Erdreja is a land of varying cultures, races and creatures. The Heartland region, the focus of the known world is situated in the Northern Hemisphere, and is well provided with a multitude of peoples who hold vastly differing values and ideals.

The races that can be found here and across the whole of Erdreja are varied. There are hundreds of different races have been placed in to several racial groups. These groups are explained in some detail over these pages with some guides to background and role playing of these.

As is noted in the Character generation section the following races are not available to starting characters: Beast, Plant, Mineral, Ancestral, Daemon or Elemental.

Category Racial Group Individual Races
Existential Humans Caledonian, Norscan, Teutonian.
Existential Beast Bear, Cow, Sheep, Wolf.
Existential Plant Shambling Mound, Oak Tree.
Existential Mineral Clockwork man, Gargoyle, Golem.
Elder Race Dwarf Dark Dwarf, Duegear.
Elder Race Elf Sea Elf, Sylvan, Wood Elf.
Elder Race Fey Fairy, Gelf, Seelie, True Fey.
Elder Race Olog Ogre, Troll, Trollkin.
Younger Race Beastkin Beastman, Bugbear, Catkin, Wolfkin.
Younger Race Drow Dark Elf, Drow, Norn.
Younger Race Halfling Hobbit, Kender, Satyr, Wee Folk.
Younger Race Uruck Blackorc, Goblin, Hobgoblin, Orc.
Planar Ancestral Archon, Avatar, Daeva, Spirit.
Planar Daemon Demonkin, Imps, Overlord.
Planar Elemental Djinn, Ifrit, Servitor, Zephyr.
Planar Umbral Half-construct, Half-Fiend, Voidkin.

Believed by some to be the closest kin of Humans. Beastkin are intelligent animaloid creatures who draw their ancestry from many of the wild animals of Erdreja. Commonly tribal in nature, and intensely close knit, these differing races are also incredibly diverse. All manner of types roam and live across the Heartlands. Yet a large proportion live in the harsh Northern Wastes, and the desolate land of Siberja. With slightly shorter life spans than Humans, Beastkin often choose their animal ancestor as an object of reverence. It is believed that most draw their origins from the harsher climes of Siberja. The land is a vast tundra, and remains home to only those who can survive in such inhospitable climes. It was not until the post cataclysmic years after the Empire, than many Beastkin made the journey into the more hospitable climes of the Heartlands. Some tribes established themselves firmly, and made new homes in the emerging Kingdoms. In the Heartlands some Beastkin band together in groups, but others live solitary lives. They have some perceived kinship with Werewolves and other Lycanthropes, the main obvious difference being that the Lycanthropes can pass as Human most of the time and Beastkin can not. Apart from their own tribe or group Beastkin in Erdreja tend to be untrusting, with the animal instinct to fight or run. They tend to be proud of their animal connections, although it marks them as different. They often emphasise it by dressing in furs or other animal markings. Some Beastkin exhibit a strong sensitivity towards ritual magic. This could be owing to the superstitious nature of their culture, or some innate natural talent. With the variety of racial types, it is difficult to predict the exact life span of Beastkin. However, on average the tend to live for fifty to seventy years. Playing a Beastkin The Beastkin of Erdreja are only resemblance of their chosen beast in looks and some behaviour they are not the same intellect as there form parodies or always as wild. Beastkin should be played as people with a kin ship for beasts as there name suggests. They can be kin to any beast you choose mammal, bird or fish. You do not gain any special abilities because of your choice. What you do gain is a good basis for your character and his or her appearance and actions. An accepted part of role playing a Beastkin is an appearance that in some way resembles your chosen creature. Whether through use of make-up, prosthetics or just costume. As far as background Beastkin like all races of Erdreja can be found anywhere but the system itself seems to lend itself to them being concentrated in the Northern and Easterly areas just beyond the borders of the lands of the Wolves and the Vipers. With a concentration of them being from the lands of Siberja.

The reason for the out-casting of the Dark Elves is no longer known. Yet the crime committed by them was considered so heinous that they were “cast from the light” during the time of the first city. Bitter hatred has existed between the two peoples, who have gradually grown different to one another. Yet rumours still abound of times in the race wars when Dark Elf and Elf fought together against man.

The term Dark Elf, is used to describe several different sub races of Elves, all of whom share in common the side their ancestors chose in the war of the Sundering. By far the largest contingents of Dark Elves in the Heartlands are the Drow. These dark skinned Elves live predominantly below ground in a network of vast caverns and tunnels, known as the Underdark. However there are others; Such as the Norns, and moradel.

Those known as Dark Elves have a distinctly different culture and attitude than their former brethren. Distinctly colder, less moral in human terms, and are often considered harsh.

The Drow of the Heartlands mostly follow a chaotic ancestor Lloth. She is their Spider Queen and consequentially they tend to be matriarchal and revere spiders. Although Lloth is chaotic by nature, Drow society tends to be extremely ordered. They are ordered into houses that follow a Matron Mother, these are then ruled over by the High Matron Mother who is the representation of Lloth on Erdreja. They consider all other species to be below that of Drow, but tend to be more polite to females. They are protective to their own house, but have no concept of love or affection. A female Drow will take a mate or patron, and when she tires of him she will kill or discard him. There is no need for her to be faithful, but he is considered her property. This is a reflection of the society as a whole, it is not so much ‘why should I kill you?’ but ‘why should I let you live?’. The traditional method of advancement is to assassinate those above you, culminating in House war, which can result in the total destruction of an entire House.

Other Dark Elves sub-races tend to live by different moral codes, though these are no less callous. The Norns are also Dark Elves, yet, they have strange pale white skin, in contrast to their Drow kin, and are not matriarchal. The Fallen Elves are different again. Tribal and tanned they are nomadic and solitary by nature.

One thing that all Dark Elves do share is a strong dislike for there Elven brethren. The issues of the Sundering that split the race are mostly forgotten, Yet the feelings remain, and the distinct differences of culture are a testimony that the two races belong apart.

Playing a Dark Elf

As stated Dark Elves are a varied race from the Norn to the Drow. When playing a Dark Elf the accepted norm is to wear prosthetic ears and make up with the majority of Dark Elves using a prosthetic wigs. Please note although most fantasy novels and material available for background of Dark Elves especially Drow state they are able to see in the dark and with inate abilities this does not cross over into the Lorien Trust System. You gain no additional benefits from playing a Dark Elf.

The average life span for a Dark Elf is four hundred to five hundred years of age. Although we would advise playing in the age range near your actual age up to around 100 years.

Much like the Elves, long ago the Dwarven race was divided by a quarrel between clans. The Dwarves have never been numerous in the Heartlands and were less involved in the Race Wars. In general Dwarves tend to be somewhat more introspective than any other race, keeping themselves to themselves. However, they are well known for their slow temper. Slow to anger and slow to forget.

The majority of Dwarves also live below ground.

They tend to make their homes in mountainous areas. It is said that they are more numerous in the southern lands of Erdreja. The Two-Blades clan was known to be numerous in Erin, until their virtual complete destruction by the Fomor, whilst there are also substantial old Dwarven settlements near Rockholme.

Dwarves are known to have incredible natural talents in mining, and the working of metals. The Dwarven love affair with the crafts of smithing have burned bright for many hundreds of years, and are renown throughout the Heartlands as is their ability to craft these materials and combine them with the magic of Erdreja to make yet more wondrous items.

Dark Dwarves, also known as Derro are not much liked by their brethren. However, they are not as distinctly different, as Dark Elves are from their kin, and are tolerated by the other Dwarven clans. Derro often live in the more subterranean regions of the Dwarven kingdoms, and are less inclined towards the common cultural past time of mining. The Derro however are pre-occupied with the acquisition of Gold and will mine extensively to find it. It is perhaps from this race of Dwarves that the Dwarven reputation for the loving of Gold stems.

Rarely will you see a Dwarf using a sword. Their most preferred weapons is the axe, the hammer and the staff. The reason behind this is an old Dwarven saying Look to the left of your tools . Dwarves are by nature peaceful, although they enjoy a brawl, if not more than most of the other races. However all their weapons are primarily used as tools. The axe is used to chop wood, the hammer to mine, the staff to prop shafts. Look to the left of your tools means that a if a Dwarf looks at his tool from another view it becomes a weapon. Do not think these are the only tools of the Dwarf nation for any who have gazed upon their wealth and that they create can tell that magic also plays a key role in all the Dwarves do.

Playing a Dwarf

Dwarf players are actually quite rare in the Lorien Trust system at this time with those that do exist seeming to favour the classic fantasy look of Dwarves, beards, stout build and heavy armour. Anyone wishing to play a Dwarf may want to consider this when planning costume.

Please note there is no bonuses for playing a Dwarf in the Lorien Trust system.

The average life span of a Dwarf tends to depend upon their clan. They are known to live somewhere between two hundred and fifty to four hundred years of age. Although we would advise players to use something near there own age or the first 100 years of age.

According to Legend, at a time back in the dawn of Erdrejas history, there was one city upon the planet. The Elves, the only chosen people of the creator lived in that city, and lived in peace. They knew they had not been born upon this place, but that they had journeyed to visit it because it was beautiful. For millennia, their people came to this city, and travelled far away to other worlds. Existing here for curiosity’s sake, and learning through joy about the secrets of their father.

However, something happened to break the unity of the Elves. A quarrel began, which no one knows the source of, around the same time as the Elves began to learn magic. For the first time, herein the Elves knew sorrow, as they found to their mistake that they were ageing, and that some amongst their number would die.

The result of this quarrel was war, and many were horrified to see violence shatter the peace of the city they had made. Yet others revelled in this violence, and worked with their new-found anger to wreak havoc upon their home, and destruction upon each other. In horror, the First City was destroyed, and the Elven Nation along with it. This tragic event was known as the Sundering.

After the loss of their home it took many years for the Elves to recover, yet it is a tribute to them that they did, gradually. Dispersed throughout the world, each family and each tribe swapped stories and told of their past, gradually they strove to re-create it, and some the Elven Kingdoms were born.

The Tales of the Kingdoms are lost to the past. Even their names are not known. In there work, the Elven people strove to reawaken the sentience of the nature they had known. In the lands before the Sundering, they had known a time when they were in harmony with the life around them, yet though they wrought mightily to attain it once more; this harmony was never to return.

In the name of life, the Elves worked miracles upon the land, re-invoking much of the powers of life. Yet, to their sorrow they could not re-awaken it all. In their work, they laboured with the magic they had found, and to their amazement, found other peoples and races.

One of which was man.

Some say that man was the undoing of the Elves, others say they brought it upon themselves. Yet no one can dispute the terrible suffering each brought to the other. The Elves saw man as a race that could strive to achieve what they had failed, and so sought to teach him of their ways. Man saw the Elves as pretentious dictators, who assumed they knew better.

The final result was war.

Once again the magic proved a factor in the argument between the two races. The humans demanded the secrets of the Elves, who in turn refused to teach them. The result was the destruction of the fragile kingdoms that the Elven people had founded, and the tragic loss of the path they had sought to follow in preserving the life of the land.

What came after was the Human Empire, which was to last five hundred years

In the early years of the Empire, the prejudice of the wars made life difficult for the few Elves who remained within the lands. Rumours abounded of those who had escaped or had preserved something of the idyllic lands they had once called their own. Yet gradually such tales were lost, and the details of the past became a dim memory as the struggle to survive became of more import. For the shorter lived humans this loss of the past was all the more apparent, and gradually the remaining Elves found themselves more able to walk freely without fear of persecution.

Then came the cataclysm; The epitome of misuse of magics by humans. The Empire destroyed itself. In its place came centuries of dark years where people fought to survive. Yet when a semblance of order was restored, the Elves found themselves walking side by side with those who they had counted as foes in the past. Amongst many of the races, there was a wish for a new day, and a will to strive for something better without prejudice. This was a goal to which many of the Elves abroad in Erdreja today came to agree with.

The Gathering Treaty and the years of the Factions ruling the land have seen the shattered remnants of many cultures of Elves gradually emerge from the secreted places and hidden paths. The fragile peace is not constant, but all have learned to see that nothing ever is. A fact, which those who support it have grown, accustomed to.

Playing an Elf

Elves in Erdreja come in all varieties such as the classic wood Elves who live in the trees of great forests and High Elf who roam the land and once held the great towers of the Elven Kingdoms. To the renowned Squeeky Elves who speak in a high pitch squeal.

The Elves of Erdreja also have many names Lios Alfar-High Elves as such, and the Sylvan Elves who exist in a family bases. When choosing to play an Elf the type of Elf you play is what should be your guide the people of Erdreja tend to follow the classic fantasy bases of Elves so any good fantasy novel or game will give you all the ideas you need. Although bare in mind you do not get any bonuses or abilities that are associated with Elves in these novels.

Within Erdreja itself the Elves are mainly in the northern areas that which is now the Heartlands and further north. The areas they reportedly fled into after the wars.

Elves tend to have a life span of six hundred years. Some have been known to live to eight hundred, yet it is very rare indeed. We would advise that a players elf character should be around 50-100 years old in the society of the long lived elves. Older than this is fine but will not gain you any additional information or bonuses.

They claim to be the oldest of the Heartland races. Yet in truth, no one knows the validity of this claim. Fey are a mystery in themselves and a source of complete bafflement to the majority of humans. The morals and values of Fey are utterly different to those of the younger races and only the Elves can claim at least a limited understanding of their ideas and culture.

In fact, despite often seeming flighty, the Fey are actually a deeply spiritual people. What is known is that long ago, the Fey lost the ability to procreate and to replenish their race.

In the majority, Fey belief divides into two schools of thought, called Courts amongst their kind. These are known as Seelie and Unseelie. The Seelie Court is the closest approximation to the more acceptable values of humans. The Unseelie are more difficult to comprehend and tend to have a more alien moral code, if any moral code at all.

The Fey claim to be descended from a race known as the Shining Ones in the mortal tongue. Yet these creatures are only spoken of in whispers by the Fey themselves and are almost as much a legend to the Heartlands, as that of the Dragon.

Amongst all races, Fey are unique in their vulnerability to the touch of cold forged iron. The origin of this weakness is not known for certain outside of the inner circles of the courts, yet it involves a time long before the Race Wars. It is claimed by some that the creatures known as Fomor are in some way corrupt kin of the Fey, and that their argument also stems from this event, long ago in the history of the world.

Some amongst the Fey are known to reside in the Heartlands. Yet the majority make their home in the mystical realm of Arcadia. This land is a magical realm, linked to the world of Erdreja by ancient lines of magic, which are claimed to be older than the Fey themselves.

The Gelf, are a strange sub-race of Fey. These creatures tend to be the most similar to humans in demeanour and appearance. Whilst it is known that they are still Fey, the subtle differences between them can be noted in that Gelf will often defer to Fey.

To the Fey, age is irrelevant, only memories are important. Owing to their transitory nature, these creatures often forget the long pasts and lives that they might have had and even are known to lose track of the kinships of their people. In contrast, the creatures will often find the most precious of matters trivial, whilst the trivial may become disturbingly serious. This seemingly chaotic demeanour is actually often the opposite when one learns to understand it.

In truth, to understand a Fey one must be one.

Playing a Fey

Fey players in the Lorien Trust system have over the year set a strange style and look to the race a background that states feys shape is not set although this gives you no additional benefits as lead to most Fey players leaning towards bright and colourful costume and make-up that stands out to show they are fey. Pointed ears seem to be a common theme as fey are really based upon the Fairy Folk. With this, anyone considering playing Fey should enjoy themselves as much as possible in the selection of costume and props generally, the brighter the better.

Fey races age is a strange phenomenon, Fey do age and do die of old age with them living to be around 800 to 1000 years old. Most Fey due to the way they are role played will tell you there age is much greater than it actually is. This is due to their age being measured in memories more than years. This does not give any additional bonuses to you as a player it is just an additional tool to use in your role play.

No one quite knows where the Races of the Wee Folk seemed to emerge. A product of the earliest interbreeding between the Elder Races, or a magical people that came to Erdreja in later times. Whichever is the truth, the Wee Folk are known as a younger race, but with close ties to both the Fey and Elven peoples. What generally separates them though, is their complete fascination with the culture of humans.

With a slightly longer life-span than humans in general, but are far less numerous, the most known of these races are the Kender, who are the most interactive with humans. Kender have a reputation for a childlike attitude, and a kleptomanic nature. In many of the Heartland cities, these creatures often suffer from prejudicial local laws that prevent them from entering, or gaining suitable employment. Due to prejudice, but also due to their inquisitive nature, Kender move about a lot and are quite nomadic.

Hobbits tend to live in burrows, but despite how this sounds they can be grand and impressive on the inside. Hobbits are much more refined and dignified than Kenders, they give a lot of importance to family and tradition.

Hobbits tend to live in one place all their lives, possibly moving to the next burrow if the family is large, but often living in the ancestral family home. They often look down on Kenders as flighty and unreliable. They have traditional values of hard work and respectability.

Halfings are perhaps the most common of all of the Wee folk. They are occasionally mistaken for Elves, owing to their angular appearance, yet they tend to be shorter, and slightly more heavyset. Halfling communities are not common in the Heartlands, though it is believed that they were before the days of the Empire.

Playing a Wee Folk

Those wishing to play a Wee Folk should do so they can be some of the most fun characters to play and the most victimised – just ask any Kender!. There is no real guide to playing Wee Folk except those in popular fiction to help guide you in choices of costume and any make up or prosthetics although most Wee Folk do have pointed ears.

Wee Folk tend to have a life span only slightly longer than that of humans. Some are known to live to around one hundred and twenty years of age. as such it is sensible to base your character age near your actual age.

By all accounts, little remains of the knowledge of the founding of our race. According to the testimonies of others, we are one of the Younger Races, amongst those we call Halflings and Beastkin. Yet, of the times before the Empire, little history remains. What is known is that the early civilisations of man were diverse and varied. Despite being a primitive culture in many places, from fragile beginnings, a thriving race developed all across the known world. However all of this was to change when the fate of man became entangled with that of the Elder races. Gradually the Elves and the Fey discovered the early communities of man. Some of them came as teachers, others as conquerors, yet gradually they would assimilate all of these fledgling civilisations. The intentions of many of the Elder Race were good ones. Yet in the end, all of their ideals brought about nothing but pain and suffering. The communities of man were broken up, and it is said that many humans became slaves to the nations of the Elder. Others became subjects in their courts. Yet this served to unite many of the differing cultures of man. Gradually our forefathers learned from our oppressors, mastering the tools they gave us, and the tasks they asked us to perform. Their resentment and hatred of being treated as drudges and as second class citizens smouldered until it would erupt in flames that scorched the earth. Thousands on both sides were to die in the Race Wars that followed. After the wars were over, the coming of the Empire brought about a restitution and unification of much of human culture. Yet it was also the breeding ground for many of their mistakes. Under the rule of Tebron and his descendants, humans became a uniting force amongst the lands, bringing many differing cultures together. However, for every civilisation they embraced, there were at least as many that were destroyed. It should also be remembered that the Empire was not the entire sum of humanity at the time. Many other nations existed, and some fought inclusion as fiercely as the Elder races had done. In the end, the Empire brought about its own downfall, in the much-talked about form of the cataclysm. No-one quite knows what happened, only that the cause involved a Great Ritual performed by many mages in the centre of the Imperial capital of Malkarn. Something went wrong, and brought about the destruction of an entire continent, ruining the Empire, and maiming the land itself. In the times since the Empire, Humans have still held a marginal dominance in the new Heartland kingdoms. Yet the balance amongst the races is much more diverse. Gone are the days when the Emperors name would be revered from the shores of Lyonesse, to the borders of the Great forest in Teutonia. Humans of the Heartlands tend to have a lifespan of eighty to a hundred years. Playing A human character Humans are the most common race on Erdreja at this time they are also the most diverse each faction has its own flavour and background of which you should use as your guide when deciding on how to play your human character. This information can be used also as a guide to costume and appropriate props for your character. From the celtic nation of the Bears and the obvious kilt to the more gothic looking Teutonians of the Vipers faction. The information in the faction section will give you help with background such as where you are from. Apart from what you’ll find in the factions section and the information above another thing to consider when choosing a human character or any race is your age. Humans as you probably know come in all ages, and Erdreja follows the age principles of our real world humans over 80 years old are rare and any older than 100 are generally under the influence of magic on Erdreja. We would suggest you play your own age or something within 5 years of that its generally easier.

Fierce-some creatures, whose ancestry is lost to the most ancient of days, it is known that the differing races of Ologs occasionally retain the strangest of powers from the days of the Race Wars. Corrupted beyond all measure of their beginnings, no one can know what these creatures were in the beginning. Yet whatever form that might have once walked the earth in, they would have been terrible to behold.

Some legends tell of a fabled city that once held the most beautiful of all the races, and that those who dwelt there lived for aeons in peace and harmony. Yet, eventually these creatures became so captivated by their own appearances, that they corrupted themselves. Tales such as these have been attributed to the origins of other elder races, such as the Fey or the Elves. Yet they could so easily have applied to Ologs.

The most common of Olog races are Trolls and Ogres. These creatures are incredibly dangerous, and tend to be of varying intelligence. In general, Ogres are the most knowledgeable of their kind, and are some are even known to practice magic. Trolls tend to be the simpler species. However, they are blessed with powers of regeneration, which are legendary to behold.

Much like the Uruck races, Ologs tend to be clannish in structure. Yet they are more solitary by nature, and prefer their own company. Ologs tend to mate for life, and live long lives, often longer than Elves. Yet, their breeds are so varied, that no precise life span can be applied to them. Ogres tend to take a great deal of pride in their breeding, and they are known to defer to the eldest whenever meeting in a group.

Ogres and Trolls are known to live all over the known world of Erdreja. Sand Trolls have been encountered in the depths of the southern desert, whilst highly intelligent Ogres live in the further east in the kingdoms of Cathay and Nippon.

The best known Ogres in the Heartlands are the entrepreneur brothers Orcus and Spittle. Masters of the Heartland Games, these two have lived for many centuries, having lost their way when attempting to return to the Heartlands back in 498.

Playing an Olog

Ologs as stated are the larger creatures of the fantasy world. Ogres and trolls are the main stay of this race. Anyone wanting to play an Olog can do so. Although you do not get any bonuses or abilities for this choice it is just a good chance to expand a character and try your hand at a major costume project. The accepted norm for Olog costumes is full body kits and masks including padding to increase your overall size you don’t need to go this far if you do not want to but the Lorien Trust System has lots of established Olog players who have done so for there characters.

Please note choosing an Olog character does not gain you any abilities or bonuses and Trolls do not get regenerate as player characters automaticly.

Ologs life span is similar if not greater than Elves at times spaning some 600-800 years if allowed to prosper. We would advise anyone playing an Olog to use an age similar to there own or in the first 100 years. Making you teens of the Olog world.

Long ago it is said that Orcs, Goblins and others of the green skinned races were kin to the highest of the Elves. It is said, that over time, these creatures corrupted themselves in their greed and gluttony, and journeyed forth into the wildernesses of the world. When they returned, their brethren found them hideous to look upon, and rejected them from their homes, out-casting them to live in the wilderness forever.

The truth of the histories of the Uruck Races is not known. Clannish, tribal, and adverse to methods of record keeping, these creatures have lived as they chose for countless centuries. It is known that many large tribes played significant parts in the Race Wars, and that the predominance of their numbers took the side of the Humans. Although, many would claim they took their own side.

It is known that many of the Uruck clans have intense hatreds of Dwarves and Elves. These are believed to have stemmed from territorial issues of the past, some of which may have attributed to their involvement in the Race Wars.

In the days of the Empire, the Uruck races were granted the same opportunities of citizenship as anyone else, should they choose to accept them. Indeed, many did, and went on to take up valuable roles in the structures of Tebrons kingdoms. Yet just as many remained outside of the Imperial fold, and took to roaming the vast wildernesses of Teutonia, taking every opportunity they could to harass Tebronian Legionaries.

In the dark years, the Uruck nations earned themselves a dangerous reputation, as many clans seized upon the opportunities left by the power vacuum caused by the cataclysm. Many defenceless towns and villages fell to merciless Orcs and Goblin tribes.

In modern times, many of the Heartland tribes have become loyal to the Teutonian Monarchy. Yet, elsewhere within the world, others still remain independent and fiercely resist to anyone who might seek to change them.

Playing an Uruck

Urucks are by character and the development of the Lorien Trust System Orcs and Orc type races such as Goblins and Gnolls.

Anyone wanting to play any of these as characters or similar fantasy races should choose Uruck as their race. We don’t set any kind of guide as to what these should appear as although the accepted norm for these races is a rough costume look generally including furs and make up and prosthetics such as extended lower jaws for Orcs and pointy ears, noses for Goblinoids. The accepted norm is a green colour for the Orc and Goblin based races and browns for the Kobold and Gnoll style races in this category.

The general life span of Urucks ranges from fifty to seventy years of age we would advise players to use an age similar to their own for playing Uruck characters.

The Umbral races are made up of myriad other races that are not entirely pure or native to Erdreja. Examples of Umbral races are Half Fiends, Half Constructs, Voidkin or any race that is derived from an Ancestral, Demonic or Elemental race.

There is little common knowledge about the Umbral races as they are rare and not always friendly.