Character creation, magic, sanity, and tactical combat are part of the same implemented ruleset. Here is its current breadth, by the numbers.
From dragon-blooded Draconians to thirty-three kinds of Beastman, from immortal Sidhe to towering Half-Giants — every lineage carries its own lore, stats and destiny.
The Races Compendium cover and selected race sheets give a concrete look at the lineages, cultures, and visual range behind 90 race profiles in 18 groups.
Finished Encyclopedia artwork makes Draconians, Beastmen, Half-Dryads, Raven Folk, and many other peoples visually and culturally distinct. The cover and race sheets shown here are selected pieces from that illustrated reference.
The VTT keeps the character overview, skills, spellbook, and inventory together in the interface used during play.





More than 2,200 spell records span seventeen distinct schools, from practical utility and subtle influence to battle-turning and world-shaking power. Each school carries its own flavor, costs, and casting times measured in phases.
Twenty primary attributes plus three derived — Intelligence, Sanity and Composure. Hit points flow from five physical stats; speed feeds your attack phases; your casting realm decides which stats matter. Nothing is cosmetic.
The skill catalog supports innate aptitude, learned expertise, weapon training, and specialized character growth.
A structured insanity system with 44 distinct entries. Psychological strain has rules and persistent character consequences.
34 advanced combat techniques give martial characters defined tactical options beyond a standard strike.
Martial specialists, spellcasters, priests, rogues, rangers, bards, and hybrids use attribute requirements, spell access, and class-specific progression.
Roll your social class, wealth, origin and background — or author them. Equipment, languages and starting gold all flow from who your hero was before the adventure began.