Standard Racial Traits

  • Ability Score Racial Traits: Sesheyan are agile creatures with sharp senses but lack the social graces of other aliens. As a result they gain +2 Dexterity and +2 Wisdom but suffer -2 Charisma.
  • Less Skilled than Humans: Sesheyan receive 4 fewer skill points at level 1 and 1 fewer skill points at every subsequent level.
  • Size: Sesheyan are medium-sized creatures.
  • Base Speed: Sesheyan have a base speed of 30 feet and a fly speed of 40 feet (good). In light armor the fly speed maneuverability decreases to average. In medium armor the fly speed drops to 30 feet and the maneuverability decreases to poor. Sesheyan cannot fly in heavy or powered armor or when carrying a medium or heavy load.
  • Languages: Sesheyan possess the ability to read, write and speak Sheyan.

Feat and Skill Racial Traits

  • Stealthy: Sesheyan gain the the bonus feat Stealthy. This grants them a +2 bonus to Hide and Move Silently checks.

Defense Racial Traits

  • Control Descent: As long as a sesheyan is concious and able to use its wings, it never takes damage from a fall. Instead, it simply takes flight or glides safely to the ground. If the sesheyan cannot use its wings, it takes falling damage as normal.

Senses Racial Traits

  • Darkvision: A sesheyan has darkvision out to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and sesheyans can function with no light at all.

Armor and Weapon Restrictions

A sesheyan cannot wear armor designed for other species. Increase the purchase DC of sesheyan armor by +1. Sesheyan cannot fly while wearing heavy or powered armor.


  • Light Sensitivity: Abrubt exposure to bright light (such as sunlight) blinds a sesheyan for 1 round. On subsequent rounds, sesheyans take -1 penalty on all atack rolls, saves, and checks while operating in bright light. Wearing dark-tinted goggles (purchase DC 6) negates the effects of light blindness.
  • Technophobic: Sesheyans are technophobic creatures. They take a -4 species penalty on skill checks that require an understanding of technological items, including Computer Use, Craft (electronic), Craft (mechanical), Demolitions, Disable Device, Drive, Knowledge (technology), Pilot, and Repair checks.


Sesheyan are perhaps the most “alien” of the sapient species encountered. They possess cartilaginous skeletons that allow them to bend and move in ways most species could not dream of, and do so with all six of their limbs. One pair of the Sesheyan’s limbs is relegated to thin skinned wings that can lift and propel the creature faster than their clumsy gait can allow, while the creature’s tail possesses a fan-like appendage that can expand and contract to allow better in-flight maneuvering.

Each Sesheyan has a long, wide head lined with eight eyes (four on each side). These eyes evolved to allow the Sesheyan to see in the complete darkness of their home planet’s jungles. Their mouths are lined with rough sandpapery ridges instead of teeth. The top of the Sesheyan head is tipped with two large pointy ears that help detect sounds from far-off sources.

Child Young Adult Adult Middle Age Old Venerable Maximum Age
6 12 36 60 85 100 100+1d20
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d6 inches 60 lbs. +(2d6×4 lbs.) (68 – 108 lbs.)
Female 4 ft. 8 in. +2d6 inches 45 lbs. +(2d6×4 lbs.) (53 – 93 lbs.)


In the time before interstellar contact the sesheyan race acted as stone-age hunters in loose-fitting family-clans. They call this the time of the Twilight Dream, before VoidCorp arrived to the planet Sheya.

In 2274 everything changed in an event the sesheyans refer to as The Day of Ghosts. A representative of the stellar nation of VoidCorp discovered and approached the sesheyans with the offer to transport them into the stars and provide to them advanced technology that was seen as powerful magic. In return VoidCorp asked for the servitude of the sesheyan race, in perpetuity. Not understanding the eternal ramifications, the elders of Sheya agreed. From that day forward every sesheyan became VoidCorp property.

VoidCorp delivered on every promise they had agreed to, but took millions of sesheyans permanently from their home world, forcing them into re-education centers to make them into profitable employees. When news of this reached the galactic community public outcry flared – to little effect, VoidCorp had every legal right to do as they had, and defended themselves successfully in galactic court.

As time progressed and millions of sesheyans became billions through incentivized breeding programs the sesheyan people began to realize what had been taken from them. By this point though, little could be done. Uprisings were attempted, but were easily quelled as VoidCorp had long anticipated such an event. Sesheyans began smuggling themselves and their next of kin out of VoidCorp space into other stellar nations illegally. As of 2499 sesheyans can be found within every stellar nation, but nowhere quite so numerous as those still remaining as VoidCorp employees.


Before the Day of Ghosts sesheyan family-clans were led by the eldest individual. Since the day VoidCorp arrived though, the corporation-turned-nation has placed company appointed jurors into every nook and cranny of sesheyan society, completely eroding the previous system.

Although they face an uphill battle, sesheyans are given every right any other VoidCorp employee has to advance. Many have done so and serve the company faithfully as vice-presidents.

Sesheyans who leave VoidCorp space and employ are branded outlaws and have their records sent to mercenaries and bounty hunters to retrieve and bring back.


Sesheyan religion is a fundamental aspect of each individual’s unique identity and despite VoidCorps attempt to strip the race of it has endured over the centuries. The Aikei are totemic spirits that each sesheyan calls into them self to express different aspects of their character. When a sesheyan wishes to seem angry or fierce they may take on the guise of the Hunter, or if they wish to be nurturing they will fall under the veil of the Brood Mother. Each Aikei has an untold number of variations that better help a sesheyan enforce their current emotional state; i.e. the Patient Hunter, the Feral Hunter or a Hunter Who Speaks With Spirits.

Space beyond the world of Sheya is viewed as a portal into the spirit realm and each of the races encountered thus far are viewed as spirits or ghosts in that world. When a sesheyan leaves Sheya they are given funeral rights and the family-clan mourns as the sesheyan enters into a new phase of their life.

Those sesheyans born among the stars are more practical and while they still make use of the Aikei to describe themselves see the cosmos for what they are, and describe them accordingly.


Sesheyan language is an underdeveloped pidgin of the ancestral tongue and borrowed words from human Thul. It uses mostly hard vowel sounds and relies heavily on the “ai”, “ei”, and “o” sounds. The only exception being the “a” sound is always short. It is an exceptionally easy language for other races to learn, and sesheyans have little difficulty learning other languages.

Sesheyan names consist of a given name (given by parental units) and a father’s name (passed down paternally). Sometimes a family name will be joint by an apostrophe, this signifies clan name passed down and remembered from the race’s time on Sheya.

Example Names: Pe Terei, Aanghel Osui’ike, Caseur Ka’lee


The family-clan system that originated on Sheya has only grown in that most sesheyans do not limit “family” to mean bloodlines. Those who mate join two clans together. Sesheyans do not believe in monogamy either, so family-clans are often quite large. If they become too large they will fluidly break apart into smaller units. This has been a singular aspect of ancient sesheyan culture that VoidCorp has left alone if not promoted due the healthy gene pool it promotes.

Since the Day of Ghosts three separate branches of sesheyan culture have arisen. These three separate cultures are; the esosha (Free Hearts), the aikaya (Ghost Walkers), and the huraikai (Wind Spirits). Free Hearts are those sesheyans who still live natively on Sheya, only marginally influenced my VoidCorp protocol and mandate. Ghost Walkers are those sesheyan who choose to faithfully serve VoidCorp and see the stellar nation’s action as noble, uplifting the sesheyan people out of darkness into technological superiority. Wind Spirits are those sesheyans who have escaped VoidCorp control and view their brethren as deluded and corrupted after seeing the way that the rest of the stellar communities treat alien races. The three branches each view the other two as misguided and have long since tried to make them see the error of their ways, choosing to ignore them instead.

All sesheyans wear little clothing to limit the restrictions that it can cause their physiology. They do however greatly enjoy jewelry, piercings, body painting and tattoo. Tattoo and painting especially help sesheyans feel connected to their ancestral Aikei and more easily bring those aspects of themselves forward.


Advanced technology has always eluded sesheyans. They have as a race progressed past superstition of such devices though. They now understand that magic is not the cause of lasers and starflight, but the exact science behind some concepts still elude the primitive minds of the sesheyans. With study and practice though almost any sesheyan can overcome this shortcoming. In fact, VoidCorp has little fear in teaching sesheyans all they wish to learn about science, because they (mistakenly) under the belief that the race is incapable of advancing as a whole to the point of becoming a problem.


Space Opera: Pathfinder rules in Alternity setting blashimov blashimov