Souls of Wardenfall

  From the smallest wandering tribe to the largest sky-scraping metropolis, the diverse peoples of Wardenfall shape the ever-evolving narrative of its lands. From the marble cities of human empires to the vine-covered enclaves of elfkind, to the secretive, often misunderstood beings that dwell in the continent’s forgotten corners, Wardenfall is a living tapestry, woven from the vibrant threads of countless cultures, deep-rooted histories, and uniquely wondrous races. This realm thrives not only on magic and might, but also on the people who call it home.   The lands are teeming with widely known races who lay the foundation of civilization. The adaptable Humans of the Kingdom of the Forge forge steel and empire with equal fervor, while the clever Halflings of the Shiregrove Federation maintain a prosperous network of farmlands and river trade. The Dwarves of the Karagrim Confederacy, with their subterranean strongholds, ancient libraries, and forges the size of cities, rule beneath the Misty Mountains. Revered for their endurance, craftsmanship, and martial traditions, they embody a legacy of honor and unyielding resolve. These races form the backbone of Wardenfall’s society, building the cities, kingdoms, and connections that hold the realm together. Their presence fills every guildhall, town square, and crossroads inn, contributing to the continent’s prosperity, governance, and growth.   Beyond the familiar roads and open markets lie the lands of more enigmatic peoples, races less commonly seen but no less vital. In the deep reaches of the north, the Tinkerspire Consortium shelters the Deep Gnomes, master inventors and arcane tinkerers who harness ancient magitech from within their hidden Temple of Embermind. While surface gnomes dwell in spiraling treehomes and canopy workshops, the deep gnomes make their homes in glowing caverns lit by heat crystals and molten conduits that serve as both warmth and power.
  In the golden dunes of Sabah’s Embrace, the proud Leonin of the Dustmane Clan roam with sun-kissed spears and storied tradition, preserving their legacy through chants, war-dances, and ritual. Alongside them walk the Minotaurs of the Broken Horn Pact, nomadic warriors and philosophers who have carved a precarious peace with the Leonin. Their massive frames conceal surprising gentleness, and they uphold a sacred reverence for the sun-spirits of their arid homeland. These uncommon races live between the worlds of isolation and influence, guarding ancient customs while cautiously embracing the shifting tides of progress.   Venturing even further from the known, Wardenfall becomes a place of wonder, mystery, and marvel. Among the serrated cliffs of the Serrati Peaks, the airborne Aarakocra soar through sky-choked passes, circling ancient temples said to predate even the Colossal Thrones. Within the scattered ruins of the Age of Dominion, radiant and mysterious Aasimar walk as fallen stars in mortal form, descended from celestial convergences and now living in secrecy or pilgrimage. Some dwell among the Shifters, feral and mystic beings touched by lunar magic who prowl the emerald moonlit golden beaches across the Golden Islands.
 
 
"I once watched from a high ridge as they moved through a sandstorm like shadows, their hyenas yipping and circling the confused guards below.   When the winds cleared, only silence remained and spiraling symbols carved in bone left in the sand. They do not seek conquest. They do not leave witnesses.   To the Zhun-Kethra, the storm is not just a weapon. It is home."
 
— Talan Veris, royal cartographer of the Forgeking’s Court Field journal entry, 1738 A.D.
 
These rare races are often seen as omens, harbingers of fate or power, and their presence can herald change in regions long thought settled. Yet, within the veils of myth, memory, and dream, even more elusive beings linger. Among them are the Spirit Touched, mortals fused with ancient primal entities and walking conduits of nature’s oldest forces. Though sightings of their kind are scarce, signs of their passage remain in overgrown ruins, pulsing relics, and strange, living phenomena. Extinct and mythical races such as the Darakhul, once undead nobles of the ancient empire of Nareth-Khul, are whispered about with awe and dread.   Nareth-Khul, born of cursed sorcery and forged within the Shadow Realm. A grim reflection of Wardenfall steeped in despair and secrecy was a feared civilization lost to time. The Shades, beings of living shadow, glide through forgotten stories, and the wooden Geppettin, once carved from the breath of forest spirits, are said to have roamed the Hollowed Glens before their kind faded into legend. Their echoes persist, etched into ancient runestones, murmured in druidic chants, and carved into the bones of long-dead titans whose memories still shape the wilds.   This is Wardenfall. A realm where races, both celebrated and secretive, shape the fate of nations, forge the myths of tomorrow, and carry the legacies of a thousand lifetimes.  

▼ Below, you will find a list of all known races across the world of Wardenfall

  • Common
  • Human, Elf, Dwarf, Gnome, Halfling, Half-Elf, Half-Orc, Goblin, Orc, Kobold, Tabaxi, Goliath, Dragonborn, Lizardfolk, Tiefling, Bugbear, Hobgoblin.  
  • Uncommon:
  • Deep Gnome, Duergar, Owlin, Naga, Draconian, Minotaur, Centaur, Serpentfolk, Bearfolk, Ravenfolk, Grung, Hadozee, Giff, Verdan, Loxodon, Locathah, Erina, Mapach, Vulpin, Cervan, Corvum, Strig, Kenku, Aarakocra, Autognome.  
  • Rare:
  • Eladrin, Fairy, Sea Elf, Changeling, Shifter, Leonin, Simic Hybrid, Vedalken, Shadow Goblin, Triton, Firbolg, Tortle, Warforged.  
  • Very Rare:
  • Air Genasi, Earth Genasi, Fire Genasi, Water Genasi, Gith, Harengon, Feral Tiefling, Dragonspawn, Thri-kreen, Plasmoid, Yuan-ti Pureblood, Aasimar, Shadar-kai, Mandrake, Raptor, Gallus, Satyr.  
  • Extinct:
  • Kalashtar, Satarre, Gobboc, Cyclopian, Darakhul, Geppettin, Cnidaran, Geppettin.  
  • Mythical:
  • Quickstep, Shade, Darakhul, Spirit Touched