Races

The human population of Earth in 1650 was roughly 550 million, which is the same as Almari in 335, the year that the following population statistic estimates are from.

Not all races listed can have children with each other, but Humans tend to have the most versatility in that respect. Even then, the vast majority of children born of two races adopt the race of the mother.

The term "race" is mostly misused in Dungeons & Dragons, but I'm not going to make people say "species".

Core Races
Below are the core races, which are the races that you'll probably be able to use without much issue. You'll have to have good reasoning for them to be extremely far from home, though, as this setting takes place at a time where all of the known world isn't mapped by everybody. Humans are the most prominent. Below are the esoteric races, which will usually only be playable under specific circumstances. Avoid making characters that are part of these races on a whim without consulting your DM. ''*Determines how much flexibility there is in the backstory of a character made with this race; more stars mean more freedom. Best bet is to not make a Kimaera, but if you want a lot of room to work, pick a Human.''

Human
Found all throughout Almari, Humans are the leading force of change. They are the most varied race when it comes to appearance and cultures, with skin tones ranging from snow white to midnight black, eyes ranging from hazel to violet, and hair filling all the gaps in the color spectrum. By nature, Humans are social creatures, and fill their desire for interaction through trade, diplomacy, and conquest. Attribute Points: As a Human, you have +5 points to allocate for stats and feats.

Age: Humans mature at around 17 and typically live to about 80.

Size: Humans are between 5 to 6 feet tall and weigh between 125 to 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Proficiencies: You are proficient in any one skill of your choice.

Languages: You can speak, read, and write Common Almaric and two other languages of your choice, one of which typically chosen by your region of birth (Diakana (Emin), Vuskali (West Vuskan), Mauresnic (Mauresna/Miriade), Kiraqra/Gillean (Laretha), Volhe (Volhaindhe), Astali, Valdesian.)

Names: same amount of variation as names throughout the cultures of Earth.

Tiefling
Inhabitants primarily of the shrublands of Vuskan and the mountains of central Laretha, Tieflings are humanoids with an ancient relation to Fiends. The majority of Tieflings are skittish about open contact with Humans out of fear of aggression due to their fiendish appearances, but communities exist in larger cities where cultural heterogeny is more widespread. Tieflings enjoy a life of heightened experiences, which means exotic foods, fragrant incenses, beautiful clothing, and astounding festivals. Some Tieflings even embrace their heritage in a not-necessarily-evil way, through a fascination in death and the occult. Tieflings are characterized through their skin ranging from pale to dark red to cobalt blue, extremely varied horn structures, and occassionally cloven legs. Those that are native to central Laretha are more bestial in appearance. The majority of Tieflings have tails, but some communities see their removal as a coming-of-age rite. Many Tiefling societies cherish their fiendish roots, whereas others forsake them for the sake of societal inclusion.

Attribute Points: As a Tiefling, you have +3 points to allocate for stats and feats.

Age: Tieflings mature at around 17 and typically live to about 100.

Size:  Tieflings are between 5 and 6 feet tall and weigh between 130 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance: Due to your long-passed Fiendish roots, you gain resistance to an element determined by your heritage. Shrubland Tieflings gain resistance to Fire damage and advantage on heat-based Constitution saving throws against exhaustion, whereas Central Tieflings gain resistance to Cold damage and advantage on cold-based Constitution saving throws against exhaustion.

Infernal Heritage : As your strength grows, latent magics reveal themselves to you. Languages: You can speak, read, and write Kiraqran or Gillean, Common Almaric, and one other language of your choice.
 * Central: You know the Thaumaturgy cantrip. At 3rd level, you gain the Fog Cloud spell, and can cast it once at base level per long rest. At 5th level, you gain the Detect Thoughts spell, and can cast it once as base level per long rest. Charisma is your spellcasting ability for these spells.
 * Shrubland: You know the Thaumaturgy cantrip. At 3rd level, you gain the Hellish Rebuke spell, and can cast it once at base level per long rest. At 5th level, you gain the Scorching Ray spell, and can cast it once as base level per long rest. Charisma is your spellcasting ability for these spells.

Shrubland Names: Azir, Joheim, Rehanne, Ydriss

Central Names: Rolliu, Maveus, Horirr, Belvari, Vallia, Iniyis

''From both regions, some Tieflings will opt to give themselves a "virtue name;" a name based on a virtue they wish to uphold. Iodos ("Light"), Creed, Sovereign, Jester, etc.''

Half-Tiefling
Simply the products of Human-Tiefling relations. Culturally, Half-Tieflings tend to be similar to Half-Elves in the way that they're not entirely accepted by either race they belong to, but compounded by their fiendish physical traits. Regardless, Half-Tieflings tend to be particularly charismatic, and can commonly be found in urban Human environments.

Attribute Score: As a Half-Tiefling, you have +4 points to allocate for stats and feats.

Age: Half-Tieflings mature at around 17 and typically live to about 90.

Size: Humans are between 5.5 to 6.5 feet tall and weigh between 140 to 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Hellish Resistance: You gain resistance to an element determined by your parental heritage. Shrubland Tieflings gain resistance to Fire damage and advantage on heat-based Constitution saving throws against exhaustion, whereas Central Tieflings gain resistance to Cold damage and advantage on cold-based Constitution saving throws against exhaustion

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Proficiencies: You are proficient in any one skill of your choice.

Languages: You can speak, read, and write Common Almaric, Kiraqran or Gillean, and one other language of your choice.

''Names: Highly depends on who named them. Can be fully Human, fully Tiefling, or a hybrid.''

Fey-Blooded Elf
Prior to recorded time, Sylvethris, the deity responsible for the majority of Fey humanoids, saw the malleable new Material Plane and wanted to leave their mark on it in a lasting way. This intent in itself gave birth to the first Fey-blooded Elves. Though they were created in the visage of Humans, their extended lifespans and isolated society patterns lead to them self-segregating en masse from other humanoid populations. With an extreme focus on honing self-crafts and arts over a timespan not possible for most other races, Fey-blooded Elves are frequently craftsmen and erudites with little reason for travel. They are regarded as the watchful eyes of the forests, and do not take trespassers kindly.

Post-Reconciliation, Fey-blooded Elves that have been steeped in Human civilization made the communal executive decision to distance themselves from all other civilizations to gain power through isolated study, with almost all of them moving to a large landmass to the northwest of Vuskan, Siniath Barre. This move consisted of about three million Fey-blooded Elves.

Prior to this distancing, Elf-Human relationships were rare but possible, thus creating small and scattered generations of Half-Elves not quite accepted by either race. Characterized by fairer-than-average appearances, pale yellow eyes, pointed ears, and inherent Fey-like fluidity in gender, Fey-blooded Half-Elves are very easily distinguishable from Humans, despite their similarities.

Attribute Score: As a Fey-blooded Elf, you have +3 points to allocate for stats and feats.

Age: Fey-blooded Elves mature at around 25 and typically live to about 300, and typically only show signs of later age around 175.

Size: Fey-blooded Elves are between 5.5 and 6.5 feet tall and weigh between 125 and 200 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Lesser Darkvision: You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Time's Reward: You gain proficiency and Expertise in one skill or tool of your choice.

Sylvethris' Blessing: You know the Guidance cantrip.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Fey-blooded Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: As a Fey-blooded Elf, you know how to speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: Rorric, Aelar, Syllaris, Naejea, Ylladi, Venda, Ravazana

Proniscan Elf
Proniscans are the product of a large subset of Fey-blooded Elves pursuing a deeper sense of humanity through study of the Weave, leading to Arcane casters. This decision was received as an insult by Sylvethris, leading to them deciding to permanently scar and curse the entire subset in question. Sylvethris heeded their wish in the way that Proniscan Elves' physical appearances became more Human-like, but not in the way they'd hope. Regardless of their birth sex, Proniscan Elves appear effeminate, with their natural fluidity gone. Their lifespans were essentially halved. Their ears became about an inch longer than Fey-blooded, seemingly to act as beacons to Humans that they don't belong amongst them. Their eye color became red with irregularly-shaped pupils, their hair became dark, and their skin became pallid. In addition, their supposed infatuation with the arcane left their kin branded with arcane magic, and as thus, Proniscans are born with inherent magical abilities.

Modern Human society already sees Fey-blooded Elves as both dangers to be avoided and cowards for "fleeing" to Siniath Barre post-Reconciliation, but Human folklore sees Proniscan Elves as bad omens. Though lesser in number, Proniscan Elves can be found in and around most large Human settlements, including on Valdemar. Their name is derived from Proniscus, a flower found exclusively in the Feywild known to cause incurable insanity once ingested.

Attribute Score: As a Proniscan Elf, you have +3 points to allocate for stats and feats.

Age: Proniscan Elves mature at around 16 and typically live to about 150, and typically only show signs of later age around 115.

Size: Proniscan Elves are between 5 and 6 feet tall and weigh between 125 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Sign of Humanity: You know two Sorcerer cantrips. At 3rd level, you gain a 1st-level Sorcerer spell of your choice, which can be cast once per long rest. At 5th level, you gain a 2nd-level Sorcerer spell of your choice. Charisma is your casting stat for them.

Darkvision: Your altered eyes (possibly unintentionally) grant you the ability to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages: As a Proniscan Elf, you know how to speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: refer to Human

Half-Elf
Several generations ago, Elves made the communal executive decision to distance themselves from all other civilizations to gain power through isolated study. Prior to this distancing, Elf-Human relationships were rare but possible. Half-Elf mothers tend to bear Half-Elf children, thus continuing the Elven bloodline in modern communities. Characterized by fairer-than-average appearances, pointed ears, and naturally effeminate body structures, Half-Elves are very easily distinguishable from Humans despite their similarities. Fey-blooded Half-Elves tend to have pale yellow eyes, whereas Proniscan Half-Elves tend to have slightly abnormally shaped pupils.

Due to the Human tendency toward bearing prejudices against different-looking folk, Half-Elves are frequently the target of scorn in Human societies. Whether it veers them toward inclusion or rebellion, this unwarranted hatred is the source of many Half-Elves' more eccentric personalities.

Attribute Score: As a Half-Elf, you have +4 points to allocate for stats and feats.

Age: Half-Elves mature at around 18 and typically live to about 120.

Size: Half-Elves are between 5 and 6 feet tall and weigh between 125 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fey Blood: You have advantage on saving throws against being charmed. In addition, you gain an ability based on your ancestry: Proficiencies: You are proficient in any two skills of your choice.
 * Drow: You gain Superior Darkvision, Sunlight Sensitivity, and proficiency in Perception.
 * Fey-Blooded: You gain Lesser Darkvision. In addition, magic cannot put you to sleep, and a long rest only requires 4 hours of sleep.
 * Proniscan: You gain Darkvision. In addition, you know one Sorcerer cantrip. At 3rd level, you gain a 1st-level Sorcerer spell of your choice. Charisma is your casting stat for them.

Languages: You can speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: refer to Human, usually with some form of fey flair

Dragonborne
Primarily hailing from Emin, Laretha, and Volhaindhe, Dragonborne are the product of an ancient cross between Humanoids and Dragons. Their scales are colored based on their bloodline affiliation, with colorations passed down from a random parent. Dual-tone colorations are extremely rare, but those born with them naturally garner widespread respect. Emini Dragonborne culture has become very Human-esque over the past several centuries due to frequent interaction over the Vuskan-Emin border, but they retain their focuses on clan honor and earned respect. Volhaindhean Dragonborne culture has maintained similar levels of outside interaction, but remains extremely strongly bound to ancient regional tradition. Larethan Dragonborne are the modern military powerhouse of their region, but operate off of a strong set of moral and honor-bound tenets that make them more like security than conquerors.
 * Gold, Brass, and Red Dragonborne are from Emin.


 * Black, Blue, Bronze, Copper, and Poison Dragonborne are from the Northern Mountains of Volhaindhe.

In ancient tradition, chromatic Dragonborne have been aligned with evil and metallic Dragonborne have been aligned with good. These concepts have shifted drastically over time, and tend to no longer be relevant. The majority of Dragonborne societies, however, are extremely rarely neutral when it comes to moral disposition.
 * Silver and White Dragonborne are from the coldest tundras of Laretha.

Attribute Score: As a Dragonborne, you have +3 points to allocate for stats and feats.

Age: Dragonborne mature at around 15 and typically live to about 90.

Size: Dragonborne are between 6 to 8 feet tall and weigh between 180 to 400 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Draconic Resistance: You have resistance to the damage type associated with your scale color and ancestry.

Natural Armor : You have tough scales covering the majority of your skin, granting a good amount of physical protection. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Tooth and Claw: Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages: You can speak, read, and write Diakana and two other languages of your choice.

Names: Jin, Arheem, Lorelai, Kira

Dwarf
Though Humans are the oldest humanoids to walk Almari, Dwarves are a close second. Found primarily in the hills and peaks of Laretha, Dwarves have a uniquely strong bond with friends, family, craftsmanship, and tradition. The average Dwarf will rarely see much reason for travel, but those hungry for foreign knowledge or goods have little issue fitting in with other cultures. Through time, many Dwarves have started communities alongside Humans in Vuskan and, more recently, Valdemar.

Attribute Score: As a Dwarf, you have +3 points to allocate for stats and feats.

Age: Dwarves mature at around 20 and typically live to about 200.

Size: Dwarves are between 4 and 5 feet tall and weigh between 150 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet.

Dwarven Resilience: You gain an additional 1 hit point per level. You have advantage on saving throws against poison, and you have resistance against poison damage.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Proficiencies: You gain proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer, as well as History and a tool of your choice.

Languages: You can speak, read, and write Gillean, Common Almaric, and one other language of your choice.

Names: Brauner, Ernyn, Ulgrum, Nasria, Kathrynn, Daesora