Lineages
The lineages described here arise from thousands of years of interbreeding between humans and non-humans, shaping the modern population of Enigma into a diverse and complex tapestry of ancestry. Although remnants of these origins may still appear in subtle physical traits, cultural associations, and societal perceptions, these lineages are no longer distinct species. Instead, they represent the natural evolution of a world where barriers between peoples have long since blurred.
In Enigma, lineage is a narrative tool rather than a mechanical framework. This allows players to explore their character's ancestry, cultural background, and personal identity without restricting gameplay options. While lineages may influence a character's appearance, societal perceptions, and unspoken expectations, they do not dictate abilities, strengths, or limitations. Each individual is shaped by their experiences, choices, and ambitions. Whether they embrace the traits associated with their lineage, reject them outright, or forge a unique path that navigates between those expectations.
Many residents of Enigma exhibit signs of their lineage, while some have mixed heritage that incorporates various influences, reflecting generations of intertwined bloodlines in Nexus City. A character may primarily identify with one lineage yet still display subtle traits from another, using this blend to create a more intricate personal story. Alternatively, a player may choose to forgo a specific lineage altogether, creating a character who appears fully human in a world where many bear the marks of their ancestors. Regardless of the player's path, lineage is a flexible roleplaying element that adds depth without imposing rigid boundaries.
Bestial
Bestial are descendants of beings whose blood once mingled with that of scaled, furred, or feathered ancestors. They inherit the legacy of nature's most formidable and adaptable creatures. While they largely resemble humans, they display subtle traits from their lineage, such as slitted pupils, faint scales or feathers, sharper teeth, and natural grace in their movements.
Bestials not only react faster but also perceive the world differently. They can sense tension in the air before a fight erupts, detect approaching danger long before others do, and move with the confidence of creatures built for survival. Some Bestials fully embrace their primal heritage, while others strive to balance their instincts with the structures of civilization. In Nexus City, Bestials are both fascinating and feared. They are valued for their raw physicality and acute senses but are sometimes regarded as too unpredictable or untamed for positions of power.
Chips
Descendants of individuals fused with synthetic life, Chips are the result of the long-dormant combination of nanotechnology, arcanotech symbiosis, and post-human augmentation. Their bodies may display faint, circuit-like patterns beneath the skin, and their voices carry a subtle metallic resonance. Their reflexes function with an unnatural precision, leading some to speculate that their minds can process information faster than the average human. Others assert that they never truly sleep—only power down.
For some, being a Chip means embracing a new frontier, where humanity evolves beyond flesh. For others, it is a curse—an identity that reduces them to machines rather than people. Some rebel against the corporations that built them, seeking to break free from their programming, while others fully embrace their engineered potential, viewing themselves as the future that Nexus City cannot ignore. In Nexus City, Chips are valued and feared—celebrated as cybernetic pioneers yet distrusted for their synthetic connections.
Fair Folk
The Fair Folk are a unique species that emerged from the union of humanity and long-lived intellectual beings who once influenced the world’s art and philosophy. They are characterized by their subtly pointed ears, vibrant or shimmering eyes, and graceful movements, which give them an air of elegance.
Renowned for their artistic talents and sharp minds, Fair Folk often excel as artisans, innovators, and cultural leaders. They skillfully blend an appreciation for beauty with a progressive outlook. In Nexus City, they are viewed as both brilliant and distant—admired for their creativity and insights, yet sometimes seen as dreamers who are too absorbed in their ideals to navigate the city’s harsh realities.
Fallen
Once part of the same lineage as the Halos, the Fallen are the remnants of those whose celestial heritage has been tarnished by rebellion, infernal pacts, or exile from grace. They were never allowed to prove their worth; their fate was decided long before birth. Branded as outcasts and cursed by the sins of their ancestors, the Fallen were denied the privileges granted to their Halo kin.
Some choose to reject the chains of expectation and create their own rules, while others embrace the reputation they were forced to inherit, thriving in the shadows that Nexus City pretends to ignore. In this city, the Fallen are both feared and respected. Their natural charisma opens doors, even as whispered rumors portray them as manipulators or power-seekers—a reminder that some debts never truly disappear. While the Halos embody the weight of expectation, the Fallen symbolize the power of defiance, forging their own paths regardless of the consequences.
Grims
Marked by an unnatural stillness, Grims are individuals whose lineage is connected to death itself. This connection may stem from forgotten rituals, arcane experiments, or an inheritance linked to those who refused to rest. They walk a fine line between the living and the departed. Their skin often feels cool to the touch, their veins appear shadowed like ink beneath the surface, and their presence carries a subtle but undeniable weight. Some say their eyes reflect the gaze of the grave—unblinking and patient.
Grims frequently take on roles that others hesitate to accept, such as handling bodies discarded by the city, investigating the unexplained, or serving as enforcers unafraid of what lies beyond death. Some embrace their connection to the dead, turning it into a source of power, while others struggle against the quiet pull of what lingers in their blood. In Nexus City, Grims occupy an uneasy position in society. Their presence unsettles many, yet they are indispensable for dealing with the city’s darker dealings. To some, they are revenants who should not exist; to others, they represent the last barrier between order and oblivion.
Halos
Once thought to be of the same lineage as the Fallen, Halos are descendants of individuals touched by celestial power who sought to redeem their heritage and shape their own destinies. In the past, there was no distinction between Halos and Fallen—only the question of whether their celestial bloodline should be redeemed or cast aside.
Halos are those who have been accepted into the city’s higher echelons, often regarded as figures of hope, guidance, or living relics of a forgotten past. Their presence is revered, but even among them, some wonder: Are they here by choice, or were they simply deemed worthy of keeping? Whether they use their charisma to lead revolutions, inspire faith, or fade into anonymity, Halos will always be observed—for better or for worse.
Mirths
The descendants of those once connected to the enigmatic beings of the Otherworld, known as Mirths, possess an uncanny charm that feels just beyond reality. These individuals often have delicate features, gleaming or unusually colored eyes, fluid expressions, and an aura that seems to shift like a half-remembered dream. Subtle traces of their lineage manifest in small ways, such as effortless grace, a voice that lingers in the mind, or a touch of luck that seems to favor them.
Many Mirths incorporate fey magic into their work, while others become skilled negotiators, brokers, or even con artists. In Nexus City, Mirths are often seen as charming but unreliable. Their antics can be entertaining, yet they can also become disruptive. Some people revere their creativity, while others caution against the chaos that often follows them.
Primals
Descendants of those once bound to elemental forces, Primals do not just wield nature’s power—they embody it. The essence of fire, water, air, or earth is present in their blood, subtly influencing their physical traits and instincts. For instance, embers may flicker in the hair of a Fire Primal, mist can trail from the skin of a Water Primal, and a faint rumble might resonate underfoot when an Earth Primal moves.
However, their elemental heritage is not always a blessing; Primals often experience unpredictable elemental surges, with their bodies reacting to emotional states or environmental triggers. In Nexus City, the presence of a Primal is felt even before they speak. Their deep connection to raw elemental power makes them valuable in fields such as arcanotech, industrial development, and combat, but it also puts them at risk of exploitation.
Stouts
The lineage of the Stouts can be traced back to the blending of humanity with those who were once smaller in stature but mighty in resolve. They were builders, miners, tinkerers, and brewers whose ingenuity shaped the foundation of the world. A Stout’s strength lies in their physical abilities and perseverance—they have the resilience to continue working when everyone else falters.
They can tolerate air filled with pollution, toxic fumes, and extreme temperatures while continuing to press on. Despite their significant contributions, they are often overlooked outside their trades and dismissed as mere workers rather than leaders. However, those who underestimate a Stout quickly learn that their resilience is as strong in spirit as in their physical capabilities.
Wilds
The Wilds descend from those forced to the fringes of civilization—survivors of exile and oppression. Born from goblinoid ancestry, they have turned their brutal hardships into resilience, transforming weakness into strength. They dominate, leading warrior bands, enforcing underground contracts, and establishing territories that even the elite of Nexus City fear.
While some serve as expert enforcers and trackers, others form warlike factions to seize power. In Nexus City, the Wilds command respect and fear, viewed as unbreakable warriors by some and dangerous insurgents by others. They embody a past that should have been erased, continually rising to reclaim what was taken from them.