Browse the Grimoire

With Image Story Cast
Air Goblins
Race Air Goblins Light-boned cliff goblins who rope-lash their city to the wind and treat the ground as a temporary inconvenience.
Naga
Race Naga Serpent-bodied humanoids of the temple-spires. They decide who is punished, and they consider the venom a promise the court keeps.
Water Goblins
Race Water Goblins Gill-rimmed goblin packs that live under the waves in a flooded cave network no chart has mapped.
Lightning Goblins
Race Lightning Goblins Charged, reckless goblin packs who built crystal spires to drink the storms and consider the sky a metered resource.
God
Race God Divine beings of immense power — creators, destroyers, and rulers of reality itself. Not all gods are good; not all are wise.
Krakens
Race Krakens Trench leviathans of the deep. 91.44 m of tentacle and madness — no society, only lair, hunger, and the rare spawn.
Merfolk
Race Merfolk Scaled, finned reef-kin of the living coral city. They trade in pearls, and they consider the reef a promise the sea keeps.
Leech Folk
Race Leech Folk Parasitic marsh folk of the blood pits. They trade in blood, always, and they consider the ledger a promise the pit keeps.
Selkies
Race Selkies Seal-folk of the cold coast. A stolen skin is a stolen life, and they consider the shore a promise the sea keeps for them.
Kobolds
Race Kobolds Small, furnace-scarred dragon-worshipping tinkerers of the gem-mine — the only race that considers a dragon a landlord worth pleasing.
Kelpies
Race Kelpies Water-horses of the mirror-still bog. They wear a horse's shape to drown riders, and they consider the mirror a promise the bog keeps.
Lizard Men
Race Lizard Men Amphibious, patient reptilian humanoids of the marshes and river deltas. They wait for everything.
Mole Men
Race Mole Men Blind, echolocating tunnel-sculptors of the river plain who carry the map in memory and consider the tunnel a promise the deep keeps.
Liches
Race Liches Bone-clad, soul-anchored necromancers of the ossuary. They do not die, they do not forget, and they consider the anchor a promise the ossuary keeps for them.
Ice Goblins
Race Ice Goblins Thick-necked goblin packs who live in a glacier fissure lit by hot vents, treating the cold as a room they chose.
Hobgoblins
Race Hobgoblins Iron-skinned goblin soldiers of the bastion — drill, ranks, iron discipline, and the only goblin line that considers a formation a form of prayer.
High Elf
Race High Elf Tall, golden-skinned, magically gifted archelven of the silver cities — the classical ideal of elven civilization, and its most patient practitioner.
Harpies
Race Harpies Feathered, shrieking aerial raiders of the scream spire. Their song is a weapon, and the spire answers the song.
Halflings
Race Halflings Small, root-cellared folk of the green hills who keep the oldest oaths in the world — and consider the root-cellar a promise the hill keeps for them.
Gryphons
Race Gryphons Eagle-winged lion-folk of the single sheer peak. Guardians of gold and oaths, they do not speak much, and they do not break a word.
Half-Elf
Race Half-Elf Children of two worlds — part elven grace, part human drive — who prove that identity does not have to be a choice.
Golems
Race Golems Constructed beings of stone, metal, or clay. Animated by will, bound by word. The most loyal servants in existence — if they understand the word.
Goblins
Race Goblins The base stock of the warren races — small, scavenging, ambush-happy, and the only race that considers a good trap a form of art.
Gnome
Race Gnome Small, endlessly curious tinker-illusionists of the hollows — small bodies, enormous ideas, and a workshop that is sometimes a hazard.

By Mark

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