Races

Thirteen bloodlines. One choice at birth.

Your race is chosen during character creation and remains with you for life. It shapes your natural attributes, influences which callings come most easily, and grants an innate ability that can change how you move, fight, and survive.

No race is superior in every situation. Each offers advantages worth building around and weaknesses an enemy may exploit. Choose the form whose strengths serve your ambitions — and whose limitations you are prepared to carry into war.

The Many-Crowned

Human

Humans have founded more kingdoms than any historian can count — and destroyed nearly as many.

Where older peoples preserve customs established thousands of years ago, humans continually invent new governments, weapons, religions, and reasons to conquer one another. Their empires may be short-lived, but their capacity to rebuild is unmatched.

Humanity’s strength lies not in mastery of one path, but in its willingness to attempt them all.

Adaptable — Humans possess the broadest access to callings and disciplines. They have no severe racial weakness and can be developed toward nearly any role.
Keepers of the Elder Bough

Elf

Elven settlements grow around living archives: ancient trees into which generations have entrusted memories, discoveries, songs, and grievances.

Through rites performed beneath their branches, young Elves experience fragments of lives that ended centuries before their birth. Their sword forms, magical traditions, and woodland crafts have been refined across countless generations.

An Elf rarely enters a conflict without remembering how a similar battle was fought before.

Ancestral Grace — Elves possess exceptional dexterity and intellect. Their culture grants them a natural affinity for swords, precision, and arcane study.
Children of Two Roads

Half-Elf

The first Half-Elves were born in trading towns, frontier keeps, and river settlements where human ambition met elven tradition.

For generations, outsiders regarded them as people caught between two ancestries. The Half-Elves eventually rejected that judgment and established communities governed by their own customs, loyalties, and laws.

They do not consider themselves incomplete members of two older peoples. They consider themselves the beginning of something new.

Balanced Blood — Half-Elves possess well-rounded attributes without severe natural strengths or weaknesses. They can be developed effectively toward almost any calling.
Heirs of the First Aerie

Rookari

The oldest Rookari songs claim that their ancestors were hatched within the abandoned nests of the great griffons that once ruled the mountain skies.

Some believe the Rookari descend from griffons transformed into mortal form. Others say they were created as servants, companions, or replacements after the final griffon broods began to disappear. Rookari elders refuse to settle the question, insisting that blood matters less than the inheritance of the sky.

Traces of the old beasts remain visible in them. Their powerful wings resemble those of great birds of prey, while many possess hooked talons, golden eyes, feathered crests, or faint leonine markings across their shoulders and backs.

Their aeries rise from isolated peaks, ruined towers, and enormous platforms suspended between mountain spires. Within them are guarded fragments of ancient eggshell, weathered bones, and relics said to have belonged to the First Brood.

Natural Flight — Rookari can take to the air and cross obstacles that confine ground-bound races. Heavy armor and excessive burdens reduce their aerial speed and maneuverability.
The Roadless Clans

Centaur

Centaurs measure their territories by rivers, stars, grazing seasons, and remembered journeys rather than walls or written borders.

Their clans preserve routes that appear on no map. These paths are passed from generation to generation through songs whose verses describe water sources, hidden valleys, safe crossings, and the graves of those who traveled before.

In war, Centaurs appear where enemies believe no army could travel. They strike with the force of cavalry without ever needing a mount.

Sure-Footed — Centaurs are exceptionally difficult to knock down or displace. Their powerful bodies generate tremendous momentum when charging across open ground.
The Emberbound

Dwarf

Dwarven society is held together by the Ember Compact, an ancient body of laws governing fire, stone, craftsmanship, inheritance, and blood debt.

These laws are not recorded on paper. They are hammered into iron plates and displayed above the communal forges, where no ruler can quietly alter them.

A Dwarf’s reputation rests upon what they build, what they defend, and whether their word survives the heat of hardship.

Their fortress-cities are carved around furnaces, underground rivers, and veins of rare metal. Every hall is designed to endure siege, collapse, and the passage of centuries.

Stonefast — Dwarves possess exceptional toughness and endurance. They have a natural affinity for axes, armor, tools, and the materials used to construct and destroy fortifications.
The Hearth-Titans

Half-Giant

Half-Giants trace their ancestry to an age of terrible winters, when isolated human settlements and wandering giants survived beneath the same roofs and shared the last of their fires.

The alliance was meant to last only until the thaw. Instead, it created enduring families, new settlements, and descendants who carried the blood of both peoples.

Half-Giants inherited the tremendous frames of their giant ancestors and the fierce communal loyalty of the villages that sheltered them.

They are often employed as builders, guardians, siege carriers, and living symbols of a ruler’s strength. Among their own people, however, physical power means little unless it is used to protect the hearth.

Titan-Blooded — Half-Giants possess tremendous strength, stamina, and carrying capacity. Their enormous size allows them to wield heavy weapons and bear burdens that smaller races cannot.
The Ashen Courts

Dark Elf

The Dark Elves descend from elven houses that sought refuge beneath a volcanic mountain range during an age of conquest.

Cut off from the surface for generations, they built vast cities around underground rivers, mineral forests, and chambers warmed by the fires below. Over time, the temporary shelters became kingdoms of black stone, silver bridges, and glowing subterranean gardens.

Life beneath the earth changed both their bodies and their traditions. Dark Elves developed exceptional tolerance for heat, smoke, and exhaustion.

The narrow passages of their cities made long weapons difficult to wield. Their warriors instead perfected disciplines centered on grappling, hardened hand-wraps, short blades, joint locks, and precise strikes delivered before an enemy has room to respond.

The Ashen Courts are governed through rivalry, ritual challenge, and carefully recorded debts. Every favor carries a price, and every insult is remembered.

Underfire Discipline — Dark Elves resist extreme heat and fatigue. Their close-quarters traditions grant them exceptional skill in unarmed combat, leaving them dangerous even when disarmed.
The Horned Free

Minotaur

Minotaurs inhabit the wind-scoured northern freeholds, where circular fortresses rise around deep thermal wells.

Their halls contain few straight passages. Every corridor bends, every courtyard conceals another entrance, and every gate is positioned to break the momentum of an invading force.

A Minotaur’s horns are carved and decorated throughout life. Rings, notches, metal caps, and colored stones record family, allegiance, victories, debts, and disgrace. To intentionally damage another Minotaur’s horns is an offense rarely settled without blood.

Minotaurs value stubbornness as a virtue. To remain standing when every lesser creature has fallen is considered proof of both strength and character.

Unshaken — Minotaurs cannot be stunned. Their massive frames grant exceptional strength, while generations spent upon the frozen plains have made them highly resistant to cold.
The Starfallen

Nephilim

The Nephilim first appeared among the survivors of a celestial storm that burned across the night sky and scattered luminous fragments over the earth.

Those who approached the fallen stones were changed. Arcane light gathered beneath their skin, strange dreams filled their sleep, and wings emerged from their backs as they matured.

Their descendants continue to bear these alterations. Some regard the Nephilim as blessed by powers beyond the heavens. Others believe the starfall opened a path for something that should never have reached the world.

The Nephilim themselves have never agreed upon the truth. Their secluded enclaves study the fragments, searching for evidence of whether their transformation was a gift, an accident, or the beginning of an unfinished design.

Arcane Flight — Nephilim possess natural flight and exceptional magical potential, allowing them to wield sorcery from positions unreachable by most enemies.
The Veil-Walkers

Shade

The ancestors of the Shades survived an age of persecution by hiding within vast underground chambers lined with polished black glass.

Their lives depended upon noticing the smallest movement: a shifting reflection, the distortion of torchlight, or the faint displacement of dust caused by an unseen intruder.

Generations spent within those chambers changed them. Modern Shades possess pale, muted features and eyes adapted to perceive disturbances that other peoples cannot detect.

Some scholars believe their abilities are the result of careful breeding and adaptation. Others claim that the mirrors were fashioned from material taken from beyond the edge of the world — and that prolonged exposure left the Shades only partially anchored within it.

Veil-Sight — Invisibility does not conceal a creature from the eyes of a Shade.
The Scarlet Colored

Vampire

Vampires belong to ancient houses whose laws exist to govern the hunger.

Some houses regard feeding as a sacred exchange between predator and subject. Others treat mortals as livestock, prey, servants, or political currency. All agree that an undisciplined Vampire threatens not only itself but every member of its bloodline.

A Vampire’s body does not tire as mortal bodies do. Instead, supernatural effort consumes the blood stored within it. The well-fed can display terrible strength, speed, and sorcery, while the starving gradually lose restraint, memory, and allegiance.

The Crimson Houses wage wars that may last centuries, fought through assassins, mortal agents, inherited grudges, and promises made to rulers long since dead.

Sanguine Arts — A Vampire’s supernatural powers consume stored blood rather than ordinary stamina. To remain powerful, a Vampire must continue feeding.
The Clockroot Enclaves

Gnome

Gnomes build where few larger peoples think to look: beneath ancient tree roots, inside abandoned aqueducts, and within the forgotten foundations of ruined cities.

Their settlements are dense networks of workshops, gardens, archives, and machinery. Every passage serves several purposes, every wall conceals storage, and every household maintains at least one invention whose function is fiercely guarded from its neighbors.

Gnomes value curiosity above tradition. A failed experiment is considered useful knowledge. Refusing to test a promising idea is treated as a far greater embarrassment.

Their inventions range from delicate clockwork instruments to traps capable of stopping creatures many times their size. Other peoples often dismiss Gnomish devices as toys — usually until one explodes.

Their small stature also allows them to use passages, firing positions, and hiding places unavailable to larger races.

Ingenious — Gnomes possess exceptional proficiency with crafting, traps, alchemy, and mechanical devices. Their small size makes them difficult targets but limits their raw strength and the size of weapons they can wield effectively.

Choose your bloodline

Every race brings a different body, history, and natural advantage to the battlefield. Some dominate open ground. Others survive where ordinary armies cannot travel. Some rely upon strength, flight, magic, or abilities that fundamentally change the rules of an encounter.