Browse the Grimoire
Volk
Wood Elf
The forest's own people — patient, sharp, and rooted. The Elves' eldest line still living the wood, and the wood's keeper of the long word that never left the bark.
Volk
Elves
The eldest people of the wood and the stone — High Elf, Wood Elf, Dark Elf, and Half-Elf, keepers of the long word and the bargain that outlives the bargainer.
Gegenstand
Anvil Shield
Anvil Shield — the dwarf's work. The face is forged, not cut. The anvil takes the blow the way the anvil takes the hammer: every time.
Gegenstand
Steel-Boss Shield
Steel-Boss Shield — master, the forge's last word. The boss of steel takes the edge, and the edge is the one who is hit.
Gegenstand
Sky Shield
Sky Shield — the Vantari's work. Light as the wind is light, and the wind is the one that does not stop.
Material
Dragonbone
Dragonbone — the dragon's own bone, the masterwork ground. Hard past iron, and it holds a word the way the bone of the dead holds a word, only longer.
Gegenstand
Named-Wood Ward Shield
Named-Wood Ward Shield — the wood that was named before it was cut. The tree's name goes into the grain, and the grain holds the name.
Gegenstand
Dragonbone Shield
Dragonbone Shield — masterwork, the dragon's own bone. The bone was the shield before the dragon was the bone, and the bone remembers.
Gegenstand
Round Shield
Round Shield — common, the first shield of most fighters. The circle is the whole of the beginning.
Gegenstand
Iron-Boss Shield
Iron-Boss Shield — journeyman, the boss takes the blow so the hand does not. The center of the argument.
Gegenstand
Bone Shield
Bone Shield — the necromancer's work. Sturdy and enchantable — the dead do not rust, and they hold a word.
Gegenstand
Tower Shield
Tower Shield — journeyman, a full-body wall for the front line. Two hands, no retreat.
Gegenstand
Hide Shield
Hide Shield — common, the traveler's work. Light, forgiving, soft where it is needed.
Gegenstand
Buckler
Buckler — common, the off-hand's last word. Small enough to be carried, hard enough to be argued with.
Gegenstand
Frostglass Shield
Frostglass Shield — master, the ice-goblins' work. Cold is hard the way bone is hard — and it holds a word.
Geschöpf
Hill-Sense Satyr
The goat-legged, low, heavy shape of the vine-tangled hill, with a thick brown coat and a pair of true, curling horns in bone-white. It feels the hill's mood a day before the party ends, and the feeling is not a choice.
Volk
Rat Men
Clever, fast-breeding scavengers of the undercities. Despised by most races, underestimated by all of them.
Volk
Revenants
Oath-bound, unyielding dead of the vigil. They do not rest, they do not forget, and they consider the oath a promise the vigil keeps.
Volk
Orc
Proud warrior tribes of the high fangs — strength, honor, and a refusal to back down that has nothing to do with muscle.
Volk
Dregmaw
Shark-skinned, gilled cannibals of the bone city. They decide who is fed, and they consider the tide a promise the bone keeps.
Geschöpf
Melt-Sense Ooze
The low, wide, wet shape — heavy through the surface, with no head at all, only a slow, deliberate rise and fall, the amber gone dull at the edge of the melt-ring, the whole of it reading as one word that is waiting for a meal.
Volk
Shadow Goblins
Nearly-blind goblin packs who live in a sunless sinkhole, reading the dark by sound and shadow and treating light as noise.
Volk
Slimes
Single-cell acid wanderers of the dripping cavern. They drift, they absorb, they split — and they consider the drip the only honest conversation.
Volk
Ogres
Proud warrior tribes of the high fangs — strength, honor, and a refusal to back down that has nothing to do with muscle.
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