In the early days following the Watershed Event, science struggled to define the physical and mental metamorphosis that some humans underwent after being exposed to opening rifts. Some scientists offered hypotheses involving accelerated radiation-based mutation, and others suggested pathogenic infection, but no true consensus could be reached. No documented scientific evidence suggested that the level of radical DNA alteration inherent to the metamorphosis process could even be possible, let alone survivable. It was as if the concept of cancer had taken on a symbiotic relationship with humanity.

Answers came only when the whole of the Event was considered. The beings that flooded through the rifts corresponded to humanity’s wildest and oldest fantasies. Creatures of myth, legend, and dogma poured into the world as if being conjured from a child’s mind. Dragons, faeries, and angels walked with crawling horrors, undead monstrosities, and organisms from other galaxies. Phenomena that defied rational explanation and undid mortal comprehension of reality became actual. Moreover, the metamorphosis process seemed to align with the fantastical beings themselves. The true heirs of the Earth had returned, and in the process, the human or half-human legacies they had left long dormant in the ancestry of modern man began to awaken in a manner that could only be described as “magical.”

Scholars of ancient mythology worked alongside contemporary literature professors and theologians to quantify and classify the former humans whose latent genetic heritage had been awakened by the power emanating from the rifts. Each type of human-hybrid subspecies fell in line along one of a handful of specific lines of thought that had pervaded human culture since the earliest days of storytelling and religious thought. These lines represented pillars of human supernatural creativity, and so in time the classifications came to be called Pillars.

Pillar classification is both a physical and a metaphysical division. Each Pillar’s members share characteristics of one or more supernatural beings. Evidence suggests that the members of a Pillar are linked by metaphysical characteristics, such as familiarity with magic and the arcane or negative reactions to otherwise harmless materials (think vampires and garlic). Pillar classifications can be further subdivided into three categories revolving around the physical. Members of a Pillar category will share traits known to a specific kind of creature: for example, while a gremlin and a sprite might both be fae creatures, one has vastly different physical characteristics from the other, and both will have grown into a culture that suits their specific physical needs.

All humans whose latent supernatural DNA has been awakened into Pillar classification enjoy the benefits of a more robust physicality, especially a significantly enhanced durability of the body. Many Pillar metahumans experience heightened reflexes, greater mental acuity, and a sense of euphoria that has been described as a “lust for life” or “joie de vivre.” Essentially, a metahuman (especially one dwelling within a Lost Territory near the rifts) feels, behaves, and perhaps measurably IS more alive than an ordinary human. Because of the significant physical differences between ordinary humans and Pillar metahumans, a push has been made to create a taxonomic differentiation: a new species, Homo prognatus, meaning “begotten man.” Each Pillar, then, is its own subspecies.

Amalgam Homo prognatus mechanicus, “golemborn”

Tool use, language, and imagination are the true cradle of human civilization – that which separates man from beast. Since the dawn of history, humanity has attempted to give language to that which it has created; statues were given significance as guardians, and spirits were said to enter into mannequins and homunculi. Stories of magic animating lifeless creations have existed as long as being able to create has existed. In recent years, with the invention and refinement of the computer and robotics, humanity has finally been able to create artificial intelligence – but the resurgence of the magic that once crept into golems and statues has now allowed robots to dream. Cybernetic and prosthetic enhancement augmented with magic has merged creator with creation into a new type of metahuman called the Amalgam. 

Enhanced: “Wire Minded.” 
The Enhanced are biological humans whose bodies have begun the process of accepting and creating mechanical upgrades and additions to the internal workings of the body. Cells based on aluminum, silicon, and gold rather than carbon create nanobots that convert fuel into more robust cells and organs than any organic creation. The result is a being that understands the imperfection of their flesh, and seeks out new and advanced bionics and cybernetics to further themselves along the path to mechanical ascension. Enhanced culture advocates and revolves around the denial of biological impulses in favor of ever growing cybernetic perfection; food and water are fuel, society is a protection mechanism, and the pleasures of the flesh are a sign of organic weakness to be purged.

Biometric: “Body Forged.” 
When the inner self is mechanical perfection, the outer self begins to reflect the fact. Biometrics have moved past the inner body and have begun directly grafting robotic or cybernetic parts onto themselves, often interchangeably as to suit the needs of the given task at hand; why hold a blade when the arm can be a blade? Why hold a tool, when the arm can be the tool? This philosophy extends into the daily life of a Biometric. Superbly adaptable, the Biometric throws itself into absolute resolution until a given task is completed, before moving on to the next and the next. Biometrics struggle with the concept of niche and acceptance – neither fully organic nor fully mechanical. They are never a true master of any one task, and they seek guidance and meaning for their logical minds in an increasingly chaotic world. They often find solace in mastering both the organic and the mechanical halves of themselves.

Ascendant: “Spirit Shell.” 
Ascendants have completed the journey, and are fully mechanical beings whose metallic shells house souls. The Ascendant’s physical needs are met entirely through the consumption of fuel (typically in the form of food) and through maintenance. It is the spiritual self that the Ascendant turns their attention to. As the polar opposite of an Enhanced, the Ascendant must work hardest to maintain their humanity and keep hold of their soul, lest they be rendered nothing more than an exceptionally advanced robot. Some Ascendants walk the road of meditation and solitude, and others seek their answers among biological beings, but all face a daily and real struggle to assert that they are People, rather than Things.

Common Aspects: 
Amalgams are bound together by the dual lives they lead. They are chained to their humanity; they seek to shed their humanity and be free of the biological impairments of survival, emotion, and social connection, and simultaneously are drawn to retain it and embrace it, as it remains the only true definition between an Amalgam and a soulless object. The struggle between mind and soul is waged dozens of times a day in every single Amalgam, regardless of whether they are mostly organic or entirely mechanical. The result is a race of beings at war with themselves, seeking out magic as the potential answer to an unknowable and unwinnable conundrum.

Enhanced – The Enhanced appear to be mostly human, as the vast majority of their mechanical workings are internal. Visible wiring might appear near tight nerve ending clusters; wired hands, fingers, or a bit on the face are common, as are vibrant, glowing eyes. The Enhanced tend to dress in as utilitarian a manner as possible. Any cosmetic ornamentation or alteration to their basic SCG will directly play into their mechanical natures – gizmos and devices attached to their processors by wire, or electronic status indicators, for example. Anything more is seen as a lamentable attachment to humanity.

Biometric – Bionic body parts, visible wiring, and bright, exotic contact lenses are an absolute must when it comes to being a Biometric. Hands and entire limbs made of metal and plastic, with external data ports and interchangeable tool sockets, are the hallmarks of the Biometrics. It is common for these limbs and other electronic or mechanical structures to be proudly displayed, painted, and ornamented – why settle for a simple metal arm when it can be painted in red chrome? A Biometric’s clothing will only serve as an enhancement to this – think in terms of a body builder’s muscle-displaying tank top.

Ascendant – No portion of an Ascendant is organic. They are hairless, skinless, and entirely metal and plastic, and this should be reflected by costuming – contacts that change the color of the eye, painted or covered skin, and obviously mechanical and augmented limbs. Ascendants usually wear armor of some kind rather than simple clothing, the better to protect their delicate machinery from external wear and tear. Unlike the Enhanced, it is common for Ascendants to carry or wear trinkets, mementos, and comfort items that serve as a reminder and a promise to themselves – they will not surrender their souls to the machine.

Mechanical Focus:
Amalgam – For the purpose of using higher grade equipment, all Amalgam are considered to have one level higher of the skill Demolitions than their total card set. If the Amalgam has zero uses of the skill, they are considered to have zero and not one.

Homo prognatus animali, “animalborn”

Animal legends are unquestionably the oldest primogenitors of all human wonder. Long before humanity
developed a sense of self beyond instinctual survival, it had to contend with the knowledge that there was
something out there, something quite real and tangible and better at what it did than any human could ever hope
to be. Better runners, better hunters, better swimmers, and even creatures that fly… it’s a simple thing to see
why humanity would choose to praise, worship, and dream the concept of animal nature. With the coming of the
Watershed Event, the animal traits that some humans identify with at a spiritual level have begun to manifest in
the DNA of the metahumans, creating a Pillar that is as unifying as it is exceptionally diverse – the Chimera.
Common Aspects: Chimera really only have one single thing exclusively in common: they are metahumans that
have combined human and an individual animal’s DNA into a new being. Every Chimera is unique, even among
members of the same “species:” no two lupine Chimeras will be precisely the same, let alone a lupine compared
to a piscine. Because of this incredible amount of variance, Chimeras tend to cluster together into “packs” or
“herds” even between “species” that might otherwise not get along, in order to preserve some sort of social
structure among others who understand exactly what it means to be an animal.

Kith: “Keen Tooth.”
The Kith are Chimera whose souls have been touched with the marks of the animal they are
closest to. They behave as humans do, but with traits commonly associated with their totemic animal; canine
Kith are fiercely devoted to family, for example, or a feline Kith might be an aloof, solitary hunter. While Kith are touched by different animals, they retain a certain respect for the comfort and familiarity of the Chimera as a
whole group; to the Kith, the Chimera are more family than any other family they may have ever known.

Kin: “Wild Mind.”
Kin are the bridge between man and animal – part of the same family, but not entirely sharing
the same soul. A Kin’s relationship with its human nature can be likened to an especially intelligent animal, like a dog or a crow. Kin operate largely on instinct, living as a wild thing, but capable of being guided and taught and reminded of things half forgotten. A Kin can be trained or even train themselves to stand at the side of “civilized” humans and metahumans, but there will always be a yearning to return to the freedom and chaos of instinctual life; conversely, a Kin that has given themselves over to wildness will always look down at their thumbs and into their unsettlingly human reflections and know that they are not truly at home.

Kind: “Beast Spirit.”
The Kind are the penumbra of nature, skirting the edge of civilization as the last frontier
between humanity and the dark jungles beyond. Whereas a normal human might occasionally receive flashes
of instinct from their “animal brain,” the Kind are the opposite; humanity is a distant, long-quelled vestige that
occasionally interrupts their feral instinct. Kind understand intuitively that they are altogether something more
than animal and more than human; they are the pinnacle of natural evolution, shaped into the best of all possible
worlds, and only among themselves do they find their equals and rivals.

Kith – Kith appear mostly human, with traces of their animal lineage clearly visible in small amounts; most
commonly in the form of ears, tails, or claws. The clothing they wear tends to accentuate and showcase pride
and affiliation with their Chimeric heritage, and often will incorporate clan or tribal symbolism as decided among
the Kith’s Chimera pack. Kith favor weaponry that allows for maximum compatibility with their “species” and its
means of attack and defense – predators wield short, dangerous weapons, and prey hold their foes at a distance.

Kin – Kin are clearly animalistic at a distance, but not fully animal shaped; their eyes, facial features, and exposed skin reveal their natures, which can best be represented through makeup and small prosthetics. Kin undergo
costuming changes that suit the needs of their immediate surroundings. Among other metahumans, Kin will dress
in SCGs and corporate or religious affiliation clothing. Among their own kind, Kin tend to dress as minimally as is
appropriate for weather and propriety. In either case, Kin are loath to go without weapon in hand, mistrustful of
all who do not share their unique and lonely experience.

Kind – Kind are absolutely the classic example of lycanthropy or anthropomorphism in the flesh. They are fully
furred or scaled as is appropriate to their “species.” The only traits they share with their human ancestors are
bipedalism, opposable thumbs, and the keen light of intelligence shining behind their bestial eyes. Kind armor
themselves when necessary, clothe themselves when required, and otherwise ornament themselves with
mementos of their distant human lives and reminders of their tribe, pack, and family.

Mechanical Focus:
Chimera - For the purpose of using higher grade equipment, all Chimera are considered to have one level higher
of the skill Hand to Hand than their total card set. If the Chimera has zero uses of the skill, they are considered to have zero and not one.

Homo prognatus extrarius, “outerborn”

It is no accident that humanity’s concept of “heaven” involves looking up beyond the sun and into the
glittering depths of a quadrillion stars. For as long as there has been religion, there has been wonder about beings from beyond the ken of mankind: Do they exist? Are they the messengers of God, or do they seek to do us harm? Do they notice us at all? The Eternaborne are the legacy of those which come from beyond the stars. Highly
religious and faithful to their metahuman origins, they are the root of the Spires. They toil in places where magic
grows in order to join Earth with the heavens above – although it is unlikely that any heaven beyond the horizon is
any kind of paradise.

Voyager: “Wide Eyed.”
A Voyager is exactly that – a metahuman on the beginning stages of a journey into knowledge and understanding far beyond the scope of mere humanity and the shackles of Earth. Alien beings from other realms, angels and demons from the other side of death, and the great, crawling unknowable creatures sleeping beneath the darkest places in the oceans and the crust of the planet are all sources of wisdom for a Voyager eager to join their earthly vessel to the great souls of the stars. Most Voyagers, steeped in the arcane and the occult, have shed their sanity in lesser or greater degrees, as their human-like brains struggle to come to grips with the awesome and terrible truths of the depths of the universe.

Xenosapient: “All Seeing.”
Xenosapients bridge the gap between the clay of the Earth and the mysteries of the stars, and their bodies and minds echo the truths they embody. A Xenosapient still appears human, but somehow inhuman – elongated features, impossibly large or unearthly shaped eyes, or redundant pieces of human or animal body that repeat themselves like a biological overflow error. Xenosapients strive for greater knowledge and are known for obsessive fixation; they are at peace with the things they learn and the changes being made to their ever-more-alien bodies, but by no earthly metric could they be considered sane.

Starspawn: “Broken Horizon.”
Starspawn are the ultimate realization of the stars aligning and the release of magic into what was once a rational and definable world. To look upon a Starspawn is to watch reality splinter like light through a prism; to listen to one speak is to hear the words of creation, scrawled upon the soul and understood without ever having learned the language. Starspawn have bodies more suited for other worlds – squamous and tentacular, bulbous and wildly-colored, winged and finned and mouthed. It is scarcely possible to command the will of a Starspawn away from its servitude to the Spires and the realms beyond; one can merely hope that they happen to leave progress in their wake.

Common Aspects:
The Eternaborne are deeply and fundamentally religious, and share an inhuman focus on what lies beyond. To them, the Spires and their teachings are not “faith” – they are absolute, measurable facts, whispered to their souls from somewhere deep in their DNA. Their bodies and minds are extraterrestrial in nature, and they glide through the world as if it were merely a dream. It is speculated that an Eternaborne’s body is in some way extradimensional and unknowable to human and metahuman minds; what one sees when looking upon an Eternaborne is the brain’s attempt to make visual sense of the untranslatable nonsense that is the outer reaches of the universe.

Voyager – Voyagers are almost indistinguishable from normal humans, both in terms of appearance and
temperament. The primary distinguishing characteristics of a Voyager are a keen intellect and a desire for wisdom
and knowledge, and an obsession with learning and preaching the “truth,” whatever that truth might be. A person
attempting to describe a Voyager would almost certainly focus on describing the face and head: bright, wide eyes,
tall forehead, thin cheekbones, full lips. Looking at a Voyager is looking past their flesh, directly at their soul. This can be represented through makeup, hair color, and contact lenses that appear striking but not inhuman.

Xenosapient – A Xenosapient is clearly delineated from their other Eternaborne brethren by remaining human,
but somehow “more human than human.” Sometimes, they take the form of alien beings, with domed foreheads,
unearthly, elongated limbs, and enormous black eyes; otherwise, they appear to be seraphic, with third eyes,
wings, and glowing or even flaming limbs. Xenosapients should continue the theme of being face and headoriented,
especially to distinguish themselves from other Pillars that also have wings or multiple human body
parts. Clothing that depicts and celebrates the Spire or Spires that the Xenosapient celebrates are extremely

Starspawn – More than any other Pillar, and any other sub-category, the Starspawn appear to be actual monsters.
Starspawn’s bodies reflect the fact that their origins are not of this Earth – the fact that they are at all bipedal and humanoid is the only vestige of their human DNA that remains under a morass of parts meant for the bottom of the ocean, the crawling darkness beneath the surface, or the icy depths of outer space. Tentacles, fins, many mouths, lack of eyes, or even biomechanical apparatuses like wheels might make up any individual Starspawn, but each is unique – after all, there are many more places in the universe that are not on Earth than there are places that are on Earth.

Mechanical Focus:
Eternaborne - For the purpose of using higher grade equipment, all Eternaborne are considered to have one
level higher of the skill Piloting than their total card set. If the Eternaborne has zero uses of the skill, they are considered to have zero and not one.

Homo prognatus gigas, “giantborn”

Giantkin are the direct descendants of the Giants of old – massive, often colossal men and women who,
in every human culture, built legend and myth around themselves simply by existing. They are the most “human”
of the Pillar metahumans, and throughout history have stayed close to humanity, forging modern tall tales by
virtue of being who they are.

Ogre: “Bone Breakers.”
Tattooed and clad in intimidating clothing that emphasizes their sheer physicality, ogres
bear outlandish, eye-catching hairstyles and/or piercings. They are boisterous and loud, and naturally draw others
to their lead by sheer force of personality. Ogres are the most “human” of all of the Pillar metahumans, with very
little in the way of physical difference other than sheer size or strength.

Goliath: “Mountain Movers.”
They wear little in the way of clothing, preferring simple outfits that are easy to
move around in. Goliaths have exaggerated human features that tend toward bestial, ape-like ugliness, like a
stereotypical “caveman.” They represent the concept of humanity as savage predators, who revel in the ferocity
of battle and disdain the trappings of civility. Goliaths are more at home tearing flesh from bones over a hastily
erected bonfire than surrounding themselves with walls, warmth, and other, weaker people.

Titan: “Earth Shakers.”
Walking gods as understood by primitive people. These beings consider themselves to
be the harbingers of the earth’s will and expect to be worshipped by their lesser (everyone). Titans are chimeric
in form, often beautiful in appearance, and are all the more terrible and otherworldly for it. Titans exist for a
Purpose, whatever that purpose may be, and they can and will do everything in their power to accomplish their

Common Aspects:
All giantkin revolve their lives around the concept of “largeness,” meant in a metaphysical
sense, and will fill a room with their will and personality. They naturally take to being the center of attention (or creating that attention in the first place), and make excellent, charismatic leaders. They are connected to the
concept of chaos and destruction as a primeval force, and feel that making the earth move with their deeds is a
highly spiritual, internalized calling. To a giantkin, “largeness” is a binary absolute that transcends physical size – one either is, or is not, a giant.

Ogre – Clothing and accessories that emphasize strength and size, either through athleticism, strength, or sheer
girth. Ogres accentuate their SCG with spikes, chains, skulls, and ostentatious colors that demand attention and
awe. They will go “all or none” when it comes to armor: either they will drown themselves in heavy armor and
become walking tanks, or they will deliberately bare their flesh to the enemy, daring them to even try to harm
them. Though they have relatively little in the way of physical mutation from human standards, almost all ogres
have tattoos, piercings, fierce brows and piercing, intimidating eyes.

Goliath – Goliath favor pared-down and rudimentary SCG, rudely patched and usually bloodstained and unclean,
meant only to keep them warm in the winter and dry in the rain. Goliaths are “caveman-like” in appearance, with
craggy brows, bulbous noses, knobby hands, and most especially large fangs or tusks that jut out from their lips.
They are the most monstrous of the Giantkin.

Titan – Modern or near-future renditions of “classical” looking garb, especially the kind that deliberately evokes the image of a Greek, Roman, or Hindu god. In fact, it wouldn’t be unusual for onlookers to assume that Zeus himself had donned combat armor and taken up an assault rifle. Titans have striking skin colors like gray, blue, red, or gold, and always have multiples or odd numbers of one or more human features – eyes, limbs, or even heads.

Mechanical Focus:
Giantkin - For the purpose of using higher grade equipment, all Giantkin are considered to have one level higher of
the skill Shield-Large than their total card set. If the Giantkin has zero uses of the skill, they are considered to have zero and not one.

Homo prognatus mortuum, “deathborn”

Humanity’s fear of death and the great unknown has long been matched with horror stories about
monsters that never quite made it to the other side, or worse, came back. Grisly revulsion creeps into the throat
and chills the spine when encountering images, scenarios, or deeds that the mind understands to be “unnatural”
– corpses that move, and men who eat the flesh of men. The dark magic of suggestion inherent in ritualized and
societal terror has crept into the bodies and souls of certain humans with a dark bent, and twisted them and their
progeny into the loathsome Mortuskin. Fortunately for the Mortuskin, the Lost Territories provide haven and
opportunity for every sort of monster willing to brave their dangers.

Hungerer: “Blood Drinkers.”
As still as the freshly dead, Hungerers cling to vestiges of a “normal” human life. The
intense silence of no longer hearing one’s own blood rushing through the vessels of the ears and the gripping
chill of skin that no longer carries the warmth of life weighs upon the minds of the Hungerers, and they reach out
with a frenzied fervor toward what they perceive as the very best pleasures of the living. Surrounding themselves
with living people and the trappings of a normal life, they drink deeply of life’s finest things – food, drink, sex, and revelry – but the darkest of the damned give in to the temptations of vampirism.

Mortus Shelled: “Flesh Eaters.”
Ghoulish and ghastly, the Mortus Shelled have sloughed off the fetters of life and
embraced their deathly nature to its fullest extent. A Mortus Shelled’s body is a ruined wreck of open wounds,
visible bone, and broken, fang-like teeth, and they make a mockery of life’s peculiarities and pleasures. Perversion, corruption, and destruction of social norms are sources of pleasure and fascination, and ruining a person’s carefully-built life is almost as sweet as stripping the flesh from their shattered corpse immediately afterward.

Brokenkind: “Spirit Tasters.”
The Brokenkind retain no remaining shreds of humanity; they are the wretched
form of walking death itself, taken shape before the eyes of the living as the personification of a nightmare. A
Brokenkind walks the earth solely to feast upon its life and transform it into death; they swallow magic to sustain
their forms, stir chaos like an anthill underfoot to observe the results, and dole out cruelty and kindness in equal measure, all to absorb the psychic and emotional energy from those touched by their icy hand. Even the mightiest of the living learn to fear those who walk beyond Death.

Common Aspects:
Mortuskin are not truly “undead” in the sense of having died and been restored to life, for that
description aptly depicts just about any metahuman who operates in the Lost Territories. Instead, all Mortuskin
share aspects of unlife that persist beyond having the body restored. Cold skin, broken or rotting flesh, a distaste for food coupled with a hunger for life itself, and a certain familiarity with the macabre, the supernatural, and the wicked bolster and empower the Mortuskin in ways that even other metahumans cannot or will not attempt to emulate.

Hungerer – Pale, ashen skin, pointed teeth, and sunken eyes dominate the appearance of a Hungerer; they should
look cold to the touch and bloodless. They wear standard SCG, but accentuate their clothes with finery and wellmaintained or extravagant equipment. They also prefer elegant, rich shades in their clothing. More than any other metahumans, Hungerers are attached to food, drink, and drugs, and often have these things on their person.
Blood stains on the mouth are common, if distasteful.

Mortus Shelled – Pared-down SCG that allows observers to see the extent of the ruination of their bodies. Mortus
Shelled want to be observed for the monsters they are – torn clothing with bloody gashes or spilled entrails,
jagged and bloodstained teeth, and eyes that have filmed over or even gone missing are common and reveled in.
Many Mortus Shelled add punk accessories to their outfits, such as spikes, leather, and band patches that reflect
their “screw the living” attitudes.

Brokenkind – Brokenkind should be obviously and quite visibly “terrible and unliving” in appearance: fully skeletal
when visible beneath clothing, or otherwise glowing, ghostly and transparent. Brokenkind wear clothing that
enhances their preferred means of drawing emotion from the living – veils, robes, and intimidating or enticing
garments that demand the fascinated attention of a potential source. The more easily a Brokenkind can be seen to
be a true phantasm, the better.

Mechanical Focus:
Mortuskin - For the purpose of using higher grade equipment, all Mortuskin are considered to have one level
higher of the skill Firearms than their total card set. If the Mortukin has zero uses of the skill, they are considered to have zero and not one.

Homo prognatus silvestris, “wildborn”

Long before an English philologist cemented his specific concept of elves, dwarves, and fairy folk into popular culture, human culture had given those names to the things that went bump in the night as means of explaining unfamiliar and often-terrifying phenomena in their world. Wild, dark, primeval and as cruel as nature itself, the Underfolk draw their lineage from the ancient “elves” and “fairies” that stalked the darkness just beyond the campfire, waiting for humanity to let its guard down and be preyed upon.

Spriteling: “Wild Minded.”
Wild and primal souls shelled in an almost-human frame, Spritelings are odd and out of place in the modern, corporate world following the Watershed Event, and they feel that oddness deep in their spirits. A spriteling is a creature of idiosyncrasies and strange rituals, and although their talents may be useful, their company can be trying for creatures more in tune with civilized life. A Spriteling is most at home when they are in the field, among their own kind or alone with nature.

Goblyn: “Chaos Born.”
Goblyns are obviously Different, and revel in the out-of-place nature of their chaotic and savage spirits. Sometimes hideously ugly, sometimes ethereally beautiful, and always lurking in the dim darkness at the edge of society and consciousness alike, Goblyns take what they want when they want it, and are rarely squeamish about leaving behind only tears, rage, and bloodstains.

Sylvan: “Burning Soul.”
They are the embodiments of the primeval heart of nature itself, walking among lesser beings without care for the obstacles in their way. Sylvans represent magic as it pours forth from the things not understood in nature, and each Sylvan is themselves a patron of some aspect of nature itself, whether that is an animal, a tree, or a concept. Sylvans do not hide behind masks and have little patience for mortal affairs; they seek only to gather power and knowledge, and thereby become ever more of an embodiment of nature and their aspect of it.

Common Aspects:
Underfolk revel in wild mystery, and their natures are often capricious, cruel, and covetous. They tend to stay out of sight, preferring to keep to themselves or to their own kind, and treat intrusion on their private affairs with absolutely no mercy. Underfolk are sometimes physically small or even frail in stature, but do not lack in martial prowess. Most Underfolk, especially those that stray farther along the monstrous end of their Pillar, possess an inherent and innate gift for the channeling of aether into magic.

SpritelingStandard SCG with alterations that shroud the body or alter its appearance, like cloaks, baggy clothing, and heavy scarves. Camouflaging colors like dark greens, blues, greys, and traditional military camo are preferred. Spritelings wear or carry fetishes and tokens, like bones, crystals, feathers, and old coins, and each item carried has a personal significance that rarely shares commonality with another Spriteling. Spritelings appear human, but may have a touch of wildness about them, most commonly in the form of pointed, elf-like ears.

Goblyn More often than not, clad in skins, fur, and raw leather on top of modern military clothing, or often stained with old blood. Goblyns have long, pointed ears, unnaturally colored eyes, and small pointed or curled horns, and they frequently grow fur on their arms and legs. Cloven hooves in place of feet are not unheard of. They would feel far more out of place without fresh meat to gnaw or a bone to chew and pick their teeth with, and trophies from the strange and outlandish creatures they have slain and eaten are prolific.

SylvanSylvans are obviously otherworldly at even the most token of glances. Most commonly, a Sylvan’s form blends animal and plant parts into a humanoid form, such as deer antlers and vines or flowers blooming from pale, ghostly skin, or elongated, deer-like faces with black, eyeless sockets and bark for skin. They are not obviously any specific animal, unlike a Chimera – they instead should appear to be the walking embodiment of the entire concept of “animal.” Clothing is an afterthought to a sylvan unless any particular article of clothing holds special significance to any specific sylvan. (Please use good judgment and wear clothing that is appropriate for the weather, good taste, and decency.)


Mechanical Focus:
Underfolk - For the purpose of using higher grade equipment, all Underfolk are considered to have one level higher of the skill Melee – Small than their total card set. If the Underfolk has zero uses of the skill, they are considered to have zero and not one.



Homo prognatus draconis “dragonborn”

No other myth in the history of humanity has had more commonality among the tribes of the world than that of the dragon. Every culture shares legends of massive, serpentine beasts, taking what they want from the land with no regard for lesser creatures save as food or amusement. The Wyrmborne share genetic coding with these shape-changing supernatural creatures. Drakes, dragons, wyrms, and other forms of massive, scaled and clawed beasts are all sub-genus of the origins of the Wyrmborne Pillar.

Naga – “Born of Nobility.”
Regal and polished, Naga are set above the common masses from head to toe. The Naga are the knights of dragonkind, and every move they make is calculated to impress, intimidate, and impel. Naga delight in the thrill of the chase, and making power plays and political or corporate games come as naturally to them as breathing. They are the most humanlike of the Wyrmborne, save for the occasional pointed tooth, clawed finger, or serpentine gesture.

Wyvern – “Master in the Making.”
Wyvern are the gatherers of great wealth, delicious secrets, and devious machinations. Because Wyrmborne believe in meritocracy, and the more draconic a Wyrmborne is the more merit they have, Wyverns are naturally gifted with opportunity and develop a taste for opulence quite readily. Wyvern have a number of pointed teeth, sharpened claws for fingers, serpent-colored flesh, and occasionally slotted or serpent eyes.

Behemoth – “The Great Beasts.”
A Behemoth is nothing short of a true dragon, walking among lesser mortals in the shape of a man. Exquisitely dressed and polished, these manipulative social engineers engender global change with massive spheres of influence and pools of opulence. The Behemoth have claws, sharp teeth, serpent eyes, scales, horns, frills, and colorful homes filled with other worldly wealth. There is no higher master of the land than a Behemoth, and everyone who associates with one would do well to bear that in mind or risk the wrath of a dragon.

Common Aspects:
Despite extreme variances in size, shape, and color between one Wyrmborne and the next, all Wyrmborne share two key points of ethos. The first, and most important, is the idea of “being a dragon.” Dragons are the true masters of the world, rulers of magic, and owners of all wealth and power – the more of a dragon one is, the better they are on a fundamental, moral level. Secondly and as corollary: the more power one amasses, the more of a dragon one is. Wyrmborne are natural leaders, and relish the kingly trappings of worldly wealth and power.



Naga – Immaculate clothing, even when wearing basic soldier’s SCG with boots shined, and attention to detail. Splendor and elegance are tools of manipulation and command. Any armor worn will be obviously, ostentatiously expensive, and represents the absolute finest that any country or corporation can buy. Naga are often well-trimmed with coiffed hair – think “presidential,” or perhaps “dictatorial.” Naga are the most human-like of the Wyrmborne, with only the occasional sharpened nail or pointed tooth giving away their inhuman heritage.

Wyvern – Clothed similarly to their Naga brethren, but distinguished from them with clawed fingers, slotted, catlike eyes, pointed carnivore teeth, and serpent-colored skin of brilliant hues. Wyverns revel in their striking features, and display themselves proudly, like strutting peacocks. Material possessions are cherished and hoarded, and it is rare to see a Wyvern without their latest, most fashionable, and likely commercially-sponsored accessories and communication devices.

Behemoth - Absolutely the 0.1%. Clawed, sharp-toothed, with serpentine eyes, and gleaming scales layered over colored skin, along with lizard-like brow ridges, great horns extending from the skull, and sometimes even long serpent tails or vestigial wings. Jewelry and ornamentation are common, as a Behemoth wishes to present themselves as “old money” as possible. A mix of physically imposing and frightening, and existentially awesome – a Behemoth should exude the power to not only tear an aggressor apart physically, but also to dismantle their life, destroy their family, and erase them from existence.

Mechanical Focus:

Wyrmborne - For the purpose of using higher grade equipment, all Wyrmborne are considered to have one level higher of the skill Florentine  than their total card set. If the Wyrmborne has zero uses of the skill, they are considered to have zero and not one.