Races of Aimsir



Small and furry humanoids who resemble different species of rodent.  Even though the Rodentkin are different races, they consider themselves cousins and share both a language and a reverence for Afance, The Great Beaver.

Available in Race Pack 1: Rodentkin




The rat-like Longtails live primarily in human cities. and are the most familiar of the Rodentkin.  Longtails cultivate broad communities and collect aquaintances, and always seem to have a "contact" no matter where they go. 



The smallest race found regularly in Aimsir, Sandhoppers' desert homes have pushed them to value adaptation and flexibility.   The courageous micefolk hope to distinguish themselves enough to earn the right to wear a sacred Majdi mark upon their fur. 

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The largest of the Rodentkin, the capybara-riding Stoutbottom resemble humanoid guinea pigs.  They are renowned across Aimsir for their friendliness, unfailing optimism, and curiosity.

Back to Aimsir


The wall between the material plane and Arcadia, the realm of the fey, is thin in Aimsir and many fey make the continent their home.  The Visitors are fey races who have permanently migrated to the mundane world.

Available in Race Pack 2: Visitors

Ban Sidi

Blessed with a powerful scream, Ban Sidi are masters of the magic of sound.  This race of charmers and rogues crave adventure and excitement and measure the success of their lives by how famous they can become.



These fey are made of stone and born from living rocks called Motherstones.   Aimsir's newest residents, the Molagan are refugees fleeing a genocidal enemy by dragging their Motherstones behind them. 



Due to their affinity for negative energy and strange appearance, Trow prefer to live in high places.   Their moutainside cities and great towers stretch towards the sky, where the Trow believe their efforts will finally be rewarded.

Back to Aimsir

The Titans

Along with the Rodentkin, the Titans are the original inhabitants of the continent of Aimsir.  The Titans are large, powerful being who resemble predatory animals.

Coming in Fall 2017/Winter 2018

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Displaced by humans in ancient times, gnoll society is divided into two primary factions.  The city-dwelling Ridu live among humans, fighting prejudice to find a place in the world.  Habadaku gnolls live in the wilderness, where they hunt and plan revenge against humanity.

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The mighty bearfolk make their home in harsh northern climates. After their shamans experienced visions of a terrifying apocalypse, the Kontio have been obsessed with preparing for the disaster and struggle to maintain their honor in the face of desperation.

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Once rulers of a mighty empire, the reptillian Sizleek long for the days when the environment of Aimsir was more to their liking.  Cunning and patient, the great Bask-clans of the Sizleek plot for influence, ancient knowledge, and the way to return the world to their ccontrol

Back to Aimsir


Aimsir is home to an abundance of life, the follow includes Humans and related sub-species, as well as the races of Eastern Aimsir's Forbidden Moor.

Coming in 2018

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The most populous race in Aimsir, humans have varied cultural and ethnic groups.  Human cultures range from the dragon-worshiping Bearndrakena in the north, the hedonistic Gentish, and the urbane Mondecoroni who once-mighty empire is a shadow of its former self.

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As much a religious order as a race, the Elan are artificially created from psychic energy that grants them immortality at the cost of their memories.  The schools of the Order of Elan look to understand magic by studying the living beings that fuel it.

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For reasons that remain a mystery, some humans are born with souls that contain the memories and knowledge of the deceased.  These "patchwork souls" grant soklelek great power, but also unpredictable drawbacks and mental instability.

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The Forbidden Moor

Centuries ago, this swamp and its population of small races (the longtail subrace Lygota, frog-like Anura, owl-headed Strig, insectoid Vespoi, and mischevious brownies) were cut off from contact with the rest of the continent by a magical barrier. Now, that barrier is weakening and the denizens of the Forbidden Moor are learning just how different the lands of the "Lumbering Folk" really are.