Walkers Between the Real

The Duessa are unlike any other race in Lumeris in the most fundamental possible way: they are not entirely here. Their world did not shatter in the Shattering of Eternities — it thinned, slowly and completely, until its physical substance became less real than the space between spaces, and its people became correspondingly less solid. The Duessa arrived in Lumeris already half-Veil, already familiar with the sensation of existing at the boundary between material and immaterial.

They are visible — mostly. In good light, a Duessa appears as a slightly translucent humanoid figure whose edges are subtly imprecise, whose shadow sometimes falls in directions that do not match the light source, and whose passage through a room leaves the air faintly cooler and the ambient magic faintly disturbed. In low light or darkness, the translucency increases to the point where they are nearly invisible to races without magical perception, while remaining fully visible to each other and to anyone with sensitivity to magical auras.

Other races' reactions to Duessa range across a significant spectrum. Some find them unsettling in a way they cannot fully articulate. Others find them fascinating — the only people who have been to both the material world and the spaces between and can report on both. The Duessa themselves find the question of which world they truly belong to quietly interesting, like a riddle they have been working on for generations without urgency.

Duessa
The Veil Between

Origins of the Duessa

The Veil Between

The Veil Between was not a world with a Veil in it. It was a world that was gradually becoming Veil — a reality that had been thinning for millennia under the pressure of what Duessa scholars, working backward from what they remember, believe was a slow magical drain caused by proximity to a particularly dense section of the boundary between planes. Their world was, in retrospect, positioned in a space where the membrane between existence and non-existence was under constant subtle stress.

The Duessa who lived through the thinning describe it not as catastrophe but as transformation — slow enough to adapt to, gradual enough to develop culture around. For generations they lived in a world of decreasing material solidity, developing traditions, magic, and philosophy suited to beings who existed in two states simultaneously. Their architecture was built to accommodate partial incorporeality. Their social interactions were calibrated for beings who could not always be touched. Their magic drew directly on the boundary between real and unreal as its source.

When the thinning completed — when the last material substance of their world passed into pure Veil — the Duessa did not die. They drifted, semi-real in the spaces between planes, drawn by the Luminary Heart's light in the way that dim light draws a shadow toward definition. They condensed back toward materiality at the convergence point, arriving in Lumeris as partially material beings whose relationship to physical reality has never fully normalized.

They do not consider this a problem to solve. They consider it a condition to inhabit — unusual, occasionally inconvenient, and producing perspectives on the nature of existence that no other race shares.

Physical Appearance

The Form of the Half-Real

The Duessa appear humanoid in their general proportions — two arms, two legs, an upright posture, a face with recognizable features — but the precise nature of their form resists definitive description. Their translucency varies with lighting, emotional state, and the density of ambient magic in the surrounding environment. In bright sunlight, a focused Duessa is perhaps seventy percent solid in appearance. In darkness or in heavily magical spaces, they may fade to near-invisibility while remaining fully conscious and present.

Their coloring, where visible, runs to pale and cool: ash-white skin with silver or blue-grey undertones, hair that appears to be made of darker shadow than solid substance. Their eyes are the most consistent feature — large and luminous with irises that glow faintly with interior light in shades of cold silver, pale violet, and grey-white. In darkness, the eye-glow is the primary indicator of a Duessa's presence.

Their edges are never quite crisp. The boundary between a Duessa and the air around them is a region of slight visual uncertainty — a fraction of an inch of blurred transition that most races notice as a slight wrongness without identifying its source. Duessa who have spent significant time in the material world and practice deliberate materialization can reduce this to near-imperceptibility, but it costs ongoing concentration and most find it not worth the effort in comfortable company.

They feel slightly cold to the touch — not painfully, just consistently, regardless of ambient temperature. Their shadow, where present, does not perfectly mirror their body position. These features are sometimes the first confirmation other races have that what they assumed was a normal humanoid is, in fact, a Duessa.

Duessa Physical Form

The Shadow Clans

Communities of the In-Between

Duessa society in Lumeris is organized around Shadow Clans — communities of Duessa who share a particular attunement to a specific aspect of the boundary between material and Veil. These attunements are not chosen; they emerge in early life as the Duessa's partial incorporeality develops, and they shape both the individual's capabilities and their sense of affinity with others who share similar attunements.

The Pale Drift

The most commonly encountered Duessa community. Their translucency is less extreme, their ability to interact physically with material objects is more reliable, and their magic tends toward the perceptive and manipulative rather than the purely incorporeal. They serve as the primary face of Duessa society in interactions with other races.

The Deepveil Commune

Duessa whose attunement favors deep immersion in the Veil-state: capable of near-complete incorporeality, movement through solid objects, and perception of magical phenomena invisible to any other race. Their understanding of the space between planes is unmatched and is consulted by scholars working on planar theory, convergence study, and the nature of the Luminous Veil.

The Waking Shadows

A relatively recent community, the Waking Shadows represent the generation born in Lumeris who have developed a more material orientation than their ancestors: more consistently present, more capable of sustained physical interaction, and more invested in relationships with other races. Whether this represents evolution, adaptation, or simply individual choice varies by individual. The older Duessa observe with interest.

Duessa Culture

Culture & Society

The Way of the Threshold

Duessa culture centers on what they call Threshold Philosophy — the ongoing practice of understanding the boundary between material and immaterial not as a barrier to be overcome but as a habitable space that produces unique perspective. A Duessa who has fully internalized Threshold Philosophy does not experience their partial incorporeality as a deficiency. They experience it as a position — one that allows them to observe both sides of a boundary that other beings can only see one face of.

Their magic draws directly on this position. Where other magical traditions reach toward external sources of power — elemental forces, divine connection, the Feywild — Duessa magic draws on the boundary itself. It is not a gentle practice. The boundary between real and unreal is an active thing, under constant subtle tension, and working with it directly produces effects that other traditions cannot replicate but also cannot safely approach without the conditioning of a lifetime of partial existence.

Their relationships with other races are colored by the unsettling quality of their presence, which most Duessa accept philosophically and a few cultivate deliberately. The Gloam Fae have an affinity with them that goes beyond the obvious shadow connection — both peoples operate in the spaces that others prefer not to examine. The Lunari find them scientifically fascinating, spending considerable effort reconciling Bioveil theory with Duessa physiology. The Torians find them deeply interesting — two peoples who exist in modes other races do not fully understand, sharing a quiet mutual recognition.

Playable Race Traits

STR +1, INT +4, AGI +5, RES +1, STA +2, LFE +2

Upon character creation, receive +5 SPL, which can be used to buy additional levels of a spell, up to level 5, or additional spells available to the race.

Racial Traits

Phase Step

Once per short rest, move through a solid object up to 5 feet thick as part of movement. Cannot end movement inside solid matter.

Veil Sight

Perceive magical auras, invisible creatures, and Veil disturbances as clearly as physical objects. Magical invisibility does not work against Duessa.

Incorporeal Dodge

Once per encounter, as a reaction to being hit, become briefly incorporeal. The attack deals half damage instead of full.

Shadow Passage

In dim light or darkness, movement is completely silent and generates no visible trace. Stealth in darkness is automatic success.

Phantom Touch

Can physically interact with magical constructs, incorporeal beings, and Veil entities as if both parties were solid.

Permitted Classes

Starter Classes

Mage, Thief, Bard, Shaman, Artisan, Entertainer, Laymen

Advanced Classes

Necromancer, Mist Raider, Air Mage, Seductress

Advantages

Advantages

  • Phase step — once per short rest, move through a solid object up to 5 feet thick as a move action
  • Veil sight — perceive magical auras, invisible creatures, and Veil disturbances as clearly as physical objects
  • Incorporeal dodge — once per encounter, cause an attack to pass partially through, reducing damage by half
  • Shadow passage — in dim light or darkness, movement is completely silent and generates no visible presence
  • Threshold magic — spells cast through the Veil boundary carry bonus damage or effect without additional components
  • Phantom touch — can physically interact with magical constructs, Veil entities, and incorporeal beings as if solid
  • Ambient awareness — detect living creatures within 30 feet through magical sense even through walls

Disadvantages

  • Material inconsistency — fine motor tasks requiring full physical solidity require concentration checks
  • Sunlight opacity — in direct sunlight, translucency is most visible; some find this uncomfortable
  • Iron disruption — iron disrupts the Veil-boundary attunement; iron weapons deal bonus damage
  • Social discomfort — passive translucency and cold touch create instinctive unease in some races
  • Anchoring cost — maintaining full material presence in anti-magic fields is exhausting; ability penalties apply
  • Limited carrying — cannot carry objects while in deep incorporeal state; must rematerialize to handle items