‘The only way to have a friend is to be one.’
Ralph Waldo Emerson
Spread across the Inspirisles are eight races, or ‘friends’ to the Foundling players.
Populating distinct locations from city to forest, tin mine to tundra, seven of these communities work tirelessly to restore Belief and prevent the collapse of the Inspirisles. Whilst the eighth, an exiled people known as glimmers, refuse to help, sheltered far beneath the surface where the cracks go unseen and the tremors unfelt.
Of the friends, capra and piskies populate the majority of the principle houses, whilst knockers, giantheld and bucca keep largely to themselves. Wyrmbitten are naturally scarce, whereas the number of glows and glimmers dwindle with the war raging ever on.
It is prophesized that a child of Earth will once again take up the sword Caliburn and unite the fey, bringing an end to the war and preventing the destruction of the dual realms.
KNOCKER
(Dwarf)
Inhabiting the mines of the Inspirisles, these solitary creatures are fiercely protective of their dank, inhospitable homes. Forever digging for veins of silver and precious gemstones to adorn anything plain or lifeless, they love the arts as much as they love wealth. Knockers travel great distances to seek an audience with the Inspired, Kilna, believing he is the patron of their race.
Capital: Pengreggi Mine (Cornwall)
Ruler: Atom Cragholm
‘Your first memory was of rock and the constant hammering of metal. Just as you were adjusting to the darkness, something was poured into your eyes, blinding and burning. For three days and nights you cried, unable to see anything but a strange darkness, not a wall of black, but something pulsing with life. Then your world appeared. Hewn rock, gleaming gemstones, carts, buckets, picks and mole-like creatures surrounding your amethyst crib.’
Said to be ancient fey bitten by the first of the wyrms, these noble reptilian creatures were forever searching for clues to their mysterious past. With the return of their ancestors, many wyrmbitten now feel lost and purposeless, while others hope to earn the favour of their revered descendants.
Mention a wyrmbitten’s missing tail and expect to earn yourself a sworn enemy.
Capital: Shedscale Plateaux (North)
Ruler: Surissa Halftail
‘Your first memory was of steam and a desperate thirst. Just as you were adjusting to the heat, something was poured into your mouth, thick and acidic. For three days and nights you cried, unable to drink anything. Where was the milk of the breast you so desperately craved? Then sustenance came. But it was more of the black liquid, only now it tasted wonderful. Drinking too much, you belched a tiny cone of flames, nearly singing the hairs of the snake-like creatures surrounding your scale crib.’
GLIMMER
(Drow)
These wingless outcasts of the Inspirisles were once glows. Most seek to destroy their suntouched cousins, while the few wish reconciliation and a return to the surface of their youth. Abandoning magic long ago, they now rely solely on cold-iron weapons to destroy their enemies.
Capital: Dweomite Caverns (Starless)
Ruler: Vane Mithdragil
‘Your first memory was of dancing blue lights and terrifying echoes. Just as you were adjusting to the darkness, something was clamped around your neck, tight and cold against your soft skin. For three days and nights you cried, barely able to move your head to drink. Then you were released, but only long enough to join the other newborns in a prison surrounded by creatures with sharp, glowing eyes.’
GLOW
(Aasimar)
Lawmakers to all who inhabit the Inspirisles, before Prince Silvane’s recklessness, these highborn fey were considered the wisest of the friends. Now they must end a savage war to restore the respect they have lost. By organising Dusting excursions to Earth, glows contribute the most Belief to the roots of the World Willow.
Capital: Glowing Court (Midlands)
Ruler: Queen Oona Mithdragil
‘Your first memory was of sunlight and the rush of air against your cheek. Just as you were adjusting to the brightness, something was poured over your hands, warm and tingling. For three days and nights you cried, unable to move your fingers to block the sun from your eyes. Then sensation returned and with it, a strange feeling in your palms. Leaning over your golden crib was an angelic creature with wings spread wide.’
CAPRA
(Lightfoot Halfling)
Typically homebodies, these practical creatures populate the urban districts of the Inspirisles. Their numbers make up every merchant, moneylender and innkeeper you are ever likely to meet. They can also be fierce warriors when called upon… especially with the threat of trollkind at their borders. Capra are constantly discovering new ways to use Belief and harness its properties.
Capital: Weldspa City (SE)
Ruler: Delbos Dunderlin III
‘Your first memory was of incense and an exchange of raised voices. Just as you were adjusting to the noise, something was pulled up over your head, the material tickling your skin from head to toes. For three days and nights you cried, your normally chubby arms and hands alarmingly invisible beneath the cloth. Then it was pulled away, restoring your limbs and revealing a goat-like creature with a long braided beard.’
PISKIE
(Rock Gnome)
Inhabiting the stone circles and dolmens of the Inspirisles, you’ll find these inquisitive creatures tinkering with rare materials salvaged from Dustingexcursions to Earth. Blending them with magic, Piskie inventions are as wondrous as they are dangerous. Mercenary Piskie’s have been known to forge cold-iron weapons for glimmers.
Capital: Pooka Barrow (Ireland)
Ruler: Joanna Whistlefoot
‘Your first memory was of whirring cogs and metal sparks. Just as you were adjusting to the chaos, something was placed between your tiny fingers, a miniature hammer you struggled to grip. For three days and nights you cried, the tool returning to your hand as soon as it was dropped. Then you held it still and the green-skinned creature beside your leafy crib smiled.’
GIANTHELD
(Goliath)
Raised in tribal society, these strapping creatures are known as the ‘Gifts of Cormelian’, said to have been shaped by the mother of Giants when she could not bare children. Lone giantheld are a rare sight, but occasionally a tribe member will be sent to learn the ways of civilised fey.
Capital: Hoarfang Crevasse (Scotland)
Ruler: Chief Otto Grimknuckle
‘Your first memory was of icicles falling to your lips and the howling wind. Just as you were adjusting to the cold, something prodded your shoulder. For three days and nights you cried as a inked pattern began to form on your skin. Then it was finished and the huge bear-like creature stood to admire her design, casting her colossal shadow over your stone crib.’
BUCCA
(Triton)
Closely related to merfolk and selkies, these creatures differ by being as at home on land as in the sea. For this reason, they are expected to guard against underwater threats from the Starless. Their loyalty has faded in recent times and many now forsake their duties for the deep reefs of the ocean.
Capital: Bent Trident Basin (Welch coast)
Ruler: Yara Tal
‘Your first memory was of crashing waves and salt on your tongue. Just as you were adjusting to the taste, your head was pushed underwater and kept there until the last bubble escaped. For three days and nights you cried, anticipating another submersion and struggle for breath. But when the time came, your chest no longer burned and you could focus on the fish-like creature floating above your clamshell crib.’