1. Vows of War
  2. Races
Eight playable races

The races of Vows of War

Four races fight for the Concord and four for the Scarred Dominion. Your race decides where your story starts and which classes you can learn, and it never changes.

A Concord Human warden in a long blue-and-gold field coat, lantern raised, at a timber watch gate on the Greenreach frontier at dusk.
Concord

Human

Humans are the most numerous folk on both sides of the Sundersea, and in the Concord they are its practical backbone: farmers, traders, caravan drivers and road wardens.

A Concord Human’s story starts in Greenreach, a woodland frontier where the East Road has gone quiet, two caravans are overdue and the last wagon came home with arrows in its boards.

Faction
Concord
Starts in
Greenreach
Homeland
Greenreach and the Concord heartland
Height
about 5 ft 11 in
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Shifter, Accordant

Humans can learn every Concord class, including the Accordant.

Concord

Voren

Voren are stone-wrights and smiths built on a mountain’s scale: well over seven feet tall, with granite-grey skin veined with minerals and pale crystal growing at the shoulders, forearms and knuckles.

Their craft raised Caelmont from the mountain, and when the war ended their ancestors spent their last great working mending the shattered earth. Voren characters begin in Greenreach, beside the Concord’s Humans.

Faction
Concord
Starts in
Greenreach
Homeland
Stonewake Vale
Height
about 7 ft 7 in
Classes
Warrior, Ranger, Channeler, Accordant

Built for the front line and the long haul: Warrior, Ranger, Channeler or Accordant.

A towering Voren stone-wright with granite-grey skin and pale crystal clusters at his shoulders, a mason’s hammer over his shoulder, on a quarry terrace beneath a half-built wall.
A slender Thaeli with a seedpod-shaped heartwood head, glowing green eyes and a small living canopy growing from its crown, standing among grown-root homes and waterfalls.
Concord

Thaeli

The Thaeli are forest-bonded wardens who grow their homes, stairs and bridges instead of building them. They have seedpod-shaped heartwood skulls, glowing green eyes, leaf-fan fronds where ears would be and a small living canopy on the crown.

When the war ended, the Thaeli spent their last great working restoring living things. Today a Thaeli elder sits as the Concord’s High Sovereign. Thaeli begin in Rootwake Glade, where the old trees are tended like family.

Faction
Concord
Starts in
Rootwake Glade
Homeland
Rootwake Glade and the Dawnweave Commons
Height
about 6 ft 9 in
Classes
Warrior, Ranger, Rogue, Channeler, Shifter, Accordant

The only Concord race besides Humans who can become a Shifter.

Concord

Solmara

Blue-skinned scholars of light, tide and oath, with long fin-like ears and points of light along the temples like a star map. The Solmara keep the temple and archives of Caelmont.

Long ago the Solmara moved the sea itself, and they swore never to work the water again. Their oath is short: watch the water, never work it, write what it did. Solmara begin in Tideglass Reach, a harbor of pale stone and brass tide instruments.

Faction
Concord
Starts in
Tideglass Reach
Homeland
Tideglass Reach
Height
about 6 ft 2 in
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Accordant

With Humans, the only Concord race that can learn all three casting classes: Arcanist, Channeler and Occultist.

A Solmara scholar with sea-glass blue skin, long fin-like ears and star-points glowing at her temples, holding a brass armillary above a harbor of pale spires at twilight.
A Dominion Human foreman in a soot-grey and iron-red riveted coat, war hammer in hand, before a volcanic works town of girders, cranes and forge light.
Scarred Dominion

Dominion Human

Dominion Humans share their ancestors with the Concord’s Humans; the two split apart during the war. Generations of hard country made them function-first: riveted coats, plain speech and little patience for ceremony.

The Iron Regent who rules Scarhold is human, as most have been. A Dominion Human’s story starts in Cinderwake Hollow, a works town of girders, lifts and orchard terraces built inside a caldera.

Faction
Scarred Dominion
Starts in
Cinderwake Hollow
Homeland
Cinderwake Hollow and the Dominion heartland
Height
about 5 ft 11 in
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Shifter, Forgestorm

Dominion Humans can learn every Dominion class, including the Forgestorm.

Scarred Dominion

Kaldreth

The Kaldreth are a fire-forged race: tall, lean and sharp-featured, with dark glassy obsidian skin webbed by glowing ember cracks and hair that moves like smoke or low flame.

They are blunt, competitive and quick to anger, and they settle things face to face, in contests with rules. Earn a Kaldreth’s loyalty and it lasts. Kaldreth begin among the clans of the Ashen Crucible.

Faction
Scarred Dominion
Starts in
Ashen Crucible
Homeland
The Ashen Crucible
Height
about 6 ft 6 in
Classes
Warrior, Ranger, Rogue, Arcanist, Occultist, Shifter, Forgestorm

The Dominion’s only race that cannot become a Channeler; every other path is open.

A Kaldreth duelist with obsidian skin webbed by glowing ember cracks and hair like smoke and flame, a curved blade held low on a volcanic upland at dusk.
A small periwinkle-skinned Vantik with huge golden eyes and tall ears leaping from a sea cliff, translucent membranes spread from wrist to hip, rookery platforms behind.
Scarred Dominion

Vantik

The Vantik are windkin: small and quick, with huge pale-gold eyes, tall ears, windswept tufts and translucent membranes that run from wrist to hip. Their ancestors quenched the last firestorms of the war.

The war split their homeland in two. Galehook, a rookery of decks and cloth on white sea cliffs, is the half they still hold; the other lies somewhere across the Sundersea. Vantik begin in the Galehook Rookeries.

Faction
Scarred Dominion
Starts in
Galehook Rookeries
Homeland
Galehook Rookeries
Height
about 3 ft 7 in
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Shifter, Forgestorm

Vantik wings bring racial gifts: Wingstep, a longer dodge; Featherfall, to glide down long drops; Tailwind, a burst of speed for the party; and Windways, to ride Galehook’s updrafts.

Scarred Dominion

Kovar

The Kovar are not native to Dorenvar. They are the last of a people from the dying world Kovareth: smooth metallic skin traced with glowing seams, molten-gold eyes and a calm, deliberate manner.

Metalwork is close to faith for them, and many inlay metal into old scars to mark a passage or a loss. They can sense worked metal and ore almost as a second sense. Kovar begin in Cinderwake Hollow, and their hall in Scarhold, the Vaultworks, carries real weight in the Dominion.

Faction
Scarred Dominion
Starts in
Cinderwake Hollow
Homeland
Upper Ferrum
Height
about 5 ft 11 in
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Forgestorm

Every Dominion class but the Shifter is open to the Kovar.

A Kovar sage with pale pewter metallic skin traced by glowing cyan seams and molten-gold eyes, in cream-and-gold wraps, holding a slender staff in a hall of gold metalwork.
Races and classes

Which race can play which class?

Warrior and Ranger are open to every race. The Accordant belongs to the Concord and the Forgestorm to the Dominion. Choose your race and class together in the character creator.

RaceWarriorRangerRogueArcanistChannelerOccultistShifterAccordantForgestorm
Human◆◆◆◆◆◆◆◆·
Voren◆◆··◆··◆·
Thaeli◆◆◆·◆·◆◆·
Solmara◆◆◆◆◆◆·◆·
Dominion Human◆◆◆◆◆◆◆·◆
Kaldreth◆◆◆◆·◆◆·◆
Vantik◆◆◆◆◆·◆·◆
Kovar◆◆◆◆◆◆··◆

Read about every class

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