Races

HUMANS

Not natural to the Otherrealm; came over from the Firstrealm. Half-breeds aside, any humanoid creature not human is often referred to as inhuman.

Races: Humans, VL: Aliquo, (via Propril Lingae “Aliquin” and Ellenic “Prosopo”) are categorized by the Veru Lingae into four groups as they are believed to have originated from the four original continents. (This categorization has actually been hotly contested by many scholars.) The Veru Lingae denotes them as pale Ventons (Pagum and Album), dark-skinned Mareo (Mavum and Prosum), sun-skinned Amou (Flavum and Kokum), and earth-skinned Eranami (Amum and Galum). Of course outside of “learned” Lorea, the people call themselves different names altogether, and will be henceforth categorized by their native denotations.

Ventons Amou
Fulk/Fulki (Pagum) Jian/Jian-jun (Flavum)
Angol/Angols (Album) Lah/Lahn (Kokum)

Mareo Eranami
Proso/Prosoli (Prosum) Parza/Parzen (Amum)
Wanu/Batun (Mavum) Logun/Logundi (Galum)

Four human lines (strains), with eight human peoples (ethnicities):

Ventons, said to be of the sky, are distinguished by their pale skin
Fulki (singular: Fulk) are called Pagum in the Veru Lingae; according to Fulken traditions, their immortal ancestors were said to have skin as white and cold as fallen snow
Angols (singular: Angol) are called Album in the Veru Lingae; according to Anglish traditions, their immortal ancestors were said to have skin like radiant rose quartz

Amou, said to be of the flame, are distinguished by their fiery skin
Jian-Jun (singular: Jian) are called Flavum in the Veru Lingae; according to Jian-Jun traditions, their immortal ancestors were said to have metallic skin that shone a rich, burnished gold
Lahn (singular: Lah) are called Kokum in the Veru Lingae; according to Lahin traditions, their immortal ancestors were said to have skin red and rich as a dark ruby

Mareo, said to be of the sea, are distinguished by their dusky skin
Prosoli (singular: Proso) are called Prosum in the Veru Lingae; according to Prosol traditions, their immortal ancestors were said to have warm brown skin kissed by the sun
Batun (singular: Wanu) are called Mavum in the Veru Lingae; according to Batun traditions, their immortal ancestors were said to have pure black skin as smooth as polished onyx

Eranami, said to be of the earth, are distinguished by their swarthy skin
Parzen (singular: Parzen) are called Amum in the Veru Lingae; according to Parzen traditions, their immortal ancestors were said to have earthen skin as hard as stone
Logundi (singular: Logun) are called Galum in the Veru Lingae; according to Logundi traditions, their immortal ancestors were said to have skin of dusky blues and deep forest greens

VENTONS (Wind People)
The Ventons are a mixture of Scandinavian-rooted Fulki and European Angols. They have (and still do) make up a very large percentage of the northwestern continent Caelarn. The ancient Fulki tribe known as the Vanyr is said to be the Venton progenitors, with skin as white as snow.

Fulki (VL: Pagum): The pale-skinned Fulki (singular: Fulk) are Scandinavian in appearance, with hair ranging from pale blonde, to red, to brown.
You may be a Fulk if you are a berserk frost barbarian, a spear-hurling pagan, a Norse bard, a sea-pillaging Viking, a wild steppe horseman, a rune-tattooed blood-mage, a willing lycanthrope, or a glyph-casting sea witch.
High magic: the Aesyr of the far north still raid on airships powered by enslaved air elementals.
Renaissance-level tech: Dutch armada-styled navigators sail and sell with profit-minded abandon on the high seas.

Angols (VL: Album): The fair-skinned Angols (singular: Angol) are generally British and Western European (Germanic, French) in appearance, though they also have some Italian bloodlines.
You may be an Angol if you are a knight in shining armor, a pale princess in petticoats, a scheming Machiavellian nobleman, an Italian Renaissance artist, a landed lord, a pious Reformation cleric, or a claymore-wielding Highlander.
High magic: Holy Avalon is a haven for Spirit magic, the wondrous western isle boasting Light-infused miracles for the pious.
Renaissance-level tech: advanced technology is prevalent in Crown’s Reach, especially the coastal nations; bold musketeers and cannon-armed armadas stand ready to fight piracy on seas both high and low.

AMOU (Fire People)
The Amou are essentially Amerindian and Polynesian Lahn mixed with East Asian Jian-jun, with skin in red and golden tones respectively. Both the various Lahn and the Jian-jun peoples claim a master progenitor race; red-fleshed Pelu’i and gold-skinned Shang feature prominently in their oldest tales, however both master races no longer exist–if they ever truly did at all.

Jian-jun (VL: Flavum): The golden-skinned Jian-jun (singular: Jian), whose name derives from the Mandarin word for “healthy,” are East Asian-based in their ethnicity.
You are probably a Jian if you want to play a shadow-slipping ninja, an honor-bound samurai, a dragon-blooded sorcerer, a secret-collecting geisha, a steppe-riding horse warlord, or a high-kicking kung-fu wielding martial artist.
High magic: Korean-inspired Butterfly People are said to fly as easily as they walk, learning magic from birth in the secrecy of the hidden Blue Valley.
Renaissance tech: The gray lands just east of the mighty city Dhoma are dotted with other dark cities of wonder, some of which can be named (some of which we dare not). The Shadow Sea holds a wealth of umbral coal, the power source for the more intricate dunsmog tech advances. There is a rumor that the Empire of Kurojinma has a secreted artifice power source not based in dunsmog, but few outsiders, if any, have actually witnessed this.

Lahn (VL: Kokum): The copper-skinned Lahn (singular: Lah) run the gamut of native cultures from the far reaches of our world, including Native American, Aztec, Inca, Maya, Maori, Eskimo, and more.
You may be a Lah if you are an Inuit white bear hunter, a fanatical Incan priest, a plains-roaming Cherokee guide, a Maori tsunami-rider, a tech-savvy high-rise thief, a top-hatted gentleman of great means, or a soot-covered steampunk inventor.
High magic: The Hidden City of Azcalan (Azca; Azcatlan) is said to possess some of the rarest magic in all the world, hidden from even the Eight Towers of Arcana.
Renaissance tech: The greatest city in the world, Dhoma, is a wonder of steam tech and dark Victorian invention. It is buffered from the civilized world by a no-man’s land of hinterland refuges and prairie outposts where a bizarre version of pioneer living can be found, armed with steam-powered weaponry and piloting dune-hopping traversables.

ERANAMI (Sand / Earth People)
The Eranami are made up of Middle-Eastern Parzen and East Indian Logundi. The Logundi claim their progenitors as the Aryans—a blue-skinned master race of immortals prominent in their stories and myths, many of whom are still worshiped to this day.

Parzen (VL: Amum): The sandy-skinned Parzen (singular: Parza) are a Middle-Eastern-blooded people, with Mesopotamian, Jewish, and Turkish roots.
You are probably a Parza if you want to play a death-walker from lost Sumeria, an Ishtar-worshipping Babylonian priest, a charming Arabian prince, a seafaring Sinbad-style buccaneer, a wealthy Persian Sultan, a black-robed Calishite assassin, or a white-robed holy priestess of the White Star.
High magic: The Star Sea of Sanzobar is dotted with magical cities of wonder, where djinni and flying carpets are not so rare.
Renaissance tech: The Eight Sons Armada sails from the Star Sea in the east, through secret underground passageways to the west, there to sell many technological wonders crafted by some of the most gifted trinketers and tinkers in the world.

Logundi (VL: Galum): Purportedly blue-skinned, the Logundi (singular: Logun) are East Indian in appearance and culture. Few Logundi are actual blue-skinned Aryans, though Aryans do exist, as do green-skinned Vedans. Most Logundi are classically Indian or even Tibetan in appearance.
You are probably a Logun if you want to play a Tibetan monk, a clever Mumbai snake-charmer, a beatific Hindi priestess, or a Bengal tiger-masked warrior.
High magic: the Aryans still rule in certain Logundi-controlled parts of the world, their faith magic fed by a “pure” blue bloodline, creating wonders rarely seen in other parts of the world.
Renaissance tech: (more akin to sci-fi tech) certain Logundi practice advanced mysticism—the Astral magic of the mind, aided by crystal tech. The Iluzani people of the Astral plane have forged a home in the heart of the Logundi realm of Punjana—a crystal city of purported breathtaking wonder called Ilzinn.

MAREO (Sea People)
The Mareo are a mixture of African Batun and Mediterranean Prosoli. The southwestern oceanic territories of Aqualis are by and large ruled by Mareo people. It is interesting to note that the olive-skinned Prosoli favor darker skin as a sign of providence; the mighty Batun empire of Atlantas is said to trace its lineage back to a master race of Atlantaens with skin the color of obsidian.

Batun (VL: Mavum): The dark-skinned Batun (singular: Wan) are essentially African in appearance, and they run the continent’s gamut of ethnicities. The Batuns of the Otherrealm are primarily known for the mighty nautical empire of Atlantas, which rules the western seas—both above and beneath the waves.
You are probably a Wan if you want to play a Nubian jungle warrior, a noble Egyptian princess, a fanatical priest dedicated to the gods of Khem, or a high stakes Carthaginian sea trader.
High magic: The undersea wonders of mighty Atlantas include magic-powered nautilus submersibles and advanced runic weaponry.
Renaissance-level tech: Moor-blooded, pistol-wielding pirates roam out from hidden ports and darkened coves, sailing out into the Storming Sea in search of easy prey—or high risk/high reward challenges.

Prosoli (VL: Elos Prosopos/Prosum): The olive-skinned Prosoli (singular: Proso) are more commonly known (amongst themselves) as Elos Prosopos, or “the people.” The Prosoli derive from Roman and Greek roots, and the Veru Lingae is based in Greek and Latin, so they are essentially responsible for naming everything in the world (for good or ill). The Prosoli have some Spanish and Portuguese roots as well.
You are probably a Proso if you want to play a Greek orator, a glory-seeking gladiator, a Roman senator, a beatific priest of Apollo, or a mysterious oracle.
High magic: The Eight (Nine) Towers of Arcana in Ellene offer an almost Harry Potteresque education in any one of the eight (nine) schools of magic.
Renaissance tech: Much of the piracy on the Storming Sea can be directly attributed to Prosoli-owned privateer ships armed with muskets and cannons.

Denizens: four races native to the Otherrealm, each created based on an element
Merid: created of water
Elves: created of air
Dwarves: created of earth
Goblins: created of fire

ELVES

There are basically two breeds of elf: high elves, called Aedri, and wood elves, called Sylvanni. Both groups attune to the element of air, and both have many of the same racial bonuses, but culturally they are quite dissimilar. Elves have delicate features, almond-shaped eyes, and tall pointed ears. (Fae also have pointed ears, but fae ears generally point outward from their skulls, whereas elf ears tend to point up.) Elves can live more than ten times longer than humans, having a natural life span of around 1,000 years.

Aedri

High elves see themselves as more advanced than most other (“lesser”) races, even including their own kin, the Sylvanni. They view only the high fae (Seelie) as their equals, having learned magic from them thousands of years ago, but no other race can easily find their way into an Aedri’s esteem. Aedri are typically tall and lithe, favoring long flowing hair occasionally pinned up in fanciful coifs with silvery brooches or even minor spells. Their skin tends towards fair, with hair of deep black, pale white, gold, or even violet or blue; metallic colors are also not so rare, especially in older Aedri. Their eyes can be practically any color, but also tend toward a metallic sheen, with gold and silver being prominent. They favor flowing clothing, airy and light, and enjoy a peaceful existence that allows magic to make their everyday lives easier. The Aedri live in high places—in cliffside palaces, in secreted cities on mountain peaks, and in flying citadels hidden in the clouds. So few are seen these days that many humans doubt their existence, or merely confuse them with Seelie. Aedri magic is often wind-centric, focusing on concealment through fog-based spells and flight through the mastery of air. Theirs is a matriarchal society, with females seen as wiser and more potent in magic. But woe to the fool who bestirs the Aedri to war; their disregard for lesser life forms can be characterized in their casual willingness to kill, for as they see it, “These short-lived fools would have been dead in a few short years anyway.”

Sylvanni

Wood elves also view themselves as advanced, but in a different sense; they are quicker, more agile, and smarter than the “lesser” races, (and regard themselves as more hardy than their Aedri cousins, “what with their noses all stuck up in the clouds”). Sylvanni are physically akin to their Aedri cousins in certain respects, though an Aedri will point out they are not quite as tall nor quite as slim… But they are probably hardier, with a better musculature. Sylvanni skin is fair in some rare cases, though usually it is various shades of brown, darkened by their time in the out-of-doors. Their eyes take on the shades of the elements (airy blues, earthy browns, leafy greens, deep-sea turquoises), and their hair tends to reflect the color of leaves: greens, browns, reds, ambers, and oranges are all common. Sylvanni are typically quicker to anger than the Aedri, and have a tumultuous history with the kingdoms of men and dwarves, as they have often contested with them for woodland and foothill territory. The Eldeshae Forest, at the heart of Crown’s Reach, is home to Sindathlar, the great Sylvanni kingdom, and though a few human kingdoms “claim” the Eldeshae as theirs within their human-drawn maps, few are bold enough to send soldiers into its dark depths to actually claim it. Sylvanni magic is generally more well-rounded than Aedri magic, with practitioners delving into all the natural elements—and even in many cases into Druidism. (Though an Aedri will sniff at Sylvanni magic, saying, “Well have they been able to make their cities fly?” to which the answer is of course “No.”) Sylvanni hunters and rangers are renowned throughout the world, and their archery is second to none. The people of southeast Tarundha call Sylvanni “ribhus.”

Elf Traits: Both Aedri and Sylvanni have the same traits:

Heightened Dexterity: Elves gain a +2 to their Dexterity score
Base speed: Elves can move 30′ per round in combat
Darkvision: Elves can see 60′ in dim light as though it were bright light, and 30′ in darkness as if it were dim light
Keen Senses: Elves automatically have proficiency in the Perception skill
Wind Dancer: Elves have a natural affinity to Air, and gain a +10 racial modifier to Acrobatics and Jump checks, simply by being able to navigate the air around them; additionally their Jump distance is tripled, as though being affected by a Jump spell.
Languages: Elves speak the Custom and Elvish tongues.

Additionally…

Aedri gain:
+1 to their Charisma scores
Weapon proficiency in: Long Sword, Long Bow
1 free Cantrip (0-level spell) usable at any time, once per round; choose one from the following list: Chill Touch, Dancing Lights, Mage Hand, Mending, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp
+1 additional language of your choice

Sylvanni gain:
+1 to their Wisdom scores
Weapon proficiency in: Short Sword, Short Bow
1 free Cantrip (0-level spell) usable at any time, once per round; choose one from the following list: Dancing Lights, Druidcraft, Poison Spray, Produce Flame, Mending, Message, Resistance, True Strike
An additional +5′ to their movement per round (bringing their total to 35′ per round)
You may attempt to hide through natural camouflage at any time.

Half-Elves

A derivate of natural and unnatural bloodlines, the progeny of elf-human coupling is usually referred to as a Half-elf, or (among Sylvanni elves) as an Elfling. Half-elves can be of either Aedri or Sylvanni stock, though the Aedri actually refer to their own half-elves (when acknowledging them at all) as Aethen. Very few half-elves are favored in any culture; elves see them as too human (and too short-lived), and humans see them as “practically elves”. Half-elves are often considered bastards, and have to earn any favor they are granted.

Half-elves may take after either human or elf parent with regard to skin, hair, and eye color, or be a mixture of both. Half-elves have slightly almond-shaped eyes and pointed ears that are always smaller than their elven parent; their ears can usually be hidden by hair if the half-elf so desires to hide them. Half-elves have a natural life span of approximately 250 years.

Heightened Abilities: Half-elves gain a +2 to their Charisma scores, and +1 to TWO other ability scores (choose from: Strength, Dexterity, Constitution, Intelligence, or Wisdom)
Base speed: Half-elves can move 30′ per round in combat
Darkvision: Half-elves can see 40′ in dim light as though it were bright light, and 20′ in darkness as if it were dim light
Keen Senses: Half-elves automatically have proficiency in the Perception skill
Blending In: Half-elves may disguise themselves as an elf or human, and they gain Advantage on Disguise checks in one or the other (choose one) if they have been immersed within that particular culture
Skill Versatility: Half-elves are often forced by circumstances to master a variety of skills, therefore they gain proficiency in any TWO Skills (player choice).
Languages: Half-elves speak the Custom and Elvish tongues, as well as one other language of your choice. (Consult your gracious DM.)

DWARVES

Dwarves are earth denizens, closely related to (and in fact made out of) earth. There are generally believed to be two kinds of dwarves: Mountain Dwarves (Dvors) and Deep Dwarves (Dvura).

I want a female Mountain Dwarf; she should have a rounded face, strong jaw, stubby nose. Thick neck and shoulders. Her hair should be a complex braid, and she should have two little mini-braids where a man would normally have sideburns.

I want a male Deep Dwarf; he should have very sharp edges – even his beard, which should be very full. He should be bald on top of his head. He should basically look like he’s been carved out of stone. Like a bearded statue come to life.

Piks

A derivate of dwarf-human bloodlines, piks are generally smaller than either race, though some are taller than dwarves, few get to be nearly as stocky. Some have a special affiliation with the earth element.
Notable piks: Hackberry and Jil-jil are piks (though Jil-jil is referred to as a Pikmi.)

Because there are two subraces of dwarves, there are also two subraces of half-dwarves, though piks are much more common—at least on the surface world. A derivate with deep dwarf blood is called a Dvuron; nearly as prideful as full-blooded dwarves, the “pik” designate is seen as an insult to most of them. Many surface people mistakenly believe dvuron are are in fact dwarves… and most dvuron are happy to just go along with that assumption.

I want a male Pik – he should look like a hobbit with a short curly beard. (No pointed ears. They have normal ears.) He should be round-cheeked and cheerful, and can wear a jaunty hat if you want.

I want a female Dvuron – she should be a dark-skinned girl with round cheeks and large inquisitive brown eyes. Her black hair should be braided and piled high on her head, held in place with many large pins. She should have a curious look, maybe an “o” mouth…

Notable dvuron: Blackstone student Obarr (Gird) is of dvuron stock, even though most people assume he’s just another pik.

Halflings: Also called “Half-bloods,” these are the offspring of a human/denizen pairing. Halflings are not technically considered inhumans.
Human-Dwarf pairings beget Dvuron and Piks:
Human-Merid pairings beget Simulines:
Human-Goblin pairings beget Hobgoblins:
Human-Elf pairings beget Aethen and Elflings:

BEAST-MEN: Amalgar and Hybrates

AMALGAR: Ferines and Inhumans:

The two primary “half-beast” (for lack of a better term) designations are actually easy to differentiate. One is a magically-created half beast, the other is a naturally evolved animal species. Both are referred to as amalgar, or (usually in a derogatory way) inhumans.

Ferines are most commonly described as “beast-headed” humans but this is not accurate. In the Otherrealm, many species of animals were given by nature the opportunity to evolve, much like the apes of the Firstrealm. And so many of them have, with most of them able to walk upright on two feet. A large majority of them have even developed human-like hands. It is important to note, however, that the evolution of the various ferine species has not evolved to the degree of humankind; there are in fact ferine apes, and they’ve not advanced to what might be considered a “Neanderthal” stage.

(On Lycanthropes) There is also a pervading theory that lycanthrope is rooted in misguided attempts to magically (or alchemically) extract potent ferine blood and infuse it with humanity; other theories contradict this, however, with some believing that lycanthrope is an advanced stage of evolution wherein certain small amounts of animal species naturally gained the ability to look human, thereby giving them the ability to pass through human territories safely.

HYBRATES:

The hybrates are different in that they were created via magic in an alleged attempt to grant certain humans beast-like abilities and advantages. Hybrates such as centaurs, for instance, were given the lower torsos of horses because that was the most advantageous part of the horse. Once transformed, however, many hybrates sought out others like them; they mated, reproduced, and has since begotten a large variety of hybrate species. Of the hybrate species, the ones who have garned the most advancement are undoubtedly the merfolk, who now possess multiple kingdoms that span hundreds of leagues beneath the Otherrealm’s seas.

This isn’t to say that the hybrates and the amalgar have no connection; there is a prevailing belief amongst scholars that the first hybrates were created during the Bestial Wars in order to even the playing field, so to speak, against their (usually) naturally stronger foes.

FAE

Fae: If the elves are denizens of air, dwarves are denizens of earth, marid are denizens of the water, and goblins are denizens of fire, then the fae are denizens of magic. Allegedly evolving in response to the arrival of humans from the Firstrealm, the fae are masters of arcana, the purest form of magic—magic that is denied humankind, save for through some exotic bloodline, or through complex runes, sigils, and glyphs gleaned through exhaustive study of spellbooks, arcane scrolls, and the like.

Fae can (and will) mate with almost everything, their innate magic used to create some singularly bizarre hybrids. And no hybrid is more bizarre than the faerie.

Faerie are the product of low fae (the Unseelie), and aren’t birthed singularly, but rather in large litters.

Human
+ dwarf = Pik
+ elf = Elfling (Half-elf)
+ merid = Simuline aka Gonconnor (if male) or Seiren (if female)
+ goblin = Hobgoblin
+ seelie mother = Aurae nymph
+ seelie father = Shae (aka Vanoi)
+ sylvar mother = Dryad nymph
+ sylvar father = Doune (male) or Gillie (female)
+ apsa mother = Ondine (Nereid / Naiad) nymph
+ apsa father = Changeling
+ sith mother = Sylph nymph
+ sith father = Espyr
+ alfein mother = Jinka nymph
+ alfein father = Laeshe

Seelie (celestial) High Fae
+ human father = Aurae nymph
+ human mother = Shae (aka Vanoi)
+ dwarf = Dao djinn
+ merid = Umaru djinn
+ elf = Genie djinn
+ goblin = Ifrit djinn

Sylvar (earth/water) Vale Fae
+ human father = Dryad nymph
+ human mother = Doune (male) or Gillie (female)
+ dwarf father = Troll
+ dwarf mother = pack of Gnomes!
+ merid father = Kappa
+ merid mother = flood of Nixies!
Apsa (water/air) Mist Fae
+ human father = Ondine nymph
+ human mother = Changeling
+ merid father = Myriad
+ merid mother = cloud of Sprites!
+ elf father = Silvie
+ elf mother = swarm of Pixies!
Sith (air/fire) Smoke Fae
+ human father = Sylph nymph
+ human mother = Espyr
+ elf father = Wisp
+ elf mother = spawn of Kith!
+ goblin father = Pouka (male) or Flura (female)
+ goblin mother = bound of Gannocks!
Alfein (fire/earth) Lava Fae
+ human father = Jinka nymph
+ human mother = Laeshe
+ goblin father = Salamar
+ goblin mother = gaggle of Gremlins!
+ dwarf father = Faerdag (aka Redcap)
+ dwarf mother = caper of Clobbers! (Kobolds?)

Denizen-human (Derivate):

Denizen-human (Derivate):

Half-Elf

A derivate of elf-human bloodlines, a half-elf is usually referred to as an Elfling. Half-elves can be of either Aedri or Sylvanni stock, though the Aedri actually refer to their own half-elves (when acknowledging them at all) as Aethen.
Notable elflings: Blackstone student Delena (Mirror) clearly has Sylvanni blood, though she derives her power not from Wind, but from Dream.
Notable aethen: Urli (Levin), who is killed by Sever in the pit, is proudly aethen, though he calls his race the Aethyr.

Simuline

A simuline is a derivate of marid-human bloodlines. Simulines are probably the rarest of derivates, as most people have not seen a true marid in many years. Most people don’t even call them simulines at all; certain female simulines are called Seirens, and certain males are referred to as Gonconnors, but those are simply local designates for the simuline race. Simulines are adept at shapechanging to suit their environment, and most can breathe both water and air.
Notable simulines: Lurue (Tide) is of simuline stock, claiming her mother was a seiren, though her powers tend to affect water rather than giving her the ability to shapechange.

Hobgoblin

A derivate of goblin-human bloodlines. Hobgoblins are rumored to be not as overly violent as pure-blooded goblins, yet they are said to be twice as cruel. Hobgoblin skin often takes on an ash-gray complexion, and their hair is usually dark (many have what is described as “soot-colored” hair). Few would consider a hobgoblin attractive.
Notable hobgoblins: Blackstone student Rolla (Mire) undoubtedly has goblin blood, and loudly boasts she was fathered by a powerful ogre warrior. Blackstone instructor “Bloodmistress” Jezeerah is a hobgoblin as well, with ties to the Unseemly Court.

Deviates (other mixed-blood races)

Most deviates are simply humans with a distant strain of some rare blood. Sources could even be not of this world, including celestial (seraphic blood) or demonic (infernal blood) and everything in between. Human-seraphs are commonly referred to as Serans, whereas demonic humans are often called Averna.

Noteable serans and averna: Roen is (secretly) of seran stock, as is Damaras (the original Paragon). Blackstone student Koi’yne (Burn) is of obvious alfein stock, though it is later learned she also has infernal (averna) blood.

Other bloodlines include ones connected to some greater spirit affiliated with a specific family or clan, whose influence and worship was passed down from generation to generation. People of these bloodlines can call the spirit into themselves, empowering themselves greatly. These people are sometimes referred to as Idolons.

Notable idolons: short-time Blackstone student Tahatan (Hawk) is a spirit idolon; a spirit he calls the Great Hawk has been passed down through his family.

Lycanthropic bloodlines beget Ferals; lycanthrope (as a curse) is not passed down through generations, but the shapechanging ability sometimes is, which, through many generations, sometimes begets a feral.
Blackstone student Aster (Might) derives most of her power from a strain of lycanthropic blood that was passed down through her mother’s side. Blackstone specimen Feral is of course a feral.

Even rarer bloodlines include undead (vampiric) bloodlines that only one known person (Domiév) has. Raggat (Ravage) has troll blood, though no one knows how, as trolls do not breed through anything even resembling a traditional way.

FAE

Fae are denizens of magic, and are the only denizens of the Otherrealm known to have an approximation of a soul, called instead a “muse”. Legend has it that the fae were the first denizens ever to set foot upon the land, but that they “slept soundly in the dark” until the Day of Dawning awoke them, breathing muses into their spirits; the fae now stand as the second most prolific race next to the ever-usurping humans. Unlike humans, however, fae do not pass on the creation of souls when mated with other denizens–a trait which some humans see as proof of their inferiority to humankind.

Fae women mated to human males produce Nymphs, who are cursed to produce no male offspring–nymphs can only beget more nymphs. (The soul trait is also not passed on, as only human mothers can imbue mixed offspring.) The four variations of nymphs are described further down.

Fae are the magic natives of the Otherrealm; if elves claim affinity to the sky, and dwarves to earth, then the fae claim all of magic as their natural element. Fae can live a thousand years, and they come in all shapes and sizes, but are mostly defined by their bloodline: seelie or unseelie.

High Fae (Seelie)

Seelie are celestial (high) fae, and are considered by most to be the oldest fae in the Otherrealm. The Faerie Queen is always of seelie blood. Seelie are native to the Seelie Court, and on Avalonia. Seelie are said to have dominion in every outer domain, including the Ethereal, Astral, Periphery, and Dream; it is said the Seelie Court flits between the domains, and can never be found in the same place on any successive sunrise.

Note: some seelie are also called Ljósálfar in the north and (females only) “White Ladies” in the south … but those designations (and sightings) may be confused with elves.

The seelie, like the elves, have placed a large onus on purified bloodlines, and know it is their penchant for chaos that gave the shae (human-seelie half-breeds) their touch of madness (see below). They have also been horrified by the results of unseelie interbreeding with other races. The Seelie Court now expressly forbids interbreeding.

At one time in the distant past, Seelie males mated with human women to birth the Shae, known by some as the Children of Danu. The shae are said to have a touch of madness within them, and many have, over the centuries, displayed this in bizarre or even violent ways. To combat these tendencies, many modern shae have ascribed to an ascetic faith called the Path of Logic, which is designed to keep emotion (and madness) at bay. (Think: fantasy Vulcans. And as for the Romulans…) Shae that do not follow the Path of Logic and who have given themselves to the passions within them call themselves the Vanoi (related to the Norse Vanir). The Vanoi are fierce warriors with a reputation for mayhem.

A seelie female impregnated by a human male begets an Aurae, most beautiful of all the nymphs. Like most nymphs, however, aurae do not possess the soul trait. Aurae are now also forbidden from being created.

Unlike their lesser counterparts, the unseelie, most seelie do not mate with denizens. They did, however, briefly do so in order to help beget the first true dragon-fighters (and the progenitors of the Giant races), the magical Djinn:
A seelie mated with a dwarf begets a Dao, large as any hill and strong as stone.
A seelie mated with a merid begets an Umaru, who wields the power of the sea.
A seelie mated with an elf begets a Genie, who soars on wind and calls thunder.
A seelie mated with a goblin begets a fiery Ifrit, temperamental and violent.

Notable seelie: Varael and Vaille are half-shae; their mother Narine was born of a tryst the Faerie Queen had with a human, and was quietly shuttled off to live a staid and silent life in Lacéne. Narine at one point claims to have been born from a tribe of vanoi, but this is only a half-truth, as the Faerie Queen merely gave birth to Narine with vanoi aid.

ow Fae (Unseelie):

The low fae were once called “unseelie,” though that term is rarely used now. (Oddly, the Goblin King now calls his court the “Unseemly Court,” as a sort of mocking homage to the once-respected unseelie.) Low fae continue to interbreed with other races with wanton abandon.

There are four different kinds of unseelie; in an odd pantomime to the denizens, each sub-race has affiliated itself to one of four para-elements (bog, mist, smoke, and lava).

Sylvart

Sylvart are bog (earth/water) fae, wise to the ways of the woods and masters of camouflage. Sylvart are native to forests, lowlands, and swamps.

A sylvart female impregnated by a human male begets a woodland nymph called a Dryad, bound to her tree.
Human women impregnated by sylvart males birth earthy Doune (sometimes called Gillies), known for their ability to camouflage themselves in nature. Doune can usually also camouflage themselves by seeming human, and passing themselves off as human in human societies. Despite a natural inclination toward the Ethereal, powerful doune are said to have a special connection to the Periphery domain.

Sylvart males mate with either earth or water denizen females to produce sylvart-influenced (and usually ill-tempered) deviates:
A dwarven female impregnated by a male sylvart begets a gnarled and covetous Troll, moss-covered and mean and nigh impossible to kill.
A marid female impregnated by a male sylvart begets a cruel, watery Kappa, said to be fond of drowning young children.

Sylvart females mate with either earth or water denizen males to produce whole litters of little sylvart faeries:
A sylvart female impregnated by a male dwarf begets a litter of Gnomes, helpful and industrious.
A sylvart female impregnated by a male marid begets a litter of tiny shapechangers known as Nixies, who live in or near lakes.

Notable sylvart: A Blackstone student named “Flora” has doune (gillie) blood (though she claims her grandmother was a dryad), and she begins with the simple ability to camouflage herself, though she later manifests plant growth and control. Blackstone student “Ravage” is said to be infused with troll blood, though no one is sure how. One of Spec’s little helpers is a gnome named Iggythalar. (Thingie I and Thingie II are constructs, not fae.)

Apsara

Apsara (also called apsa) are mist (water/air) fae, and while technically lower fae, are second only to the seelie in terms of influence in fae society. The apsara are native to coastal lands, mountains, and in rare cases arctic climes.

An apsara female impregnated by a human male begets a coastal-dwelling nymph called an Ondine, many who mistakenly believe they can gain their own souls by seducing men and birthing half-human offspring. Salt water ondines are commonly called Nereids, whereas freshwater ondines are referred to as Naiads.

An apsara male who impregnates a human female begets a shape-shifting Changeling, known for their mercurial mastery over their own physical forms. Despite a natural inclination toward the Dreamtime, powerful changelings are said to have a special connection to the Ethereal (Shadow) domain.

Apsara males mate with either water or air denizen females to produce apsa-influenced deviates:
A marid female impregnated by a male apsa begets a gray-skinned, large eyed shapeshifter called a Myriad.
An elven female impregnated by a male apsa begets a shy but helpful wind creature known as a Silvie.

Apsa females mate with either water or air denizen males to produce whole litters of little apsa faeries:
An apsa female impregnated by a male marid begets a litter of Sprites. Tiny little water-dancers they are!
An apsa female impregnated by a male elf begets a litter of happy-go-lucky Pixies! ‘Ware the pixie dust!

Notable apsa: Filch’s frienemy Voe is a Myriad; she has no human blood and is therefore considered a specimen by Malacai. (Conversely, we briefly meet a Blackstone student named “Switch” who is a changeling, and therefore has human blood, but she does not have Voe’s skill and does not live very long.) Blackstone student “Winter” is descended of silvie through her mother’s line. The Snow Backs are arctic apsa. Varael’s friend Coppertrail is an apsa pixie.

Sith

Sith are smoke (air/fire) fae known for their mastery at deception. Sith are native to arid deserts, badlands, and human cities.

A sith female impregnated by a human male begets a smoky nymph called a Sylph, with gossamer wings and a desire for secret kisses.
Sith males mate with human women to birth the shadowy Esper, known for their mental acumen and remarkable memories, as well as known for a fondness for illusion and trickery. Despite a natural inclination toward the Periphery, particularly powerful esper are said to have an affinity with the Astral plane.

Sith males mate with either air or fire denizen females to produce sith-influenced deviates:
An elven female impregnated by a sith male begets a tricksy Wisp, said to take pleasure in beckoning travelers to their doom.
A goblin female impregnated by a sith male begets a coal-eating Pouka (sometimes called Flura), who usually prefers to dwell in mines and aid (or hinder) miners.

Sith females mate with either air or fire denizen males to produce whole litters of little sith faeries:
A sith female impregnated by a male elf begets a litter of dark little Kith, known for their penchant for stealing people’s memories.
A sith female impregnated by a male goblin begets a litter of hearth-loving Gannocks! Oy! Some mistake them for flickering lights.

Notable sith: Blackstone student Shamsid (Mirage) is an esper, eagerly favoring spells of illusion and trickery. Also, Vaille conjures shadowy kith to aid her in Blackstone. Kith are also responsible for thieving some of Varael’s memories, as well as the memories of her brother Rovaughn. Later, Varael and Domiév encounter wisps in the woods. In the Otherrealm retelling of the story, the Sith replace Eberron’s Valenar.

Alfein

Alfein are magma (fire/earth) fae, known for their chaotic (some might even say evil) temperament. Alfein are native to volcanic regions and subterranean realms.

An alfein female impregnated by a human male begets a tricky, hot-tempered nymph called a Jinka, perpetually seeking revenge for wronged women against human males. Some jinka are said to serve the Irish goddess Aine.

A human female impregnated by an alfein male begets an androgynous and nocturnal half-fae known as a Laeshe. (Some people call these beings “dark elves,” though seeing as how laeshe are fae, they clearly have not met any real elves.) Despite a natural inclination toward the Astral, powerful laeshe are said to have a special connection to the Ethereal.

Alfein males mate with either fire or earth denizen females to produce alfein-influenced deviates:
A goblin female impregnated by an alfein male begets a fire-loving Salamar, wreathed in flame and eager to burn.
A dwarf female impregnated by an alfein male begets an angry Faerdag, called a “Redcap” by those who know and fear these sorts of creatures.

Alfein females mate with either fire or earth denizen males to produce whole litters of little alfein-influenced faeries:
An alfein female impregnated by a male goblin begets a litter of nasty little Gremlins. Don’t feed them after midnight!
An alfein female impregnated by a male dwarf begets a litter of stompy little Clobbers! (Also called Kobolds.) Strong buggers, and covetous of candles!

Notable alfein: Blackstone student Koi’yne (Burn) is of obvious alfein stock, though it is later learned she also has demonic (averna) blood. Varael and Domiév encounter a salamar while attending the Unseemly Court with Jezeerah. And in any world, Blackstone students always enjoy knocking around kobolds.

Dark Elves

Dark elves, also called Drow, much much rarer in the Otherrealm than some people would have us believe. Drow are in fact fallen Aedri—high elves who followed a dark path that led them down into the mountains they used to live atop. Their appearances have changed as well; their skin is not the beautiful alabaster of their Aedri forefathers, but rather shades of darkened gray. Likewise, their eyes and hair have paled to various shades of dark gray to pale white. Like the Aedri, Drow civilization is matriarchal, and they are said to worship a demon spider goddess of terrible temperament who devours her mates.

Drow traits are much like Aedri traits, with a few minor exceptions (see below)

Heightened Dexterity: Elves gain a +2 to their Dexterity score
Base speed: Elves can move 30′ per round in combat
Keen Senses: Elves automatically have proficiency in the Perception skill
Wind Dancer: Elves have a natural affinity to Air, and gain a +10 racial modifier to Acrobatics and Jump checks, simply by being able to navigate the air around them; additionally their Jump distance is tripled, as though being affected by a Jump spell.
Languages: Elves speak the Custom and Elvish tongues.

Additionally…

Drow gain:
Ability Adjustment: +1 to their Charisma and Intelligence scores
Weapon proficiency in: Rapier, Hand Crossbow
Superior Darkvision: Drow can see 120′ in dim light as though it were bright light, and 60′ in darkness as if it were dim light
1 free Cantrip (0-level spell) usable at any time, once per round: choose one from the following list: Acid Splash, Dancing Lights, Friends, Mage Hand, Message, Minor Illusion, Poison Spray, True Strike
Sunlight Sensitivity: Drow have Disadvantage on Attack rolls and Perception checks whenever trying to perceive something in direct sunlight.

Half-Drow characters have the same traits as Half-elves.

But let’s also talk about the fae…

Fae

Fae are denizens of magic, and are the only denizens of the Otherrealm known to have souls. Legend has it that they were the first denizens ever to set foot upon the land, but that they “slept soundly in the dark” until the Day of Dawning awoke them, breathing souls into their spirits; the fae now stand as the second most prolific race next to the ever-usurping humans.

Fae are the magic natives of the Otherrealm; if elves claim affinity to the sky, and dwarves to earth, then the fae claim all of magic as their natural element. Fae can live a thousand years, and they come in all shapes and sizes, but are mostly defined by their bloodline: seelie or unseelie.

All Fae gain:

Heightened Dexterity: Fae gain a +2 to their Charisma score
Base speed: Fae can move 30′ per round in combat
Arcane Affinity: Fae automatically have proficiency in the Arcana skill, and gain a +2 racial bonus on Arcana checks
Faerie Form: Three times per day, fae can transform themselves as a Move action into tiny faeries (5 to 6 inches in height, weighing approximately 1/2 lb.) They gain Advantage on Stealth checks, and can fly at a speed of 30′ per round. During this, all damage dealt, spell ranges, and applicable areas of effect are dropped to 25%. Strength checks are made with a -4 penalty and at Disadvantage. Faerie form lasts until the fae wills themselves back to its original form as a Free action.
Languages: Fae speak the Custom and Fae tongues.

High Fae (Seelie)

Seelie are celestial (high) fae, and are considered by most to be the oldest fae in the Otherrealm. The Faerie Queen is always of seelie blood. Seelie are native to the Seelie Court, and on the isle of Avalonia. It is said the Seelie Court does not actually reside in the Otherrealm, but flits between the outer domains (the Dreamtime, the Afterlands, the Shadowrealm, and the Astral Plane), and can never be found in the same place on any successive sunrise.

The seelie, like the elves, have placed a large onus on purified bloodlines, and know it is their penchant for chaos that gave the shae (human-seelie half-breeds) their touch of madness (see below). They have also been horrified by the results of unseelie interbreeding with other races. The Seelie Court now expressly forbids interbreeding.

At one time in the distant past, Seelie males mated with human women to birth the Shae, known by some as the Children of Danu. The shae are said to have a touch of madness within them, and many have, over the centuries, displayed this in bizarre or even violent ways. To combat these tendencies, many modern shae have ascribed to an ascetic faith called the Path of Logic, which is designed to keep emotion (and madness) at bay. (Think: fantasy Vulcans. And as for the Romulans.…) Shae that do not follow the Path of Logic and who have given themselves to the passions within them call themselves the Vanoi (related to the Norse Vanir). The Vanoi are fierce warriors with a reputation for mayhem.

A seelie female impregnated by a human male begets an Aurae, most beautiful of all the nymphs. Like most nymphs, however, aurae do not possess the soul trait. Aurae are now also forbidden from being created; many are destroyed on sight, or disguised by their mothers.

Additionally…

Seelie gain:
Ability Adjustment: +1 to their Intelligence score
Weapon proficiency in: Lance, Long Bow
TWO free Cantrips (0-level spell) usable at any time, once per round: choose one from the following list: Blade Ward, Dancing Lights, Eldritch Blast, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Produce Flame, Thaumaturgy, True Strike, Vicious Mockery
+1 additional language of your choice

Low Fae (Unseelie):
The low fae were once called “unseelie,” though that term is rarely used now. (Oddly, the Goblin King now calls his court the “Unseemly Court,” as a sort of mocking homage to the once-respected unseelie.) Low fae continue to interbreed with other races with wanton abandon.

There are four different kinds of unseelie; in an odd elemental pantomime to elves, dwarves, goblins, and mer, each unseelie sub-race has affiliated itself to one of four para-elements (bog, mist, smoke, and magma).

Sylvar
Sylvart are bog (earth/water) fae, wise to the ways of the woods and masters of camouflage. Sylvart are native to forests, lowlands, and swamps. A sylvart female mated with a human male begets a woodland nymph called an Dryad, bound to her tree.
Sylvar gain:
Ability Adjustment: +1 to their Constitution score
Weapon proficiency: Net, Short Bow
TWO free Cantrips (0-level spell) usable at any time, once per round: choose one from the following list: Acid Splash, Blade Ward, Dancing Lights, Druidcraft, Guidance, Light, Mending, Minor Illusion, Poison Spray, Shillelagh, Thaumaturgy, Thorn Whip, True Strike
At will, they can cast Speak With Animals upon themselves.

Apsara
Apsara (also called apsa) are mist (water/air) fae, and while technically lower fae, are second only to the seelie in terms of influence in fae society. The apsara are native to coastal lands, mountains, and in rare cases arctic climes. An apsara female mated with a human male begets a coastal-dwelling nymph called an Ondine. Salt water ondines are commonly called Nereids, whereas freshwater ondines are referred to as Naiads.
Apsara gain:
Ability Adjustment: +1 to their Wisdom scores
Weapon proficiency: Net, Trident
TWO free Cantrips (0-level spell) usable at any time, once per round: choose one from the following list: Acid Splash, Chill Touch, Dancing Lights, Druidcraft, Friends, Guidance, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp
At will, they can cast Fog Cloud.

Sith
Sith are smoke (air/fire) fae known for their mastery at deception. Sith are native to arid deserts, badlands, and human cities. A sith female mated with a human male begets a smoky nymph called an Sylph, with gossamer wings and a desire for secrets kept and traded.
Sith gain:
Ability Adjustment: +1 to their Dexterity scores
Weapon proficiency: Crossbow, Rapier
TWO free Cantrips (0-level spell) usable at any time, once per round: choose one from the following list: Acid Splash, Dancing Lights, Druidcraft, Friends, Fire Bolt, Guidance, Light, Mage Hand, Message, Minor Illusion, Prestidigitation, Produce Flame, Shocking Grasp, Thaumaturgy
At will, they can cast Disguise Self.

Alfein
Alfein are magma (fire/earth) fae, known for their chaotic (some might even say evil) temperament. Alfein have obsidian black skin, and hair and eyes the colors of fire (reds, yellows, oranges, and in some cases blues, purples, and whites). Alfein are native to volcanic regions and subterranean realms, and are sometimes confused with dark elves. An alfein female mated with a human male begets a tricky, hot-tempered nymph called a Jinka, perpetually seeking revenge for wronged women against human males. Some jinka are said to serve the Irish goddess Aine, but that’s only in certain centralized parts of the world.
Alfein gain:
Ability Adjustment: +1 to their Dexterity scores
Weapon proficiency in: Hand Crossbow, Scimitar
TWO free Cantrips (0-level spell) usable at any time, once per round: choose one from the following list: Acid Splash, Dancing Lights, Druidcraft, Friends, Fire Bolt, Guidance, Light, Mage Hand, Prestidigitation, Produce Flame, Thaumaturgy
At will, they can cast Faerie Fire.

HALF-FAE
Yes, there are half-fae. They’re called Shae.
All Half-fae gain:
Heightened Abilities: Half-fae gain a +2 to their Dexterity scores, and +1 to TWO other ability scores (choose from: Strength, Constitution, Intelligence, Wisdom, or Charisma)
Base speed: Half-fae can move 30′ per round in combat
Free Cantrip: Half-fae gain ONE free cantrip, usable at any time, once per round. They can choose any cantrip from any class.
Keen Persuasion: Half-fae automatically have proficiency in the Persuasion skill
Blending In: Half-fae may disguise themselves as an elf or human, and they gain Advantage on Disguise checks in one or the other (choose one) if they have been immersed within that particular culture
Skill Versatility: Half-fae are often forced by circumstances to master a variety of skills, therefore they gain proficiency in any TWO Skills (player choice).
Languages: Half-fae speak the Custom and Fae tongues, as well as one other language of your choice. (Consult your gracious DM.)

The Iluzani: (from Sumerian “Ilu”, meaning god, and “zan” (or “zam”) meaning shining) A race of crystalline beings from the Astral plane once composed of pure thought, now made physical by their evolution into diamond-hard crystal shells.

also: butt golems

Canon.

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