Races of Porphyra

Power Level: The Lands of Porphyra are fraught with terrible danger and menace. Likewise those adventuring races seen tend to be made of sturdier stuff. All playable races are built from 10-12 race points. This cause some races seen within this tome to be hardier than their more generic form.

Landed/Native: A race that was a native inhabitant before The Calling is referred to as a native race. Any race brought to the Lands of Porphyra by the New Gods or discovered in the years after the NewGod Wars is considered landed. The designation of landed or native have no mechanical effect but may dictate how some races treat each other. New races are regularly discovered on Porphyra since The Calling.

The races below are listed in alphabetical order.


Aasimars (Landed): Before The Calling, access to divine beings and the Realms Beyond was extremely limited. Only a few powerful mages or the conjurers of Erkusaa could breach the planar barriers and make contact with those from outside of Porphyra. When the planar barriers were breached during The Calling, and the Gods of Porphyra gained access to the Patchwork World, so did their celestial minions. Throughout the NewGod Wars, mortals and celestials fought to overthrow the Elemental Lords. The first aasimar children of their combined forces were born in the first years of the war.


Anpur (Native): The civilized race of gnolls known as the anpur are native to the Deserts of Siwath. The City of Tombs is where their dead are honored and their ancestors are remembered.


Anumus (Native): The Empire of Al’mahk created the anumus by feeding the supernatural anumi fruit to lesser animals in the vain attempt to become god-like race creators. When the empire fell, the various anumus tribes were scattered throughout the Clandoms. Most anumus tend to exist in small tribes of similar animal heritage. Some have left the Clandoms as well including many who emigrate to the Landed Territory called the Gardens of Meynon.


Avoodim (Landed): In the NewGods War many aspiring souls tested to become archons in the great campaign against the Elemental Lords, but few were worthy. Those souls unworthy to join the ranks of the heavenly Archons, instead were returned to the mortal realm in powerful bodies. These Lost Ones or avoodim fought to regain their honor during the NewGod Wars and now struggle to find a place in the mortal world with their failure weighing heavy on their soul.


Boggard (Native): Boggards, or frogfolk, live throughout the wetlands of the world. In the time before The Calling, most boggards were worshippers of the Elemental Lords as the boggards were given many gifts for their service to the Naga Empress. Following the NewGods War, boggards have lost much of their power in the Fenian Triarchy which them blame on their grippli cousins.


Catfolk (Native/Landed): While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. During NewGods War, the catfolk of the Great Green remained neutral, much to the chagrin of their elven neighbours, and worked to find a peaceful solution to the conflict that ravaged the surface of the Patchwork Planet.


Changelings (Native)Revised: A changeling is a humanoid that was raised to believe they were a member of a certain race, only to find out they had been born something else entirely. As infants, these beings are abducted, adopted, abandoned, sold, and/or traded, and then changed by magic to resemble a member of a different people. The circumstances of a changeling’s existential reassignment are often a complex mystery. This change is not perfect, however, and many changelings grow up wondering why they feel different. This feeling can grow into unforgiving resentment or overwhelming curiosity, depending on the individual. Changelings can be the offspring of any creature vaguely humanoid in shape and are raised by and among a different race of humanoids. As an adaptive feature of the magic that changed them, changelings typically resemble the race of their adoptive parents, even if their racial traits are not the same. As this transformation is always imperfect, curious defects are often inevitable. These defects include, but are not limited to: odd skin pigmentation, unusual ear shape, unearthly or mismatched eye color, intense beauty, and odd hands/fingers.


Dhampir (Native): The vampiric spawn known as dhampir live in greatest numbers within the Empire of the Dead. Within this accursed land the half-living humanoids can actually have some semblance of a normal life. Outside of those borders, however they face many of the same prejudices as dhampir commonly face on other worlds except in the dream-like realm of Hesteria.


Dhosari (Native): The strange double-bodied dhosari are one of the first races to walk or crawl the surface of Porphyra. At a minimum, they are the first race that was enslaved by the erkunae.
In the time before the NewGod Wars, dhosari were found exclusively within the company of their erkunae masters but since the war many dhosari have seized their freedom and emigrated from the Mist-Shrouded Isle to the New Lands of Azag-Itheil for a new start.


Dragonblood (Native): In the Clandoms of the Fourlands, dragonblood cavaliers from the Order of Blood help defend the region from sea drake attacks and provide sound judgement to the civilian races of the Clandoms. Though they possess no official power to render such decisions, they are considered wise and fair by many in the Clandoms.


Goblins (Native): Within the former domain of Enoria that is now called the Bulwark of the Halfling Nations, goblins live mostly in the ruins of Falden Town along with the kobolds that helped liberate them. Though goblins, gnomes, and halflings in the region all suffered from the same slavery and subsequent rebellion against the Elemental Lords, ancient emnity between goblins and
gnomes has made their collaboration very short lived.

Goblin, Blues (Landed): Blues are psionic goblins also from the Clockwork Lands based in Pyoness. Longterm rivals, but not enemies of the boggles, blue cryptics are often involved in industrial espionage and sabotage campaigns against Crucible Industries.

Goblin, Boggles (Landed): Boggles are a landed race of tinker goblins at home within the Landed Territory known as the Clockwork Lands. Based mainly in Crucible, Boggles were instrumental in the development of the Mark I Multi-Purpose Golem (M1MG) by Crucible Industries.