Kinds & Bloodlines
Last updated
Last updated
The kinds of the Splinterlands are divided into 13 types:
Beastborn: humanoid wild kind.
Colossals: enormous humanoids.
Demifolk: diminutive humanoids.
Draconics: large, powerful saurian-like creatures and those related to them.
Elementals: creatures composed primarily of the elements.
Forged: creatures crafted and given life through artificial means.
Goblinoids: goblins and goblin-like humanoids.
Primes: diverse and adaptable humanoids with relatively short lifespans.
Verdants: sentient flora and fungi.
Wild: animals, plants, and hybrids, typicaly lacking sapience.
Kinds are further divided into various bloodlines and races, each representing distinct ancestral lineages and adaptations. These divisions are marked by physical traits such as hair color, skin color, physique, and innate proficiencies. Scholars believe these distinctions arose through cumulative inherited changes over time, shaped by environment, magic, and culture.
Different kinds and bloodlines are generally incapable of interbreeding, though races within the same bloodline sometimes can.
Transformations are profound alterations that fundamentally change one's nature. Subsequently, they are considered distinct from the thirteen kinds found in the Splinterlands and are classified separately.
Empyreans: creatures native to the .
Feyfolk: magical creatures with a deep connection to nature, native to the or .
Infernals: creatures native to the .
Just as a mountain goat can bound effortless up the sheer cliffs of the , so too can a wild elf soundlessly traverse the forests of the without leaving a trace, while a dark dwarf's magic is drawn from their ancestry.