Races

Twelve bloodlines. One choice at birth.

Your race is set at character creation and never changes. It shapes your attributes, which callings you can take up, and — more than anything — the innate gift you carry into every fight. Below are the important bits: what each people is, and the one thing worth knowing before you pick.

Heirs of the All-Father

Human

The most numerous race and the most adaptable — unremarkable in any single trait, unrivaled across all of them.

No weakness, no ceiling — the widest access to callings and disciplines of any race.
The First-Born

Elf

The eldest people, keen of eye and quick of hand, at home among ancient forests and older grudges.

Gifted dexterity and intellect, with a sword-arm trained from birth.
Half-Elf

Aelfborn

Born where elf and human bloodlines cross, the Aelfborn belong wholly to neither. Restless wanderers who take up nearly any road.

Balanced in body and mind — a blank slate that bends to any build.
The Winged

Aracoix

A proud avian people who raise their cities on high crags and cliff-faces. Fierce, territorial, and swift.

Flight — the Aracoix take to the air where other races are pinned to the ground.
Horse-Kin

Centaur

Half man, half warhorse, the Centaur thunder across the open field with the spear already in hand.

Sure-footed and heavy — hard to knock from their hooves, and born to bear the charge.
Mountain-Born

Dwarf

Stout folk of the deep halls, hewn from the roots of the mountains. Slow to fall and slower to forgive.

Innate toughness and a smith’s axe-hand — endurance is bred into the bone.
Giant-Blood

Half-Giant

Towering children of giants and men, they stand a head above any battlefield and hit like a falling wall.

Overwhelming strength and stamina — the largest frame a mortal can carry.
Desert Elves

Irekei

Sun-dark exiles of the deep desert — ascetic, deadly, and schooled to make a weapon of the empty hand.

Desert-hardened and lethal unarmed — dangerous with nothing in their fists.
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The Beast-Men

Minotaur

Bred by the elves as beasts of war and long since freed, the Minotaur are living siege engines with a temper to match.

Cannot be stunned — and carry raw strength no other race can match, with the cold barely touching them.
The Fallen-Winged

Nephilim

Demon-touched and beautiful, the Nephilim wear their unholy heritage openly — wings, arcane blood, and all.

Flight paired with potent arcane blood — they rain ruin from above.
Shadow-Touched

Shade

Half-real things that walk the seam between the living world and the dark beyond it, drawn to secrets and stealth.

See the unseen — no invisibility hides from a Shade’s eyes.
The Undying

Vampire

Those who traded a mortal death for an endless, hungering night — powerful, cursed, and always feeding.

Wields Bloodcraft — their powers run on stolen blood, not stamina.

Which callings a race can master varies by bloodline — a Minotaur will never be a Healer, and no Human is barred from anything. Pick the body you want to live in, then choose the calling it was made for.