Browse the Grimoire
Race
Lizard Men
Amphibious, patient reptilian humanoids of the marshes and river deltas. They wait for everything.
Creature
Line-Sworn Hobgoblin
An iron-skinned goblin soldier of the bastion who holds the drill-line, for whom a formation held steady is a prayer and a word kept.
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.
Deity
Khorvane, the Endless Hunger
God of death and undeath. Not cruel — merely hungry. He eats only the ripe.
Deity
Korrath, the Fang
God of the wild, the beast, and the hunt. The forest that chews. Everything that enters is prey or predator; nothing else exists.
Character
Kaelthorn the Undying
Elf god-servant, a divine assassin in the employ of a god of death whose name is not given. The blade the dead keep — he kills the ones who should have stayed. He has died eleven times and found each one inefficient.
Creature
Idea-Brand Gnome
A brass-rimmed workshop gnome of the hollows who brands new ideas onto the wrist and ranks the clan by invention, not age.
Creature
Iron-Tusk
The giant boar of the deep barrens, a beast of eight hands with a bristle coat of iron-grey and a single great tusk that curves like a scythe.
Dragon
Ignathar
An ancient Fire Dragon of immense power and wisdom. Master of primordial fire, speaker of all languages.
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.
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.
Creature
Howl-Keeper Gnoll
A heavy-jawed, dry-brown hyena-packer of the bone-totem savanna who keeps the howl and leads the pack, the steppe's aggressive, social, and most certain voice.
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.
Creature
Hollow-Oak Wolf-Man
A furred forest-kin of the conifers who lives in the carved hollow oaks and keeps the pack as a promise, not a family.
Creature
High-Fang Wolf
The silver wolf of the high country — 70 cm of honour that the orcs keep for the war, and that the war keeps for them.
Creature
Hearth-Keeper Fire Goblin
A small, patient volcanic goblin who tends the caldera's magma lake as a hearth, keeping the fire banked for the pack through every slow season.
Creature
Height-Sight Drake
The tall, thin shape of the high ledge — light through the shoulder, the crest narrow, the amber eyes wide for the height, the whole of it built to see the pit from the top and to choose, one word at a time, which quarrel is worth the dive.
Creature
Hall-Keep Earth Goblin
A stone-shaping goblin of the singing tunnels who keeps the geode hall and its pale light, the range's memory and its most patient voice.
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.
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