Farfolk Race Details
When a pregnant human comes into metaphysical contact with an entity of the Far Realm, their unborn child can become warped and strange, developing into one of the farfolk. Farfolk are able to have children with other farfolk and humans. The offspring these unions also produce farfolk. The strange race are shunned by others for their differences of appearance, but those who befriend the contemplative race know their oddities are gifts.
Alien in Appearance
Though humanoid, farfolk have an otherworldly appearance. Their great black eyes take up much of their bulbous, hairless heads that end in short tentacles. Instead of a nose, they sport two nostril slits in the middle of their faces just above their thin-lipped, circular mouths. Farfolk skin can be any shade of blue or purple mottled with marks of black, gray, and red. The hands and fingers of farfolk are long and slender, just like the rest of their spindly bodies. Since farfolk are feared for their alien appearance, they tend to wear baggy, hooded clothing to conceal their features.
Many farfolk feel they belong nowhere and go through much of life as observers while taking in the actions of others. Their cerebral minds analyze every behavior of other races as well as the forces of nature, habits of animals, and the like. These observations teach farfolk about the world they live in. When farfolk interact with others, they use behaviors and phrases they learned by watching others. A farfolk abandoned by its parents and raised by wolves acts like a wolf, a farfolk raised in a dockside tavern cusses like a sailor, and a farfolk raised in a noble household has manners better than any royalty.
Farfolk tend to be on the move, not just because they’re unwelcome or restless, but also because they feel a need to observe more of the world. The more they observe, they more they understand. Traveling helps a farfolk move beyond mimicking behavior and coming into their own. This wanderlust makes adventuring a perfect life for farfolk.
Shunned by Others
Their strange appearance and psionic powers leave other races uncomfortable at best with farfolk. Farfolk who spend coin in a settlement are welcome for a time, but when an accident or crime happens in town, they are the first blamed. Those who know of the Far Realm and the horrors that originate there can be hostile or fascinated by farfolk, depending on their interest in the alien plane. Adventurers of other races tend to overlook a farfolk’s alien physicality and strange observe-and-mimic behavior since they’ve seen worse and know the abilities and mind of the strange race are a boon.
Farfolk with human parents have human names. Farfolk with one or more farfolk parents might have a farfolk name, a multisyllable word that borrows sounds from Deep Speech, using many X and Z sounds. Adult farfolk without a farfolk name sometimes adopt one themselves, to better reflect their heritage.
Farfolk Names: Az’cax’ta, Cazbux, Exvezzeer, Fax’muz, Galzux, Jozzozzox, Lemoxoz, Mezzil, Oztoxizok, Traz’uk, Xalvazat, Zazzcom
Farfolk TraitsFarfolk share certain racial traits as a result of their brush with the energies of the Far Realm.
Ability Score Increase
Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Farfolk grow and mature faster than humans, reaching maturity at age 10 at which point their aging slows. They can live for 200 years.
Farfolk are gentle people living in a world that does not treat them well. They tend to embrace neither evil nor good, looking out for themselves and any friends they have. Farfolk enjoy a life of wandering and as such they often value chaos over law.
Farfolk stand between 6 and 7 feet tall and weigh between 160 and 200 pounds. Your size is Medium.
Your base walking speed is 30 feet.
Thanks to your Far Realm influence, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have resistance to psychic damage.
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
You know the mage hand cantrip. When you reach 3rd level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the sending spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells and none of the spells require components.
You can read, speak, and write Common and read and speak Deep Speech.