Last Update: 07/23/2021

Within Astrium, due to the strange nature of the mists, all creatures have double life spans.

The default of each race is D&D 5E based unless otherwise indicated below. We do however allow homebrew versions from other lands. If your character is a homebrew race that is not listed, then they are not native to Astrium.

Half-Races should pick the category of the race they most resemble in abilities and appearance. The more hybrid your character, the more diluted their abilities and generic appearing they become. It must make sense and not combine too many races.

All creatures who shift such as weres, dragons, changeling, and puca should see the Shifter rules.


Sirens, Mermaids, Mermen, Tritons, Sharkmer, Octomer.

Fish are still considered beasts. Sea dragons are considered draconic.


Mind Flayers, Beholders, Drider


Any non-magical, mortal world beast. Dinosaurs (known as thunder lizards in Astrium), cats, horses, giant fire beetles, dire bears, hippogriff, etc. No modern animals such as greyhounds, poodles.

Magical Beasts

Unicorns, Manticore, Sphinx, Harpy, Slimes, Centaur, Gorgon, Yuan-Ti, Naga, Displacer, Kopru

Beastfolk / Beastkin

Bipedal animal races. Minotaur, Centaur​, Khajiit

They are considered adults at 25 human years, or the racial equivalent. For example, a fox-kin will be an adult at one year old. 

Beastfolk do not change appearance or shift. They are any anthropomorphic animal that does not have magic. Magical beast or beastfolk falls under Magical Beasts.


Angels, Pegasi, Ki-rins, Kitsune, Eladrin

Angels are technically ageless.

Pegasi are adults at 4 human years.

Kitsune are adults at 18 human years of age.


Golems, Homunculus


Changelings are mortals who were swapped with fae as children.

This applies to changelings raised by humans or kidnapped by the fae. For more information on Changelings and the Fae Wylds, please see ‘Fae Wylds’ under ‘Locations’ and scroll to ‘Fae’ under ‘Races’.

See Shifter rules.

Over time they were warped by the magic, eventually becoming an entirely different race. Changelings are mocked and abused by the fae. 

Changelings are not bound by the same rules the fae are. They are shapeshifters and may change into any organic creature, within the same mass range. They are still oath-bound when making an oath to a fae. They may lie and touch iron and may fall ill to mortal illnesses.  

There is always a hint that it’s the same creature between forms. Whether it’s a fur/hair colour, a scar, or eyes is up to the player. They are immortal, staying at the age the fae wished them to be, so long as they eventually return to the fae wilds. It may take decades spent in the mortal realms to begin their aging once more.


Dragons, Kobold, Half-Dragons, Dragonborn, Wyvern

All dragons for consistency sake are considered an adult at 100 human years.

See Shifter rules.

Full forms must remain low lag and low complexity only. If you are uncertain, please contact the staff. The rule of thumb is to try to keep avatar complexity below 200,000.

In our lore, the dragon gods have gone to war and as such, dragons are weakened while their gods battle. 

Dragons are an extremely rare and secluded race. They tend to keep to their own and use bipedal forms to disguise themselves in cities.

There is a settlement of mist dragons not too far from the kingdom of Cailean. A treaty between them allows mist dragons to enter the kingdom without being attacked or otherwise even in partial forms. All other dragons, especially chromatic, may face scrutiny, arrest, or may even be attacked.

Approved – Low Lag /Complexity –

  • {NB} Chibi Noodle – Considered Youth – 13,000
  • {NB} Chibi Western – Considered Youth –
  • ::Static:: River Dragon – 13,000
  • RB Adult Wyvern Avatar v1.5 – 110,000
  • European dragon[BOX] – i monster – 115,000 ((All base parts = 199,000)
  • Jomo QuadDragon – 25,000
  • Dragons Arise Lizard Dragon Avatar – 40,000
  • Super Noodle – 50,000

Must Check –

  • DC Feral


Salamanders, Pheonix​, Gargoyle, Genie, Voidling


Elves, Drow, Shadar Kai 

Elves are young adults at 18 human years. Culturally they are fully adults at 100.

Although you do not strictly have to follow these, the following is a brief description of what a typical elf from Astrium would look like. Other elf types are welcome. In Astrium, the prominent elves are D&D-style moon elves.


  • There was no hair on the rest of their body or facial hair.
  • Average male height: 5″9 / Average female height: 5″4
  • Elves matured at roughly the same rate as humans then slowed at about twenty years.
  • Culturally they were not usually considered past adolescence until they reached a hundred years of age.


Listed under ‘Elves’.

Although you do not strictly have to follow this, the following is a brief description of what a typical drow from Miycester would look like.


  • Drow had a tendency to be relatively shorter with grey or dark skin.
  • It’s extremely rare for there to be an albino drow.
  • Drow hair was commonly black, grey, or silvery white.
  • There was no hair on the rest of their body or facial hair. Sideburns were possible.
  • Their eyes were mainly red, although it was possible for other colours such as purple, white, and black. Although other more human colours were possible, it was usually a sign of a half breed, and they were treated poorly. 
  • Average male height: 4″7 / Average female height: 5″5
  • Drow matured at roughly the same rate as humans then slowed at about twenty years.
  • Culturally they were not usually considered past adolescence until they reached a hundred years of age.


Hags, Pixies, Puca, Sprite, Dryad, Redcap, Faun, Satyr, Treant, Siren, Kelpie, Sidhe, Nixie, Nymph ((Fae list is endless.))

See Shifter rules.

The fae of Astrium follow the Seasonal Courts though there are the Countless. Fae are defined by Unseelie and Seelie. For more information about the fae and the wylds, please see ‘Fae Wylds’ under ‘Locations’, and scroll to ‘Changelings’ under ‘Races’.

  1. Fae are unable to speak direct falsehoods. Misleading claims and dancing around the truth are a common practice of the fae. Anyone who speaks in the fae tongue will also be bound by the same rules of falsehoods.
  2. Iron is toxic to the fae. Depending on the fae the effects may be as small as making them ill, to sapping their strength, to death. As iron has magical blocking properties, it is dangerous to the fae who are made of magic. As soon as the iron is turned to steel or something else, the magical properties are null. It is the name that gives iron its power.
  3. Fae are immortal. Once killed outside the Wylds, their body simply vanishes only to be recreated in the Wylds. From there they are trapped in the Wylds until their strength is returned. Please follow the death rules for this. Banishment counts as death as they live on another plane of existence.
  4. Fae cannot break oaths and an oath made to a fae is binding. If there is an attempt to break an oath, it feels much like an invisible wall. To force one’s way beyond this wall is extremely painful and may result in severe injury and even death. To say thank you, apologize or say please is the same as creating an oath.
  5. Fae blood is addicting to living creatures. Its potency and effect vary from fae to fae. Fae dust may be used as small boosts to magic and the effects also vary. 
  6. The food of the fae is dangerous. The effects vary but regardless of any found in the fae wylds will affect any creature who eats it, including another fae. Some effects may cause hallucinations, while others cause strong emotional reactions. 


Demons, Devils


Goliaths, Giants

Giants are considered adults at 18 human years of age.


Orcs, Goblins, Ogres, Trolls

Greenskins are adults at 18 human years of age.


Duergar, Dragonborn, Human, Dwarves, Halfling, Gnome, Mer-Folk ((No Hobbits.))

Humans are adults at 18 human years of age.

Dwarves are adults at 40 years of age.


Listed under ‘Humanoids’.

Dwarves are a unique race. Inherently non-magical, they embraced the concept of hard work and science. Without them, there would be no such machinations such as mechanical bodies, or even elevators. These machines were made roughly and mostly ran on steam. Many speculate that the dwarves embraced their creations to keep up with the more magical races such as elves. 

As a result, they paved the way for other non-magical races such as humans to make use of steam-powered machines and weapons. Other races already magical have researched how to use magic in conjunction with these machines, though it is not as widespread yet. That being said, the kingdom of Cailean has started to use this technology in their day to day lives.


Aasimar, Tiefling, Genasi

Shifters / Weres

Please select the race that your shifter or were originates. Only humanoids, orcs, and elves may become garou, lycans, or werewolves.

  1. Dragons and Were-creatures shift in different manners generally. When a dragon goes from drake-kin to full and back, they regain their clothing and possessions due to their type of shifting. Were-creatures rip their clothes and lose any belongings. They generally do not shift into a feral shape or into their beast form without good reason or where they may safely leave their things (many tend to wear rags, simple furs, and so on for this reason). Some creatures such as puca shift in the same manner as dragons.
  2. In our lore, weres do not need a full moon to shift. They may feel more animalistic on the night of the full moon, however, but they may shift whenever.
  3. You may be attacked while you shift but cannot defend or attack. Being attacked does not interrupt or stop your shifting but a successful hit will result in lost HP. The act of shifting is either painful or takes a lot of focus, therefore, you cannot comprehend doing anything else but getting from one shape to the next while shapeshifting.
  4. If you took damage before you shifted or during your shift, you do not recover HP. If your first form lost 2 HP then your second form has lost 2 HP.
  5. Shifting rules do not apply to glamour or illusions since these are fake and the creature operating the illusion stays the same.
  6. Shifting does not increase or decrease your HP.
  7. Weres may be shifters of any one specific RL animal. Wolves, lions, bears, horses, bulls, you name it. However, weres CANNOT be a beastkin animal (such as a minotaur, centaur, or naga) though a were-bull may look like a minotaur in a half-shifted phase. Minotaurs, centaurs, nagas, and harpies are species of their own.
  8. Your mass remains the same regardless of shape. If you are a were-bear, you’re going to be heavy and probably bulky in humanoid form. If you are a three-pound rabbit puca, your mouse form will be large and heavy, but your humanoid form light.


These are NPCs only and not playable characters.

Shroud are creatures of fate. Spirits. You may only NPC these creatures with admin permission. Shrouds are known entities that call to people, enchanting them to follow whatever path they have laid out for them, good or ill. It is said you cannot run from your fate.

There are two types. An inky black kind with violet or ruby eyes. These creatures are more likely to pick someone to follow and protect and are known to be mischievous. The second type is a wispy, ghostly white with gold or violet eyes. Far nobler than their counterpart they rarely follow people and tend to keep to themselves. To be chosen by a Shroud is a huge honour. All Shroud may trill, growl or purr, but make no other noise. You cannot even hear them walk! The spirits shapeshift but you’ll never see them in any form resembling an elf, orc, dwarf, etc.


Lich, Zombies, Vampires, Dhampir, Baelnorn, etc

  1. Baelnorn and other ‘good-aligned’ races are not an exception to the weaknesses. 
  2. Born vampires and blended races, such as half-elf-half-vampire, simply do not exist. You’re undead, or not. However, your character may be an elf or orc for example who was turned into a vampire.
  3. As an undead you cannot reproduce, cannot bleed, and you have no bodily functions.
  4. Dhampyr exists through a curse, not through reproduction.
  5. All undead are weak to holy and light magic and healing magic.
  6. Vampires follow basic D&D 5E rules except that they are not able to reproduce. 
  7. Creatures that regenerate after being offed must have some side effects from returning. If they are permanently killed such as through a phylactery being destroyed, they must follow the death rules.
  8. Banishment counts as a death.