Planars originated from various concepts. Demons and Vampires were created by Idieris to wreak havoc and punish the mortal world, where as creatures such as Genies, are physical embodiements of elemental arcana. Golems are those of a tragic story, either brought to life by rogue arcana, or abandoned creatures manifested by lonely mages who have long come and gone. The rest, are their own personal stories, born by the partnering of those mortal and alien of their world.
Reach physical and mental maturity at the age of 18 excluding Fey'ri who mature at 100. Planar, without human taint, can live for as long as it is not killed. Those with human, or mortal, lineage, Aasimars/Tieflings/Fey'ri/Genasi/Tanarukk, have a life expectancy of 1000.
Demon/Oni/Rakshasas's blood causes the compulsion to their sin. Aasimar blood is highly toxic to blood drinkers. Tiefling/Fey'ri/Tanarukk blood causes euphoria and can be addictive. Genasi blood acts as a hallucinogen and can be addictive. Kitsune blood is extremely intoxicating for blood-drinkers and can be highly addictive.
The powerful fiends from the depths of the abyss of Lynnea. Demons come in all different manners of appearance and vary in levels of power. Demons are always malevolent and immoral. They are not ever good guys. They do not have friends, only those who nurture their sin. Demons are able to physically shift into a human or elven form to disguise themselves amongst the people of Lynnea as their primary falseform. However, for a short period of time a demon may polymorph into a generic common race (non-monster / Aug) or animal. They retain speech in their animal form. When a demon is killed in the mortal realm, they are sent into the Abyss for one week. If killed inside of the Abyss or a holy ritual is performed, this death can be permanent. If horns, claws, arms and etc are cut from a demon on the mortal plane, it does not decompose. Demons have accelerated healing and can regenerate their body parts/horns if severed, taking about one week. If cut off by a blessed blade, it will not regrow. Due to their aversion to holiness, any presence, or hallowground can cause severe sickness or pain to the Demon. Wounds inflicted by blessed weapons, or holy magic, take twice as long to heal. All demons must choose a Sin and play into this sin. Either, Greed, Gluttony, Pride, Envy, Wrath, Lust and Sloth. This is how a demon is able to gain strength on the mortal plane, and their reason for being here. Due to the way Demons reproduce, Half-Demons are not a possibility in Lynnea. Demons have (7) HP.
These creatures are oft times considered weaker than their other demonic kin. They are creatures meant to serve something stronger than them - to seek out a master that is stronger than them. Bestial and incapable of appearing entirely human outside of their true form, they can, at most, appear as a human-looking hybrid that shows its true nature. They cannot shift into other animals, but they can make themselves appear as a normal-looking but oversized dog. As long as a hellhound serves a master and stays fed in general, they do not need to feed on a specific sin. When serving a master, hellhounds have (7) HP. Without a master, they have (5) HP. Masters must be player characters and cannot be NPCs!
Rakshasas are bipedal, (usually) feline-resembling creatures who are considered fiendish in origin and as such, are one of several potential ancestors for Tieflings and Fey'ri, alongside Demons. They are said to have previously been a sect of Shirazi who settled in and around present dayD'nim, but found themselves cursed by Idieris and developing into the Planar, Fiendish creatures they are now. While their natural forms often tend to to resemble a human with a tiger's head, their bodies often sport physical features that are generally off-putting or disturbing to other races, such as inverted hands. Rakshasas are often cruel and hungry for power, and as such tend to be seasoned in the art of manipulation. Much like Demons, they're able to take on a human or elven form and excel at blending into society, sometimes with their true identity going unnoticed for long periods of time. Given their close similarities to Demons, they share the same weaknesses toward Holy auras, and if they are destroyed in the Abyss, they are destroyed for good. Rakshasas have (7) HP.
Entities comprised of one element, given a humanesque form. These creatures are things of myth and legend... most being true. Genies are immune to same element but weak to opposing element. Fire beats earth, earth beats lightning/air, lightning/air beats water, water beats fire. Being exposed to their opposing elements cause an allergic reaction, or weaken the Genie. Thusly, if it is raining, a Fire Genie will feel literally under the weather, yet feel the best on a hot summer day. Injuries inflicted by their opposing element can cause lifethreatening reactions, the wounds being harder for the genie to heal. Genies heal the quickest by exposing themselves to their own element. Genies have (7) HP.
Dao: These genies were from the Elemental Plane of Earth.
Djinn: Genies from the Elemental Plane of Air.
Efreet: Coming from the Elemental Plane of Fire, these genies are said to be made of basalt, bronze and congealed flames.
Marid: These genies were from the Elemental Plane of Water.
Jann: Jann draw their powers from all four of the classical elements but were weaker than other genie types.
Khayal: Genies apart from the rest of geniekind as they are from the Shadowplane, are viewed with varying degrees of antipathy
Qorrash: Distant relatives of the djinn, these genies were elemental spirits of cold and ice.
Tasked Genie: Single-mindedly following one profession, these genies were transformed into new shapes by their labor.
Constructs created by mages, forgotten overtime, or even just formed from heavy influxes of magic throughout Lynnea. Golems are usually made out of natural inanimate objects such as wood and boulders/stones. These creatures are intelligent but typically extremely peaceful or extremely aggressive. Golems have (7) HP.
Sharing elemental blood, the Genasi are humanoids who most obviously look like the type of Genie they were parented by. Genasi are spectacular magic users, especially in the element they possess. Genasi are resistant to same element but weak to opposing element. While fire wouldnt mortally wound a Fire Genasi, it would still be able to burn it if extremely hot, or with prolonged exposure. Their parent could of jumped in a pool of lava, but they would die if they attempted the same. They are still also allergic to their opposing elements, weakening them if exposed but not so much causing a lethal reaction to it. Fire beats earth, earth beats lightning/air, lightning/air beats water, water beats fire. Genasi have (6) HP.
Beings with a tinge of celestial (Angel) blood far down the line. Skin tones range from pale white to a medium tone, hair is most often white or blonde. Some may adorn white feathery wings. Their touch and blood is harmful to Undead, Demons, and can be uncomfortable for Tieflings. Aasimar and Celadrin are sensitive to Unholy magic, weaponry, and creatures. The presence of an unholy being, or object is enough to make a Aasimar or Celadrin sick to their stomach. Though they can detect the unholy, they are not able to pinpoint its location immediately and must seek out, or attempt to discover it. Aasimar and Celadrin have (5) HP.
Beings that have a demonic or fiendish taint from their heritage. A Tiefling/Fey'ri/Tanarukk will have some sort of visible demonic feature, i.e horns, tail, claws, wings, one or all. Touch and blood is painful to pure or holy creatures, and can be uncomfortable for Aasimar. Tieflings/Fey'ri/Tanarukk are sensitive to holy magic, weaponry, and creatures. The presence of a holy being, or object is enough to make a Tiefling/Fey'ri/Tanarukk sick to their stomach. Though they can detect the holy, they are not able to pinpoint its location immediately and must seek out, or attempt to discover it. Tiefling/Fey'ri have (5) HP. Tanarukk have (6) HP.
"Spirits of Giichi." Sometimes considered Fae, while other times considered Demons, they are Planar and unique to the continent of Giichi. Yokai vary from size and temperament, as well as abilities. Below are pre-approved subraces:
There are two types of Kitsune that roam Lynnea. The zenko are benevolent, celestial foxes associated with Inari; they are sometimes simply called Inari foxes. On the other hand, the nogitsune tend to be mischievous or even malicious. The base form of a kitsune is that of a fox. They grow a tail every 50-100 years, which can be broken off, or will fall off if they directly lie to another person. When a kitsune grows its ninth tail, they will become white or gold. They are also able to shape-shift into a fox, and a fox/human hybrid. Kitsune tend to stay away from those of the Chantry but do not directly associate with the Sacellum either. Kitsune have (5) HP.
Hoshi No Tama or Star Ball is the name for the small sphere a Kitsune carries. It is believed this is the creature's soul and is often stolen to obtain things from the Kitsune, or smashed to defeat it.
These creatures are almost identical to Demons found in the rest of Lynnea. Borne of mortal sin, they range from medium height to larger than an average humanoid male. Their skin colors can vary greatly, and they often are covered in exotic markings and tattoos. Vindictive and inquisitive, unlucky travelers are the individuals most likely to encounter an Oni, as these creatures often enjoy traveling the roads themselves. Like Demons, the Oni is weak to anything holy, and they're able to take on a false form, as well as regenerate similarly to a Demon. Oni have (7) HP.
(Submitted by clairesky95)
Do you have more questions about Planar races? Check out the log of our Planar Class to see if it answered any of your questions already!