Browse the Grimoire

With Image Story Cast
Lizard Men
Race Lizard Men Amphibious, patient reptilian humanoids of the marshes and river deltas. They wait for everything.
Line-Sworn Hobgoblin
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.
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.
Liches
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.
Khorvane, the Endless Hunger
Deity Khorvane, the Endless Hunger God of death and undeath. Not cruel — merely hungry. He eats only the ripe.
Korrath, the Fang
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.
Kaelthorn the Undying
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.
Idea-Brand Gnome
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.
Iron-Tusk
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.
Ignathar
Dragon Ignathar An ancient Fire Dragon of immense power and wisdom. Master of primordial fire, speaker of all languages.
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.
Ice Goblins
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.
Howl-Keeper Gnoll
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.
Hobgoblins
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.
Hollow-Oak Wolf-Man
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.
High-Fang Wolf
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.
Hearth-Keeper Fire Goblin
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.
Height-Sight Drake
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.
Hall-Keep Earth Goblin
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.
High Elf
Race High Elf Tall, golden-skinned, magically gifted archelven of the silver cities — the classical ideal of elven civilization, and its most patient practitioner.
Harpies
Race Harpies Feathered, shrieking aerial raiders of the scream spire. Their song is a weapon, and the spire answers the song.
Halflings
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.
Gryphons
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.
Half-Elf
Race Half-Elf Children of two worlds — part elven grace, part human drive — who prove that identity does not have to be a choice.

By Mark

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