Races

Ancestry is a body, not a banner.

Your Race is chosen at character creation and stays with you. It decides which of the four Paths you may enter, how many of the 22 Classes you can reach, what your body costs a town to accommodate — and, for some, a Discipline nobody else in Kilmoryn is taught.

It decides nothing else. Race is not culture and not allegiance: two people of one ancestry can be foreigners to each other, and two of different ancestries can share a household, a first language and a war. No ancestry here has a homeland, a crown or a single story about where it came from.

Human

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
22 of 22
Communities
widely distributed among the Vhalder, Culdar, Taladan, Skalzen and others

The most versatile survivor.

There is no Human homeland, no Human empire and no Human cause. Humans keep fields in the Vhalder valleys, walk cattle out of Ekh and Vrob, mend hulls on the Taladan shore and work the ferries of the Skalzen straits — and a Human raised on a drove road has more in common with the Centaur who keeps that road than with a Human netting fish off Belldyard.

What Humans actually share is the furniture. Counters, saddles, barracks beds, armour patterns and door frames across Kilmoryn were cut to their measure, and a city will call that the natural order right up until a mixed household rehangs its tools and the convenience turns out to have been somebody’s decision.

Rulers and recruiters like the word for the same reason: it can be made to mean ordinary resident, ordinary soldier, unmarked subject. It buys a guild nothing. Take a Human town and you inherit particular tenants, wages, leases, shrines and debts — never a constituency.

At creation — All four Paths. All twenty-two Classes. One additional practice point per level.

Elf

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
17 of 22
Communities
situated among the Larith, Taladan, Vhalder and other mixed communities

Agile blades and arcane arts.

In the Larith orchard country a learner copies a garden’s entire graft ledger by hand before anyone lets them near a valuable tree. Those orchards feed the hallows, and every anchor kept alive costs somebody’s stock — which is why Larith households still argue whether a grafted tree belongs to its rooted stock, its fruiting branch, or the family that watered it through a bad year.

That is a Larith institution, not an Elf birthright. Elves hold field and burial claims in the Vhalder valleys, work stores and salvage on the Taladan shore, and stand on every side of the arguments in all three places. Nothing in the body remembers a life it did not live, and no surviving record makes Elves older, longer-lived, or naturally owed the forest.

What the ancestry is reliably given is a sword in the hand early, and two doors nobody else may open: Archmage and Arcblade are taught to Elves alone. Nobody has approved a reason for that — the Larith schools at Karithlon and Eerinaslemar are two recognised routes in, not the owners of the practice. Most Elves never go near them.

Ancestry-only Disciplines Archmage · Arcblade

At creation — All four Paths. Seventeen Classes. Sword is trainable from first level.

Half-Elf

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
20 of 22
Communities
situated among the Vhalder, Taladan, Skalzen and other mixed communities

The bridge between two worlds.

Some Taladan households at Boulde keep a long table with a local frame and boards cut from repaired vessels or carried in by distant kin. When it is scraped down each season, the lodgers and the adopted children are told which journey each board came from. A household can hold several origins at once without asking anyone to tell a single story about themselves.

Inland it is harder. Mixed descent is easier to say than to file: a Vhalder court at Ashin may enter the same person on a field roll, a burial roll, both or neither, and papers that protect a ferry household on one bank of the Varres crossing invite official sorting on the other. “Half” is a convention, not a fraction — it promises no particular parent, no ratio and no midpoint body.

Half-Elf is not a people. There is no Half-Elf homeland, court or faith, and no ancestry makes anyone a natural go-between; the interpreters among them were trained like everybody else. A ruler who wants one spokesperson for mixed descent is buying a convenience, and will be surprised by what answers.

At creation — All four Paths. Twenty Classes; no Templar or Inquisitor.

Rookari

Paths
  • Might — open
  • Guile — open
  • Arcana — closed
  • Faith — open
Classes
10 of 22
Communities
concentrated among the Kessith, with households among the Taladan and inland cities

Winged hunters of the sky.

Rookari are feathered, winged people who fly without asking a Class for permission. In Bellfall Reach that makes the sky a leased thing. Landing courts, signal heights, loft-tolls and catch-nets are governed the way a street is governed, and painted ground paths carry children, freight and anyone carrying more than a light load.

A roof route stays safe only because somebody below clears its drains and marks the new cable. The country under it fishes, grows beans and oats, forges recovered bronze and sews nets out of ship cord. A landlord can call the roof private, a siege can close the air, and one newly raised tower can make a familiar approach lethal overnight. Wings change the route; they never move the freight.

At Khorb, clients who hire a Rookari air-watcher for dangerous work call her wyvern-kin. It is not genealogy — it is how a wage gets argued down. Two Disciplines, Loreblade and Gale Talon, go to Rookari alone, and that is a Kessith flight house guarding its own apparatus rather than a fact about anybody’s blood.

Ancestry-only Disciplines Loreblade · Gale Talon

At creation — Might, Guile and Faith. No Arcana. Ten Classes. Persistent flight; cannot mount.

Centaur

Paths
  • Might — open
  • Guile — closed
  • Arcana — closed
  • Faith — open
Classes
9 of 22
Communities
situated among the Gathur, Culdar and mixed road settlements

Thundering hooves and reach.

A Gathur descent company walks salt and hides down from the Bittern on roads whose fodder depots were stocked months earlier, and keeps a yard at both ends of the walk. Centaur households hold shares in those yards, and in the market lanes at Vrob, where the road courts argue turning space, ferry decks and the load a covered bridge will take. This is settled work with accounts and creditors, not wandering.

The body makes access a public question. An inn needs open floor and room to turn; counters, wash places, privies and ferries need approaches that do not end in a narrow stair. A city can lay broad streets and still shut a resident out at the last doorway — and a wealthy household can rebuild that doorway where a tenant simply cannot.

One line is not negotiable anywhere in Kilmoryn: a Centaur walks under their own power and is never a mount. Nobody acquires a right to ride, harness or load a neighbour because the road is steep and the cart is missing. A company that praises the pace and then loads the back has stopped hiring and started taking.

At creation — Might and Faith only. Nine Classes. Faster ground movement; cannot mount. Spear is trainable from first level.

Dwarf

Paths
  • Might — open
  • Guile — closed
  • Arcana — closed
  • Faith — open
Classes
5 of 22
Communities
situated among the Gathur, Dushar and other mixed communities

Dense bone and heavy steel.

Some Gathur burial societies lay their dead with the funerary vessel cracked through its seam, so that no stranger can ever make it answer for the household. The diggers say: nothing here answers to a stranger. East of them the Dushar keep the opposite habit — at Gararagz and Zindush the draw towers, water rotas and kiln books are copied out and witnessed, and a clerk there calls a broken jar a waste of good clay.

Both are Dwarf houses. There is no hold under a mountain that all of them left, no single faith, and nothing in the body that prefers stone to paper or an axe to an account. What the two ends of that argument share is smaller and more practical: they hang the latches and cut the benches to the hand that actually uses them.

Three Disciplines — Holdwarden, Forge Master and Giant Killer — admit Dwarves only, and the reason is a charter rather than anything in the blood. Gathur and Dushar yards control the examination and the tenure, and refuse everyone else. It is a closed market, and it is argued about locally like any other closed market.

Ancestry-only Disciplines Holdwarden · Forge Master · Giant Killer

At creation — Might and Faith only. Five Classes. Axe and Toughness are trainable from first level.

Gnome

Paths
  • Might — closed
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
19 of 22
Communities
situated among the Dushar, Rezgan, Taladan and other mixed communities

Small frames, massive minds.

At Zindush and Undushund the draw hours are posted and the cistern-year is sold across a table: one guaranteed year of water against one year of labour, inheritable and famously hard to end. Gnome clerks draft those contracts, Gnome haulers owe under them, and Gnome households on the same street campaign to have them broken.

Scale is the constant, and it is an argument about buildings rather than ability. A counter that blocks the sight line, a step cut too deep, a latch set above easy reach, a speaker who disappears behind a crowd — each of those is a decision somebody made, and each is undone by a low rail, a movable step, an adjustable bench. Refusing to make the change turns an ordinary difference in body into dependence.

Nothing about the ancestry is comic, clerical or mechanical. A Gnome can work a forge, sail, farm, fight, heal, teach, carry messages or hold office. The old Dushar doctrine that a house resting on paper should hire its guards rather than raise them is one yard’s politics — younger Dushar call it a comfortable position for people with paper, and a shore-raised Gnome finds it incomprehensible.

At creation — Guile, Arcana and Faith. No Might. Nineteen Classes. Slower ground movement.

Half-Giant

Paths
  • Might — open
  • Guile — closed
  • Arcana — closed
  • Faith — closed
Classes
7 of 22
Communities
situated among the Culdar, Larith and mixed heavy-work communities

Pure, devastating physical power.

A good Culdar company at Ekh keeps broad sleeping bays and a repair rack cut for several body scales. A poor one offers a high wage and quarters its largest hand in a barn, because the inn stairs will not take him. That is most of what the ancestry means day to day: a larger body changes the price of every doorway, bed, deck, ration and fitted coat, and employers are fond of praising the reach while refusing the cost of it.

The name is a public word, not a parentage. It proves no recent Giant parent, no fraction of descent and no surviving Giant people, and it hands nobody a debt of strength owed to somebody else’s siege. A chancery once found Kalbraz households without countermarks and simply printed “giant” in the roll; anyone who wants that grazing still quotes the word.

In the winter shelters between Litur and Vrob, Half-Giant crews carve a continuous relief that a walking hand can read in smoke or darkness, while smaller partners paint the same journey at lower eye levels. The art came out of shared shelter work. It is not a racial manual, and neither is the pass it was made in.

At creation — Might only. Seven Classes, including Templar.

Dark Elf

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
12 of 22
Communities
concentrated among the Wethyrn, with long-settled Vhalder and other communities

Deadly hands and hidden depths.

Under wet-ground Menergalo, V’eld’s Wake keeps the only registers older than the Cutting and reads them for a fee. Across a short border, Men’la’s Near Watch reads its recent dead at home, on a scored slate wet with salt water, and calls the northern ice a foreign hand on a local grave. Households cross that border both ways — a Men’lan reading for this winter’s death, a petition to the Wake over an estate four centuries cold — without treating the two acts as one creed.

The word “Dark” supplies nothing else. There is no hidden kingdom, no fire faith, no ancestral court and no moral category. The northern towns hold fishers, shipmasters, body crews, cloth cutters, priests, tenants and officials who disagree about every crown on offer, and in the Vhalder towns and eastern quarters one family can sit in two ancestry rolls that flatly contradict each other while a clerk treats the lot of them as one foreign constituency.

Two Disciplines, Sanguine Oracle and Dawnweaver, are open to Dark Elves alone; their Wethyrn expressions are particular traditions, not proof that every Dark Elf answers to the Wake or the Near Watch. One grant is plainer still, and nobody has agreed on a reason for it: Unarmed Combat can be trained from the first day.

Ancestry-only Disciplines Sanguine Oracle · Dawnweaver

At creation — All four Paths. Twelve Classes. Unarmed Combat is trainable from first level.

Minotaur

Paths
  • Might — open
  • Guile — closed
  • Arcana — closed
  • Faith — open
Classes
3 of 22
Communities
situated among the Rezgan, Skalzen and other mixed communities

Horns, hooves, and heavy impacts.

Rezg is river road, grain store and flood mud, and its crowded yards make horn clearance and firm footing public questions. One household sends a drover who can turn a bullock in a crush by reach alone and a scribe who needs a desk cut so the horns clear the wall. Those are two lives in one city, not two degrees of Minotaur.

The labyrinth is somebody else’s letter. Foreign correspondents turned yards seen from a hill into mazes, and workers clearing a blocked road into evidence of rage, and the story has always been most useful to states that owe the eastern leagues money or would like large bodies priced as cheap infantry. It is not history, and there is no inherited temper for it to describe.

In the Skalzen straits at Varres and Skoz’jenta the arguments are duller and more expensive: berth space, armour fitting, and whether a foreign court will honour training a Minotaur already paid for at home. Two Disciplines — Goreborn and Warbound — are open to Minotaurs alone. One is worked through the horned body; the other is a rule with no agreed reason, and the Rezgan bond-halls that teach it are a route in rather than its cause. Neither makes every Minotaur a gate-breaker or a bonded soldier.

Ancestry-only Disciplines Goreborn · Warbound

At creation — Might and Faith. Three Classes. Character creation currently offers male bodies only.

Nephilim

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — open
Classes
11 of 22
Communities
cross-cultural, with concentrations among the Larith and Gathur

Celestial wings and divine reach.

Nephilim are tall, winged people with persistent flight, which will carry a body between two ledges above a Larith orchard and will not carry graft stock, a winter store or an injured neighbour. Those still want roads and hands. They eat, sleep, are treated when they are wounded, and die.

Near Zindush and Shiz, mixed ensembles play with water-filled cups, metal leaves and a prepared stone seat. Most evenings the room gets nothing but breath, hands and wind. Now and then, with a Nephilim in the seat, something answers — and it answers repeatably enough that it cannot be written off as the operator’s own suggestion, which settles precisely nothing about who or what is on the other end.

Temples call the music an invitation. The musicians call it disciplined uncertainty. Nephilim hold every position in that argument, refusal included, and they have reason to: a court can demand a reading before office or inheritance, and a temple can present a neighbour’s participation as assent. No starfall, no enclave and no ancestor appears anywhere in the record.

At creation — All four Paths. Eleven Classes. Persistent flight; cannot mount.

Shade

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — closed
Classes
9 of 22
Communities
cross-cultural, with concentrations among the Skalzen and old measure-boundary settlements

The creeping darkness.

Shades eat, bleed, sleep and die. They are not ghosts, not corpses, and not evidence of an afterlife. In common speech a Shade is a person the Emberwinter is still holding — a description some answer to and others refuse.

At Grolt’jess the workshops cut paired glass from two sands, heated and turned so that both faces stay readable, and the Cold Houses beside them began as rooms where divers were carried in wet. They were clinics and kitchens long before outsiders decided to call them an order. Most Shades there are sailors, ferrymen, smiths, market workers and parents whose week is about weather and wages.

Inland, where two civic measures still disagree over one boundary, a court will pay a Shade to witness the discrepancy and then decide for itself whether to believe them; paid work and coercion arrive in the same summons. One Discipline, Umbral Walker, is worked through a Shade body and taught to no one else — and it grants no walk through walls, no word with the dead, and no shadow country to step into.

Ancestry-only Disciplines Umbral Walker

At creation — Might, Guile and Arcana. No Faith. Nine Classes. Hide becomes trainable at second level.

Vampire

Paths
  • Might — open
  • Guile — open
  • Arcana — open
  • Faith — closed
Classes
7 of 22
Communities
cross-cultural, with old Taladan compacts and many urban communities

Blood-fed predators.

The Kept are living people, older than the Emberwinter — which scattered their households and turned a private arrangement into a supply problem. Renewal wants living blood and everything around it: a rested donor, clean tools, an operator, a book that stops anyone being drawn twice, and a road short enough that the relation is still good at the end of it.

So there are no crimson courts and no aristocracy of hunger. There is a rota, a donor who has to eat afterwards, and an argument about consent that rent, debt, hunger or a commander’s order can quietly win. Prohibition does not end the practice either; it destroys the safe supply and makes predation likelier, which is why the politics around it are so bitter and so local.

Some Taladan households close a renewal with a shared meal and mend the sails, coats and bowls in plain sight, leaving the repair visible as proof that carrying on took other hands. On the Red Drive at Vrob the same work travels with the column, in guarded glass. Four Disciplines answer to the ancestry alone — Crimson Arcanist, Bloodreaver, Sanguimancer and Gravefeeder — and not one of them is an order anybody must join.

Ancestry-only Disciplines Crimson Arcanist · Bloodreaver · Sanguimancer · Gravefeeder

At creation — Might, Guile and Arcana. No Faith. Seven Classes. Bloodcraft is trainable from first level.

Choose the body you will carry

Every ancestry opens some doors and bolts others: the Paths you may walk, the Classes those Paths reach, the training you are given on day one, and whether a town’s stairs, berths and counters were built with you in mind. None of it makes you a people. All of it decides how you fight.