Browse the Grimoire
Race
Air Goblins
Light-boned cliff goblins who rope-lash their city to the wind and treat the ground as a temporary inconvenience.
Race
Naga
Serpent-bodied humanoids of the temple-spires. They decide who is punished, and they consider the venom a promise the court keeps.
Race
Water Goblins
Gill-rimmed goblin packs that live under the waves in a flooded cave network no chart has mapped.
Race
Lightning Goblins
Charged, reckless goblin packs who built crystal spires to drink the storms and consider the sky a metered resource.
Race
God
Divine beings of immense power — creators, destroyers, and rulers of reality itself. Not all gods are good; not all are wise.
Race
Krakens
Trench leviathans of the deep. 91.44 m of tentacle and madness — no society, only lair, hunger, and the rare spawn.
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.
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.
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.
Race
Kobolds
Small, furnace-scarred dragon-worshipping tinkerers of the gem-mine — the only race that considers a dragon a landlord worth pleasing.
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.
Race
Lizard Men
Amphibious, patient reptilian humanoids of the marshes and river deltas. They wait for everything.
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.
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.
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.
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.
Race
High Elf
Tall, golden-skinned, magically gifted archelven of the silver cities — the classical ideal of elven civilization, and its most patient practitioner.
Race
Harpies
Feathered, shrieking aerial raiders of the scream spire. Their song is a weapon, and the spire answers the song.
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.
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.
Race
Half-Elf
Children of two worlds — part elven grace, part human drive — who prove that identity does not have to be a choice.
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.
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.
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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