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  1. THE FRACTURED REACH
  2. Lore

HUMANS, NEARKIND, AND FARBORN

HUMANS, NEARKIND, AND FARBORN

“Three branches of life forging their own paths in the Fractured Reach.”


✦ HUMANS

“Stubborn enough to survive anything. Foolish enough to try everything.”

Humans are the most widespread people in the Fractured Reach, found in every settlement from Dustgate’s frontier bars to Iron Pass’s corporate megacities. Their strength is not biology, but adaptability — humans flourish under oppressive rule, in harsh frontier conditions, aboard drifting skycities, or even on ocean giants where the horizon seems endless.

Human cultures vary wildly by world, faction, and climate. On Credence, they farm and dig. On Zephyria, they smuggle and steal. On Iron Pass, they endure. Among the Freecrews, they command fleets of ramshackle ships. Wherever humans appear, innovation, danger, and trouble follow.

Humans are ordinary by physiology — and extraordinary by legacy. Their influence shapes nearly every major power in the Reach, for better or worse.

Traits:

  • Highly adaptable

  • Emotionally resilient

  • Ambitious to a fault

  • The dominant population across settled space

Humans are the baseline from which the extraordinary races diverge — but never underestimate their sheer willpower.


✦ NEARKIND

“Almost human… until they aren’t.”

Nearkind are a broad, fluid category encompassing countless variations of human-adjacent species, hybrid peoples, engineered offshoots, genetic divergences, and culturally distinct lineages that evolved under different worlds or pressures. Unlike Farborn, Nearkind are comprehensible, mortal, and grounded in the physical universe — they simply took different evolutionary paths.

Nearkind can be anything.
A people shaped by crushing gravity, by radiation storms, by deep ocean living, by engineered adaptation, by frontier survival, or by centuries-old colonization quirks.

Nearkind might have:

  • different skin tones or patterns

  • unique sensory organs

  • enhanced lungs, eyes, or balance

  • subdermal plates, aquatic adaptations, or low-grav musculature

  • cultural traits shaped by isolation or planet-specific needs

Some Nearkind resemble humans closely.
Others differ enough to be visually alien yet biologically adjacent.

They are accepted almost everywhere except by the Corporate Constellations, who consider them “genetic inconsistencies.” Freecrews welcome them without question.

Nearkind are the infinite spectrum between humanity and the unknown — diverse, expressive, and entirely natural.

Traits:

  • Flexible category — can be nearly any humanoid form

  • Clear physical roots in biology

  • Adapted for environments humans struggle in

  • Often bridge cultural gaps between humans and Farborn


✦ FARBORN

“Not from here. Not meant for here. And yet… here they stand.”

Farborn are entities whose origins lie beyond the stable fabric of known reality. They often manifest through Rifts, anomalies, dimensional fractures, or cosmic distortions that connect the Reach to… elsewhere. They are not one species, not one form, and not one biology. They are visitors, survivors, or expelled fragments of dimensions humans cannot fully perceive.

To mortal senses, Farborn range from “strange but humanoid” to “impossible to describe without hurting your head.” Some take stable physical shapes resembling stylized humanoid forms. Others flicker between states or hide aspects of themselves to avoid overwhelming observers.

Even the most “human-passing” Farborn feel different — subtly out of phase, emotionally distant, or shaped by logic unfit for the Reach.

Many Farborn arrive:

  • by accident, displaced across realities

  • through Rifts activated by cosmic storms

  • as runaways from collapsing dimensions

  • as explorers seeking stability

  • or as refugees fleeing incomprehensible threats

While not malevolent by default, Farborn operate under rules the Reach does not understand. Some become Wardens of anomalies. Others join the Rift Pilgrims. A few try to blend into regular society. But their presence ALWAYS creates ripples — culturally, metaphysically, and physically.

Few factions tolerate them openly.
Only the Freecrews and Rift Pilgrims welcome them without fear.

Traits:

  • Cosmic, dimensional, or eldritch origin

  • Physiology not fully consistent with physics

  • Sense of self and perception fundamentally alien

  • Unpredictable but often powerful

  • Rare, mysterious, heavily studied by scientists and cults alike

Farborn are not “magic” — they are the science of things not yet understood, the echoes of worlds where reality obeys different laws.


✦ SUMMARY — THE THREE PATHS OF SENTIENT LIFE IN THE REACH

Humans

Grounded, ambitious, stubborn survivors.
The baseline of the Reach.

Nearkind

Endlessly varied humanoid offshoots shaped by environment or engineering.
The spectrum between human and alien.

Farborn

Dimensional outsiders born of Rifts and cosmic fractures.
The unknowable stepping into the known.

Together, they form the diverse population of the Fractured Reach —
a frontier star sector where identity, biology, and reality itself are fluid, strange, and ever-changing.