Category Archives: Sentient Species

The different species, sub-species, races and ethnicities of sentient beings in the Arcane Realm.

Fairy: Part 1

Overview

Fairy are a sapient extraterrestrial species of humanoids, with pointed ears and two pairs of insect wings or bird-like wings growing on their back. From birth and throughout their childhood, they are the size of average bugs until puberty when they have a growth spurt to their adult size in less than a week. In addition, when an adult fairy dies, their bodies rearrange overnight into that of a juvenile fairy, where the previous sense of self is lost and a new one is born. Males are called Sprites and females are called Nymphs.

Quick Species Profile
(Faerie yosei)
Life Expectancy
Average: 2000 years   
Max: Biologically Immortal
Average Height: 2’6”-4’4″/76-130 cm-for adults, 
1-3 inch/2.5-7.6 cm-children
Average Weight: 40 to 80 lbs
Hair: Black, Brown, Blonde, Green, Red/Orange, White, Pink, Purple
Eyes: Brown, Hazel, Amber, Green, Blue, Gray, Purple
Creature Type: Faye Humanoid

Biology

Appearance

Appear as short yet proportionately slim humanoids with lightly pointed ears and two pairs of (insectoid or avian) wings that grow from their backs. Their height is uniformly small, where from birth they can fit in the palm of a hand, up to the size of an older child, around 130 cm; there is hardly any fairy outside of this scope. Peri fairy subspecies are different as they be as tall as 5 feet/152 cm.

The children are very small in stature, often able to fit in the palm of an adult human or fairy. Often born less then an inch, they average from 1 to 3 inches during childhood.

Physiological Traits

  • Mana & Magnetic Field Generation– From childhood, fairies can create a personal mana field and small magnetic fields from their palms that both get stronger by adulthood. These fields can be used as an invisible cushion off the ground to provide lift for flight. They have significant amounts of naturally occurring magnetite in the lining of their wings, bones of their hands and fingers, and their eye sockets. These allow for navigation by the planet’s magnetic field. They also allow for a fairy to use these fields as a defense mechanism by repulsing the air with magnetic or magic energy into pressurized streams.
  • Rejuvenation-Typically when adult fairy begin to age due their body cells being unable to replicate, their bodies surge violently with biological magic. The fairy’s entire body undergoes programmed cell death and gene expression shuffling until it becomes that of a prepubescent pixie, often with a different phenotype. For roughly eight hours, the cells of a Fairy body are repaired, restored and reorganized, resulting in a wholly new physical form. The majority of nervous cells are also rearranged meaning that memories and their sense of self from their previous life cycle are typically lost, meaning a rejuvenate fairy has to live out a new personality and life from scratch. This process is often caused by old age/fatigue, severe illness, or lethal injury in the adult stage of life, as the restorative energy is built up during puberty. It can only happen when the dying body is mostly intact, for example, missing limbs are fine but the head needs to remain attached to the torso.
  • Wings– Fairy of all ethnicities and sub-species have four wings that grow from their upper back, where the shoulder blades are located to enable flight. There are those with clear veined wings like dragonflies, those with scaled wings like moths or butterflies, and the rare feathered wings that belong to the Peri subrace. These are wings most important for the flight patterns of pixies. Although the wings are not necessary to get adult fairies into the air, they are the major means of propulsion once levitating off the ground.
  • Fairy Dust Production– Fairy dust is a special enchanted substance made from the scales (or feathers) of Fairy wings and shed skin (like dandruff) infused with some of their biological magic. In its raw state, it can cause temporary hallucinations or deep slumber when breathed in or be applied to objects to make them levitate and fly. Fairy dust is often used as a reagent in alchemy, so much that a branch is called fairy dust alchemy.
  • Keen Color Vision– Humans have 3 receptive cones in their eyes, allowing them to see red, blue, green and all the colors derived from them. Fairies have 5 receptive cones, meaning they can see two more colors than humans and see a massive spectrum that human brains may be unable to process. For example, fairies have excellent ultraviolet vision.
Innate Abilities
  • Flight– Pixies fly by constantly flapping their wings like that of insects or humming birds to stay aloft. Adult fairies need not flap their wings as often since they can rely on their natural mana field for levitation and propulsion. Instead their wings are more important for steering and speed.
  • Magnetoception (magnetic sense)– Biogenic crystals of magnetite, a naturally occurring mineral, can be found in certain parts of their skeletons, generally in the eye sockets, and the bones of the fingers and palms. This allows them to detect the magnetic field of the planet to navigate while flying and generate small fields within their palms. However close by magnetic materials can distort this navigation to point of disorientation.
General Diet

Berries, nuts, and various grains make up the majority of a typical fairy diet. Then what follows are various vegetables and larger fruits packed with carbohydrates to maintain their the metabolism needed for flight. For protein, most fairies are inclined towards eating various insects, snails, poultry, and seafood except for Peri who are traditionally herders of hooved mammals.

Reproduction

Fairies reproduce sexually via copulation between a adult Sprite (male) and an adult Nymph (female). A nymph will gestate her babies for roughly 4 weeks on average. A pregnant nymph will often crave foods with or direct sources of magnetic minerals like iron, nickel or even lodestone (which they typically avoid otherwise) for their babies.

A Fairy mother will experience sexual pleasure similar to orgasm rather than pain while giving birth. Some of which may have to do with the small size of the babies as they are born basically as helpless embryos, in a marsupial like fashion.

Most often a group from 2 to 6 baby fairies (pixies) are born and they feed off their mother’s milk from her 2 breasts on her chest or 4 small milk ducts that run vertically along both sides of her belly.

Lifespan and Growth

Fairies are effectively biologically immortal due to their rejuvenation ability. As such, they don’t die of natural causes like aging but can be killed by lethal injury, certain toxins, and specific diseases. However, Fairies are the most vulnerable as young sprites when they can easily be crushed or eaten if they are not careful.

Near the end of their bodies natural life,  smart and educated fairies will often write “regen wills“, that give their new personality in the newly rejuvenated body an idea of what happened and where to go.

Baby: Babies are born extremely small, essentially as helpless embryos. Because of this, they have to cling to their mother’s very thin body hair and stay near their mother’s nipples or milk ducts for a month.

Pixie (Childhood): During childhood, they are often small enough to fit in an adult fairy’s hands. At this stage, they love mischief the most as they do not have a particular preference towards good or evil and are chiefly concerned with doing as they please and having fun.They play pranks on larger people such as stealing their belongings, throwing things or calling out their names.

Puberty “Growth Spurt”: For pixies, puberty involves their bodies undergoing hormonal changes give the individual the appropriate proportions, muscular and fat distribution and other secondary sex characteristics of the their adult bodies despite still being miniature sized. Once that happens, their metabolisms go into overdrive, enabling them to reach physical maturity in less than a week.

Second childhood: Called so because it is a period of disorientation due to adjusting from the size of a few inches they had for a hundred years or so to a larger permanent size in a matter of days. Also they have to adjust to a new way of flying. In their sprite sizes, they maintained flight by constantly flapping their wings in the air. Now because of their adult sizes, their personal mana field becomes large enough to reliably provide lift off the ground. So instead their wings only flap periodically to maintain flight.

Adulthood: As a full grown sprite or nymph, the Fairy has enough residual mystical energy in their bodies to undergo rejuvenation once their cells be come too old to replicate. Once they do, they will revert to a childhood pixie and go through their life cycle again. If a fairy is a rejuvenate personality, it is possible to regain a few memories from the previous life as they age.

History

Fairies have been around for a large part of Kaf’s history believed to be the offspring of Wood elves and sprites (the race not the male fairy term), each using size-shifting magic to better live with each other. During the global project designed to colonize the moon Qarin, fairies and High elves made a joint project to use humans who came via portal to determine the livability of the newly transformed lunar surface. This made the fairies one of the higher privilaged races of the Seelie Court. During the Ghul Wars, many fairies were being hunted to obtain their innate ability to revert to their youth but none of the experiments were successful.

With the destruction of near every  environment and ecosystem from the many Ghul Wars, the fairies of Kaf couldn’t stand to see the dying planet, wiped out peoples and just the whole world going to crap. Maybe out of an atonement for every faction’s involvement or a chance to save a world from the brink of destruction, fairies everywhere began efforts to restore the environments of Kaf.

A large territory known as the Fairy Kingdom was set up and spread around the great forests to encourage other forest dwelling species to support the growth of forests. Fairies all over learned to commune to nature, understand the natural cycles, the life cycles of local animals and plants in order to properly maintain the ecologically balance of their own habitats. Some fairies moved from the forested areas to understand and restore other biomes of the world like grasslands, wetlands, and semiarid deserts.

It was to the point where other beings thought that Fairies spring forth from nature itself. While not exactly the case many fairies did develop innate affinities to aspects of nature, giving them an important niche to maintain the natural balance. In the era of globalization, the kingdom gradually dissolved as the United Sentient Species came to fill the role. Today many cultural occupations in fairy society revolve around maintenance of an aspect of nature and many ecological activist groups were founded by fairies.

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Homin Appearance

So since my species Homins have been getting a bit popular, I though know would be a great time to show off their general appearance in art. (The censored though the uncensored one isn’t very graphic or detailed but just in case.)

Click to see enlarged picture

Click to see enlarged picture

As you can see they resemble humans in many ways but diverged a bit from our ancestor’s terrestrial lifestyle to an arboreal one accordingly.

And a link to the Full written Homin articles:1, and 2

Homins: Part 2

See Homins: Part 1

Culture

Ethnic Groups:

Tropic


Geographic Range: tropical rainforest, humid subtropical forest, mangrove forest

Provisioning: arboreal foraging, horticulture (agroforestry)

Vegetation/Agriculture: Palm fruits, mangosteens, granadillas, tree nuts and berries, bamboo shoots, truffles, cocoa, coffee bean, black tea leaves, mango, papaya, soybean, fig, almonds, cashews, macadamia, kola nuts, banana, plantain, avocado, yam, sugarcane, bell pepper, hot pepper

Livestock: worms, snails, ants, termites, chicken, peafowl, meal-worms, bamboo worm

Game: beetle grubs, dragonfly, gecko, frog, small river-fish, bird eggs, honey, grasshopper, tarantula, mopane worm, bee larvae, centipede, cicada, cricket, flying ant, stink bug, louse, sago grub, scorpion, water bug, lemon ant, leaf-cutter ant, hissing cockroach, millipede

Common distinctive features:

  • Curly or frizzy hair common, other rare
  • Black & Brown hair common, Auburn uncommon, Blonde and Blue rare
  • Epicanthic folds of the eye (mono-lids) very common
  • Brown, Green, Hazel eyes common; Amber uncommon; Blue, Gray rare
  • Tawny, Tan, Olive, Brown Skin
  • Small, broad low bridge noses
Societal Behavior:
The tropic cline was the original and thus all other ethnic groups of homins descend from their tribes. Many of the jungle groups of homins employ a hunter-gatherer method as their sole means of food collection. This involved combining stationary food sources (such as fruits, grains, tubers, and mushrooms, insect larvae and aquatic mollusks) with wild game, which must be hunted and killed in order to be consumed. As such homins are high level predators and are rarely preyed upon, except by large animals like wildcats, or carnivorous dinosaurs.

Tropic homins build nests via foliage, specialized for both day or night use. These are carefully constructed; young ones learn from observing their parent’s nest-building behavior. In fact, nest-building is a leading cause in teenage homins leaving their family group for the first time. From childhood onwards, they practice nest-building and gain proficiency by adolescence.

Due to the humid tropical settings, it is the norm among most ethnic and family groups in daily life to not to wear any clothes. Adult male homins however are likely to wear clothing on their lower bodies to cover their genitals when hunting, foraging. These can be as simple as penis sheaths or more covering like loincloths or wrap skirts. Women are expected to lack clothing but some may wear decorative versions to stand out or during festive dances. Tropic homin groups often decorate their bodies with semi-permanent tattoos from various materials such as ink or clay. They serve as a visual shorthand for an band or tribe and serve as an important marker for newly created bands to establish themselves.

Ancestral tropic homins were able to find shelter in trees occupied by spirits and forest faye by paying their respects to their neighbors. Astounded by their innate magic, homins myths and legends revered them and local traditions and religions revolved around learning how to pay their respects to them. As such many families have permission to cohabit in the canopy of fairy homes or dryad maintained trees, as long as they protect them.

Forest


Geographic Range: deciduous temperate forest, monsoon forests and woodlands

Provisioning: horticulture (agroforestry), arboreal foraging, pedestrian foraging

Vegetation/Agriculture: pome fruits (apple, pear), drupes (peach, cherry, plum), berries, bamboo, legume trees, mushrooms, bulbs, maize, rice, peanuts, soybeans, pecans, hazel nuts, chestnuts, acorns, walnuts, locust legumes, bell peppers

Livestock: snails, ants, bees, silkworm, mealworm, earthworm

Game: beetle larvae, beetles, termites, trout, bass, raccoon, rabbit, squirrel, opossum, turkey, locust, bee larvae, bamboo worm, cicada, centipede, dragonfly, fly pupae, grasshopper, hornworm, june bug, midgefly, pill-bug, wasp, wax worm, caddis fly larvae (zaza-mushi)

Common distinctive features:

  • Wavy hair common, straight uncommon, curly and frizzy rare
  • Black hair & Brown common, Auburn & Blue uncommon, Blonde Rare
  • High noses bridges common
  • Monolids common
  • Brown, Amber common; Green, Hazel, Blue uncommon, Gray rare
  • Widest complexion range: Beige, Cream, Tan, Olive, Brown Skin
Societal Behavior:
Forest homins first made their homes in the temperate woodlands and the surrounding subtropics.Like their jungle based ancestors, they have a good standing with other tree dwelling sentients like dryads, wood fairy. Certain forest homin tribes live near garter and lamia territory and wetlands where brackish merfolk dwell. They are also in contact with certain varieties of henge, often having celebrations or being tricked on depending on the species in particular.

Their shelters are crafted and fully furnished in the tree tops, with multiple ones forming a town. They often share the tree with wood fairies living in the trunk and/or dryads living as the spirit of a tree.

Different classes of these homins wore different clothes. Upper class Homins wore cotton clothes and feather headdresses. Ordinary people wore clothes made from maguey plant fiber. Men wore loin cloths and cloaks tied with a knot at one shoulder. Women wore wrap around skirts and tunics with short sleeves. It was normal for children to go naked. Later in their history clothes became more elaborate and colorful.

Forest homin cultures often have a high affinity to music and an extensive variety of instruments are used by their people. Dance is also a large aspect as forest cultures as many festivals will also have mass dance groups to entertain the masses.

Island


Geographic Range: tropical rainforest, wet dry subtropic forests, coastal swamps

Provisioning: arboreal foraging, aquatic foraging, horticulture (agroforestry)

Agriculture:plantain, banana, breadfruit, legume trees, palm fruits, coconut, mangosteen, granadilla, drift fruit/seeds, warm season grains, sugar cane, pulses, mango, pineapple, taro, macadamia, cashews, almonds, seaweed, kelp, red kelp, brown kelp, sugar cane, bell pepper, hot pepper

Livestock: pigeon, bees, termites

Game: bird eggs, dragonfly, mealworms, centipedes, flying ants, pill bugs, sago grubs, tarantulas, water bug shrimp, hermit crab, coconut crab, sea cucumber, lobster, codfish, clams, oysters, mussels, squid, octopus, fish, cane grub

Common distinctive features:

  • Straight & Wavy hair common, Curly uncommon, Frizzy rare
  • Black & Blue hair common; Brown & Blonde uncommon; Auburn rare
  • Prominent cheekbones rounder faces
  • Broad and low bridge noses
  • Blue, Hazel common; Green, Brown, Gray uncommon; Amber rare
  • Olive, Brown, Dark Brown Skin
Societal Behavior:
Island homins are more often isolated and smaller than other clines of homins. That being said, their native ranges have a similar climate  as those of the jungle but they are more inclined to forage near the shorelines. This leads to their diets and recipes contain more seafood than other homin clines and thus their diet and cuisine have more crustaceans and mollusks than insects.

Not surprisingly given the hot climate island homins wore only light clothing. Men wore a loincloth and a kind of kilt. Women wore a long cotton dress called a huipil.  Islander homins created leather sandals and wore them when walking on hot beach sands.

They commonly have contact with both brackish and marine merfolk when they go to the shoreline. Depending on the island chain in question, they can be close to those of tropical lamia, wood fairy, even traveling giants.

Their close proximity to bodies of water means their people often forage for aquatic forms of life to eat. Many even go as far to build canoes and boats to sail and fish, unlike the majority of other homin clines. Of the few seafaring homins that have been acknowledged, the vast majority were island homins. Such island homins tend to be good swimmers and divers, many women in particular are assigned to dive for objects like seashells or pearls.

Taiga


Geographic Range: Boreal forest, northern swamps and bogs, alpine forests, montane cliffs

Provisioning: arboreal foraging, horticulture (agroforesty)

Agriculture: pine nuts, pome fruits, temperate berries, shrub berries, leaf vegetables, tubers, bulbs, mushrooms, walnuts, chestnuts, acorn

Livestock: silkworm, earthworm, mealworm, bees

Game: ants, scorpion, maggots, wax-worm, wasp, hornet, centipede, millipede, shrew, silverfish, pill-bug, vole, dragonfly, caterpillars, crickets, grasshoppers, frogs, toads, newts, lemmings, muskrat, possum, woodpecker, sparrow, swallows, minnows, pike, trout, bass, perch, lake sturgeon

Common distinctive features:

  • Straight & Curly hair common, Frizzy uncommon, Wavy rare
  • Brown & Blonde hair common; Black & Auburn uncommon, Blue rare
  • Hazel, Green Gray eyes common; Brown & Blue uncommon; Amber rare
  • High nose bridges
  • Beige, Ruddy, Cream, Tawny Skin
Societal Behavior:

Native taiga homins live in more northern and in colder regions than the other groups. While most make their homes in mountainous evergreens, a few have made a living under rock cliffs. In the summer however, the areas they live in become rather swampy.

The weather encourages the taiga cline to dress most of the year round, especially as adults. It if turns cold  both sexes wore a cloak called a manta. With this, their clothes are intricate as most families sow in special patterns in them.

Homins of the boreal forest are much more in contact with species of the youkai culture such as Huli Jing and Bake-danuki. As such apsects of their culture are seen such as purity rites when dealing with their dead, cleaning places to prevent corruption of its personal spirit, or wards to protect themselves from troublesome spirits and magical beasts. Rituals are a very important part of taiga culture. The homins celebrate a good harvest with a big feast to which nearby villages are invited. The village members gather large amounts of food, which helps to maintain good relations with their neighbors. They also decorate their bodies with feathers and flowers. During the feast, the Taiga homins eat a lot, and the women dance and sing late into the night.

Architecture


Structures are built around or in trees like tree houses

For tropic and island homins, initially, a suitable tree is located: Homins are selective about sites even though many tree species are utilized. The foundation is then built by pulling together branches under them and joining them at a point. After the foundation has been built, the homin bends smaller, leafy branches onto the foundation; this serves the purpose of and is termed as the “mattress”. After this, they braid the tips of branches into the mattress. This increases the stability of the nest and forms the final process of nest building.

Homins may add additional features such as “pillows”, “blankets”, “roofs” and “bunk-beds” to their nest. Homins make “pillows” by clumping together leafy branches with the leaves in the center and the twig shoots pointed outward. They bite the twigs to blunt sharp ends. Pillows are added to night nests but are usually absent from day nests. A “blanket” consists of large leafy branches with which orangutans cover themselves after lying down. Homins may create a waterproof overhead shelter for the nest by braiding together a loose selection of branches. They may also make a “bunk-nest” or “bunk-bed”, a few meters above the main nest.

Forest and taiga homins used various material like fallen wood to construct shelters with the strongest branches of a tree. The result typically resembles a tree house which can have many variations in size, design, carrying capacity, and the like. Many have side or hanging gardens to plant flowers, crops or animals that would normally only be on the ground.

Spirituality


Early in their history, they encountered various local spirits and many had to determine which were helpful or harmful. This resulted in early societies having animist beliefs rooting in appeasing the local spirit creatures around them of called Deshsa. When djinn missionaries entered their settlements, they brought with them their major religions and the concept of divinity.

The variety of Deshsa followed by taiga humans has many purity rituals and a stronger focus on the exploits of spirits animating nature due to their history of contact with those of the youkai culture.

Djinn missionaries began the spread of monotheism, particularly Islam and Christianity within the homin tribes of the Eastern Zomia Tropics and surrounding island chains.

Education


In general, children are socialized and educated informally education basically anywhere.  It involves imitation of what others do and say as well as experimentation and repetitive practice of basic skills.  This is what happens when children role-play adult interactions in their games.

Urban centers provide much more formal education where teachers provide knowledge to students in a specific area.

Dress/Modesty


Homins in humid regions are very lax about modesty as most differentiate nudity from sexuality. As such children innocently go around with relatively little or no clothing, symbolizing innocence.  Even most adults are not likely to take note of others nudity in most settings, exceptions including settings where they operate heavy machinery, office administrations or places with heavy traffic of other species less comfortable with homin nudity.

The is somewhat different for taiga homin cultures where the need for clothing in subartic environments developed more expectations of dress at a certain age.

Science and Technology

Transportation


Most of their history involved walking or climbing among trees. Some homins began creating devices that made this easier for special populations like grappling hooks. With the introduction of large cities, inventions like cable cars had to set up to get people around the cities.

Weaponry


Like humans, homins started out with wooden or bone tools such as knives, clubs, axes, and spears and slings for ranged attacks. Some Homins have also learned metallurgy from neighboring species to create metal weapons like swords. Soon homins adopted to the use of firearms as projectile weaponry.

Communications


For most of their history lacked long distance communication and mostly relied on oral records and stories. Slowly came the adoption of recording things in books and video but the rapid efforts of globalization meant young homins found use in cellular phones quickly.

Energy


Majority of societies are fueled by various biofeuls and biodiesels extracted from vegetable oils, algae, and unused cellulose waste.
Due to lacking ordered spellcraft, homins that use charms or alchemical generators to power their homes, had rely on preternatural/supernatural neighborhoods to resupply them. In response, homins were able to come up with similar charms or reactors that could be resupplied with their own mana plasma sorcery.

Medical Treatment


Herbalism from past traditions remains alive and well but are intergrated with antibiotics and vaccination administration. The holistic approach often favors the doctor to talk with their patient and helping them to prevent a condition or common ailment, many doctors taking house calls.

Manufacturing


Using small strings of bark and roots, they weave and decorate baskets. They can use these baskets to carry plants, crops, and food to bring back to their nests. They are also known to dye the baskets with berries and clay, as well as to paint their bodies and dye their loin cloths. After the baskets are painted, they are further decorated with masticated charcoal pigment. Similar processes were copied for other materials to trade with others.

Contributions

  • Rope
  • Sandals
  • Basket-weaving
  • Anesthesia
  • Parachute
  • Cable cars
  • Styrofoam
  • Helicopter
  • Handheld cameras
  • Organ replacement
  • Utility belt
  • Handheld grapple pistol
  • Genetic engineering
  • Genetic testing for inherited diseases
  • Gene therapy
  • Vaccinated fruit
  • Zip-lines
  • Cochlear implants
  • Chocolate

Homins: Part 1

Here it is, part 1 of the lore about my original species and one of the major peoples of the Arcane Realm stories.

Overview

Homins or Kaf Humans are an extraterrestrial species of humanoids that live on the planet, Kaf. Homins have long, prehensile tails and hand-like feet capable of well-articulated movements. In fact, H. prehensus walk upright on two legs while on the ground, and crouch on two or climb on all fours along the branches of trees. Even with humble beginnings in the high leafy canopies of tropical forests, their drive, curiosity, and determination allowed them to settle in various forests the world over and plant various species of trees to extend their ranges. They also still have most of the traits shared by all species of humans, making them as at home on the ground as they are in the trees.

Quick Species Profile
(Homo prehensus)
Life Expectancy
Average: 65 years
Max: Possibly 180 years
Average Height: 3’8-4’2”/110-127cm
Average Weight: 50-90 lbs/30-41 kg
Hair: Black, Brown, Blond, Auburn, Midnight Blue
Eyes: Brown, Hazel, Amber, Green, Blue, Gray
Creature Type: Natural Humanoid

Biology

Homins are a sentient species that belong to the simians, a subgroup of the primate order of mammals. As such, they were similar to a number of other species variously designated as apes, including the non-sentient chimpanzees, gorillas and number of mammalian humanoids with a similar physiology.

Homins are endotherms, or “warm-blooded” animals, meaning they maintain a constant body temperature independent of the environment using the energy from their food. Homins are in fact omnivores, subsisting on both animal tissue and plant-based foods, as their gastrointestinal system was much longer than that of carnivores. Many Homins are partial to food products that have a high fat, sugar, or salt content. As is common to many humanoid species, Homins has two sexes: male and female, with the latter being distinguished by their pronounced breasts, overall smaller stature and lesser quantity of body hair.

Appearance

Homins are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their body comprises of one head perched atop a torso by a neck, and four limbs. The upper limbs, called arms, ends in hands which have five fingers each; the lower ones, called legs, end in feet with also five digits called toes. Homin arms are unique in that they are long enough to reach their knees without bending. The homin fingers and toes have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, unlike most humanoids they are all born with a fully prehensile tail that extends from the lower base of spine and sports a fine layer of hair, the same color as that on their head.  Unlike other natural mammalian species such as, they have only a light covering of body hair. Most of it is concentrated on the head, underarms and groin after puberty and, in the case of adult males, face.

As for hair and eye color, some also have a natural shade of dark blue hair.
Their hair can be grown, cut, and styled for aesthetic or ritualistic reasons—The facial hair grown by adult males could be grown, styled, or shaved completely. Their hair color ranges from blond to black, sometimes with hues of red or brown, changing to gray or white as years passed and could be straight, wavy, or curly or frizzy. In addition to those varied hair colors, their eyes come in shades of blue, green, gray, or brown. Gradiation of skin tone was also seen among baseline Homins, usually limited to various shades of brown, ranging from pale yellowish brown to light brown, and dark brown. Despite the variations in skin color, homins tend to have more intermediate shades with pale or very dark skin being rare although lighter shades of skin are more common in children and females.

Physiological Traits

  • Prehensile Tail– Prehensus humans have long, flexible tail from the bottom of their spine covered in terminal hair that they can use to hold on to branches and alternatively, carry objects.
  • Prehensile Feet– Homin feet have a grasping opposable big toe, similar to great apes. They are capable of a precision grip as well as a power grip, having the the same range of articulation as the hands. Unlike the great apes, a particular bone embedded within the foot tendon helps keep the foot rigid, especially when jumping from one surface to another like humans.
  • Thin body hair– Although covered in hair from head to toe except their palms and soles, it’s so thin and fine they look hairless. Their thinner body hair and more productive sweat glands help them avoid heat exhaustion while running or climbing for long distances. Thick hair only grows on top of their heads, under their arms, their groin, their tails and the faces of some males.
Innate Abilities
  • Arboreal locomotion and expert climbing– Homins have roughly three forms of moving through the trees:
  1. On all fours, grasping the branches below them.
  2. Because they share the modified pelvis and spinal column of humans, they can also crouch bipedally on top of branches and walk straight up on the ground.
  3. Lastly, Homins are brachiators, and can move around in trees by swinging under branches with a hand over hand motion from limb to limb.They can also quickly adapt to climbing on rocks in cliff faces.
  • High Agility- They can leap well above their heights due to high power to weight ratios launching them.  The arms of Homins are very long (they can put their hands on their knees standing up; take a moment and try to do the same). When climbing a cliff face, they can typically travel up seven feet per second on average.
  • Strong Grip-Their grip strength can allow them to easily carry their own body weight on only their fingertips which tend to be longer than other humanoids due to bulkier knuckles.
  • High power to weight ratio– Homins bodies are relatively robust, and can withstand and exert a high amount of power. An untrained homin can lift around 4 to 6 times their own weight, while professional lifters can reach up to 12 times.
  • Raw Sorcery– Being natural humanoids, when homins channel mana from the environment into magic, the energy generates a substance known as mana plasma. Their magic involves manipulation of mana plasma to do various things such as act as a projectile, barrier, mimic other substances, or alter preexisting magical effects.
Comparison with Kaf Homins and Earth Humans

Compared to sapiens, Homins lag behind in long distance running, but they are the fastest and longest distance climbers in the animal kingdom of Kaf and are much better suited to it than other human species. Due to their large power to weight ratios, the average Homin can lift and move up to four to six times their own body weight, with their athletes and warriors obviously outclassing them.

General Diet

Homins are opportunistic omnivores, capable of consuming a wide variety of plant and animal material. Staples of their diet is fruit, region specific tree nuts, edible flowers, leaves, eggs, and various invertebrates likes insects or mollusks. They will also hunt for edible fungi and small vertebrates such as lizards, rodents and small birds. Communities with agricultural practices will make the efforts to grow crops like shrub berries, starchy tubers, beans, and gourd vegetables within constructed gardens in their treetop dwellings.

 

Reproduction

 Homin females are fertile year round, and in which no special signals of fertility are produced by the body. Opposed to many animals, female homins have a menstrual cycle roughly every month. Homin women will also go through menopause, typically after 50 years of age, in which they will no longer bare children. Homin males remain fertile much longer, many well into their 70’s.

As with other mammals, homin reproduction takes place as internal fertilization by sexual intercourse between an opposite sex couple to produce offspring. While developing in their mother’s womb, the child gives her a distinctive “baby bump” accompanied by a significant weight gain. Being mammals, the homin females give birth to live young, either one or several at a time. Two children born at the same birth are referred to as twins, and three as triplets. The delivery itself normally takes place after nine months of pregnancy. It is a painful process that can take as much as ten hours. In some circumstances, women could die during childbirth, although it became less common in places with access to top-notch medical technologies. During their first months of existence, Homin babies are usually fed with milk from their mother’s breasts.

Lifespan and Growth

The period during which a young Homin develops from a child into an adult is known as adolescence. According to top therapists, that stage of development is emotionally hard to endure without support. Regardless of physiological and psychological changes, the legal transition from childhood to adulthood depends on culture. While some societies treated their members as adults as early as the age of 13, others considered that full adulthood was only attained at 21.

Adult Average Height:

Male: 3’8”-4’2”

Female: 3’6”-4’1”

Largest Recorded: 5’8” male

Etymology

hom·i·n \ˈhä-mən
Homin is based on a shortening of hominid, the proto-human ancestors of the genus Homo, including modern humans.

History

Human ancestors (likely Homo erectus) found their way to the forest region of Kaf by random temporal portals linking to prehistoric earth. Basically this gave their ancestors millions of years to adapt to the tree filled areas as they were pushed back by foreign and hostile creatures like mega fauna. Eventually their Kaf native descendants developed arboreal traits intrinsic to other primates such as the reintroduction of grasping big toes and longer arms. Random chance and sexual selection favored the development of long prehensile tails to better aid climbing through trees. Still they retained their bipedal walk and posture even in the trees, and developed traits similar to that of modern humans, such as increased brain size, similar facial features, prominent  breasts in females, use of advanced tools, fire and a complex social culture.

Homins first appeared in tropical forest areas and after the Ghul wars, were able to spread to island and temperate regions. A few went as far as mountainous and boreal forests. Another group learned to construct simple boats allowing them to populate various islands as well. During the standardization era, they were able to grow forests in order to increase their range, along with other forest beings.

The trees where they first settled were massive enough for the branches to interconnect them and allow for climbing between them. The trees were also able to support small huts they eventually built among their branches. Because they have mega fauna and magical beast enemies on the forest floor, homins survived by only going down when they are gone, and eventually building weapons to fend them off when they needed to.

Before the United Sentient Species, Homin settlements were either nearby or cohabited relatively peaceful with brackish merfolk, lamia, wood fairy, and various spirits of the forest. With various empires cropping up from the jinn, and faye, homins in occupied territories grew a sense of nationalism and wanted their own nation. However the various major ethnic groups of homins couldn’t agree on a single territory which resulted in three homin created states. These nations and a few surrounding territories where controlled by monarchs until the events leading up the creation of the United Sentient Species led to them taking on ceremonial positions.

Merfolk: Part 2

Part 1

Culture

Ethnic Groups: habitats-provisioning(food gaining)-agriculture-livestock-game-clothing-other notes

Brackish

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Geographic range: swamps, marshes, mangroves, lagoons, large lakes, large rivers

Provisioning: foraging, shifting cultivation, free range farms

Agriculture:sea grass, duckweed, cattails, wild rice, watercress, water pepper, water spinach, wasabi, water chestnut/caltrop, taro, lotus, bulrush, bamboo, cord grass, shrub fruit and nuts, peanuts, chestnuts

Livestock:carp, small mouth bass, cod, salmon, duck, crayfish, goose, river mussels, tilapia

Game:large dragonflies, large mosquitoes and larvae, large mouth bass, catfish, bullhead, crappie, bluegill, black buffalo, pike, lake sturgeon, war-mouth, paddle fish, rainbow trout, fathead minnow, river otter, beaver

Common physical features:

  • aquatic skin resembles coloring of following fish: goldfish, koi carp, guppy, catfish, molly, rainbow-fish, tiger-fish, angelfish, discus
  • darker shades of hair
  • fined tail changes to legs slightly faster

Societal Behavior: Brackish merfolk tend to be insular and distrustful of strangers, but individuals, especially adventuring Merfolk, break the mold and can be quite boisterous. Often they are more open to beings that live within their regions like Lamia who are similar in appearance and culture. Brackish merfolk are more likely to venture on land and even have alternate land based settlements near bodies of water. Adolescent merfolk often have a vacation season at the same time as adolescent and emerging adult jungle and island homins and fairies, resulting in mutual party going, dancing, and temporary romances and sexual experiences.

Marine

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Geographic range: coral reefs, kelp forests, tropical sea-grass beds, half-submerged caves, cliff-walled caves, mangroves, oceanic islands

Provisioning: foraging, fisheries, seabed and tide pool gardens, coral gardens

Agriculture:giant kelp, green algae, sea grasses, beach grasses, drift fruit and seeds

Livestock:sponges, parrot fish, tuna, striped bass, crabs, shrimp, clams, oysters, scallops, barnacles, soft corals, lobsters, krill, sea cucumbers

Game:
forage fish– anchovies, reef squid, menhaden, sardines, herring, pollock
large pelagic– bill fish, bonito, mackerel, salmon, small sharks, large squid, octopus, sea urchins
birds-gulls, auks, gannets, pelicans
mammals-sea otter, ringed seal, Caspian seal

Common physical features:

  • aquatic skin resembles coloring of following fish: clown-fish, butterfly-fish, cardinal-fish, damsel fish, parrot-fish, dragnets, file-fish, rabbit-fish, gobies, hawk-fish, yellow tangs, trigger-fish, blue wrasse, rainbow wrasse, lion fish
  • lighter shades of hair
  • ears are more likely to be finned
  • legs change into finned tails slightly faster

Societal Behavior:

Marine merfolk started off as bands and tribes of nomadic foragers and some of these still exist in less traveled waters who mostly consisted of forage fish. With the creation of nation states, they were able to collect larger pelagic creatures to feed their populous but this lead to the creation of distinct classes and a ruling government. Marine merfolk themselves are quite playful with various sea creatures primarily dolphins, most whales, and sea turtles. Being the only beings in the sea with fine articulation has allowed them to manipulate many materials unique to the oceans such as kelp, animal secretions, and coral.

Marine merfolk generally shelter themselves in hidden communities, fiercely protecting the territory they hold from outsiders. Merfolk historically have been distrusting of surface races, and went to great lengths to conceal their presence from those that live primarily on land. This has changed since the United Sentient Species attempts to foster unity between races by funding for large underwater cities filled with buildings, connected by networks of reinforced glass tunnels, bathysphere transport systems, and submerged railways. As a result, most smaller merfolk settlements remain unknown to those on the surface, and encounters between marine merfolk and surface dwellers are uncommon, outside of urban areas.

Architecture

Merfolk structures often incorporate unique materials and features which results in distinct a architectural style. Wooden materials are uncommon due to the effect of woodworms. Instead, Merfolk make use of a variety of durable marine building materials:

  • Kelp – Many merfolk buildings are made by weaving living kelp into a hollow ball that floats in the water while anchored to ocean floor. There can be several rooms arrayed in a daisy chain, one above the other, all constructed from only a few plants.
  • Sea grass – Sea grass is used as a filler material in thatching and living sea grass is planted on the roofs of buildings as an anchor or decoration.
  • Coral – Coral is tough easily workable, and abundant in tropical climates. It is used all over the aquatic world.
  • Stone – Used in alone or in combination with hydraulic cement, stone is one of the best materials for durability
  • Hydraulic cement – hydraulic cement is a building material in use since ancient times and is known for its ability to harden underwater. Hydraulic cement is combined with sand or other materials to create concrete structures, or is used in mortar to create masonry buildings
  • Giant bones – The bones of giant sea creatures such as whales and sea serpents are and strong and durable enough to be excellent building materials
  • Giant shells – Some sea shell are large enough to be used by themselves as rooms in buildings. smaller ones are used in “shell masonry”
  • Wood – Freshwater merfolk often use wood to build their structures, because woodworms do not live in freshwater.

Spirituality

Many indigenous merfolk beliefs followed deities that had dominion of the seas and tides. After the collapse of divine pantheons, groups transferred faith to nature itself or the idea of an living force in magical energies or “wild magic”.
As an extension of this idea, certain animals were sacred and culturally treated with respect no matter ones belief or lack thereof. Frogs and newts are this for the brackish, and dolphins and whales for the marine community.

Various introduced religions followed by various Merfolk individuals include:

  • Islam (Jinn)
  • Naturalism
  • Buddhism (Mostly Theravada)
  • Deism
  • Hinduism
  • Pan deist
  • Secular

Gender/Family

Mermaids far outnumber mermen. In merfolk culture, mermaids typically hunt. They also, by virtue of vastly overpopulating their male counterparts, tend to rule merfolk society. Mermen, by contrast, tend to be “soldiers” to their “queens”.
While promiscuous outside of their race and, in fact, known for their loose sexual attitudes, merfolk nevertheless often choose to mate for life with each other. When couples marry, the man leaves his mother’s family and goes to live with the woman in her family. Married men often have two names, their own and their wife’s, while women only ever have one. The duties of a husband are to be a partner and aid to his wife, including doing all the physical work that needs doing in the family group and also helping to raise their children.
Since most merfolk live & travel in pods of up to 12, once children are added into the mix, raising them is a group effort.

A merfolk is officially adult once he or she copulates. This may sound strange to other cultures, but the merfolk see it as a sign that the now adult merfolk is responsible enough to conceive children of her own.

Education 

As a merfolk ages, they are given a sort of tutelage. This tutelage consists of all the necessary skills to live in the harsh aquatic environment. They learn to hunt, communicate in their language and a set of other useful skills for survival.

Those in developed nation states may go on to continue their education for specialized professions in centers of formal education.

As spell casters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use magic related to liquids and gases. The legendary water magic that altered their ancestors to live in the oceans were lost since ancient times, but some of that affinity still remains.

Dress/Modesty

Merfolk weave a crude kind of fabric from seaweed drying along the shoreline, called seaweed cloth, that is used for garments, rope, and even baskets. Shells or pieces of coral with small holes in them form necklaces the merpeople may wear around their necks and sometimes loop along their tails.
Merfolk of both major cultures are very liberal in their views on appropriate clothing. Nudity is a non-issue for children and is also the case for un/contacted clans and tribes. Being a species where females traditionally hold community and household influence generally means that chests of both sexes tend to not be covered.

Societal Organization
The  major Marine merfolk countries are an oligarchy, in the form of a coalition of queens who are from the same family instead of a single queen. Therefore, if one queen produces only sons, the loss of her lineage and office could be offset by another queen producing multiple daughters who all become queens instead of just the eldest. The queen is chosen from women of a suitable age from one of the ‘royal houses’. The female ruler can even keep several male consorts, it doesn’t matter because only her female children will inherit the throne, though male kids may be granted small lordships or minor offices to make them useful to the crown.

The upper class, at least, is organized into houses or family groups, each lead by a Matriarch. Regardless of the wealth or status of each family group, the women are the ones that make the decisions.
Brackish Merfolk societies are a bit different due to being generally smaller and more influenced by the lifestyles of local land species. As such they may adopt similar forms of government like  tribes, chiefdom, or states while retaining a core matriarchal household (albeit they are generally more egalitarian compared to the Marine varieties.)
There are still recently contacted merpeople whose societies are almost strictly hunting/foraging and organized only by bands or maybe tribes. Because of their small populations, the roles of males and females are different but considered to be equal in importance.

Science and Technology

Weaponry

Many weapons suffer reduced effectiveness under water due to hydrodynamic drag. Merfolk therefore use weapons that are specially designed to eliminate drag and increase ergonomics for submerged use. Some weapons are unchanged but the techniques for their use underwater is radically different.
Mermen commonly employ tridents and javelins as weapons, although spears, daggers and underwater crossbows are also common.
The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they have also been trained to use longer swords quite well.

Traditional Weaponry

  • Partisan – A partisan is a pole-arm similar to a spear but it has a much larger spear point and prongs on either side of the blade. it could accurately be described as a sword on a pole.
  • Great trident – This trident has 3 large bladed points and is capable of delivering grievous wounds.
  • Mersarissa – A very long spear for use in underwater army formations. it has a large blade and reach.
  • Chain Net – A net made of fine chain links or cable instead of rope.  It has small barbs that cut a trapped creature as it struggles.
  • Katar – A short sword that attaches to the forearm instead of being held by the handle

Armor and Shields
There are several considerations to make when using armor underwater, drag and buoyancy. Merfolk armors are usually form fitting and flexible. Medium and heavy armors usually use some form of buoyant material for padding such as kelp pods or cork. Shields are designed to have as little drag as possible when moving them laterally and also have small buoys distributed to the inner surface. Tower shields are extremely rare in the underwater world because they are simply too unwieldy and the reduced danger from ranged weapons. They have been reduced to specialty applications or for merfolk fighting on land.

  • Sharkskin leather armor – Basic leather armor has the same properties as land based leather armor.
  • Padded – This padded armor uses aquatic fibers to give its wearer some protection.
  • Chain shirt – Chain shirts built by merfolk smiths tend to be tighter fitting than those on land to reduce drag.
  • Scale mail – Scale mail is more popular with merfolk than chain because it has less drag.
  • Breastplate – Breast plates are very popular in in the underwater world for their ease of manufacture, good protection, and freedom of movement
  • Lorica Plumata – This armor is a combination of chainmail and scalemail. It consists of metal scales that are attached to a backing of tight fitting chainmail. It is expensive but gives excellent freedom of movement, low drag, and good protection.

Energy
A majority of their energy comes from geothermal energy from deep sea vents. As more cities rise, the use of mana motors that rely on oceanic environmental essence has been increasing as well as hydrogen fuel cells for domestic technologies.

Brackish merfolk societies mainly rely on firewood and vegetable oils and grasses for domestic power. Larger brackish run civilizations are switching to supplement with offshore wind turbines and hydroelectric plants.

Medical Treatment
Herbal and medicinal baths made up the majority of treatments. After the Medical Revolution, liquid and pill form medication became prevalent, along with injections that remained effective even underwater.

Communications
Below the water they communicate in a series of whistles, fluting sounds, sub- and super-sonic pulses which humans cannot hear. It is thought that whales, dolphins, and other large fish may also hear and comprehend this language.

Manufacturing
Merfolk tools are made from bone, discarded land glass, or the sharp teeth of sharks. These tools are often bound at one end with eel skin.

Other materials include

  • Bronze – a poor quality but inexpensive metal that resists corrosion
  • Stellite – a common type of metal that resists corrosion and is similar in strength to steel
  • Byssus/Sea Silk-strong fibers from mollusks that are immune to water degradation and can be woven into fabrics to make clothing, rope, nets, and other tools.
  • Sharkskin – Leather made from the skin of sharks. it is very tough.
  • Orichalcum– a rare and mysterious metal dug from out of Seamounts, Orichalcum has a golden or coppery color. Orichalcum shares many properties in common with Iron such as strength and magnetism, however it does not rust in salt water. The only thing preventing it from being more widely used, is that it is rare and expensive. Large Orichalcum (and iron) deposits can be found by observing where sharks congregate due to their electromagnetic senses, the large number of sharks also makes extracting the ore difficult at best and further increases the rarity of this much sought after metal.

Merfolk: Part 1

Mermaid color

Overview

Merfolk are an extraterrestrial sapient species of faye that originated from Kaf. Merfolk have well-built and attractive humanoid upper bodies and lower halves consisting of the tail and fins of a great fish or whale. Their hair and skin span a wide range of hues, with Merfolk in a given region closely resembling each other. Merfolk aren’t as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Communities exist in mountain lakes, coastal reefs, rivers, and even swampy wetlands.

Merfolk:  Part 2

Species Quick Profile

(Sirena amphíbios)

Life Expectancy
Average:90 years
Maximum:500 years
Average Height: 5-6ft
Average Weight: 150-350 lbs
Hair: Blue, Green, White, Black, Red, Silver, Blonde
Eyes: Blue, Green, Blue-green, Hazel, Purple, Indigo
Creature Type:  Full Torso Humanoid Faye (Amphibious, Shapeshift to Humanoid)

Biology

Physiological Traits
  • Amphibious skin– portions of skin on their shoulders, arms, lower back, and lower limbs (legs or tail) resemble the look and color of local fish species. Despite the scaly look, the texture is smooth as hairless skin and is similar to amphibians in that Merfolk can breathe through it when moist. It is also what merfolk to breathe underwater in place of their lungs. The skin is also shed periodically more or less in one piece throughout their lives for new healthy skin underneath.
  • Slime Coat– a thin coating of slippery slime to help their skin stay moist in order to breathe through their skin underwater and on land.
  • Amphibious Adaptation-In the water, merfolk are full torso humanoids and on landing their shape changes to Humanoid. From adolescence, their tails can quickly metamorphize into legs with webbed feet, able to walk when most of their bodies are exposed to air. When their legs are submerged in water, they metamorphize into a finned tail. This process however is not instant, the transformation from one form to another usually takes a few minutes for their bodies to adjust. Apparently, it involves a magical ( arcane mana charged) hormone similar in structure to thyroxine for land and is counteracted by a hormone similar to prolactin for the aquatic change
  • Watery Hair– Once their hair grows to certain length, the rest becomes water imitating the hair’s length. The cutoff length is shorter for males than females.
  • Fins-They possess frills on their forearms, and some have finned ears
Innate Abilities
  • Expert swimmer– Because of their fish tail and webbed hands(and webbed feet on land and shallow waters), merfolk are naturally an adept swimmers. Their tail is strong enough that it can propel one several meters out of the water for high leaps.
  • Echolocation-can use low or high pitched echoes to locate things far off in the water.

Appearance
From the waist up, a merfolk’s body resembles that of a human; a merfolk’s lower body, however, is comprised of a tail and fins similar to that of a giant fish or cetacean. Despite the scaly look, the texture is smooth as hairless skin. By the time they are adolescents, they are able to transform completely into humanoid form with legs to move on land. Distinctive features in both forms include portions of skin on their shoulders, arms, lower back, and lower limbs (legs or tail) resemble the patterns of local fish species. The “human-looking” section of their skin have various human skintones and short, fine, light-colored, and barely noticeable vellus hair covering. They also have fins on their arms, webbed fingers, and webbed toes on land and the ends of their tails in the water.

General Diet
Typical diets are composed of native fish and aquatic plants. They will also partake of other aquatic animals such as mollusks, shellfish, and water fowl. Brackish merfolk also partake of a few insects, reptiles, and are more likely to eat foods closer to land. Marine merfolk have the advantage of hunting large mammals on occasion. Fruit and nuts that drift in the waters to propagate are a delicacy and are often grown by experienced farmers.

Reproduction
Copulation is internal sexual fertilization and can occur on land or underwater. Whether the transformation has them in their Sea forms or Land forms, the Merfolk retain their humanoid sexual organs. The males often have a sheath that remains hidden for a great part, only coming into view when sexually aroused, and the females is nigh invisible till they’re aroused, then the scales around the females vulva change hue, signaling their ready for sexual relations. Often times the coloration ranges from intense reds to fiery oranges or other ‘loud’ colors. A mermaid will gestate her baby for five months and return to the water to give live birth.

Lifespan and Growth
A newborn merperson is born with exposed gills on the side of their abdomens and a lateral line system on their backs. During infancy, the gills become internalized and covered with skin. Their lateral line system becomes redundant and will be reabsorbed as lungs develop during childhood. By adolescence, hormonal changes during puberty allow for the transformation of their finned tails into legs on land and vice-versa.

 

History

Origins of merfolk lie within the early days of the Ghul Wars. Basically there were a lot of factions rising up and civilians getting caught in the crossfire, the usual stuff. So there were a lot of refugees of all kinds of species but lets focus on High elves for now. I say that because many High elves that escaped the ravages of war fled to areas which they could not be found, one of them being large bodies of water like the seas. There they used rare water adapting magic to transform themselves into forms that could breathe and move about in the ocean.

Of course they weren’t alone, as the seas held many aggressive animals and monsters but also various water faerie like sulkies and . The smart sea elves were the ones cooperated with the native faye of the waters and within time they became neighbors and lovers. The children of these unions and even those strictly between the sea elves slowly acquired new features for life underwater like lateral lines and gills from birth. They differentiated to the point where they considered themselves as beings different from their forebears.

Of course, this peaceful coexistence wouldn’t last forever because although the seas provided them safety from the battles of war, it could only suppress so much from the environmental effects. A nasty combo of over fishing from up-top, a previous nuclear winter created an ice sheet which lowered sea levels and messed with the chemistry of the oceans saw to the wiping out of many forms of sea life, especially the sentient ones. The traits inherent to the merfolk allowed them to out-compete with the other sea faerie to survive by the end of the Ghul Wars.

Throughout the Post Ghul Wars, merfolk mainly kept to themselves, away from land based peoples until some found their way into freshwater ways more inland and settled in various wetlands there. That was how most Brackish merfolk got their start. These merfolk would often converse with the lamia, humans, and fairy living in the wetland areas. Around the beginning of the Interspecies era, contact was made with marine merfolk settlements, introducing many ideas and technologies with them. Currently there are at least two large underwater cities in the ocean designed as places for land species to see, work, and play with merfolk in their natural habitat.

Creature Subtypes

Subtypes

Some creatures have one or more subtypes. Subtypes add additional abilities and qualities to a creature.

Air Subtype

This subtype is usually used for beings with a connection to the element of Air. Air creatures have flight capabilities and usually have perfect maneuverability.

Angel Subtype

Angels are a race of spirits, native to a separate realm they call heaven. An angel possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision and low-light vision.
  • Immunity to acid, cold, and petrification and poison.
  • Resistance to electricity and fire.
  • Protective Aura: Against attacks made or effects created by evil creatures, this ability provides a deflection and resistance to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet.
  • Truespeech: All angels can speak with any creature that has a language, as though using a tongues spell. This ability is always active.

Aquatic Subtype

These creatures always have swim speeds and aquatic creatures can breathe water. It cannot breathe air unless it has the amphibious special quality.

Augmented Subtype

A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature’s original type. For example, a wizard’s raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard’s raven familiar has an animal’s features and the traits of a magical beast.

Clockwork Subtype

Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

  • Winding: Clockwork constructs must be wound with special mana-charged gemstone keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per  chargingsession, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Clockwork constructs have electronic components sensitive to electric fields take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses like shielding.
  • Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs.
  • Difficult to Create: The time and money cost required to create a clockwork is 150% more than a normal construct.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire.

Demon Subtype

Demons were once-spirits, faye, humanoids, magical beasts, and animals now corrupted and altered by the dark magic of mutagenic ectoplasm or vengeful deceased. Some demons arise from large amounts of magic/spiritual energy in a highly polluted area.
Demons possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

  • Immunity to poison and undead negative energy and further exposure to mutagenic ectoplasm.
  • Resistance to acid, cold, and fire.
  • Summon: Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
  • Telepathy.
  • A demon’s natural weapons, as well as any weapon it wields, can generate negative energy.
  • Dark Magic Affinity: Demons have an affinity to dark magic spells and take more effort to properly perform blithe magic.

Dragon Subtype

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry).

  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only (unless capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Have natural dermal armor.
  • Elemental Breath: Dragons can project blasts of a single elemental force in a way that allows them to shape it into bursts, streams, spheres or mist  from the mouth.
  • Dragons breathe, eat, excrete and sleep.

Dryad Subtype

A dryad is a nature spirit nymph that inhabits the body of a specially grown plant, typically trees and become the guardian of it and its native region. Regardless of their kind, all dryads share the following traits in addition to those granted by the plant type (unless otherwise noted in a creature’s entry).

  • Immunity to nature and light damage.
  • Resistance to electricity and water and plant derived toxins.
  • Change Shape: All dryads can transform into plants, most commonly that of the tree it is bonded to. In this form, the dryad appears as a particularly healthy specimen of that particular plant. A dryad can also become a female humanoid that is composed of plant matter like wood and leaves. A dryad can assume plant form or revert to its humanoid form whenever she wishes.
  • Plant-speech: All dryads can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to.
  • Verdant Burst: When its corporeal form is slain, a dyrad explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain dyrad heal and plant life of the same type as the dryad itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
  • Regeneration: Dryads can reform their corporeal bodies if damaged. The rate of regeneration and damage type that suspends it depends on the type of dryad, but is typically acid or fire.
  • Tree Bond: A dryad is mystically bonded to a single tree that is connected to its life-force, thus guards with its life, and must not stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad’s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree is sickened every 24 hours—eventually, this separation can kill the dryad. If her tree is destroyed while a dryad is merged with it, the dryad dies. If her tree is destroyed while a dryad is not merged with it, the dryad loses its merge with tree ability and its regeneration, and becomes permanently sickened (until it finds a new tree). A dryad can forge a new bond with a new tree by performing a 24-hour ritual.
  • Tree Meld: A dryad can meld with any tree. She can remain melded with a tree as long as she wishes.
  • Dryads do not need to breathe, eat, excrete or sleep (although they can do so in a corporeal form if they wish). Dryads need to drink water to stay healthy.

Earth Subtype

This subtype is usually used for beings with a connection to the tectonic energies with the Earth. Earth creatures usually have the burrow ability, and most earth creatures can burrow through solid rock. Earth creatures with the burrow ability possess the ability to sense underground vibrations.

Electric Subtype

This subtype is usually used for beings with a connection to natural sources of Lightning or generate excess electricity. Electricity creatures always have fly speeds and usually have perfect maneuverability. They have immunity to electricity. Electricity creatures have vulnerability to water, but only when their electric powers are active (or if they are composed of electricity).

Elemental Subtype

An elemental is a spirit who manifests its corporeal form composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not need to breathe, eat, excrete or sleep (although they can do so in a corporeal form if they wish).

Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold

Fungus Subtype

The fungus subtype applies to creatures that are fungi, opposed to plant creatures. It distinguishes common plant creatures like treants from other creatures such as phantom fungi. The fungus subtype simply identifies creatures that may be vulnerable to spells, psionics, and effects that specifically target or affect fungi.

They have the following traits unless otherwise noted.

  • Fungi breathe and eat but do not need to sleep.
  • Fungi avoid direct light and some are vulnerable.
  • Fungi creatures will often absorb various nutrients from other (usually decaying) organic beings.

Henge Subtype

Henge are magical beasts who descended from animals who found some of the secrets of spiritual enlightenment to ”elevate” themselves. Their offspring start off as typical animals but accrue mystical energy with age, eventually unlocking intelligence and shape-shifting abilities if they live long enough. Henge have the following traits unless specified in their entry.

  • Shape-shift: The ability to shape change is natural to most henge and thus also have the shape-changer subtype. A henge can shape-shift between three different forms: animal, biped, and human.
  • Animal form: When in animal form, the henge is indistinguishable from natural animals of its kind as the change in form is genuine. They also acquire the ability to speak with normal animals. Conversations with normal animals are usually limited to a few simple phrases and concepts, depending on the sophistication of the animal. He cannot wear armor, use weapons or equipment, or cast most spells. He may be mistaken for – and hunted as – a normal animal. He cannot speak any languages other than those of the henge and normal animals, though he can understand any languages he knows.
  • Henge/Biped form: When in bipedal form, the henge looks like a humanoid animal. He stands on his hind appendages to the height of a normal man. The front appendages (wings, paws) change into hands, capable of gripping and using normal weapons. The rest of the body retains the animal’s general appearance, including fur, feathers, wings, a tail, and other characteristic features. In bipedal form, the henge can speak any language he knows (including human and animal languages), have any special senses of their animal form, can cast spells, and can use weapons, equipment, and armor. However, the bipedal henge cannot use the special movement abilities of its animal form, regardless of its appearance. Furthermore, the bipedal form is distinctive, and easily recognized as a henge.
  • Humanoid Form: When in humanoid form, the henge looks like a normal specific humanoid being (Human, Elf, Faye, Amazon, etc.). Like his animal form, the human form is genuine and cannot be detected by spells that reveal illusions. However, the human form always retains one or more distinctive features of the animal form. For instance, a fox henge may have slanted eyes and a triangular face. In human form, the henge can cast spells, wear armor, and use weapons and equipment.  However, he has no special animal vision and he cannot speak to animals, although he still can understand their speech.
  • Henge breathe, eat, excrete, and sleep.

Incorporeal Subtype

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with incorporeal touch magic or made of etheric matter. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, preternatural abilities, or supernatural abilities.  Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from kinetic crush, affect an incorporeal creature normally.

An incorporeal creature can enter or pass through solid objects but not those made of ethereal matter (however corporeal beings can easily pass through ethereal material). It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although armor enhanced with an etheric aura and force effects (such as mana armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard if it doesn’t wish to be. Non-visual senses, such as scent and blind-sight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Jinn Sub-type

Jinn are spirit creatures that don’t represent or embody a concept, they are considered to be distinct individuals with their own personalities and paths in life. Also their spirit forms can be influenced by strong electric and magnetic fields due to their etheric energy interacting with electromagnetism in a similar fashion to plasma. A Jinn possesses the following traits unless otherwise noted in a creature’s entry.

  • Manifested vessels: The physical forms that jinn can manifest are composed of a uniform magical substance that takes on their desired appearance. Their vessels function via their internal/external mana. If their vessels are severely disrupted or destroyed, an ethereal wisp is forced to find conducting material to recover.
  • Shape-shifting: All Jinn have the shape changer subtype when manifesting or possessing a physical from.
  • Charged Spirit: All Jinn are affected by strong electric and magnetic fields and can be bound by most metal containers.
  • Psychic: Jinn have the ability to use a variety of psionic abilities and have the psionic subtype
  • High Magic Affinity: Their high affinity to magic means they can’t resist any summoning or binding ritual if the spell-caster performing it is strong enough. Their high affinity to magic also means that any anti-magic zone can greatly hinder their innate abilities and can quickly sicken them.
  • A Jinni’s innate shape-shifting nature can allow it to breed hybrids with any other race.

Kami Subtype

Kami are spirits who are the manifestation of special geographic areas, often places of power or emotionally symbolic places know as a ward. Kami, in their natural form, are invisible and intangible. When they wish to be seen they can manifest as a humanoid, animal, or elemental of its own size and composed of one particular element within its territory. A kami possesses the following traits unless otherwise noted in a creature’s entry.

  • Kami have the shape changer subtype.
  • Kami, in their natural form, are invisible and intangible and have the incorporeal subtype.
  • Immune to petrification, and polymorph effects.
  • Fast Healing: As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
  • Regional Bond: A kami has a bond to a location with the objects, materials and plants that are native to the region. Whether the bond is with a building, temple, bodies of water, mountains, and other natural geographic features depends on the type of kami.

Living Construct Subtype
A living construct is a subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.

Traits: A living construct possesses the following traits (unless otherwise noted in a creature’s entry).

  • Unlike other constructs, a living construct does not have darkvision.
  • Unlike other constructs, a living construct is not immune to mind-influencing effects.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
  • A living construct cannot heal damage naturally, most have mystic or technological means to fix damage.
  • Unlike other constructs, living constructs are subject to critical hits, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Unlike other constructs, a living construct can run.
  • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell.
  • A living construct responds slightly differently from other living creatures when disabled.  His movement and dexterity is greatly reduced, but strenuous activity does not risk further injury. Any more damage will cause him to become inert, He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct is not at risk of dying unless more damage is dealt to him, as with a living creature that is stable.
  • Can be raised or resurrected like other living creatures.
  • Does not need to eat, excrete, or breathe, but can do so if they wish and function better doing so and still benefit from the effects of consumable items such as potions.
  • Does not need to sleep, but must rest for 8 hours for optimal performance.

Psionic Subtype

This subtype is applied to creatures that can innately manipulate psychokinetic energy (PKE) or have psi-like abilities that are normal to their species. The following abilities are available to

  • Telepathy: Transfer of information on thoughts or feelings between individuals.
  • Precognition: Perception of information about future places or events before they occur.
  • Clairvoyance: Obtaining information about places or events at remote locations.
  • Psychokinesis/Telekinesis: The ability of the mind to influence matter, time, space, or energy by means unknown to current science.
  • Intelligence Increase:  Extremely heightened and enhanced intelligence and other mental abilities/skills.

Robot Subtype

Robots are machines that use their programming to make decisions. Although some people call them things like “automatons,” “metal men,” or the like, these technological creations are all robots, and as such, they share similar traits. Robots share some features with clockwork constructs, and as with clockworks, you can simply remove the robot subtype from a robot (along with its attendant traits) to transform it into a typical construct animated by magic. A single construct cannot possess both the robot and the clockwork subtype.

All robots gain the following traits.

  • Components: All robots have sensors for input, control systems for decision making, and end effectors for output.
  • Intelligent: Robots have skills and feats as appropriate for their programming.
  • Vulnerable to Electricity: Robots have electronic components sensitive to electric fields take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses like shielding.
  • Difficult to Create: Increase the time and money cost required to create a robot by 50% over normal for a construct, unless the creator has access to a significant amount of technological resources.

Shapechanger Subtype

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shape has the shapechanger subtype.

A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

Undead Subtype

Undead are once-living creatures animated by spiritual or supernatural forces .An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability, as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no intelligence, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
  • Per the spell magic jar: “Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.” This is an important sentence when considering any spells or effects which reference “souls.”

The following are a few facts that are considered common knowledge among civilized peoples.

  • Most undead were once living. Knowing details about the phase of existence that preceded a creature’s undeath is often invaluable in determining its motives.
  • Holy water damages undead as though it were acid. Distributed by religious orders the world over, holy water is the only line of defense against undead for many commoners.
  • Undead are invariably evil, as are the means to create such beings.
  • Undead are healed by negative energy and harmed by positive energy.
  • Undead are immune to numerous magical effects, including mind-affecting effects and abilities that affect a creature’s physical constitution.

Water Subtype

This subtype usually is used for elementals and similar creatures with a connection to water. Creatures with the water subtype always have fast swim speeds. A water creature can breathe underwater and usually can breathe air as well.

Creature Types

So because the Arcane Realm is primarily a fantasy world I’ve decided that it could use a list of creature types for the flora, fauna, and sentient beings. Those who are familiar with role-playing games will recognize them from a lot of popular games and those I made or edited to fit into the world. Because the Arcane Realm isn’t an actual RPG at this time, I left out most direct game mechanics or stats to fit in most general settings or media. (Though this could be a good home-brew setting if anyone pitched me an idea to make it into tabletop-gaming). I also have a list of sub-types that will link to this when available.

Link: Creature Subtypes

A creature has one general type, which helps to classify it and broadly defines its abilities. Some creatures also have one or more subtypes.

Animal

An animal is a natural, living, non-sapient creature, usually with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

  • Proficient with its natural weapons only.
  • Proficient with no armor except any natural kind it may have or it is trained for war.
  • Animals breathe, eat, excrete and sleep.

Construct

A construct is an animated object or artificially created creature. A construct possesses the following traits (unless otherwise noted in a creature’s entry).

  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct action or spells. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • A construct cannot be raised or resurrected.
  • Proficient with its natural weapons and devices only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with only its natural armor.
  • Constructs do not breathe, eat, excrete or sleep.

Faye

Faye are beings with innate preternatural abilities that are also capable of ordered spell-craft and typically connections to nature or similar forces or a particular place. Faye are often a type o humanoid in body plan and possesses the following traits (unless otherwise noted in a creature’s entry).

  • Etheric Aura: Being composed of corporeal matter despite radiating an aura of etheric energy (some faye can envelop themselves in this energy to pass through solid objects like spirits and temporarily become incorporeal). Because of this, Faye can willfully induce a touch that let’s them interact with both physical and etheric matter.
  • Faye Regeneration: Faye can passively regenerate wounds in a short time via ambient etheric energy being drawn into their body. The extent of this regeneration can prevent the development of scar tissue and even regrow entire limbs within a few minutes however these actions do not set any broken bones on its own. In addition, this innate trait is significantly slowed in low/anti-magic areas or when the subject’s are increasing exhausted.
  • Arcane Magic: All faye are capable of performing ordered spellcraft as well as have innate magic qualities unique to their kind called preternatural abilities. This includes those with at least 1/4 faery ancestry.  
  • Proficient with all simple and martial weapons and weaponry via class .
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Faery not indicated as wearing armor are not proficient with armor. Faery are proficient with shields if they are proficient with any form of armor.
  • Faye breathe, eat, excrete and sleep.

Humanoid

A humanoid body plan has one head, a human-like torso, two arms, and two legs used to support the body and consistently run/walk bipedally as the main form of movement. Humanoids have few or no supernatural or preternatural abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  • Natural Magic: Natural Humanoids (non-faye, etc.) are capable of performing raw sorcery skills. This includes those with at least 1/4 natural humanoid ancestry.
  • Proficient with all simple weapons, and weaponry via class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor.
  • Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, excrete and sleep.

Magical Beast

Magical Beasts are similar to animals but are intelligent enough to know at least one language, but can’t necessarily speak. Magical Beasts usually have supernatural or preternatural abilities, but are sometimes merely bizarre in appearance or habits. A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).

  • Arcane Magic: Magical beasts are capable of having innate magic qualities unique to their kind called preternatural abilities. Those who are largely intelligent have the capability of learning ordered spell-craft.
  • Low-light vision.
  • Proficient with its natural weapons, except shape-changers.
  • Proficient with only natural armor except shape-changers.
  • Magical beasts breathe, eat, excrete and sleep.

Full Torso Humanoid

Full Torso humanoids share a similar body plan to humanoids with one head, torso, but typically differ in their limbs, usually having animalistic features or appendages. And despite not all technically being bipedal, nearly all have hands or at least a close dexterous replacement. They often have magical abilities as well. In the past they were referred to as ‘monstrous humanoids’ but were officially renamed by the United Sentient Species. A full torso humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  • Body Plan: “Full Torso” mainly serves a body plan and depending on the particular creature, may be especially suited for or unable to progress on certain terrain.
  • Proficient with all simple weapons and weaponry via class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as being able to wear, as well as all lighter types. Full torso humanoids not indicated as wearing armor are not proficient with armor. Full torso humanoids are proficient with shields if they are proficient with any form of armor.
  • Full torso humanoids breathe, eat, excrete and sleep.

Spirit

A spirit is a supernatural, incorporeal creature that has no physical body. Instead they are lifeforms composed of etheric matter and energy, which does not interact with everyday matter in most cases, only other ethereal manifestations. As such, they can be touched/harmed only by other incorporeal creatures made of etheric matter, magic weapons or spells, mana plasma, or supernatural/preternatural abilities.
The majority of spirits have various means of manifesting a form that can interact with the everyday physical world. A spirit possesses the following traits (unless otherwise noted in a creature’s entry).

  • Incorporeal: All spirits have the incorporeal subtype when not possessing or manifesting a physical body.
  • Possession: All spirits can possess physical objects or creatures. The exact kind of object or creature a specific spirit can possess is noted in the creature’s description.
  • Corporeal Manifestation: Some spirits can instead manifest as a physical creature. The exact kind of object or creature a specific spirit can possess is noted in the creature’s description. The manifestation has the type, subtype and traits of the current manifestation.
  • Arcane Magic: All spirits are capable of performing ordered spell-craft as well as have innate magic qualities unique to their kind called supernatural abilities. This includes those with spirit ancestry.  
  • Telepathy.
  • Proficient with all simple and martial weapons and weaponry via class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Spirits not indicated as wearing armor are not proficient with armor. Spirits are proficient with shields if they are proficient with any form of armor.
  • Spirits do not need to breathe, eat, excrete or sleep (although they can do so in a corporeal form if they wish). Spirits possessing a creature are subject to the physical needs of that creature.

Plant

This type comprises creatures composed of vegetable matter as well as regular plants, such as one finds growing in gardens and fields. A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
  • Proficient with its natural weapons and toxins only.
  • Not proficient with armor.
  • Plants breathe and (carnivorous ones) eat, but do not sleep. Plants also require water.

Races of the Old World

Spirits

A spirit is an supernatural,  incorporeal creature that has no physical body. Instead they are composed of etheric matter and energy, which does not interact with everyday matter in most cases, only other ethereal manifestations. As such, they can be touched/harmed only by other incorporeal creatures made of etheric matter,  magic weapons or spells, mana plasma, or supernatural/preternatural abilities.

The majority of spirits are also capable of constructing illusory forms by which they can manifest themselves to interact with the everyday physical world.

Jinn(Sub-type): Jinn are spirit creatures different in that instead of representing or embodying a concept, not incarnations of a few archetypal deities or manifestations of a god. Nor are they merely symbols. They are considered to be, like humans, distinct individuals with their own personalities and paths in life. Also their spirit forms can be influenced by strong electric and magnetic fields due to their etheric energy interacting with electromagnetism in a similar fashion to plasma.

  • Djinn– Jinn that stayed on the planet where Arcane Realm takes place
  • Ghuls-Left the planet long ago and built alien structures that oppose the world of Kaf

Elementals(Subtype)-Nature spirits in tune with various elements that make up the world. Often they will manifest as the element that are in tune with either in humanoid, animalistic or more simple forms.

  • Ignan– elemental spirits inhabiting a body made of flames. Ignan’s who wish to interact with the physical world without destroying anything, can manifest as a luminous room-temperature plasma.
  • Terran-an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it manifests from.
  • Sylphs are the elementals of air who can often assume the form winged lilliputians like pixies but only for short periods of time.
  • Undines are water nymphs whose physical forms closely resemble humans in appearance and size, except for those inhabiting smaller streams and ponds.  The Undines and their subgroups are friendly, approachable, and are very willing to work with people and to help them.  Etheric in nature, they exist within the water itself and this is why they can’t be seen with the normal physical vision.

Kami(subtype)-Spirits that embody special places, areas, regions, even built structures

  • Genius Loci  are spirits of the land that inhabit certain geographic areas, and lie in invisible dormancy until they feel the area they guard is threatened, in which case they rise to defend it.  Spirits of the land, in their natural form, are invisible and intangible. When it wishes to be seen it can manifest as a humanoid, animal, or elemental of its own size and composed of one particular element. The illustration of one in the Monster Manual shows it in the form of a bear made out of wood and earth. In most cases, however, the intelligent, magical entity simply develops from the similarly named “spirit of place” over a great deal of time. In other settings, genius loci are formed by powerful magical events, and in others they are the results of ley lines, mana pools, or an equivalent.
  • Oni-brutish mountain spirits that share some things in common with trolls and ogres. THey often manifest as large humanoids and are sometimes depicted as good or bad, but are usually morally neutral and interested in their own affairs. They prefer huge bludgeoning weapons (iron clubs called kanabō being the most common) and hide loincloths (Usually tiger-striped).
  • Yuki-onna– appear as beautiful women in snowy, cold, or mountainous regions. Some incarnations sleep with lone travelers to steal valuable body warmth, others will simply make them get lost during their travels to freeze to death, yet others will kill travelers by tricking them into touching them or a baby they hold in their hands. More benevolent Yuki-onna will either lead the victims to safety and then sleep with them (or just lead them to safety), or simply leave them alone.

Henge(Subtype)-Spirits that came from animals who learned some of the secrets to spiritual ascension

  • Youko– an intelligent creature descended from foxes who discovered the secret to developing magical powers, including shapeshifting (particularly to human form), enchantment, illusions, Faux Flame, and supernatural wisdom. In fox form, they tend to grow additional tails as they get older, up to nine in total.
  • Bake-danuki- a type of canid spirit with less raw power than vulpines but more skill at shapeshifting and trickery.
  • Tengu- most commonly associated with crows, known for their great agility, magical power and arrogance
  • Bakeneko-A seemingly ordinary cat that develops magical nature through long life. It looks like an ordinary house cat, except for the tail, which splits into two at half-length. It’s said a cat will become a bakeneko after turning 100 years old, where upon its tail splits, it starts using human speech, some how gains transformation powers, a greater intelligence, and other odd abilities.
  • Jorogumo- spider spirits are monstrous in size (as big or bigger than a man) that can take human form to seduce travelers to feed her offspring, and often has the power to allure men with a song.
  • Inugami/Okami- dog-like beings, often similar to werewolves. The Inugami are often masters of black magic.
  • Kappa-anthropomorphic turtle with a domed head, parrot-like beak, and a ring of spikes sticking out from its head.

Dryads-Dryad are tree spirits with the forms of beautiful humanoid women made out of smooth, brown-green wood, or herbaceous stems and with grass and leaves for hair. They can step into and out of trees, and can perform localized teleportation by entering one tree and then magically appearing out of another nearby one.

Celestials– Spirits embodying concepts and fundamental forces, and celestial objects. For a large time of Kaf’s history, they were worshiped as deities for their dramatic

Obakemono(subtype)-monstrous spirits embodying negative emotions and created from accumulation of pollution or ruin

Nurikabe: A monster that takes the form of an animate section of wall. It has the power to turn invisible, and likes to use this power to impede travelers.

 Ushi Oni: Or Gyuuki, means Bull Fiend, and is a sort of counterpart to our Minotaur. In some stories it’s a demonic looking ox with many tails and claws, in others he’s a sort of giant spider, while in others is a sort of wisp fire.

Faery

Are beings with innate preternatural abilities that are also capable of ordered spell-craft and typically connections to nature or similar forces or a particular place. Often they have origins from spirits or magical beasts.

Sylvan:Forest  and nearby grassland fae that often have some animal or plant-like features, may be solitary or form their own communities. They are typically territorial.

  • High Elf:High elves are distinguished from other elves by their place of living, as they usually dwell in stone cities, instead of woods, like wood-elves. Typically high elves consider themselves the most purely good race of all, and haughtily view all other races beneath them, especially other elven races, and they are usually the most magically developed of all elves.
  • Wood Elf:Elves that reside in the forests of the world. Members of this sub race live outside of common civilization and possess a connection with Nature and hedonism that is stronger than those of any other sub race of elves.
  • Centaur:This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.
  •  Huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something preternatural: her long, fox-like tail, and the fact that she doesn’t have a solid back—merely a hole that reveals her body to be a hollow, bark-lined shell.
  • Pixies-are like tiny  elves, only with sneakier, less majestic faces, longer ears, and gossamer insect wings sprouting from their backs. They wear bright clothing, including caps and shoes with curled, pointed toes. However, pixies are normally invisible, even when attacking, and unless they choose to be visible, only others of their race can see them. Although goodly, pixies adore playing tricks and pranks. Some of their favorite pastimes include leading travellers astray, pinching skin black and blue, and stealing invaluable items.
  • Faun-They are around 6 feet tall and have bestial faces. They have goat-like faces and flowing hair. They prefer body painting over clothing. They prefer to avoid combat.
  • Leshy- a nature fae that inhabits the body of a specially grown plant. This male woodland faery protects wild animals and forests. He is humanoid in shape, has a manly but leafy appearance.

Lilliputians:small but with startlingly broad magical powers. They often form small communities and enjoy tricking mortals, especially if they are drunkards, bad tempered, lazy or proud.

  • Sprites– Shy and reclusive, sprites dwell in meadows and wooded glens, where they have appointed themselves the monitors of their lands. Unlike their pixie cousins, sprites are not especially mischievous by nature, and prefer to be left alone.
  • Leprechaun-The leprechaun is a mischievous short humanoid faerie creature.
  • Brownie-a mischievous little creature from twelve to eighteen inches high, usually dressed in green or russet brown.  Most of them appear as very aged, often with long white beards, and their figures are inclined to rotundity.
  • Kobold– may manifest as animals, fire, human beings, and objects, residing in homes or in the mines.
  • Hobgoblin– seem to be small, hairy little men who—like their close relative, brownies—are often found within humanoid dwellings, doing odd jobs around the house while the family is lost in sleep.
  • Pech were a type of gnome-like creatures in of short height but extremely strong. They brewed heather ale and battled against the Scots
  • Gremlin: creature depicted commonly as mischievous and mechanically oriented, with a specific interest in aircraft.
  • Zashiki-warashi:The appearance of this being is that of a 5 or 6 year child with bobbed hair and a red face. Zashiki warashi can be found in well-maintained and preferably large old houses. It is said that once a zashiki warashi inhabits a house, it brings the residence great fortune; on the other hand, should a zashiki warashi depart, the domain soon falls into a steep decline.

Mountain: relatively humanoid fairies dwelling on and in mountains and hills. Territorial but may be willing to make a deal with those who are respectful.

  • Dwarves– a short race, as their name implies, standing between 4’3″ and 4’9″ on average, what Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans.
  • Gnomes-Small, keen mind, bright personality, magically gifted, can turn invisible.
  • Trolls-This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
  • Banshee: a feminine spirit in Irish mythology, an omen of death and a messenger from the Otherworld who begins to wail if someone is about to die.
  • Gwyllion: refers to them as ugly female fae that are usually described as wearing ash colored clothing with an oblong four-pointed hat, and usually carrying a pot in one hand. They also are known by their disturbing laughter and their cries of “Wb!” .
  • Mimi-extremely thin and elongated bodies, so thin as to be in danger of breaking in case of a high wind. To avoid this, they usually spend most of their time living in rock crevices.
  • Oread– was a type of nymph that lived in mountains, valleys, and ravines.
  • Vila -nymphs, who have power over wind, which they delight in causing storms of high winds. They live around hills, mountains, and high mounds.
  • Rokurokubi are human by day but have extremely elastic necks during the night.

Aquatic

    • Nerieds are aquatic beings who inhabit the waves and are spiritually bound to the sea.
    • Selkies:said to live as seals in the sea but shed their skin to become human on land.
    • Asrai-They are said to look like beautiful young maidens, sometimes as young as children, while actually being hundreds of years old.  They may have webbed hands and feet. The Asrai are as deathly afraid of capture as they are of the sun, because if captured or if a single ray of sunlight touches them, it is said that they die and turn into a pool of water. They are, however, said to enjoy bathing in the moonlight.
    • Naiads -water nymph (female spirit) who presided over fountains, wells, springs, streams, brooks and other bodies of fresh water.
    • Oceanids-the patroness of a particular spring, river, sea, lake, pond, pasture, flower or cloud
    • Kelpie: It has usually been described as appearing as a horse, but is able to adopt human form.
    • Aquatic Elves/Nixies: .The Sea elves are a subrace that reside in undersea civilizations. Naturally they are closed off from societies and are also in tune with their environment but only came about during the Ghul warring states period.

Monster-These fae are often cast aside and referred to as monsters by other sentient beings for various reasons not limited to: aggressive nature, monstrous or grotesque features, preying on sentient beings,

  • Naga-Humanoid in shape but have a wide variety of noticeable serpentine features, such as a snakelike tail in place of legs, a complete covering of scales, a hood like a cobra, a snake’s head, or snakes in place of arms.
  • Harpy-Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.
  • Dullhaun-a headless humanoid faerie, usually seen riding a black horse and carrying their head.
  • Ogre– are giant brutish humanoids that delight in brutality, rape, savagery, and torture. They revel in inflicting misery on others. They are considered bastards by the other giant races except for trolls. They stand between 9 and 10-feet tall and can weigh up to 650 lbs. They tend to be lazy and brutish, preferring to rely on ambush and overwhelming numbers in battle. Ogres often work as mercenaries, hoping for easy plunder
  • Goblins-This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
  • Nukekubi are humanoids that can detach their heads from their necks and float away in search of humanoid and animal flesh.

Constructed

Tsukumogami: Inanimate objects that come to life after a hundred years. These can range from weapons to clothes to umbrellas. The umbrella version (karakasa) is typically depicted with one eye, a mouth, two arms and one leg. Another popular one is Ittan-momen, a floating strip of cotton cloth with eyes and arms.

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