Rulebook

Peoples of Alm

The varied creatures who populate the world of Escarnum, including new faces and old favourites.

Abilen

Gentle, civilised catfolk descended from savage beasts

Awakened

Aberrant humans sensitive to psionics and emotions

Bannyr

Big-hearted giantkin, hardy and belligerent

Drow

Descendants of darkness, forgotten but never gone

Eladrin

Insular aristocrats who value honour and tradition

Elf

Children of the feywild, descendants of a race long forgotten

Equitarn

Stoic equine giants violently displaced from their traditional home

Felbraug

Diminutive rat-folk with an inherent psionic gift

Gnoll

Mightiest of the beast-kin, the former rulers of Alm

Gremblin (Almish Goblin)

Pint-sized scroungers, full of community spirit

Human

Created beings unsure of their identity or purpose

Jotun (Fey Troll)

Proud fey infused with the spirit of the wilds

Kobold

Small but tenacious, proud warriors and pioneers of invention

Mor (Almish Orc)

Monstrous soldiers, made for a war that never came

Realm

Versatile and popular, children of all people and of none

Soratami (Ancestral Eladrin)

Ancient eladrin who live aloft on a floating island

Wilderskin

Shapeshifting hunters, echoes of primal beast and primal fey

Wu-kan

Fearless treeborne acrobatics, perpetually optimistic

Feats

New feats available for characters in Escarnum.

Lands of Escarnum

Continents, nations, and important regions you can find in the Escarnum setting.

Almish Mainland

Ashar

Beasthome

Brandeis

Calanshae

Deepwood

Faradh

Ikana

Kaash

Okarthel

The Grasslands

The Three Kingdoms

Aurion

Kalyvas

Tenebrae

Almish Islands and Outliers

Independence

Iskaldr

Rannveig

Sorairo

The Rogue Isles

Other Continents

Aethys

Parosea

The World of Escarnum

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