Spirit Folk

Species based on legends and stories.

Small Folk

Shorter fey and spirit folk.

Bodach

  • Taxonomic Order: Spirit Folk
  • 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

Buoffo

  • Taxonomic Order: Spirit Folk
  • 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 Endruin, they are considered pests, often arrested, and stereotyped as thieves.

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

Bugiardo

  • Taxonomic Order: Spirit 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 Endruin is a small one who has 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

The Cunning

  • Taxonomic Order: Spirit Folk
  • 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 Endruin, they live in secret for fear of enslavement.

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

The Hidden

  • Taxonomic Order: Spirit Folk
  • 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. In Endruin, almost all of them are in the Violet Grith.

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

Hrupkaj

  • Taxonomic Order: Spirit Folk
  • 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.

In Endruin, they are mostly enslaved or deeply oppressed.

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

Jactan

  • Taxonomic Order: Spirit 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 Endruin. 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

  • Taxonomic Order: Spirit Folk
  • 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. In industrial cultures, they sometimes end up in factories and other places with furnaces, boilers, or similar, but most of them live on trains.

On trains, they find work in the coal cars. They have whole communities throughout the trains, focused on feeding the flames.

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

Kortahende

  • Taxonomic Order: Spirit Folk
  • 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 Endruin, 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

  • Taxonomic Order: Spirit Folk
  • 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

  • Taxonomic Order: Spirit Folk
  • Alignment: Celestial
  • Lifespan: 200 years
  • Diet: Common fey fare
  • Habitat: Storage places
  • Socioeconomic Status: Oppressed
The nosengabi are 2' tall fey folk with red and 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.

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 Endruin, 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

Regalo

  • Taxonomic Order: Spirit Folk / Terata
  • 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 Endruin 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

Wearg

  • Taxonomic Order: Spirit Folk
  • Alignment: Unaligned
  • Lifespan: 200 years
  • Diet: Detritus
  • Habitat: Fringes of society
  • Socioeconomic Status: Oppressed
Wearga are shapeshifters and glamourers, and therefore, they take on different appearances, often fueled by local urban legends or superstitions. Their natural form varies somewhat between regions, but common features include being taller than the average mortal in the area, clawed hands, fiery or pitch black eyes, faces with bulbous features, hairiness or hairlessness, green skin (which they grow out of by age 17), clamminess of the skin, red right hands, and a penchant for extravagant clothing. Particularly, they are most known for wearing black cloaks, hook hands, wide-brimmed hats or helmets, and tight-fitting white clothing made from oilskin.

Wearga have many powers, some of which vary by region or culture due to the different urban legends and superstitions around them. They adapt to what is claimed of them, though there must be a cultural consensus for it to affect them, and they must be aware of it, usually arising via the next generation.

Among their commonest powers are the ability to mimic and throw sounds, to move objects without touching them, and to create illusory lights in the distance.

All wearga have the power to breathe blue and white flames and to leap significant distances (it is said they can clear a wall of 12’ in height from a standstill). Most have a very strong grip.

All wearga speak the rhyming Cant that is used by pilferers and other criminals. It is said that this was their original language. They are born knowing several basic spells in the Cant:
  • A rhyme that steals the senses of others, allowing them to either see through that person’s senses or to use their senses to amplify their own. If they do not reverse the rhyme, the person is left senseless and eventually comatose.
  • A rhyme that allows them to steal a soul, though only from someone who is already dying. They rarely use this extremely powerful rhyme, for they cannot do much with the soul other than trade it away to less pleasant powers, but it developed for them as a means of keeping the souls of their own people from being taken by said powers. As such they have funerary rites where they take the soul of their own dead and usher it into a special container.
  • A rhyme that allows them to invoke the teleport from one crossroads to another (within five leagues).
  • A rhyme that allows them hear when their name is called within five leagues and appear there. They often have names common to the areas where they lived (i.e., “Jack” or “John”).
  • A rhyme that involves glamouring or invisibility (see below). While they are glamoured or invisible, their laughter unnerves people if they wish it to.
Wearga use glamours to alter their appearance. Like many Cants, it also relies upon them “hooding” (see Pilferers under Occupations), but they have glamours specific to the region they dwell in, fitting urban legends and superstitions of the area. Some common ones include the following:
  • Terrifying, often demonic appearances, so frightening people swoon because of it.
  • Animalesque forms, such as frog- or goat-people.
  • Appearing as if they are clothing moving without a body.
  • Appearing only as a silhouette.
  • Heighten versions of their natural appearance.
They can also use their glamour Cant to become entirely invisible, though this does not last long - usually just long enough for them to get far enough away to escape notice. They can do this at any time, but it lasts longer at twilight or dawn.

The original wearg culture developed as spirits took the form of local urban legends and superstitions, taking solid form and living among the people of the city of Setlrada, the sprawling capital of the area. At first, they were welcomed as another fey curiosity, but eventually, their reflection of that societies’ anxieties about crime led to their being pushed to the fringes. Most ended up in the sewers or other out-of-the-way spaces of cities.

They live in complex clans, inter-connected families led by an elder or elders. They are a society of gatherers, taking food and trinkets from mainstream society, often working as beggars. Because they are forced to the fringes of society, they engage in thieving to survive, but there are other places where they are better integrated or allowed to live on their own freely without having to do so.

As castoffs from society, they have sympathy for other misfits and often take in runaways, lost pets, and other outsiders, giving them an undeserved reputation as kidnappers. They have cultural traditions of sharing with others, and this includes children, meaning that they will share treats and trinkets with them, which is often misconstrued. They also have traditions of showing mercy to those who are in pain or deep suffering, using their rare soul-gathering power to take the souls of people dying in the streets or those who commit suicide in the out-of-the-way spaces they dwell in. They consider this a means of protecting these suicides from more dangerous powers.

Their preference for non-confrontational defenses of their territories means that they engage in activities like sneak attacks, poison traps, and ambushes, giving them a reputation for ankle-slicing, gas attacks, and causing crashes. The few among them who specialize in combat often wear metallic claws.

Living on the fringes, they often do not have their own vehicles, and so they resort often to hitchhiking. This has given them an eerie reputation as well, as they often vanish to get away quickly after a ride with someone.

Their habit in rural areas of creating crop circles and tipping over cows, however, is pure mischief and has not redeemable explanation. Sometimes, they do like to cause trouble.

PRO 8 ATH 13 Jumping 22 STR 7 AWA 9 WIL 8 PRS 9 STH 13

Yaobi

  • Taxonomic Order: Spirit 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 Endruin 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

Beings based on specific stories.

Fairy

  • Taxonomic Order: Spirit Folk
  • 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

  • Taxonomic Order: Spirit Folk
  • 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 Endruin. 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
  • Faun
  • Jinni
  • Naga
  • Oni
  • Rakshasa
  • Satyr
  • Yacuruna
  • Yaksha
  • Yokai
However, any spirit or being might be possible.

Tall Folk

The taller fey folk.

Ceotire

  • Taxonomic Order: Spirit Folk
  • 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 Endruin, 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

Deolchaire

  • Taxonomic Order: Spirit Folk
  • 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 Endruin, 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

Hearth Folk

  • Taxonomic Order: Spirit Folk
  • 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 who have immigrated to Endruin 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

Holly Folk

  • Taxonomic Order: Spirit Folk
  • 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.

In Endruin, 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

Oak Folk

  • Taxonomic Order: Spirit Folk
  • 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.

In Endruin, 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

  • Taxonomic Order: Spirit Folk
  • Alignment: Infernal
  • Lifespan: 150 years
  • Diet: Common fey fare
  • Habitat: Anywhere
  • Socioeconomic Status: Ruling class
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 local empires near Endruin (and in Endruin), 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 to be a criminal.

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

Salt Folk

  • Taxonomic Order: Spirit Folk
  • 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.

In Endruin, 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

  • Taxonomic Order: Spirit Folk
  • 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 Endruin 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

Vernalian

  • Taxonomic Order: Plant Folk / Spirit Folk
  • 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.

In Endruin, 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: r4 - 08 Jun 2025, SallyJaneBlack
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