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Worlds to play, cards to import

Mortal fae with pointed ears, translucent nails and bounded reflected-light glamour, prominent but not confined to western estates.

Ordinary mortal humans sharing civic life, learned magic and uneven power with fae and born werewolves.

Born citizens who voluntarily become four-legged wolves once out and back per night, keeping identity but leaving clothing behind.

One of Landfall's three established peoples, found across crews, trades and households rather than a single national faction.

Air-breathing crustacean people with four walking legs and two grasping arms; their heavy shells need protected moulting space, not deep-water heroics.

Feathered coastal people with beaks and grasping wing-arms; able to glide or fly briefly in suitable wind, not ferry people through storms.

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.