Six character races · Six origin stories

Race & origin

Choose your people.
Carry their story into the world.

From the Rainbound Freeholds to the Sunken Delta Exchanges, each race brings a distinct history, silhouette, and place in the world. Race defines identity and lore; skills and profession are earned after creation.

Six distinct originsOne shared skill systemProfession earned through play

The current catalogue

Six people, and the places that shaped them.

These origin names and stories are working narrative directions. Each race page separates illustrative lore from the gameplay decisions that still require approval.

A battle-worn Human organizer overlooking the rain-dark fortified river settlement known in the working lore as the Rainbound Freeholds.
Working origin · The Rainbound Freeholds

Human

Adaptable survivors and organizers

The working origin direction places Human communities around rain-soaked river crossings where scattered survivors built workshops, watchfires, shared records, and defensible trade settlements.

Explore Human
A towering copper Automaton stands inside the subterranean mines and foundries of the working-origin Copper Deeps.
Working origin · The Copper Deeps

Automaton

Copper-built industrial survivors

The working origin direction begins beneath abandoned foundries, where copper mining constructs outlived their makers, repurposed their tools, and began choosing what their continued existence meant.

Explore Automaton
An adult Atlantean in life-support armour stands before the submerged research city of the working-origin Drowned Archive.
Working origin · The Drowned Archive

Atlantean

Aquatic exiles in life-support armour

The working origin direction follows exiles from a submerged research city whose prototype life-support armour made surface travel possible while binding them to the knowledge that destroyed their old home.

Explore Atlantean
An adult Felinor occult wanderer approaches the forest observatory and catacombs of the working-origin Veiled Observatory.
Working origin · The Veiled Observatory

Felinor

Feline occult wanderers

The working origin direction traces the Felinor to a forest observatory built above older catacombs, where dangerous study turned a hidden sanctuary into a source of fear and wandering occult traditions.

Explore Felinor
A massive adult Barbearian warrior guards the storm-beaten settlement of the working-origin Ashen Tundra Holds.
Working origin · The Ashen Tundra Holds

Barbearian

Massive frontier bear warriors

The working origin direction places the Barbearians in communal longhouses and fortified holds along a storm-beaten northern frontier, where disciplined preparation matters more than brute force alone.

Explore Barbearian
An adult Otterfolk negotiator and scout surveys the canal markets of the working-origin Sunken Delta Exchanges.
Working origin · The Sunken Delta Exchanges

Otterfolk

Observant scavengers and negotiators

The working origin direction grows from canal communities built through a drowned trade city, where salvage, bargaining, river knowledge, and practical alliances keep the exchanges alive.

Explore Otterfolk

Shared character rules

Race never replaces earned specialization.

Every race would still use one device-associated character and the same 100-point total across all skills.

Not approved

No race bonuses yet

Attributes, skill modifiers, resistances, crafting effects, and other mechanical benefits remain open.

Confirmed

Skills are earned by action

A narrative association with magic, strength, or dexterity does not grant progress in the corresponding skill.

Separate choice

Class only changes starting items

The starting class does not amplify or cancel a race and grants no skill or bonus of its own.

The other creation choice

A class is simply the kit you begin with.

Review the five starting item bundles and the rules that prevent them from becoming permanent archetypes.