Skip to content

Species & Cultures

The peoples of Dheghom are inheritors, their lives defined by the crumbling monuments and bitter epics of a world long past its golden age. They are born into multi-generational wars over grievances whose origins are now myth, and bound by duties to gods who have gone silent or twisted into monsters. They now toil in factories fueled by debt and new forms of power, a servitude that merely replaces the old. In a world defined by such legacies, there are no chosen ones or grand destinies; there is only the stubborn refusal to be the final generation in a long twilight.

Species Lineage Nation Possessive Capital
Broman Cyclopian Baleros Baleran Ostiros
Fomorian Khunland Khunish Gizar
Kapre Gialar Gialaran Thuon
Ogre Gane Ganite Brisgar
Oni Kimara Kimaran Narai
Floran Ellyllon Tytherin Tythish Alany
Lutin Acadiana Acadien Keolarus
Tengu Sharasa Sharasan Teshi
Tonttu Tuinleas Tuinlean Tutbuton
Human Askaran Askara Askaran Jarah
Avenarian Avenar Avenarian Agos
Bethunian Bethune Bethunian Bellegrad
Ibunese Ibunor Ibunese Ibunor
Marcian Marcia Marcian Kavesk
Luzan Aos Sí Ryhoreiral Ryhoreish Inveleral
Daoine Sí Brynnalyn Brynnish Killan
Thalan Dwergar Kazak Kazaki Azare Kazak
Dwergar Korath Korathi Kizar Korath
Powrie Keld Keldic Jewold
Zwerge Steinlund Steinlunder Thormouth

Otherworldly Origin

The divine seals that protect Dheghom are failing. In places where the barrier between worlds has worn thin, rifts can tear open, pulling creatures (or even entire communities) from other realms. These planar breaches are rare and unpredictable, but they are a known, if terrifying, fact of life in the current age. With your GM's permission, you can create a character who is one of these otherworldly arrivals. This origin can explain your choice of a lineage not commonly found in Dheghom (such as orcs, gnomes, or tieflings) and provides a rich foundation for your personal story.

Before you finalize your character, you must answer a fundamental question about your arrival, which will shape your entire experience. Work with your GM to decide:

Were you a solo arrival? You were pulled through a rift alone. You are a true outsider, a living anomaly with no connection to this world's history or people. Your goals may revolve around finding a way home, discovering if any others like you exist, or simply surviving in a world that is not your own.

Did you arrive with a group? You came to Dheghom as part of a larger group (a family, a military unit, or perhaps an entire village) that was displaced by a single, catastrophic event. You now live as part of a small, isolated enclave of your people, struggling to preserve your culture and survive in a foreign land. Your goals are likely tied to the protection and prosperity of your community.