Scy'kadia Wikia
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Humans

A prolific and tenacious folk, their innate drive and curiosity have led them to dominate much of Scy’kadia. No two groups are entirely alike, for humans adapt at phenomenal pace. Known more-so for their flaws; selfishness, impatience, greed… humans are also capable of immense courage and creativity.

Physiology

Humans can be tall or short, slim or rotund, and the color of their skin varies widely from place to place. As arguably the most populous species, beings described as “humanoid” are measured against them in terms of appearance. They are the only mortal species capable of interbreeding with elves and orcs, though the exact reason for this remains a mystery. Their expected lifespan is somewhere between 60 to 80 years.

Locales

Let us be honest, humans spread like rats. Most of the known realms are ruled by humanity, as are many uncivilized lands. Due to their flawed reputation, they are rarely invited into inhuman kingdoms, yet there exists a famous dwarven saying: “Long as ye find air to breathe, thar be humans!”

Society

The way humans behave is usually dictated by the realm they were raised in. As a general rule, larger human societies feature a wealthy ruling class, and the lower born tend to work the majority of their life in a single trade for the benefit of the realm... one notable exception, of course, being adventurers!

Religion

Most humans pay homage to the Greater Gods, basing their choice of deity on their career or life calling. Soldiers are likely to worship Balrof or Kree, sailors praise The Twins, thieves might whisper a prayer to Rilien before a big heist, and farmers would be foolish not to give thanks to Gowlur. Less-pious humans save their prayers until misfortune calls, content to go about their lives without sparing much thought for the divine.

Magic

Aside from a few unusual realms, like Mureth, humanity is deeply suspicious and fearful of sorcery. That fear is all-too-often proved valid, and as a result, parents whisper horrible stories to their children, warning them to avoid Magic at all costs. Folk who live in proximity to Magic, yet lack magely insight, learn to respect its power... but never wholly accept its presence.

Dwarves

The bearded folk are stout and tough, just like their mountain homes. Gruff to the point of rudeness and quick to hold grudges, they make steadfast allies once their trust is earned… never before. Dwarves love construction and craftsmanship, measuring a person’s worth by what they build.

Physiology

Dwarves are shorter and broader than humans, with skins ranging from pale, to deep stony grey, to onyx. Male dwarves possess thick bristling beards, and though females can be equally hairy, some choose not to cultivate facial hair. Dwarves are hardy, living up to 300 years and reaching adulthood at 40. Most dwarves have impeccable memories, able to dredge up recollections from decades earlier.

Locales

Traditionally, dwarves live within fortress-holds under The Thunder Peaks. Due to constant hostile invasion and forced migration, dwarves can now be found in other mountainous regions or in human towns, where their crafting skills are highly sought after.

Society

For dwarves, the clan is of utmost importance. Most dwarves would rather die than betray their kin, and it is considered honorable to continue a family trade. Older dwarves are afforded great respect. Thanks to generations of isolation and constant war against brutish invaders, dwarves are untrusting of outsiders, preferring the company of their own kind. Unfortunately, it is also rare for an adult dwarf not to have some combat experience.

Religion

Dwarves feel deep kinship to the god Fundun, revering him as more of an ancient father-figure than a distant deity. They hardly ever worship the rest of the Greater Pantheon, but are known to honor their ancestors fervently.

Magic

Dwarves don’t fear Magic… they despise it! They consider it a cowardly and treacherous tool, a short cut to results better built by skilled hands. As a result, dwarf mages barely exist. Those that do are usually forced out from their communities.

Orcs

Orcs lead lives rife with violence. They are raised to fight in the harshest of landscapes, taught to take rather than build. They are a widespread and nomadic species, roving the face of Scy’kadia in brutal hordes. Orc culture values strength over intellect, yet they are perfectly capable of cunning. Neighboring species treat them with suspicion or outright fear, and rightly so, given that orcs are frequently goaded by their shamans to invade and enslave.

Physiology

Orcs appear bestial to outsiders; fanged, tusked, and clawed. Their tough hides range from human-like pigments to various shades of green, and most are heavily scarred. Though their enemies might joke that orcs are grown like fungus, this is not true; they breed like any other mortals. Orcs tend to die by violence, making it hard to guess at their longevity. That said, they mature a bit faster than humans. They are considered old enough to work and fight at 13, becoming horde elders by 60.

Locales

Orcs live in enormous wandering hordes, often on the outskirts of human realms or in places too dangerous for “softer” species. Places like The Thunder Peaks or Bitter North are favored haunts for orcs, who pride themselves on their ability to thrive where others would falter. It is surmised that their penchant for seeking out grueling habitats, where little can be farmed, contributes to their need for constant raiding. Orcs rarely coexist with others, certainly not by choice; yet there are indeed mixed orc and human communities in The Bone Dust Desert, Vylkland, and The Sabre Isles.

Society

In standard orc society the strongest rule, with the greatest killer in a horde being made warchief. Violence is used to settle major disputes, and wealth is not measured in coin, but in spoils of battle and cowed subordinates. All orcs are expected to learn how to fight, regardless of any menial roles they might fill within the horde. Those that refuse or show cowardice are tormented, enslaved, or killed by their fellows. It is common to find non-orc slaves within a horde.

Religion

With the devouring of their ancestral god, Zorg, the fierce and opportunistic orcs were all-but guaranteed to fall under the sway of The Narga. As such, orcs are one of the few species who do not fear Ruin. Their shamans preach that to commit foul deeds is to earn a place of glory in one of The Nine Hells. The hold such shamans have over orc society, not to mention direct demonic influence, goes a long way towards explaining the wanton cruelty orc leaders have been known to display. The worship of Zorg is, unsurprisingly, almost unheard of, and his followers are considered weak or foolish. It must be noted, that travelers interacting with Zorg-worshipping orcs have claimed they are just as intimidating... but far more reasonable than their hellish kin.

Magic

The average orc knows little about Magic. Their reactions range from dumbstruck awe to terror. Orc mages are treated like living weapons by their kin, given a wide berth and plenty of sidelong glances. Social isolation and the use of primitive malfeasance leaves many of them less-than-totally sane…

High Elves

Elves are hauntingly alluring and graceful beyond compare, yet they are a species in decline. Once-rulers of a vast empire, they now cling to their last remaining bastions; those few kept from destruction by illusory concealment. As the chosen people of Magic itself, which they call Taeyaloo, elves take to spellcraft with ease. They tend to be aloof and reflective, which many take for arrogance and melancholy. Centuries ago the elves split into two factions. Those who chose to maintain their traditions and connection to Taeyaloo took the name high elves. The rest were exiled, becoming known as fallen elves. Outsiders to elf culture often refer to high elves as wood elves, common elves, or simply... elves.

Physiology

High elves are usually slenderer than humans, with pointed ears and gleaming colorful eyes. Their skins are generally fair, but there are exceptions. Thanks to their magically-infused blood, all elves are exceptionally long-lived. They age at roughly half the rate humans do, until they reach a physical peak, then linger virtually unchanged for around 1500 years. They are considered adults at 77.

Locales

The last actual high-elven city lies hidden in Green Fang Forest; however elf enclaves can be found in other woodlands or places where humans have yet to tread. Wilderness-dwelling elves build few, if any, permanent structures, and are always few in number. The human cities of Frael also have a small elven slave population.

Society

High elf society is symbiotic, the entire community working as one to educate and support each other. When a necessary role is not being pursued, elves sometimes feel a gentle nudge from Taeyaloo, guiding them to acquire new skills. This is not to say they lack free will or do not bicker, merely that among their own kind, the connection to Magic drives them to thrive in spite of dwindling numbers. Elf society does not recognize commerce, though gifts are freely given. The survivors of dynastic families from The Time Of Elfdom are called gloryborn; almost always powerful high mages, gloryborn act as leaders during times of crisis, but will defer to experience over bloodline without qualm. Elves stay isolated within their enclaves, which rarely change over time, thus, despite their long lives, they are unlikely to know much of the greater world.

Religion

Elves scarcely feel the need to worship deities, as they merge with Taeyaloo in death. Some do make offerings to gods they admire, such as Gowlur, The Twins, and Voy’himloc. Such gifts represent their respect for the gods’ connection to nature and Geth's hidden mysteries.

Magic

Elves are entirely comfortable with Magic, pitying those who recoil from it. Many elves use wizardry in everyday life and the use of high spellcraft within their lands ensures that harmful miscasts are blessedly uncommon.

Fallen Elves

Centuries ago, in what they call The Time Of Betrayal, sects of dissatisfied elves chose to experiment with hexcraft, intending to bring about a second Time Of Elfdom. They reasoned that, after Taeyaloo's weakening by The Vortex, it behove Magic's chosen to wield all aspects of sorcery, particularly those without diminished potency; after-all, were demons not shards of Magic too? Their fellows saw disaster in such a plan and cast them out. As a result, the fallen elves, who call themselves “Exiled," have become bitter and callous, seeking to rule other species and exact revenge on their high kin.

Physiology

At first glance, fallen elves look like their mainland cousins; yet the ruinous power in their blood leaves a stain. Generations of fallen elves progressively mutate to match their environs. Fey Ring elves usually have ash-grey or blue-tinged skin, earning them nicknames like mist elves, shadow elves, or dark elves. Elves from The Bitter North are icy pale by comparison, thus Vylks call them ice elves. Rarer still, exiles from the deserts of Frael are said to possess dusky golden features, all the better to hide amongst the dunes. Fallen elves without mutant coloration, the older generations, instead bare writhing arcane markings that resemble tattoos. A fallen elf’s lifespan is equal to a high elf's.

Locales

Most fallen elves dwell in The Fey Ring Isles, though some set out in reaver fleets, pursuing a life of seaborne piracy. Others, particularly those with a knack for subterfuge, form secretive cabals in the underworlds of human realms. In The Bitter North a city of frozen crystal, Heleg Necel, is home to fallen elves who claim they embraced hexcraft long before the exile. It is also rumoured that some few exiles dwell in The Bone Dust Desert, surviving by taming monsters and preying on human tribes.

Society

Fallen elf culture is parasitic. Each individual seeks to gain leverage and prestige at the cost of others, though they do so with great subtlety; obvious attempts to oust or betray are looked upon with scorn. Alliances are far more common than friendships, and as a result, the exiled are guarded and untrusting. Despite all this, they understand the need for unity... one alone cannot accomplish what several might together, thus they continue to orbit cautiously around each other. Fallen elves also make use of captured slaves, all-the-better to pursue personal goals and projects, whilst lesser species' grind themselves to an early grave.

Religion

The exiled disdain deity worship. Their need for control means that neither The Greater Pantheon nor Taeyaloo garner their respect. Even The Narga are seen as tools to be manipulated, albeit with extreme care. Individuals that do fall to worshiping the demon lords rather than bargaining with them, are mocked and scorned by their kin.

Magic

Use of malfeasance has caused Taeyaloo to withdraw it's guidance from the exiled. As a result, not only are they now incapable of High Spellcraft... they do not merge with Magic in death. Yet fallen elves shed no tears for the loss; convinced they have achieved arcane superiority, they wield diabolism with arrogant abandon, laughing off the risks.

Elementari

From time to time, an elemental will seek to experience mortal life. They create a corporeal body from Magic and the element in which they thrive. Doing so strips them of much innate power, yet few begrudge the sacrifice, too preoccupied with new sensations and the sheer novelty of physical existence. These visitors to the mortal plane are called elementari.

Sub Types

  • Fire
  • Water
  • Air
  • Earth
  • Life

Physiology

Elementari are shaped, both in form and temperament, by the aspect of nature from which they spring: Fire, those of heat and passion. Water, those of the sea and ice. Air, those of wind and storms. Earth, those of stone and metal. Life, those of plants and beasts. Regardless of their aspect, elementari appear humanoid, but possess unearthly qualities. A elementari of fire might have red skin and glowing molten veins; elementari of life may sport vines in place of hair and walk on cloven hooves. Whilst ageless, their memories prior to physical manifestation are viewed through the skewed lens of their element. Thus their knowledge of history is no better, often worse in-fact, than mortals. When slain, their bodies fall apart, their spirits returning to the stream of Magic… from which they are unlikely to emerge a second time.

Locales

Elementari take form to interact with mortals. Thus, they are usually found where mortals dwell close to nature; forest hamlets, seaside villages, and the like. Lo’Quai is the only human realm with a sizeable elementari population. Realms with a distrust for Magic, such as Arkhos, or the dwarf holds of the Thunder Peaks, offer elementari a far-from-friendly welcome.

Society

Elementari like to adopt the societal behaviors of the realms they enter, but the learning process can be difficult... the are likely to misinterpret more rigid aspects of etiquette. Elementari that tire of mortal company generally rejoin the stream, rather than lingering in their own small communities.

Religion

Most elementari consider deity worship perplexing or unnecessary. Those who do opt to serve a deity tend to side with Taeyaloo or gods of nature like Gowlur and The Twins.

Magic

It is widely believed that elementari are talented mages by default... but this is not entirely so. While adjusting to their new forms, they must learn spellcraft like a mortal, which often bemuses the elementari. It is true however that they exhibit an affinity for learning spells which manipulate their aspect. Thus, an elementari of earth is most likely to learn spells which manipulate stone or metal. Elementari are also far more likely to be conduits than learned-casters.

Undead

The result of exceptionally powerful rituals or sorcerous mistakes, those who call themselves "True Undead" are not the dim flesh-puppets raised by lesser necromancy. They are lost souls reunited with their dead shells. Whether fleshless wights, aristocratic vampires, or hungering ghouls, what they all share is the revulsion of the living; that, and a curious detachment from emotion or pain.

Physiology

Undead are difficult to describe as a whole. Some appear frail and rotten, others impossibly flawless and doll-like. Yet even when dealing with those who seem more-or-less alive, there is always a “tell” that gives them away… forgetting to blink, an aversion to sunlight, and so forth. Undead do not eat, sleep, nor age, though some continue to decay throughout the long years. Others stave off the ravages of time by absorbing life energy or vitae.

Locales

Undead exist all over Scy’kadia, but dwell in hiding, lest they draw the attention of zealous hunters. Though the last undead nation, Pharid, was decimated by Arkhos and Thaedia, it is rumored that many undead take refuge beneath The Crosslands.

Society

Some undead try to blend into the very societies they must hide from. Others, fearing discovery, retreat to the wilds, and eventually gather in places shunned by the living. Such gatherings tend to have little organization; part ghetto, part hive. Some undead occupants will collect junk to recreate semblances of their old lives, others merely wait in silence, until motivated by hunger or some dim flicker of memory.

Religion

It isn't unheard of for undead to retain the faiths they had in life. Most however eschew the gods, especially Kree, whose cultists strive to remove all traces of undeath from Scy'kadia.

Magic

Undead are animated by a form of ruinous sorcery. Thus, many come to accept Magic and even practice spellcraft. For obvious reasons, necromancy tends to hold the greatest appeal.

Shifters

In The Time Of Mage Blight corrupt wizards sought to merge warriors with beasts, creating nigh-uncontrollable servants of terrible ferocity and fortitude. Some survived the slaying of their masters, and their descendants now hide in plain sight, struggling to find balance between two sets of warring instincts. Shifters are prone to acting on their bestial impulses, leading folk to deem them volatile and dangerous, even in humanoid guise.

Sub Types

  • Canine
  • Ursine
  • Feline
  • Other (extremely rare)

Physiology

Shifters in humanoid form can pass for a standard member of a species, though with a feral cast to both features and posture. When in bestial form they retain bipedal locomotion and a spark of intellect, but lose the power of speech, becoming driven by a warlike hunger for violence unlike any natural animal. As luck would have it, due to a quirk of the rituals which first created them, shifters only take bestial form when the blood moon is full... unless affected by alchemy or spellcraft. The majority of shifters are distinctly canine, yet ursine and feline varieties do exist. Shifters of other breeds are so rare as to be almost unheard of, but always take a predatory form. Shifters live to an age dictated by their non-bestial heritage.

Locales

Shifters exist in secret among all human cultures and less-commonly alongside other species. They find comfort in rustic areas, where they can slip away as the change looms. Vylklings are unusually accepting of wolf shifters, whom they dub "Wolfen." Alas, in realms other than Vylkland, shifters must hide their true nature or risk a monster hunter's attentions.

Society

When living with non-shifters, they will behave as required to avoid discovery. If choosing to live exclusively with their own kind in the wilderness, shifters behave in ways more akin to their bestial form. For example, wolf shifters will instinctively follow a leader and settle disputes with short, loud displays of aggression.

Religion

A shifter’s faith is reflective of the culture in which they are raised, though most show preference for deities of nature and savagery.

Magic

Shifters can sympathize with mages, as they are viewed with similar mistrust, but they are no more drawn to spellcraft than others of their humanoid heritage. Nor do they show greater-than-average talent for sorcery, despite their arcane origins.

Nephilim

Celestials can fall in love with mortals. Such relationships are, by necessity, short-lived, but any resulting children are called nephilim. Touched by divinity, fated to serve the god of their otherwordly parent, most feel drawn to answer the call to holy duty. Others rebel, wishing to escape what they consider inherited servitude to a distant master.

Physiology

Outwardly, nephilim resemble their mortal parent. They even live to a comparable age. Yet divine power courses through their veins, revealing itself in subtle ways that become ever more pronounced in times of crisis. Glowing eyes or holy sigils gleaming beneath the skin are common signs of celestial blood.

Locales

Nephilim are rare, but can be located anywhere that a god’s messengers have trod.

Society

Nephilim follow the social expectations of their birth realm. Due to their deep connection to the gods, they are often held up as exemplars within their community... which can grow tiresome over time. Many nephilim are raised within some form of clergy, and thus grow accustomed to following strict rules and ritualistic behaviors.

Religion

Nephilim are almost guaranteed to worship the god of their celestial parent. Those who choose not to are free to worship another, or cast aside religion altogether, yet those options never feel entirely natural to them.

Magic

The nephilim view of Magic is influenced by a combination of culture and their familial god. For example, nephilim of Fundun are likely to despise Magic, while nephilim of Voy'himloc might see spellcraft as a secret worthy of study.

Cambions

The blood of lesser demons flows in a cambion’s veins. Usually the result of despicable pacts or rituals gone tragically awry, cambions are drawn towards a life of wickedness. As with nephilim, some cambions deny their heritage, fighting the destructive urges within. Regardless, they are often scorned and hunted, especially by fanatics sworn to the Greater Gods.

Physiology

No matter their mortal parentage, cambions are cursed with demonic features; horns, fangs, scales, and forked tongues are all typical among those with ruinous blood. Cambions share the longevity of their mortal parent.

Locales

Cambions exist in all cultures, but are more prevalent among those who deal openly with The Narga. Many cambions are forced to drift from place to place, eluding folk seeking to slay them. It is not uncommon for cambions to dwell underground, in sewers, or in the basements of profaned temples.

Society

There really is no such thing as cambion society. They simply find their place as best they can within a community, or take to the road, becoming reclusive by necessity. However, among accursed cults and hidden sects they tend to rise swiftly to positions of honor.

Religion

Cambions accept that in death their souls will more-than-likely be drawn into Ruin. Thus, it is rare for cambions to worship any deity but The Narga themselves. Those who do worship another deity might do so seeking a way to avert their hellish fate.

Magic

Cambions take to malfeasance with ease, and are even attracted to it. No matter their upbringing, they find themselves unperturbed by violent or corruptive sorcery that would sicken other folk.

Small Folk

Chuckling gnomes, scheming goblins, boisterous halflings, and glittering pixies; the small folk love pranks, and thrive on trickery. Living beneath the heels of their neighbors, and lacking the bulk of bigger species, small folk depend on guile and misdirection to survive. Some label them as untrustworthy, whilst others value their quick wits and nimble hands.

Sub Types

  • Gnome
  • Halfling
  • Pixie
  • Goblin

Physiology

All small folk are short by human standards, and not as stocky as dwarves; though pixies are exceptionally small, able to fit in the palm of a hand. Gnomes and halflings possess skin tones similar to humans, with large pronounced feet; gnomes are also known for having facial whiskers and elongated ears. Pixies tend toward delicate features, with luminous skin in hues from soft green, to silvery-blue, to blushing pink; they also possess colorful insectile wings. Goblins have lighter orc-toned hides, with sharply-shaped ears, noses, and teeth. Pixies can live to over 300 years, gnomes to 150, halflings to around 80, and goblins can manage 60 if not met with a violent end... Alas, for them that is rarely the case. It is important to note that pixies seen pursuing a life of adventure are affected by Magic which swells them to the size of other small folk. “Getting bigged,” as they call it, is frowned upon by most pixies, as it can lead to danger for their communities.

Locales

Gnomes oft prefer forests to the noise and bustle of cities. Pixies feel much the same, but are also drawn to settle beside arcane loci. Due to their preferences, both can be found dwelling alongside high elven communities. Halflings live in clans, some nomadic, others content to put down roots in human and dwarf communities. Goblins like to carve out nefarious trap-filled lairs in caves or gloomy woods, yet it is equally common to find goblins swept along with orc hordes, performing menial labor for the right to not be eaten.

Society

Halfling society, much like dwarven, centers around the clan. Being small and on-the-road has taught them to stick together, with the boldest member of the clan, called a "Boss," acting as leader. Unlike dwarves, however, halflings do not shun interaction with other species. In fact, they absorb elements of the cultures they encounter, making them their own... with a tweak-or-two, of course. Goblin society is similar to orcish, but instead of brute strength, it is cleverness that guarantees wealth and leadership. Pixie society is free-spirited, with little regulation. Each season two honorary leaders are elected, though their duties beyond treating with outsiders are few. Pixie leaders choose their own title, usualy a royal moniker such as king or queen, but one is always the "Dawn Leader" and one is always the "Twilight Leader," resulting in names like The Twilight Queen Of Gooseberries. Gnome families dwell in burrows, with each family in the region caring for itself. A wise older gnome called a "Burrow Head" makes rulings on big decisions, like whether or not to meet with surrounding families.

Religion

Small folk accept all the help they can get, even deific. Halflings share a soft-spot for Rilien, who seems to actively welcome their worship. Gnomes and pixies have been known to make offerings to Taeyaloo; a fact that bemuses high elves. Goblins, whether orc-led or not, entreat the Narga for boons, particularly Lokus.

Magic

Gnomes and pixies adore Magic, especially illusory spells; however, gnomes treat sorcery with reverence, while pixies wallow joyfully in its presence, like birds in a puddle. Halflings are wary of Magic unless they can find some personal use for it. Spells make Goblins nervous… hardly surprising, given many of them have witnessed psychotic orc warlocks in action.

Half Orcs

The offspring of humans and orcs walk a difficult path indeed. Forced to juggle conflicting temperaments, one side of their nature fills them with a voracious appetite to learn, while the other constantly threatens to bubble over in brusque aggression. Half orcs living in civilized realms are more-often-than-not treated like full-blooded orcs, met with contempt and suspicion; they must work hard to prove themselves as equals to their peers.

Physiology

Half orcs are bulkier than their human kin, with subtle orcish features like small tusks or slightly green-tinged flesh. Half orcs live to a standard human age, and can do so even when living with true orcs, thanks to their habit of properly assessing danger before testing themselves against it.

Locales

Half orcs are most often found in orc hordes or human settlements that compete with orcish neighbors. The foothills of the Thunder Peaks are said to possess small villages with above average half orc populations. The Sabre Isles are also well known for their red-tattooed orc and human tribesfolk, mixed communities that result in many half orc children.

Society

Half orcs raised in human cultures are unfairly labeled as brutes. Most get pushed into professions that rely on brawn over brains; tavern bouncers, guards for criminal dens, etcetera. In orc society they find themselves on the other end of the stick. Orcs consider their half human kin frail and cowardly, heaping abuse upon them to "toughen their hides." Thus horde-dwelling half orcs often become withdrawn... or else fling themselves at any opportunity to prove their undeniable orcishness.

Religion

Half orcs within hordes will worship The Narga, as is expected of them. Half orcs among non-orcs are not as pressured to follow a particular pantheon, but those who delve into religious lore will sometimes find themselves pulled towards Zorg.

Magic

Orcs and humans share a mutual fear of Magic, and the average half orc is no different.

Half Elves

Born of an elf and human pairing, the cultural leanings of each parent call to a half elf, leading many to feel torn by loyalty to one side or the other. In them the introspective long-view of elves is wedded to human urgency, granting both exceptional clarity and the zeal to take swift action. For this reason, half elves make for excellent advisors and mediators.

Physiology

Half elves are graceful and typically lean, but their ears, and coloration in the case of half fallen elves, are less pronounced than a full elf. Half elves are also considered somewhat jittery by their elven kin. Half elves have been known to live for centuries, with extreme cases living to 500 years old.

Locales

Half elves are found wherever elves and humans commingle. Forest hamlets beside hidden elf enclaves are common birthplaces for half elves. Alas, half elves aren't always raised near tranquil woodlands... The Fey Ring Isles are home to half elves too, the get of elven masters or mistresses and human slaves. In the cities of Frael there are also half elves with slave parents, however the species role of owner and servant is reversed.

Society

Half elves in human society are certainly better-treated than half orcs, yet they make bystanders nervous by virtue of their magical ancestry. Despite the disquiet they inspire, their otherworldly appearance makes them quite striking, a handy trait should they pursue a career in entertainment. Half elves in high elf communities oft feel like oddities, growing frustrated by their unchanging surroundings and the seeming-nonchalance of their peers. In fact it is unusual for a half elf to live out their whole life in an elf realm like Sindorien. Half elves of The Fey Ring Isles are not always relegated to slavery. Some are raised by their fallen parent, though rarely with much affection. The exiled consider half elves a degradation of their species, seldom allying with them in matters of intrigue. It is said that fallen elves grant more respect (what little they have for anyone) to their cambion children, claiming that while half demons are at least periodically the product of bargains struck for power, half elves provide their lineage with nothing of true worth.

Religion

Half elves don't share the same bond with Taeyaloo that high elves do, so while many continue to venerate Magic, others turn to the gods of humanity. Half fallen elves are raised with the disdain for worship that their culture dictates, but are prone to dismissing this attitude in favor of fealty to The Narga, seeking a road to power typically denied them.

Magic

Half elves are attracted to Magic and spellcraft, yet their human heritage keeps them from achieving symbiosis with Taeyaloo, thus preventing them from performing High Spellcraft.

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