Races of the Realms




Felinxes are short (between 4 and 5 feet), anthropomorphic fox like creatures from the sphere Felinx. They are covered in red fur, and have a fox like head and tail. They show humanoid gender traits (females have two breasts, slimmer build, etc.) They are quick, nimble and graceful. Felinxes are excellent finesse fighters like swashbucklers, fencers, martial arts weapons and the like. They tend to dress in common human clothing, though on their home world they had only the means to make the most basic of clothing for many years. Felinxians seen out in the Realm now often indulge themselves in fancy but tasteful attire.

Felinx was once a thriving forest. They traded in herbs and agriculture and meat of all kinds. Even now days, every Felinxian is a trained Herbalist. It is just in their blood. The Felinxians did not embrace space travel as strongly as other races did, instead preferring that those wishing to trade come to them instead. Because of this there is no established Felinxian space faring fleet or history. That is not to say they are grounded, just that they most often hired human ships and sailors when needed.

Their homeworld was devastated by the Outsiders over two centuries ago. Any Fleinxians that survived did so by burrowing under ground and hiding. After decades of trying to coax their ecosystem back to its former glory and failing, most Felinxians gave up labeling their world a lost cause. Instead they decided to spread out throughout the Known Realm and use their talents as Herbalists and traders to set up new businesses on many different worlds. Almost every sphere has some place run mainly by Felinxians that discovered some useful root or herb or some such thing to export to the rest of the realm.



Golemarns are from Golemar, the sole, cube shaped planet in the Cyrca 1 Sphere in the New Realm. They are a truly unique race as they are quite literally stone golems. They stand anywhere between six and eight feet tall. They are made of solid rock. There are no gender differences as they do not reproduce sexually. (Though some associate gender with how different Golemarns look this is completely an aesthetic look and has nothing to do with their gender neutral personality.) They do not wear clothing, though some do have clothing like features sculpted into their bodies, (Especually more recently created Golemarns that wish to interact with human society.) They may wear jewelry, but not often. They are very strong and do not suffer from most illnesses. They do not need to eat or breath, but they do need to rest. A Golemarn needs about 6-8 hours a day of just standing still. An injured Golemarn may remain motionless for days or even months as he recoups the energy needed to sustain his health. They speak through telepathic connection. There is a Golemarn language and written language, but when they converse with other races, they are instantly understandable in the race’s base language.

As stated, Golemarns have no gender identity and do not sexually reproduce. Instead, two individuals will decide to create another Golemarn. They will take time off from their normal duties to go to a quarry and perform rituals intended to infuse a stone with their mental essence. They will then spend weeks carefully carving the individual out from the stone. It is said by Golemarns that once their essence is shared and fused into the rock, they can see the shape of the individual, they just need to chip away everything that is not part of them. When the ritual is complete, a new Golemarn awakens with its own thoughts and personality separate from its two creators and completely sentient on the day it is created.

In theory, a Golemarn can live forever if they are not broken or otherwise destroyed, but upon reaching the age of 100 years old most Golemarns chose to either return to the earth from which they came, or go into a state of eternal rest. Returning to their quarry of birth is an honorable ritual. It is not taken on by many as it is an involved and painful process. Heroes and Golemarns of great stature will often choose this end to their life. Friends and those he has created will show up to honor him. During a ceremony that spans days, they will perform rituals and chip away at his body until all that remains are small rocks. This permanently destroys the individual eliminating his essence. The Golemarns have no gods or afterlife of any kind. Their essence can not be considered a soul. It is not uncommon for close friends to pick up one of the pieces of rock that the individual was made of after the ceremony as a remembrance. The other from that most Golemarns choose is eternal rest. This simply involves finding a nice place to stand and choosing to remain unconscious in a resting state for the rest of eternity, or until something happens to destroy their form. Large resting places exist on Golemar with nothing but rows and rows of past Golemarn. It is common for a Golemarn on his creation day to visit a place like this to see his creators and their creators before them. Though it is possible for a Golemarn to be coaxed into awakening from this state, it is almost never done as it is seen as extremely taboo to do so.

For obvious reasons Golemarns make excellent warriors, though they do not have a strong warlike society, instead having just enough guards for protecting their home world or fortifying a city. They are excellent smiths as they show a natural knowledge of the metals they forge. They tend to like large sturdy things however and to get a Golemarn smith to make anything smaller than a huge war hammer is hard to do. Most Golemarns have some sort of craft based skill where they create something, sculpting, smithing, wood working, pottery, etc.

Their society seems to have many complex rituals, the majority of which are not very well understood.





The residence of Skylar in the Known Realm are superbly adapted for their sphere that consists only of air. Skari are tall, thin humanoid creatures. On average about seven feet tall. They have two forward facing large eyes and four smaller eyes on the sides of their oblong skull. This enhances their 360 vision while they are flying around in their homeworld.

Their arms separate at the elbow into two sets of for arms. One set has hands that have two long fingers and a thumb. They use this set for dexterous and delicate work. The second and lower set of hands have five fingers and a thumb much like a humans, however they mainly use these for grasping onto things to hold them in place while they work, or to hold other items while they use their main hands for.

Their feet are shaped like their main hands and are just as dexterous. Their wings are broken up into three sets of two. They seem flimsy and incapable of supporting their weight, however on their home sphere, there is only minor gravity and they never need to provide lift, only movement and maneuvering Though Skari can live in gravity, they often choose not to, finding it difficult to move about in what others call normal space. Some mages and gnomes have created magic belts that help, but you will still find very few Skari away from their home sphere.

Different groups of Skari have different color skin. Light blue are warriors, green are tenders, purple are nobles, red are healers, etc. All Skari are born white, and then naturally take on their pigments in their skins as they learn their trade. Skari often assume others into similar roles based on skin color. For instance they tend to see all Vyajero as royalty. They assume most white skinned humans have not chosen their profession yet, and treat them as quite young regardless of their age. It doesn’t mean that the Skari are not intelligent enough to know better, it is simply an instinctual reaction based on how their society is set up. Skari that have left their sphere, or have meet with outsiders before seldom make these mistakes.


The average male Tankin will dress in a short leather skirt and vest. The vest will have emblems on it, most often on the back, but sometimes there will be smaller versions on the front as well. These are the Tankin’s family crest, and ranking in his profession. Tankins are fond of connecting themselves back through their bloodlines to famous ancestors. The further back in history the figure is the more Tankins claim to be connected to them. Mages will tend to wear thick fabric cloaks with many different pockets sewn into them, also with the crests of their family and school of teachings on them. Females tend to stay at home and tend to the children and other household chores. This is not looked at as a negative or unequal arrangement in Tankin society. Instead the females are revered as life givers and praised or even envied by the males for their capabilities. It is not uncommon for an experienced warrior to admit that he can best any soldier in the realm, but is not worthy of handling the children as well as his mate can. The females most often wear simple gowns if anything at all. Tankins don’t have any modesty when it comes to nudity (possibly due to the fact that they have no externally visible genitalia or breasts like most mammalian humanoids do.) They will wear clothing for convenience, magical enhancements, displaying of rank, or just to fit in with most common societies. On very warm worlds it is not uncommon to see a Tankin only wearing a colored scarf or satchel as a sign of his heritage. Non-Tankins are cautioned to be cautious when presuming the sex of a Tankin not wearing their clothing or signs of rank. Males and Females can seem very similar in stature and voice to inexperienced space farers.

Tankins are a very old race. Most historical scholars consider them to have been the first space faring beings in the Known Realm thousands of years ago, even quite possibly before the Minovians. Some of their first space faring ships were conical shaped to reflect the shape of their home world. The ancient Tankins were very religious and dedicated to honoring and preserving their world. When they started to go out into space, they feared that they may anger the gods who would see them as abandoning the world they were given. They built their ships in cone shapes to mimic their planet as a sign to the gods that they would not forget their origins, and would always return to their land. It also calmed the fears of some early space travelers to feel like they were on a small representation of their world. Though the Tankins have advanced and grown away from those early religious fears and ideals, they still have a nostalgic love for making their ships cone shaped, even if they understand it is not always the best shape for space faring. Even more ships with more common hulls built by the Tankins will have some cone shaped motifs in their decorations and fittings.

Since the Tankins have been making ships for centuries, most would presume that they would have some extremely advanced technology by now, however this is not entirely true. The Tankin mentality centers around working on an issue until it is resolved properly. Therefore, in the area of space travel, instead of coming up with new, bold ideas to try, the Tankins for the most part have been perfecting the technologies they already know work well. Tankin ships are well known for being somewhat simple, but very sturdy ships. There are Tankin war ships called Kohna Kikkono (Grand Dragons) that have been in service with the Tankin Navy for over five hundred years! It is not very common to find a Tankin shipright outside of Kohna Gogog as they tend to be perfectionists, expecting the best labor, best supplies, and whatever time it takes to design and make a ship. This mentality is the expected norm for other Tankins, but not what most beings would be interested in. It is not unheard of for a Tankin to be labeled a grand master ship builder even though he has only ever built one ship in his life. (Often taking nearly his entire life span to build it.)

Tankins are very proud of their heritage almost to the point of being snobs. They refuse to speak other languages and ignore or disrespect other’s customs. They are easily offended by those that can not speak their language well or do not carry out their own customs correctly, although they will put up with it compared to those that can not speak their language. They shun magical means of speaking and will only talk to those who have naturally learned their language, ignoring those that use magical means to communicate. A Tankin can always tell the difference between natural and magical means of speaking in their language. In recent years, some younger Tankins called the Kit-Ka (literally translated as destroyers of the ancient spirits) have rebelled against their family’s notions and learned other languages and even embrace other beings social experiences. This is looked down upon however and is not considered the norm. It is certainly not shown in public while on Kohna Gogog, though some space travelers have run into Tankins willing to speak other languages and learn different customs while away from their home sphere.

The Tankin home worlds are rich in gems. Aside from their mundane export, they have also developed a unique form of magic involving the gems. It is well known that some sunstones can hold the powers of magic, but Tankin gem stones store, enhance, and in some cases create magic. Tankin Vesikkas (Mages) use the gems to channel magic energies to cast their spells. Tankin magic items all have gems in them, or have gems as the focal point. In general, the magic seems more pure and more powerful than the type used by most races.

Tankin Shipping Emblem. Displayed by any Tankin that has crewed a spelljamming ship.


Tarrin was one of the first planets attacked by the Outsiders over 275 years ago. Before the attacks, the Tarrinians were very magical beings. They were space farers, but predominately only traded with their close neighbors, (who were also wiped out or devastated during the wars) because of this, little is known about Tarrin before the War of the Known Realm. When the Outsiders came to Tarrin, they made an example of the planet using some sort of huge magical weaponry to destroy the planet. Much of the sphere exploded into small boulders. Firestorms raged across its surface destroying every living thing and making the air nearly unbreathable. Only a few large pieces of the planet remain today. Obviously, few Tarrinians survived. Those that did were underground in one of the larger pieces of the planet or off world at the time. It is suggested that perhaps the Tarrinians were a somewhat paranoid race and had constructed reinforced bunkers deep underground that some were able to flee to in the last moments of their planet.

In the years after the attack, the remaining Tarrinians had a hard time surviving. Their surface was scorched, all life was destroyed, and the remains of their planet was not much more than a few huge asteroids. To make things even worse, the remaining parts drifted incredibly close to the sun, making them unbearably bright and hot. The field of asteroids from the half of the planet that was completely devastated constantly crashed into the larger asteroids. All this together made living on the surface an impossibility. With their neighbors Alikarn , Lears, and Felinx wiped out, they had no where to turn for assistance as the war went deeper into the Known Realm. Those that survived became scavengers and pirates just to get by.

As they tried to get some sort of society back together after the attacks, the Tarrinians did whatever was necessary to get what they needed. Their once grand magical society was decimated with only a few magical artifacts remaining. They retained their natural ability to teleport, though many of their mages and items perished with their world. With supplies being extremely low, they carved their ships out of the asteroids that were around them. They used these ships in raids on ship that passed close enough to their home world. Eventually desperation made them venture out as far as Far Port and its neighboring spheres.

The raids continued for over a century. At they would take everything from the ships, food, weapons, clothing, and other supplies. In later years especially once the Outsiders were forced from the Known Realm, they seemed to mainly target ships for their magic items or special needs items. Once the Drow were sealed in their sphere and peace was declared throughout the Kown Realm, the Tarrinians reluctantly stopped their raids. King Aros was instrumental in providing them with enough food and supplies for them to get their society stable enough to start trading once more. Though there are not an abundant amount of minerals left in the remaining rocks of the planets, the metals that remain are hard to find in the Realms and many are willing to trade generously for them. Tarrinians never accept gold, silver or script. They only trade for items they need. Most often food and clothing.

The Tarrinians are humanoid looking. They have a very high metabolism have a short lifespan of about 30 years. It has been suggested that their teleporting abilities and constant quick on the go nature are the cause of this short life span. As a species they adapt extremely quickly to their environment. Some even evolve during their lifetime instead of just bearing children with stronger traits. Centuries of living under ground has given them exceptional dark vision, resistances to cold, the capability of breathing very oxygen poor air, and other adaptations to a sun-less underground environment that would normally take thousands of years to appear in a race.

They are very sensitive to light of any kind and when traveling outside their underground homes wear full body leather suits that cover them from head to toe. Their face masks have tinted goggles and a type of breathing apparatus as they find many planet‘s atmospheres “too rich” with oxygen for their comfort. Surly if they would attempt to set up a colony on another planet and live in the open they would adapt within a few generations back to how they once were, but the Tarrinians have accepted and even embraced what they have become and choose to protect themselves from these “harsh elements” instead of adapting to them.

All space faring Tarrinians wear black leather body suits. They never disrobe outside their home world, even if in some other underground area or otherwise “safe” place. Many have taken to wearing black robes over their suits as most beings act quite awkward around them due to their dramatic clothing styles and past history of steeling what they need. Their warriors wear black armor over the suits with reinforced chest plates, leggings, gauntlets and helmets all made of black metal. It is not known what this metal is as they seem to use it exclusively for their elite soldiers and refuse to trade it or educate others on its properties. Their main weapons are metal clubs and a type of fire arm like a flintlock, but more powerful. A fully armed and armored Tarrinian soldier can be an imposing site.

Tarrinians are natural Teleporters. They can teleport within site at will and to other destinations as well but with some limits. It is not fully understood how often they can do this, or even how they do. There are apparently limitations as they tend to use the ability sparingly, waiting for emergency situations, or combats where it can be used most effectively. This ability, along with their mysterious secretive nature and their history of raiding parties makes most people very wary of any Tarrinin. Because of this and their own paranoid xenophobic nature, they do not often travel far from their home world, instead preferring to trade with the few spheres closest to them. Non-Tarrinians are not allowed with in their home sphere. Special exceptions can be made but the visitors are always accompanied by multiple escorts. All of their trades are done outside their sphere. Few beings complain about this however as no one really wants to go to their wrecked and dangerous sphere.

A final strange mystery that surrounds the Tarrinians is their funeral practices. Any Tarrinian that has been seen to die outside their sphere immediately teleports away. It is assumed that they teleport back to their home world where the body is prepared in some ritualistic fashion and then buried in the stone crypts. No one has witnessed a Tarrinian burial ceremony or been able to inspect a dead body. The Tarrinians do not discuss such sensitive religious things with outsiders. (Their word for any Non-Tarrinian. As would be expected, this word has become taboo in the Known Realm and most beings will use terms like off-worlders, strangers, or Outer-Realmers to describe people not from their world or realm. The Tarrinians however, with their xenophobic nature still use this socially negative word.)



The Vyajero (pronounced Vee-Ya-Hare-Oh) are a true spaceborn race. Their oral history does not trace them back to any original planet. They believe they have always been in space with no true world to call their own.

Vyajeros are humanoid in form. They have dark purple skin that does not sun burn ever and, dark black eyes with a semi transparent second eyelid that helps them to be able to handle bright sunlight for much longer periods of time than most people. They have very small, thin vertical nostrils and take very slow, long, shallow breaths. Over all this helps to conserve their air intake. A ship with enough air for 10 humans to last 30 days could be crewed by 20 Vyajero for 60 days or more. They are also capable of putting themselves in a suspended state where they do not need to breathe or eat at all. In this way they could survive in airless wild space for days so long as nothing else harms them. It is not unusual for people to find a floating wreck with the crew motionless in their meditative state in the airless vacuum of the wreck.

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Vyajeros tend not to sleep for long. With no social concept of day and night, they tend to take short naps here and there through out the day as needed. A Vyajero ship is always active. They eat and drink very little. What they do need, they tend to get from huge farming ships that cultivate their food. The plants on these ships also replenish the air, and are the source of fresh air for their ships. These ships are also the source of their raw materials for ship building. They have learned to grow huge trees for this use. Outsiders are never allowed on these main ships. They recycle many materials. Most of their metals are either savaged or mined from rogue asteroids and the like.

Although Vyajeros will trade with other races, they almost never land their ships planet side. They seldom enter crystal spheres, and at most a ship in trouble may dip into the atmosphere of the planet just long enough to replenish its air and then head out again. Any race that wants to trade with them must come up to their ships in space to trade.

Years of living in space have made them excellent at gravity maneuvers, graceful sailsmen, and engineers of excellent ships. Though they do posses superior ship building technology, some of their ships and equipment is specifically designed for them and is often found to be difficult to use by other races. Their ships often lack things like stairs, beds, or visual orientation of “up” on lower decks as they tend to have an innate sense of direction in space and find no need for this. Though sometimes they can be found on other ships as experts or consultants, Vyajeros often become bored or frustrated with foreign ships and will soon return to their own ships where they feel most comfortable.

Vyajero have a unique traditional fighting style. They fight with a dagger in their right or main hand, and a Kopesh in their off hand. The Kopesh is held point down and used to protect the arm for blocking. They will offensively jab with the dagger and use the Kopesh to block until they find a weak point or a perfect time to strike, then quickly they’ll slash at the weak spot. Many enemies have fallen because they thought the Vyajero they were fighting was just being defensive and weak.

If a Vyajero doesn’t know where something is in wildspace, then it doesn’t exist.