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Meet The Blood of Dawnwalker’s Fantasy Races

by 23 July 202601
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Within the overwhelming majority of fantasy video video games, the world is populated by extra than simply people. Mankind is usually accompanied by a variety of totally different species or races, and The Blood of Dawnwalker has no intention of bucking that pattern. Vampires usually are not the one creatures you’ll be bumping into in your journey by means of Vale Sangora, however that doesn’t imply you’ll discover your typical elves and dwarves on the native tavern – this can be a place that doesn’t play to the traditional guidelines.

Developer Insurgent Wolves has taken a really specific method to its fantasy worldbuilding. Its sentient races lean much more into concepts established in folklore than they do Tolkien or Dungeons & Dragons. One of the most effective examples of that’s the impish, tooth-thieving sanzhana.

“They play on loads of tropes round pixies from folklore, however of course with our personal twist,” says inventive director Mateusz Tomaszkiewicz. “There are a variety of quests that make the most of them and I am very excited to see how individuals will react to them.”

Sanzhana are unfamiliar beings, considerably akin to moths spliced with small people, full with blue pores and skin, white markings, and fuzzy abdomens. And, as our current gameplay footage demonstrates, they’ve a curious curiosity in enamel, a lot in order that they’ll forage from corpses and barter with bandits to acquire their victims’ gnashers.

However why would Coen, our younger and noble protagonist, ever indulge a pixie’s request for molars and incisors? Properly, the reward may effectively be far more priceless than a number of gold cash. “They help you play with the time restrict,” Tomaszkiewicz reveals, “as a result of there are loads of myths round pixies the place they get to do some time-bending stuff. And for us, since our recreation is so closely revolving across the time system, this was one thing cool to mess around with.”

“I believe it’s extremely cool while you do systemic stuff to have exceptions from it and a few ways in which influence it in methods you did not anticipate,” he provides. “It creates this sense that one thing surprising would possibly occur at each flip and there are nonetheless secrets and techniques to be discovered.”

Sanzhana are highly effective, however they’re additionally uncommon – you received’t go by dozens of them as you wander by means of the world’s villages. Fulfilling a task extra just like that of conventional fantasy recreation races is the uriashi, a species of towering, beast-like humanoids.

Insurgent Wolves has gone to nice lengths to create a definite, plausible tradition for these mountain giants.“

You’ll continuously spot them working alongside people, offering vital additional muscle for garrisons. However their function in society is comparatively new – after being hunted to near-extinction in a earlier age, the uriashi solely not too long ago re-revealed themselves to humanity.

“They stay excessive up within the mountains in locations that had been inaccessible to people,” explains Jakub Szamalek, The Blood of Dawnwalker’s narrative director. “They really be certain that they’re inaccessible, they’d trigger a tiny little avalanche to ensure that their secrets and techniques are saved secure.” All that thought-about, really discovering the uriashi’s village on Dawnwalker’s map can be “a complete journey of its personal.”

Whereas the people of Vale Sangora had been largely clueless to the existence of the uriashi, the vampire lord Brencis had already found them. “So he confirmed up at their village and he mentioned, ‘Properly, I name the pictures now and I am enlisting you guys’,” reveals Szamalek.

Szamalek and the Insurgent Wolves group have gone to nice lengths to create a definite, plausible tradition for these mountain giants. Their village is made of rocks, moss, and twigs, with homes constructed to mix in with the mountainside to assist preserve their secrecy. As individuals who spend their winters holed up in caves, they’ve developed unimaginable endurance. And so they have their very own political buildings, which naturally causes some division amongst their society.

“They’re fairly conservative,” Szamalek explains. “So the general really feel of the tradition is to maintain issues the way in which they’re and never experiment and that additionally turns into a bit of a rigidity in a single of the tales.”

However creating a brand new race isn’t just about identification and tradition – it additionally requires some thought of how the uriashi work together with their neighbours. That pressured Insurgent Wolves to think about the uriashi vocabulary and the way they sound in dialog.

“They’re actually clever creatures, however they do not know the human language very effectively,” Szamalek says. “Their vocal state of affairs is not essentially conducive to talking a human language. They battle to speak and their grasp of grammar will not be essentially very robust.

“I believe the primary response is to take them for dumb brutes,” he provides. “However the extra time you spend with them, you notice that they are extra refined than that.”

Whereas the uriashi might battle with human phrases, they don’t have any such concern with magic – one thing Coen can take benefit of when interacting with their peoples. Coen can, of course, study spells, curses, and hexes – they’re one of the three branches of his ability tree. And, if you happen to’ve seen any of these talents in motion, you’ll already know that Insurgent Wolves has crafted a really specific method to the supernatural arts.

“There are not any fireballs, there are not any lightning bolts, there is no elemental magic within the D&D sense of the phrase,” explains Szamalek. “It is extra like darkish voodoo arts. Rather a lot of it revolves round giving your personal blood so as to draw from some cosmic energy. The visible aspect of it’s subdued.

“You are mainly opening a channel of communication with some course that you do not actually comprehend and positively can’t management,” he provides.

Magic has a number of functions in Vale Sangora, far past Coen’s talents to extend his operating velocity and summon spectral birds. One of the monsters we’ve seen, as an example, is the gargoyle, a kind of jury-rigged automaton that Szamalek suggests is the product of magic and a darkish creativeness.

Whereas there are little question extra races and creatures to find within the valley, the final one Insurgent Wolves highlighted for me throughout my IGN First go to to the studio was kobolds, Dawnwalker’s tackle a fantasy basic. Among the many most well-known kobolds in video games are World of Warcraft’s candle-capped rat males and the unusual reptilians that plague the Nashkel Mines in Baldur’s Gate. Insurgent Wolves’ interpretation shares some widespread floor, however they’re a brand new twist on the thought, turning them into one thing akin to darkish, chittering goblins.

“They’re the nasty little creeps that stay in caves and mines,” Szamalek says. “They’re sentient, however they’re tough to speak with. They’re very impulsive and grasping and harsh, however they’ve kind of a excessive mentality. They’re unable to assume quietly, so no matter they’re contemplating they may say out loud. When coping with them, this can be utilized to your benefit as a result of you possibly can kind of see what they’re as much as, nevertheless it additionally makes coming to some kind of settlement with them tough as a result of you do not know in the event that they’re simply fascinated by one thing or in the event that they’re really planning on doing it.”

Little doubt there are extra species to satisfy than simply pixies, uriashi, and kobolds – my conversations with Insurgent Wolves have made it clear that our journey will see us meet way over simply people and useless people with fangs. And with the sanzhana set to twist time and the uriashi primed to show us magic, I can’t wait to see what different alternatives every new tradition and group can supply.

Get Extra The Blood of Dawnwalker First at IGN

The Blood of Dawnwalker is our IGN First for July 2026, and we’ve got a month’s value of unique content material. After enjoying the vampire RPG for 4 hours and spending one other 4 hours interviewing its builders, we’re able to go deep on all of crucial programs, mechanics, and lore. Make amends for all of the month’s content material to date beneath:

Matt Purslow is IGN’s Government Editor of Options.

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