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.
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.
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.
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.
Rat Men
Race Rat Men Clever, fast-breeding scavengers of the undercities. Despised by most races, underestimated by all of them.
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.
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.
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.
Serpent Folk
Race Serpent Folk Scaled marsh-kin of the coiled towers who spit venom and keep the venom-courts of the coil.
Lightning Goblins
Race Lightning Goblins Charged, reckless goblin packs who built crystal spires to drink the storms and consider the sky a metered resource.
Vantari
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.
Water Goblins
Race Water Goblins Gill-rimmed goblin packs that live under the waves in a flooded cave network no chart has mapped.
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.
Krakens
Race Krakens Trench leviathans of the deep. 91.44 m of tentacle and madness — no society, only lair, hunger, and the rare spawn.
God
Race God Divine beings of immense power — creators, destroyers, and rulers of reality itself. Not all gods are good; not all are wise.
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.

By Marks

adaptable (1) aerial (1) air (1) ambush (1) amphibian (1) amphibious (1) ancient (1) angel (1) animated (2) aquatic (8) arcane (1) beast-folk (9) brute (2) chimera (2) chimeric (4) dark-elf (2) divine (3) dragon (3) elf (4) 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) scavenger (2) story-cast (4) strong (3) sylvan (5) tribal (2) undead (5) warrior (2) water (2)