Aesir
coreCoastal and reef-dwelling elven lineage shaped by tidal pressures. Aesir physiology is genuinely amphibious; their settlements straddle the shore and the shallows and follow the migrations of salt-water currents.
Tome IV · Ancestry Compendium
The lineages of the Prime Plane — humans across every faction, the Aurelion gold-skinned, the Halcyion augmented, the Thuul multi-armed, the Zyrrak chitinous, and the surviving Mythar carrying dream-memories of an age the galaxy lost.
Coastal and reef-dwelling elven lineage shaped by tidal pressures. Aesir physiology is genuinely amphibious; their settlements straddle the shore and the shallows and follow the migrations of salt-water currents.
Aurelion-descended humanoids, often gold-skinned, drawn from the Aurelion Ascendancy and its diaspora across the Prime Plane.
A small and rarely-acknowledged lineage of natural shapechangers. Changelings adjust facial structure, coloration, and voice within a limited humanoid range and pass through every culture they touch with practiced ease.
A wholly synthetic humanoid lineage of mechanical bodies and crystalline cognition. Clockworks are crafted rather than born, but those who awaken to selfhood are persons in every meaningful sense and increasingly demand to be treated as such.
Larger, militant Istryxian sublineage. Traditionally a warrior-caste; their memory-pool draws strongly on tactical and martial inheritance.
Lineage of · istryxian
An ancient elven sublineage that abandoned the surface millennia ago for the deep undercities, the shadowed cavern-holds, and the lightless trade-roads beneath the Prime Plane. Pale, soft-spoken, and reputed equal parts cunning and cruel.
Short, broad-shouldered, mountain-rooted, and unrivaled as smiths and stoneworkers. Dwarven holds anchor every continent and many orbital habitats; the lineage's reputation for craft and grudge alike spans the galaxy.
Otherworldly humanoids whose lineage threads through the Ether and whose presence subtly bends ambient Rift energy. Fae are glamour-touched, slow-aging, and often regarded warily even in cosmopolitan ports.
Elemental-touched humanoids — born with the residue of one of the four primal Riftstreams in their blood, marked by skin, eyes, or carriage that the element will not allow them to forget.
Small, curious, and disproportionately responsible for the galaxy's better gadgetry. Gnomish workshops cluster wherever there is interesting machinery to take apart, and gnomes themselves are over-represented in tinkerer's guilds and engineering corps.
Cybernetically augmented humanoids from the Halcyion Federation. Faith and machinery treated as expressions of the same purpose.
Small, hardy, cheerful, and improbably hard to kill. Halfling enclaves dot the frontier and the inner systems alike, valued for their cooks, their pilots, and a stubbornness that does not quite match their stature.
The most varied, most distributed ancestry of the Prime Plane. Adaptable, ambitious, ubiquitous.
Dual-natured humanoid lineage with shared ancestral memory and a second perceptual sense that reads emotional and Rift-resonant frequencies. Branches into three distinct sublineages: D'horvakk, Zaelyth, and Keth'rassa.
Sublineages · 3
Lean, low-profile Istryxian sublineage. Wilderness-adapted skirmishers and pathfinders; their memory-pool surfaces tracking and survival inheritance first.
Lineage of · istryxian
Avian-reptilian predator-hunters from frontier worlds, marked by quill-feathered crests, beaked faces, and a unique digestive biology that briefly imprints minor traits from consumed prey.
Insectoid, exoskeletal humanoids bound by a subtle kin-telepathy rather than a true hivemind. Each Myr'Khruul is a sovereign individual, but the whisper between them — half instinct, half deliberate communion — colors every encounter outsiders have with the lineage.
Surviving descendant of the ancient elven precursor civilization that shattered the Continuum Crystal during the First Continuum Crisis. Exceedingly rare; Rift-touched in constitution and burdened with partial dream-memories of an age the galaxy lost.
Mountain-dwelling stewards of stone and root, taller and stockier than their elven kin. The Njordir trace their lineage to high-altitude vaults carved into living rock and remember their clans through long, layered oral history.
Strong, ferocious, tribally bonded warriors with a long martial tradition and an equally long history of being misjudged by the cultures around them. Modern orcish clans range from frontier raiders to chartered mercenary houses to professional citizens of every major power.
Slender, dual-pupiled humanoids native to the Prime Plane. Their eyes resolve frequencies beyond the visible spectrum and their kin-pods read the Rift the way other people read weather.
Reptilian, scaled humanoids of ancient lineage. Saurus clans trace their roots to civilizations that predate the modern powers, and many carry inherited fragments of that age in dreams and sun-warmed silences.
Sun-touched lineage of the warm worlds. Their skin holds a faint internal glow, their eyes pass through sunlight without flinching, and their oldest houses claim direct descent from the Hosts of Helion.
Four-armed humanoid lineage, native non-verbal communicators, deep traders across the galactic frontier.
Reanimated humanoids who retained selfhood through the transition. The Undead lineage covers the rare cases in which death did not end the person — through ritual, accident, Rift-incident, or inheritance — and the reanimated continued on as themselves.
Long-lived, fine-boned, court-trained. The Vanir lineages preserved their channel-craft across the long quiet centuries after the First Continuum Crisis; many of their houses still hold seats in the old courts.
Sentient constructed humanoids — purpose-built bodies of plate, fibrebundle, and bound-channel cores, awakened to person-hood somewhere between the smelter and the battlefield.
Slender, scholarly Istryxian sublineage. The librarian-diplomats and memory-keepers of their people; their access to the memory-pool is the deepest of the three.
Lineage of · istryxian
Chitin-plated predatory humanoids with no homeworld. Their clans were scattered generations ago; the survivors carry the hunt with them.