Discover
Worlds to play, cards to import
Feathered cliff-dwellers of the old Song enclave; their law is sung, never written.
Small chitinous scavenger-folk of the Saltmarches; brilliant mechanists whose colonies share memory through scent.
Stone-grown people of the Ferruhm deeps, skinned like polished ore, incapable of breaking a promise.
Nocturnal fen-people with bioluminescent blood who can taste lies in brine — the courts' oathtakers.
Hearth-folk of the Granlands — famine-shaped, food-hoarding, the realm's finest quartermasters.
The plurality of the realm — seven oath-cultures, one species, most of the institutions.
Amphibious river-traders whose word given on water is legally binding everywhere; barge-clan matriarchies.
Giantkin of the high passes — few, slow-speaking, hired as living cranes; they count time in decades.
Desert-glass people of the deep Pyrelands: translucent skin over slow-moving inner light; born in clutches, mourning alone.
Root-tied forest folk whose lives are bonded to a family tree — and who regard the Concord Tree with quiet horror.
Longwar constructs of clay and oath-magic who outlived their purpose — citizens in Coronal, 'equipment' elsewhere.
Ash-adapted scaled folk of the Pyrelands; heat-blooded funerary artisans who carry their dead as glass beads.