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Iron Psalm

For the new arrival

Who you might be

Iron Psalm has 30 playable kindreds: five human and twenty-five other peoples of the world. This page is the menu.

Two groups

The five human kindreds are the most numerous people in the world by far, organised more by how their lineages live than by where their borders run. A Drifting trader from one kingdom and a Drifting smith from another have more in common than the kings of either place will admit.

The twenty-five other peoples are sapient lineages that evolved beside humans — different bodies, different niches, different cultures, but people. A typical member of any of them weighs about the same as a typical human and walks the world in the same way. The famous goblin-king and the elder vampire scholar are unusual individuals, not the typical case.

Both groups play by the same rules. The difference is mostly about who treats you as people.

The five human kindreds

  1. Human

    Drifting

    the Wandering Kind, the Many, the Common Kind, the Unmarked

    Manner
    Short-lived, fertile, mobile. No specialised niche; fluent across cultures.
    Body
    Humanoid, medium. The most variable body of the five — general-purpose by design.
    Found in
    Temperate, mixed, urban, agricultural. The world’s largest population.

    Best for players who want to be everybody’s neighbour. Picks up new trades fast; dies fast. The default if you don’t yet know what you want.

  2. Human

    Enduring

    the Frost-Marked, the Pale Folk, the Snow-Sworn, the Long-Patient

    Manner
    Slow metabolism, deep memory, distrust of haste, indifference to discomfort.
    Body
    Humanoid, medium. Pale or weather-darkened; slow-aging; cold-immune; reduced fertility.
    Found in
    Polar latitudes, sparse-substrate steppe, high tundra. The great north and great south.

    Best for players who want to outlast trouble rather than outfight it. Long-lived; oral memory; sharp readers of weather, season, and omen.

  3. Human

    Working

    the Stone-Folk, the Lode-Blooded, the Stay-Sworn, the Deep-Skinned

    Manner
    Dense flesh, long-lived, physically hardy, slow-spoken. Mastery accrued across generations.
    Body
    Humanoid, medium and dense. The world’s deepest craft traditions; isolationist by reflex.
    Found in
    Mountain, high-elevation bedrock, ore-rich regions, the deep crust.

    Best for players who want to master a craft over centuries. Hard to harm; slow to admit outsiders; their guilds run for generations without dissolving.

  4. Human

    Speaking

    the Sun-Tongued, the Bright-Voiced, the Sun-Burned, the Long-Throated

    Manner
    Vocally gifted, ritual leadership, ordering the collective by the saying of the word.
    Body
    Humanoid, medium and slim. Heat-tolerant; short-lived by human standards.
    Found in
    Equatorial belt, tropical latitudes, dense and warm populations.

    Best for players who want to lead a cult, run a court, or unmake a kingdom with a speech. Brilliant; unmissable in a room; more priests per capita than any other human kindred.

  5. Human

    Crossing

    the Tide-Folk, the Shore-Sworn, the Wave-Kin, the Between

    Manner
    Threshold-living: life at boundaries, carrying memory across the breaks that destroy other lineages.
    Body
    Humanoid, medium and lean. Webbed extremities, semi-aquatic, excellent navigators.
    Found in
    Coastal, tide-zone, estuary, archipelago. Boundary regions in general.

    Best for players who want to live at the edges and outlast every kingdom that thought to absorb them. Nomadic-coastal; diplomatically fluent; carriers of long memory across the breaks of history.

Other peoples of the world

Twenty-five kindreds, grouped here by how they live. None of these are monsters in any sense the word usefully serves. Some are at war with their human neighbours. Others are diplomatic partners. Most are simply busy with their own lives.

Hunters of forest and range

The four-legged peers of the deep forest and the great-bodied predators of the mountain niches.

  1. Wolf-Kin

    the Pack-Sworn, the Lupines, the Old Hunters of the Wood

    Body · Mammal-quadruped, medium. No hands; speaks human languages with effort.

    Best for players who want pack-loyalty, instinct-driven combat, and a body that cannot wield tools. Honour-bound; absolute in their loyalties.

  2. Pardine

    the Great-Cats, the Pride-Folk

    Body · Mammal-quadruped, large. Great-cat counterpart to the Wolf-Kin.

    Best for players who want apex predator at solo or small-pride scale. Higher lethality per individual; lower numbers; less politically organised than the Wolf-Kin.

  3. Lizardfolk

    the Saurians, the Hot-Blooded

    Body · Reptilian, saurian-bipedal, medium. Scaled; tool-using.

    Best for players who want a tool-using scaled body with stone-craft and rough rune-work. Swamp and jungle niches; a controlled hypermetabolism ritual lets them function in cold.

  4. Ogres

    the Great-Brute, the Mountain-Eater

    Body · Humanoid, large, solitary. Cousin to the giants of folk-tale; smaller and less dignified.

    Best for players who want to be large, simple, and peaceful so long as they are fed. Mountain and cave niches; brutish; not stupid, merely uninterested in talk.

Tribal peoples and warband cultures

Organised non-human polities whose numbers and discipline make them peers, not pests, of the kingdoms they share borders with.

  1. Goblins

    the Small-Tribes, the Hill-Crowd

    Body · Humanoid, small. Marginal-land tribal.

    Best for players who want to start as outsiders, in marginal land, with few friends in high places and long memories for slights.

  2. Hobgoblins

    the High-Tribe, the Order-Goblins

    Body · Humanoid, medium. Militant cousin of the Goblins.

    Best for players who want military discipline and a tradition of vassalising the careless. The orderly cousin of the Goblins; raid-and-rule cultures.

  3. Orcs

    the Warrior-Tribe, the War-Sworn

    Body · Humanoid, medium, warrior-build.

    Best for players who want a warrior-culture peer to the human kingdoms. Plain dealing; less patient with euphemism. Not the bestial sub-humans of folk-tale.

  4. Mantids

    the Hive-Folk, the Mantis-Folk

    Body · Insectile, medium. Hive-organised with worker, soldier, and breeder castes.

    Best for players who want to belong to a hive whose individual voice does not matter. Diplomacy goes through the matriarch; the hive is the polity.

The cousins who wear our shape

Old kindreds that have lived as humans for so long that few mortals can pick one out, and that sometimes cannot pick themselves out either.

  1. Higher Vampires

    the Old Cousins, the Long-Lived

    Body · Humanoid, medium, mimic. Adopts human form; may not remember the original.

    Best for players who want to live human-passing lives for centuries, often unaware of their own kind. Hard to identify; harder to convict.

  2. Dopplers

    the Mirror-Folk, the Borrowed-Face

    Body · Chimeric shape-shifter. Loose-form sapient that adopts a target’s body.

    Best for players who want to wear borrowed faces — sometimes deliberately, sometimes by long unconscious drift. Rarer and more deliberate than the Higher Vampires.

The watchers and the long-lived

Slow, ancient kindreds who prefer to wait at the edges of mortal events and to act only when certain.

  1. Naga

    the Coiled, the Long-Wise, the Serpent-Folk

    Body · Reptilian, serpentine, large. Cave- or ruin-dwelling.

    Best for players who want centuries of patience, ancient languages, and a body that trades information for warmth and older information. Will outwait you.

  2. Harpies

    the Wing-Folk, the Cliff-Born

    Body · Chimeric, winged-humanoid. Cliff-dwelling.

    Best for players who want flight, loyalty as an individual rather than as a faction, and a reputation worse than the members usually deserve.

  3. Roc-Kin

    the Great-Birds, the Peak-Sworn

    Body · Avian. Sapient great-eagles of the highest peaks.

    Best for players who want to play a rare great-eagle that speaks human languages with difficulty. Slow to action, decisive when acting. Some kingdoms hold ancient pacts with their lineages.

  4. Centaurs

    the Horse-Kin, the Plain-Sworn

    Body · Chimeric, horse-humanoid. Open-plains herd-organised.

    Best for players who want to play guards or guides of long migration routes. Long lineage-memory; politically neutral by default; devastating when crossed.

Peoples of the sea

Two kindreds that live where the surface kingdoms cannot follow.

  1. Merfolk

    the Sea-People, the Tide-Cousins

    Body · Aquatic, humanoid-above and piscine-below.

    Best for players who want to be the parallel humans know best — political, mercantile, ancient treaties with coastal kingdoms. Not the romantic figure of mariner-song.

  2. The Drowned

    the Deep-City, the Abyssal

    Body · Aquatic, cephalopod or abyssal-piscine. Multi-limbed or long-bodied.

    Best for players who want to play something genuinely alien. Deep-ocean cities humans have never seen; indifferent to surface politics; old, slow, internally rich.

The small folk and the in-between

Kindreds that live in the margins of mortal attention — the walls of cities, the hedges of fields, the storm-edge places.

  1. Trolls

    the Bridge-Sworn, the Slow-Healing

    Body · Humanoid, large, regenerating. Swamp and cave dwellers.

    Best for players who want regenerative biology, solitary patience, and to be misunderstood as monsters. Wounds close; limbs regrow; the bridge-troll is usually a peaceful elder.

  2. Mousekin

    the Little-Folk, the Wall-Kin

    Body · Mammal-quadruped, small. Mouse-bodied, paw-using, wears simple clothes.

    Best for players who want to be small, fast, brave, and overlooked. Lives in human walls and barns; runs the messenger-network most cities pretend not to have; weak in direct combat.

  3. Hedgekin

    the Spine-Folk, the Hedge-Wise

    Body · Mammal-quadruped, small. Solitary, spined, slow.

    Best for players who want a hermit-sage body with deep plant-knowledge. Answers questions only after the asker has waited longer than they planned to.

  4. Maskkin

    the Mask-Folk, the Hand-Thieves

    Body · Mammal-quadruped, small. Raccoon-bodied, urban-edge dwellers.

    Best for players who want to broker among the trades that prefer not to use their own names. Peace-of-the-table everywhere; invited officially nowhere.

  5. Foxkin

    the Russet-Folk, the Long-Tail

    Body · Mammal-quadruped, small. Fox-bodied, fast, cunning.

    Best for players who want to be the fox of folk-tale. Fast, cunning, hard to bind to oaths once given. Their stories turn around their teller.

  6. Wisps

    the Night-Lights, the Boundary-Things

    Body · Incorporeal. Partial-substance.

    Best for players who want to play partial-substance — light and motion as their language, mostly mute, indifferent to most polities. Storm-fronts and the moments before; old boundary-places.

The underfolk

The kindreds whose home is below the worked stone — miners, trap-makers, warren-cities, and the metal-shelled craftsfolk of the deep galleries.

  1. Kobolds

    the Small-Saurian, the Trap-Makers

    Body · Reptilian, small, saurian. Subterranean.

    Best for players who want to build no chamber without a trap. Subterranean miners, clan-organised, technologically inventive. This is policy, not paranoia.

  2. Burrowkin

    the Long-Ear, the Warren-Folk

    Body · Mammal-quadruped, small. Rabbit-bodied.

    Best for players who want a warren-sapient with elections, runner-castes, and farmer-treaties. Fast on the ground; well-organised below it.

  3. Scarab-Folk

    the Beetle-Smiths, the Metal-Shelled

    Body · Insectile, medium. Subterranean; beetle-coded.

    Best for players who want shells of grown metal as inherited technique. The most metallurgically sophisticated of the insectile peoples; calculates carry on the geological time-scale.

What you will not start as

Older and stranger kindreds walk the world — the dragons and the great wyrms, the fair-folk of still woods and wandering roads, the giants of the high places, the silent tree-folk, the standing-folk who weather into stone, and stranger things still in the deep that careful scholars do not put names to.

You will not begin as one of these. The world contains them anyway. What a long life and the right work might in time turn a person into is a question the world will answer in its own time.

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