Frostkin
Rune-marked hunters who read the aurora and ride the last mammoths.
EMBERKIN
From the ice-bound Frostkin to the volcanic Cinderguard, each tribe of Embermoor has forged its own way to keep the cold at bay. Pick your kin, master their fire-craft, and shape how your story ends.
Playable Tribes
Home Biomes
Tribe-Specific Fire-Tools
Every tribe brings a distinct playstyle, a home biome, and a philosophy on survival. Here's a first look at the founding four you'll meet on day one.
Rune-marked hunters who read the aurora and ride the last mammoths.
Jungle-bonded mystics whose markings glow with the magma beneath their feet.
Scarred wanderers who carry fire between dying tribes and broken lands.
Forge-born defenders who turn volcanic ruin into unbreakable armor.
The Frostkin have survived twelve generations in the harshest biome in Embermoor by trusting nothing but ice, bone, and each other. They read the aurora like a map and speak to the last mammoths as kin, not cargo.
Grown from the bioluminescent jungles above Embermoor's last magma veins, the Rootborn believe the world's remaining heat is sacred and must be shared, not hoarded. Their masks glow brighter the closer they stand to true fire.
No fixed home, no fixed sun. The Ashwalkers carry a single torch across every biome in Embermoor, trading stories, embers, and secrets between tribes who would otherwise never speak. Some call them traitors. Others call them the last hope.
Forged in the heat of Embermoor's last active volcano, the Cinderguard turn raw ruin into armor no frost can crack. They are the wall between the dying sun and everyone who shelters behind them.