Races & Cultures
In Scadrial, “races” aren’t divided by biology… but by how power has deformed them. Some were born human. Others stopped being human by design, punishment, or divine experiment.
👑 1. Nobles (Allomantic Humans)
Role: Dominant class
Territory: Luthadel, regional fortresses, agricultural domains
Relationship to others: Absolute masters
Direct descendants of the Lord Ruler’s original allies.
They hold nearly all hereditary Allomancy.
Culture:
• Constant political intrigue
• Power-based marriages
• Discreet assassinations
• Dance and etiquette as social weapons
Relationship with the skaa:
• They consider them property
• Sexual violence is normalized
• Mixed blood is punished by death
⛓️ 2. Skaa (Enslaved Humans)
Role: Labor force, political livestock
Territory: Plantations, factories, slums
Relationship to others: Oppressed by everyone
They are human… but the Empire treats them as productive beasts.
Culture:
• Survival
• Clandestine oral tradition
• Institutionalized fear
• Hope as a crime
Some are born with Allomantic powers.
That makes them an immediate target for the Ministry.
🏔️ 3. Terris People (Feruchemists)
Role: Controlled genetic resource
Territory: Terris Dominance (northern mountains)
Relationship with the Empire: “Protected” prisoners
They possess Feruchemy: the ability to store attributes in metals.
Culture:
• Spiritual
• Quiet
• Keeper-driven tradition
• Pacifism imposed by fear
The Empire:
• Sterilizes most of them
• Selects breeders
• Exterminates dissenters
They are not citizens.
They are biological property.
🩸 4. Koloss
Role: Living weapons
Territory: Imperial frontiers, war zones
Relationship with humans: Pure terror
Blue-skinned giants created through Hemalurgy.
Manufactured out of human bodies.
Culture:
They have none—only obedience and destruction.
🪞 5. Kandra
Role: Spies, impersonators, secret agents
Territory: Hidden, mobile, infiltrated everywhere
Relationship with humans: Unknown… and false
Immortal shapeshifters created by the ancient god.
They can perfectly mimic any dead human.
Culture:
• Governed by Contracts
• Secret society
• Ancestral taboos
• Mandatory loyalty to a higher power
You never know if you’re actually speaking to one.
🧠 6. Steel Inquisitors (Corrupted Humans)
Role: Secret police, judges, executioners
Territory: Wherever the Empire needs them
Relationship with everyone: Pure fear
Humans transformed through hemalurgic spikes driven into their eyes, heart, and spine.
Culture:
• Absolute fanaticism
• Devotion to the Lord Ruler
• Contempt for weakness
• Ritualized violence
They aren’t an official race—
but they are no longer truly human.
👑 1. Nobles (Allomantic Humans) — Visual Description
Elegant, sharp, dangerous without ever raising their voice.
General appearance:
• Pale skin from a life spent indoors in luxury
• Intense, calculating eyes that rarely soften
• Perfectly styled hair, aristocratic cuts
• Angular features, expressions shaped by entitlement
Clothing:
• Long coats in dark fabrics with subtle metallic embroidery
• Fine jewelry worn strategically to signal alliances
• Immaculate gloves; hands without calluses
• Sober color palette: black, silver, deep blue
Presence:
• Upright posture, precise movements
• A quiet confidence that borders on menace
⛓️ 2. Skaa (Enslaved Humans) — Visual Description
Worn down, resilient, shaped by survival and suffering.
General appearance:
• Sunken eyes from exhaustion and malnutrition
• Lean or underfed bodies, muscles from labor not training
• Rough hands, cracked skin, dirt embedded in creases
• Hair cut short or tied simply, often messy
Clothing:
• Coarse fabrics in browns and greys
• Patchwork repairs, frayed edges
• Bare feet or damaged boots
• Leather straps or work aprons from plantation or factory labor
Presence:
• Tense shoulders, guarded expressions
• Movements small, instinctively quiet
• Hope flickering behind fear—dangerous, forbidden
🏔️ 3. Terris People (Feruchemists) — Visual Description
Calm, introspective, dignified despite oppression.
General appearance:
• Tall, slender bodies with soft, expressive features
• Warm brown or golden complexions
• Eyes that seem thoughtful, observant, ancient
• Hair often braided or wrapped, symbolizing tradition
Clothing:
• Layered robes in natural tones (wool, linen)
• Simple metal bands or rings for storing attributes
• Practical footwear suited for mountain terrain
Presence:
• Gentle movements, deliberate and peaceful
• A quiet sadness beneath controlled serenity
• Always watching, always remembering
🩸 4. Koloss — Visual Description
Grotesque giants built from stolen humanity.
General appearance:
• Blue-tinted, stretched skin that barely fits
• Muscles swollen to unnatural proportions
• Scars around hemalurgic spikes holding them together
• Black, shark-like eyes with no real emotion
Clothing:
• Ragged loincloths or oversized scraps
• Metal plates or chains hammered into their flesh
• Weapons: crude, massive swords or clubs
Presence:
• Heavy, thundering footsteps
• Jerky, unnatural movements
• Aura of raw violence, barely contained
🪞 5. Kandra — Visual Description
Fluid, unsettling shapeshifters hiding behind borrowed faces.
True form:
• Translucent, boneless bodies
• Gelatinous flesh constantly shifting
• Hollow sockets where eyes should be
• Movements that feel too smooth, too flexible
When imitating humans:
• Perfect facial mimicry
• Skin slightly “too” flawless or expressionless
• Eyes that linger a moment too long
• Subtle wrongness in posture or gestures
Clothing:
Depends on the identity they copy—always precise, always deliberate
Presence:
• Quiet, unreadable
• Polite but uncanny
• You feel watched even when they smile
🧠 6. Steel Inquisitors (Corrupted Humans) — Visual Description
Human in silhouette. Monster in every detail.
General appearance:
• Tall, gaunt, disturbingly still
• Steel spikes driven through their eye sockets
• Pale, corpse-like skin stretched tight
• Veins darkened by hemalurgic corruption
Clothing:
• High-collared coats, metallic trims
• Robes of the Steel Ministry
• Occasional armor pieces engraved with religious sigils
Presence:
• Cold, mechanical precision
• Footsteps that sound heavier than their bodies should allow
• Terror arrives a second before they do
Planar Influences
🌑 1. The Cognitive Plane — The World of Thought Pressure
Nature:
A reflective echo of the material world shaped by emotion, memory, and belief.
Landscapes shift depending on mortal perception.
Influence on the Material Plane:
• Strong emotions can thin the barrier.
• Dying minds echo here before fading.
• Forgotten places become unstable “thought-wastes.”
• Intelligent creatures can leave imprints or “shadows.”
Adventure Hooks:
• A player’s memories begin leaking into reality.
• A city’s collective fear manifests a spectral storm.
• A rebel hero believed dead still speaks to followers in dreams.
🔥 2. The Spiritual Plane — The Realm of Identity and Power
Nature:
Not a place of gods, but a reservoir of pure essence, where every being has a spiritual “template.”
Influence on the Material Plane:
• Magic draws its rules from here.
• Souls anchor identity, durability, and destiny.
• Disturbances in this plane cause mutations, powers, or divine anomalies.
In Scadrial-like worlds:
Hemalurgy tears and rewrites spiritual templates.
Allomancy is a “permission stamp” coded in the soul.
Feruchemy imprints and erases data ethically stored in metal.
Adventure Hooks:
• A character’s spiritual identity is fractured.
• Someone steals pieces of your “soul-code.”
• A ritual weakens the spiritual barrier around a region, causing magical storms.
🌫️ 3. The Realm of the Mists — The Sentient Atmospheric Plane
This is the one that feels the most “Scadrial,” but is completely system-neutral.
Nature:
A liminal plane that overlaps the world at night.
Not a weather pattern — a semi-conscious phenomenon created by a cosmic force.
Influence on the Material Plane:
• Predicts or reacts to magic use.
• Hides or hunts select individuals.
• Creates spatial distortions (fog labyrinths, lost time).
• Allows planar crossings during rare confluences.
Adventure Hooks:
• The mists swallow a village, which reappears changed.
• The mists whisper a prophecy only one PC can hear.
• An enemy uses the mists as cover to travel between planes.
⚡ 4. Divine Planes — Not Homes of Gods, But Power Engines
If your world includes Shard-like entities:
Nature:
Not “homes” but massive reservoirs of intent — places shaped by the ambition, purpose, or madness of a cosmic being.
Influence on the Material Plane:
• When a god invests heavily, weather/magic shift.
• Dead gods leave “echo rooms,” creating wild magic zones.
• Conflicting divine intents cause fractures or planar bleedthrough.
Adventure Hooks:
• PCs enter a plane formed from the dream of a dying god.
• A divine plane leaks ambition into mortals, sparking revolution.
• Two divine intents clash over a city, warping reality.
🕳️ 5. The Outer Void — The Anti-Plane
Nature:
The absence of everything — a cosmic hunger.
Influence on the Material Plane:
• Corrupts magic systems
• Warps the bodies of those exposed
• Creates “null zones” where spells fail
• Empowering creatures of entropy or decay
Adventure Hooks:
• A cult summons a voidstorm to erase a town.
• PCs must seal a rupture where reality is “thinning.”
• A powerful NPC begins hearing whispers from the void.
🎯 Summary — How Other Planes Interact With the World
Direct Influence:
Magic, souls, memories, and weather can be altered by planar pressure.
Indirect Influence:
Belief and fear reshape the Cognitive Plane, which can then bleed into reality.
Hostile Influence:
Entropy, void energies, and corrupted spiritual templates create monsters, curses, and instability.
Narrative Influence:
Planes allow you to introduce mysteries, cosmic horror, divine politics, and character-driven arcs tied to memory, identity, or destiny.
🔮 DM TOOLSET: Planar Influence in Play
Each section gives you:
A trigger (when to use it)
A mechanical effect (simple, no math headaches)
A narrative effect (what the players feel)
An example prompt you can say at the table
Use them like environmental hazards, omens, or emotional pressure.
🌑 1. Cognitive Plane Pressure — When Thoughts Bleed Into Reality
Use this when:
• PCs are stressed
• Someone lies or hides something
• Fear spikes in a scene
• A location has deep trauma or history
Mechanical Tools:
• Insight checks gain advantage or disadvantage based on emotional intensity
• Illusions feel more real
• Forgotten details suddenly surface
• NPCs subconsciously reveal hidden truths
Narrative Effects:
• Shadows move half a heartbeat too late
• Echoes linger after voices stop
• The environment “remembers” something the PCs do not
DM Prompt:
“Your reflection in the broken glass doesn’t move with you…
It moves with what you’re thinking.”
🔥 2. Spiritual Plane Distortion — When Souls Are Tugged or Torn
Use this when:
• Hemalurgy is nearby
• Magic is used repeatedly
• A powerful being exerts intent
• Someone is about to die
Mechanical Tools:
• Magic surges: next spell/power is stronger but dangerous
• Magic stutters: power fizzles unless the PC sacrifices something
• Healing becomes slower or faster depending on spiritual stability
• Detect magic senses pain, not a school or aura
Narrative Effects:
• A character feels pulled in multiple directions
• Wounds bleed light, not blood
• Metallic powers feel “hungry”
DM Prompt:
“As you burn the metal, something in your soul pushes back.
Not refusing… bargaining.”
🌫️ 3. Mistplane Interference — The Mists Choose to Help or Hunt
Use this when:
• It’s night
• A powerful Allomancer activates abilities
• Someone is being stalked or protected
• Something supernatural awakens
Mechanical Tools:
• Stealth gains +5 or −5 depending on mist behavior
• Movement becomes erratic (short teleport-like shifts)
• A random PC hears whispers—grant info or paranoia
• NPCs disappear or appear behind the party
Narrative Effects:
• Fog shapes look almost human
• Time dilates—moments stretch, others vanish
• The mist “pushes” PCs toward or away from danger
DM Prompt:
“The mist parts for you…
But not for your enemies.”
Or, if hostile:
“The mist clings to your ankles like fingers.”
🪞 4. Kandra Planar Static — When Identity Becomes Unstable
Use this when:
• A kandra is present
• Someone is impersonated
• Secrets matter
Mechanical Tools:
• Insight checks fail automatically for 1 round
• Perception detects “something wrong” but not what
• A PC’s voice sounds like someone else just for a moment
• A touched object feels like skin
Narrative Effects:
• Reality seems thin, like a mask
• Sounds don’t match lips
• Textures feel “too alive”
DM Prompt:
“For a moment, your companion’s face… isn’t their face.
Then it is again.”
🩸 5. Hemalurgic Resonance — The World Reacts to Violence
Use this when:
• A creature with spikes enters the scene
• A violent death occurs
• A PC is tempted by forbidden power
Mechanical Tools:
• PCs feel compelled—advantage on violent impulses, disadvantage on restraint
• Weird magnetic pulls toward metal
• NPCs act erratically, fearfully
• Magic detection becomes overwhelming
Narrative Effects:
• Air pressure drops
• Metallic ringing in the ears
• Blood moves uphill
DM Prompt:
“The spike hums—not in your ears, but in your bones.”
🕳️ 6. Voidplane Corruption — When Entropy Touches the World
Use this when:
• Mystery shifts into horror
• Magic destabilizes
• A god’s influence grows thin
• The world starts to break
Mechanical Tools:
• Disadvantage on magic for 1–3 rounds
• Equipment corrodes slightly
• Resistances fail temporarily
• PCs feel cold exhaustion, even in heat
Narrative Effects:
• Shadows stretch into impossible angles
• Colors drain
• Living things wilt in seconds
DM Prompt:
“Your spell fizzles into black dust.
Something is devouring the rules of the world.”
⚡ 7. Planar Confluence Events — Big Switches You Can Flip
Use sparingly—these are campaign-level tension spikes.
Examples:
Mistnight Surge:
All magic is empowered… but becomes unpredictable.
Soulquakes:
NPC personalities shift temporarily—memories rearranged.
Thoughtstorms:
Dreams spill into waking life.
Temporal Fog:
Time loops, repeats, jumps.
These events can anchor entire arcs.
🎯 FINAL TOOL: The Planar Dial
At any moment, pick a plane and increase its influence by 1–3 “notches.”
0 — dormant
1 — subtle omen
2 — environmental effect
3 — mechanical impact
4 — reality distortion
5 — catastrophic breach
This lets you escalate tension cleanly without prepping new content.
Don't use different planes at the same time, don't use those too often.