Angels are the energies of good bound to the physical plane, or more specifically to locations, objects, and monuments within the mortal plane. They often act as metaphysical representation of these locations, and derive their names and looks from what they represent.
Angels will often interact positively with gods and saints, but negatively with most daemons and devils. As is the case with most beings, their interaction with the fae wildly varies on their disposition, but, depending on which group of the fae is involved, angels can often be combative.
Example: Breliel, Angel of the Bramble Lakes A pragmatic celestial in shades of blue and brackish green, Breliel works to ensure the health and purity of the waters of the bramble lake. They often appear in the form of a giant, multi-eyed, winged water serpent.
Daemons are powerful neutral energies that float formless among the void between worlds constantly intermingling until they are summoned into the physical plane and bound in law. They feed off of desire and are often influenced by those who give them form. Daemons seek primarily to return to the void between worlds, as their physical forms damage their essence over time. Sometimes, if they are bound to physical forms for too long, the pain will cause their sanity to break, which can have ill effect.
Daemons are often agreeable with gods and saints, and will interact with fae without much issue. Angels oftentimes have issues with Daemons due to Daemons' mutable sense of good and evil. Daemons are ambivalent about devils and will work with them, if necessary.
Example: Faxilen, Daemon of ways and doors most secret or hidden A lesser daemon of the sixth passage, Faxilen is often sought out by intrepid adventurers, clever thieves, or beleaguered military groups who are looking to upset the odds. His knowledge comes at a steep price and any attempts to renege on those costs often result in his erstwhile patrons becoming hopelessly lost, often in dangerous territory. He has a fondness for jade.
Devils are beings of pure malice and spite who hold and feed off of pain, both physical and emotional. They give aid to those who will realize their intent and vision upon living, preferably mortal, beings, and are inherently evil. Few will willingly consort with devils, but where disease twists the mind to chaos and violence, they will be found.
Devils are often humanoid in form, with sharp angles and gnashing teeth. Their skin is often slick and brings dis-ease to come in contact with, usually leaving beings feeling either pallid and clammy, like a cooling body, or too hot, like a fever-stricken child.
Devils have no core leadership, but can often be found in hellmouths. Hellmouths are openings appearing near war-torn battlefields, mass graves, or disease-ridden towns and cities, from where demons will travel forth to sow chaos or mass in roving bands to commit violence.
Example: Emeril Grintooth, Incubus Emeril will disguise himself as a wandering musician, entrapping youth and turning them against their families and friends, resulting in them dying diseased and alone with no allies. Emeril will whisper honeyed words in their ear and gaslight them, presenting alternately as a hungry, sick, hardworking genius in need of a patron, or a savvy, capable, wealthy aristocrat and master of the arts looking to sweep an individual off of their feet.
The fae of Dræm live within the ethereal land of dreams and blue, a semi-translucent world tethered to the plane of Yoreth, ruled by the god king Oajiry.
The fae of Dræm are a capricious bunch created by the tales the mortal races told themselves to explain all the oddities of the world. They are a chaotic group of beings that hold to no specific ideals. They often eschew decadence and the trappings of mortality, favoring a live-or-let-die attitude and a nomadic lifestyle. This puts them at odds with most other immortal races.
Their forms are as wild and varied as all the subconscious imaginations of early mortals, but tend to embrace natural or “supernatural” imagery.
Example: Bluebelle, Armorer of Lisivine Bluebelle is a giant fairykin, with pale blue skin. She wears closely cut clothes looking of simple linen, and a simple, hardened leather apron. She is often found surrounded by assorted tools and oddities within her shop in Lisivine. She is blessed with one talent, armorcraft, and represents the ideals of “intelligent design” behind some of the amazing wonders of nature, but she has a personal desire to adventure. She reconciles this desire by exchanging time and talent for the memories of other adventurers' exploits, placing herself in their heroic tasks and memories in exchange for unique and magical armors. The cost often seems minimal, but more regularly comes with significant repercussion.
The fae of Umbralight live within a red ethereal haze of lust, violence, and decadence. The royal lineages stretch long and pervasive across the verdant green gardens in which they battle for constant dominion both social and martial. The distinction between royalty and pawns is palpable and for all intent and purpose is the only distinction that exists here.
The fae of Umbralight often follow one of two distinct personalities. Either that of cruel, inexorable, and methodical self fulfillment, or that of simpering self-sacrifice all in hopes of better servitude to the royal legacy.
Royalty often takes a humanoid form most imposing, horrific, or sultry. Their presence often reeks of undeath as they work to preserve their selfish existence for eternity. All others in the Umbralight are simply referred to as pawns, and that is their place in society. They are as varied and abundant as they are disposable.
Example: Her Crimson Excellency, Queen Amarellia the Only Often found lounging in a pool of blood, Amarellia oversees her kingdom through a scrying orb, moving her inexorable bloodtide as she sees fit to dominate her foes. She is fond of decapitation and dislikes weakness and simpering.
The saints of Gællæffa are those who have passed from the mortal plane and are remembered for their deeds and convictions. The saints act as representatives between mortal beings and the gods or greater powers they may serve. Saints are a conduit through which greater Immortals may channel their power.
Saints' dispositions are as unique as the beings who make up their ranks, and, in death, they are all treated equally. Whether a rat or a warrior queen, the number of followers a saint may vary wildly. Some have followers in the thousands or more, others in the hundreds or tens, and some find themselves only treating with a handful of beings or a single follower. In addition, their disposition is often reflective of that which they held in life, and are remembered for.
Example: Saint Matthias Lionheart A rat made sentient by an awakening spell, Matthias spent much of his life creating, protecting, and gathering records of the royal courts of Squall. He is famous for spiriting away many thousands of records before the great burning of the libraries and is championed as the hero who saved mortal knowledge. He is remembered and honored in libraries and monasteries across the entire continent of Gællæffa. Often they will feature a small statue where one can leave patronage in the forms of information or material wealth, which is used to champion his cause. It's rumored that his followers collect the knowledge which forms a great library within the realm of the dead.
The Human Race is as wide and varied as the stars in the sky. They exist in almost every corner of the world and are largely considered very adaptable, making them suited to a wide variety of environments.
The appearance of humans is the same as that of modern (Earth) humanity, although those of Yoreth generally tend to be shorter and stockier on average, typically less than 6ft although there are standouts. Human-centric cities often take inspiration from the other surrounding races and are built to the demands of their environments with the resources available, as such there is a wide variety in their design.
Humans live shorter lives than most of the other races of Gællæffa, and as such are passionate in their pursuit of their life's objectives. More than any other race, humans are considered story tellers. As they do not live long enough to unravel the intrinsic “truths” of the world, they look to and build on their ancestors works, often defining their own lives by their ancestors actions and history.
Biologically they are compatible with many of the other races, although when paired with many of the long-lived races the produced offspring will be sterile.
Humans were the first bards.
The Elves are as mysterious as they are perfect, and ancient. They are the caretakers of the environs in which they exist. They do not adapt, but instead slowly and methodically shape the world to meet their needs. They are the second most abundant race, and they wear masks.
Visually, all elves are inherently sleight. They are also tall, often reaching 6ft+. Their eyes and hair color match the environments from which they come. Elvish features are simultaneously angular and smooth, and most elves that have reached adulthood look remarkably similar to their native kin. They are effectively indistinguishable, even to one another.
Elves live long contemplative lives, often devoted to specific passions or pursuits, and if they are not struck by adventure they will typically embrace a project related to the region in which they were born. They are the caretakers of the world. There is a wide variety of elves, as varied as the regions in which they can be found: sea elves, snow elves, glacial elves, sand elves, high elves, and multiple variants of wood elf.
Biologically all races of elves are compatible with one another, and with most other long lived humanoid races with pointed ears (namely gnomes, halflings, orcs, and strangely enough devil-kin), they can also bear half-human children, but those children will be sterile.
Elves were the first Druids, and Wizards.
The Dwarves are the master crafters of the realm. They are organized and aggressively pursue the ordering of all things. Dwarves value stability above all other things, and that is reflected in their meticulous planning of their homesteads, and the limited expansion of their civilizations.
They can often come off as brash, and when accompanied by a large contingent of their own kind, can trend towards racist, opposing that which falls outside their expected “order”. THey do not cope well with change, and often fear goes hand in hand with anger.
Dwarves are short, typically under 4.5 ft. Their bodies are stout, angular, and well muscled. All dwarves, male, female, or neutral, can grow facial hair in a robust manner, which is so dense and strong it often needs special tools to trim or shape.
Individually, a dwarf will often devote their long life to mastering a handful of talents, typically one musical, one physical craft, one military exercise (one weapon and martial art), and one particular brew who's yeast they will cultivate and tweak for generations. They trust that the others within their society will fill the holes in their knowledge, and sometimes flounder when forced to act outside their particular talents.
These crafts and talents are sought out from a young age, and a dwarf is considered an adult when they begin to steadfastly pursue those talents with which they most connect.
Biologically Dwarves can produce offspring with most other long-lived races, but cannot produce offspring with those of shorter lifespans.
Dwarves were the first paladins, and true crafters.
The orcs of Gællæffa are big, in personality and in stature, they are a rambunctious and open group of people who hold aggressively to their traditions of honor. To other beings the Orcs biggest curse is their open honesty, however they consider it a key attribute that makes them successful. Orcs detest subtlety.
Physically, orcs are tall, typically ranging from 6ft-7ft. Their skin tones range across a variety of earthen hues from sage green to polished mahogany, often blending in with the trees in which their cultural centers are found. Their eyes reflect the blues of the skies, and the browns of the woods, often fragmented and in multiple colors. They have long legs, long arms, and broad but short torsos and their hair, usually in shades of brown or black, grows long and straight. Those that originate from colder northern regions have epicanthical fold on their eyes.
Orcs typically have a life-span in line with humanity, shorter than many of the other races. This has caused them to turn to ancestor worship, building their communities around the strengths and ideals of those before them. They are raised in these traditions and as such can often be seen as grudge-holding. Their honesty can make them come across as brutal at times, as they will openly state their feelings about other surrounding regions, and this can also lead to long ongoing rivalries and battles between communities. They are gregarious and will often devote themselves to spirits of the land, or beings of power who choose to support them.
Individually, orcs are quick to respond to honest and open peaceful gestures. They have an eye for subtlety and it can result in near immediate distaste. They are generous and kind to those they consider allies, and will sacrifice greatly for their health and safety.
Biologically, orcs are virile, and genetically compatible with all other races with similar mating methods. Noteworthy that they are one of the only short-lived races who's offspring are not-sterile with the longer-lived races, although typically half-orcs may only produce offspring with one another.
Orcs were the first Warlocks and Clerics.
Gnomes are a wandering and largely whimsical folk. They strive to see the silver lining of every cloud and are typically inherently optimistic. Their whimsy is seen by some races as careless or overly flippant, but it is more likely a coping mechanism that helps them deal with their sordid origins. Gnomes are fond of pranks.
The gnomes of Gællæffa are a young race. They are the result of Yoreths southern council of Wizards attempting to create mindless homonculi to aid in their experiments in the year 17. The council began their experiments with dwarves, but sought to make something more nimble. As such Gnomes resemble slighter dwarves.
The experiments were widely regarded as a failure, the subjects were sentient and were born with souls. They learned rapidly and were eager, and after 17 years of service were released into the world to explore and make their own place, some stayed on as apprentices to the Wizards but most set off in search of a true home.
Comparatively, there are not many gnomes in Gællæffa, and they cannot interbreed with any other races, but they are extraordinarily long-lived, some of the first gnomes still exist to this day in the year 1558, so their true mortality has not yet been tested. They also have very short pregnancies, typically lasting less than 3 months, and they readily adapt to the environments in which they are born, which is what has lead to the colonies of Deep Gnomes within The Jet Strictures.
Gnomes are inherently magical, and their hair and eye colors take on the hues of the magical energies in the regions in which they are born, they often form bonds with these environments, and feel close connections to the flora, fauna, and minerals in those regions.
Gnomes, were the first sorcerers.
Halflings are a sedentary people. It's said that they spring straight from the ground with no more intent than to hollow a hill and turn it into a home. Halflings have been living in their hill homes longer than any living being can recall, and in fact, they have a propensity and desire to become homemakers. They have a fondness for feeding strangers, an uncanny likeability, and somehow find themselves rarely in the path of danger. Halflings, are very lucky.
Physically, halflings are typically 3ft or less, and resemble shrunken humans, in much the same way, they have as much variety as do humans in regards to hair, skin, eye color, and other features. They are only biologically compatible with one another, elves, and orcs, and the elvish offspring tend to favor the elvish parent. They are plump, and have very leathery dense feet.
Halflings have a fondness for gardening, fishing, furniture making, and recording others stories. It's rumored that no halfling truly trains in weaponcrafts, it's just not natural to them. They are one of the only races that typically live in communities of their own kind, and it's considered childish fancy to leave. Within halfling society you're not truly considered an adult until you decide to settle down into your own hill home for the foreseeable future, and if you decide to leave again, you will just as quickly be considered a child again.
Individually, halflings cannot resist a good story, and it's said that many a halfling has been enticed to “childish fancy” by promise of a good story (often tied to an adventure). It's said that one such promised tale lead to the first Rogue, who was not so much stealthy or deadly, as overlooked and underestimated.
Halfings, were the first rogues.
The Æthertouched are those who's family line at some point intertwined with beings from the void, typically a Dæmon or Devil. Creatures and beings of the void are more than happy to lend their power to those in need, at least those who are able to call upon them. But often, if a price cannot be agreed upon, they will instead exact that price by “tainting” or “blessing” (depending on your point of view) their blood line, to ensure their name will not be forgotten and their legacy will stand strong through their progeny. The Æthertouched live the echoes of their ancestors desire.
Physically, Æthertouched resemble their parents of Yoreth, a halfling will still be a halfling in form, as will an elf be an elf ,or a human a human, and any race can make a contract with a creature of the void. However, the offspring who's blood has been touched will bear the skin color, eye color, and ornamental features of the Dæmon or Devil with whom their ancestors pact was made.
Societally, there is an element of pity or mistrust often tied to Æthertouched. Despite the fact that their void lineage may go back 5 or more generations people can still infer that someone in their family line was willing to sacrifice their future offsprings purity, and had the means to do so.
Biologically, Æthertouched can intermix as their Yoreth-bound parentage would otherwise be capable. But all their offspring will continue to carry the traits of their void-lineage. The Æthertouched, were the first monks.
Dragonfolk or Draconics are a primarily desert-dwelling people. They are a wise and martial folk who meticulously record and adjust their techniques and discoveries. They thrive in heat and it is rumored that warmth enhances their mental acuity. Draconic blades are some of the sharpest known to Yoreth.
Dracos all seem to stem from the Red Desert, although they are world travelers and they spread their techniques and training, often they are found leading or working within martial organizations, Rief having a fondness for their burning passion for combat.
Physically, dracos span a wide variety of shapes, sizes, and colors, ranging from 4'10“-6'4” (with some slightly shorter or taller respectively). They vary from incredibly muscular or bloated to thin as a whip and their scales can be chromatic, metallic, or a mix of both, some in fact have a patchwork of multiple colors although some Draconic families value “pure bloodlines”.
Societally, they have built a great glass citadel in the northern regions of the Red Desert, whos halls and building are filled with steam and lush green flora. They have great sparring rings where they develop and perfect combat techniques and counters. They harvest and cultivate a wide variety of herbs in their steam gardens, practicing their medicinal skills.
Biologically, draconics are not compatible with other races. They are gender dimorphic with females typically having a larger abdomen and tendrils on their back, males are typically slightly smaller and have less noteworthy features. All draconics have a cloaca. Typically females will appear berried (small lightly colored bands will form on her abdomen) for about one month before laying eggs (typically 2). Within draco cities (specifically the city of glass) females lay their eggs in a communal clutch room, where they are professionally tended and the offspring are raised in a communal effort.
Draconics were the first fighters and rangers.
The term Goblin casts a fairly wide net when used in reference to the people of Gællæffa, as there are several species of goblinoid. Goblinoids as a whole, are typically a fast to act group, preferring to respond with instinct rather than a carefully formulated plan. All goblinoids are fairly in tune with nature, and have a unique reproduction system similar to fruit trees. Goblins, are born in the dirt.
The term Goblinoid encompasses Goblins, Hobgoblins, Bugbears, and Bogles. Their societies are more often than not, kept separate from other “civilized” groups, but they do seem to generally have positive relationships with Wood Elves (who are rumored to be their progenitors). Goblins are the most socialized of their goblinoid kind and will be the focus of this as they are the most likely to be adventurers.
Goblins are small, ranging in size from 3-4ft. Their skin and eye colors are regularly earthen hues although sometimes they will present with some blue, pink, red, or yellow. Their hair is springy and dense and is usually tied with twine and leather or braided, in addition small flowers will grow on their hair which when pollinated can produce small grape sized fruits, which we'll go into more detail on shortly.
Goblins live on a diet of meat, and overripe fruit and vegetables, they need to eat very rarely but need to drink a lot of water and prefer not to drink other things, although they can ferment vegetables/fruit internally if they want to feel goofy/drunk. As such goblins have received a reputation for being silly or unpredictable because they can effectively become sedated at will.
Once a month they begin to flower, at which point these flowers can be pollinated, either by another goblin or by certain flower species (crocus, sunflowers, thistles, asters, and goldenrods). This will cause their flowers to produce fruit which forms in small grapelike crystaline structures in their hair. These fruits can be eaten, or planted, and if planted in loamy soil they will grow into a juvenile goblin in 2-3 months, which when unrooted will continue to grow with sunlight, fertilizer (decaying food), and water, for another 9 months, at which point they will reach their full stature of 3-4.5ft.
Goblins live up to 70 years, but many do not make it to that age as they often live closely with nature and all its unpredictability. All goblins are born with some sort of natural talent or “magical affinity” which is usually passed down through their orchard line. Because of their close ties with nature goblins can be unpredictable and aggressive.
Goblins were the first Barbarians.