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IG Races

You can find more detailed descriptions of In-Game races within Chapter 3 of our rulebook, found here!

Our pinterest boards can be found here!

Elbaels

The Elbael are a long­-living race tied to the primal elements of the world­- fire, water, air, and earth. Those of light and shadow are not uncommon as well.

Elbael are drawn to places of elemental power, for reasons even they cannot always explain. When asking a Fire Elbael, for example, why they were drawn to an active volcano during a time of crisis, they may just respond that “it felt right”. Those more in tune with magic theory have mentioned, vaguely, something about ley line nexuses; there are rumours that the Elbael can detect them.

Elbael have shadowed eyes that are ringed with the colour of their element (fire­ is red, earth is­ green, water is­ blue, and air is­ white; light is­ yellow, shadow is­ purple) and pointed ears.

 
Gnomes

These genial folk often dwell underground and their primary Culture is Hearth. Most gnomes live in clans with a common focus and personality traits. Many of these clans make their homes in the mountains, but there are some clans, notably the Zvezdaria, who make their home elsewhere. They wear facial gems indicating some of those aspects.

The Zvezdaria clan, for example, study the stars and live amidst the peaks rather than below ground. Their facial gems are green, blue, and white.

 

It is said, however, that if a gnome decides to go against family tradition, that they are cast out from their ancestral homes. Therefore, pockets of banished gnomes do exist, working together to assure their mutual survival among the other races and cultures of the world.

 
Greenskins

Goblins are a shamanistic people, with green tinted faces, and large ears. They live in small villages with yurts and other animal skin or mud structures. They obey an Elder and are very superstitious. Goblins tend to be Hearth in culture.

Orcs have grey tinted faces and tend to be scarred. They spend their lives on the road in search of battle and foes. They train regularly for battle, stopping only to replenish supplies.

Ogres have yellow tinted faces and tend towards wearing clothing made of plants, reeds, and animal skins. They spend their lives in the forest and other natural places. They hold a strong respect for the land around them.

There is rumor that in the past, all greenskins looked the same, but most greenskins claim that tale comes from a traveler who did not recognize a birth defect when they met three green brothers. One was a goblin, one an orc, and one an ogre. All of them claimed to have the same mother and argued constantly about their father.

 
Humans

Willful and determined, humans are the most numerous of the races. They tend to be highly adaptable and creative and form communities, though they themselves vary within them. Their personality and disposition vary greatly, so it’s a mixed bag on who you’ll meet. The humans, like all the mortal races, are capable of great empathy and great cruelty.

A human of the Wild culture can be a hermit, living apart from others, or of a clan that reveres natural things banding together in the wilds of the world. A human of the Road could be a traveling musician or salesman, and find value in open sky and familiar (or not) paths. A human of the Hearth often enjoys being surrounded by other people, in communities large or small, and doesn’t take to traveling often. Sailborne humans may turn to piracy to accomplish their goals.

Humans

Willful and determined, humans are the most numerous of the races. They tend to be highly adaptable and creative and form communities, though they themselves vary within them. Their personality and disposition vary greatly, so it’s a mixed bag on who you’ll meet. The humans, like all the mortal races, are capable of great empathy and great cruelty.

A human of the Wild culture can be a hermit, living apart from others, or of a clan that reveres natural things banding together in the wilds of the world. A human of the Road could be a traveling musician or salesman, and find value in open sky and familiar (or not) paths. A human of the Hearth often enjoys being surrounded by other people, in communities large or small, and doesn’t take to traveling often. Sailborne humans may turn to piracy to accomplish their goals.

 
Lacuna

A Lacuna is a strong thought given form. They can be a driving force for revenge against a particular person. They can be a never­ending quest for the magic of runes. Because of their one­track minds and singular focus, their ability to emote is limited by what they discover in the world around them. They have no memories of who they once were or, rather, whose thought they were.

Lacuna do not often form communities, being very singularly­driven beings. They will, however, take on the culture that best suits their needs in achieving their goals.

((Author’s Note: Playing a Lacuna is NOT an opportunity to play with mental illness. Please see “Safety and isms”, “Inclusivity”, and “Code of Conduct” in the rulebook, seen here.))

 
Pacted

The Pacted are a mixed race that has been twisted by the great power within them. Power granted by beings whose motives are unknown. These powers, a conduit for greatness which all Pacted share, make them a unique race.

 

There are four types of Pact known­ the Willful, the Paragon, the Guide, and the Burdened­, and each of them have their own purpose in the pattern of the world. People of all races are drawn to or revile these Pacted, whose bond with higher powers makes them mysterious and has altered their forms from their original states.

 

Pacted of the Willful have horns upon their brow, and some even have fur covered legs.

 

Pacted of the Paragon have golden marks around their eyes and cheekbones and some even have wings.

 

Pacted of the Guide have orange or black marks around their eyes, horns, and some even have tails.

 

Pacted of the Burdened are created from inanimate objects given life, but they always have a humanoid form to them.

 
Weirkin

Weirkin, over all, are plants or animals uplifted to a state of intelligent thought. They have anthropomorphic features that become more prominent after dark, unique to one another and by subspecies.

 

They are a hardy people, and living in this naturalistic way has given the Weirkin tougher skin, strong enough to protect them in dire need. Their strength is also greater than their former selves’, a product of their harsh upbringing in the wilds. Rumor is that Weirkin used to be the animals and plants they look similar to before something uplifted them and made them like the other races.