RETCON NOTE: This is the first of two posts replacing "Elves of Prace and Xahaca." This post also replaces "Neshu of Raviq."
- Elves of Faerie and the Abyss, native to Prace, Xahaca, and Vasperon
- Gith of the Dreaming and Limbo, native to Desolation and Vaynon
- Neshu of Infinity and Eternity, native to Raviq and Sylane
- Spirit Folk of the Empyrean and the Inferno, native to Fuhon, Henjal, and Helyon
- Epävakainen Väki ("changing folk"), the Altruist eladrin (Tome of Foes); they consider themselves the Children of all the Archfey.
- Kalman Väki ("death folk"), the Nihilist shadar-kai (Tome of Foes); they consider themselves the Children of the Witch Queen.
- Metsän Väki ("forest folk"), the Vitalist wood elves; they consider themselves the Children of the Green Man.
- Salainen Väki ("secret/hidden folk"), the Idealist high elves; they consider themselves the Children of the All-Mother.
- Veden Väki ("water folk"), the Dynamist sea elves (Tome of Foes); they consider themselves the Children of the Shield Maiden.
- Vuoren Väki ("mountain folk"), the Materialist dark elves; they consider themselves the Children of the Horned One.
Astral Gith of Desolation
Each subrace uses the traits of its parent faction. Members of the altruist "New Gith" may use either Githyanki or Githzerai traits--as they are a rising faction drawing from the others.
- Githyanki of Limbo
- Dynamist Wasteland Githyanki who roam the scarred terrain of Desolation.
- Nihilist Githyanki Militants who rule the faction from Limbo and Vaynon.
- Vitalist Githyanki Pirates who raid not only in Limbo, but also along coastal Desolation.
- Githzerai of the Dreaming
- Idealist Githzerai Aesthetes who form the religious arm of the faction in the Dreaming and Vaynon, but can also be found wandering Desolation.
- Materialist Githzerai Preservers who are defenders of the weak and of the faith--both in the Dreaming and Desolation colonies.
- Altruist New Gith, who seek to build a culture in Desolation and a paradise on Vaynon free from the conflicts and ideals of their peers.
Endless Neshu of Raviq
NOTES: Use the traits for Vedalken in the Guildmaster's Guide to Ravinicaas the base traits for neshu, disregarding those abilities identified below as being specific to Khesbedj (or "blue") Neshu--and applying the traits for the specific sub-race desired.
The typical colors associated with the Temperaments are subverted among the neshu, with white and black reversed.
- Desher (Red) Neshu, red-skinned neshu, Vitalist explorers native to the deep desert north of the Nefret river.
- Ability Score Increase. Your Constitution score increases by 1.
- Desert Born. You are naturally adapted to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide and you ignore any drawbacks caused by desert environments such as difficult terrain or similar hazards.
- Hedj (White) Neshu, pearl or creamy white-skinned neshu, Nihilist scholars (priests and mages) living south of the Nefret river, near dogfolk territory.
- Ability Score Increase. Your Intelligence score increases by 1.
- Khesbedj (Blue) Neshu, bright or dark blue-skinned neshu, Idealist architects and traders living near the mouth of the Nefret river
- Ability Score Increase. Your Wisdom score increases by 1.
- Partially Amphibious. See the vedalken entry in Guildmaser's Guide to Ravnica.
- Khem (Black) Neshu, coal or midnight black-skinned neshu, Altruist nobility and diplomats living among the great cities along the Nefret river and seacoast.
- Ability Score Increase. Your Charisma increases by 1.
- Meresh (Orange) Neshu, copper and gold-skinned neshu, Materialist miners and laborers native to the coastal highlands north of the Nefret river.
- Ability Score Increase. Your Strength score increases by 1.
- Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
- Stonecunning. Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
- Wadj (Green) Neshu, blue-green-skinned neshu, Dynamist farmers and peasants native to the fertile floodplains of the Nefret river.
- Ability Score Increase. Your Dexterity score increases by 1.
- Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Ethereal Spirit Folk of Fuhon & Henjal
In earlier editions of D&D, spirit folk are considered an offshoot of the human race who are descended in part from the spirits of the land. In Monvesia, they are treated as the embodies spirits themselves, and not humans.
- Bamboo/Forest Spirit Folk, Vitalist
- Celestial Spirit Folk, Altruist
- Deathly Spirit Folk, Nihilist
- Mountain Spirit Folk, Materialist
- River/Lake Spirit Folk, Dynamist
- Sea Spirit Folk, Idealist
No traits are provided for this race at this time. Spirit folk are a classic race present in the game in several editions. A spirit folk race, with many of the sub-races listed above, may still be released for the current edition.
To make a spirit folk character, a player is encouraged to use the elf traits--keeping in mind that these characters will be culturally (and linguistically) distinct from the elves listed above.