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

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
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
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
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
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
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 OtterfolkShared character rules
Every race would still use one device-associated character and the same 100-point total across all skills.
Attributes, skill modifiers, resistances, crafting effects, and other mechanical benefits remain open.
A narrative association with magic, strength, or dexterity does not grant progress in the corresponding skill.
The starting class does not amplify or cancel a race and grants no skill or bonus of its own.
The other creation choice
Review the five starting item bundles and the rules that prevent them from becoming permanent archetypes.