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.
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.
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.
Sprites
Sprites are small, winged fey known for their flight, agility, and affinity to magic and the elements. Their bodies are slender and delicate, with thin limbs and pointed ears. They have translucent, insect-like wings of varying shapes and sizes. While not physically strong, sprites are exceptionally fast and nimble.
The subraces of sprites are:
Sprites
Pixies
Pixies
Pixies are 15 to 25 cm (6" to 10") tall. Their skin, hair, and eye colors vary widely, often reflecting the element to which they are attuned.
By nature, they are curious, playful, mischievous, and prone to trickery. They rarely engage in direct combat, instead manifesting their magic as pranks, illusions, or spontaneous bursts of wild energy. While mostly harmless, they can be infuriating to those who cross them, as their tricks can range from lighthearted mischief to more elaborate, long-term enchantments that confuse or confound their targets.
Sprites
Sprites are 25 to 30 cm (10" to 12") tall. with skin and hair colors that blend into their woodland surroundings.
Unlike pixies, sprites are more reserved and dutiful, often acting as guardians of the natural world. They have an innate connection to elemental life magic, allowing them to heal plants and animals, purify water, and encourage growth within their domains. Though they prefer peace, they are capable warriors, often wielding tiny, enchanted weapons and using their agility to outmaneuver larger foes.
Sprites are territorial and protective, viewing their homes as sacred sanctuaries. They are more likely to ward off intruders with direct confrontations, using their magic to bind, confuse, or repel threats rather than deceive them.
Unicorns
TBD.
Wildfolk
TBD.
The subraces of wildfolk are:
Brownies
Fauns
Satyrs
Brownies
TBD.
Fauns
TBD.
Satyrs
TBD.
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