228 entries bear this mark.
Goblins whose handmagic-cut augmentations run on their own blood; a surviving fragment of a lost craft, bound to a ruinous need to remake themselves.
The Alekroin are massive alligator-folk whose imposing presence and predatory mindset have made them both feared and respected throughout the frozen wastes of Shykasas.
Most prolific and long-living elves, renowned across Alaria for extraordinary skill, wisdom, and building magnificent utopian cities.
Blue-green skinned gnomes of the Pelican Isles; wary of strangers but superb navigators, warm once trust is earned.
Colonial halflings of the Greenwater Isles who built a mercantile empire on emptied land and do not speak of who lived there before.
An ancient, mostly vanished dwarf civilization that captured sunlight in mirror-and-glass engines a mile underground; their works are ruins, stranded when the sun's path shifted.
The ayblek are four-armed, empathy-blind beings, every one descended from a single progenitor a mage pulled across from Instruxofinum, a planar stack beyond Alaria's own.
Gaea's minor animal-children: dozens of distinct animal-shaped peoples, all made at the Birth of Man and scattered too widely for the Shattering to find.
Noble merchant halflings of Erasnus who trade in influence, information, and favors with generational precision.
A massive, indulgent highland people of purplish skin and enormous bulk, solitary hedonists whose contented sluggishness hides a landslide's strength.
The Bfaspeen are horrid, aquatic monstrosities that plague the Bejeweled Sea.
The Blaize are enigmatic humanoids whose very existence seems to flicker between states of being, their blue-tinged skin constantly shifting in subtle ways that make…
Dual-lidded desert people of Sheîr who prize water above all else and see clearly through the fiercest sandstorms.
Electric goblins of the hills south of the Dunes of Kunagi who accumulate and discharge devastating bursts of static electricity.
Pale vampiric gnomes of the Chimean Blood Mountains, obsessed with ancestral bloodline purity traced back thousands of years.
Blood-tattooed orcs of Bloodwood who honor the dead by staining armor and weapons with blood; fiercely protective despite their fearsome appearance.
The Bogies are humble frog-folk who have built their peaceful civilization in the wetlands of Kosko.
Isolationist wood elves with olive skin who blend into forests, emphasizing balance, fate, and immediate justice with no second chances.
Artisan-academic dwarves of Urok's southwestern coast whose twin city-states devoted themselves to music, theater, jewelry, and magical enchantment.
Guardians of the Celesté portals beneath Dnykuul; a threshold's first tearing fixed silver-flecked eyes and a never-sealed true name into the wardens at the seam.
Deep-ocean Kendor with controllable bioluminescent dark scales who trade in secrets and blackmail from underwater caves and thermal vents.
The Centaurs of Siquestrya are a proud and volatile race, possessing the upper bodies of humanoids and the lower bodies of powerful horses.
The Chargon are an enigmatic people whose eel-like heads and serpentine grace mask hearts filled with unexpected kindness.
Anubis is one of several servants of Demegolas, Lord of Malstaris.
Savage, bestial humanoids that combine the worst aspects of predatory animals with a cruel intelligence, the Chulpe are among the most feared races in the…
Goblins of Kobuk who graft aether-fed augmentations into their own flesh, a surviving fragment of a lost craft, holding gnomish tinkering in contempt.
The Craven are a crow-headed servant race built by human handmagic: brilliant minds bound to obey, barred from killing, and now breeding the binding into their own children.
Communally raised Minotaur who suppress all emotion as weakness and channel it into devastating berserker rage; toughness is paramount.
Extinct dragon-rider elves of Aboyuinzu with ashen skin and draconic soul-bonds, destroyed in the Dragon Purge; ghost bloodlines may persist.
Pitch-black shadow goblins of Lethos who subsist on rodents and bats, wielding impenetrable darkness that only they can see through.
The Dead Claw are a race of feline warriors residing in the mountainous region of Phaer Hom.
Swamp-dwelling halflings of the Phirexes who transform toxic bog materials into alchemical expertise; optimists shaped by survived disaster.
Siege-adapted mountain dwarves of the central Widebarrow; their concentric capital and deep-debt rotations are built around the generational Lyzine threat.
Deva are rare, beautiful, creatures with very commanding presences that enter the world fully grown, intelligent, with no family, and a single, driving purpose.
Fierce, boisterous humans of western Alaria's coasts; pirates, merchants, and swindlers who prize valor, instinct, and panache.
Eldest and most populous dwarven heritage, dispersed across Alaria through trade, war, and enslavement; value education, money, and cultural legacy.
Small, austere monastic culture born to the Shogi Monastery and the Azuros peaks of northern Erpeus; few, and outnumbered by foreign trainees.
The Dwarblin look like dwarf-goblin crossbreeds but are dwarves remade goblin-shaped by another cause, residing primarily in Watar.
Dwarves are a short but hearty people, and are generally more pragmatic than the other races.
Fierce green-skinned warriors of the Green Wilds, bound to a failing line of dragonriders and locked in a war they once dominated.
Gnomes of the Echean magocracy, raised in the mountain universities into elemental war-casters who would rather argue a citation than fight.
Elves are a race of fiercely independent, ancient, culturally rich people.
The Elnir were once druids who protected the wilds, but they have been corrupted by dark magic and a desire to control nature rather than…
Proud coastal elves renowned for poison mastery, skilled soldiers, water magic attunement, and sophisticated democratic governance.
Northern orc slavers and raiders who trade captives for furs and gold, living by the belief that might makes right.
Magic-attuned goblins born with affinity for non-basic elements; reserved and cautious, forming smaller broods with stronger individual identity.
Tree-dwelling gnomes who fled jungle disease into the canopy; value connection to nature and communicate freely with animals.
Condensed Faesong of the Lethos jungle worn in a small body; iridescent jungle-dwellers each bound to one current of the world's feeling, which they tend and guard to the death.
The Fallen Angels are celestial beings cast down from their eternal war among the stars, their wings clipped as punishment for bringing their conflict to…
Sacred smiths of Gondurak who treat the forge as a life metaphor; patient teachers shaped by the belief that hardship and discipline temper true potential.
Underground halflings of Hell Creek in Chimea who built civilization from molten stone, believing they were chosen by the fires below.
Those who turned from Anubis, wielding inherited powers as self-appointed judges who feed souls to Ammit with no divine restriction.
Chivalric fox-riding gnomes of Cherry Blossom Valley, built around courtly traditions and honor above all else.
The Frialve are a bird-like race residing in the sprawling jungle city of Bygos Shemazari.
Nocturnal jungle elves who ride giant bats on territorial raids; matriarchal moon-worshippers who have rejected civilization for canopy savagery.
Scarification-covered humans of the Hills of Gezzeri who hide from giants through guerrilla warfare and cliff-face settlements.
Ghouls are the descendants of servants spawned by ancient, powerful wizards.
Giants are huge, terrifyingly strong humanoids. Most are brutish wanderers, but some lineages keep herds, clans, and even cities.
The Gillykin are the cheerful amphibians of rivers and wetlands, their bulbous eyes and wide mouths giving them an expression of perpetual surprise.
Guardians of the regenerative Plenjorn Swamp, muddy-green-skinned spear-fighters deeply attuned to nature's rhythms.
Golden-eyed dwarves from eastern mountain gold mines with supernatural metal-sensing; secretive and nomadic due to a long history of exploitation.
Gnomes are small, naturally magical creatures, resembling miniature humans.
Goblins are born in broods, from a single father and up to hundreds of mothers.
Clever, witty gnomes known as inventors, tricksters, and merchants; elusive communities that value wit and progress over empire.
The Grayls are among the most melancholic beings on Alaria, wooden humanoids whose backward-bent knees and perpetual sadness mark them as fundamentally different from other…
Warlike, disciplined satyrs who organize into caste-based military societies, viewing conquest and war as the ultimate festival of strength.
City-building giants of the Xcraya valley, a dozen sovereign city-states that farm, trade, feud, and pen captives in the Prisoner Hills.
Wandering caravan dwarves whose culture centers on music, storytelling, and fierce clan loyalty; their harmonies can influence emotions and inspire extraordinary feats.
Blueish-gray aquatic orcs who breathe underwater, hunt with needle-like teeth, and answer to a mysterious hag queen in the deep.
Swamp-dwelling ogres with mottled camouflage skin who excel at ambush and herbalism, brewing potent poisons from marshland flora.
Bronze-skinned seafaring dwarves who live on iron clan-ships; sole keepers of gunpowder secrets, feared naval warriors with deep clan loyalty.
Patient, clan-bound mountain giants of the high basins, who hold their grazing grounds by reciting lineage further back than any rival can.
The Gyv are the puppet masters of Iylovia, a race whose very presence makes others question their own thoughts.
Halflings possess an uncanny ability to thrive where others merely survive.
Master smiths who forge algae-iron alloys into abrasive heavy armor; dark-skinned and corrosion-resistant, found in contested swamplands.
Living-stone dwarves from deep caverns where elemental magic merged earth and flesh; patient as mountains, they move through solid rock at will.
Frozen-wastes halflings of Morelous who obsessively track every resource and consciously switch between hibernative and peak metabolic states.
Humans are resilient and abundant.
Nomadic scorpion-riding desert people bound to an addictive red dust that flows through their veins and awakens mystical power.
Diaspora illusionist pixies who cannot settle anywhere without it dying around them; the cities they leave behind empty quietly, never violently.
Pixies who take up the worship of Kryviel, daemon of winter-as-entropy; their devotion rimes their wings with frost and turns them to feeding on the emotional warmth they were made to tend.
Jungle pixies of southern Ve who navigate by truth-lines, invisible currents of meaning only they perceive, and pity the half-blind world.
Bronze-skinned sky knights of Breia who form sacred bonds with griffins from childhood and live in high-altitude mountain citadels.
Ice-glass-forging elves of frozen Istora, torn between traditionalists preserving culture through art and industrialists weaponizing their unbreakable craft.
Iguana-like contemplatives of M'Svyla's forests and Crystal Mountains; philosophers and artists with legendary regenerative abilities who prize beauty.
Raptor-bonded Lizardfolk of the Dygon Beastlands; sacred rider culture built on lifelong bonds with utahraptors since birth.
Numerically dominant Lizardfolk of Da Trang's swamps, ruled by chieftain strength and brutality; battle scars are prized, weakness cast out.
Black-scaled venomous assassins of Nashua's toxic marshlands; patient hunters waging endless cunning war against Trømgar and Gorath.
The Kappa are massive, toad-like beings that dominate the criminal underbelly of Moigos.
The Karchon are shark-headed humanoids from the Shattered Sea.
The Kendor are an ancient aquatic people whose grace and beauty are matched only by their mastery of courtly intrigue.
Pearl-iridescent Kendor masters of etiquette and social manipulation who inhabit hidden palace-fortresses beneath tropical reefs.
The ruling class of Koren society, bound by intricate customs where every gesture carries meaning and exile is worse than death.
Feral Koren who embrace their predatory nature, living by instinct in loose packs as scouts, thieves, and mercenaries.
The Koren are a feline people with the grace and power of great cats.
Slaver minotaurs of the Tykos island chain who kept the Lorean's tactical genius and cold logic while inverting their protective ethos into systematized dominance.
A stone-touched people born of Golus, Ezz, and Gaea's song of creation: fully alive, patient and unmoving, holding the Blueshale Peaks as their own.
The Krell are an ancient insectoid race whose very existence revolves around their massive colonial structure and absolute devotion to their queen.
Sacred sun elves of the golden House of the Sun, trainers of luminant Wysynnbre eagles, isolated guardians of light and purity.
Southern humans who fuse with beast spirits through ancient skull rituals, gaining primal power and instincts at the cost of human speech.
Tall, spindly bone-featured elves of Bonnetaz's salt flats who maintain vast human slave camps, viewing humans as invaders to be exploited.
Gnomes of the Walking Forest who have given up speech, descended from Postronamas refugees and raised from birth in the silent sign-tongue called Stillspeech.
The settled elves of the Farlands' Three Kingdoms, a treaty-bound people who keep their true names as fiercely as their borders.
Feral, chaotic satyrs who spread panic and terror, preferring ambush and misdirection over direct combat.
The Lizardfolk are an ancient people who walked Alaria long before the rise of the younger races.
Tactically brilliant Minotaur commanders who place duty and protection of others above all; logic governs every decision while emotion is suppressed.
Grove-bonded living libraries of Nykotheryx Amberylika; translucent wings carry captured tree memories, guardians of the balance between dragon totems and the living forest.
The Lyzine are fallen nobility whose pride remains unbroken despite their exile to the depths below.
The obsidian-scaled form that surfaces unbidden in any Naga line; cast out as the traitor's blood returned, and pushed into the assassin's trade.
Minotaur are mighty, formidable creatures, known for their powerful builds and no-nonsense nature.
Mirror-skinned and rigidly caste-bound, the Mira keep no homeland; they live around vast orb-ships whose aura they cannot bear to be without.
The Mnurvlyon are walking contradictions, beings who inherited both the giants' towering height and the dwarves' love of enclosed spaces.
Tribal jungle goblins adorned with bone piercings who ride utahraptors into battle and build elaborate tombs for their centuries-long-lived kings.
The Murazi are an enigmatic merfolk civilization that thrives in the vast network of warm subterranean rivers crisscrossing beneath the Luquihn Desert.
The Myushli are perhaps the most unsettling of the civilized races—mushroom folk whose genuine kindness masks a terrifying biological imperative.
Descendants of the dragon-father Nagatayora, who fell against the titan Hykravones; his blood still throws three forms through a single bloodline.
A Lyagnadarr mountain culture built around the Naga's heavy-scaled form, sworn to an old orange dragon's crusade and mounted on giant lizards.
The common form of the Naga and the ruling people of Adron; artists and scholars who hold the dragon's transformation a sacred trust.
Desert halflings of Keshwindi who took the 'half-people' slur for their own and built a people on the deliberate forgetting of who they used to be.
The Naruaghin are a small, stone-scaled people of giant and dwarven blood, whose war-fury they name for the dragon they take as a totem.
The Neferati are a race born when the primordial fire danced with Ezz and Gaea's song of creation.
Dark-skinned jungle gnomes of the Nekanzi, masters of fire magic and oral tradition who chose survival over comfort.
Ghostly descendants of Caerene who sought immortality through forest-oneness; eternally trapped as cold, bitter spirits in the Eros forests.
Inscrutable, community-oriented northern tundra humans who commune with ancestral spirits through the wind, drawing on a millennium of ancestral wisdom.
Golden- or ice-eyed desert people of Kura; master traders who blend elemental magic with a deep reverence for beauty and knowledge.
Aureum breakaway who embraced darkness; tusked, ash-skinned master slavers of Emblydium who trade war machines for captives under the black sun.
The Nyolci are a maritime people whose distinctive cephalopod features mark them as some of the finest sailors and navigators in the known world.
Ogres are massive, powerful greenskins standing around seven to eight feet tall with small tusks and hairy bodies.
Crystalline gnomes born from Gemstone Peaks gems; sole clockmaking masters who sustain themselves on jewels and scheme endlessly.
Orcs are a diverse and hardy race known for their physical prowess, tribal cultures, and fierce independence.
Proud, fiercely competitive humans of Central North Alaria whose culture revolves around mastery of the blade and skill earned without cutting corners.
Nomadic Kendor who travel ocean currents and venture onto land; primary ambassadors between Kendor society and the surface world.
Volcanic-vent Kendor with fire attunement who distinguish honorable combat from aggression; considered borderline heretics by northern Kendor.
Diminutive winged beings born where Melera's escaped music runs thick through the world; they hear the Faesong in all things and live by emotional resonance.
Stocky, stubborn islanders of Pyris, sprung from one closed human-dwarven cross; farmers, fishers, and dry-stone masons who want only to be left alone.
Blue-skinned, charming sailors with sapphire eyes who run on their own time and blur the line between merchant and pirate.
Smallest gnome heritage, dwelling in Tyberoskos sinkhole cities; green-skinned with huge eyes, masters of acoustic communication.
Tall, powerful half-giants of the Free Isles, descended from a settled giant line; feared traders and master sailors of the southern seas.
Towering bronze-skinned plains elves who communicate exclusively through intricate sign language and organize society around visual sight-bonds.
Spiritually devoted Minotaur of Chechol whose peaceful faith has been covertly corrupted by the lich Gynor the Conqueror as his future Red Army.
The Rhea possess cool, grayish-blue skin that seems to shimmer like morning mist.
The Rokunuri are a terrifying race of predators inhabiting the southern region of Aboyuinzu.
Vengeful, justice-driven goblins of the Copper Hills who practice Deoric enchantment, ride domesticated Desert Mammoths, and prize copper above all.
Light-born fallen angels who maintain belief in absolute purity in exile, creating austere enclaves and performing rituals to restore their wings.
The Satyr are creatures of primal passion and bloody revelry who have embraced their wild nature completely.
Mischievous, communal goblins born into enormous broods; fiercely loyal to their lineage and devoted to vibrant culture and absurd pursuits.
Slimy green-skinned dwarves of Sennos, remade for water by a forbidden Deoric pact with a deep entity when their delvings flooded; reviled for valuing survival over honor.
Devoted servants of Anubis who hunt liches, destroy undead, and guide lost souls to their final rest.
The time-witches of the Stillness: mortals bred to a Time affinity by generations in a permanent Izzus breach, alive and mortal beneath it.
Dragonfly-riding pillar gnomes of the Piktiniti Desert, raised on the vertical and reckoning distance up and down before they reckon it across.
Yellow-eyed halflings of Sestros shaped by daemon prophecies from Talresses; they build for futures not yet arrived and age strangely.
Silver-eyed humans capable of true physical transformation who can perfectly mimic any humanoid; their distinctive eyes never change form.
Descendants of Shara Bolasi, the lion-father who stood alone against the titan Hykravones; his heart's blood changed the ground, and the ground changed them.
Sharabha who believe oaths sworn in lion form are supernaturally unbreakable, serving as judges and arbiters whose word can bind fate.
Protector-focused Sharabha who measure honor by allies saved, training from childhood in defensive formations and Pride Circle loyalty.
Hairy, ferocious boar-riding orcs whose brutal simplicity and giant mounts make them terrifyingly dangerous in battle.
Blue-eyed halflings of Iqes, cave-ancestored and now river-coastal, navigating foreign-dominated trade cities as dockworkers and Ripmaw Sound pilots.
Honor-bound samurai people of the great plains who ride griffons and sacred eagles, governed by strict family duty and ancestral obligation.
The Shyka are tall, kobold-like reptilians with dragon snouts and reddish-brown scales.
Hidden forest gnomes of Nykotheryx Amberylika who tend the fauna, wearing badger pelts and befriending all burrowing creatures.
Ceremonious humans of Ve's northeastern plains who prize craft, family honor, and the careful ordering of daily life.
Nomadic plains ogres who master mounted warfare on war mammoths equipped with cannons and ballistae; their weapons are sacred heirlooms.
Gray-skinned underground elves of Myorna who duel through memory manipulation and measure social status entirely by intellectual prowess.
The Skaag, commonly known as 'rat people,' bear the heads of rats atop humanoid bodies.
Smaller, more numerous pack hunters who use speed, cunning, and coordination to bring down prey much larger than themselves.
Underground elves who fled dragon Ural; void-attuned with light-absorbing midnight quills, surfacing only to hunt and watch for their ancient enemy.
Goblins afflicted with a leprosy-like disease that drives bones through their skin; they weaponize the deformity by binding spikes to exposed bone.
The Splinkreen are the living legacy of a last druid's experiment, their souls drawn from mighty trees and seated in humanoid forms.
Elves who dwell within the stars themselves, tending the celestial cores through nightly ritual and practicing cosmic neutrality to preserve universal harmony.
Gray-skinned humans of the Wurn Mountains whose skin hardened in a single Earth-leyline surge; stoic, pragmatic, and fiercely independent.
Fire-attuned goblin scholars whose embossed tattoos record family history in living ink; skin scarring is considered a tragedy greater than death.
Battle-devoted dwarves of Trømgar whose spiked armor turns their bodies into weapons; glorious combat is a sacred offering and rite of passage.
Translucent-skinned deep-cave dwarves whose sealed clan was remade in a single sinking into total dark; pragmatic cannibals who view all flesh as sustenance in their resource-scarce fungal kingdom.
The Swordsmen are a notorious seafaring people whose name strikes fear into merchant vessels across the known seas.
The Swuigrach are large, imposing humanoids with the heads of pigs—pink, gray, or black depending on their lineage.
The scar-ranked ruling caste of Kyagos's four city-states, grown wealthy on slave-worked mines and now reeling from the fall of Syvlius.
A serpentine people bred by Sythikranos, a false dragon who named herself a snake-god; their venom and gifts fail the moment communion with her breaks.
The Syngers are perhaps the most mysterious race on Alaria, immortal beings who sail through the skies in ships that defy comprehension.
Nomadic desert shamans of Ulkevolm who practice blood magic, commune with the spirits of the dead, and ride great desert tigers.
Orcs who fortify their very souls against destruction and wield spirit weapons that attack enemies on a metaphysical plane.
Near-extinct technological gnomes whose civilization was destroyed by their own creation; surviving relics of a lost mechanical age.
Reddish-skinned elves of Hik cursed by Deoric magic granting agelessness but burning them with accumulated power requiring ritual bloodletting.
Mountain-dwelling spiritual humans who read the subtle currents of time and weather; their timemasters are sought as advisors by rulers across Alaria.
Massive apex predators of Echem Yiakraxis who use crude tools and sophisticated hunting strategies; their jaws can crush armor and bone.
Magically created humans incapable of deception or harm; exploited across millennia yet resilient through subtle methods of resistance.
Blue-skinned, red-haired wild orcs of the White Hills; the most primal orcish heritage, guided by instinct and ancient tribal law.
Human islanders of the Aikon shallows whose lives follow the twice-daily tide, governed by the Tide-Counters who call the safe windows.
Self-certain, contemplative humans of central and northern Alaria; philosophers, mathematicians, and martial warriors who value strength and truth over idle talk.
Weathered deep-cavern dwarves of Eoga who seem primitive but are the ancient wardens who chained the titan Hykravones beneath the Cascades of Ygg.
Tritons are the proud aquatic warriors of the deep, dwelling in magnificent underwater cities carved from coral and stone.
The Troenka are cruel, wood-like beings that inhabit the deep forests of Ichneum and Tenekee.
Half-breeds and outcasts—trollkin are the unwanted children of humans and trolls.
The Tuktuk are a warrior culture of turtle-folk who have claimed the volcanic island of Tyvern as their ancestral home.
The Tykrenv are scavengers of the deep desert, humanoid in body but possessing the head and secondary wings of a vulture.
Bleached-white orcs transformed by ancient ichor from the cursed Agony Stones; Tythmasters grow to ten feet and lead through blood-ritual power.
Forest-bonded orcs whose dead become trees; bark-skinned and centuries-wise, they transform at death and are reborn from sacred wood.
Industrious underground dwarves who adapted to mine life over generations; pragmatic and stubborn, masters of iron combat and air-circulation engineering.
Ulvsjael who believe each wolf must survive alone, becoming legendary scouts and trackers whose solitary skills strengthen the whole pack.
Descendants of the warriors who drank the blood of Ulvma, the wolf-mother who fell beside the mortal armies against the titan Hykravones.
Ulvsjael who keep closest to Ulvma's pack teachings, forming meritocratic communities where contribution alone determines rank.
Roughly eight hundred survivors of the dragon-destroyed Kingdom of Vael, hidden for four centuries in the fortress of Mountainveil.
Secretive star-accountants of the Nysanna foothills who sell precise stellar records and, by founding compact, refuse to worship the stars they track.
Volcanic dwarves with glowing red-veined obsidian skin who build civilization inside active volcanoes; sacred fury and passion drive their forge mastery.
Scattered remnants of a great Deoric civilization whose power to reshape reality with spoken words has nearly faded from the world.
Elves who traversed the planar void; deep indigo star-speckled skin, commanding presence, and cosmic patience that transcends mortal urgency.
Strawberry-blonde drake-riding warriors who hurl lightning spears at giants and hold death-defying sky races, defined by flamboyant aerial courage.
Seafaring halflings who read probability currents; their navigators plot courses through possibility space and gamble with luck itself.
Silver-skinned nomadic halflings whose bare touch absorbs object histories; the greatest trackers and investigators in Grendenheim.
Pale blue frost goblins of the frozen north; patient nomadic hunters who track prey across the tundra in small, tight-knit family packs.
The Wytrolape are white-furred giant apes residing in Kyorda.
Cursed vampiric elves who traded nature for immortal hunger; eternal wanderers who feed on populations and vanish before victims realize the truth.
Shadow-born fallen angels who embrace exile as enlightenment through suffering, integrating into mortal society as torturers, surgeons, and confessors.
Deeply religious stone-bearing orcs of Jeh Bli whose ritual scarification and Deoric mastery express devotion to their stone gods.
Blue-skinned aquatic goblins of the islands around Melrox with webbed hands and spiny backs, living semi-aquatic lives as freedom-loving hedonists.
Dark-featured island elves of the Bynü Tribes who wage silent clan wars through honorable assassination with oyster-shell blades.
A squat, one-eyed people of inborn force-attunement, bound to silence by an ancient Deoric curse and exploited as outsiders across the Western Isles and Kura.
Frost-touched dwarves serving dragon goddess Nabuhe in frozen Hannoweir; cruel and rigid, they believe strength is only earned through suffering.
Solitary elves each bound from birth to a single tree. They live exactly as long as it lives, and die the moment it dies.
Theocratic pixies of Zelidia, condensed from a Faesong pool gone discordant; their High Priestesses feed the hungry current with sacrifice and hide their realm from a hostile world.
Gray-blue, frizzy orange-haired tundra dwarves who abandoned mines for the open snow; nomadic dire wolf riders who scorn underground life and prize freedom.
A gnome born with a Deoric command grown into its own flesh. Its stray power kills kin by accident; survivors bind themselves into lichdom.
Once you were dead, but now—well, you still are, kind of.
The Rusalka are solitary predators of swamps and marshes, appearing as beautiful women who lure travelers to watery graves.
Savants, for reasons unknown, are born with rare differences in their physiology, sometimes sacrificing the ability to move, sense, or communicate effectively in exchange for…
Undead halflings risen from emotional turmoil; pale corpse vampires who hunt former loved ones with perfect memory and absent emotion.
Nomadic giants who roam consuming everything in their path—entire herds, trees, and travelers—universally feared as engines of destruction.
Sedentary community-dwelling giants who herd massive sheep and guard their territory; territorial but willing to parley with food and their simple language.
Dream-harvesting dwarves of Movasi who extract and crystallize dreams via hallucinogens, Psy dream-walking, and Deoric ritual.