Note: This is all deutero-canonical information and subject to change without notice.

The major races are well known. What about the less common (in western Noefra, anyway) ones?

For each of these, the words in [square brackets] are the corresponding mechanical race or subrace to use for stats.

Elven Kindreds

  • Goroesi [drow]: These dark-skinned, subterranean elves trace their ancestry back to the 2nd Age, where they were engineered by the dominant Rheolwr elves to serve as crafters. They were given dark skin, white hair, and unusual eye-colors to distinguish them from the master race. At Moonsfall, they retreated to an underground citadel and implored Kel'dan, She Who Breaks Space, to take them out of time for a season. They returned at the Cataclysm and have slowly been expanding in that hostile wilderness. Now, in the Age of Hope, they're starting to make their presence felt outside their ancestral lands.
  • Cysgoroesi [shadar-kai]: These are distant cousins of the elves--they were Aelves who begged for admission to the Astral after the Dawn War. They were rejected but did not return unchanged. They spend their adult lives wandering the planes as historians and recorders. They only rarely intervene in mortal affairs, as they consider themselves merely observers. If you see an elven-looking person on the fringes of things, simply watching, it might be a Cysgor.
    Unlike most mortals, they can easily transition through the liminal Shadows. They have built fortress cities in this bleak landscape from which they observe the mortal plane and send out investigators.
  • Tymoroesi [MToF eladrin]: These are fae-touched elves, born either of dalliances between elves and fae or (more commonly) of strong fae influence on an area. They are rare and only sometimes breed true. As such, they are considered novelties among the elves. They are only noticeably present in Byssia.

Human Kindreds

These are all creatures whose ancestors were human but who have taken on traits of other beings, usually through magical bio-engineering. Chimerae are true-breeding, -touched are usually not.

  • Udaaka [aarokocra]: These winged, bird-like beings are a chimera of humanity with birds. Engineered as ornamental singers and winged messengers, many escaped captivity. They mostly live in Soefra, although some have fled to the Plane of Air with the help of the Chaukeedaar.
  • Chaukeedaar [githzerai]: These (and their cousins the Sena-ka) were engineered from humanity by mixing in many traits. Considered the pinnacle of early Kel'tan engineering, the Chau (short form) were bred as administrators and overseers to replace the goroesi. Given strong minds and limited abilities to move between planes (for fast transport), they still serve the empire, although many have left to form colonies on their own across the planes. Many of the "loyal" ones are engaged in an underground railroad to smuggle slaves to freedom. They have a bitter rivalry with the Sena-ka; the only thing the free ones of each race agree on is that the empire must fall. They are few in number and so must recruit outsiders to help.
  • Sena-ka [githyanki]: Also bred alongside the Chaukeedaar, these were bred to act as warriors. In the early days of the Kel'tan empire, they were supposed to go out and reconquer the planes, recreating the old Rheolwr empire anew for their masters. But decadence and indolence set in, and these dreams were abandoned. Now they mostly act as police and warriors in conflicts between the mageocracy. These are show battles but none the less bloody for their staged nature. Those that have fled believe that they should be the masters. They are pirates and warlords, raiding and taking prisoners and slaves wherever they go.
  • Sher-ka [tabaxi]: These cat-human chimerae were bred by the Kel'tan empire to serve as hunters and (for some) as pets. This only partially succeeded--like the cats they take after, they are tremendously independent and unwilling to take orders. Many have fled north to the Great Rift. A tiny group of them, born of demonic meddling, lives in Godsfall.
  • Waere-kin/Changers [UA shifters]: These are fae-touched humans. This does not imply that their parents interbred with animals, but that they were conceived in an area of unusually strong kami influence. Most common in Byssia and the Southern District of the Stone Throne, they are also found in the Great Rift on Soefra. A tiny group of them, born of demonic meddling, lives in Godsfall.

Other Kindreds

  • Taishyi [goliaths]: These are descended from the same Titan ancestors as dwarves. True giants are the result of rune-forced "evolution" (in the Pokemon sense) of goliaths. Most of their lands in Noefra were destroyed in the Cataclysm, but some still exist in small communities in the Giant-Spine Mountains and into the Wastes, as well as on the continent of Oelfra.
  • Kharan [duergar]: These are fae-touched dwarves, specifically touched by those fae associated with anger, vengeance, and endurance. The only significant community of them is in the Giant-Spine Mountains, at the old Bolor clan-hold. They generally hate dwarves and resent them for abandoning them. Their culture is harsh and violent.
  • Zandolit [lizardmen]: Chimerae of ancient proteans and crocodilian reptiles. Of all the kindred, they have changed the least over the aeons. Tenacious and with long memories, they live in rough villages in the swamps of the Great Rift and only rarely willingly interact with outsiders. Rumors have it that they are protecting ancient, powerful places and artifacts. Those who have gone to search for such have not returned, however.
  • Kalasaa [triton]: Chimerae of ancient proteans and fish. Of all the kindred, they are probably the oldest. Only the Leviathan knows their origins, however. They live throughout the sea. Old Empire records indicate that they build intricate cities on the sea floor. They do not interfere in surface affairs much, and the land-locked nature of the Federated Nations has so far impeded any potential for interaction.
  • Kaua [kenku]: Kel'tan chimerae of goblins and crows/ravens. Flightless on purpose, designed as spies and watchers. Most are still loyal to the empire and are hated by the common folk. They live in large flocks in the larger Kel'tan cities; outcasts in the Great Rift are rare and unwelcome, as memories of betrayal still linger. Some believe that their "curse" is an affectation rather than an actual external force.
  • Khol-ka [tortle]: A mad experiment of Kel'tan Emperor Paagal the Mad to create amphibious humans. Cast out into the Great Rift where small colonies still survive. They and the Zandolit do not get along. Slow to anger and honest to a fault, the Khol-ta are an integral part of several Great Rift societies for their cool heads and aversion to prevarication.
  • Gnomes: Fae or elemental-touched goblins. Rare in western Noefra for unknown reasons. Asked about them, the Windwalker tribes merely respond "the spirits come and the spirits go." Unlike most fae-touched, they reputedly bred true.
  • Jashil [firbolg]: Fae-touched taishyi. Only fragmentary records remain that mention these beings. Reportedly they were more in tune with nature and the kami than their fellow taishyi (who tend to be physically rather than spiritually oriented). Many were shamans and druidic practitioners. It is believed that the largest concentration of them is on Oelfra among the ruling giant-kin.
  • Mangkar [kobold] Chimerae of goblins and dragons. Only one small community exists in Srassa Saat in the Northern District of the Stone Throne. Created by a mad druid experimenter in Imperial Research Alpha. Still very wary of outsiders; only a few of the locals know they exist.