Fey
Fey are magical creatures with a deep connection to nature and native to the Fey Plane.
The races of fey are:
Centaurs
Centaurs are equine-bodied humanoids, combining the upper torso of a human with the four-legged lower body of a horse. They range from 1.8 to over 2.5 meters (5’11” to 8’2”) in height and weigh 400 to 900 kg (880 to 1,984 lbs), with males typically being larger and heavier than females. They reach maturity at around 25 years and can live up to 120 years.
Their human-like upper bodies feature broad shoulders and muscular arms, while their lower halves resemble powerful steeds, built for speed and endurance. Their combinations of skin tone and hair and eye color usually resemble those of the human subspecies, while their equine coats come in solid, spotted, or dappled patterns, including chestnut, bay, black, palomino, and gray. Their tails are long and flowing, much like those of horses, and their ears are pointed.
Centaurs are known for their nomadic and independent nature, favoring open landscapes that allow them to roam freely. Many live in tight-knit tribal communities that emphasize strength, survival, and kinship. Herd leaders are often the wisest elders or mightiest warriors. Due to their strong oral traditions, storytelling, music, and poetry are deeply valued, passing down ancestral knowledge and history from generation to generation.
Centaur culture places great importance on self-sufficiency and martial prowess. Most are skilled hunters, archers, and warriors, capable of firing bows with deadly precision while galloping at full speed. Their natural endurance allows them to travel vast distances without rest, making them exceptional scouts, couriers, and raiders. While some tribes are peaceful and engage in trade, others are fiercely territorial.
Centaurs prefer grasslands, steppes, and temperate forests, where their speed and agility allow them to outrun threats and hunt efficiently. They are most commonly found in the Western Lowlands, where many tribes follow migration cycles and the movement of game animals.
Elves
Many (including the elves themselves) believe that elves originated on the Fey Plane many eons ago but left en masse for the realm that would eventually be known as the Splinterlands. Whether they were motivated by politics, survival, opportunity, persecution, or exile remains a subject of debate among historians. Regardless of the veracity of these legends, elves are considered a humanoid species; however, unlike most other subtypes, they possess a magical bloodline and ethereal beauty and grace—but lack the mercurial nature of fey.
Elves have slender builds, with males weighing slightly more than females. They reach adulthood at around 20 years and can live to be over 750 years old. Their skin tones and eye color vary by race. They have pointed ears, no facial hair, and little body hair.
Elves tend to make their homes in secluded woodlands settlements or majestic, heavily fortified castles. Most are haughty and aloof and disdain contact with outsiders and the hectic pace of their short lifespans, although they often trade with them for ore, raw gemstones, and other minerals, as they also disdain mining.
The subraces of elves are:
Cinder Elves
Cinder elves stand between 1.5 to 1.85 meters (4’11” to 6’1”) and weigh 45 to 70 kg (99 to 154 lbs). Instead of hair, flames dance upon their heads. Their skin is ruddy, and their eyes are almost always lit by an internal, fiery red and orange glow. Natural historians surmise these characteristics, which are unique among elves, are a result of crossbreeding with efreet many eons ago.
Almost all cinder elves have an affinity for elemental fire magic, channeling it through their attunement with nature or the magic inherent in their bloodline. They are naturally resistant to heat and able to withstand extreme climates that most cannot survive for long. Subsequently, cinder elves tend to live near magmatic areas in mountainous or badlands regions. The city-state of Sha'ignas is composed primarily of cinder elves, while a large population can be found in the Ferexian Empire as well.
Dark Elves
Dark elves range from 1.45 to over 1.85 meters (4.9’ to 6’) in height and weigh 45 to 68 kg (99 to 150 lbs). Their skin can be deep gray, coal black, or muted violet, and their eyes are usually silver, pale blue, or crimson. Their hair is almost universally white, though rare individuals have ashen or silvery hues. Dark elves have adapted to the perpetual darkness of the Deep, where their eyes have evolved to see in complete blackness, and they are highly sensitive to bright light.
Dark elves live in vast underground cities, carved into the stone of caverns and illuminated by bioluminescent fungi and enchanted crystals. Their societies are usually strictly hierarchical, ruled by powerful noble houses, priestesses, or enigmatic councils. They tend to be aloof, calculating, and politically astute, thriving in environments where intrigue and deception are as valuable as steel and spellcraft. Their natural affinity for magic—particularly shadow, illusion, and necromancy—is unparalleled among elves.
High Elves
High elves range from 1.6 to over 1.9 meters (5’3” to 6’3”) in height and weigh 45 to 75 kg (99 to 165 lbs). Their skin tone is fair to light, and their eyes can be shades of gold, silver, violet, and pale blue. Their hair is usually platinum, golden, or a rich auburn, and it is often intricately styled or adorned with jewelry.
They are known for their unwavering sense of superiority—a belief cultivated by their long lifespans, over which most accumulate an incredible breadth and depth of knowledge. They are shrewd diplomats, carefully selecting their allies and political engagements. However, their preference for isolationism means they rarely intervene in world affairs unless their own interests are at stake. Nevertheless, high elven mages and warriors dedicate centuries to perfecting their crafts, making them formidable indeed, should they choose to act.
Most high elves are found in the Broken Lands, with the Kingdom of Thanaloria being the largest high-elven population on Praetoria.
Red Elves
Red elves stand between 1.5 and 1.85 meters (4’11” and 6’1”) and weigh 47 to 73 kg (104 to 161 lbs). Their skin can be various shades of red. Their eyes are usually amber, golden, or dark brown, and their hair is dark, often black or deep auburn.
Most red elves live nomadic or semi-nomadic lives, traveling in tight-knit communities that migrate based on resource availability and environmental conditions. They place a strong emphasis on tradition and oral storytelling to preserve their history and beliefs through generations. They are highly protective of their people and their lands, with most red elves inhabiting the mountains and foothills of the Bandarul Range and Daigenloft Mountains in the Great Lowlands, while a large population of red elves can also be found in the Republic of Fireboro.
Sea Elves
Sea elves range from 1.6 to over 1.8 meters (5.3’ to 5.9’) in height and weigh 40.9 to 71.3 kg (90 to 157 lbs). Their skin can be various shades of blue. Their eyes are usually turquoise, green, violet, or gold. Their hair can be black, red, teal, or deep blue.
Sea elves from coastal settlements and maritime city-states often work as sailors, navigators, and shipwrights, particularly in Alcantari, where maritime trade and shipbuilding play a major role in commerce. Those raised near the sea tend to develop a strong understanding of tides, weather patterns, and ocean navigation, allowing them to traverse dangerous waters with relative ease.
Sea elven culture often includes maritime traditions, competitive regattas, and the crafting of intricate jewelry from pearls and corals. Many take pride in their naval heritage, and sea elf traders, explorers, and privateers are both respected and feared across Praetoria.
Sea elves are generally omnivorous, with a diet rich in seafood, kelp, and various marine herbs. They are most commonly found along the coasts of the Wild Northeast, though some establish isolated enclaves along remote shorelines. The city-state of Alcantari is predominantly populated by sea elves.
Wild Elves
Wild elves range from 1.45 to 1.8 meters (4’9” to 5’11”) and weigh 43 to 68 kg (95 to 150 lbs). Their skin is usually tanned or earthen-toned, and their hair is brown or black, though some have sun-bleached highlights. Their eyes are shades of green, hazel, or gold, and their bodies are often adorned with intricate tribal tattoos, marking rites of passage, ancestral ties, or spirituality.
Wild elves live closer to nature than any other elven race, embracing the raw, untamed wilderness rather than vast cities. Their societies are clan-based, with leadership determined by both strength and wisdom. They are reclusive and distrustful of outsiders, and their bonds with the natural world grant them extraordinary tracking, hunting, and survival abilities.
Though some dismiss them as primitives, wild elves are ferociously intelligent, deeply spiritual, and fiercely protective of their lands—willing to fight ruthlessly to defend the natural order.
Gremlins
Gremlins are small, impish humanoids known for their chaotic nature, unpredictable behavior, and boundless energy. They are typically 0.3 to 0.6 meters (1' to 2’) tall and weigh 4 to 10 kg (9 to 22 lbs). Their skin can be green, gray, or brown, with large, floppy ears and expressive faces. Their eyes are typically yellow, red, or orange, and their nimble fingers make them adept at manipulating small objects, dismantling mechanisms, and slipping away unseen.
Unlike other small humanoids, gremlins are not pack-oriented and have little regard for loyalty or hierarchy. Their communities are often loosely organized and short-lived, collapsing due to infighting, backstabbing, or sheer disinterest in structured leadership. They are naturally opportunistic and self-serving, preferring to act on impulse rather than follow orders or plans. While some work together in small groups for mutual benefit, most gremlins prioritize personal gain, amusement, or simple destruction.
Gremlins thrive in urban environments, ruins, and places with abundant materials to tinker with, scavenge, or sabotage. They are most common around Blackmoor Basin. However, their adaptability allows them to be found nearly anywhere, particularly in cities and war-torn regions where they can exploit conflict and disorder.
Their culture is anarchic and chaotic, favoring pranks, sabotage, and unpredictable behavior over stability or long-term planning. Many gremlins have a natural inclination toward tinkering, but their lack of patience often results in half-baked inventions, dangerous contraptions, or mechanical failures. Some become expert saboteurs, dismantling machinery or causing widespread disruptions simply for the thrill of it.
Gremlins reproduce sporadically, with no fixed mating cycles. Females give birth to one to three offspring at a time, and young gremlins mature rapidly, reaching adulthood within 8 to 10 years. While they can live up to 80 years, few survive that long due to their reckless behavior, dangerous lifestyles, and tendency to irritate larger, more violent creatures.
Most races view gremlins as pests, liabilities, or dangerous nuisances, yet their unpredictability and ingenuity make them both difficult to control and impossible to fully eradicate. Some have found success as black market traders, con artists, or informants, while others serve as saboteurs, thieves, or mercenaries who are as likely to betray their employer as they are to follow through on a contract.
Nymphs
Nymphs resemble female elves but are extremely beautiful—so beautiful that some can drive those who look upon them mad with desire; however, they are able to suppress this effect at will. On average, they range from 1.5 to 1.8 meters (4.9’ to 5.9’) in height and have lithe builds, weighing only 45 to 60 kg (99 to 132 lbs). They reach adulthood after about twenty years but can live for many thousands more.
Nymphs generally live alone or in small groups, serving as guardians of nature, the ley lines, and the boundaries between the Fey Plane and other planes and realms. As such, they often make their homes near a secluded area where this boundary is weakest, and they defend it passionately from intruders who would do it harm.
They almost always shun contact with other species yet are not opposed to a brief amour with humanoids or other fey, always choosing those they find exceptionally physically attractive. If simple flirtations prove ineffective, they are not opposed to using their ability to drive their chosen lover mad with desire. However, nymphs are wild and capricious, even for fey, and they almost always grow bored with the affair before long; if their lover is not already mad, it can be a bit of a coin toss as to whether the nymph will make them so or simply abandon them.
There are no male nymphs. Females reproduce via the aforementioned amours, and the child is always born a full-blooded female nymph.
The subraces of nymphs are:
Flame Nymphs
Flame nymphs have crimson hair that curls around them in smoke-like waves and white, purple, brown, or orange skin. They typically live in remote mountainous or badlands regions and are often found near volcanoes (both active and dormant), calderas, and other magmatic areas.
All flame nymphs are able to channel elemental fire magic. Some are even able to generate fire elemental mana via their intense passion.
Gloom Nymphs
Gloom nymphs have deep green, brown, or mottled skin. Their hair is typically dark green, black, or brown, often appearing damp or tangled with moss and vines. Their eyes are shades of amber, gold, or green, adapted for perfect vision in darkness. They inhabit swamps, bogs, marshes, and the caverns and tunnels of the Deep, thriving in environments where decay and shadow dominate.
All gloom nymphs are able to channel elemental death magic, which they use to accelerate decomposition, wither plant life, and inflict debilitating curses on intruders. They can call forth thick fog, transform solid ground into treacherous bogs, and summon spectral lights to lure the unwary deeper into their domain. Those who trespass upon a gloom nymph’s territory may find themselves lost in a maze of rotting vegetation or labyrinthine tunnels that shift and change, their strength fading as they grow weak and feeble under the weight of the nymph’s magic.
Plains Nymphs
Plains nymphs have deeply tanned or brown skin, with golden, chestnut, or wheat-colored hair. Their eyes are typically amber, hazel, or light green. They live in grasslands, prairies, or rolling hills, relying on speed, camouflage, misdirection, and illusion to avoid detection.
All plains nymphs are able to channel elemental life magic. They use their considerable power to restore vitality to both the land and the natural creatures that inhabit it. Those who trespass upon a plain nymph's domain will first be warned off by strong gales and, if not deterred, then cast out by raging cyclones.
Water Nymphs
Water nymphs can have pale, bluish, or greenish skin of various shades and blue, green, silver, or white hair. Their eyes are typically blue, gold, gray, green, or violet. They live in various climes and biomes, including high-altitude meadows, alpine forests, and mountain springs; near the coast in cliffs, coves, caves, and groves; and near rivers, lakes, streams, and freshwater springs.
All water nymphs are able to channel elemental water magic. Their presence is often accompanied by unseasonal frosts and blizzards, rising tides, and sudden, unpredictable storms.
Wood Nymphs
Wood nymphs, also known as dryads, have skin tones ranging from deep brown to pale ashen hues, with brown, green, or red hair intertwined with leaves, vines, and flowering petals. Their eyes are typically shades of green, amber, or hazel. They dwell in dense woodlands, ancient groves, and sacred glades. Each wood nymph is bound to a particular tree, their well-being intrinsically linked to its health.
All wood nymphs are able to channel elemental life magic, allowing them to nurture plant growth, heal injured wildlife, and manipulate trees and vines to ensnare intruders. Those who harm a dryad’s domain may find the forest itself turning against them—roots shifting underfoot, branches lashing out, and paths twisting to lead them astray.
Pixies
Pixies are small, winged humanoids known for their innate magical abilities. They range from 15 to 60 centimeters (6" to 2’) in height and weigh between 1.8 and 4.5 kg (4 to 10 lbs). Their delicate, insect-like wings vary in shape and size, resembling those of dragonflies, butterflies, or moths.
Their appearances and temperaments vary by subrace—of which there are innumerable—but most pixies are curious, mischievous, and prone to trickery. Rather than engaging in direct combat, they manifest their magic through pranks, illusions, or bursts of wild energy. They can be infuriating to those who cross them, as their tricks range from lighthearted mischief to elaborate enchantments designed to confuse and disorient their targets.
Some subraces are solitary, while others form lively, chaotic groups known as flutters, which are ruled more by influence and charisma than strict hierarchy. Their speech is quick and musical, often interwoven with laughter and nonsensical phrases.
Pixies inhabit diverse habitats, including dense forests, flower-land meadows, icy tundras, underground caverns, and fiery volcanoes. They reach maturity within a decade and can live up to 500 years.
Shadowfey
Native to the Shadow Plane, shadowfey are featureless, shadowy versions of fey and beasts. As a result, they vary in size and shape, their proportions often appearing distorted—taller, leaner, and more elongated than their Material Plane counterparts.
Shadowfey have no connection to elemental forces, instead drawing power from raw mana, which allows them to bend and blur their forms, creating a paradoxical appearance of solidity and intangibility, motion and stillness. They are invisible except at dawn and dusk, unless illuminated by magic or artificial light capable of casting shadows.
They do not form societies or exhibit individual agency, nor do they display emotion or spontaneity. Instead, they move as if reenacting past events, their actions following a fixed, unchanging pattern, like a script playing out with no relevance to the present.
Shadowfey appear on the Material Plane only through a breach in the ley lines between realms or as a result of conjuration magic. Regardless of how they arrive, their presence is rarely welcomed. They are regarded as unsettling, alien beings, neither hostile nor benevolent, but operating on instincts and motivations that few can comprehend.
Unicorns
Unicorns are large, one-toed, hoofed fey mammals with slender yet muscular bodies and a long, spiraled horn that protrudes from the forehead and acts as a conduit for magic. They stand between 1.4 to 1.8 meters (4’7” to 5’11”) at the shoulder and weigh 400 to 800 kg (880 to 1,760 lbs). Unicorns are digitigrade ungulates, meaning they walk on a single, enlarged toe protected by a keratinous hoof. Their ears are mobile and pointed, capable of swiveling to detect sounds from various directions. Their coats are typically white or silver, with manes and tails composed of long, fine hair.
A unicorn's long legs are built for speed and endurance, and their deep chests give them for extraordinary lung capacity, allowing them to outrun threats rather than engage in direct combat. They possess an acute sense of balance and an exceptionally strong fight-or-flight response, making them difficult to corner or subdue. Unicorns, can sleep both standing up and lying down, though they are most vulnerable when resting on the ground and typically do so only when they feel completely safe.
Female unicorns carry their young for approximately 11 months, and a newborn unicorn can stand and run within minutes of birth, a crucial survival adaptation. They reach full maturity around 30 years of age, but their true lifespan remains unknown, as there are no verified records of a unicorn ever dying of old age.
They possess an innate connection to life magic and are known for their ability to purify water, heal injuries, and dispel curses. Despite their generally benevolent nature, unicorns are not passive creatures—they can channel their magic defensively, and their speed, strength, and sharp horn make them formidable in battle.
Highly reclusive, unicorns prefer secluded woodlands forests, untouched glades, and ancient meadows, often near ley lines. They are rarely seen by humanoids and tend to avoid direct interaction with other species.
Wildfolk
Wildfolk are a race of fey known for their boundless energy and unpredictable temperaments. Though humanoid, their movements, senses, and behaviors are distinctly bestial, reflecting their primal instincts and fey heritage.
Wildfolk are found most often in secluded woodlands. They are solitary by nature but sometimes form loosely structured communities or nomadic bands. They rarely build permanent settlements, instead dwelling in burrows, tree hollows, or makeshift shelters that blend seamlessly with their surroundings.
The subraces of wildfolk are:
Brownies
Brownies stand between 45 to 75 cm (1’6” to 2’6”) and weigh 5 to 15 kg (11 to 33 lbs). They reach adulthood after about 10 years and can live up to 150 years. Brownies have lean, wiry builds, pointed ears, and pupilless eyes that grant them exceptional night vision. Their skin tones range from deep brown to grayish-green, often appearing mottled or patchy. Their long, dexterous fingers make them naturally adept at fine handiwork, whether crafting, stealing, or tinkering.
Brownies are restless and jittery, moving with quick, unpredictable energy. They favor makeshift clothing crafted from leaves, cloth scraps, and scavenged trinkets, often adorned with tiny tools, gears, or charms. Many have an obsession with small objects, collecting buttons, keys, and shiny baubles with near-compulsive fascination.
They are tricksters by nature, using misdirection, sleight of hand, and minor illusions to amuse themselves—often at the expense of others. While most brownies, like other wildfolk dwell in secluded woodland environments, some secretly inhabit farmsteads, mills, and remote homes, assisting with chores in exchange for food and gifts. If treated kindly, they may mend tools, sweep floors, or repair broken objects overnight. However, insulting or neglecting a brownie can invite relentless mischief.
Brownies rarely fight directly, preferring hit-and-run tactics, pranks, and sabotage. If provoked, they strike from the shadows with tiny blades, thrown needles, or bursts of fey magic before vanishing into the underbrush—or slipping unseen into the walls of a home they've claimed as their own.
Fauns
Fauns stand between 1.4 to 1.7 meters (4’7” to 5’7”) and weigh 45 to 80 kg (99 to 176 lbs), with females typically being smaller than males. They reach adulthood at about 15 years and can live up to 200 years. Fauns possess the lower bodies of deer, including long, slender legs ending in cloven hooves, a short tail, and a lean, agile frame built for speed and endurance. Their upper bodies are humanoid, but they have elongated, deer-like ears, and both males and females have antlers, which continue to grow throughout their lives. Their fur and hair range from tawny brown to dark chestnut, often speckled with white spots that fade with age. They have large, dark eyes well adapted for low-light environments.
Fauns are swift, graceful, and naturally cautious, using their keen senses to detect threats and their powerful legs to flee from danger. They are capable of running at incredible speeds and leaping great distances, making them difficult to track or capture. Preferring solitude, they are often found guarding sacred groves, ley lines, and ancient forest paths.
While fauns generally avoid confrontation, they are far from defenseless, even unarmed. They can use their hooves and antlers as weapons, striking with surprising force, and many are highly skilled practictioners of magic.
Satyrs
Satyrs stand between 1.3 to 1.6 meters (4’3” to 5’3”) and weigh 55 to 100 kg (121 to 220 lbs), with males typically being larger than females. They reach adulthood at about 15 years and can live up to 250 years. Satyrs possess the lower bodies of goats, including short, muscular legs ending in cloven hooves, a short tail, and a stocky frame built for sure-footed agility and explosive bursts of speed. Their upper bodies are humanoid, but they have pointed ears, prominent horns that curve backward from their foreheads, and goat-like eyes with horizontal pupils. Their fur and hair range from deep brown to black, though some have lighter variations, such as reddish-brown or gray. Males often grow facial hair and beards resembling those of goats.
Satyrs are loud, exuberant, and reckless, known for their love of revelry, music, and mischief. They are naturally agile and sure-footed, capable of bounding across rocky terrain and through dense forests with ease. Their charismatic and unpredictable nature makes them adept at talking their way out of trouble—or into it.
Despite their carefree demeanor, satyrs are cunning and fiercely territorial. They prefer to evade danger through charm, trickery, or illusion, but when forced into battle, they become feral, relentless combatants. Even unarmed, they use their horns, hooves, and raw physical strength to overpower foes in chaotic, unpredictable skirmishes. Many are also talented spellcasters, blending magic seamlessly with their unorthodox fighting style.
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