The Blood of Dawnwalker, an upcoming RPG from developer Rebel Wolves, is set to feature a cast of fantasy races that deviate significantly from established tropes. Instead of relying on elves and dwarves, the game's world of Vale Sangora will introduce players to unique species inspired by folklore and original concepts.
One such race is the Sanzhana, described as impish creatures resembling a blend of moths and small humans. These beings possess a peculiar fascination with teeth, foraging them from corpses and even bartering for them. Creative director Mateusz Tomaszkiewicz explained that the Sanzhana's unique traits tie into the game's central time-bending mechanics. "They allow you to play with the time limit," Tomaszkiewicz revealed, referencing myths where pixies possess time-manipulating abilities. This feature aims to introduce unexpected systemic interactions and hidden secrets within the game's heavily time-based systems.
In contrast to the Sanzhana's whimsical nature, the Uriashi are a race of towering, beast-like humanoids who have only recently revealed themselves to humanity. Having survived near-extinction in a past age, they inhabit remote mountain regions, actively concealing their settlements through natural means like triggering small avalanches. Their culture is depicted as conservative, with a strong desire to maintain their traditions. "They live high up in the mountains in places that were inaccessible to humans," stated narrative director Jakub Szamalek. "They actually ensure that they are inaccessible, they'd cause a tiny little avalanche to make sure that their secrets are kept safe."
The Uriashi also present unique linguistic challenges, as they struggle with human languages due to their vocal structures. While often mistaken for unintelligent beings, Szamalek emphasized their underlying sophistication. Their interaction with magic, however, is significant, offering Coen, the protagonist, new abilities. The game's magic system eschews traditional elemental spells for a darker, voodoo-like approach that requires the sacrifice of blood to channel cosmic powers. "There are no fireballs, there are no lightning bolts, there's no elemental magic in the D&D sense of the word," Szamalek explained. "It's more like dark voodoo arts."
Rebel Wolves is also reimagining classic fantasy creatures, including kobolds. Their interpretation presents them as dark, chittering goblins that inhabit caves and mines. These creatures are sentient but impulsive, greedy, and vicious, with a tendency to voice their thoughts aloud, making them unpredictable yet potentially exploitable in dialogue. "They're the nasty little creeps that live in caves and mines," Szamalek said. "They are sentient, but they're difficult to talk with."
The Blood of Dawnwalker aims to populate its world with a diverse array of creatures beyond these examples, promising players a journey filled with unique cultures and encounters that move beyond typical fantasy conventions.