Inneath in three facts
I. A WORLD OF ISLANDS
The Cataclysm broke the continents apart. In Inneath, every journey starts at a harbour.
II. magic is the new gold
Raw magic is rare and lies in deep, oily wells, and nations go to war over every drop.
III. the past is still
down there
Ruins of the old world surface on every island. Some people want them studied. Others want them sold.
Alliances of inneath
Recorded by Inigo da Lucci, who has met them all, and still can’t confirm the elves.

Dwarves of kazhuk izril
Carved from stone by the smith-god Grundur, the Dwarves once ruled vast halls beneath the mountains. Then the Cataclysm buried their past, and every forgotten ancestor with it.
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So they sail Inneath recovering every relic and every name. Their Iron Crows watch every island. Their war-boars have citizens’ rights.
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“If hope had a face, it would be the face of a Dwarf.”​

Knights of Moss Hill
A court as picturesque as it is ramshackle, led by King Mossarion I. From Moss Hill, the knightly houses ride out to perform legendary deeds, infesting the whole of Inneath in the process. They may look ridiculous. Underestimating their fanaticism has been the last mistake of many.
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"A colourful chaos of rattling armour and croaking steeds. Many have underestimated them, and few have had a second chance to learn not to."

Second Government of Inneath
Born from the Age of Strife and bound by a Code of eight thousand articles, the largest nation in Inneath has one stated purpose: every people under a single flag. Its Bluecoats chart the New World, its Ministry of Recovery digs for magic, and its masked agents handle everything else.
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​“Who controls Magic, rules Inneath.”

The Elven Court
Everyone knows elves don’t exist. Yet sailors return from the New World with tales of golden totems, silent forests and bells ringing in the dark. One captain swears he spent twenty years as their prisoner. He was gone thirteen months.
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"When you walk through a forest, count your steps. And never say your name out loud."

Orc clans
Bold, belligerent and keenly aware that life is short, Orcs chase great deeds so that someone will remember them. The Clans have no actual kings, just countless self-proclaimed heroes, famous (and expensive) as mercenaries. Some hunt elves for a living. None have caught one yet. They also worship cats. Literally.
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“Nod at every insult and avoid eye contact, unless you have very fast legs.”

a remarkably adventurous game
Peoples of inneath
Somewhere in Inneath, two Companies are looking at the same hill.
One of them believes the hill is sacred. The other believes there is gold buried under it.
Neither has considered that it might simply be a hill.
Peoples of Inneath is a tabletop skirmish game for two players.
Each of you leads a Company of 4 to 8 Heroes across a compact battlefield packed with ruins, swamps and low walls.
You fight over standing stones, loot chests and other people’s reputations.
A game takes about two hour, the sagas about it afterward take years.

New modular kits
Designed to be
yours
Alongside our classic kits, a new range of modular kits is joining the Forge: interchangeable heads, arms, weapons and gear, designed to mix freely across kits of the same faction.
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The idea is simple: no two Companies should look alike! Whether you play or paint, you decide who stands on that base: a stoic sentinel, a veteran with one story too many, or a mildly unhinged explorer with trust issues. With every hero you build, you discover a new piece of Inneath!
The first kits bring you the Iron Crows, the dwarven sentinels who watch every island of Kazhuk Izril.
Join the Patreon
Most of what we sculpt for Inneath lives only on Patreon.
We are able to cast in resin for the store only a few pieces: the rest never leave the Forge.






