Spirit Folk

Beings of legend and lore.

Small Folk

Fey folk under 6'.

Barhana

Spirit folk connected to their islands.

  • Alignment: Fey
  • Lifespan: 1,000 years
  • Diet: Sunlight, soil nutrients, and water
  • Habitat: Forested islands
  • Socioeconomic Status: Privileged oppressed

Barhanas appear to be anthropomorphic figures with rose pink skin, patches of bark on their bodies, and leaves for hair. Their eyes are pockets of light. When they stretch out their arms, an image of a tree appears around them.

Barhanas can elongate their arms, and when they do, the arms become like that which they are bonded to. They form tree-auras when they do this, no matter what they are bonded to.

Barhanas can bond with anything they can see and touch. Their bonding is done through touch and will - they touch what they wish to bond with, and they will the bond to happen. They can only will the bond to happen if they can see what they are touching. Once bonded, they will be able to sense that which they are bonded to at all times, be able to share characteristics of their bonded target, be able to communicate with it if it is intelligent enough to be communicated with, and transfer their own characteristics into the bonded target.

Barhanas can bond their entire being to any being or thing on the island they dwell upon and thereby connect to the entire island, permanently. If they are not dwelling upon an island, they begin to change and slowly lose their identities. If they are bonded to an island, they can leave that island and remain bonded and maintain their identity.

To bond to an island, they must find something on that island to bond with that is not self-aware or intelligent. That is, they must bond with a non-mortal on the island. Usually, this is a plant, often a tree, but it can be an animal, fungus, or natural object (stone, glass, dirt, even fog). It must be something that is naturally part of the island in order for them to bond to the island through it.

Once bonded to an island, they cannot change that specific bond. However, they can temporarily bond with anything or anyone even while bonded to the island. Temporary bonds last either until the barhana or the bonded target choose to break the bond or for about six hours for every level of success in the bonding roll (momentary for a tie, six hours for a normal success, twelve hours for a special success, eighteen hours for exceptional). To bond, the barhana rolls their bonding power against the WIL of the target, even if the target is consenting.

Barhanas can influence plants if they bond with plants. They can influence animals if they bond with animals. They can influence fungi if they bond with fungi. And so on. They must be able to see the being they bond with, so bonding with microorganisms is nearly impossible in most situations. If they bond with unintelligent things (rocks, for example), they have no influence over similar objects, only the specific one they bonded with. If they bond with another mortal, they will not have influence over other mortals nor even the mortal they are bonded with. Bonding with other intelligent beings is usually reserved only for procreation.

Barhanas can transfer characteristics between themselves and their bonded target at will, but they cannot take so much from their bonded target as to incapacitate it without breaking the bond, even the permanent bond. In fact, it is extremely dangerous for them to do this with their permanent bond. Therefore, for every point they take, they must return one to the target that is of equal weight - a base state for a base stat, a substat for a substat, a mundane skill point for a mundane skill point, a language skill point for a language skill point, an esoteric skill point for an esoteric skill point, a point of power in an ability for the same, etc. They cannot transfer bonuses from possessions, charms, spells, etc.

If the barhana takes characteristics that go beyond mere points, an equal exchange is still required. For example, if they turn their skin to stone to match a stone they are bonded to, they must let the stone borrow their skin. If they take the eyesight of an animal they are bonded to, the animal then must have their eyesight. And so on.

Barhanas are widespread throughout the world. Every community is different, based on their preferences for what they bond to. Every island has a different community, and every community identifies itself with a different aspect of their island. Most choose to bond to their islands through plants, but some do choose to bond to the local fauna or other features of the islands. Each island centers their community identity on these bonding preferences. A typical community all bonds to the same kind of plant, usually a tree. Olive, oleander, and laurel trees are the most common. In the region near the colonies, some are settlers or slaves, others are natives.

Because of their interconnectedness, barhanas view gender as a matrix of identity, biology, and community. They universally use neutral-plural pronouns in their own languages.

Barhanas are viewed as obscure and reclusive beings. They are often though to be myths spoken of only by sailors.

PRO 8 ATH 8 STR 8 AWA 8 WIL 8 PRS 8 STH 8


Bodach

Smaller fey folk who gain power from debts.
  • Alignment : Fey
  • Lifespan: 500 years
  • Diet: Common fey fare
  • Habitat: Temperate hill lands
  • Socioeconomic Status: Oppressed
Bodachs are fey folk standing about 4' tall. They are bald on their heads, have wrinkled skin, and disproportionately small eyes. Their backs are hunched.

As fey folk, they are much concerned with debts. Anyone who owes them a debt, they take some small object as a marker of that debt. It can be a coin, a card, a piece of hair, a piece of fingernail, a memory, a fragment of their soul, anything that means something to them. They take this, then put it in their hunch, which has no discernible hole in it. Anything that marks a debt is simply absorbed.

While they carry a marker of debt, they know where the person who owes them that debt is.

Every debt has a time limit. It may be a few moments, it may be a year and a day, it may be a thousand years. But once the debt comes due, the bodach can teleport to wherever the person is who owes them. And then, they may collect.

If the person has the price to be paid, all is well. If the person does not, the bodach can take almost anything from them. Their soul, their life, their children, their livelihood, their capacity for emotion, their wealth, their strength, anything.

These become energy for the bodach, who uses them to grant the boons they give to others in exchange for markers of debt. And thus, the cycle goes on and on.

Bodachs are feared and distrusted fey folk who dwell in hidden places. They live on the fringes of other societies, collecting debts and collecting on them.

They dwell in small clusters, groups of families, and have their own rituals and traditions. They tend to wear colorful motley clothing, striped and bright. They wear pointed shoes. They love riddles.

Some among them carry swords or spears, but these are just ornaments. They are rarely warriors.

PRO 8 ATH 8 STR 6 AWA 11 WIL 12 PRS 7 STH 9

Bugiardo

Masked small folk.
  • Alignment : Infernal
  • Lifespan: 120 years
  • Diet: Common fey fare
  • Habitat: Anywhere
  • Socioeconomic Status: Ruling class or privileged oppressed
Bugiardos appear to be 4' tall masked figures. Under their masks there is nothing, no face, no darkness, no anything. However, they take on different forms at will as they collect False Names. Every mask is different.

Bugiardos start collecting names immediately upon birth. If they are born into bugiardo cultures, they are given names by every member of their family. If they are born into any other culture, they instinctively ask everyone they meet for a new name. For every twelve names they collect, they are able to form a False Name. They can only get one name from a person, and it must be given without knowledge of its use.

Once turned into a False Name, the twelve names can no longer be used for the bugiardo. They must always have at least one name that can be used for themselves, or their entire being is erased.

The False Names allow them to take false forms (the further the form differs from their original form, the quicker the False Name is used up, and the more powers the form has, the quicker the False Name is used up). They may also be used to alter their PRS or STH temporarily instead.

If they lose their mask, they die. If they ever learn their True Name or somehow obtain one, they are transformed into something else entirely permanently.

Bugiardos use their powers of deception to gain power. Their main nation in the colonies is a small one who have inserted themselves into the halls of power, offering their arts and advice in deceiving the masses. There are those who are not part of the upper classes, and they live in fear of being exposed, hiding their selves as best they can.

PRO 8 ATH 8 STR 5 AWA 9 WIl 8 PRS 10 STH 10

Buoffo

Curious folk with cat-like features.
  • Alignment : Celestial
  • Lifespan: 60 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Buoffos are 4' tall fey folk with cat ears, whiskers, and tails. Their skin is colored like those of common cats.

Buoffos have insatiable curiosity. Everything interests them. If they follow their curiosity, they gain a bonus to their senses. Anything they find, they may take interest in it, in which case they take a bonus to learning about it. If they don't take an interest in it, they instantly lose interest and move on to the next curious distraction.

So long as they are curious about something, they are resistant to mental and emotional attacks.

They also have catlike reflexes, agility, and claws.

Buoffos live in small nomadic communities, wandering from place to place, following their collective interests, working on interesting projects, and constantly discovering anything new. In the colonies, they are considered pests, often arrested, and stereotyped as thieves.

PRO 9 ATH 11 STR 7 AWA 9 WIL 7 PRS 8 STH 9

Chthonian

Chthonians are the elementals of earth and stone. They dwell deep underground and shape rock with their touch.

  • Alignment: Elemental
  • Lifespan: 200 years
  • Diet: Subterranean fare - water, fungi, subterranean plants and animals
  • Habitat: Underground
  • Socioeconomic Status: Privileged oppressed

Chthonians have skin like earth but softer and malleable, with as many colors as there are colors of soil or stone. They stand, on average, about 5' tall, and have brown, grey, or black hair, all of which is filled with a metallic lustre. Their eyes are grey or gold and flecked as if splinters of gemstones are within, and their voices are very deep. Culturally, they are known for their beards and braided hair. Their bones are made of stone.

Chthonians can shape stone with their touch, though it drains them of the earth magic that they embody. They live in the dark of caves and can see with very little light. They have an innate sense of direction and can sense caves up to a mile away by ear. If they can see a stone, they can identify it unless it is otherwise supernaturally affected to be unrecognizable (i.e., stones imbued with arcane shadow can still be occluded). They also have a sensitivity to earth magic, so those who live or work near raw elemental magic are often shaped by it. As long as they are standing on earth or stone, their balance is supernaturally strong - they cannot easily be knocked over if both feet are planted. Their earthen skin and bones of stone give them a natural toughness.

Every chthonian bonds with a type of stone when they come of age. For most chthonians, the stone is chosen for them by the culture they are raised in (one of the 12 nations), but some choose a different type of stone. Any stone that is not afflicted by industrial magic or pollution can be bonded with, and once they have bonded with that stone, they are able to draw power from it when they touch it without diminishing the stone. They can draw power from other stones as well, but this will drain the stone of elemental magic. Stone without elemental magic has no life and loses all its natural properties, turning into a dust called eghadkhan, which can be reconstituted into stone by adding earth magic to it, but otherwise is seen the same way rust is seen - as a blight upon stone.

Affiliation with different types of stone causes the chthonians to take on different physical features, usually a shift in skin tone, hair color, or body shape, but sometimes something more dramatic if the stone is supernatural in some way.

There are twelve great nations of chthonians, each of them bonded to a different kind of stone that is sacred to them:

  • Geode: Avgaudans are known for their love of jewels and crystals, for their works of art and beauty. They dwell in the upper regions of the subterra mostly, but can be found in every layer of the world.
  • Khreoc (bauxite): Khreochans are known for their mining works and extraction of metals, their foundries and smithing and elemental industries. They dwell in the lower levels of the subterra and work the furnaces. Khreoc is a form of bauxite rich in earth magic, and so they are able to extract and founder it without as much industrial waste.
  • Galena: Mhaulphdas Asym are known for their mining and extraction of metals, but also for keeping up appearances, using galena in makeup as well as a source of lead and silver. As galena is mundane, they do little of the industrial processing of it, simply exporting the ore. This has made them a rich nation. They dwell in the lower regions.
  • Umgyead: Shau’kharaghs (sometimes called Shaukhs by outsiders) are known for their petrologers, chthonians who are master shapers of stone, dwelling deep underground, but above the fiery regions. Umgyead is a very rare rock that contains few impurities. It is better for shaping or drawing power from than for quarrying or building with.
  • Schist: Schaukzarans are known for their great variety of crafts, reflecting the stone they bond with. Schist is a category of stone that is known for containing many different minerals, with varying forms, and the Schaukzarans bond to it and reflect its variety. They also have the reputation of having the best medical resources of all chthonians. They dwell at every layer, but more in the upper layers than lower.
  • Granite: Grasytharans are the largest population of chthonians, existing in every layer and even in other parts of the world. They are known as builders and generally seen as lower class, especially since very few are part of the nobility. They take pride in their craftsmanship. They see themselves as rivals to the Khyrythysans.
  • Flint: Khyrythysans are the second largest population of chthonians, existing mostly in the upper layers of Akazad. They are known as artisans, makers of tools and weapons, makers of fine crafts. They are seen as lower class as well, but slightly more respected than the Grasytharans, whom they see themselves as rivals to. They are over-represented in the subterran military.
  • Ianthinis (jasper/quartz): Chalazarans are known for their beautiful works, often fine wares, works of art, and jewelry. Ianthinis is a form of jasper with a rich reddish brown hue. It is potent with earth magic. Chalazarans dwell in the middle regions of the subterra and are mostly noble families. They are very rich and very powerful with esoterica.
  • Nekhuar (flint): Nekhuarans are known for their military strength. They are great warriors with supernatural abilities, the core of the subterran military - the baurukh - wielders of flint weapons that can break stone and steel. They are among the elite of Akazad and live at every layer.
  • Akaz (viridianite): Akazadians consider themselves the only true subterrans and make up the heart of the nobility. They are bonded to viridianites, pure elementals, of stone and earth, and they are the most powerful of earth mages among the chthonians. They shaped the original Akazadian cities and are known for their shaping abilities in general. They live at every layer, usually in finely shaped mansions.
  • Odzib (diamond): Maurachadans are extremely rare chthonians bonded to a form of diamond that is rich with earth magic. They live in the lower layers of the subterra and keep to themselves, hoarding wealth and power. They control diamond mines and are extremely rich. They qualify as a separate nation due to their distinct dialect and cultural norms, but they are small enough in number that some consider them a large, extended family.
  • Alatyr (unique): Omphalydans are a mysterious nation of chthonians who dwell in a valley in Akazad known as the navel of the world. They bond to the unique rock there known to the outside world as Alatyr (they themselves call it Omphal). They are known for their esoteric powers - earth magic and worship of the Lord of Stones - and removal from the secular world. They are extremely powerful esotericists and priests, but they interact little with the outside world.

In the colonies, if they live above ground, they are usually there as traders or settlers, seeking opportunities, but some are taken as slaves or indentured. Others are outcast from the subterra. Some live near the surface in the area and are still part of their original culture.

There are four genders in most chthonian cultures: krula (male), arkrula (female), nakrula (pangender), and zelkrula (agender).

Chthonians are viewed as rigid and dour, drunkards, and greedy by outsiders, usually. They have a reputation as great artisans and their products are valued the world over. Their ability to and devotion to preserving earth and stone as a natural resource is often overlooked by most in favor of viewing them as stingy and stoic.

PRO 9 ATH 8 STR 8 AWA 8 WIL 9 PRS 7 STH 9


The Cunning

  • Alignment : Fey
  • Lifespan: 1,000 years
  • Diet: Magical mortal fare
  • Habitat: Temperate hill and forest
  • Socioeconomic Status: Oppressed
The cunning appear to be blue-skinned folk with dark green whorls all over their skin. They stand between 2’ and 4’ tall with diaphanous, insect-like wings. Their eyes are deep black, and their hands have sharp claws. Their hair always grows plants in it, though what kind of plants vary.

The cunning are the last species with the ability to wield magic directed only by their will.

The wielding of magic without any channel or ritual means that the energy goes through the bodies of the cunning, and that means that their bodies are at risk when they do it. It comes from all four aspects of their being (mind, body, heart, soul), and it burns them from within. They can therefore only use it in small doses, but they can wield it with the mastery almost none can match.

A cunning uses magic by drawing from their inner being, fusing it with other energies, and directing it solely by will and gesture. They are born with this power and have mana in their very Names, so they do not need to seek out sources of it like mages and wizards do. They do have to find other sources of other energies if they wish to do much more outside the domain of basic magic that is stronger than basic cantrips.

The cunning dwell in tiny communities, hiding among the edges of towns and cities, in farming regions and forests, hiding in plain sight. They have their own communities and traditions, but they mask this in order to keep from being exploited for their powers.

The number eleven is magical. Every cunning community is led by a circle of eleven powerful elders. The elders select eleven members of the community to be teachers, eleven to be warriors, eleven to be healers, and eleven to be caretakers of the young and old. Another eleven are selected by the community to be secret keepers, eleven to be planters of food, eleven to be hunters, eleven to be weavers, eleven to be spell scholars, and eleven to be collectors of the strange and unusual. These 121 rotate roles with others in the community as needed or wanted.

Rituals are very important to the cunning. They perform eleven rituals per day, and every eleven days, they gather for a group ritual. These rituals always involve standing in a circle and chanting, dried out fungi, flowers, and dancing. The rituals are said to keep their magical power up. Each community has their own chants and dances, which always involve use of their wings.

In the colonies, they live in secret for fear of enslavement.

PRO 8 ATH 8 Flight 10 STR 5 AWA 9 WIL 11 PRS 8 STH 9

Eloko / Dvergar

Small, mischievious maker folk.
  • Alignment: Fey
  • Lifespan: 300 years
  • Diet: Varies by culture, but most eat a common mortal diet with some augmentation
  • Habitat: Subterranean
  • Socioeconomic Status: Privileged oppressed
Most biloko are between 3’ and 5’ tall, though they can alter this at will, and have larger heads than proportional to their bodies. Otherwise, they appear roughly human, though their facial features are often exaggerated in size. They do have some variations by culture (see below).

All biloko have supernatural strength, the ability to alter their appearance (including changing their own size), and powers to create esoteric objects with unexpected powers. These powers are permanent, but they may gain other powers if they perform certain kinds of pranks.

Biloko are powered by fey chaos and therefore are compelled to perform pranks on people. They can do these maliciously or benevolently or neither, but they have a compulsion to surprise, delight, scare, or otherwise trick or prank others. If they set things up right, they can wield the chaos magic within them to perform a supernatural feat to create the prank. In other words, they can create supernatural effects by setting up pranks, and those effects can be almost anything depending on circumstance. As fey chaos is a narrative power, the effect must fit within the context of the story.

Different nations of biloko have developed cultural associations with certain powers (see below).

All biloko dislike sunlight. Being bored, disrespected, stolen from, or bound somehow can weaken them or force them into behavior they do not wish to engage in.

There are many different eloko nations:
  • Alom-begwi-no-sis: In the woodlands near the colonies, the alom-begwi-no-sis dwell. They live near water and have less hair than other biloko. They can can breathe underwater. Dwelling by the water, they have adapted the ability to breathe underwater. They protect their territory by overturning canoes and other water-vessels. They eat fish and maize, using their powers to create cauldrons that duplicate the corn within it so they can feast. They often engage in games involving watersports, hide-and-seek, and special toys. They are known locally for their ability to predict tragedies in the nearby lakes or rivers, though some suspect they are the cause of said tragedies.
  • Barbegazis: Barbegazis are from an mountainous region in the empires of theeast. Barbegazis are very hairy. They are known to go without clothes and have icicles in their hair. They grow long beards. Their feet are larger than proportional. They are known to cause avalanches to the shock and dismay of travelers. They do this by rapidly digging into the mountains. They can ride on the avalanches safely and guide the fall. They have developed an immunity to the cold. Dwelling in the mountains, they hibernate in the summer and come out during the snowy winter months. They guide people through the mountain passes by whistling or hooting to warn them of hazards. They will dig people out of heavy snows, bring lost sheep home, and generally help people, but sometimes their idea of fun is to cause an avalanche and ride it down the mountain. They dislike clothing. Their games and sports involve skiing on their big feet.
  • Dvergars: Dvergars live underground near the empires of the east. Dvergars appear to be humans but with exaggerated facial features, pointed ears, and pale white skin. They focus most on making surprising magical objects. They also have powers that allow them to move wind and storm (“hold up the sky”), and they are known for pranking those who steal from them. The most well-known nation of biloko, dvergars played a major role in the histories of multiple countries, making magical objects that were warred over and their role in aiding various legendary figures. They are known for their protectiveness of the magical objects they create and their belief in legends of their origins that suggest they came from giants. Dvergars are known for using their magical objects to bring mischief and trouble to other mortal beings as well. Their games involve magical toys.
  • Biloko: the original biloko dress in leaves. They live on a colonized continent to the east. They are hairless, but in place of hair is grass. Their gaze is said to be “piercing”, and they often move their mouths to the end of their long, snout-like noses with their shapeshifting powers to scare people. They also like to make their mouths huge. They have sharp claws. They use their shapechanging powers to open their mouths very wide and to make their faces alarming in appearance to those who view them. Biloko live in hollow trees rather than underground, though some live amongst the roots of the larger trees. They dress in leaves mostly as camouflage, and they alter their body hair to look like grass for the same reason. They live in small communities. Their nation is skilled at crafting esoteric objects. They create bells that resonate with fey chaos. These bells are used to repel outsiders by causing various irritations, surprises, minor hexes, and other effects on people who come into their territory. The locals have figured out how to make amulets to protect against this, and there is an ongoing effort by both groups to make better bells or better amulets.
  • Haltijas: A nation in the northeast of the imperial lands. The most variable of biloko, haltijas vary by community, but they tendto look more or less like dvergars, just with different cultural clothing or localized features. Culturally, haltijas practice aetherial arts, but their inherent power is to connect with their environment. They view both healing and causing illness as a prank they play on other mortals. Haltijas have a complex network of communities in Remak. They are protectors of different places and objects, and each of their communities centers on different: kalman väki who wield poarta and protect graveyards; kotihaltija who wield hegnh and live in human homes; veden väki who wield conflueverant and live in or near water; metsän väki who wield prasinofos and live in forests; naisen väki who wield aemoa and protect women; tulen väki who wield lahab al’qalb and live in saunas; vuoren väki who wield earth magic and live in the mountains; puun väki who wield tykva vlast and live in trees; raudan väki who wield bailaohu jinghua and live in mines. Each is known for wielding their powers to both heal and harm. They play games with their esoteric powers.
  • Korpokkurs: A nation in the far eastern colonized lands. Korpokkurs prefer not to be seen, but when they are, they tend to have facial features common to the area they are from. They have developed the ability to vanish at the right moment as part of their favorite pranks. Korpokkurs live in pits covered by butterbur leaves. They are agile and known to be good fishers. They trade game and fish for goods with nearby mortals, which they deliver at night so they aren’t seen. They like to play acrobatic sports.
  • Krasnaludek: An oppressed nation in the imperial core. Krasnaludek look like dvergars, but they always wear red, especially red hats. They have such a strong affinity with the color red that all of their powers revolve around it. Krasnoludek are known for their pointy red hats. They are otherwise very similar to dvergars, but they are obsessed with the color red. Their games are focused on colors and puzzles.
  • Maa-aluseds: An oppressed nation in the imperial core, maa-aluseds look like dvergars, but they use their powers to reverse their features, making left hands right, turning their feet or faces backwards, etc. Their entire culture revolves around their reversed orientation from other mortal societies (up is down, left is right, etc.). They walk backwards but can still see where they are going. The maa-aluseds live underground in cities on the ceilings of caves. They make all things smaller and live opposite those above. Their games are similar to other mortal games, but backwards.
  • Menehunes: A nation in the Southern Island Bridge, menehunes are broader of shoulder and have darker hair than other biloko. They can build skillfully at night without need of extra lighting. Menehunes live in secret places deep in the woods or in secluded valleys. They are skilled artisans and build temples (heiau), fishponds, roads, canoes, and houses for mortals and themselves. They eat maiʻa (banana) and fish. Like the korpokkurs, they only build at night only and leave their work unoccupied if they fail to complete it before dawn. Their games involve constructing little structures.
  • Nimerigars: A nation north of the colonies in the mountains, nimerigars have sharp teeth. They are immune to poison. Nimerigars are an unpopular nation of biloko who are considered very belligerent and probably cannibalistic. These are exaggerations of their habits. They do use poisoned arrows in battle, which makes others fear them. In hard times, they would mercy-kill the sick, which led to the rumors about cannibalism. Their games are generally war games.
  • Nirumbees: A nation north of the colonies, nirumbees are shorter than other biloko (18” tall sometimes), but with disproportionately larger heads. They have large, round bellies, and very stubby necks. Their arms and legs are often disproportionately short as well. They can send dreams to other mortals that are either vision messages or subconscious teachings of esoteric skills. They are fond of animal forms in their shapechanging. Nirumbees also have a reputation as belligerents. They are also called itśte-ya-ha or “stick people” by some. They are very protective of the mounds they dwell in, using super sharp stone-tipped arrows to kill anyone who invades their territory. They eat large amounts of meat and keep their teeth sharp to do so. They engage in extreme violence when killing their prey if other mortals are nearby, so as to intimidate them. They are often accused of theft with varying degrees of truth. They like to smoke tobacco. They are also known for sending dream messages to those who seek them out for wisdom or knowledge (maxpe). They do this only if they receive the appropriate offerings from them. They are also known for their role in the Sun Dance, a special event for nearby Hawate tribes. Their games are often spiritual.
  • Nisser: A nation in the imperial core, nisser are known for their conical knit caps, long beards (often white in color), and the wearing of bright red and grey. They stand a little shorter than other biloko (2’ to 3’), and are known for their farmers’ garb. They often shift to only have one eye, four fingers, and pointed ears. Their eyes reflect light in the dark. Nisser are farmers. They are known for their clothing, wearing conical grey or red knit caps, knee-length pants with stockings, woolen pullover tunics, and a heavy belt. They keep discipline on the farm through pranking those who are lax in their duties. Woe to them who fail to properly care for the livestock. They have many rules - no swearing, keep the barn clean, and make sure the animals are well kept. If they live with other mortals, they require payment for their services, as they often offer magical assistance on the farm - this payment is called blót. Food, like porridge, is a common payment. If they are not paid, they will engage in a rampage of pranks. They are quick to anger and sometimes pranks when they shouldn’t, but they always make restitution. They are especially fond of horses. They braid the horse’s hair, and if another mortal undoes the braids, the responding pranks will be severe. Their games are always played in the barn.
  • Pechs: An underground nation beneath the imperial core, pechs are tough and hairy. They are stronger even than other biloko. Pechs are miners, farmers, builders, and laborers. They use their legendary strength to do almost any work, but they have a reputation for being ornery drunks who do not want to have anything to do with others. Their games involve feats of strength.
  • Rübezahls: A nation in the mountains of the imerial core, rübezahls have big feet, wear grey frocks, and often carry musical instruments. They are known for often taking the form of giants or the elderly. They create weather-based pranks, sending rain with sunshine, snow with warm weather, thunder without lightning, and so on. They can make the ground shake by stomping. Rübezahls are known for being friendly. They teach those who come to them for help, sharing knowledge of healing and sharing their own possessions; however, if someone is rude to them, they engage in violent pranks. They are known for their power over weather, which they associate with music and their harp-playing. They are also known to dress in grey frocks, which is considered their cultural costume, and eating sourdough bread and the soup kyselo, their primary cuisine. It is said that they protect treasures that they will share with the “pure of heart”, though there is no historical evidence of this. They have strict rules on hospitality and are known for their support of immigrants in the region. Many are swept up in the Wild Hunt every seven years. Their games involve the weather.
  • Shekas: A widespread oppresed nation in the central continents and Island Bridge, shekas are much like the original biloko in that they have grass forhair. They have different colored eyes. They can move with perfect silence through any kind of grassland. Shekas live in the woods, in abandoned homes, or in great fields. They have a reputation as the butt of local jokes. They tend to wear all black or all white and work the fields only at midday or sundown. At these times, they like to play pranks on travelers near their fields, leading them astray or causing them illness, pulling their hair, or making them sing. Their games happen in the fields and involve music.
  • Sihirtia: An oppressed nation in the far southeastern regions of the world, sihirtia were known for their beautiful clothing with metal pendants. They have light blue eyes. They often stutter when they speak. They bring good or bad luck to those they encounter. Tundra-dwelling biloko, the sihirita are known for their beautiful clothing, metal pendants, and light blue eyes. They live in sandy hills and only come out at night or during heavy cover such as mist or fog. They ride dogs or mammoths across the tundra or through the tunnels. Like their cousins, they are known for their smithing skills, but they are also a warrior nation. Perhaps because of their beautiful clothing, they are often romanticized by other mortals. Their games involve their outfits and toys.
  • Tikoloshe: A colonized nation on a south-central continent, tikoloshes appear more human-like, only with a shorter average height, with darker skin and more body hair. They can vanish if they drink water or swallow a stone. They view illness and even death as pranks to play on people. They hide under beds or houses, sneak in, and make people ill. They also view possessing bodies as a prank. Some use various esoteric energies that allow them to alter, control, possess, or otherwise affect souls. Also called the tokolotshe, thokolosi, or hili, tikoloshes have an evil reputation, which they cultivate to protect themselves. They do have a history of associating with other mortals who hire them for dangerous and violent mischief, often on the wrong side of the law or history, used as assassins to kill sleeping people or “eat their toes” (cripple their feet). They hate missionaries due to a history of colonial conflict. Their reputation as eaters of souls or being undead or abominations is false, but encouraged to keep others away from them. Their games involve sneaking.
  • Traucos: A nation far to the north of the colonies, traucos usually distort their faces to be unalluring to those whos ee them and hide their feet, but when they wish to, they can become very alluring. They use their shapechanging powers to appear alluring to people. They can kill with their gaze. Traucos are known for choosing their physical form carefully, depending on who is looking, so that they are either seen as “ugly” to them or irresistibly attractive. They live in the deep rainforests, montane woods, and island woodlands of eastern Palhur. They have cultural association with snakes. Trauco culture is heavily patriarchal, and female traucas are often mistreated and derided. Men are expected to cheat on their wives to prove their virility. They use small stone-bladed axes as tools and weapons. Nearby mortal communities often blame traucos for unwanted pregnancies due to their reputations. Their games involve shapechanging and dances.
  • Yehasuris: A nation far to the west of the colonies, yehasuris are shorter, 2’ tall, on average, but otherwise look human. They can eat anything. Yehasuris live in tree stumps and eat small animals and bugs. They dislike tobacco and are afraid of the local mortal tribes’ religious leaders. They are very similar to the original biloko in their practices of mischief and games. Their games involve playing with their food.
Biloko are viewed as pests and obstacles by other mortals. Consistently across their national cultures, they are viewed negatively, often derisively. There is heavy prejudice against them in many class societies, and their ability to create magical objects is often exploited. They are often portrayed as cannibals.

PRO 8 ATH 9 STR * AWA 8 WIL 8 PRS 8 STH 9

Strength varies by the form they take but ranges between 3 and 12 on average.


The Hidden

  • Alignment : Fey
  • Lifespan: 300 years
  • Diet: Energy
  • Habitat: Dark places
  • Socioeconomic Status: Hidden
The Hidden appear to be 3' tall. What they look like beyond that depends on who is looking at them. They always appear as if they are just out of focus, out of the corner of the eyes, or otherwise hard to remember or make out. If something magically captures their true form, they appear to be a three-dimensional shadow with glowing red eyes.

The Hidden cannot be looked at directly unless they are bound or viewed by magical energies. If they are viewed directly, the viewer must roll to resist having one of their secrets exposed to the Hidden.

The Hidden can drain secrets from people by luring them into the shadows. If they get someone into the shadows with them, they can steal a secret without knowing it. The secret they steal will take the form of a red rock. This rock can then be converted into arcane shadow energy, which the Hidden can turn into STH, or it can be hatched to reveal the secret. If they do the latter, they must expend some of their shadow energy.

The more shadow energy they use, the weaker they get. They must recharge it either by consuming unrevealed secrets or by resting in pitch darknesss.

The Hidden cannot go out in daylight without covering every inch of their bodies and sticking to the shadows as much as possible. If they are exposed to full daylight without any covering, they will be dissolved.

The Hidden are only called the Hidden externally. The name for their species is a secret only they know, one unspoken. The culture of the Hidden is one of serving some secret purpose only they know. The purpose varies by community.

PRO 8 ATH 9 STR 5 AWA 9 WIL 8 PRS 7 STH 15

Hill Folk

Small folk who live in the hills and have a varied diet.

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Anything

  • Habitat: Hills

  • Socioeconomic Status: Oppressed

Hill folk are hairy folk who stand about 3’ to 4’ tall. They have one single eye in their foreheads and disproportionately large noses. Many of them have hunched backs, but this is not a universal trait; it comes from living in caves even too small for them. Their teeth are made of stone and metal.

Hill folk can eat and digest almost anything that is small enough to fit in their stomachs. They are immune to poisons except for industrial/infernal ones. They are attuned to the hill lands they dwell in and can speak to the animals, plants, and fungi there. If they go to other hill lands, this power does not translate, even if the animals, plants, and fungi are the same. Their territories are determined by birth, though it is possible to attune to a different region if they live there for a year and a day.

All hill folk can “hill hop”, leaping from the top of one hill to the top of another; they can do this to any hill within 10 miles. They can also burrow into hills by spinning around on its highest point.

Hill folk live in extensive clans in the hill lands of the world. Their cultures vary by region, but most are insular and closely guarded. They live in burrowed out hill caves and live off the land. Those local to the region of the campaign are partially embedded in the local native culture, but they have their own distinct ways. They have a love/hate relationship with the prospectors in their area - big mining groups they hate, solo prospectors may be able to befriend them if they act right.

They are viewed as nuisances by colonizes and imperials.

PRO 9 ATH 9 STR 8 AWA 8 WIL 8 PRS 7 STH 9


Hrupkaj

Elemental small folk who embody autumn.
  • Alignment : Elemental
  • Lifespan: 200 years
  • Diet: Common autumnal fare
  • Habitat: Anywhere with autumn
  • Socioeconomic Status: Oppressed
Hrupkajs appeaer to be piles of autumnal leaves when they are lying down. When they stand, they appear to be fey beings about 3' tall fey beings with gold, red, orange, or yellow skin and hair made of fallen leaves. They have twig-like antennae, and their eyes are burning pits. They smell of cinnamon.

All hrupkajs are more powerful in autumn. They can disappear into a pile of leaves simply by laying down. They can sense the lifespan of a tree by touching it. They can summon a bitter cold wind once per month during the autumn and a soft 10-minute rain once per month the rest of the year. Anything they bury, they will always remember where it is.

They also have up to three of the following, depending on their age:
  • Make gourds grow
  • Fearsome countenance
  • Instill melancholy
  • Summon owls or hedgehogs
  • Preserve food
  • Restorative cider
  • Turnip lamp
  • Shorten day
  • Deadly hunt
Hrupkajs in their original cultures are usually focused on seasonal festivals, ornate clothing for each part of the year, and tending to the world during autumn. They are protectors of the autumnal forests and fields, and during that time, they make sure the animals, plants, and fungi are safe. They fall dormant in spring, but they are active the rest of the year.

Many local hrupkajs are embedded in the native nations.

In the colonies, they are mostly enslaved or deeply oppressed.

PRO 8 ATH 8 STR 5 AWA 9 WIL 9 PRS 8 STH 10

Jactan

Big-mouthed small folk.
  • Alignment : Fey
  • Lifespan: Less than they claim, usually about 120 years
  • Diet: Fanciful foods
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Jactans are 4' tall beings with disproportionately large mouths, usually stretching from just below their ears and opening as wide as their head is tall. They otherwise appear to be fey hominids.

All jactans have very loud voices. They all have at least three powers that are improbable, such as being able to blow down buildings, lift giant rocks, spit a river, entrapping people with riddles, move ships with their sneezes, make the moon dance with their songs, and so on. Anything bizarre, outlandish, and rooted in tall tales. In Endruin, these tall tales are based on European tall tales. Consult the GM for ideas.

Jactans are greatly oppressed in the colonies. They are seen as a danger to the world and enslaved or imprisoned simply for existing. Their original culture is part of a wider fey culture, often living amongst tall folk or on the fringes of non-fey societies. In their own families, their roots in tall tales are reflected by their nightly storyteling rituals and lying contests.

PRO 8 ATH 8 STR 6 AWA 9 WIL 8 PRS 11 STH 10

Karatuhcu

Small folk of ash and ember.
  • Alignment : Elemental
  • Lifespan: 80 years
  • Diet: Mostly vegetarian
  • Habitat: Warm places
  • Socioeconomic Status: Oppressed
Karatuhcus are beings of ash and ember. They are about 2' tall, round beings with eyes of burning embders, skin like ash (that glows when they are experiencing strong feelings), and tiny horns of coal and tails that end in stingers.

Karatuchus absorb flame, are weak to water, and exude intense heat. They can create small flames from their horns, and they can visually scan heat and cold.

They live in small communities. They are attracted to heat, which they find entrancing, and they seek out sources of it, even as a group. They believe their primary purpose is to keep the flames of the world alive, and so they create small communities near places where flames are common. Locals are found sometimes with the native nations.

PRO 8 ATH 8 STR 3 AWA 8 WIL 8 PRS 8 STH 10

Kortahende

Small folk who share their organs to help others.
  • Alignment : Celestial
  • Lifespan: 120 years
  • Diet: Energy
  • Habitat: Temperate regions
  • Socioeconomic Status: Oppressed
Kortahendes are 4' tall fey people with removable body parts. They otherwise appear to be fey hominids.

Kortahendes can remove any body part. Arms, legs, internal organs, head, fingers, toes, skin, hair, teeth, anything. They can rearrange them on their own bodies or lend them to someone else. If they permanently give a body part or organ to someone else, willingly and to the benefit of someone else, they cannot regrow that organ or part, but they gain other powers, such as healing, protection, or empowering touch or auras. If someone whom they help makes them an offering or gives them payment, that payment can also be transformed into magical powers.

The kortahende dwell in small communities in mountains and forests near to other communities of common folk, whom they help in secret. They gain power from doing this, which allows them to build protected communities. They attempt to avoid direct contact, due to the horrors inflicted on them by ruling classes and their armies in the past.

In the colonies, they exist entirely on the fringes, deeply oppressed, enslaved, and brutalized.

PRO 7 ATH 7 STR 5 AWA 10 WIL 10 PRS 10 STH 10

Kubbutuka

Small folk who have magical cleaning powers.
  • Alignment : Celestial
  • Lifespan: 120 years
  • Diet: Common fey fare
  • Habitat: Under houses
  • Socioeconomic Status: Oppressed
The kubbutukas look like 3' tall, squat, pale, piebald beings with dark hair. They have one hand that is a flipper, one with fingers.

Kubbutukas' flippers can scour clean anything physical that they touch. If they clean enough, they gain enough energy to produce magical bubbles from their mouths / lungs that can cleanse souls. If the target of their bubble is infernal, they can trap them in the bubble instead.

Kubbutukas live under houses and buildings and sneak out at night to clean them, but only if the owners or inhabitants are kind and deseving (or if they are enslaved and forced to do so). They prefer a symbiotic life, giving their services in exchange for goods and services, rigidly equal (if even a slightly unequal exhange is had, they leave), but they are often enslaved magically.

PRO 7 ATH 8 STR 5 AWA 9 WIL 10 PRS 9 STH 10

Nosengabi

Mouse-tailed small folk who preserve foods.
  • Alignment : Celestial
  • Lifespan: 200 years
  • Diet: Common fey fare
  • Habitat: Storage places
  • Socioeconomic Status: Oppressed
The nosengabi are 2' tall fey folk with red or blue skin, snouts, and bulging eyes. They have mouse tails and sharp claws.

Nosengabis have the ability to preserve food with their tails, multiply supplies with their blood, and protect a place with magical markings they engrave with their claws.

Blue nosengabi can call large ungulids with their songs. Red nosengabis can call large birds with their songs.

Those local to the region are embedded in the native nations.

Nosengabi dwell in storehouses and warehouses, using their powers to preserve what is there in exchange for food, shelter, and money. They are often enslaved in the colonies, but they have found a way to get by symbiotically with working class and oppressed people.

PRO 7 ATH 9 STR 5 AWA 9 WIL 8 PRS 8 STH 10

Nunphung

Hidden folk who attract celestial microbes.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Insect-heavy mortal fare

  • Habitat: Tropical rain forests

  • Socioeconomic Status: Oppressed

Nunphungs appear to be 4’ tall beings with pointed ears, dark brown, straight hair, glowing blue eyes, and greenish skin. They have frog-like tongues.

Nunphungs have an aura that attracts microbes, specifically helpful ones, such as ones that live symbiotically with other living things, ones that aid in digestion or other processes, ones that protect from harmful microbes. This often causes them to appear to be covered in a blue slime, but this “slime” is potent for healing and protecting against infernal powers or curses.

Their tongues are sticky like a frog’s and can capture bugs for them to eat.

Most nunphungs live in distant parts of the world, far from the colonies, and the colder climate there is bad for them. Those who are there are usually enslaved or refugees from other imperial or colonial lands. Their original culture is one of living in deep forests and providing healing for other peoples and beings, held in awe and reverence by those who do not understand them. Many are captured and exploited for their powers.

PRO 7 ATH 9 STR 7 AWA 8 WIL 8 PRS 8 STH 9


Phusomson

Small, brightly shining beings who are empowered by admiration.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Light mortal fare

  • Habitat: Anywhere

  • Socioeconomic Status: Oppressed

Phusomsons appear to be 4’ tall beings with bright blue hair and glowing green eyes. They shine brightly with blue light the more admiration they feel for others.

Phusomsons are said to be descended from angels, though this is considered a myth. They are empowered when they feel admiration for others. Phusomsons gain different powers the more people they admire:

  • Clear sight: they can see the person they admire clearly, knowing their faults and motivations. This protects them from admiring exploiters and deceivers.

  • Uplifting voice: they can speak with a magical voice that uplifts anyone they admire or respect.

  • Shimmering heart: their hearts beat faster and glow with blue light that shimmers through their skin. The light gives them bonuses to PRS.

Other powers may be possible.

Phusomsons dwell on the fringes of other cultures, living secret villages. They seek out individuals of other cultures to admire, gaining power from doing so, then using these powers to protect and support their own culture. They form symbiotic relationships with these people, often bringing them presents and tokens of support.

They are accused by imperial powers of being thieves and parasites, and they are scorned by many cultures because of these lies.

PRO 7 ATH 8 STR 6 AWA 8 WIL 8 PRS 10 STH 7


Regalo

I am ripping off Santa's elves.
  • Alignment : Celestial
  • Lifespan: 500 years
  • Diet: Cheer
  • Habitat: Arctic tundra and mountains
  • Socioeconomic Status: Oppressed
Regalos are 3' tall fey beings with pointed ears, white eyes and hair, and dark skin. They have long feet with curled toes, tufted white hair in their big ears, and furry bodies.

Regalos have the ability to know the heart's desire of any innocent person they meet. They can sense whether someone has ill intention toward nearby children, and they can sense selfishness in someone if that person is sleeping within 100' of them.

During winter, regalos can produce candy, warm clothing, or alcoholic beverages from sack they carry (all regalos are given such a sack when they come of age, even if they were raised by other mortals) if they intend to give it away to someone else. During other seasons, their sack only produces candy.

Regalos dwell in a large city in the far north where they work year-round to create midwinter gifts for every innocent being in the world. They then go out in nomadic bands throughout the winter to bring these gifts to those that need them. Because they travel the world, they are often captured and enslaved or find themselves stuck in different parts of the world.

Those in the colonies are either there with a nomadic band to bring gifts for midwinter, enslaved, or financially stuck. They are oppressed and hated, stereotyped as monsters.

PRO 7 ATH 8 STR 5 AWA 9 WIL 9 PRS 10 STH 9

Sgadugi

Small hidden folk in the forests who live in tight-knit communities.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Common mortal fare

  • Habitat: Temperate forests and hills

  • Socioeconomic Status: Oppressed

Sgadugis appear to be 4’ tall figures with skin that blends with the forests around them. They have dark, straight, auburn hair, and they have pointed ears and big eyes.

All sgadugis can form magical bonds with others in their community. These bonds can be permanent or temporary, as they please, and they can switch to new communities by spending at least a year and a day with them. They start by bonding at an early age with the community they grow up in, assuming the community loves and cares for them. These bonds allow them to share abilities, skills, lores, and stats with one another, as well as to silently communicate.

Sgadugis are native to nearby regions and form their own tight-knit communities with their own stories, crafts, arts, and traditions, but they work closely with the wider native community. They are oppressed and targeted for conquest by the colonizers.

PRO 8 ATH 8 STR 7 AWA 8 WIL 9 PRS 9 STH 9


Suilcroi

Small folk who are empowered by romantic love.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Common mortal fare

  • Habitat: Temperate regions

  • Socioeconomic Status: Oppressed

Suilcroi are 4’ tall fey beings with pointed ears. They have golden skin and bright blue-glowing eyes. Their hair is usually pink or violet.

All suilcroi have inherent ability in poetry, music, dance, or prose (but never more than one), though they may learn the others. They have empathic senses, and they can sense in people they feel romantic love for what they like in terms of food or common objects. Their first romantic love grants them the power to protect that person with a whispered word, granting them bonuses to STR or WIL.

The more romantic connections they have, the more powers they gain in terms of senses, insights, and protective magic.

Suilcroi usually live among the fey and act as storytellers, performers, and weavers of romantic visions, and amongst their own people, they have extensive romantic networks that make them very powerful and protected. The imperial powers denounce them as perverse and dangerous figures, breakers of hearts, and thieves and predators.

PRO 8 ATH 9 STR 7 AWA 9 WIL 8 PRS 10 STH 7


Sweetling

Eternal children.

  • Alignment: Celestial

  • Lifespan: Unknown

  • Diet: Childish mortal fare

  • Habitat: Hidden temperate isles

  • Socioeconomic Status: Oppressed

Sweetlings appear to be children of other species who never grow old. They are formed when children of other species are somehow lost and forgotten, abandoned and forsaken, and found by storks, which bring them to the Sweet Isles.

Sweetlings have the ability to fly if they think happy thoughts. They are empowered by their imaginations, can create food and drink out of thin air, and create complex magicks with their shared love and support for one another. They love to create adventures to go on that are actually purely imagined, but become real for them with limited risk for one another.

If they meet a non-sweetling child, they have the power to turn them into a sweetling if they find out the child is truly abused or unloved for some reason. Those who go into the world are at the risk of growing up, which would make them into the species they resemble, but they will always have the ability to protect abused or unloved children, giving them the power to summon storks to take them away.

Sweetlings grow up if they decide it is better to. If they decide not to, they return to the Sweet Isles, often forgetting the wider world after their quest.

The oldest sweetlings are 15 years old. The youngest are just old enough to walk, talk, and think for themselves.

Most have no idea sweetlings even exist. They live in secluded, protected regions called the Sweet Isles, which are part of Faerie. However, some are given magical quests that send them out into the world, and they pretend to be common children. These quests are usually arbitrary and silly to outsiders, but bring back special treasures to Sweet Isle, such as pots and pans to be used as armor in their imaginary games, new toys, or sweets and candies none of them have heard of before, adding to their arsenal of treats to imagine.

Any sweetlings in the colonies would be there on a quest.

PRO 9 ATH 9 STR 8 AWA 8 WIL 7 PRS 9 STH 9


Tupqar

Cliff-dwelling, small, bat-like folk

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Insect-heavy mortal fare

  • Habitat: Cliffs

  • Socioeconomic Status: Oppressed

Tupqars appear to be 4’ tall beings with bat ears, noses, eyes, and wings. Their wings are attached to their arms. They are a little hairier.

Tupqars have echolocation, bad eyesight, and can fly. They sleep upside down, hanging off the side of cliffs, and they can disguise themselves as part of the cliff if they do so. They gain bonuses to ATH and flight, echolocation, and hunting or PRO in canyons, near cliffs, or similar terrain. A tupqar in danger can lay against the side of a cliff, shriek, and unleash an avalanche, though this will weaken them and require much rest.

Tupqars live in small communities in villages built into the sides of cliffs or canyons. They are partially integrated into the wider native community, but they are have their own traditions and culture that is somewhat distinct. The most important tradition to them is an annual cliff-climbing race, wherein they are not allowed to fly.

Colonizers view them as pests.

PRO 8 ATH 9 Flight 11 STR 7 AWA 8 Sight 3 Echolocation 10 WIL 8 PRS 7 STH 9

Umurinzi

Shelled home-building small folk. Plural form is “abarinzi”, which means “guardians”.

  • Alignment: Celestial
  • Lifespan: 200 years
  • Diet: Common mortal fare
  • Habitat: Houses
  • Socioeconomic Status: Oppressed

Abarinzi stand about 2’ tall at the highest, usually closer to 15”. They have hair over every inch of their bodies and large shells of various kinds on their backs.

Abarinzi’s shells are nearly impossible to break. If an umurinzi hides within their shell, they also become camouflaged with the area around them if they are within a few miles of their home (how many varies by individual, but the maximum is 10 miles and the lowest is a single mile). They can store up to 50 lbs. of materials within their shells and not feel encumbered.

If they lose their shells, they must replace it within eight days or they will grow sick and die.

When an umurinzi takes up dwelling in someone’s abode, they automatically bring certain protections to it. Infernal energies are blocked if the umurinzi is welcomed into the home, and tasks and chores around the house become easier to complete if the umurinzi is given food and drink regularly.

If someone asks umurinzi to build their home with the intention of having them live there with them (and with fair compensation for the work), the house will be even more powerfully protected.

There is but one nation of abarinzi, synonymous with their species name.

The abarinzi live in a region clustered around a massive lake. Abarinzi families are large. They form complex communities living amongst other nations, though without assimilating into them. Because of their powers to protect homes, abarinzi are welcomed by most, and their powers and pride keep them from entering into exploitative relationships with other nations or individuals for the most part. Their large families live in special rooms or spaces within the homes of others, or in special housing structures designed just for them.

Each family is its own community. They have their own traditions and stories, and the family structure varies from family to family. Most commonly, the eldest of them are de facto leaders, and everyone raises the children together. “Family” is defined as “a group of abarinzi who take care of one another”, so blood-ties are not necessary. However, most often, they are blood-related.

Once they have their adult-sized shell (though not their adult shell), they do not have to change shells as often. They end up keeping their shells for about a decade. Every new shell is still celebrated, however, though the parties change as they age, shifting from colorful celebrations of the community to more personalized parties. Abarinzi do not celebrate birthdays, as their shell-days have replaced them.

The shape and form of an umurinzi’s shell has social significance. Once an umurinzi is an adult, they often seek out new designs or new shells. Larger shells are considered ostentatious and inconvenient, but shells that are too small are dangerous. Colorful shells are associated with those who do not need to hunt or fight to survive, thus celebrated and honored, whereas spikes on shells are reserved for those who hunt or fight. A shell that is both colorful and spiked is seen as confusing or impractical or even insulting to the warriors of the community. A shell with spirals is often used by those who engage regularly in dance or performance, and shells with pentagonal patterns are seen as much more practical and common.

Almost all of them in the colonies are slaves or former slaves.

Abarinzi consider all children “girls” until they decide their own gender after the age of 12. Once they choose a gender, they are allowed to change it after their next shell change. Gender is indicated by how they choose to decorate their shells, though there are no hard and fast rules. Abarinzi select the decorations that represent their gender and place them in the spot where their shell meets their neck. This spot is helpful because they can hide it when they please. There are nine recognized common genders among the abarinzi, but these can be mixed and matched or discarded entirely for unique genders.

PRO 8 ATH 8 STR 4 Shell 30 AWA 8 WIL 8 PRS 8 STH 12


Yaobi

Stone-covered fey folk.
  • Alignment : Celestial
  • Lifespan: 500 years
  • Diet: Stone
  • Habitat: Mountains and hills
  • Socioeconomic Status: Oppressed
Yaobis are 4' tall fey folk covered in small stones. They have glowing eyes made of gems and pebbled flesh.

All yaobis have a dominant stone on their flesh - usually chalcedony, chrysoprase, jade, sardonyx, amethyst, jasper, sard, jacinth, beryl, emerald, chrysolite, topaz, sapphire, or magical jieshi stones. Their stone determines their powers:
  • Chalcedony: empathic senses
  • Chrysoprase: protection from evil
  • Jade: speak to plants
  • Sardonyx: control earth
  • Amethyst: good fortune
  • Jasper: good dreams
  • Sard: absorb celestial energies
  • Jacinth: restorative voice
  • Beryl: sense precious stones
  • Emerald: beautiful voice
  • Chrysolite: speak to animals
  • Topaz: repel infernal winds
  • Sapphire: beautiful aura
  • Jieshi: control stones
All yaobis can sense when cave-ins, earthquakes, or avallanches are about to occur. They can also curl up and hide as a stone.

Yaobis are from the far south and east, where they live in rocky regions like mountains and hills, and they work to protect nature and the people of the region. They dwell where they can warn others of coming disasters.

Those in the colonies are either immigrants who face severe discrimination or slaves or former slaves who face the same.

PRO 8 ATH 5 STR 8 Toughness 16 AWA 8 WIL 9 PRS 8 STH 9

Spirits

Based on Earth's legends and stories.

Fairy

The fey.
  • Alignment : Fey
  • Lifespan: 2,000 years
  • Diet: Common fey fare
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed

Fairies are spirits from European countries. Their powers, abilities, and cultures are rooted in those cultures. They range from the aos si (or sidhe), who are proud, beautiful beings who have great power and magic, to smaller folk like brownies, redcaps, sprites, and grigs.

Consult the GM if you wish to play a fairy.

Some common fairy nations include the following:
  • Alp-luachra, cruel fey
  • Anjana, good fairies who foil evil
  • Aos Si, the folk of the mounds, rulers of all fey
  • Atomies, little fairies of the air
  • Avalonians, tall and powerful fey who wield the power of life
  • Bannik, bathhouse fey
  • Bean Nighe, omens of death
  • Bean Sith, wailing women
  • Bluecap, fey guides
  • Boaxente, fey who can manipulate emotions
  • Bocanach, fey who like to start trouble
  • Brownie, little fey who do work around homes
  • Bugul Noz, ugly fey who embody love
  • Changeling, a fairy swapped for a mortal child
  • Colt-Pisky, little fey who ride horses and knot their hair
  • Fear Dearg, the bloody fey
  • Fear Gorta, the hungry fey
  • Fear Liath, the grey men
  • Fenodyree, bringers of the harvest
  • Fir Bolg, warrior fey
  • Ftitnies, the tyrannical fey
  • Green Children, plant-like fey
  • Ildaite Tire, people of the rainbows
  • Inimised, backward fey
  • The Kith, the friendly fey who have great clans
  • Korrigan, stealers of children
  • Lauma, orphanal woodland fey
  • Leprechaun, fey who control luck
  • Macalla, fairies with great voices
  • Mooinjer Veggey, island fey
  • Nisky, water fey
  • Pisky, ever-changing fey
  • Poskakushka, fiery fey
  • Prowder, fey who know many protective charms
  • Puca, the greatest fey tricksters
  • Realta Tire, people of the stars
  • Redcap, chaotic fey
  • Sanziana, flower fey
  • Scath Tire, people in the shadows
  • Sleigh Beggey, bringers of destruction
  • Smamennesker, fey with ancient and evil powers
  • Trow, lowly fey who do many jobs
  • Tuath, fey who know the depths of lore and history
  • Tylwyth Teg, the fair folk
  • Urisk, wandering fey
  • Vila, beautiful fey who lure people away
  • Wrede, fey who delight in torture
  • Xana, bringers of inspiration
  • Yalley, fey who are good with words

Other fairies are possible. Consult the GM.

Spirit

Beings of legends, mythology, folklore, and religion around the world.
  • Alignment : Fey
  • Lifespan: Varies
  • Diet: Varies
  • Habitat: Varies
  • Socioeconomic Status: Mostly oppressed

Any legendary creature from Earth that is not covered in the other lists of species may be a spirit on Shem. They reflect the cultures and stories told about them on Earth. Most would be oppressed in the colonies. They would have powers relevant to the stories told about them. If a player wishes to play a spirit from a culture they don't belong to, they need to do a lot of research to make sure they do so respectfully.

The undead (including vampires and ghosts), dragons, and creatures who are unique tend not to be included here. If unsure, consult the GM.

Some potential ideas include the following:
  • Anito
  • Arusi
  • Aziza
  • Curupira
  • Faun
  • Hulder
  • Jinni
  • Lauma
  • Naga
  • Oni
  • Patupaiarehe
  • Radande
  • Rakshasa
  • Satyr
  • Yacuruna
  • Yaksha
  • Yokai

However, any spirit or being might be possible.

Tall Folk

Fey folk who are more than 6' tall.

Ceotire

The people of the mists.
  • Alignment : Elemental
  • Lifespan: 1,000 years
  • Diet: Common fey fare
  • Habitat: Misty moors
  • Socioeconomic Status: Oppressed
The people of the mists. They appear to be 6' tall figures with glowing eyes, bluish white flesh, long fingers, and fey faces. They have white hair, and their shadows move independently.

Ceotire (Kyoteeray) have the ability to teleport via mist. Anywhere mist is, they can move there. This can be a matter of feet or a matter of thousands of miles. The further they go, the more they must rest afterward, but the longest rest they will need is four hours to recover from walking the mists.

Their shadows move independently and, if the ceotire closes their eyes, they see through those of their shadows.

For every century they are alive, they gain a new power:
  • 100: protective mist
  • 200: freezing blast
  • 300: hear the whispers of the mists
  • 400: instill confusion
  • 500: entangling mists
  • 600: chilling grasp
  • 700: speak through the mists
  • 800: draining mists
  • 900: senesce target
  • 1,000: mist form
Ceotires dwell in great misty moors and hidden realms masked by mist. They are an ancient and powerful species who know many secrets, ancient lore, and the ways of the world. They have secret communities protected from outsiders by their control of the mists, and they answer only to their elders and the world itself.

In the colonies, those few who have come out of the mists face discrimination and fear, for they are considered bogeymen by the general population and often demonized.

PRO 9 ATH 9 STR 9 AWA 11 WIL 12 PRS 8 STH 14

Comezar

Tall fey folk who have memories dating back to the beginning

  • Alignment: Fey

  • Lifespan: 200 years

  • Diet: Common fey fare

  • Habitat: Temperate forests

  • Socioeconomic Status: Privileged oppressed

Comezars appear to be 6’ to 7’ tall fey beings with violet and grey skin. They have pointed ears, white hair, and black eyes.

Comezars have the memory of every comezar that came before them. They remember all the way to “the beginning”. This varies by comezar, but it usually dates back to the first time one of their bloodline began an adventure. Since then, their bloodline has always been on a journey. Any mundane skills gained by their predecessors on such an adventure may be accessible to the comezar (roll AWA vs. varying difficulties).

Every time a comezar begins a journey, adventure, quest, or task, they temporarily gain bonuses to relevant stats, abilities, or skills. They can grant these bonuses to others joining them on the journey, and these will last for up to eight days. Any comezar who ends a journey, quest, adventure, or task early may not use their start-bonus power for a year and a day thereafter.

Most comezars are part of the larger culture of Faerie, respected for their magical memories. They are often taken on adventures by others to wield their powers. Those in the colonies are either there on journeys from Faerie or as slaves, indentureds, refugees, or settlers. Some are there as settlers on a journey. They are privileged oppressed, exploited but favored for their memories.

PRO 8 ATH 8 STR 8 AWA 9 Memory 11 WIL 8 PRS 8 STH 9


Deolchaire

Tall folk who embody the bounty of the world.
  • Alignment : Celestial
  • Lifespan: 500 years
  • Diet: Vegetarian
  • Habitat: Pastoral
  • Socioeconomic Status: Oppresssed
Deolchaire (Dyolcharay) appear to be 6' tall amber-skinned beings with hair like cornsilk, eyes like glowing motes of sunlight, and golden bones.

Deolchaire have the power to multiply any food that they have grown and prepared themselves, but only enough to nourish and feed those who need it. Thus, they only multiply food when handing it to someone. They cannot create new food out of nothing, nor can they multiply food prepared or grown by someone else, with one exception - if they food the person they are trying to feed is not something that can be grown or prepared by means the deolchaire has. In these exceptional circumstances, it is much, much more difficult to multiply the food, and it takes more energy out of the deolchaire.

They cannot multiply any kind of meat.

If someone starves because a deolchaire refused to feed them, the deolchaire will die within a year and a day.

Deolchaire live in great farming communities, and their lives revolve around the harvest festival. They have a culture that honors the sun, the bounty of the earth, and the bringrs of harvest and nourishment. In the colonies, they were conquered and enslaved for their powers, forced to work massive farms, and now they live as an oppressed nation.

PRO 8 ATH 8 STR 10 AWA 8 WIL 8 PRS 9 STH 7

Founga

Sandy-haired fey living on the coast.

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Fish-heavy mortal fare

  • Habitat: Coastal regions

  • Socioeconomic Status: Privileged oppressed

Founga are fey beings with sandy-colored hair and pointy ears. They have gills and lungs, and their eyes are bright blue and green (one eye blue, one eye green). They have fins under their arms.

Founga can breathe on land or underwater. They are resistant to cold and unaffected by pressure changes. Once a week, they can make their skin hard as seashells. They can speak to molluscs and crustaceans. They have the ability to walk on water once a week, and they are very good swimmers. They can calm and strengthen waves if they swim in them.

Founga live in small coastal communities, usually as fishers and sailors, and are often exploited for their powers. They are treated well among the oppressed because of their skill as sailors. Local founga are embedded in the native nations.

PRO 8 ATH 8 Swim 10 STR 8 AWA 8 WIL 8 PRS 8 STH 8


Free Folk

Free folk are empowered by resistance to tyranny, conquest, and oppression.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Common fey fare

  • Habitat: Tropical rain forests

  • Socioeconomic Status: Oppressed

Free folk appear to be 5’ to 6’ tall, olive- or green-skinned fey beings with pointed ears, black straight hair, and eyes that glow fulvous orange. They have thin insectoid wings.

All free folk are empowered by the fact that they have never been conquered as a culture or species. Individuals who are enslaved, imprisoned, oppressed, exploited, or abused are weakened in the powers gained from this, but retain them so long as there is any culture or nation of free folk who remain free.

They gain some of the following powers:

  • Unchained eye: their eyes can leave their heads and travel up to 3000’ around them; any person they see, they can see their class status.

  • Free heart: they have an empathic sense that allows them to sense what others are feeling, but also to sense if someone has committed an act of exploitation, enslavement, imprisoning, abuse, exploitation, unprovoked violence, sexual assault, manipulation, repression, or oppression.

  • Outrageous roar: they can channel all of their outrage into a deafening roar that stuns any oppressors or their agents within range.

  • Liberating song: they can sing and infuse their music with uplifting power that helps anyone who is oppressed, enslaved, exploited, or abused fight against their oppression.

  • Flame of resistance: if they act in resistance to conquest or oppression, they may draw flames from their own emotions and use them to fight infernal or imperial powers.

Many other powers are possible.

Free folk come from a distant, southeastern continent, but there are tribes and nations of them all over the world, embedded among other unconquered pre-class cultures. There are many among the smaller communities of the local natives, and many others enslaved among the colonies.

PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 7


Hearth Folk

Tall folk who burn with the fires of hearth and home.
  • Alignment : Celestial
  • Lifespan: 200 years
  • Diet: Cooked mortal fare
  • Habitat: Subarctic to temperate mountains and fields or cloud islands
  • Socioeconomic Status: Oppressed
Hearth folk are 6' tall fey folk with black skin and red eyes. Their hair is often white, black, red, or orange.

Hearth folk are empowered by the hearths in their homes. If their hearth is safe and well-used, and they obey the rules of hospitality in their homes, the hearth folk will have the power to return there at will. If their home does not have a hearth, they can still return to it if they keep the rules of hospitality, but it will be more difficult.

Within their homes, they are able to seal or open existing entrances by touching the walls anywhere within the home. If they are in their local neighborhood or community, they can choose a friend, ally, comrade, or neighbor for whom to take wounds. If they are in their home country, they can summon the flame of their hearth (if they have one) to their weapons when they fight.

They are immune to flame.

Hearth folk belong to a very proud nation. They have deep beliefs about the home and the rules of hospitality that are sacrosanct. They are extremely welcoming and caring to strangers and friends alike, but they have also resisted conquest for millennia in their home country. This has led them to distrust other countries.

Those local to the are are embedded in the native nations.

Those who have immigrated to the colonies or other places often face discrimination and stereotyping as drunkards, belligerents, or liars.

PRO 9 ATH 8 STR 9 AWA 8 WIL 9 PRS 9

High Folk

Fey folk living in the high mountains.

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Montane fey fare

  • Habitat: Mountains

  • Socioeconomic Status: Oppressed

High folk appear to be fey folk with greyish skin, hair like colorful, wispy clouds, pointy ears, and eyes like stone. They have clawed hands.

High folk live in the mountains and are resistant to cold. They can breathe thinner air without issue. They are able to climb with their clawed hands, and they can speak into the wind and be heard miles away. They have the ability to float gently if they fall off a high place, though this only lasts a few moments (long enough to re-establish a hold). All high folk are attuned to the mountain they are born on, and the nature of that mountain gives them different abilities:

  • Ancient: the mountains of the colonized region are all ancient. Lower mountains with forests and valleys, these mountains give high folk the power to speak to stones.

  • Cryovolcanic: rare mountains found mostly on the sky continent, cryovolcanoes give high folk frost forms.

  • Crystal: rare mountains found mostly on the sky continent, crystal mountains give high folk longsight.

  • Dome: dome mountains give high folk the power to delve, splitting open the mountain temporarily and dive deep into them.

  • Dune mountain: dune mountains are massive sand dunes the size of small mountains, giving high folk the power to take a sand form.

  • Fell: fells are barren mountains that give high folk the power to repel weather effects.

  • Forested: montane forests give high folk the power to speak to trees.

  • Grassy mountain: grassy mountains give high folk the power to vanish into the greenery twice per week.

  • Sky mountain: non-crystal, non-cryovolcanic mountains on the sky continent give high folk the power to summon winds.

  • Snowcap: snowcap mountains give high folk the ability to take a snow form.

  • Table mountain: flat-top mountains give high folk the ability to go longer without water.

  • Volcanic: volcanic mountains give high folk resistance to heat and acid.

Local high folk are semi-integrated into the local native nations, but they have their own culture and traditions as well, mostly revolving around protecting the mountains and those that live there. They are hated and oppressed by the colonists, and those from other parts of the world are often there as slaves or indentureds.

PRO 8 ATH 9 STR 9 AWA 9 WIL 8 PRS 8 STH 7

Holly Folk

Folk of the winter.
  • Alignment : Elemental
  • Lifespan: 200 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Anywhere with winter
  • Socioeconomic Status: Privilege oppressed
Holly folk appear to be pale-skinned folk, 6' tall, with green holly-leaf hair with red berries mottled throughout. They have brown and grey skin. In summer, they wilt and look sickly.

Holly folk are beings of winter. They derive power from it. In other seasons, they are weaker.

All holly folk can create a slight chill in the air around them no matter what season, and they all have the ability to speak to holly trees.

During autumn and winter, holly folk have the following powers:
  • Holly leaf blade: they can summon a large holly leaf that can be used as a shield or bladed weapon.
  • Chill berry: they can take the berries from their hair and crush them to release a much, much colder blast of cold air.
  • Repelling crown: their hair glistens with winter light and repels infernal energies.
  • Dark strength: at night, they are much stronger.
Other winter-based powers may be possible. Consult the GM.

Holly folk are part of a dual culture with oak folk. They dwell in temperate places and have a constant contest to see who reigns, but it is a friendly rivalry. Holly folk care for the world in the cold months, oak folk during the warm ones.

Local holly folk are embedded in the native nations.

In the colonies, they are among the oppressed, but they are often considered a privileged nation because they are fetishized by the ruling class.

PRO 8 ATH 8 STR 8 AWA 8 WIl 8 PRS 9 STH 8

Maxandi

Tall fey folk empowered by gratitude.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Light fey fare

  • Habitat: Temperate grasslands and hills

  • Socioeconomic Status: Oppressed

Maxandis are 6’ to 7’ tall fey beings with pointed ears, hair of amber and gold, skin like wheat and maize (in color), and eyes like black pits of darkness and shadow. They all have one hand with four fingers and one hand with five.

Maxandis gain magical power from having others be grateful to them, but only if it is sincere and not derived from manipulation or for acts that unjustly harm others. This complex source of magic gives them the ability to nourish with a touch, supernatural strength, healing powers, and resistance to infernal energies. Other powers may be possible.

Maxandis live in classless communities led by small groups of elders, and they are common among the local native nations. However, they are often enslaved and exploited, and they are treated as foolish and naive by colonizers.

PRO 7 ATH 8 STR 9 AWA 8 WIL 8 PRS 8 STH 8


Oak Folk

The folk of the summer.
  • Alignment : Elemental
  • Lifespan: 200 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Anywhere with summer
  • Socioeconomic Status: Privileged oppressed
Oak folk appear to be leaf-haired figures with acorns scattered throughout. They stand about 6' tall and have dark brown and grey skin. In winter, they get sickly and weak. As children, they have an acorn cap on their head, which they shed when they come of age. Most keep this and wear it as a hat as adults.

Oak folk are beings of summer. They derive power from it. In other seasons, they are weaker.

All oak folk can create warmth in the air around them no matter what season, and they all have the ability to speak to oak trees.

During spring and summer, oak folk have the following powers:
  • Oaken strength: they can flex or take a stance and give themselves temporary strength and toughness.
  • Warming acorn: one of their acorns can be broken open to release extreme warmth.
  • Repelling crown: their hair glistens with summer sunlight and repels infernal energies.
  • Sunflash: during the day, they can unleash a massive flash of golden flame.
Other summer-based powers may be possible. Consult the GM.

Oak folk are part of a dual culture with oak folk. They dwell in temperate places and have a constant contest to see who reigns, but it is a friendly rivalry. O folk care for the world in the cold months, oak folk during the warm ones.

Local oak folk are embedded in the native nations.

In the colonies, they are among the oppressed, but they are often considered a privileged nation because they are fetishized by the ruling class.

PRO 8 ATH 8 STR 8 AWA 9 WIl 8 PRS 9 STH 7

Proud Folk

The fair folk.
  • Alignment : Infernal
  • Lifespan: 150 years
  • Diet: Common fey fare
  • Habitat: Anywhere
  • Socioeconomic Status: Ruling class colonizers
Proud folk appear to be beautiful no matter what they actually look like. Most are pale with blond or brown hair, pure pink eyes, fangs, and pointed ears. Their hands are clawed. Some confuse them with vampires, though they are not undead and don't drink blood.

Proud folk have a magical aura of beauty no matter what they look like.

They have the ability to mesmerize people with their voices, and they can vanish at will six times per day.

They can also can instill feelings of inferiority in others (sometimes permanently) with a PRS roll. Anyone they convince of this will lose WIL points for every hour they are in the presence of the proud folk. Anyone who loses 6 points or more becomes emotionally enslaved to the proud folk.

If they are embarrassed, shamed, or humiliated, they will lose their powers temporarily, which is how their slaves gain their WIL back and become free.

Proud folk are so-called because they will not allow inferiors to speak their name. They believe their species superior to all others, and they seek to prove it. Their nation is a ruling class nation in all eastern empires, and they tolerate other ruling class species in their pursuit to prove their superiority.

If a player chooses a proud folk character, they must be one who has given up their privilege.

PRO 8 ATH 8 STR 8 AWA 9 WIL 8 PRS 13 STH 8

Quri

Tall folk with hair of sunfire.

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Photosynthetic

  • Habitat: Mountains

  • Socioeconomic Status: Privileged oppressed

Quris are 6’ to 7’ tall fey beings with skin like midnight-blue-black ash, hair made of burning sunfire, and eyes that are molten gold.

Quris absorb sunlight for nourishment. Their hair burns at a power of 15/22/29/36. They can pull from it the burning flames and carry them in their hands. They are immune to mundane or elemental heat and fire damage. They can see long distances. If they breathe in deep, they can draw their sunfire hair into their heads, then release it as a coronal aura of intense heat of power 20/30/40/50.

Quris are from mountainous regions closer to the sun, living in seclusion, absorbing sunlight for nourishment, and protecting themselves from conquerors and slavers. Those in the colonies are there either as slaves or refugees from war-torn regions, but many are free and treated with respect because they are privileged for their powers.

PRO 9 ATH 9 STR 9 AWA 10 WIL 8 PRS 8 STH 4


Reef Folk

Fey folk who dwell in reefs.

  • Alignment: Elemental

  • Lifespan: 200 years

  • Diet: Fish-heavy mortal fare

  • Habitat: Reefs

  • Socioeconomic Status: Oppressed

Reef folk are 6’ tall, brown-haired, green-eyed, webbed-hand and -foot, gilled fey beings with pointy ears. Their eyes are brightly colored, reflecting the reefs they live in.

They live in reefs, can breathe underwater, are resistant to cold, and are unaffected by pressure changes. They need salt water to live, though they can get by with washing in it once a day. They can speak to coral, fish, and other living things of the reefs they live in.

Reef folk can make their skin as hard as coral once per week for an hour. They can turn small amounts of salt water into colorful lights that they can shape into images once per day. And they can return to their home reefs once per year by diving into any body of salt water deep enough to cover them, no matter how distant they are.

Reef folk have their own distinct culture from the local native nations, one focused on arts, living in harmony with the reefs, fishing and hunting, and honoring their shark, whale, and colorful fish friends. Those from other parts of the world are in the colonies usually as privileged oppressed or slaves.

PRO 9 ATH 9 Swim 10 STR 8 AWA 8 WIL 8 PRS 9 STH 8


Salt Folk

Coastal folk embodying the salt air.
  • Alignment : Elemental
  • Lifespan: 120 years
  • Diet: Fish-heavy fey fare
  • Habitat: Coastal areas
  • Socioeconomic Status: Oppressed
Salt folk have sandy brown hair, tanned skin, and pure white eyes. They stand about 6' tall. They have fey features and pointed ears. They have fish fins on their arms, legs, and necks.

Salt folk have the power to sense the amount of salt in anything just by looking at it (moderate), touching it (strong), or tasting it (perfect). They can control anything that is not alive and has more than 3% salinity (i.e., the ocean) to some degree by whispering to it, and they can form spears of salt crystals if there is enough of it nearby.

Salt folk are fey beings who live on the coasts as fishers and sailors. They want nothing more than to be left alone. They live off the bounty of the sea, care of their families, and celebrate the change of season and tide. They love their music, their feasts, and their handcrafts.

Local salt folk are a major part of the native nations.

In the colonoes, they are an oppressed nation often conscripted into the navy.

PRO 8 ATH 9 Swim 12 STR 8 AWA 8 WIl 8 PRS 9 STH 8

Sky Folk

Winged folk from the skies.
  • Alignment : Elemental
  • Lifespan: 200 years
  • Diet: Sky fare
  • Habitat: Sky islands
  • Socioeconomic Status: Privileged oppressed
Sky folk are 6' tall feather-winged figures with blue skin (of varying shades), colorful hair, and cloudy eyes.

Sky folk can fly. They are unaffected by changes in atmospheric pressure. They can sense coming changes in the winds. And they can create whirlwinds by spinning in the skies once per year.

If they remain within a layer of the atmosphere for at least a year and a day, they can fly within it at superspeed once per month or until they leave that layer.

If a sky folk doesn't fly once per day, they grow sick.

Sky folk are a proud and powerful nation in the cloud islands, where they protect the skies from pollutants, infernal powers, and invaders. Those who come to the colonies as immigrants are often stereotyped as haughty, stupid, and arrogant, but they are also exoticized and privileged by the ruling class, who envy their powers and wings.

PRO 8 ATH 9 Flight 14 STR 7 AWA 9 WIL 8 PRS 8 STH 7

Temiltil

Subterranean fey folk who can sense celestial metals.

  • Alignment: Celestial

  • Lifespan: 200 years

  • Diet: Metals

  • Habitat: Subterranean Realm

  • Socioeconomic Status: Oppressed

Temiltils are 6’ tall fey beings with skin like various metals, eyes like motes of blue light, and clawed hands. They have no hair and are often confused with the dongxue.

Temtiltils can sense metals, especially celestial metals, with a sixth sense. They can consume metals of any kind except infernal as sustenance, and their claws can cut through stone more easily than flesh. They are able to shape mundane or celestial metals into rudimentary forms if they have eaten a full meal of metal within the last hour. They are resistant to cold, can see in the dark, and know their way around in caves.

The culture of temiltils is one of gathering and survival deep underground. Those that are in the colonies are mostly there as slaves, exploited for their senses.

PRO 8 ATH 8 STR 9 AWA 9 WIL 8 PRS 8 STH 9


Vernalian

Folk of the spring.
  • Alignment : Elemental
  • Lifespan: 200 years
  • Diet: Sunlight, soil, and water
  • Habitat: Anywhere with a spring time
  • Socioeconomic Status: Oppressed
Fey people with green bodies and colorful hair who blossom in the spring. Vernalians stand about 5' tall. During the spring, their bodies blossom, growing antennae and skirts of petals. Their eyes glow the same color as their hair during this time. Though they age as other mortals do, they retain youthful looks much, much longer.

All vernalians are stronger in springtime. When they blossom, they gain extra senses - their antennae allow them to sense emotions and their glowing eyes allow them to see magical energies. They gain the ability to glamour themselves into other forms, and they have the grant energy and vigor to someone with their touch, though this drains them a little each time they use it.

Outside of the spring, they always have the ability to speak to insects or flowers, to create a soft light with their hair, and to put others to sleep with a spray of pollen via their breath. Their pollen must regenerate after two uses, taking a few hours to do so.

Vernalians live in small, flowering glades in the wilderness, usually near water, often at the end of rainbows. They live in communal, egalitarian groups led by elders, and they meet their needs via foraging (they don't need to eat meat, so they don't hunt). Their culture is focused on making crafts, beautiful music, and works of colorful art, protecting their homes, and building up enough to get through the colder months. Some even sleep through most of the winter if they can.

Local vernalians are embedded in the native nations.

In the colonies, they were brutally repressed, nearly wiped out, and mostly enslaved. They are forced to work in gardens or into sex work if enslaved. Those who are free find work outdoors if they can.

PRO 7 ATH 9 STR 8 AWA 9 WIL 8 PRS 9 STH 7
Topic revision: r8 - 01 Sep 2025, SallyJaneBlack
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