Queen Bael's ambassador and a member of her detained delegation. The ambassador appears with the other captives before Tomo Port's ruling council.
Kale and Ember's younger daughter (Minor)
First appears in chapter 4
The younger daughter of Kale and Ember. Her magic begins to awaken unusually early, appearing as smoky chains in dreams and then while she is awake.
Broken Blade headmistress (Supporting)
First appears in chapter 9
The headmistress of the Broken Blade guild. She cancels contracts against Queen Bael's allies and proposes that her assassins gather intelligence and target Ritek leaders, though dissent within the guild leaves the arrangement conditional.
Alliance archwizard's wife (Supporting)
First appears in chapter 9
The gravely ill wife of an Alliance archwizard and an incomplete bearer of White magic. Her inherited power is killing her, but she holds vital knowledge about the magical work needed at the Black Chasm.
Gideon (Supporting)
First appears in chapter 9
A man newly awakened to active Elder Blood. He foresees the Ritek crossing of the Black Chasm and marches north with local forces before Queen Bael reaches Dasal.
Ancient Skaith elder (Supporting)
First appears in chapter 10
An ancient Skaith elder who calls herself the first of the Omasatori and an origin figure for Kale's people. She confirms his ability to heal a local wellspring while warning that repairs alone cannot avert the war.
Rune-witch leader (Supporting)
First appears in chapter 10
The organizer of the allied Skaith expedition. Her large-scale travel magic carries Kale's party and more than fifty fighters to Gaeta for an attempt on its damaged wellspring.
Kessel (Supporting)
First appears in chapter 10
Kale's Vesha and bonded bird companion. Their connection is strengthening as Kessel accompanies him on the expedition to repair Talona's damaged magic.
Ritek leader (Antagonist)
First appears in chapter 10
The powerful leader directing the Ritek war effort. An ancient Skaith elder identifies her as one of the few beings who might be capable of helping Kale heal the Black Chasm.
Spider queen (Antagonist)
First appears in chapter 10
A giant queen reported to occupy the caves around Gaeta's wellspring with her creatures. She is the principal threat awaiting the Skaith expedition in the tunnels.
Mahala wizard (Supporting)
First appears in chapter 11
A wizard who prevents Kale from killing the spider queen and negotiates safe passage for her under an agreement with the Skaith expedition.
Gorgon leader (Supporting)
First appears in chapter 11
The leader of Gorgons whose magic depends on Talona's natural energy. After Kale heals the Gaeta wellspring, she approaches him about their shared danger from the Ritek and offers to discuss a plan for gaining leverage.
Calliope (Minor)
First appears in chapter 13
One of three sirens encountered at Sirens Bay. She guides Kale through an underwater passage toward the damaged wellspring that he intends to restore.
Rejuvenated tribal high priestess (Supporting)
First appears in chapter 13
A tribal high priestess whom LeCory knew as an elderly witch. Her binding stone has restored her youth, and she surrenders it in Kale's bargain with the sirens before offering future aid.
Oratak war shaman (Supporting)
First appears in chapter 15
A war shaman who agrees to send Oratak fighters against the Ritek reserve monsters. He accepts Kale's one-use binding stone for the crossing and promises to halt the attack on Kale's signal.
Ember (Supporting)
First appears in chapter 16
Kale's late wife, acting from within the gods' realm. She tries to draw an old goddess away from Kale after learning that the goddess's approach could bring catastrophic consequences.
Goddess of time (Supporting)
First appears in chapter 16
A divine seer whose unstable visions warn that an old goddess must not reach Kale. She works with Ember to divert that danger within the gods' realm.
Goddess of magic (Supporting)
First appears in chapter 16
A divine protector who intervenes when the god of death attempts to seize Ember as a living soul improperly present in the gods' realm.
God of death (Antagonist)
First appears in chapter 16
The divine authority who objects to Ember's presence among the gods and attempts to claim her as a living soul outside her proper place.
Old goddess (Antagonist)
First appears in chapter 16
A dangerous goddess moving toward Kale. Ember and the goddess of time believe that allowing her to reach him would have catastrophic consequences.
Ritek leader's daughter (Supporting)
First appears in chapter 16
The Ritek leader's daughter, whose mortal elven father was killed in a magical attack that also nearly killed her as an infant. Her history is central to her mother's hostility toward other peoples.
Surviving Ritek military commander (Antagonist)
First appears in chapter 20
A Ritek officer who withdraws with more than two thousand troops and allied specialists after the old leadership falls. He intends to preserve the remnant while seeking new research and military advantages.
Young woman of Eder (Supporting)
First appears in chapter 21
A villager on Eder who finds Kale badly injured in an unfamiliar forest. Though she initially fears he may be a demon or witch, she becomes his first local contact.
Void's new master (Supporting)
First appears in chapter 22
The defender who died during the assault on Solakir and now claims mastery over the void beyond the afterlife. He tells Ember that he controls passage between life and death.
Human researcher (Supporting)
First appears in chapter 22
A scholar working with an ancient priestess to preserve the dead Ritek leader's soul until it can be placed in another body. Her public role in the project conceals a private effort to obstruct it.
Ancient priestess (Supporting)
First appears in chapter 22
An ancient priestess collaborating on an attempt to preserve the dead Ritek leader's soul and eventually transfer it into a replacement body.
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