Browse the Grimoire
Race
Serpent Folk
Scaled marsh-kin of the coiled towers who spit venom and keep the venom-courts of the coil.
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.
Race
Air Goblins
Light-boned cliff goblins who rope-lash their city to the wind and treat the ground as a temporary inconvenience.
Race
Vantari
Feathered, talon-footed sky-raiders of the sheer cliff. They arrive before the alarm, and they consider the feather a promise the sky keeps.
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
Shadow Goblins
Nearly-blind goblin packs who live in a sunless sinkhole, reading the dark by sound and shadow and treating light as noise.
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
Slimes
Single-cell acid wanderers of the dripping cavern. They drift, they absorb, they split — and they consider the drip the only honest conversation.
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
Rat Men
Clever, fast-breeding scavengers of the undercities. Despised by most races, underestimated by all of them.
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.
Race
Kobolds
Small, furnace-scarred dragon-worshipping tinkerers of the gem-mine — the only race that considers a dragon a landlord worth pleasing.
Race
Ogres
Proud warrior tribes of the high fangs — strength, honor, and a refusal to back down that has nothing to do with muscle.
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
Orc
Proud warrior tribes of the high fangs — strength, honor, and a refusal to back down that has nothing to do with muscle.
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.
By Mark
adaptable (1) aerial (1) air (1) ambush (1) amphibian (1) amphibious (1) ancient (1) animated (2) aquatic (8) beast-folk (9) bestiary (42) brute (2) chimera (2) chimeric (4) dark-elf (2) divine (3) dragon (3) elf (3) fae (2) feral (4) goblin (9) goblinoid (4) god-servant (2) half-elf (2) high-elf (2) human (2) hybrid (2) magic (3) non-pc (4) orc (2) overpowered (2) race (39) scavenger (2) story-cast (4) strong (3) sylvan (4) tribal (2) undead (5) warrior (2) water (2)
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