An Introduction to the Seishin Isles: Volume I

by Dodst

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An Introduction to the
Seishin Isles: Volume I

A little over a year ago, us of the Rurin Grand Council decided to follow the trail of an old dwarven artificer in search of their artifacts. This rabbit hole took us, and the city, on an expedition across the Western Continents ocean, and allowed us to make contact with an archipelago unknown to the rest of the world.

This archipelago, known by its inhabitants as Seshin, or the Seshin isles, is home to many races, new and old. It is evident by the dynasty of humans that at some point in history, inhabitants of Vaupane and similar regions migrated to these islands, but the other four dynasties are comprised of humanoids foreign to our knowledge.

Throughout the expedition we discovered many new creatures, different cultures, and the technology we sought in by finding the forgotten workshop of the dwarven artificer. I'll be writing about our discoveries within several short dossiers, and eventually compile a full book for my library, and offer the information to adventurers who seek to travel to the new lands.

-- Iorki P.

Jade Elf

A rare subspecies of elf found amidst the Seishin Isles, the Jade elf is a surprising sight to behold, with only 3 known clans being found upon one of the smaller islands within the spirit folk territory. They are a bit shorter than the average elf and are rarely seen as they choose not to leave their villages. However, there have been cases of a jade elf leaving to explore the Seishin Isles or being exiled from their clans.

Suggested Ability Score Increase. Your Charisma score increases by 1.

Cantrip. You know the green flame blade cantrip. Charisma is your spellcasting ability for it.

Forgotten Paths. Your base walking speed increases to 35 feet.

Jade Elf Weapon Training. You have proficiency with glaives, quatrerstaffs, and darts.

Races | Elf


"We are a despised breed to the other races of Seishin. We,

like your half-orcs, are usually the byproduct of on raids on the weaker villages amidst the Isles and are considered a sin to our mothers.

We are abandoned in forests and mountains to appease the gods. Most of us don't live long enough to reach adulthood, but those who do rarely come out cheery. The lucky ones are those who get taken in by the oni, raised as one themselves. But they turn out just as cruel."

-- Dēmonsureiyā Koshiro, The Seishin Expedition

Lone warriors of the Seishin Isles, half-oni are the byproducts of enslaved women and oni raids on smaller settlements. From the moment they are conceived to the moment they die their lives are but miserable challenge after miserable challenge. Thanks to the superior strengths gained from their oni heritage, the half-oni are found to be quite resilient in a race and can become great fighters, often becoming mercenaries if they don't join up with an oni tribe.

The Mercenaries Life

Half-oni who wind up becoming mercenaries can often get by in life. Despite the hatred of the other races, transactions with half-oni mercenaries still happen thanks to their reported skills and tenacity. While a half-oni who is helping a caravan pass through a dangerous mountain might be ostracized by the others, they will still be paid well as the half-oni's presence is a good enough deterrent for thieves and crooks.

Blood of the Oni

While half-oni must fear the monsters of the wilds, and the scorn of the people, there will almost always be one source where they will be accepted. If a half-oni were to encounter an oni, a dispute would be unlikely to occur as oni view their half-bread descendants as one of them.

Very rarely will an oni take the initiative to fight or slay a half oni, exceptions being if they are involved with another race or on a battlefield. Due to this level of acceptance, many half-oni will join the clans and settlements of the full oni, learning to be cruel and devastating, much as the parents who brought about their creation.

Half-Oni Names

Half-oni names tend to be self created, or granted to them from their oni parents.

Male Half-Oni Names: Kaneie, Kimi, Motoyuki, Soichiro, Taisuke

Female Half-Oni Names: Anii, Koi, Minako, Namie, Sae

Half-Oni First Names: Aoyama, Fujiwara, Iha, Mino, Tsuge

Half-Oni Traits

Half-oni share certain racial traits as a result of their giant descent.

Suggested Ability Score Increase. Your Strength score increases by 2, your Charisma score increases by 1.

Age. Half-oni mature a little faster than humans, reaching adulthood around age 16, however they stop aging after 20 years and can live upwards to 250 years.

Alignment. Half-oni inherit a tendency toward evil from their oni parents and their abandoned lifestyle. Half-oni raised among oni tribes and willing to live out their lives among them are usually lawful evil.

Size. Half-oni are between 7 and 8 feet tall and weigh between 200 and 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Partial Regeneration. Once per long rest, you can use an action to regain 2d6 hit points.

Menacing. You gain proficiency in the Intimidation skill.

Oni's Legacy. When you reach 3rd level, you can cast the enlarge reduce spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and Giant.

Races | Half-Oni


"They were quite exquisie, the Kitsune. Wearing fine garbs,

with their tails full out for display, we were amazed. Finally, we were brought to the waiting chamber of their leader. Standing up to greet us, her appearance was hypnotic. Her hair was as white as snow, and her 9 tails on full display for us to witness. She would have succeeded with her spell, had I not caught onto what she was doing."

-- Iorki Princeps, The Seishin Expedition

Hailing from the lands of Seishin, East of the Continent of Occidentra, the Kitsune are an ancient race of illusionists, having developed a culture around their leaders' worship, and being recognized as one of the most powerful dynasties in the Seishin isles.

Fox-Like Cunning

The Kitsune are a smart race, placing significance on the belief that the strongest warriors can outsmart an opponent before they have to overpower one. Utilizing sly words, and enacting on apparent emotions, the Kitsune can beguile others around them with words alone, and magic to enhance it.

Through Clever manipulation, of other races and themselves, the Kitsune rose to power over centuries and millenia, forming a powerful empire upon the southern isle. While other races live among them, such as the Tanuki and Nekomata, the Kitsune have been able to maintain their rule, while keeping the other kingdoms from initiating wars against them by pitting their kingdoms attentions elsewhere.

Mask Warriors

An interesting aspect of their culture, and one that is repeatedly seen withing the Seishin isles, is their affinity for mask craft, and their use of masks in combats and uniform. Even the Empress carries a mask, though she only ever appears to wear it when outside her domain, or when in combat practice.

In truth, like all masks within the Seishin Iles, there is both a cultural and practical significance to it. The masks of the Kitsune, especially amidst the nobility and high-ranking military, can act as a spellcasting focus for the Kitsune, and some can even prevent divination magic from being casted upon the wearers. They also help to hide the Kitsunes emotions in combat as well as creep their enemies out.

Fae Descent

A most shocking revelation to most, the Kistsune can trace their origins back to the Mystramm, having traveled to the Seishin Iles sometime during the 2nd or 3rd Eras and claim to have direct blood relations to the ancient Archfey of the Wilderbeasts, Piztiak. It is from these blood ties that the Kitsune were able to develop vast control over magics of the illusionary domain.

Kitsune Names

Kitsune use names from their local culture, sounding quite different to those who do not hail from Seishin.

Male Kitsune Names: Akira, Kaien, Ren, Roku, Tsuki

Female Kitsune Names: Kauri, Kazane, Rumia, Shion, Yuna

Kitsune Traits

Your kitsune character has an assortment of inborn abilities, part and parcel of the kitsune nature.

Suggested Ability Score Increase. Your Dexterity score increases by 2.

Age. Kitsune reach adulthood at age 100, but cease to physically age after the age of 24. They can live up to the age of 675.

Alignment. Due to their nature of being a bit mischievous, kitsune tends to lean towards a more chaotic alignment. Kitsune are known to be both good and evil otherwise.

Size. Kitsune are generally on the smaller side of most humanoids ranging from 4'7 to the tallest being just under 5'9. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

Form of the Fox. Using an action, you can change your form into that of a three tailed fox. the transformation lasts for 1 hour, or until you are reduced to 0 hit point.

Races | Kitsune

While in your fox form, you take the game statistics of a normal fox, retaining your Intelligence, Wisdom and Charisma stats. You are limited in the actions you can perform by the nature of your new form, and can't speak, cast spells, or take any other action that requires hands or speech. You are still capable of ending this ability early with an action. You must complete a long rest before using this feature again.

Languages. You can speak, read, and write Common and Sylvian.

Subrace. Kitsune come in many colors. Choose one of the following subraces.

Aka Kitsune

The most common of the Kitsune, Aka kitsune can be found anywhere within the Seishin Iles, with their beautiful red and orange fur and hair. They are sly, and quick to action, often making capable rouges and spy's.

Suggested Ability Score Increase. Your Charisma score increases by 1.

Friend of The Beasts. You gain advantage on all Wisdom (animal handling) rolls.

Kitsune Tongues. You are quite silver tongued. You gain advantage on all Charisma (deception) rolls.

Kitsune Trickery. You know the dancing lights cantrip, Charisma is your spellcasting ability.

Inari Kitsune

The Inari are the strongest of the kitsune. Blessed from the gods of night and shadows, they hold a black sheen across their fur, and often tape up positions inside kitsune society as guards, temple priest, or soldiers.

Suggested Ability Score Increase. Your Wisdom score increases by 1.

Careful Listener. You are skillful at determining truths from the lies. You gain advantage on all Wisdom (insight) rolls.

Inari Trickery. You know the minor illusion cantrip, Wisdom is your spellcasting ability.

Resilient Souls. You have advantage on saving throws to prevent being possessed.

Shiroi Kitsune

The rare nobility of the kitsune, shiroi kitsune are found as with majestic white fur and hair, and are innately most powerful amidst the powers of the arcane.

Suggested Ability Score Increase. Your Intelligence score increases by 1.

A Fox's Disguise. You may use alter self once per day, as per the spell. Intelligence is your spellcasting ability for this spell.

Kitsune Magic. You know the produce flame cantrip. When you reach 3rd level, you can cast the silent illusion spell once per long rest, and when you reach 5th level, you can also cast the mirror image spell once per long rest. Intelligence as your spellcasting ability for these spells.


Small Beast, Unaligned

  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 40 ft.

9 (-1) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP) Proficiency Bonus +2

Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sly Get Away. The fox can use its bonus action to perform the disengage action.


Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Spirit Folk

"Our final destination, the West islands of the archipelago,

was somewhat shocking in comparison to the other islands and empires. While we had grown accustomed to their senses of fashion and their unique but intricate structures, almost none of that was to be found. The region belonged to a group of humans who call themselves spirit folk, and all their settlements are no bigger than towns, and very holistic in design, as to keep them close to the natural environments that they derive their ancestry from. The only notable exception is their central city where their empress resides, but even that is so ingrained in nature that it puts some elven cities to shame."

-- Iorki Princeps, The Seishin Expedition

Amidst the bamboo forests of the Island of Zhudao, a lone man silently walks. He leaves no trails, and his presence seems almost supernatural, as if he truly isn't there, but he is betrayed by his collection of fruits and roots from the flora.

The man's existence borders between that of a spirit and that of a human. He is but a part of nature that has manifested itself through generations, keeping its properties safe while taking only what he needs, and nature in return aids him to the best of his abilities, hiding him from predators and providing him with food to help feed him and his clan.

Seishin's Elves

While the spirit folk are in no way related biologically to the elves, they share some appearances with their pointed ears, and their connections to nature. In fact, spirit folk may host a stronger connection to nature than even the purest blooded eladrin, as the spirit folk derive their origins from the trees, mountains, and water that surrounds their way of life, choosing to forgo city styled civilization for that of villages, and town, and advanced houses for more open designed architecture that might only be seen by the likes of the firbolg.

Due to these reasons, one not native to the Seishin Isles would be mistaken in assuming what they are witnessing is another subraces of elf. And while elves do exist in the Seishin Isles, they are quite rare, to the point where only a small gathering of clans can be found.

Spirits of Nature

Spirit folk derive their powers and heritage from the spirits of the world. Everything in the world holds a spirit, from the tiniest rock to the tallest tree. Millenia ago, when humans first started settling the Seishin Isles, the spirits of the rivers, oceans, forests, and mountains walked the earth, and proceeded to fall in love with the new race, leaving offspring that are now known as the Spirit folk.

In modern times, the spirits that once roamed the lands freely have become dormant, with only the mighty Lung still roaming the mortal realm. Despite the loss of their ancestors in their life, the Spirit folk have ingrained their respect for the spirits in their culture and believe themselves the living proof that spirits exist.

Spirit Folk Names

Descendants of humans and spirits, the spirit folk will often take human names, though their given names often reflect their ancestry.

Male Spirit Folk Names: Li Wei, Li Qiang, Wang lei, Wang Wei, Zhang Wei

Female Spirit Folk Names: Li Na, Li Xiu Ying, Wang Fang, Wang Xiu Ying, Zhang Xiu Ying

Ancestry Names: Hǎi, Hé, Hú, Sēnlín, Shān, Shù, Shuǐ, Zhú

Spirit Folk Traits

Your spirit folk character has a number of traits shared between the three subraces.

Suggested Ability Score Increase. Your Wisdom score increases by 2.

Age. Spirit folk age at the same rate as humans, but can live up to 120 years.

Alignment. Perhaps because of their strong ties to the natural world, spirit folk tend to seek balance between extremes. They tend toward neutral alignments.

Size. Spirit folk are of comparable size and weight to humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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 discern color in darkness.

Languages. You can speak, read, and write Common and one language of your choice.

Subrace. Spirit folk come from various origins. Choose one of the following subraces.


Races | Spirit Folk

Bamboo Spirit Folk

Hailing from the bamboo forest, your ancestors reproduced with spirits of the bamboo stalk. Thanks to this heritage, you find yourself comfortable amidst the untouched forests, quickly moving through and talking with the animals that call it home.

Suggested 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.

Speech of Beast. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Trackless Step. Bamboo spirit folk leave no trail in natural surroundings and cannot be tracked.

Lung Spirit Folk

In rivers and oceans, caves, and mountains, and anywhere amongst the Seishin Isles, your ancestors reproduced with the spirit dragons themselves. Thanks to this heritage, you find.

Suggested Ability Score Increase. Your Intelligence score increases by 1.

Lung Heritage. You have resistance to fire damage

Scaly Commune. You have the ability to communicate in a limited manner with scaly beasts (fish, reptiles). They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Extra Language. You can read, speak, and write draconic

River Spirit Folk

Beside the rivers the flow across the many isles, your ancestors reproduced with spirits of the rivers and lakes. Thanks to this heritage, you find water to be your ally, living within it, and commanding it with the arcane power of the spirits.

Suggested Ability Score Increase. Your Dexterity score increases by 1.

Child of the River. You have a swimming speed of 30 feet, and you can breathe air and water.

River Folk Magic. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell once per long rest, and when you reach 5th level, you can also cast the Acid Arrow spell once per long rest. Wisdom is your spellcasting ability for these spells.

Sea Spirit Folk

Against the oceans that surround the archipelago, your ancestors reproduced with spirits of the ocean. Thanks to this heritage, you find water to be your ally, having an unprecedented knowledge about the world under the sea, and commanding the sea life as you see fit.

Suggested Ability Score Increase. Your Constitution score increases by 1.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Sea of Knowledge. You have advantage on all Wisdom (Nature) rolls made that are related to the sea.

Mountain Spirit Folk

High atop the snowy tops at the center of the islands, where the air is thinnest, your ancestors reproduced with spirits of the mountains. Thanks to this heritage, you find yourself as durable as rock, and the living conditions of the harsh mountain tops does little to hinder you.

Suggested Ability Score Increase. Your Constitution score increases by 1.

Mountain Athlete. You have proficiency in the Athletics skill.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Races | Spirit Folk


"Had we not met the human dynasties earlier, or ever, I would

believe that the Vanara were the only race comparable to humans within the archipelago. Sure their noses were a little flat, and they grew hair along the sides of their faces, but they stood tall, wore cloths, and the only signs that they had any relations to monkeys were their skillful climbing capabilities and their somewhat childish demeanor."

-- Iorki Princeps, The Seishin Expedition

Amidst the beautiful jungles of the island of Sēnlín, a group of vanara climb trees and play their games. One might think they are but children, but the vanara understand the importance of play even amidst their older folk. However, if one were to be foolish enough to use the opportunity of their games to attack, they would soon find themselves outnumbered, combating trained warriors and devious fighters as the quickest of the group fly through the treetops to alert more members of their tribes.

That is why, I recommend wholeheartedly, to never underestimate the vanara. their childish demeanor is but a rouse hiding the skills of generations of training towards a goal of godhood akin to their own king. If you find yourself in contact with a vanara, pray you are meeting in peace, or at least on even terms, as they can be your greatest ally if you don't make them your enemy.

Honest Personality

To some, the vanara come off as but silly children who never grow up and view the world through the eyes of a child their whole life. While this sentiment is somewhat accurate, the vanara are actually quite a wise race, and their personalities are both charming and refreshing when you open up to their words and actions.

The average vanara is amusing, childish, mildly irritating, badgering, hyperactive, adventurous, bluntly honest, loyal, courageous, and kind. And while a strewed person will regard these traits as negatives, one can often benefit within the world by just socializing with a vanara.

Path of the immortal

When one meets a vanara, they will often discover them to be on a path to enlightenment, attempting to learn on their journeys in a way similar to Qitian Dasheng, from when he traveled the Seishin Isles a thousand years prior and attained divinity.

Due to the popularity of the monkey god, and the belief that by expanding one's horizons, that one can become immortal. A common trend amidst the younger vanara is to head on a journey after they reach adulthood, experiencing the world to varying degrees. Some will travel to every inch of the Seishin Isles, while others aim beyond the seas edge, looking for new lands to learn from. Whatever the end goal, it is thanks to this factor that vanara can be encountered almost anywhere with the archipelago, as well as encountered in taverns, and resting places, as well as amidst the warriors and mercenaries found guarding caravans and temples.

The Monkey Gods Kingdom

Centuries before the coming of the Eastern People, the king of the Vanara went on a journey, meeting the races of the Seishin Isles and learning of their ways, improving his own skills as he went along.

Thanks to this journey the monkey king was able to ascend to a point where he became a quasi-deity and has been ruling the norther islands ever since. Thanks to the many friendships the monkey god made in his time before ascension, the vanara people have become quite liked, and the Hou dynasty is allied with most of the other dynasties and nobility.

Races | Vanara

Vanara Names

Vanara are given a personal name at birth.

Male Vanara Names: Angada, Hanuman, Kesari, Makardhwaja, Nala, Sugriva

Female Vanara Names: Anjana, Macchanu, Nila, Rumā, Tara, Vali

Vanara Traits

There are several characteristics common amongst the vanara, your vanara character gains the following traits.

Suggested Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Vanara can age up to 120 years

Alignment. Vanara, while not explicitly evil or good, tend to have a lighthearted nature and love pranks, therefore leaning towards a more chaotic alignment.

Size. Vanara tend to stand anywhere between 4 to 6 ft. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 ft.

Expert Climber. Due to your physique, you are skilled at climbing up surfaces and reaching high spaces. You are proficient with the Acrobatics skill.

Prehensile Tail. A vanara has a long, flexible tail that they can use to pick up or carry objects. they cannot wield weapons with their tail, but it allows them to pick up a small, unattended object or retrieve a stowed object carried on her person as a bonus action. This item can weigh no more than double your strength score.

Languages. You can speak, read, and write Common and and one language of your choice.

Races | Vanara

Kitsune Tails

As many know, kitsune are known for having multiple tables, below is a chart that allows for players to mechanically gain additional tails as they progress with their character.

Kitsune Tails Chart
Tails Wisdom Stat
1 >12
2 12
3 16
4 20
5 22
6 24
7 26
8 28
9 30

Kitsune Variants

If you wish to play another traditional yokai from Japanese mythology, use the stats of the kitsune race, but change the name to the new race, such as Tanuki, or Nekomata. They change the form of the fox feature to fit the new yokai appropriately (Tanuki transform into a raccoon, and Nekomata transform into a 2 tailed cat.) Finally find an appropriate stat block for the new transformations.


Created by Nicholas H.
Contributors: Jory C.
Proofreaders/Balancers: David D.D., /u/lidanma, Nicholas H.

Art in Order of Appearance

"Environment Design- Snowed Sky mountain" by Wilson Du
"Half-Oni" by ohheyitskaylak
"150525 Inq" by exellero
"Creation of the Keaton Mask" by Ki-Tea
"Mobius Final Fantasy - Tamamo no Mae" by Yu Cheng Hong
"Unknown" by Werdandi
"Yuki-onna" from the Pathfinder Roleplaying Game Bestiary 3 punblished by Paizo
"The monkey king" by sunkist Lee
"Island of a thousand waterfalls" by PiotrDura
"Unknown Title" by Alle Page