Ancestries - Dragonbane

GM-Info!
Work in progress!
Slightly NSFW!
Kin rules for the Dragonbane system. Each entry gives starting attributes, two Kin Abilities, and a short list of Advancement Seeds - abilities available through play (not during character creation). To trace the roots of various ancestries, navigate the World Map and activate the "Ancestries" option in the top-right menu. Faefolk predominantly reside in the realm of Mag Mell and are seldom encountered beyond its borders. Please note that the term rarity doesn't quantify the actual population of a given ancestry but rather indicates the likelihood of encountering one outside of its primary habitat: Common, Uncommon, Rare, Exotic, Unique.
 

Common Ancestries

Cursed (Demonfolk)
Compatible with Dragonbane

Rare
  • Size: 4–6 ft.
  • Origin: Dashan
Demonfolk by Tillerz using MJ
Cursed - Kin Traits
STR 9 | CON 11 | AGL 12 | INT 9 | WIL 12 | CHA 12
HP 11 | WP 12 | Movement 10 m
Starting Skills: Evade, Manipulation, Myths & Legends

  Kin Abilities:
  • Infernal Hide: Reduce all fire and heat damage you receive by 2 (minimum 0).
  • Blood Fever: Once per session, when your HP drops to half or below, you may use a Fast Action. Until your next Rest, your melee attacks deal an extra d4 damage.
Advancement Seeds:
  • Hellish Resilience: Spend 1 WP to immediately remove the SCARED condition caused by a demon, devil, or hellfire effect.
  • Hellish Intuition: Spend 2 WP and concentrate for one round to sense demonic taint or cursed objects within Close range.
  • Wrath Unleashed: Upgrade Blood Fever - also gain a Boon on all attack rolls for its duration.
"I didn't choose this blood. But I've learned to use it."
"The fire doesn't hurt me. That's not always reassuring to people."
"You get used to the stares. Or they get used to you. One of the two."
The Cursed - born of shadowed bloodlines and infernal legacies - walk the realms of Alana as living contradictions. Part mortal, part fiend, they carry the mark of something ancient and forbidden, a spark of the abyss smouldering beneath the skin. Their presence is both magnetic and unsettling, veiled in secrecy and silent strength.
  Each Cursed bears the weight of their heritage differently, and so too do their weapons reflect their nature. Some favour the finesse of a rapier, others the balanced might of a longsword - tools of both grace and lethality, ideal for those who fight with agility, wit, and ruthless precision.
  But their true power lies beyond steel.
  Drawn from the depths of their infernal blood, the Cursed wield dark magic like flame in the palm - destructive, seductive, and perilous. Their spells erupt with searing heat and cruel force, manifestations of the hellfire within. Few can stand against the full fury of their wrath when unleashed.

 

Dwarves
Compatible with Dragonbane

Common
Dwarves by Tillerz using MJ
Dwarves - Kin Traits
STR 13 | CON 15 | AGL 8 | INT 10 | WIL 12 | CHA 7
HP 15 | WP 12 | Movement 8 m
Starting Skills: Crafting, Awareness, Lore

  Kin Abilities:
  • Stonecunning: You never get lost underground. You automatically detect structural weaknesses, hidden doors, and unstable passages in stonework within 10 metres without searching. Gain a Boon on all Crafting tests involving metal or stone.
  • Unbreakable: Once per session, when you would receive a Critical Injury, you may ignore it entirely and remain on your feet with 1 HP.
Advancement Seeds:
  • Iron Gut: You are immune to natural poisons ingested through food or drink.
  • Grudge-Holder: Once per combat, declare a Grudge against one enemy. Until they are incapacitated, all your attacks against them deal +d4 damage.
"That's not how we've done it."
"If it's worth making, it's worth making properly."
"The mountain doesn't move for you. You move for the mountain."
Dwarves are a people forged in stone and tempered by centuries of tradition. Revered across Alana for their masterful craftsmanship and indomitable strength, they are both artisans and warriors, builders and battlers. The warhammer is their weapon of choice - heavy, resolute, and devastating - a fitting symbol of their might and resilience. With hands skilled by generations of forging flame and steel, dwarves craft their own arms and armour, each piece a blend of artistry and durability. No blade leaves their forge unfinished, no plate untested. To wear dwarven gear is to carry a legacy.
  Beneath the mountains and into the deep, the dwarves thrive where others falter. They move through winding tunnels and cavernous halls with instinctual ease, uncovering veins of ore, hidden chambers, and long-lost relics buried in the bones of the world. Their affinity with stone is unmatched - they shape the earth into fortresses, halls, and intricate machines with a precision that borders on magical. Yet for all their strengths, dwarves are creatures of custom and memory. Bound tightly to the ways of their ancestors, they often view change with suspicion and cling to the old paths even when the world shifts around them.

 

Elves
Compatible with Dragonbane

Uncommon
Elves by Tillerz using MJ
Elves - Kin Traits
STR 8 | CON 8 | AGL 13 | INT 14 | WIL 12 | CHA 10
HP 8 | WP 12 | Movement 10 m
Starting Skills: Evade, Lore, Ranged Attack

  Kin Abilities:
  • Veil of Stillness: When you have not moved this round, you gain a Boon on all Sneak tests. Creatures that have not already spotted you must succeed on an Awareness test at Bane to detect you while you remain motionless.
  • Attuned Senses: Once per session, spend a moment of focus to determine whether an object, person, or area has been magically tampered with or conceals an illusion. The GM must answer accurately.
Advancement Seeds:
  • Long Memory: Once per session, recall a precise historical or arcane fact about anything you could plausibly have encountered in your long life. The GM provides an accurate detail.
  • Tongue of the Traitor: Gain a Boon on Manipulation tests when extracting secrets or steering a conversation toward deception.
"You'll understand. In time."
"We had something like this, once. It was better."
"I'm not being condescending. I simply have context you don't."
Graceful, long-lived, and touched by ancient magic, elves - move through the world like living echoes of something once divine. Exiles of Mag Mell, the lost realm of the fae, they carry the weight of their old world upon their shoulders, veiled in beauty, mystery, and a quiet ache for what was left behind. Their favoured weapon is the longbow - elegant, precise, and deadly in skilled hands. It mirrors their own nature: swift, refined, and unerringly effective. In forests and glades, elves are at home - eyes sharp, steps silent, arrows flying like whispers through the wind.
  Though centuries have passed since their exile, the world beyond Mag Mell still feels foreign to many elves. Their once-vast powers have waned, dimmed like stars fading with the dawn. Yet pride endures. They weave illusions of superiority, masking what they’ve lost beneath layers of grace and confidence, always insisting they remain “special,” even as time and truth wear away at the illusion.
  Blessed - or burdened - with lifespans that stretch far beyond those of other folk, elves gather wisdom like moss on stone. But with such longevity comes distance. They observe more than they engage, and though they may offer insight or counsel, they often seem aloof - detached from the urgency and passion of shorter-lived kin. The depth of their years can become a wall, soft and beautiful, yet difficult to cross.

 

Gnomes
Compatible with Dragonbane

Common
Gnomes by Tillerz using MJ
Gnomes - Kin Traits
STR 7 | CON 10 | AGL 11 | INT 15 | WIL 10 | CHA 12
HP 10 | WP 10 | Movement 8 m
Starting Skills: Crafting, Lore, Persuasion

  Kin Abilities:
  • Gadgeteer: During any Rest, if you have access to tools and scrap, you may construct one simple mechanical device - a lock pick, a noise-maker, an alarm trigger, or similar. It functions once before breaking. No Crafting test required.
  • Mirthful Mind: Once per session, spend a Free Action to remove the CONFUSED condition from yourself or one adjacent ally.
Advancement Seeds:
  • Pocket Workshop: Construct gadgets in one round of tinkering rather than a Rest, once per scene.
  • Brilliant Flash: Once per scene, activate a gadget as a Fast Action to impose a Bane on one enemy's next attack.
"Hold on, I almost have it."
"The malfunction was technically also a discovery."
"If it explodes, we'll know it works."
Gnomes are celebrated for their boundless creativity and insatiable curiosity, traits that shape every aspect of their lives. Though not inclined toward direct combat, they rely on cleverness and cunning to outwit their foes. Rather than traditional weapons, gnomes favour ingenious devices and nimble tools designed to surprise, confuse, or disable. These contraptions are often as unpredictable as they are effective. With a natural talent for invention, gnomes excel at building intricate mechanisms that serve both practical and unexpected purposes. Whether it's a device that disarms traps, a pocket-sized engine of chaos, or a tool that shifts the tide of a skirmish, their creations reflect a deep understanding of how things work - and how to make them work differently.
  However, their brilliance comes with a drawback. Gnomes are easily swept up in the excitement of their own ideas, often losing sight of their surroundings or neglecting urgent matters. This tendency to become absorbed in invention can lead to moments of poor timing or frustration among their companions. Even so, in the hands of a gnome, even the most unlikely object might become the key to solving a problem no one else saw coming.

 

Goatfolk (Bamaaani)
Compatible with Dragonbane

Uncommon
  • Size: 5–6 ft.
  • Origin: Farenia
  • lementalist, Dungeon Delver
Goatfolk by Tillerz using MJ
Goatfolk - Kin Traits
STR 12 | CON 13 | AGL 14 | INT 9 | WIL 10 | CHA 7
HP 13 | WP 10 | Movement 10 m
Starting Skills: Acrobatics, Awareness, Survival

  Kin Abilities:
  • Sure-Hoofed: You treat steep natural stone, scree, and ledges as normal ground. Gain a Boon on all Acrobatics tests on natural rock or masonry. If you fail a climbing test on natural stone, you do not fall unless you roll a Demon (20).
  • Ramline Surge: When you charge from higher ground (down a slope or stair), deal +d6 damage instead of the normal charge bonus. If the target is smaller than you, it must succeed on a STR test or fall Prone.
Advancement Seeds:
  • Echo-Horn Cant: Once per scene, spend a Full Action to sound a directional horn call; on a successful Awareness test, pinpoint the direction and rough number of unseen movers within 200 metres.
  • Pass-Warden: Gain a Boon on all Survival tests in hills or mountains, including navigation and weather reading.
"The pass is open. I know every stone of it."
"A promise made on the mountain holds until the mountain doesn't."
"Storm's coming. I heard it an hour ago."
Goatfolk dwell high along the switchbacks of the Farenian ranges, carving tiered hamlets into cliff-faces and stringing rope-bridges over thunderous ravines. They serve as pass-wardens and caravan guides between their neighbours: the Chidaya (Birdfolk) out west, the gnomish holds to the east, and the lowland Kendric (Halflings), Wibbit (Rabbitfolk), and Humans further south.
  They practise seasonal transhumance - driving shaggy herds from wind-blown summer meadows to snug winter stoneholds - while trading hard cheeses, mountain herbs and slatework with anyone hardy enough to climb to them. Clan horn-songs (echo codes bounced across valleys) double as alarms and weather calls; an old saying claims a skilled goatherd can "read a storm by ear". Outsiders find them amiable but immovably stubborn once a path is chosen; within the clan, oaths are everything and a promised guide-trail will be kept come rockfall or blizzard.

 

Goblins
Compatible with Dragonbane

Common
  • Size: 2–4 ft.
  • Origin: Namoria
Goblins by Tillerz using MJ
Goblins - Kin Traits
STR 8 | CON 10 | AGL 14 | INT 10 | WIL 8 | CHA 10
HP 10 | WP 8 | Movement 10 m
Starting Skills: Evade, Sneaking, Sleight of Hand

  Kin Abilities:
  • Pack Ambush: When you attack a creature that is already engaged in melee with at least one ally, you gain a Boon on the attack roll.
  • Chaotic Dodge: Once per scene, as a Free Action when an attack hits you, force the attacker to reroll and take the worse result. You must declare this before damage is rolled.
Advancement Seeds:
  • Scrap Savant: Once per scene, produce a serviceable improvised weapon, shield, or tool from nearby debris. No test required.
  • Reckless Charge: When you Dash before attacking, deal +d4 damage, but all attacks against you have a Boon until the start of your next turn.
"It's not broken, it's improvised."
"I had a plan. It changed."
"Run now, explain later."
Goblins are creatures of mischief and mayhem, known as much for their cunning as for the chaos they leave in their wake. On the battlefield, they favour whatever weapons they can get their hands on - rusty blades, splintered clubs, or haphazard explosives cobbled together from whatever’s lying around. Their gear may look like junk, but in goblin hands, it becomes unpredictably effective.
  What truly sets goblins apart is their daring spirit and resourcefulness. They see opportunity in every scrap and scheme, turning the battlefield itself into a weapon. Quick on their feet and hard to pin down, goblins dart through the fray with surprising precision, striking from unexpected angles and vanishing just as fast.
  Their greatest strength is also their greatest weakness. Goblins thrive in chaos but rarely show restraint. They act on impulse, often charging headlong into danger or cooking up half-baked plans that backfire in spectacular fashion. This recklessness can put both themselves and their companions in trouble, especially when subtlety or discipline is required. Still, for all their flaws, goblins are survivors - wily, inventive, and always a step away from turning disaster into opportunity.

 

Hathi (Elefantfolk)
Compatible with Dragonbane

Uncommon
  • Size: 6–8 ft.
  • Origin: Dashan
Elefantfolk by Tillerz using MJ
Hathi - Kin Traits
STR 12 | CON 13 | AGL 7 | INT 14 | WIL 11 | CHA 8
HP 13 | WP 11 | Movement 10 m
Starting Skills: Lore, Awareness, Persuasion

  Kin Abilities:
  • Perfect Recall: Once per session, you may ask the GM for an accurate fact about any subject you have previously studied - history, creature lore, geography, or law. The GM must answer truthfully.
  • Trunk Utility: Your trunk functions as a third hand. You may manipulate objects, retrieve items from your pack, or pour a potion without using either weapon hand. You cannot wield a weapon with your trunk.
Advancement Seeds:
  • Unyielding Mass: Once per session, negate a knockdown, forced movement, or push effect entirely.
  • Memory Palace: Once per Rest, share a recalled memory to grant one ally a Boon on their next INT or WIL test.
"I remember when this was forest."
"Let me see if I understand what you're actually asking."
"There is no urgency that justifies a poor decision."
The Hathi are an ancient and dignified race of elephantine humanoids, revered for their towering presence, quiet strength, and deep-rooted harmony with the natural world. With thick grey skin, sweeping trunks, and wise, gentle eyes, they carry an air of timeless patience and profound understanding. Their culture is built upon a foundation of spiritual reverence for life and the land. The Hathi see themselves not as masters of nature, but as its guardians and students. Despite their formidable size, they are a peaceful people, known more for their intellect and insight than for displays of force.
  Many Hathi dedicate their lives to the pursuit of knowledge - as scholars, researchers, and lorekeepers - preserving the histories of Alana and uncovering the deeper truths hidden within its ecosystems and ancient ruins. Their counsel is often sought in times of conflict, as they are renowned for their wisdom, impartiality, and gift for mediation.

 

Humans
Compatible with Dragonbane

Common
Humans by Tillerz using MJ
Humans - Kin Traits
STR 10 | CON 10 | AGL 10 | INT 10 | WIL 10 | CHA 10
HP 10 | WP 10 | Movement 10 m
Starting Skills: Any three

  Kin Abilities:
  • Driven: Once per session, reroll any one failed attribute test. You must accept the second result.
  • Resourceful: Once per session, produce an improvised tool, makeshift weapon, or useful piece of equipment from your immediate surroundings. It functions as a basic version of the item for one scene.
Advancement Seeds:
  • Adaptive: You may learn any one Heroic Ability regardless of prerequisites (requires GM approval and a narrative justification).
  • Defiant: When you fail a WIL test against fear or despair, you may spend 1 WP to treat the result as a success instead.
"Someone had to go first."
"It'll hold. Probably."
"I've seen worse." (said in situations that are, objectively, the worst.)
Humans are among the most widespread and adaptable peoples of Alana, defined not by a singular trait, but by their remarkable capacity for change. Though lacking the inherent gifts of other races - no wings, tusks, or ancient magic in their blood - they possess an indomitable spirit, an endless drive to shape the world around them. Where others root themselves in tradition or nature, humans press forward, building, exploring, and redefining what is possible. Their appearances vary greatly across regions, shaped by climate, culture, and history. Human societies range from bustling cities of stone and steel to humble villages nestled in the wilds. Their ambition fuels great kingdoms, revolutionary inventions, and art that stirs the soul. But this same ambition can lead to conflict, conquest, and hubris.
  What makes humans truly distinct is their boundless potential. Warriors, poets, engineers, diplomats - they walk every path, often excelling not because of inherent talent, but through sheer determination and adaptability. They form unlikely alliances, push into uncharted lands, and often become the catalyst for sweeping change across Alana. Yet their greatest strength is also their most dangerous trait: a restless nature that drives them to seek more - more knowledge, more power, more meaning - sometimes at any cost.

 

Insectoids
Compatible with Dragonbane

  • Size: 3–8 ft.
  • Origin: Zztika in Dashan
Insectoids by Tillerz using MJ
Insectoids - Kin Traits
STR 11 | CON 13 | AGL 11 | INT 8 | WIL 9 | CHA 8
HP 13 | WP 9 | Movement 10 m
Starting Skills: Awareness, Sneaking, Athletics

  Kin Abilities:
  • Chitinous Hide: Your exoskeleton provides natural Armour 1. This does not stack with worn armour - use whichever rating is higher.
  • Hive Signals: You communicate with other Insectoids or creatures you have bonded with through pheromones and clicks. Within 10 metres, this communication is inaudible to non-Insectoids and requires no Action.
Advancement Seeds:
  • Compound Vision: Gain a Boon on Awareness tests to detect fast-moving or hidden threats. You cannot be flanked.
  • Carapace Hardening: Upgrade Chitinous Hide to natural Armour 2.
"We already discussed it."
"You spoke. We heard."
"Efficiency isn't cruelty. It's respect for time."

 

Kachhua (Turtlefolk)
Compatible with Dragonbane

Rare
  • Size: 3–7 ft.
  • Origin: Steamy Plains
Turtlefolk by Tillerz using MJ
Kachhua - Kin Traits
STR 11 | CON 16 | AGL 6 | INT 11 | WIL 13 | CHA 8
HP 16 | WP 13 | Movement 8 m (Swim 12 m)
Starting Skills: Endurance, Lore, Swimming

  Kin Abilities:
  • Shell Retreat: As a Fast Action, withdraw into your shell. While shelled, you gain Armour 4 against all attacks but cannot move or take Actions other than emerging (also a Fast Action). You may remain shelled indefinitely.
  • Ancient Patience: You never suffer the EXHAUSTED condition from travel, swimming, or sustained physical labour. Once per session, negate a time-pressure penalty - a rushed action, interrupted concentration, or forced haste - entirely.
Advancement Seeds:
  • From the Forefathers: Gain a Boon on all Lore tests involving ancient history, oral traditions, or relics.
  • Hardened Shell: While in Shell Retreat, reduce all damage by an additional 2 (total Armour 6).
"I'll get there."
"The water knows where it's going. So do I."
"You're in a hurry. That's all right. I'll be here when you get back."
The Turtlefolk, also known Kachhua, are a slow-moving but incredibly resilient species. These humanoid reptilians have distinct turtle-like characteristics, including a tough, scaly shell that serves as natural armour. Their skin can vary in shades of green, brown, or even sandy colours, blending in with their environment. Turtlefolk are known for their patience, wisdom, and strong connection to nature. They live in harmony with aquatic environments, often residing in coastal villages or swampy regions. Their slow-paced lifestyle allows them to appreciate the subtle wonders of the natural world. In combat, Turtlefolk can use their natural toughness to their advantage, making them formidable defenders. They have a deep affinity for water-based magic and are skilled swimmers. While not as agile as some other races, their unwavering determination and sturdy constitution make them trusted allies in the face of adversity.

 

Kendric (Halflings)
Compatible with Dragonbane

Common
Kendric by Tillerz using MJ
Kendric - Kin Traits
STR 7 | CON 10 | AGL 14 | INT 10 | WIL 11 | CHA 13
HP 10 | WP 11 | Movement 8 m
Starting Skills: Sneaking, Sleight of Hand, Persuasion

  Kin Abilities:
  • Lucky: Once per session, when you fail any test, you may reroll it and take the better result.
  • Quick Hide: In any area with cover, crowds, or shadow, you may attempt to hide even while observed, provided you end your movement in a concealed position. No Bane on the Sneaking test for hiding in plain sight.
Advancement Seeds:
  • Just Borrowing: Gain a Boon on Sleight of Hand tests to pilfer items from a target without their knowledge.
  • Blissful Resilience: Once per session, remove a minor mental condition (SCARED, CONFUSED) from yourself as a Free Action.
"I was just looking at it."
"You'd be surprised what you can reach from down here."
"We're fine. Everything's fine."
Halflings, affectionately known as Kendric, are a small and nimble race. Standing at just about three feet tall, they possess an endearing charm and a natural talent for stealth and cunning. With round faces, expressive eyes, and curly hair, Kendric exude an aura of mischievousness that often belies their good-natured intentions. Kendric are renowned for their quick wit and their love of a simple, carefree life. They live in close-knit communities, often nestled in rolling hills or hidden villages. Their natural curiosity and agility make them exceptional at sleight of hand, allowing them to "borrow" items from other people without them even noticing. Despite their light-hearted demeanor, Kendric are fiercely protective of their kin and are not to be underestimated in battle. They use their small stature to their advantage, darting in and out of combat to deliver precise strikes. Their love of exploration and collecting unique trinkets often leads them to embark on exciting adventures, whether it's uncovering hidden treasures or outwitting larger adversaries.

 

Kobolds
Compatible with Dragonbane

Uncommon
  • Size: 2–4 ft.
  • Origin: Namoria
Kobolds by Tillerz using MJ
Kobolds - Kin Traits
STR 7 | CON 9 | AGL 13 | INT 12 | WIL 8 | CHA 11
HP 9 | WP 8 | Movement 8 m
Starting Skills: Crafting, Sneaking, Traps

  Kin Abilities:
  • Trap Sense: You automatically detect mechanical traps and pit traps within 5 metres as though you had actively searched. Gain a Boon on all tests to disarm, bypass, or set traps of any kind.
  • Pack Fighter: When two or more allies are adjacent to your target, your attacks deal +d4 damage.
Advancement Seeds:
  • Tunnel Dweller: Gain a Boon on navigation and hazard-detection tests while underground.
  • Sneaky Scavenger: Once per scene, locate a hidden cache of minor valuables or useful materials in a ruin or dungeon without searching.
"Watch your step."
"There are twelve of us in here. You just can't see eleven of them."
"We built this. We know how to unbuild it."
Kobolds are small, reptilian humanoids, rarely standing taller than three feet, but what they lack in size, they more than make up for in wit and tenacity. With scaly hides, gleaming eyes, and sharp little teeth, kobolds thrive in the dark, winding places beneath the world - tunnels, caverns, and long-forgotten ruins. Naturally clever and industrious, kobolds are masters of survival. They build intricate tunnel networks, craft devious traps, and mine with remarkable efficiency. Though often underestimated, they possess a remarkable knack for working together, forming tight-knit clans bound by loyalty and purpose. To face a kobold is to face not just a single creature, but a labyrinth of schemes, pitfalls, and allies lurking in the shadows.

 

Kookoo (Owlfolk)
Compatible with Dragonbane

Rare
  • Size: 4–5 ft.
  • Origin: Steamy Plains
Owlfolk by Tillerz using MJ
Kookoo - Kin Traits
STR 8 | CON 9 | AGL 13 | INT 13 | WIL 12 | CHA 10
HP 9 | WP 12 | Movement 10 m / Fly 12 m
Starting Skills: Awareness, Lore, Sneaking

  Kin Abilities:
  • Night Eyes: You see in complete darkness as clearly as in daylight up to 20 metres. Beyond that range, darkness imposes only half the normal penalty on your Awareness tests.
  • Silent Wings: When moving at half speed or slower, you make no sound. Creatures attempting to detect you by hearing alone automatically fail unless they use magic.
Advancement Seeds:
  • Nocturnal Reading: You can read inscriptions and study documents in near-darkness without penalty and without a light source.
  • Aerial Observation: While airborne, you gain a Boon on Awareness tests to spot hidden creatures or tracks below you.
"I saw you coming."
"That's a good question. What do you think it means?"
"The dark isn't the problem. It's what you imagine in it."
The Kookoo, also known as the Owlfolk, are a species with both human and owl-like features. They have feathered wings, large expressive eyes, and plumage usually in natural tones like brown, grey, and white - similar to owls found in the wild. Their appearance gives them an air of quiet intelligence and natural camouflage in forested environments.
  Rather than building cities of stone, the Kookoo make their homes in the treetops, creating villages out of branches, leaves, and subtle enchantments. These settlements are well hidden and difficult to spot without a trained eye. The Kookoo have a strong connection to magic, particularly nature-based spells and divination. Their magic often reflects their surroundings - subtle, intuitive, and tied to the natural world.
  They are quiet by nature, often serving as scouts or protectors of the forests they inhabit. Their ability to fly silently and observe from above makes them excellent lookouts. Despite their calm and reserved demeanor, the Kookoo have a playful side. They enjoy riddles, stories, and clever wordplay, and their communities are often filled with shared laughter and light-hearted traditions.

 

Koraki (Ravenfolk)
Compatible with Dragonbane

Rare
  • Size: 4–5 ft.
  • Origin: Dashan
Ravenfolk by Tillerz using MJ
Koraki - Kin Traits
STR 9 | CON 9 | AGL 11 | INT 13 | WIL 14 | CHA 9
HP 9 | WP 14 | Movement 10 m
Starting Skills: Awareness, Lore, Persuasion

  Kin Abilities:
  • Omen Sight: Once per session, before entering a significant encounter or unfamiliar location, you receive a vague but accurate omen from the GM - a sound, image, or feeling that truthfully indicates whether danger, deception, or opportunity awaits.
  • Murder Call: As an Action, call nearby corvids to harass one enemy within 20 metres. That creature must spend its next Action driving off the birds or suffer a Bane on all rolls until the end of its next turn. Usable once per scene.
Advancement Seeds:
  • Midnight Messenger: Spend 1 WP to send a written message up to a kilometre on a conjured wind; it arrives within minutes but cannot cross magical barriers.
  • Star-Reader: Once per Rest under open sky, gain a Boon on your next Lore or Persuasion test based on celestial portents you have read.
"Something's wrong. I can't tell you what yet."
"The stars were clear on this."
"I've seen this before. Not personally, but I've seen it."
The Ravenfolk, known as Koraki, are a strange avian species who have lost their ability to fly. Resembling humanoid ravens, they have sleek, jet-black feathers, sharp beaks, and keen, intelligent eyes. Their short wings are adorned with intricate patterns that shimmer like starlit constellations. Koraki are known for their deep connection to the night and the mysteries of the cosmos. They inhabit shadowy forest enclaves and mountaintop eyries, often perched in places that allow them to study the stars and the moon. The Koraki possess innate magical abilities related to divination, illusion, and celestial knowledge. These beings are often regarded as scholars and keepers of ancient wisdom. They are skilled in the art of prophecy and use their mystical gifts to guide their communities and allies. Despite their somber and contemplative demeanor, Koraki have a profound respect for the balance of nature and the interconnectedness of all living things.

 

Manitari (Shroomfolk)
Compatible with Dragonbane

Exotic
Shroomfolk by Tillerz using MJ
Manitari - Kin Traits
STR 9 | CON 12 | AGL 8 | INT 11 | WIL 13 | CHA 12
HP 12 | WP 13 | Movement 8 m
Starting Skills: Healing, Lore, Sneaking

  Kin Abilities:
  • Spore Cloud: Once per scene, as a Fast Action, release a cloud of spores in a 5-metre radius. All non-Manitari in the area must succeed on a WIL test or become CONFUSED for one round. Constructs and creatures without a respiratory system are immune.
  • Bioluminescence: Your body emits light equivalent to a candle. You may suppress or intensify this at will, up to torch brightness. You cannot suppress the glow completely while exerting yourself or surprised.
Advancement Seeds:
  • Mycelial Rapport: While in contact with natural earth or vegetation, sense the location of burrowing creatures and hidden passages within 20 metres.
  • Soothing Spores: Spend 2 WP to release calming spores; one target within 5 metres may remove one mental condition of their choice.
"We already know. The network told us."
"Everything returns to the soil eventually."
"You can feel it if you stand still long enough."
The Shroomfolk, known as Manitari, are an earthy race. These sentient, mushroom-like beings have a unique appearance, with bodies resembling oversized mushrooms. They vary in size, with some Manitari standing as tall as a human while others are much smaller. Manitari are deeply intertwined with the natural world, often inhabiting the hidden depths of dense forests and ancient groves and caves. Their bodies are adorned with intricate, bioluminescent patterns that glow softly in the dark, casting an otherworldly aura. Manitari have an innate connection to the earth and are skilled in earth-based magic, including plant manipulation and elemental spells. As stewards of the forest, Manitari play a crucial role in maintaining the balance of their natural surroundings. They are knowledgeable herbalists and are adept at using the unique properties of fungi for both healing and magical purposes.

 

Mendhak (Frogfolk)
Compatible with Dragonbane

Exotic
  • Size: 2–5 ft.
  • Origin: Wild Lands
Frogfolk by Tillerz using MJ
Mendhak - Kin Traits
STR 9 | CON 10 | AGL 15 | INT 9 | WIL 9 | CHA 13
HP 10 | WP 9 | Movement 10 m (Swim 12 m)
Starting Skills: Acrobatics, Athletics, Swimming

  Kin Abilities:
  • Leap: You may jump up to 5 metres horizontally or 3 metres vertically without a test and without a running start. With a running start, double both distances. This movement does not provoke a Free Attack.
  • Slippery Skin: Once per scene, when grabbed, restrained, or grappled, you may immediately test AGL as a Free Action to escape. Success frees you without spending an Action.
Advancement Seeds:
  • Amphibious Alert: Gain a Boon on Awareness tests in marsh, swamp, or coastal terrain, and a head start on any flood or ambush in such environments.
  • Mucus Shield: Once per session, coat yourself or an adjacent ally in slippery mucus; the next grapple attempt against that creature automatically fails.
"The marsh isn't dangerous if you know it."
"I jumped it. You could go around."
"Water's the answer to most things."
The Frogfolk, known as Mendhak, are a lively and amphibious race inhabiting Alana. These anthropomorphic frogs exhibit a fascinating mix of frog-like and humanoid features. Their skin ranges from vibrant shades of green to mottled patterns, blending seamlessly with the lush landscapes they call home. The Mendhak are closely connected to Alana's waterways, residing in reedy swamps, tranquil ponds, and secluded marshlands. Their long, agile legs and webbed fingers make them exceptional swimmers and agile jumpers. Mendhak have a deep affinity for nature and elemental magic, particularly water-based spells and nature manipulation. Renowned for their harmonious existence with the environment, Mendhak are skilled herbalists, healers, and caretakers of the marshlands they inhabit. They possess a keen understanding of the delicate balance of ecosystems and often serve as guardians of the natural world. With their vibrant culture and playful spirit, the Mendhak add a touch of whimsy and natural wonder to Alana.

 

Minotaurs (Cowfolk)
Compatible with Dragonbane

Rare
  • Size: 6–9 ft.
  • Origin: Wild Lands
Minotaurs by Tillerz using MJ
Minotaurs - Kin Traits
STR 16 | CON 15 | AGL 8 | INT 8 | WIL 11 | CHA 7
HP 15 | WP 11 | Movement 10 m
Starting Skills: Melee, Athletics, Endurance

  Kin Abilities:
  • Gore: Your horns are a natural weapon dealing d8 damage. When you charge at least 10 metres before attacking with them, deal +d6 additional damage; the target must succeed on a STR test or fall Prone.
  • Maze Mind: You have perfect spatial memory. You never get lost, can retrace any path you have walked without a test, and always know which direction you entered a room from.
Advancement Seeds:
  • Unshakeable Stance: Attempts to shove, trip, or forcibly move you have a Bane on the initiating test.
  • Territorial Bellow: Once per scene, unleash a roar; all enemies within 10 metres must test WIL or suffer a Bane on their next attack roll.
"I know where I am."
"Honour isn't complicated. People make it complicated."
"Come at me properly or don't come at all."
The Cowfolk, often referred to as Minotaurs, are towering over most other beings, they possess the stature of humans combined with the powerful, bovine features of bulls. Covered in dense, shaggy fur ranging from deep brown to black, Minotaurs exude an air of raw strength and primal vitality. Minotaurs have a long and storied history in Alana, often inhabiting rugged mountain ranges and expansive grasslands. Their immense frames, bull-like horns, and cloven hooves make them naturally suited to a life of endurance and resilience. They are renowned warriors, known for their unparalleled combat skills and steadfast courage on the battlefield. Minotaurs are a proud and honorable species with rich traditions of storytelling and shamanic practices. They revere nature and the spirits of the land, often acting as protectors of ancient ruins and sacred sites.

 

Papia (Duckfolk, Mallard)
Compatible with Dragonbane

Uncommon
  • Size: 4–5 ft.
  • Origin: Wild Lands
Duckfolk by Tillerz using MJ
Papia - Kin Traits
STR 9 | CON 11 | AGL 12 | INT 9 | WIL 9 | CHA 15
HP 11 | WP 9 | Movement 10 m (Swim 14 m)
Starting Skills: Persuasion, Swimming, Crafting

  Kin Abilities:
  • Waterborne: You move at full speed underwater and suffer no penalties on any tests while swimming. You can hold your breath for 10 minutes. You also never capsize small watercraft you are navigating.
  • Gregarious: When interacting with a friendly or neutral NPC for the first time in a scene, their attitude improves by one step without requiring a Persuasion test. This does not work on hostile creatures.
Advancement Seeds:
  • Dock Gossip: Gain a Boon on Persuasion tests when gathering rumours or information from sailors, fishermen, or river-traders.
  • Buoyant Balance: You cannot be knocked off small boats or floating platforms except by magical force.
"Have you eaten? You should eat."
"I heard something interesting."
"The river says west. The river's usually right."
The duckfolk, known as Papia, are a cheerful and water-loving species. These avian beings possess a unique charm, combining human-like features with the endearing appearance of ducks. Papia stand at an average height, with plump, feathered bodies adorned in various shades of vibrant and mottled feathers. Papia are closely tied to the aquatic realms of Alana, often making their homes along the picturesque banks of rivers, serene lakeshores, and tranquil ponds. Their webbed feet and dexterous hands allow them to navigate both land and water with ease, making them skilled fishermen, swimmers, and boat builders. Known for their jovial nature and love of festivities, Papia are celebrated for their musical talents and culinary skills. They often host lively gatherings, sharing delicious feasts and catchy melodies with their friends and neighbors. The Papia bring a sense of lightheartedness and community to the diverse mosaic of its inhabitants.

 

Phurr (Catfolk)
Compatible with Dragonbane

Uncommon
  • Size: 4–6 ft.
  • Origin: Trendelika
Catfolk by Tillerz using MJ
Phurr - Kin Traits
STR 10 | CON 10 | AGL 16 | INT 9 | WIL 9 | CHA 11
HP 10 | WP 9 | Movement 12 m
Starting Skills: Acrobatics, Sneaking, Melee

  Kin Abilities:
  • Cat's Balance: You always land on your feet. Fall damage is reduced by 2d6 (minimum 0). You cannot suffer the Prone condition from falling, being tripped, or missed footing - only a deliberate knockdown can floor you.
  • Nine Lives: Once per session, when a critical hit or attack would reduce you to 0 HP, automatically succeed on your death roll. You remain at 1 HP.
Advancement Seeds:
  • Night Prowler: Gain a Boon on Sneaking tests in dim light or darkness.
  • Feline Sprint: Once per combat, double your Movement for one round. This does not require an extra Action.
"I work alone. Unless I don't."
"I wasn't hiding. I was waiting."
"That looked easier than it was."
The Phurr, known for their feline grace and instincts, have a natural affinity for agility and close-quarters combat. Their preferred weapon is often the nimble and versatile clawed gauntlet, allowing them to channel their primal instincts into swift and deadly strikes. Catfolk possess a unique talent for enhanced senses, including exceptional night vision, acute hearing, and heightened reflexes, making them formidable hunters and skilled trackers. However, their flaw lies in their sometimes unpredictable and independent nature. Catfolk can be fiercely individualistic, often prioritizing personal interests over group dynamics.

 

Rukha (Orcs)
Compatible with Dragonbane

Uncommon
  • Size: 5–7 ft.
  • Origin: Namoria
Orcs by Tillerz using MJ
Rukha - Kin Traits
STR 15 | CON 14 | AGL 10 | INT 7 | WIL 12 | CHA 7
HP 14 | WP 12 | Movement 10 m
Starting Skills: Melee, Endurance, Survival

  Kin Abilities:
  • Warcry: Once per scene as a Free Action, unleash a battle roar. All enemies within 10 metres that can hear you must succeed on a WIL test or suffer a Bane on their next attack roll.
  • Relentless: Once per session, when you score a critical hit in melee, immediately make one additional melee attack as a Free Action against the same target. This bonus attack cannot itself trigger Relentless.
Advancement Seeds:
  • Survival Instinct: Gain a Boon on Survival tests for foraging, tracking, and enduring harsh terrain.
  • Savage Press: When you deal damage with a melee attack, the target must succeed on a STR test or be pushed 2 metres directly away from you.
"Say that again. Slower."
"Honour is earned. So is everything else."
"I don't bluff."
Orcs are a robust and formidable humanoid species known for their physical prowess and warrior culture. They typically have greenish or grayish skin, pronounced tusks, and a strong build. Rukha society values strength, honor, and unity among their tribes.

 

Sinh (Lionkin)
Compatible with Dragonbane

Exotic
  • Size: 5–8 ft.
  • Origin: Wild Lands
Lionkin by Tillerz using MJ
Sinh - Kin Traits
STR 13 | CON 12 | AGL 12 | INT 8 | WIL 9 | CHA 11
HP 12 | WP 9 | Movement 12 m
Starting Skills: Melee, Persuasion, Awareness

  Kin Abilities:
  • Pounce: Once per combat, if you move at least 5 metres before attacking, deal +d8 damage on the attack. The target must succeed on a STR test or be knocked Prone.
  • Regal Bearing: While no combat has started, hostile creatures must succeed on a WIL test to initiate direct hostilities against you - they instinctively hesitate. Once combat begins, this ability has no effect.
Advancement Seeds:
  • Prideful Resolve: Gain a Boon on WIL tests to resist fear or intimidation.
  • Majestic Presence: Once per session, improve the initial attitude of a neutral NPC group by one step through presence alone, without a Persuasion test.
"I don't repeat myself."
"You have potential. I'm not certain you're aware of it."
"There is a right way to do this."
Lionkin, or Sinh, are a humanoid species known for their feline characteristics, resembling lions. They possess a strong, regal presence with golden fur, manes, and sharp claws. Lionkin often exhibit noble traits and a sense of pride in their heritage.

 

Titanforged (Automatons)
Compatible with Dragonbane

Uncommon
Titanforged by Tillerz using MJ
Titanforged - Kin Traits
STR 14 | CON 14 | AGL 7 | INT 13 | WIL 10 | CHA 7
HP 14 | WP 10 | Movement 8 m
Starting Skills: Crafting, Lore, Endurance

  Kin Abilities:
  • Constructed Body: You do not need to eat, drink, breathe, or sleep. You are immune to poison, disease, and the SCARED condition. You may enter a dormant state during a Rest to recover HP and WP normally.
  • Ancient Repository: Once per session, access your internal memory to provide a precise technical or historical fact about pre-Collapse engineering, arcane machinery, or ancient events. The GM must answer accurately.
Advancement Seeds:
  • Clockwork Precision: Once per session, ignore all penalties from shaky conditions, external vibrations, or interrupted concentration when performing a delicate task.
  • Hardened Frame: Your natural Armour increases to 1 (or +1 if you already have armour).
"I have records of this."
"Rust is a matter of maintenance."
"I have been asked that question before. In 437 AB"
The Titanforged are ancient, sentient constructs, many of them are thousands of years old. They are typically humanoid automatons made of enchanted materials like stone, metal, or crystal. The dwarves of Magramine have been successful in recreating some of the simpler types of Titanforged.

 

Vishaal (Goliaths)
Compatible with Dragonbane

Exotic
  • Size: 8–12 ft.
  • Origin: Norkon
Goliath by Tillerz using MJ
Vishaal - Kin Traits
STR 17 | CON 16 | AGL 7 | INT 8 | WIL 10 | CHA 7
HP 16 | WP 10 | Movement 12 m
Starting Skills: Melee, Athletics, Endurance

  Kin Abilities:
  • Giant-Blood: Your STR is treated as 4 higher for carrying capacity, forcing open doors, and resisting knockdown or forced movement. Weapons you wield deal +1 damage from sheer momentum alone.
  • Mountain Endurance: You ignore all penalties from cold weather, high altitude, and physical exhaustion from labour. Once per session, negate the EXHAUSTED condition entirely.
Advancement Seeds:
  • Stonegrip: Gain a Boon on tests to maintain your footing or cling to rocky surfaces; creatures attempting to dislodge you have a Bane.
  • Trial of the Peaks: Once per session, temporarily carry or push a load far beyond normal limits - collapsing a wall, lifting a portcullis, carrying two incapacitated allies.
"I'll carry it."
"This? This isn't cold."
"The mountain tests you. That's the point."
Goliaths are massive humanoid beings known for their imposing size, impressive physical prowess, and rugged appearance. They typically hail from high mountainous regions of Norkon and are renowned for their endurance and adaptability to harsh environments.

 

Wibbit (Rabbitfolk)
Compatible with Dragonbane

Uncommon
Rabbitfolk by Tillerz using MJ
Wibbit - Kin Traits
STR 8 | CON 10 | AGL 16 | INT 10 | WIL 10 | CHA 11
HP 10 | WP 10 | Movement 14 m
Starting Skills: Evade, Awareness, Sneaking

  Kin Abilities:
  • Danger Sense: You cannot be surprised. In ambushes, you always act in the first round regardless of initiative. Your large ears detect threats before others do; once per scene, the GM must tell you whether something within earshot is moving toward you.
  • Fleet: Your base Movement is 14 m, Dash 28m.
Advancement Seeds:
  • Burrower: Dig a person-sized burrow in soft earth or snow in about an hour, usable as concealment or shelter.
  • Zigzag: Once per combat, change direction mid-move without slowing; the next attack against you this round has a Bane.
"I heard that."
"There's a way through. I found it this morning."
"We'll be fine. We're very good at being fine."
Rabbitfolk, or Wibbit, are a peaceful and agile humanoid species with distinct rabbit-like features. They have long ears, soft fur, and keen senses. Wibbit society values community and cooperation, often living in close-knit warrens. Most Rabbitfolk are born and die in Greenvale without ever leaving the region.

 

Wolfkin
Compatible with Dragonbane

Uncommon
  • Size: 5–7 ft.
  • Origin: Shirki
  • Suggested Archetypes: Ranger, Berserker, Soldier, Shaman, Private Eye, Cartographer
Wolfkin by Tillerz using MJ
Wolfkin — Kin Traits
STR 13 | CON 12 | AGL 13 | INT 8 | WIL 11 | CHA 8
HP 12 | WP 11 | Movement 12 m
Starting Skills: Melee, Survival, Awareness

  Kin Abilities:
  • Tracker's Nose: Spend 1 WP to sense all living creatures within Near range by scent: you learn their type, rough number, and direction. You may use this ability while blinded or in total darkness.
  • Running Kill: When you move at least Near distance (10 m) before making a Melee attack in the same round, the attack deals +d6 damage on a hit.
Advancement Seeds:
  • Howl of the Hunt: Once per session as a Free Action, emit a howl. All enemies within Near range must succeed on a WIL roll (difficulty 3) or gain the SCARED condition.
  • Relentless: Once per scene, when a creature you can see flees or disengages, you may immediately move up to Near distance toward them as a Free Action.
  • Pack Leader: Once per scene as a Free Action, direct an ally within Near range to immediately take one Fast Action, out of turn.
"I already knew you were coming."
"We're not settled yet."
"The pack is close."
Wolfkin are lean and sharp-featured, their builds favouring speed over mass, their coats ranging from pale grey to deep black depending on family line. They run in packs that function less like social groups and more like organisms: distributed, coordinated, and deeply aware of where each member is at any given moment. A wolfkin travelling alone is not unusual, but it is, in their own estimation, not quite right.
  Their society is built on obligation. Debt, favour, and oath are the currencies of wolfkin culture. A wolfkin who says "we're settled" after accepting help has made a declaration as formal as a signed contract in any counting-house in Bridgeport. A wolfkin who says nothing has filed the debt away for later.
  They hunt collaboratively, communicate across distances by means that work poorly indoors, and have a collective memory for terrain that makes them exceptional guides through wilderness they have ranged. In settlements, they gravitate toward occupations that keep them moving: scouts, couriers, and hunters are common. They make capable soldiers, though they prefer engagements where they choose the ground.

 

Faefolk


 

Allaghi (Changelings)
Compatible with Dragonbane

Exotic
  • Size: 1–8 ft. (depends on form)
  • Origin: Faefolk - Mag Mell
Changeling by Tillerz using MJ
Allaghi - Kin Traits
STR 9 | CON 10 | AGL 12 | INT 10 | WIL 9 | CHA 15
HP 10 | WP 9 | Movement 10 m
Starting Skills: Persuasion, Sneaking, Manipulation

  Kin Abilities:
  • Shapeshifter: During any Rest, you may perfectly adopt the appearance of any humanoid you have observed for at least 1 minute - face, voice, and mannerisms included. You may shift size by one step only (e.g., Human to small). The disguise holds until you are closely examined (WIL test to see through) or until you take damage.
  • Social Chameleon: While maintaining a cover identity, you gain a Boon on all Persuasion and Manipulation tests to sustain the deception.
Advancement Seeds:
  • Quick-Change: Shift appearance as a Fast Action rather than during a Rest, once per scene.
  • Adaptive Instinct: Once per session, immediately adopt a partial disguise (clothing, voice, posture only) as a Free Action when surprised or exposed.
"This face? I'm trying it out."
"I'm whoever you need me to be. That's not as helpful as it sounds."
"I've been this person so long I'm not sure I remember the other ones."
Changelings are known for their incredible shape-shifting abilities. In a matter of minutes, they can transform their appearance, changing everything from their physical features to their gender and even adopting the appearance of different ancestries. However, these skilled metamorphs cannot change their fundamental attributes. Additionally, changelings can only shift their size by a single step (e.g., from normal to small), maintaining a certain level of consistency even in their remarkable transformations. Changelings possess a unique talent for deception and infiltration, seamlessly blending into different roles and assuming new identities. However, this talent comes with a significant flaw - their struggle to maintain a strong sense of self. The constant need to change and hide their true nature can lead to feelings of detachment and difficulty forming genuine connections.

 

Nereida (Faeries)
Compatible with Dragonbane

Rare
  • Size: 1 ft. (fae form) / 3–6 ft. (humanoid form)
  • Origin: Faefolk - Mag Mell
Faeries by Tillerz using MJ
Nereida - Kin Traits
STR 5 | CON 8 | AGL 14 | INT 12 | WIL 12 | CHA 14
HP 8 | WP 12 | Movement 10 m / Fly 12 m (fae form only)
Starting Skills: Evade, Lore, Persuasion

  Kin Abilities:
  • Fae Flight: In your fae form (1 ft.), you can fly at Movement 12 m and ignore ground-based hazards. Shifting between fae form and humanoid form takes a Full Action and can be done between Rests. In fae form you gain a Boon on Sneaking tests but cannot use weapons larger than a dagger.
  • Glamour: Once per scene, spend 1 WP to project a minor illusion - an image, sound, or fleeting sensation - within 10 metres. It lasts until the end of the scene or until a creature spends an Action examining it and succeeds on an INT test.
Advancement Seeds:
  • Fae Step: Once per scene, teleport up to 5 metres to a point you can see, as a Free Action. Usable in either form.
  • Enchanting Presence: Once per session, charm a creature within 5 metres that fails a WIL test; it treats you as friendly until it takes damage.
"Rules are for people who can't fly."
"I was here first. Technically."
"Time runs differently where I'm from. You'll forgive the tardiness."
The Nereida are the common fae, which is not the same as ordinary. They are the ones you hear about before you visit Mag Mell: small, winged, easily offended, prone to mischief, and possessed of a relationship with time so different from the mortal variety that making one keep an appointment is an exercise in sustained disappointment.
  In their natural form, Nereida are no taller than a foot and fly on wings that move faster than sight can comfortably track. Most maintain a larger humanoid form when dealing with non-fae folk: three to six feet, superficially unremarkable, and considerably less likely to be mistaken for an insect. The shift between forms is effortless but takes a short rest to settle fully.
  Most Nereida belong to the Summer Court, where generations under Titania's rule have produced something close to an institutional culture: elaborate courtesy that conceals sharper things, a gift for presents with hidden obligations, and a collective memory long enough to hold grudges across centuries without apparent effort. Those of the Winter Court tend toward colder dispositions and a closer relationship with iron rules and iron consequences. The ones with no court affiliation are generally the most interesting and the most difficult to find twice.

 

Nymphs
Compatible with Dragonbane

Exotic
  • Size: 4–7 ft.
  • Origin: Faefolk - Mag Mell
Nymphs by Tillerz using MJ
Nymphs - Kin Traits
STR 8 | CON 10 | AGL 12 | INT 10 | WIL 11 | CHA 14
HP 10 | WP 11 | Movement 10 m
Starting Skills: Persuasion, Sneaking, Survival

  Kin Abilities:
  • Nature Bond: In natural terrain (forest, river, meadow, shoreline), you cannot be surprised, and you gain a Boon on all Sneaking and Survival tests. Constructed environments (cities, dungeons, ships) provide no benefit.
  • Alluring Presence: Once per scene, one creature within 10 metres that can see you must succeed on a WIL test or become CHARMED, treating you as an ally until it takes damage or is instructed to act against its interests.
Advancement Seeds:
  • Nature's Voice: Spend 1 WP to communicate simple concepts with any natural animal within 10 metres. The animal cannot speak back but responds to your intentions.
  • Glamour Veil: Once per Rest, make yourself invisible to a single creature for one round (it sees past you as if you were not there).
"The forest remembers what you did here."
"I am not decorative."
"Leave it as you found it. I'll know if you didn't."
Nymphs are spirits of place given form, each bound to a particular feature of Mag Mell with a bond that functions less like attachment and more like identity. The naiad who tends a spring is, in some meaningful sense, the spring. The dryad who walks the old groves of the Summer Court does not simply know the trees; she is known by them. Remove a nymph from her feature long enough and she begins to fade.
  They move through the courts of Mag Mell without strictly belonging to any of them, observing the politics with the patience of people who have watched the same argument recur across several centuries. Their beauty is not decorative; it is a secondary effect of what they are, the same way a forge radiates heat. Mortals who spend too long in a nymph's company tend to emerge unsure how much time has passed and mildly convinced that the world outside Mag Mell is slightly less real than they previously believed.
  Nymphs who leave Mag Mell carry their feature with them as memory. A naiad in Bridgeport still knows exactly what her spring smells like after rain. This is not nostalgia so much as a navigational tool, and most nymphs use it accordingly.

 

Plantfolk
Compatible with Dragonbane

Exotic
  • Size: 2–9 ft.
  • Origin: Faefolk - Mag Mell
Plantfolk by Tillerz using MJ
Plantfolk - Kin Traits
STR 10 | CON 12 | AGL 8 | INT 11 | WIL 14 | CHA 10
HP 12 | WP 14 | Movement 8 m
Starting Skills: Healing, Lore, Survival

  Kin Abilities:
  • Toxin Immunity: You are immune to natural poisons and toxins. Magical poisons still affect you but at half potency - halve both duration and effect.
  • Root Network: While standing on natural earth or in vegetation, you sense all ground vibrations within 20 metres - detecting hidden creatures, approaching footsteps, or burrowing things even through walls and soil.
Advancement Seeds:
  • Photosynthesis: Once per day in sunlight, recover d4 HP without spending a Rest.
  • Thorn Lash: Once per scene, cause woody vines or thorns to erupt from a surface within 5 metres; one target must test AGL or be ENTANGLED for one round.
"I'm rooted here. Metaphorically."
"I grow toward the light. It's not a philosophy, it's just how I work."
"Give it time. Everything given time becomes something else."
Deep within the green heart of the world dwell the Plantfolk - mysterious, ancient, and wondrously alive. Neither wholly plant nor wholly creature, they are nature given thought and breath, beings born of root and soul. Some stand tall as trees, bark-bound and moss-crowned, with limbs like twisted branches and eyes that glimmer with the memory of ages. Others bloom with the grace of flowers, their delicate frames wreathed in petals and trailing vines that shimmer in the wind’s caress. Then there are those who slink through the underbrush - vine-wrapped, nimble, and quiet as ivy creeping along stone.
  Bound by a sacred bond to the land of Alana, the Plantfolk speak the silent language of leaf and root. They call to the forest, coax seeds to life, and wield the primal forces of earth and wood with gentle strength. Hidden groves, sun-dappled clearings, and deep, forgotten woods are their sanctuaries - places where the heartbeat of nature is strongest.

 

Satyrs
Compatible with Dragonbane

Exotic
  • Size: 4–6 ft.
  • Origin: Faefolk - Mag Mell
Satyr by Tillerz using MJ
Satyrs - Kin Traits
STR 11 | CON 12 | AGL 13 | INT 8 | WIL 9 | CHA 12
HP 12 | WP 9 | Movement 12 m
Starting Skills: Persuasion, Acrobatics, Performance

  Kin Abilities:
  • Revelry: After any scene involving music, feasting, or social celebration in which you participate, you and all allies who joined in recover d4 WP.
  • Wild Sprint: Once per combat, double your Movement for one round and ignore all difficult terrain penalties. This does not require an Action.
Advancement Seeds:
  • Pipes of Panic: Spend 2 WP and play a short phrase on pipes or equivalent; all enemies within 10 metres must test WIL or become SCARED for one round.
  • Fae Resilience: Once per session, automatically resist one charm or compulsion effect without a test.
"I never said it was a good idea. I said it was an idea."
"There's always time for one more song."
"Regret is for people who slept."

 

Miscellaneous Ancestries


 

Bugbears
Compatible with Dragonbane

Rare
  • Size: 6–8 ft.
  • Origin: Steamy Plains
Bugbears by Tillerz using MJ
Bugbears - Kin Traits
STR 15 | CON 14 | AGL 10 | INT 7 | WIL 9 | CHA 5
HP 14 | WP 9 | Movement 10 m
Starting Skills: Melee, Sneaking, Athletics

  Kin Abilities:
  • Surprise Attack: When you attack a creature that is unaware of you or is SURPRISED, deal +d8 damage.
  • Skulker: In dim light or darkness, you may move at full speed without suffering a Bane on Sneaking tests.
Advancement Seeds:
  • Brute Intimidation: Once per scene, force one creature within 5 metres to test WIL or become SCARED of you for one round.
  • Ambush Mastery: Once per session, guarantee a surprise round against enemies you have been stalking for at least one full scene.
"You didn't hear me coming."
"I'm quieter than I look."
"Sleep well."

 

Chidaya (Birdfolk)
Compatible with Dragonbane

Uncommon
Birdfolk by Tillerz using MJ
Chidaya - Kin Traits
STR 10 | CON 9 | AGL 15 | INT 10 | WIL 9 | CHA 12
HP 9 | WP 9 | Movement 10 m / Fly 14 m
Starting Skills: Ranged Attack, Acrobatics, Awareness

  Kin Abilities:
  • Flight: You fly at Movement 14 m. You cannot fly while wearing heavy armour or carrying a heavy load. In enclosed spaces (corridors, caves), flight is impractical - the GM determines when it is impossible.
  • Aerial Strike: When you attack from above (descending from flight this round), you gain a Boon on the attack roll and deal +d4 damage.
Advancement Seeds:
  • Dive Bomb: Once per combat, dive from at least 10 metres altitude to deal +d8 damage on a melee hit, then immediately fly back to your previous altitude as a Free Action.
  • Wind Reading: Gain a Boon on Ranged Attack tests when shooting with or across a wind you have assessed this round.
"From up there, everything makes sense."
"I don't do well with ceilings."
"If you can keep up."
The Birdfolk - swift, feathered denizens of the skies - are creatures of elegance and instinctive grace. With wings outstretched and eyes sharp as a falcon’s, they dance upon the wind, masters of the air and keen hunters from above. Favouring the bow, they strike from the heavens with uncanny precision, each arrow guided by sight honed across endless horizons.

 

Chipa (Lizardfolk)
Compatible with Dragonbane

Rare
  • Size: 3–7 ft.
  • Origin: Dashan
Lizardfolk by Tillerz using MJ
Chipa - Kin Traits
STR 12 | CON 13 | AGL 12 | INT 7 | WIL 11 | CHA 5
HP 13 | WP 11 | Movement 10 m (Swim 12 m)
Starting Skills: Melee, Survival, Athletics

  Kin Abilities:
  • Cold Logic: You are immune to the CHARMED condition. You gain a Boon on all WIL tests to resist social manipulation, seduction, fear, and compulsion effects.
  • Adaptive Predator: In any natural terrain you have spent at least one full scene in, you gain a Boon on Sneaking and Awareness tests. You never suffer movement penalties from natural difficult terrain (mud, shallow water, dense brush).
Advancement Seeds:
  • Ambush Predator: When you attack a creature that is unaware of you or is SURPRISED, deal +d8 damage.
  • Hold Breath: Hold your breath for up to 20 minutes; gain full aquatic combat capability while submerged.
"Emotion is information. I use it differently to you."
"You asked what I feel. I feel nothing is wrong with my current situation."
"Effective. That's the word you're looking for."
The Lizardfolk are creatures born of sun-scorched stone. With sinewy limbs and eyes like molten gold, they walk the line between beast and warrior, ancient instincts guiding every move. Their weapons are as practical as they are brutal: heavy clubs hewn from bone and stone, or spears hardened in fire, wielded with a strength that strikes swift and sure.
  Beneath their rugged exterior lies a mind shaped by necessity. The subtle dance of feelings, the delicate web of social nuance - these things elude them. To the Lizardfolk, sentiment is a strange and slippery thing, often met with confusion or disregard. They act with cold logic, favouring what is effective over what is kind. But make no mistake - the Lizardfolk are not heartless. They are steady, loyal, and unflinching, and in the crucible of hardship, they stand like stone.

 

Chooha (Mousefolk, tiny)
Compatible with Dragonbane

Exotic
Mousefolk by Tillerz using MJ
Chooha - Kin Traits
STR 4 | CON 8 | AGL 16 | INT 11 | WIL 12 | CHA 9
HP 8 | WP 12 | Movement 8 m
Starting Skills: Sneaking, Acrobatics, Persuasion

  Kin Abilities:
  • Tiny: You can pass through any gap larger than your fist without a test. All attacks against you have a Bane due to your size. You cannot wear armour or wield weapons larger than a needle-blade without custom equipment.
  • Scurry: Once per round, you may move up to half your Movement as a Free Action (in addition to your normal Move Action).
Advancement Seeds:
  • Unseen Courier: Once per session, move through a guarded area undetected without a Sneaking test, provided no creature is specifically watching for something your size.
  • Fearless: Once per session, ignore the SCARED condition entirely - your experience of threats has simply recalibrated your sense of danger.
"The world is built for the wrong size."
"I've been in that wall. You don't want to know what's in there."
"Don't look down. I live down there."

 

Descended (Angelfolk)
Compatible with Dragonbane

Exotic
  • Size: 4–10 ft.
  • Origin: N/A
Angelfolk by Tillerz using MJ
Descended - Kin Traits
STR 10 | CON 10 | AGL 11 | INT 10 | WIL 13 | CHA 11
HP 10 | WP 13 | Movement 10 m
Starting Skills: Healing, Lore, Ranged Attack

  Kin Abilities:
  • Lay on Hands: Once per scene, by touching a willing creature, you heal d6 HP. No WP cost.
  • Radiant Aura: Once per scene as a Fast Action, emit radiant light in a 10-metre radius until the end of the scene or until you dismiss it. Undead and creatures of darkness suffer a Bane on all rolls while within the aura.
Advancement Seeds:
  • Sense Evil: Once per session, concentrate for one round to learn whether a creature within 10 metres has committed acts of deliberate cruelty in the past day. The GM answers truthfully.
  • Wings of Light: Spend 2 WP to manifest wings for one scene, granting Flight at Movement 12 m.
"I didn't ask for this light."
"The expectation and I have an agreement. I meet it when I choose to."
"Virtue is not a performance."
The Descended - children of starlight and sky - are born of celestial lineage, they carry the glow of distant realms within them, their souls alight with purpose and divine grace. Many among them favour the longbow - elegant, swift, and precise.
  The Descended also wield sacred power drawn from their otherworldly blood - healing the wounded with a touch, conjuring radiant energy to banish darkness, and sensing the presence of evil. They are beacons in the shadows, guardians of virtue, and vessels of the divine. Yet such brilliance is not without its burden.
  Touched by higher forces, the Descended often wrestle with the weight of expectation - to be flawless, to lead, to shine always. In quiet moments, they may feel adrift, torn between the will of the heavens and the call of their own hearts. The struggle to forge a personal path amidst the echo of prophecy is their trial.

 

Dragons
Compatible with Dragonbane

Exotic
  • Size: 10–36 ft. (humanoid form: 4–8 ft.)
  • Origin: Han
Dragons by Tillerz using MJ
Dragons - Kin Traits
STR 13 | CON 14 | AGL 10 | INT 12 | WIL 11 | CHA 10
HP 14 | WP 11 | Movement 10 m / Fly 16 m (true form only)
Starting Skills: Melee, Lore, Intimidation
Total attribute points: 70 - Dragons are exceptional kin.

  Kin Abilities:
  • Elemental Breath: Once per scene, exhale elemental energy (fire, lightning, acid, or frost - choose at creation) in a 10-metre cone. All creatures in the cone suffer d12 damage of that type. An AGL test halves the damage.
  • Armoured Scales: Natural Armour 3. This stacks with light armour but not medium or heavy armour.
Advancement Seeds:
  • Draconic Resistance: You are immune to your chosen element rather than merely resistant.
  • True Form: Once per session, spend 3 WP to assume your true form for one scene. STR and CON increase by 4, you gain Flight at 16 m, and your Breath weapon recharges.
"You have my attention. For now."
"I remember when that mountain was smaller."
"No."

 

Dragonkin
Compatible with Dragonbane

Rare
  • Size: 4–8 ft.
  • Origin: Han
Dragonkin by Tillerz using MJ
Dragonkin - Kin Traits
STR 13 | CON 13 | AGL 10 | INT 10 | WIL 10 | CHA 9
HP 13 | WP 10 | Movement 10 m
Starting Skills: Melee, Endurance, Intimidation

  Kin Abilities:
  • Breath Weapon: Once per scene, exhale elemental energy (fire, lightning, acid, or frost - choose at creation) in a 5-metre cone. All creatures in the cone suffer d6 damage of that type. An AGL test halves the damage.
  • Draconic Resilience: Reduce all damage of your chosen element by 2 (minimum 0). You gain a Boon on WIL tests to resist fear effects.
Advancement Seeds:
  • Widened Breath: Upgrade Breath Weapon to a 10-metre cone dealing d8 damage.
  • Elemental Immunity: Become fully immune to your chosen element.
"The breath is not a party trick."
"My blood runs older than your history."
"Pride isn't a flaw. Misplaced pride is a flaw."
Dragonkin possess a draconic bloodline and scaled physique. Their favorite weapon often reflects their innate connection to their draconic ancestry, with many dragonkin favoring the use of mighty two-handed weapons such as greatswords or polearms, channeling their inner strength and unleashing devastating strikes upon their foes. Dragonkin possess a unique talent for harnessing elemental breath, allowing them to unleash powerful bursts of fire, lightning, or other elements upon their enemies. Their flaw lies in their intense pride and sometimes volatile temperament. The dragonkin's pride can lead them to be stubborn and reluctant to back down, even in situations where discretion may be the wiser choice. It takes a skilled ally to navigate the delicate balance of their fiery nature and utilize their powerful potential to the fullest.

 

Gata (Serpentfolk)
Compatible with Dragonbane

Exotic
  • Size: 4–9 ft.
  • Origin: Calika
Serpentfolk by Tillerz using MJ
Gata - Kin Traits
STR 11 | CON 12 | AGL 14 | INT 10 | WIL 12 | CHA 6
HP 12 | WP 12 | Movement 10 m
Starting Skills: Melee, Sneaking, Manipulation

  Kin Abilities:
  • Venomous Bite: Your bite is a natural weapon dealing d6 damage. On a hit, the target must succeed on a CON test or suffer d4 additional damage at the start of each of their turns for 3 rounds. Antidote or magical healing ends the poison early.
  • Serpent Mind: Once per session, lock eyes with a creature within 5 metres. It must succeed on a WIL test or be CHARMED for one round - long enough to break contact, flee, or strike unopposed.
Advancement Seeds:
  • Potent Venom: Upgrade the poison to d6 damage per round, and the CON test is made at Bane.
  • Constrictor: When you successfully grapple a creature, it takes d4 damage per round it remains grappled.
"I know something you don't."
"Trust is earned slowly. It is lost instantly."
"You were followed. Don't look."
The serpentfolk are a mysterious and malevolent species, shrouded in shadows and steeped in ancient secrets. These beings, with serpentine features and mesmerizing eyes, evoke both fear and fascination in those who encounter them.
  Serpentfolk are notorious for their sinister practices and dark sorceries. Their lithe, sinuous bodies are adorned with scales of varying colors, often blending seamlessly with their surroundings. They are agile and cunning, making them adept predators and skilled infiltrators.
  They are known to dwell in hidden underground lairs, forsaken temples, and forgotten catacombs. They are masters of venomous magic, wielding powers that can mesmerize, poison, or manipulate the minds of others.

 

Geniekin
Compatible with Dragonbane

Rare
  • Size: 2–12 ft.
  • Origin: -
Geniekin by Tillerz using MJ
Geniekin - Kin Traits
STR 9 | CON 10 | AGL 10 | INT 12 | WIL 13 | CHA 11
HP 10 | WP 13 | Movement 10 m
Starting Skills: Lore, Persuasion, Evade

  Kin Abilities:
  • Elemental Heritage: Choose one element (Fire, Water, Air, Earth) at creation. You are immune to environmental harm from that element. Once per session, manifest a burst of elemental force: one target within 10 metres suffers d8 damage of your element (AGL test halves).
  • Innate Magic: You may produce a minor cantrip-equivalent effect from your element at will, requiring no WP: lighting a small fire, moving a cup of water, lifting a handful of earth, or generating a brief breeze. These effects cannot deal damage.
Advancement Seeds:
  • Elemental Surge: Upgrade the burst to a 5-metre radius affecting all creatures in the area.
  • Planar Attunement: Once per session, step briefly into your elemental plane and back, teleporting up to 10 metres.
"I contain multitudes. Some of them are fire."
"Wishes are complicated. I recommend specificity."
"My element disagrees with yours. We'll manage."

 

Goth
Compatible with Dragonbane

Exotic
  • Size: 4–7 ft.
  • Origin: Zaxor
Goth by Tillerz using MJ
Goth - Kin Traits
STR 11 | CON 11 | AGL 11 | INT 12 | WIL 13 | CHA 7
HP 11 | WP 13 | Movement 10 m
Starting Skills: Lore, Awareness, Melee

  Kin Abilities:
  • Planar Awareness: You sense planar disturbances and thin-spots between worlds within 50 metres, felt as pressure behind the eyes. You gain a Boon on WIL tests to resist any ability that would teleport or displace you against your will.
  • Psionic Step: Once per scene, spend 2 WP as a Free Action to teleport to any point you can see within 10 metres.
Advancement Seeds:
  • Psionic Will: Gain a Boon on all WIL tests to resist mind-affecting magic, compulsion, and charm effects.
  • Extended Step: Upgrade Psionic Step - range increases to 20 metres and WP cost reduces to 1.
"We prepared for this."
"Where we come from is not a topic for social conversation."
"Your world is not wrong. It is simply not what I was built for."
The Goth are not originally from Alana. They arrived through the Resonance Plain of Zaxor across a period of decades, via a planar aperture that has since closed, and they have been in Zaxor long enough to build cities and establish traditions and not long enough to have stopped being subtly wrong about the world in ways they do not notice and outsiders do. Their appearance is angular and pale, their eyes carrying a silver-grey luminescence in dim light, their movements slightly too precise to be entirely comfortable to watch.
  They are a militaristic people by tradition, not by aggression: Goth society is organised around the assumption that threats exist, will continue to exist, and should be prepared for with methodical thoroughness. Their city of Zaxor reflects this: defensible, watched, and designed for rapid mobilisation. The Goth who travel beyond Zaxor tend to be either soldiers on missions or scholars whose curiosity about the plane they now inhabit overrides their instinct to stay within defensible walls.

 

Hoplites (Frogfolk, tiny)
Compatible with Dragonbane

Exotic
Frogfolk by Tillerz using MJ
Hoplites - Kin Traits
STR 4 | CON 9 | AGL 16 | INT 9 | WIL 12 | CHA 10
HP 9 | WP 12 | Movement 6 m
Starting Skills: Acrobatics, Sneaking, Athletics

  Kin Abilities:
  • Tiny: You can pass through any gap larger than your fist without a test. All attacks against you have a Bane due to your size. You cannot wear armour or wield weapons larger than a pin-sword without custom equipment.
  • Giant Leap: You may jump up to 8 metres in any direction as a Move Action, ignoring all obstacles below jump height. No test required.
Advancement Seeds:
  • Sticky Feet: You can walk on walls and ceilings at full Movement without a test.
  • Croaking Chorus: Once per scene, produce a disorienting burst of sound; one creature within 3 metres must test CON or suffer a Bane on its next action.
"Height is a matter of effort."
"I cleared it. You'll need to go around."
"Don't underestimate the jump."

 

Kentauros (Centaurs)
Compatible with Dragonbane

Exotic
  • Size: 6–8 ft.
  • Origin: Sirkith
Centaurs by Tillerz using MJ
Kentauros - Kin Traits
STR 15 | CON 14 | AGL 12 | INT 9 | WIL 8 | CHA 7
HP 14 | WP 8 | Movement 15 m
Starting Skills: Melee, Ranged Attack, Endurance

  Kin Abilities:
  • Quadruped Charge: When you move at least 10 metres before attacking, deal +d8 damage and the target must succeed on a STR test or be knocked Prone. Difficult terrain costs you only 1 extra metre per metre moved rather than doubling.
  • Trample: When you move through a creature's space during a Charge, it must test AGL or take d6 damage and fall Prone. You may affect each creature only once per Charge.
Advancement Seeds:
  • Mounted Archer: You suffer no penalties on Ranged Attack tests while moving at full speed.
  • Tireless: You can maintain a gallop without fatigue checks; once per session, ignore exhaustion from a forced march.
"I don't do doors."
"The open plain is the only honest landscape."
"I'm not lost. I'm oriented differently to you."

 

Makalee (Fishfolk)
Compatible with Dragonbane

Rare
  • Size: 3–5 ft.
  • Origin: Green Sea
Fishfolk by Tillerz using MJ
Makalee - Kin Traits
STR 10 | CON 11 | AGL 13 | INT 9 | WIL 10 | CHA 12
HP 11 | WP 10 | Movement 8 m (Swim 16 m)
Starting Skills: Swimming, Awareness, Persuasion

  Kin Abilities:
  • Deep Swimmer: You move at full speed underwater, can breathe water, and suffer no penalties on any tests while submerged. You can hold your breath on land for up to 30 minutes.
  • Bioluminescent Lure: Once per scene, your bioluminescent patterns flash in a hypnotic display. One creature within 5 metres that can see you must succeed on a WIL test or become DAZED for one round.
Advancement Seeds:
  • Pressure Sense: Detect large moving objects within 50 metres in open water through pressure changes alone.
  • Depth Adaptation: Suffer no penalties from extreme water pressure; operate freely at any ocean depth.
"The surface is very loud."
"I'm aware that I glow. It's fine."
"In the deep, you learn to be still."

 

Molten People
Compatible with Dragonbane

Rare
  • Size: 5–8 ft.
  • Origin: Mount Thunkanega
Molten People by Tillerz using MJ
Molten People - Kin Traits
STR 15 | CON 16 | AGL 5 | INT 10 | WIL 13 | CHA 6
HP 16 | WP 13 | Movement 6 m
Starting Skills: Melee, Endurance, Crafting

  Kin Abilities:
  • Living Stone: Natural Armour 2. You are immune to fire and extreme heat. In freezing conditions or when struck by magical cold, suffer -2 to all AGL tests; magical cold deals +2 damage per hit.
  • Molten Touch: When you grapple or are grappled by a creature in direct contact with you, it takes d4 fire damage per round. Once per scene, intentionally superheat your hands to deal d6 fire damage on a touch attack as a Fast Action.
Advancement Seeds:
  • Stone Shaping: Through sustained contact over several minutes, reshape natural stone - smooth surfaces, open cracks, or seal gaps. A door-sized opening takes roughly one hour.
  • Radiant Presence: Gain +2 on Intimidation tests; creatures with fire-fear must test WIL to remain adjacent to you voluntarily.
"I'm thinking about it."
"The fire is contained. For now."
"I gave my word. That was eighty years ago and it still holds."
The Molten People are composed of cooled and partially cooled volcanic rock, their outer surface a dark basalt crust that cracks at the joints to reveal the orange-red glow of what lies beneath. They radiate heat continuously: standing close to a Molten Person in a cold climate is like standing near a banked fire; standing close to one who is angry or exerting themselves is like standing near the open door of a furnace. They do not burn things they touch deliberately; they burn things when they are not paying attention, which is why most of their relationships with surface species begin with a negotiation about furniture.
  Their origin is Mount Thunkanega; they are long-lived to a degree that makes even elves look impatient: a young Molten Person measures their early years in decades. Their speech is slow and deliberate, their decisions more so, and their commitment to a chosen position effectively feels eternal.
  They can shape their outer crust to a limited degree, hardening it to near-impervious stone or loosening it to flow slightly across a surface. This makes them excellent at tasks requiring sustained applied force and poor at tasks requiring speed or subtlety. A Molten Person who commits to something does not stop.

 

Piscari (Merfolk)
Compatible with Dragonbane

Rare
  • Size: 5–7 ft.
  • Origin: Shashalamar
Merfolk by Tillerz using MJ
Piscari - Kin Traits
STR 10 | CON 12 | AGL 13 | INT 12 | WIL 11 | CHA 7
HP 12 | WP 11 | Movement 8 m (Swim 16 m)
Starting Skills: Swimming, Lore, Awareness

  Kin Abilities:
  • Amphibious: You breathe air and water equally. You move at full speed underwater, suffer no penalties on any tests while submerged, and can hold your breath on land for up to one hour.
  • Tide's Memory: You always know your cardinal direction at sea and the approximate depth of open water you are swimming in. Once per session, ask the GM for an accurate navigational fact about an underwater location you are approaching; the GM must answer truthfully.
Advancement Seeds:
  • Depth Sight: Clear vision in complete darkness underwater up to 60 metres; detect large moving objects within 100 metres by pressure sense.
  • Harmonic Resonance: Spend 1 WP to project your voice through water up to 500 metres; the message arrives clearly at any Piscari or attuned listener.
"We have records of civilisations you've never heard of."
"Surface time is not the same as real time."
"The tide already told me."
The Piscari are a fully amphibious people, equally at home at three hundred feet of depth or walking a harbour district in Bonoloku City, though they typically prefer the former and visit the latter under economic necessity. Below the waist their lower body is scaled and finned, in shades from deep indigo to silver-white depending on the deep-water zone their family lines originate from; above the waist they are humanoid, with secondary eyelids that close in air or water and gill-structures along the neck that function in both environments without mechanical assistance.
  Merfolk culture is old. Shashalamar's recorded history stretches considerably further back than most surface civilisations, and Piscari take a long view of events that surface people consider urgent. This can make them seem indifferent. The Sunken Archive records that three surface civilisations have risen and fallen in the time since the Piscari first settled Shashalamar.
  They communicate in open water through a combination of speech and harmonic resonance that carries remarkable distances, producing what surface people describe as singing. They also communicate through pressure changes, bioluminescence, and a rapid pattern of fin-movement that functions as a second language entirely separate from vocal communication.

 

Possessed
Compatible with Dragonbane

Exotic
  • Size: 5–7 ft.
  • Origin: Han
Possessed by Tillerz using MJ
Possessed - Kin Traits
STR 10 | CON 10 | AGL 10 | INT 10 | WIL 14 | CHA 11
HP 10 | WP 14 | Movement 10 m
Starting Skills: Lore, Awareness, Melee

  Kin Abilities:
  • Dual Nature: Once per session, when you fail a mental or WIL test, your inhabiting spirit takes over and you automatically succeed instead. The GM introduces a minor complication reflecting the spirit's priorities rather than yours.
  • Supernatural Resilience: Once per session, ignore the effects of the first Critical Injury you receive. Your inhabiting spirit sustains the body beyond normal limits, though the wound still counts toward your total.
Advancement Seeds:
  • Spirit Surge: Once per session, spend 3 WP to let the spirit act freely for one round - it uses your body at STR and AGL +4, but you have no control.
  • Shared Senses: Spend 1 WP to perceive through a nearby spirit, ghost, or entity within 20 metres for one round.
"We are in agreement."
"I am in control. Mostly."
"The other one has opinions. We're managing."
Outwardly, the Possessed appear to be unremarkable members of the Han people - or at least so similar to them that distinguishing them requires close observation. The telltale sign, should it manifest at all, is subtle: a fleeting doubling of facial expression - as if two reactions to the same event were vying for control of a single face - or a pause before answering that lasts an instant longer than the flow of conversation demands.
  Every possessed individual harbours a spirit within. In Han tradition, such arrangements are known as the "Double House": one body, two tenants - bound by the unspoken understanding that the walls between them are thinner than most people would find comfortable. Ancestral spirits, spirits of places, or spirits of moments that simply refused to end - all find their way into willing, or merely available, hosts; and once they have taken up residence, they rarely vacate their domicile without compelling reason. Exactly how this initial bond is forged varies: some of the Possessed were born with it. Others stepped into the wrong clearing at the wrong hour. Still others entered into this union quite deliberately - and would do so again without hesitation.
  The relationship between a possessed individual and their spirit is immensely complex. Some describe it as a perpetual process of negotiation - an inner voice offering advice or raising objections at the most inopportune moments. Others, however, perceive the presence as something more diffuse: a consciousness lingering at the periphery of their own thoughts, a second opinion that makes itself known unbidden. A select few even claim to have forged something akin to a genuine partnership with their spirit. Whether this state is, in fact, preferable to being alone inside one’s own head is a matter on which there is absolutely no consensus among them - though most have long since ceased to even ask themselves the question.

 

Shardlings
Compatible with Dragonbane

Rare
  • Size: 2–6 ft.
  • Origin: Icelands
Shardlings by Tillerz using MJ
Shardlings - Kin Traits
STR 10 | CON 13 | AGL 10 | INT 11 | WIL 12 | CHA 9
HP 13 | WP 12 | Movement 10 m
Starting Skills: Endurance, Lore, Awareness

  Kin Abilities:
  • Crystalline Body: Natural Armour 1. You are immune to cold and ice effects. Fire attacks deal +2 damage to you - you are particularly vulnerable to rapid heat.
  • Refraction: Once per scene, bend light through your crystalline form; the first attack targeting you in this scene has a Bane, as your apparent position differs from your actual one. This effect ends after the first attack resolves.
Advancement Seeds:
  • Ice Shards: Once per scene, as an Action, spray crystalline shards at all creatures within 3 metres; each takes d4 cold damage (AGL test halves).
  • Mirror Mirage: Spend 2 WP to create a duplicate image of yourself within 5 metres for one round; attackers must test INT to hit the real you.
"Cold is relative."
"I don't break easily."
"The silence here is almost comfortable."

 

Slimes
Compatible with Dragonbane

Rare
  • Size: 1–10 ft.
  • Origin: -
Slimes by Tillerz using MJ
Slimes - Kin Traits
STR 8 | CON 15 | AGL 12 | INT 7 | WIL 12 | CHA 6
HP 15 | WP 12 | Movement 6 m
Starting Skills: Endurance, Sneaking, Athletics

  Kin Abilities:
  • Amorphous: You can squeeze through any gap larger than 1 cm without a test. You cannot be grappled by normal physical means - restraining you requires magic or an encasing container. Slashing and piercing weapons deal half damage to you; bludgeoning damage is normal.
  • Acidic Body: When a creature strikes you with a natural or non-magical melee weapon, it takes d4 acid damage. Once per scene, as an Action, secrete a pool of acid on a surface you are touching; any creature walking through it takes d4 acid damage.
Advancement Seeds:
  • Engulf: Once per scene, attempt to flow over a prone or restrained creature; on a failed STR test they are ENTANGLED and take d4 acid damage per round.
  • Mimicry: Spend 1 WP to temporarily adopt the rough shape and surface texture of any object of similar mass for one scene.
"I fit through there. Technically."
"Shape is negotiable."
"I don't have a face right now. I'll make one."

 

Trolls
Compatible with Dragonbane

Exotic
Trolls by Tillerz using MJ
Trolls - Kin Traits
STR 15 | CON 16 | AGL 7 | INT 6 | WIL 8 | CHA 8
HP 16 | WP 8 | Movement 10 m
Starting Skills: Melee, Endurance, Athletics

  Kin Abilities:
  • Regeneration: At the start of each of your turns, recover 1 HP if you are above 0 HP. Fire and acid damage suppress this regeneration - you do not recover HP on a turn in which you took fire or acid damage.
  • Rend: Your claws and grip are a natural weapon dealing d8 damage. On a critical hit, you tear something loose from the target - a weapon, shield strap, or pack - at the GM's discretion.
Advancement Seeds:
  • Fast Regen: Upgrade Regeneration to 2 HP per turn.
  • Hurl: Once per scene, throw a grabbed creature or large object up to 5 metres as an Action; the target takes d8 damage on landing and must test STR or fall Prone.
"It'll grow back."
"I've had worse."
"Don't use fire."

 

Tzin
Compatible with Dragonbane

Exotic
  • Size: 4–7 ft.
  • Origin: Calika
Tzin by Tillerz using MJ
Tzin - Kin Traits
STR 9 | CON 10 | AGL 11 | INT 12 | WIL 12 | CHA 11
HP 10 | WP 12 | Movement 10 m
Starting Skills: Lore, Survival, Awareness

  Kin Abilities:
  • Elemental Aspect: Choose one aspect at creation - Wind, Sand, Water, or Fire. You are immune to environmental hazards from your aspect. Once per session, summon a focused strike of your element against one target within 10 metres: d8 damage of that type, no attack test required.
  • Desert Attunement: In arid or desert terrain, you recover WP at twice the normal rate during any Rest and require no water. Penalties from harsh desert travel are reduced by one step for you.
Advancement Seeds:
  • Spirit Sense: Detect elemental anomalies (unnatural fires, concealed water sources, coming storms) within 50 metres passively. Once per session, ask the GM for an accurate directional answer about any elemental disturbance within a quarter-mile.
  • Elemental Burst: Upgrade the session strike to a 5-metre radius affecting all creatures in the area.
"My aspect already knew."
"The desert tells you everything if you listen to the right element."
"I'm not hot-headed. I'm Fire-aspect. There's a distinction."
The Tzin are the elemental-touched people of Calika, born at the intersections of desert wind, underground water, volcanic heat, and the fine particulate matter that is sand at its most philosophical. They come in four aspects corresponding to the four elemental forces most present in Calika's landscape, and while all Tzin are recognisably related, the aspects are visually distinct: Wind-aspect Tzin have hair and loose fabric that moves without any breeze to justify it; Sand-aspect have skin that catches light like fine quartz; Water-aspect carry a faint shimmer, as though seen through shallow water; Fire-aspect run warmer than other species and glow faintly at the temples in anger or excitement.
  Tzin culture is woven into Calika's trade and religious life. They serve as weather-readers, spring-finders, and interpreters of the desert's shifting moods, abilities derived from their elemental attunement rather than learned knowledge. The frankincense traders of Charakur rely heavily on Water-aspect Tzin to locate springs in the deep steppe, and Wind-aspect Tzin command significant fees as storm-warners on desert caravan routes.

 

Van (Forestpeople)
Compatible with Dragonbane

Rare
  • Size: 5–8 ft.
  • Origin: Bonoloku
Forestpeople by Tillerz using MJ
Van - Kin Traits
STR 13 | CON 14 | AGL 8 | INT 10 | WIL 13 | CHA 7
HP 14 | WP 13 | Movement 10 m
Starting Skills: Survival, Endurance, Lore

  Kin Abilities:
  • Root Sense: While barefoot on natural soil or forest ground, you detect the movement of any creature heavier than a cat within 30 metres, the health of nearby trees, and the flow of underground water. Fire or significant damage to forest extends this sense to 100 metres.
  • Ironwood Endurance: You count as one Size category larger for the purpose of resisting knockdown, forced movement, and grapple attempts. Once per session, negate a Prone condition as a Free Action.
Advancement Seeds:
  • Living Wood Shaping: Through sustained contact over hours, coax living wood to grow in a desired direction or form without cutting it. Requires a Survival test per major structural element.
  • Forest Bond: While in old-growth forest or dense woodland, gain a Boon on all Sneaking and Survival tests.
"I know what's in this forest. It knows I'm here."
"The wood told me you were coming. Yesterday."
"My word stands. It will still be standing after you're gone."
The Van are large, broad-shouldered people whose features carry the suggestion of bark and root: skin in tones of grey-brown and weathered umber, hair that moves like moss in slow water, and eyes the colour of heartwood. They are unhurried by nature and immovable by preference, qualities that outsiders sometimes mistake for passivity until they have watched a Van respond to a threat to their forest.
  Van communities live in the ancient forests of Bonoloku and the scattered old-growth stands of Qail's interior, building their settlements by shaping living wood over years rather than cutting it; a Van dwelling might take a decade to complete. Their connection to the forest is not metaphorical. A Van who stands barefoot on forest ground feels the health of the trees around them, the movement of water through roots, and the recent passage of anything that walked on the soil within the past few days.
  They are not especially interested in the concerns of non-forest peoples, but once a Van has given their word to something, it holds across generations. Van who travel beyond their forest describe the experience as being perpetually slightly wrong, like hearing music slightly out of tune: nothing is broken, but nothing is quite right either.

 

Special Ancestries

Vampires and Were Creatures are not species in their own right. Any ancestry with blood and the capacity for the relevant physiology can become one. The entries below are template overlays - apply the modifiers to the character's existing kin stats.
 

Vampires
Compatible with Dragonbane

Exotic
  • Size: Depends on originating ancestry
  • Origin: Transferred by blood
Vampires by Tillerz using MJ
Vampires - Kin Template
Apply these changes to the character's base kin stats:
STR +3 | CON -2 | WIL +2 | CHA +2
Movement unchanged

  Kin Abilities (replace base kin abilities):
  • Undead Nature: You do not need to eat or breathe. You are immune to disease and poison. Direct sunlight deals d6 damage per round of exposure. You recover HP only through Blood Drain or magical healing - resting does not restore HP.
  • Blood Drain: When you successfully grapple a creature, you may bite them as a Fast Action, dealing d6 damage and healing yourself for the same amount. A creature reduced to 0 HP by Blood Drain rises as a vampire under your influence (GM discretion on timing and control).
Advancement Seeds:
  • Hypnotic Gaze: Once per scene, a target within 5 metres that can see your eyes must test WIL or be CHARMED for one round.
  • Mist Form: Once per session, spend 2 WP to become gaseous for up to one minute - you can pass through any crack but cannot act offensively.
"I don't sleep. I rest."
"The hunger is manageable. Tonight."
"I remember being warm."
In the shadow-drenched corners of Alana, beneath the gaze of a waning moon, the vampires stir - creatures of haunting beauty and eternal hunger. They are not born, but made - a dark fate bestowed by the venomous kiss of another, transforming the living into something cold, immortal, and forever altered. Once mortal, the bitten undergo a chilling rebirth. Their skin pales to the colour of bone, their eyes burn with a crimson glint, and their fangs, like ivory daggers, mark them as predators. With unearthly strength and unnatural grace, they move like whispers through the night, defying death with every silent breath. But this immortality comes at a terrible cost.
  Cursed with a relentless thirst for blood, vampires must feed upon the life force of others to sustain their twisted existence. Few can resist their hypnotic charm - a beguiling blend of elegance and menace - used to lure the unwary into their fatal embrace. Their legend is carved in fear. They haunt forgotten crypts, ruined castles, and subterranean lairs (at least this is the general belief), emerging only when the sun has fled. Their presence casts a long, uneasy shadow, where trust is brittle and every fleeting romance may end in ruin.

 

Were Creatures
Compatible with Dragonbane

Exotic
  • Size: Depends on originating ancestry and beast form
  • Origin: Transferred by bite or curse
Werebeasts by Tillerz using MJ
Were Creatures - Kin Template
Apply these changes to the character's base kin stats:
STR +2 | CON +2 (base form, always on)
Beast form attributes: STR +4 | CON +2 additionally (total +6/+4 over base)

  Kin Abilities (added to base kin abilities):
  • Lycanthrope: Once per session, transform into your beast form (wolf, bear, great cat, or boar - choose when the curse is acquired) as a Full Action. In beast form, you gain natural weapons dealing d8 damage and a Boon on all Athletics and Awareness tests, but you cannot use tools, armour, or speak. You return to your base form after the scene ends or when you fall unconscious.
  • Partial Regeneration: While above 0 HP and not in combat, recover 1 HP per minute of rest. Silver weapons negate this regeneration - you do not recover HP on any round in which you took silver damage.
Advancement Seeds:
  • Controlled Change: Transform as a Fast Action rather than a Full Action.
  • Silver Resistance: Reduce the silver weakness - silver weapons still suppress Partial Regeneration but deal no extra damage.
"The moon and I have an arrangement."
"I am in control. Between changes."
"Don't worry. I remember everything."
The were-creatures are a unique species marked by their dual nature, as they are born of both mortal and supernatural lineage. This extraordinary species can be found among many species in Alana, for the curse of lycanthropy knows almost no bounds.
  Were-creatures are beings who possess the ability to transform between their natural form and that of a fearsome beast. These transformations are often triggered by external factors such as the full moon, strong emotions, or even the consumption of certain elixirs. In their beastly form, were-creatures exhibit heightened physical prowess, enhanced senses, and formidable strength.
  Each were-creature is linked to a specific animal, such as wolves, bears, or big cats, and their transformation mirrors the traits and abilities of their chosen creature. Some embrace their dual nature, using their abilities to protect their homeland and kin, while others grapple with the curse's dark side, struggling to maintain their humanity.


Cover image: Archetypes by Tillerz using MJ

Comments

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May 19, 2026 20:55 by Jacq

Love the diversity here. I think a slime would be really fun to play <3

Piggie
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