Browse the Grimoire

With Image Story Cast
Wood Elf
Race 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.
Elves
Race 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.
Anvil Shield
Item 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.
Steel-Boss Shield
Item 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.
Sky Shield
Item Sky Shield Sky Shield — the Vantari's work. Light as the wind is light, and the wind is the one that does not stop.
Dragonbone
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.
Named-Wood Ward Shield
Item 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.
Dragonbone Shield
Item 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.
Round Shield
Item Round Shield Round Shield — common, the first shield of most fighters. The circle is the whole of the beginning.
Iron-Boss Shield
Item Iron-Boss Shield Iron-Boss Shield — journeyman, the boss takes the blow so the hand does not. The center of the argument.
Bone Shield
Item Bone Shield Bone Shield — the necromancer's work. Sturdy and enchantable — the dead do not rust, and they hold a word.
Tower Shield
Item Tower Shield Tower Shield — journeyman, a full-body wall for the front line. Two hands, no retreat.
Hide Shield
Item Hide Shield Hide Shield — common, the traveler's work. Light, forgiving, soft where it is needed.
Buckler
Item Buckler Buckler — common, the off-hand's last word. Small enough to be carried, hard enough to be argued with.
Frostglass Shield
Item Frostglass Shield Frostglass Shield — master, the ice-goblins' work. Cold is hard the way bone is hard — and it holds a word.
Hill-Sense Satyr
Creature 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.
Rat Men
Race Rat Men Clever, fast-breeding scavengers of the undercities. Despised by most races, underestimated by all of them.
Revenants
Race 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.
Orc
Race Orc Proud warrior tribes of the high fangs — strength, honor, and a refusal to back down that has nothing to do with muscle.
Dregmaw
Race Dregmaw Shark-skinned, gilled cannibals of the bone city. They decide who is fed, and they consider the tide a promise the bone keeps.
Melt-Sense Ooze
Creature 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.
Shadow Goblins
Race Shadow Goblins Nearly-blind goblin packs who live in a sunless sinkhole, reading the dark by sound and shadow and treating light as noise.
Slimes
Race Slimes Single-cell acid wanderers of the dripping cavern. They drift, they absorb, they split — and they consider the drip the only honest conversation.
Ogres
Race 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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