Discover

Worlds to play, cards to import

Glass Fae

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

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Parish Humans

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

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Parish Werewolves

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

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Humans

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

Kett

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

Skern

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

Aeviri

Feathered cliff-dwellers of the old Song enclave; their law is sung, never written.

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Chittik

Small chitinous scavenger-folk of the Saltmarches; brilliant mechanists whose colonies share memory through scent.

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Dvergani

Stone-grown people of the Ferruhm deeps, skinned like polished ore, incapable of breaking a promise.

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Grimwold

Nocturnal fen-people with bioluminescent blood who can taste lies in brine — the courts' oathtakers.

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Halbren

Hearth-folk of the Granlands — famine-shaped, food-hoarding, the realm's finest quartermasters.

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Humans

The plurality of the realm — seven oath-cultures, one species, most of the institutions.

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Maru

Amphibious river-traders whose word given on water is legally binding everywhere; barge-clan matriarchies.

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Ondrel

Giantkin of the high passes — few, slow-speaking, hired as living cranes; they count time in decades.

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Serathi

Desert-glass people of the deep Pyrelands: translucent skin over slow-moving inner light; born in clutches, mourning alone.

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Sylvithi

Root-tied forest folk whose lives are bonded to a family tree — and who regard the Concord Tree with quiet horror.

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The Molded

Longwar constructs of clay and oath-magic who outlived their purpose — citizens in Coronal, 'equipment' elsewhere.

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Veskarn

Ash-adapted scaled folk of the Pyrelands; heat-blooded funerary artisans who carry their dead as glass beads.

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