Browse the Grimoire
Race
Dark Elf
A dark-skinned elven lineage of the deep places — violet-to-black skin, eyes that glow in the dark, and a history that runs through fire.
Race
Cockatrices
Crested, serpent-tailed fowl of the roost. A hundred eggs in a single nest, each one a threat. The mother decides which hatch.
Race
Crow Men
Black-plumed carrion-kin of the great tree whose economy is built on bones, feathers, and the trade of information.
Race
Chimeras
Three-parted beasts of the mosaic crags. Lion-front, goat-mid, serpent-tail — each part a different animal, and the mother decides which.
Race
Centaurs
Nomads of the open plains — half human, half horse, who do not ride because they are the ride.
Race
Cat Men
Lean, fast feline humanoids — slit pupils, retractable claws, and the unhurried confidence of apex predators.
Race
Basilisks
Scaled, gaze-wielders of the cavern. A look is a weapon, and the cavern answers the look.
Race
Boar Men
Tusked barrens-kin whose tusks are polished status and whose foraging lines are run by the stocky females.
Race
Bear Men
Massive furred kin of the deep forest who hibernate as a sacred rite and consider the long sleep a promise the forest keeps.
Race
Bugbears
Hulking swamp-ambushers with club-jaws — they plan the kill, they set the trap, and they consider the swamp a debt the water owes them.
Race
Bat Men
Folded-wing cavern-kin of the dark who hunt by sonar and consider the echo the only honest voice.
Race
Angel
Celestial beings of divine purpose — messengers, warriors, and guardians of a plane between mortals and gods.
Race
Trolls
Regenerating brutes of the deep woods and mountain passes. Slow to anger, near-impossible to kill.
Race
Manticores
Lion-bodied, scorpion-tailed, bat-winged beasts of the sting crags. The sting is the word, and the crag answers the sting.
Race
Sirens
Vocal humanoids of the coasts and deep water. Their song is a weapon, a tool, and the only language they truly speak.
Race
Skeletons
Animated dead. Mindless thralls or willed revenants — the bones that refuse to rest.
Race
Satyrs
Goat-legged revelers of the vine-tangled hills. Wine, pan-pipes, and mischief — the party ends when the vine-queen says so.
Race
Wraiths
Shade-born, hollow-eyed stalkers of the moor. They do not touch, they do not rest, and they consider the moan a promise the moor keeps.
Race
Wolf Men
Furred forest-kin of the conifers who live in hollow-oak dens and keep the pack as a promise, not a family.
Race
Vampires
Pale, fanged night-lords of the crypt. They do not age, they do not die, and they consider the ledger of blood a promise the crypt keeps.
Race
Venom Goblins
Fanged, gill-rimmed marsh goblins who distill the poison of their fen and judge everything, including you, by scent.
Race
Minotaurs
Horned, labyrinthine humanoids who think in corridors — the maze is sacred, and the Wardens' memory is the only authority that matters.
Race
Observers
Eyes in the dark. Faceless, robed, and endlessly patient — they record everything, and they consider the record a promise the dark keeps.
Race
Human
Short-lived, endlessly ambitious builders of empires, guilds, and churches — the race every other race measures itself against.
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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