25 of them. Each carries one passive and one thing it is plainly best at — Coldharrow is a human village, and everything else in the roster walked there from somewhere.
Coldharrow is a human village and has been for nine generations. Humans are the line the valley was built by: unremarkable in every direction and unusually hard to specialise against.
Strongest in a straight fight, and the only lineage that carries an extra ability into it.
Human Lineage — Strongest in a straight fight, and the only lineage that carries an extra ability into it.
Treeline people, and the reason Coldharrow's bowyers are worth the walk. Sylvani measure a problem in paces before they measure it in anything else.
The archer's lineage: the best Finesse in the roster, and ground costs them less.
Sylvani Lineage — The archer's lineage: the best Finesse in the roster, and ground costs them less.
Night-adapted and quietly everywhere. Duskkin custom covers exactly as much face as duskkin custom requires, and no more.
Acts earliest in the round, and shrugs off the arcane.
Duskkin Lineage — Acts earliest in the round, and shrugs off the arcane.
Somewhere far enough back that nobody living can name it, a foundry took an interest in a bloodline. Emberkin run warm, and fire has never much liked them either way.
Fire barely touches them, and they carry the Spirit to throw it back. The cold is a different conversation.
Emberkin Lineage — Fire barely touches them, and they carry the Spirit to throw it back. The cold is a different conversation.
Cut from the quarry country east of the Drowned Stair. Stoneborn are shorter than the valley expects and considerably harder to move.
The most vitality in the roster and the best physical resistance. Slower for it.
Stoneborn Lineage — The most vitality in the roster and the best physical resistance. Slower for it, and very hard to finish off.
Fen-born, from the wet ground below the last bend. Marshkin have never once been poisoned by anything the valley grows.
Effectively immune to venom, and quick over bad ground.
Marshkin Lineage — Effectively immune to venom, and quick over bad ground.
Valley-born with treeline in the face. Trusted by neither side and used by both.
Half Human, half Sylvani: the middle of both lines, and it counts as either when anything asks.
Halfsylvan Lineage — Half Human, half Sylvani: the middle of both lines, and it counts as either when anything asks.
Human hours, duskkin eyes. Sleeps badly and notices everything.
Half Human, half Duskkin: the middle of both lines, and it counts as either when anything asks.
Duskblood Lineage — Half Human, half Duskkin: the middle of both lines, and it counts as either when anything asks.
Runs a degree warm and has been asked about it since childhood.
Half Human, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Ashblood Lineage — Half Human, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Built low and wide, and disinclined to explain it.
Half Human, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Halfstone Lineage — Half Human, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
From the wet end of the terraces, where the village stops looking.
Half Human, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Fenblood Lineage — Half Human, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Treeline patience with duskkin timing. An unkind combination to be hunted by.
Half Sylvani, half Duskkin: the middle of both lines, and it counts as either when anything asks.
Nightsylvan Lineage — Half Sylvani, half Duskkin: the middle of both lines, and it counts as either when anything asks.
Green wood that has already been through a fire and did not mind.
Half Sylvani, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Emberwild Lineage — Half Sylvani, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Slow to move and slower to be moved, with an archer's hands.
Half Sylvani, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Rootstone Lineage — Half Sylvani, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Grew up between the treeline and the water, and belongs to whichever is nearer.
Half Sylvani, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Reedborn Lineage — Half Sylvani, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Dark, and warm to stand beside. People remember the second part.
Half Duskkin, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Cinderdusk Lineage — Half Duskkin, half Emberkin: the middle of both lines, and it counts as either when anything asks.
Quarry-dark. Comfortable underground and unbothered by the lack of sky.
Half Duskkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Deepdusk Lineage — Half Duskkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Comes out of standing water without a sound and without a mark.
Half Duskkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Silt-Shade Lineage — Half Duskkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Slag and granite. Whatever made the Emberkin got hold of a quarry line too.
Half Emberkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Forgeblood Lineage — Half Emberkin, half Stoneborn: the middle of both lines, and it counts as either when anything asks.
Fen water and foundry heat, and the argument between them never settled.
Half Emberkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Steamblood Lineage — Half Emberkin, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Quarried out of wet ground, which is a slower and more stubborn business.
Half Stoneborn, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Silthewn Lineage — Half Stoneborn, half Marshkin: the middle of both lines, and it counts as either when anything asks.
Few, disciplined, heavy, and carrying grave-iron. Not seen since the Great War, and not seen raiding now either -- they are moving, in order, away from the mountain.
Numerous, scavengers, and the only source of firepowder in the valley. They fight with terrain and traps and lose badly one-on-one.
What the valley grows on its own: marsh lurkers, ash-hounds, and whatever the treeline has been keeping.
The grave-terraces do not always stay settled. What comes back is cold, patient and stronger than the size of it suggests.