Races

Every adventure in Adrullan begins at home.

Four peoples call the east of Adrullan home, from the Ogres of the frozen north to the Elves of the far south. Each has its own settlements, its own old grudges, and its own idea of a proper meal.

Where you are born decides who greets you at the gate, what schools are available to you, and which neighbours would rather you stay home.

Where you begin

Eastern Region of Adrullan

Every adventurer starts somewhere. Point at a town to see who calls it home, or pick one to jump straight to its people.

Tug’yak Zug, Chieftain of Osgul
Tug’yak ZugChieftain of Osgul

The Frostfall Foothills

Ogres

To smash is to breathe.

Ogres believe they were the first thinking people in Adrullan, and the Dwarves are welcome to argue it to their faces. Their ancestors raised shrines to Rajdo in warm and fruitful lands. Then Rajdo left, the cold swept in, and the Ogres stayed.

The cold made a people of clans, brawls and hot springs. A chieftain leads until another clan beats him for the job, and the old chief becomes an elder. Ogres waste few words, settle their quarrels in the Beat Down Pit, and rally together against the many folk of Adrullan who revile them.

Begin as

  • Warrior
  • Hex-Knight
  • Monk
  • Shaman
  • Beastwarden

The Ogre capital

Osgul

Osgul is a grand fastness on the frigid plains of the northeast, built within the Stormbreak Ridge and focused around the Beat Down Pit. No portcullis could do a finer job.

The Split Skull Brigade keeps the peace with its fists, the Frostfright Knights keep their oaths to Mortas and Zegrath, and the Glacier Gazers hum to ancient pillars of ice. When the day is done, the Ivory & Elixir pours Gurshak mead under a mammoth’s skull. There is wisdom to be found here, and treasure, if you can stomach the cold.

Fangwarden Bra’zug

Where Beastwardens begin

Frostborne Village

A village carved straight into a glacier at the edge of the Frostfall Glacierlands. The Frostborne revere the old ice that the Coalition would rather quarry, and their first settlers paid for this place in famine.

The Fangwardens guard the village and know the gokra better than anyone. They fight them. Sometimes they kill them. They respect them. Osgul and Frostborne sprang from the same spring, and there is still some harshness there.

Fangwarden Bra’zug, guard of Frostborne Village

Derek OvMiller, Mayor of Willowbrook
Derek OvMillerMayor of Willowbrook

The Ardent Vale

Halflings

Business comes second to dessert.

Halflings, or Vale Folk, make their homes in the rolling hills of the Ardent Vale. Long ago three tribes shared the Vale and could not stand one another. Before a battle, Thornwise gave all three the very same mask. Nobody could tell friend from foe, so they laughed and made peace under a willow by the brook.

They strive for peace and a balanced eight-meal day, from First Bite to Afterbites. Then the Ogres came down from the mountains hungry for a snack and burned the first Willowbrook. The Halflings dug in, fought back and took their home again, and that fighting spirit never left.

Begin as

  • Warrior
  • Druid
  • Ranger
  • Bard
  • Rogue

The Halfling capital

Willowbrook

A sleepy town on the surface and a party underneath. Willowbrook sits on the brook among farms, dairies and round green doors, while the tunnels of Underbrook run between the hills below.

The Tunnel Runners train its Warriors, the Celebrants its Bards, and the Root Readers tend the old stones of Mistledew Island. The town guard will tell you, proudly, that Willowbrook has been Ogre-free for 125 years.

Where Rangers begin

Dunnock Hills

On the eastern front of the Vale, the Hillwatchers keep their towers. They watch over the hills. They do not sleep or live inside them, which makes them odd company for Halflings.

Halfling Rangers learn the trade here, watching for threats from the north and the south. Recruits with an interest in ants do especially well.

Guard Rolin, Gate guard of Leont
Guard RolinGate guard of Leont

Cape Corvus and the Pineyearn

Humans

There are few trails Humans cannot tread.

Humans are the world’s great all-rounders, equally at home with sword, bow or spell. Their refuge is Leont, perched atop Cape Corvus and fed by the Fellwood Plains, a proud city that sings about itself in its own taverns. It stands by the grace of Alder’s wisdom and the strength of Rajdo’s flame, or so the anthem goes.

Leont’s story is about fear. The Steel Lions learn to stand against it. Others, deep under the streets, learn to use it. Newcomers love the city. The longer you stay, the more complicated that love gets.

Begin as

  • Warrior
  • Wizard
  • Hex-Knight
  • Druid
  • Monk
  • Summoner
  • Ranger
  • Bard
  • Necromancer
  • Cleric
  • War-Wizard
  • Enchanter
  • Paladin
  • Rogue
  • Beastwarden

The Human capital

Leont

Steel Lions drill in their barracks, the Temple of Alder raises Clerics and Paladins, and the Tempest Academy tower trains Leont’s mages. Down at the wharf the fleet comes and goes, the Strand does business nobody asks about, and the Monastery of the Serene Shore keeps its monks and its brew.

Past the walls, the dead of Harbourview Hamlet do not stay buried.

Falkyn Fellgrove

Where Rangers, Druids and Beastwardens begin

Greenwood Cover

Deep in the Pineyearn Forest, on the shore of Greenwood Lake, sits a refuge for folk who would rather live in balance with nature. Leont rangers founded it after a betrayal at Fort Felwynn, and the traitors still roam the woods as Mosstroopers.

Rangers keep their lodge on the lake, Druids gather at the forest’s oldest tree, and Beastwardens work out of the wooden stalls. Locals call it the Cover. Everyone else calls it Stick City.

Falkyn Fellgrove, Ranger of Greenwood Cover

A Necromancer of the Dark Pact

Where Hex-Knights and Necromancers begin

Down Below

Unknown to the folk above, the disciples of Grixius the Whisper keep a secret town deep in the bowels of the Leont sewers. You get in by the well or the city run-off, past skeletal guardians.

The Dark Pact banks its cold gold with Ledgerman Blackquil, and the Chapel of Grixius is never short of prayers. The Mayor says there is nothing in his city he doesn’t know about. He may be right.

A Necromancer of the Dark Pact

Sentinel Thalendros, Gate guard of Solendris
Sentinel ThalendrosGate guard of Solendris

The far south

Elves

Unity through perseverance.

Survivors of the Great Calamity, the Elves of Solendris live under a strict way of life. Four hundred years ago a green star fell on their city, killed the royal house and brought on the Withering. Solendris has stood in autumn ever since. The Elves call it a beautiful decay, and a daily reminder of their mistakes.

Seeing themselves as the Divine Stewards of Magic, the Elves keep the arcane arts close, and their Ministries of Peace, Truth and Arcane Affairs make sure nothing like the Calamity happens again. The gates are open now. They are also watched.

Begin as

  • Wizard
  • Summoner
  • Cleric
  • War-Wizard
  • Enchanter
  • Paladin
  • Rogue

The Elven city

Solendris

Elegant, dignified and certainly embattled. Judicators raise the city’s Clerics and Paladins, Inquisitors train its Enchanters, and the Arcane Legion drills its War-Wizards. A memorial of four wizards holding back the falling star honours the Elves who died containing the Withering. Nobody carved their names.

Beyond the walls wait the Withering-touched lands and the orcs of Bloodstone Gorge. Come and see the scars of elven hubris for yourself.

Still to come

More of Adrullan is on its way

Adrullan is being built east to west. The Dwarves, Trolls and Gnomes of the middle lands come next, then the peoples of the far west.

  • The middle lands

    DwarfTrollGnome

  • The far west

    WildemanDryadDjinnAshkin

  • Across every region

    Half-Elf

Adrullan is in pre-alpha and changing fast. Starting cities and class choices may shift from one patch to the next.