Races

Races

When creating a backstory for your character, please note that most races on Trayst come from specific countries or areas and, incidentally, what race you are and where you grew up will affect your upbringing. This is not to say that you can't have a character which breaks these norms - just ask your DM about it first.

When you start to develop your backstory, please consider the world that I have built. Look first at the info on where many races would have originated, then below for info on what it would mean to come from that country. I have also added three ages to some of the races: the first is the age at which this species will die of old age (if they make it that far), the second is the age at which a member of this species becomes an adult, and the third is the average life expectancy. They will appear like this -- (Max, 1 (Adult, 2) Average, 3).

### Human

(Max, 95 (Adult, 18) Average, 35)

Most humans will have come from Torlund, Duthgar, or the DRB, where they would have grown up as the dominant species. If they grew up in Carthorka, they would have been one of the slaves or a member of the Qasoinae from The Endless Expanse. As a slave, you may have been sold to the Drazia Dynasty or Janmier. There are Human tribes in Janmier as well who have no qualms about owning other humans and they feel far more affinity with the Halfling tribes that also inhabit Janmier over any foreign human.

### Elves

(Max, 250 (Adult, 75) Average, 165)

Most elves are found in Mer-Rein (high elves mainly in the south and wood elves to the north) or Eladrin in The Mithril Isles but, like many species, there are also a few cities in Duthgar which are exclusively Elven, like Ryin.

### Orcs

(Max, 65 (Adult, 11) Average, 20)

Green-skinned Orcs live to the north of Tanalier in Scandar, while grey/blue-skinned orcs reside on Zanfear in Carthorka. There are a number of half-orcs living near the boarders of Scandar and the coast of the Ra-Vek Sea where orcs come and raid and sometimes rape, leaving behind Half-Orcs, some of whom venture back over the border or across the sea in order to better fit in.

Half-Orc (Max, 70 (Adult, 14) Average, 25) & Half-Elf (Max, 170 (Adult, 35) Average,115)

Half-Orcs and Half-Elves tend to live with one of their respective parent species - see Breeding for info on breeding between species.

### Gnomes

(Max, 60 (Adult, 10) Average, 2)

As a gnome, your ancestors would have originated in Muin-Ru, before The War of Independence and Unification, in which The Drazia Dynasty completely annihilated the country. Even though this was a long time ago, most gnomes will still say this is where they're from and have grand tales to tell of the good old times there. As a gnome today, however, your family would be from either one of the surviving colonies of refugees or descended from the many gnomes that went into slavery. There are a number of gnomes living in Duthgar, which used to border Muin-Ru; these gnomes mainly live in groups, quite independent and separate from the nearby settlements or surroundings, much like in The Cross District of Old Vashton. There are a few villages in northern Mer-Rein and a fair number of gnomes have made it across to Torlund but here they mainly live in much smaller groups of just a few families in any one place, the exception being the village of Hemzap. Uncorroborated reports say that some of the gnomes fleeing Muin-Ru were allowed to enter The Thebilum Empire, while others ventured east to Janmier or south across the Ra-Vek Sea to Carthorka where most of them would have been captured and turned into slaves, just like those who didn't escape the Dynasty. Soon after the war, the city of Jal’hep achieved flight and was able to escape and now spends most of its time floating over Janmier and the ocean to the east and south, still claiming to be the country of Muin-Ru.

### Dwarves

(Max, 190 (Adult, 25) Average, 85)

Most dwarves are born and raised in one of the kingdom cities of the Drazia Dynasty. There are underground cities in Duthgar, like Girdev, as well as the floating city-state of Ker Girihm. There are also a number of dwarves living in Torlund alongside the humans.

### Dragonborn

(Max, 100 (Adult, 25) Average, 50)

Originating from the Mithril Isles, the dragonborn were dispersed from this archipelago during the Mithril War. Many were teleported to Mer-Rein, while others were taken back to Torlund, some settling on the west coast, though a number were sold as slaves to Carthorka. There was also a ship that sailed west and ended up settling on Tor'Vor and starting the colony that became the country of Ve-Peckis.

### Tiefling

(Max, 80 (Adult, 16) Average, 30)

Tieflings originate from Zilcan and appeared after the Awakening. However, the country was controlled by demons, and thus the Tieflings were enslaved. Most Tieflings found across Tanalier are descended from those who fled to the Underdark or were sold as slaves to Carthorka. As a result, many people think that Tieflings come from the Underdark and Tiefling clans that live there have all but forsaken their ancestral home. Either way, Tieflings suffer from the stigma that Tieflings are Evil creatures because they come from either demon-infested Zilcan or the abomination-infested Underdark, which makes most people vary wary of them. There are even superstitious beliefs that to show a Tiefling any kind of favour will attract bad spirits and just living near one can breed misfortune.

After the Awakening, there were three types of Tiefling - White, Red and Blue - but as the different colours began to breed with one another, new teifling colours emerged. A Red and Blue Tiefling pair, for example, are likely to sire a purple child. There are now Red, Blue, Purple, Green, White, Black, Teal, and Orange tieflings. There is little to no animosity between the various teifling races based on skin colour and the differences are viewed as trivial. There is, however, a tendency for tieflings to find other tieflings of their own colour naturally more attractive on average, though multi-colour couples are still commonplace.

### Halflings

(Max, 130 (Adult, 20) Average, 45)

Halflings are mainly found in halfling tribes in Janmier or as members of the Qasoinae but they are also found in Torlund and Duthgar, living alongside Humans, or in the Halfling city of Ashfell.

### Arakrocra

(Max, 30 (Adult, 10) Average, 20)

This species can be found in the dense forests of Torlund or Grecca and are very different depending on which forest they come from.

### Aasimar

(Max, 150 (Adult, 15) Average, 65)

Aasimar appeared in Trayst after the Awakening. After years of slavery under the rule of the Zilcan demons they were able to rise up and form their own nation, Cad'Lear. While they mainly keep to themselves in the south of Zanfear, lone Aasimar will sometimes venture from Cad'Lear for adventure or in response to a calling or divine plan.

### Centaur

(Max, (Adult,) Average, )

There are a few herds of Centaurs that live in Torlund.

### Hobgoblin / Goblin / Kobold

(Max, 40 (Adult, 4) Average, 10)

These Gobliod species live in dens and packs all over the world but they also occupy the Duthgarian city of Yister.

### Strix

(Max, 40 (Adult, 7) Average, 25)

Strix are a malevolent creature found predominantly in Grecca where they rule the forest/country. Strix are similar to Harpies but are more elven in their physicality and their wings replace the normal human arms instead of sprouting from their backs. They also have prominent canines and sharp clawed feet.

Strix are incredibly aggressive towards non-avian humanoids, especially humans, and even more so Duthgarian humans. Their favoured form of attack is to hide in trees making a terrible shrieking noise and using their prey's fear to drive them to an ambush site. When they attack, the Strix use magic to curse enemies and cause misfortune or cause more malicious damage through means such as using their vicious claws to disembowel their targets. It is believed that garlic can be used to get rid of these evil spirits and prevent such attacks but there is no evidence that it works.

Strix live in matriarchal tribes, often with four or five females to every one male, who are very much second class citizens in their societies.

### Country Info

Torlund

Humans are the dominant species of this country, which has much in common with Arthurian legends. A human monarchy rules over the country, which is divided into fiefdoms, ruled by lords who further subdivide their territory into baronies, which are sometimes little more than a village and its farmland. There are a large number of magical creatures of many different types which inhabit the land of Torlund. Rather than diverting large amounts of resources and spending considerable time trying to exterminate them, the Torlundians have continued to make efforts to coexist with these creatures. As a result, attacks by magical creatures are far less common in Torlund then other countries of Tanalier, demonstrating the benefits of seeking to properly understand instead of fighting them. This mindset displayed by the rulers and army has fostered a more tolerant culture displayed by most Torlundians be that weather the difference is their species, cultures, or ideas.

Duthgar / The Divided Regions of Bestaria

Carthorka

The dominant species here are Orcs and Half-Orcs with blue-grey skin. The majority of the population lives somewhere along the Gi-Jak river and many of those who live on the river live in the capital city of Doefet, situated on the mouth of the river. About 60% of the population are slaves, consisting mainly of humans, though most other races are present as well, including Dwarves, Gnomes, Halflings, Dragonborn, Elves, and Half-Orcs. Though less common, there are also a few Tieflings, Giants, and Aasimar. The country is similar to that of Ancient Egypt with a massive, mostly slave army, grand wonderous monuments, and decadent wealth.

The Endless Expanse

The Qasoinae live in this area and are made up mainly of Humans and Halflings who originally escaped slavery in Carthorka many generations ago. They now live as roaming tribes within the desert along the border with Carthorka. The various tribes have a strong belief that they are connected, rarely fighting and working together when needed, but living quite separately. The tribes move constantly, making them hard to track by the Carthorkians. The Qasoinae are avid story tellers, passing on tales from one generation to the next. The Carthokians and slavers are the villains in most stories, while unity and family is the solution. Qasoinae are prone to wanderlust and desires to explore the world while hating oppression of the weak by the strong and any form of slavery.

Mer-Rein

Grecca

Scandar

Drazia Dynasty

Janmier