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An oread.
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Oreads are geniekin descended from the union of mortal humanoids and creatures of elemental earth, most often jabalis.12


A portrait of an oread.

Oreads are stout, with stony hair and skin of earthy colours. A few show their elemental heritage even more explicitly, with shining skin, rocky outcroppings, glowing eyes, or crystalline hair, but despite their earthen features oreads are still creatures of flesh and blood. They prefer practical clothing and simple adornments to complex jewellery.13


Oread clerics tend to worship one of the elemental lords of Earth (Ayrzul or the still-imprisoned Sairazul) or the dwarven god Torag, or follow the path of the Green Faith. Druid and ranger oreads are common, with most druid oreads following the stone order.4


Most oreads are children of unions between humans and jabalis, or more rarely earth mephits or xorns. They can also come into being when their parents mingle with elemental earth energies through various ways.35


Ondorum, an oread monk of an Iroran order.

Oreads usually grow up among humans and are raised according to human customs. They want to live life at their own pace and find it hard to adapt to the bustles of urban life, preferring to live as hermits and study on mountain peaks or hidden caves. Those few city-dwelling oreads usually have little difficulty finding a job: some take advantage of their size and strength to work as guards or mercenaries, others become merchants or farmers, and yet others prefer the tranquillity of libraries and academies, becoming bookkeepers or scholars.13

Though they possess a racial affinity for the earth, oreads do not like deserts, for their tendencies toward stability and routine make them keenly feel the shifting of the dunes.6

Oreads are the most common immigrants from the Universe to the Plane of Earth, where they usually live scattered in small communities or among other races in large cities. They mix freely with the Plane of Earth's native creatures, but never feel truly at home. Some work as diplomats between jabalis and xorns or xiomorns, but this is a dangerous job and many have found themselves accidentally insulting their hosts.7

On the Plane of Fire, oreads often receive unwelcome scrutiny due to the conflict between the native ifrits8 and their jabali progenitors.9


Oreads are generally calm and contemplative, and their rage is difficult to rouse but terrible. While protective of their friends, most do not have concern for the world's good as a whole. Most oreads are conservative and rarely approve of disruptions to their daily life.1

Despite their seclusion, middle-aged oreads usually feel an irresistible pull to some far-flung location. This pilgrimage's destination varies from oread to oread, usually a place of great magic, splendour, or learning that they are somewhat familiar with. A few are drawn in a blind direction, without any indication of what they will discover at the end of their path.10

Oreads have much in common with dwarves, feel a sense of kinship with other half-human races, and respect the studiousness and devotion of empyreans and elves. They have few friends and no enemies among other genie-kin. They usually find gnomes too weird and halflings, cambions, and humans too brash and excitable.111

Oread adventurers are usually youngsters who wish to see some measure of the earth's width and breadth. They need a goal to justify adventuring, and see little point in seeking peril just for its sake, but once accustomed, oreads often continue to pursue a long career as adventurers. Oreads are sometimes hired by adventuring parties as mercenaries, but they are willing to work without pay if the cause aligns with their own.13


Oreads take well to religious life and the quiet and contemplation of a monastery. Most worship Irori or Abadar, while Torag is a common deity among those who grow up among dwarves. Some venerate Imbrex, believing them to be the earth's creator, while those seeking power are attracted to the elemental lord Ayrzul.12


Gemsouls, or crystal oreads, look colourful, with faceted, glowing skin, pupilless eyes and crystalline hair. They usually prefer bright clothing, and some get complex, branching tattoos. Prideful and attention-seeking, they are attracted to artistic pursuits, including flashy performances and symmetric poetry, and often live in nations that appreciate beauty or allow them to make meaningful personal contributions.1314

Ironsouls, or metal oreads, display a metallic sheen on their skin, coloured from gold and silver to copper-green and dull grey. Patient and determined, they constantly seek to improve themselves through struggle. They work best in formal environments and prefer to live in places that reflect a deliberate growth, where they undertake great projects without waver.13 While such traits make ironsouls resemble other humanoids whose bodies incorporate metal, such as androids or aphorites, their bodies are more organic and seamless than constructed, and also include craggy earthen features that taloses lack.15

Miresoul has a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and lineage manifests as clay or mud, reflecting that bond.14

Dustsoul manifests as dust and dirt, like the soil of a field or the hot desert sands, and can sustain on dirt and ash.14

On Golarion

Kelesh is home to the largest oread population on Golarion. Many have migrated to Jalmeray, attracted by the island's renowned monasteries before its contemplative atmosphere inspires them to make it their permanent home. Oreads without jabali parents have been born to dwarves, especially near Janderhoff; this is speculated to be the influence of the Crystalrock. They can also be born to parents who previously ventured into pech refuges or searched for the Crystal Womb in Orv. Oread births reportedly spike during khamsin storms in Osirion, where they often work as guides and interpreters for caravans crossing the desert.1617


For additional as-yet unincorporated sources about this subject, see the Meta page.

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Jason Bulmahn, et al. “Chapter 2: Featured Races” in Advanced Race Guide, 144. Paizo Inc., 2012
  2. Paizo referred to jabalis as shaitan until the publication of Rage of Elements. See Rage of Elements pg. 3 and Pathfinder Core Preview pg. 2.
  3. 3.0 3.1 3.2 3.3 Tim Akers, et al. Oreads” in Blood of the Elements, 8. Paizo Inc., 2014
  4. Jessica Redekop. Geniekin” in Ancestry Guide, 105. Paizo Inc., 2021
  5. Benjamin Bruck, et al. “Chapter 2: Uncommon Races” in Inner Sea Races, 130. Paizo Inc., 2015
  6. Shaun Hocking, et al. “Other Races” in People of the SandsPeople of the Wastes, 15. Paizo Inc., 2014
  7. John Compton, et al. Plane of Earth” in Planes of Power, 22–23. Paizo Inc., 2016
  8. Paizo referred to ifrits as efreet and naaris as ifrits until the publication of Highhelm. See also Rage of Elements pg. 3 and Pathfinder Core Preview pgs. 2, 13, 18.
  9. Tim Akers, et al. Plane of Fire” in Blood of the Elements, 22. Paizo Inc., 2014
  10. Benjamin Bruck, et al. “Chapter 2: Uncommon Races” in Inner Sea Races, 134. Paizo Inc., 2015
  11. Benjamin Bruck, et al. “Chapter 2: Uncommon Races” in Inner Sea Races, 135. Paizo Inc., 2015
  12. Benjamin Bruck, et al. “Chapter 2: Uncommon Races” in Inner Sea Races, 133. Paizo Inc., 2015
  13. 13.0 13.1 James Case, et al. Planar Scions” in Plane-Hopper's Handbook, 20. Paizo Inc., 2018
  14. 14.0 14.1 14.2 Jessica Redekop. Geniekin” in Ancestry Guide, 106. Paizo Inc., 2021
  15. Logan Bonner, et al. “Elemental Characters” in Rage of Elements, 51. Paizo Inc., 2023
  16. Tim Akers, et al. Oreads” in Blood of the Elements, 9. Paizo Inc., 2014
  17. Benjamin Bruck, et al. “Chapter 2: Uncommon Races” in Inner Sea Races, 132. Paizo Inc., 2015