Unlike most settings, most playable character races are functionally human, and are referred to as such.


The stats for humans found in the Player’s Handbook are appropriate for most of the the populace from the Council Lands and the Ahmin Empire.

The bulk of the Summerfolk population are dark skinned people, though the population of the council lands is quite diverse. Prior to the tumult, the Summerfolk were engaged in a broad trade network spanning most of the world.

Human Traits
Human character use the following variant rules:
Ability Score Increase: Increase one ability score of your choice by 2, and the rest by 1.
Languages: Common and one other of your choice.
Skills: You gain proficiency in one skill of your choice, in addition to the skills provided by your class and background.


Long lived humans who would be called elves in other settings are relatively common on the continent. Most common are half-elves. Descendants of nobles and common-folk intermixing, they are quite common among the middle and working classes, and even in high society.

The elven lineage on the continent traces largely from the winterlands, and are strongly associated with the old noble clans dating to before even the Ahmin conquest.

Wood Elf

Common folk of the winterlands. They are common enough throughout the continent, although they are most common in the dreaming kingdoms.

High Elf

Primarily members of the powerful witch-clans of the winterlands, or descendants of the old indigenous noble families from the rest of the continent.

Dark Elf

Many members of the witchlord families have ashen, black or even blue skin, and are more comfortable navigating their dark woodlands by night than by day. They are rarely referred to as dark elves, however.

Pureblood Ahmn

Most Ahmn are no different from the average human, but the hereditary blessing of the Skyfather is still strong in some children.
Pureblood Ahmn traits
Ability Score Increase: Increase your Dexterity score by 2, and one other ability score by 1
Skills: You gain proficiency in one skill of your choice.
Eagle Eye: Ahmn are blessed with exceptionally keen vision. In bright light, they can clearly discern details at twice the distance of normal humans. Ahmn have advantage on Wisdom (Perception) and Intelligence (Investigation) checks for perception and investigation in bright light.
Skyfather’s Boon: Pureblood Ahmn are born with a pair of feathered wings. Although the wings are not large or strong enough for the Ahmn to fly, they may glide over short distances. As long as the Ahmn is conscious and their wings are free and unbound they receive the following benefits:

  • When falling, a conscious Ahmn take 1d6 damage for every 20 feet they fall, instead of for every 10 feet they fall. They take normal falling damage if they are unconscious or otherwise unable to spread their wings to slow their descent.
  • Ahmn may jump twice as far, and half again as high as normal humans.
  • An Ahmn has advantage on Dexterity checks made to maintain balance.
  • The wings grant the Ahmn a limited ability to maneuver and change course while jumping or in free fall. Doing so may require Strength or Dexterity checks, depending on the complexity and difficulty of the maneuver.
    Bird Lore: As part of their kinship with birds, most Ahmn grow up familiarizing themselves with birds and their calls. Although they cannot communicate, Ahmn have advantage on Ability checks related to handling birds, identifying them, and recognizing and understanding bird calls.
    Languages: Common and one extra language of your choice.
    Height: Same as half-elf
    Weight: Same as high elf.
    Same as humans, otherwise.


The dwarven clans are descended from the indigenous people of the continent. Long-lived mountain and hill folk.

Those close to their heritage are a peaceful and patient sort, with a strong tradition of craftsmanship. They are a nomadic people, although their settlements may last for decades while they work on their crafts. Although they are not hostile to outsiders, they maintain a comfortable distance with them. Close enough to establish trade, but true friendships are rare.

There are dwarves firmly integrated with other civilizations however. Within the old ahmin empire, they were treated as an artisan caste, and became some of the greatest weaponsmiths and armorers in the world. As the empire crumbles, these craftsmen are some of the few who remember when the old skylords still had their wings.


Proud and mighty descendants of dragons. Their people descend from the dragon lords from across the south western sea, and are close allies of the summer empire. Traditionally most dragonborn who sailed across the sea were members of a wealthy noble warrior caste, swearing fealty to the empress and commanding her legions. Though they traditionally follow their own draconic interpretation of the path, they are highly honored within the summerfolk society and are regularly adorned in the finest silk and jewelry.

Since the armies settled on the continent, some of the dragonborn have splintered off and become petty warlords or mercenaries. Those still loyal to the empire and their homeland tend to view these splinter groups as abominations to be destroyed.


Those born in hex-zones are marked for life by dark magic, and shunned by most as harbingers of ill fortune. Their skin takes on unnatural hues, their eyes may glow and their features are often unnatural. The most well known of tieflings are the remnants of a fallen kingdom that once rebelled the Ahmin empire, and was destroyed when their magic turned against them. As the Ahmin legacy fades to a mere memory, though, the stigma of their failed rebellion is twisted into the stuff of fairy tales.


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