The various planes and the ways in which they interact with the world of the Material Plane are a subject of the arcane; a distant and mysterious world entirely composed of a dominant feature, such as the blinding purity of the plane of positive energy, or the endless depths of the plane of water. The presence of Planekin in the Material world dissuades that sense of distance and mystery for many - whether they were sired by a genie, involved in mysterious arcane accidents, or the offspring of some other powerful interplanar creature, Planekin are otherworldly creatures that bear their heritage much more prominently than an Elf's ears or a Dwarf's beard.
Planekin rarely know their parentage - a Planekin is just as likely to wind up on the doorstep of a young couple praying for a child as they are to be drawn out of the water in a fisherman's net, or found as the only survivor in the ashes of a spontaneous bonfire. In the cases where an otherworldly being takes the time to accept a Planekin as their own and shape the child in a fashion after themselves, that Planekin often finds themselves to be a subject of legendary tales and epic songs.
The Planekin are both familiar and uniquely alien in their appearance. Whilst they display an appearance of gender dimorphism that one may expect from the other races natural to the Material Plane, it comes across as a foreign creature simply emulating this natural difference, depending upon their self-perception. Whether this shaping of their own physicality is intentional or instinctual in some way, I cannot say for certain. Every Planekin I have dared ask about it seems to pay it no mind at all.
-Archwizard Sedridor, Professor of Extraplanar Studies at Eastcliff University
All Planekin are thoroughly defined by their heritage - those associated with the Plane of Air tend to be thin and spindly, with an otherworldly grace to their movement. Planekin born of the Plane of Earth are stocky and tough, like a mix between the physiology of a Dwarf and an Orc - often tougher than the ground they stand on. Planekin of Fire have piercing eyes and comforting warmth to their rich voices. Planekin of Water tend to be as calm and soothing as a babbling brook, or as ferocious and overbearing as an ocean's tidal wave. Although Planekin often have a dominant heritage, mixing and intertwining of Planekin heritage has become increasingly common, leading to unique subcultures.
A Planekin stands within a comparable height range to a Human, though this can vary greatly on both extremes, depending on the heritage of the Planekin. Planekin project the appearance of gender as found in most races, but this seems to be a distinct choice based upon their personality and preferences, rather than an assignment from birth as found in creatures native to the Material Plane.
Planekin, being foreign to the Material Plane in origin, tend to not fit into the societies commonly found on the Material Plane. Planekin themselves are a comparatively rare race, and all of them together, completely disregarding heritage, make up a small percentage of the overall populace. This is not to say that Planekin do not adapt and make names for themselves; on the contrary, Planekin are exemplars within their fields of specialty, and are often recognized for it within whatever society they have chosen to integrate with, but a society comprised solely of Planekin is a rare thing, and tends to not pass the size of a small village or community settled into a remote location.
On account of their obvious heritage, Planekin stereotypes are common, and ones that you have likely heard before: all Ifrit are hotheads, all Oreads are slow and boring, all Sylphs are flighty, aloof, and eccentric, and all Undine are isolationists and pacifists, who are pushed aside as easily as one wades through a creek. Although like any stereotype, there may be a grain of truth to it, the Planekin are largely products of their circumstances, and thus these stereotypes in some way become a self-fulfilling prophecy, as the Planekin finds themselves to be alone in the world with little to nobody who looks like them, and thus they are shaped into what the local dominant society sees them to be from birth.
This case, although often true, does not always occur for the Planekin. They get along well with ostracized races in many ways, such as Half-Elves, Tieflings, Warforged, Turtlefolk, and other societal “misfits.”
| Adulthood | Intuitive | Self-Taught | Trained | Middle-Aged | Old | Venerable | Maximum Age |
|---|---|---|---|---|---|---|---|
| 18 years | +2d6 years (20-30 years) | +3d6 years (21-36 years) | +4d6 years (22-42 years) | 60 years | 90 years | 130 years | 130+3d20 years |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| N/A | 4 ft. 7 in. | +2d10 in. (4 ft. 9 in. - 6 ft. 3 in.) | 100 lbs. | +2d10 * 5 lbs. (110-200 lbs.) |
At character creation, decide the heritage of your Planekin character by selecting two elements from the list below. If you select the same element twice, the Planekin is considered a “pure” version of that element, and can often manifest in unusual ways (for example, a pure Child of Air typically has a strong connection to lightning as well as wind). Be creative and choose the theme that you're going for!
| Heritage | Components |
|---|---|
| Mist | Air and Water |
| Dust | Air and Earth |
| Mud | Water and Earth |
| Smoke | Air and Fire |
| Steam | Water and Fire |
| Lava | Earth and Fire |
If you select the same Heritage twice, double the bonuses granted. For example, selecting Airkin twice would grant you the ability to walk on air for up to 30 feet of movement, and the ability to use Feather Fall twice per day.
In Common, these Planekin are typically referred to as Sylphs. They tend to have a frail build, looking similar to Elves with slender, tall bodies, pale skin, and an otherworldly elegance.
In Common, a Child of Earth Planekin is known as an Oread. Stoic and contemplative, Oread are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find Oread to be quiet, dependable, and protective of their friends.
Know as an Ifrit in Common, no Ifrit is satisfied with a sedentary life; like a wildfire, Ifrit must keep moving or burn away into nothingness. Ifrit not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and it's destructive, pitiless nature.
Known as Undine in Common, these Planekin are highly reclusive, and enjoy the company of the creatures of the sea, though small Undine settlements in a deep lake or river are not unheard of. They are seen as mystical and a sign of good fortune by land-dwelling races, though this interest only drives them further away from the settled places of the world. Undine tend to be pacifistic and contemplative.