The peoples of the Vale.
Seven peoples share the broken country of Valenfeld, each shaped by where they were born and what the Sundering did to their blood. Your race is a permanent choice — it tilts your attributes, your resistances, and how every faction in the world first reads you. Here is the concept art behind all seven.
The Asheni
Old blood of the ashGrey-skinned, ember-eyed old blood of the Vale — kin to the fallen Vallen Imperium and the wandering Urshilaku. The Sundering is written into them: ash in the skin, the Note in the marrow.


The Vyr
They hear the Note plainlyTall, pale echo-kin born hearing the whole broken chord where others catch only a name on the wind. They built the Listening College and tune echo-crystal the rest must fumble with — but the gift wears the body thin.


The Stoneborn
Trust metal over magicShort, broad, deep-voiced folk of the Northern Rampart who quarry the bones of the dead Imperium. They trust worked metal over any spell — the Note slides off granite, and off them.


Humankind
Rootless and quietly luckyThe latecomers — settlers, sellswords, and ledger-clerks drawn by the dead Imperium's silver, plus the hard river-folk of the Northern Reach. Rootless, adaptable, and lucky.

The Korl
Cold can't touch themThe big folk of the high passes, a head and shoulders over any settled man, older stock than the Imperium that tried to wall them out. Cold doesn't touch them; fine spellwork mostly defeats them.


The Hessk
They breathe the green waterScaled, cold-blooded folk of the drowned valley who breathe the green water of the Mirrenmere as easily as air. The drowned shrines hold no terror for a people who can sit on the bottom and wait.


The Reshi
Born seeing in the darkTawny-furred, night-eyed caravan folk who came up the southern roads with the salt and the silk and never quite left. They keep the long roads and the quiet trade, and see in the dark by birth.

