
Astari: a High Fantasy based world setting by ariaAnomaly
Site is currently a major Work in Progress, so only some pages are complete.All pages have at least some info on them, though not a lot. Please bear with me as I fill it all out!To Do List and Update Log can be found on OOC Info page
The following is sections that will be done in more detail in the future.
Basic Info about the world
The Elements and Concepts of Astari
Use the buttons below to see each continent's individual map and further detail:
Not currently featured: Aquavri, the continent deep under the seas. Coming Soon!
North and South Albalor make up a large amount of the world's population. It's a large, diverse continent with all sorts of natural habitats from plain-lands, forests, lakes, swamps and mountains. The mountains serve to divide the two sides, as there is a very strong political conflict between them.North Albalor is ruled by those who generally choose magic over might, while South Albalor is run by those who choose the opposite. Elves and fey-blood make up a large bulk of the northern denizens while humans and various other races make up the south. (that doesn't mean there is never humans up north or elves down south, though.)
Capital Cities
Sarantona - A forest kingdom with buildings built into and out of the very trees. Primarily occupied by elves and fey-blood, and occasional other races that are studying at the great mage academy housed therein. Ruled over by a council of four elves who oversee the various facets of the city.
Bythannica - A militaristic human kingdom that has lower tolerance for casters ruled over by a strong-willed and magic-hating human king. It is primarily occupied by humans and the occasional dwarf. Other races can be seen here, but not in large amounts and only if they are not casters.
Large Cities
Neastfield - A Prospering farming village that provides many crops to Sarantona and surrounding cities. Occupied by many different races.
Oiakur - A quiet forest city of mostly forest-dwelling races. It is fairly secluded and quite selective on who it allows in.
Sumivaia - A small hunting city occupied by many different races and mostly hunters, rangers and druids.
Estitova - A very well guarded deep mountain city that houses drow and other creatures who dwell in the dark. Not a place for people traveling to visit unless they have an official purpose, as its denizens do not often allow outsiders in.
Xanura - A mountain-based city mostly housing dwarves and other earth-based races. Provides many stone-crafts and works for both north and south Albalor.
Xanetica - A elven city that houses those not allowed or thrown out from Bythannica.
Zopheris - A multi-racial farming and trade city that is quite prosperous and supplies a lot of Bythannica's crops.
Port Cities
Ebas - A quiet, small fishing village of many different races. Only real "port" purpose is that it ferries to and from Tyropaea as the main way of travel between the north and south sides.
Yorkvasser - A port city that is eerily devoid of females of all races, and does not allow females into the city. Main "port" purpose is fishing-related, supplying North Albalor a lot of its sea-based goods.
Tyropaea - A mainly human and dwarven port city that ferries to and from Ebas. Ports to other continents as well, but trips from Tyropaea are typically expensive. Well known for its international trades and fishing market.
Tropon - A tiefling ran port and trade city that is fairly lax on rules and has far too many bars. Ports to other continents at a fairly reasonable price.
Xaus - A fishing and port city run by sturdy people who take very little nonsense. Houses Bythannica's marine fleet and will port to other continents if given a royal command from a higher up in Bythannica.
Small Cities
Devon Downs - A small forest village that is fairly fearful of outsiders and mostly occupied by elves and fey-blood.
Grancycon - A peaceful, multi-racial farming village.
Ursarctias - A primarily elven-based farming village that is very friendly to outsiders.
West Trails - A small multi-racial village that houses mainly engineers and crafters.
Xanevaia - A small city of mostly forest-dwelling humans that practice woodworking and hunting.
Zeelynum - A mostly human-based farming village near the ocean.
Genygor - A small human farming village that is eerily friendly to outsiders.
Goldmeadow - A multi-racial village where everyone seems eerily lucky in everything they do.
Huul - A very secluded village that is rumored to house many theives and dark-minded individuals. Is typically warned against going there without purpose, and if you do, to keep a close eye on your belongings and person.
Jvotie - A mostly human-based village that seems to always have a shroud of gloom about it and is said to be cursed.
Nubesica - A small fishing village of mostly humans and tieflings that most people are warned away from.
Plainfield - A small farming village of mostly elves and humans that does a little bit of trade with the surrounding cities.
Quapis - A fairly secluded swamp-land village primarily housing humans. Not all that open to outsiders.
Thentor - A small hunting and farming village of elves that are friendly but very suspicious of outsiders.
Trabas - A small multi-racial fishing village that keeps to itself.
Rorthalin and the island connected to it, Rorth'min, is mostly fey-blood and elven territory. A dense forest content with some plains-land and a small bit of mountains on the south side. There is little real political issues in this continent, governed by a peaceful fey-blood ruler who cares for their people. Many crafters, hunters and fishermen come from this continent and many of the elves and fey-blood on North Albalor are originally from here.Rorth'min houses a set of grand trials that adventurers from all the world come to partake in. They are constantly changing and something that well test even the strongest of warrior, craftiest of rogue and skilled of caster.
Capital City
Parinthor - The home city of the fey-blood race. A highly magical forest kingdom that inhabits mostly fey-blood and highly magical elves.
Large Cities
Brightmage - A tree-city that houses the biggest and most prestigious mage city in the world.
Ibia - An elven and fey-blood forest city of hunters and craftsmen.
Myralini - A mostly tiefling, fey-blood and elf ran farming and trade city.
Sparivus - A tiefling ran city that is very secluded and does not allow non-tieflings inside.
Port Cities
Janlake - A smaller port city that mostly caters to non fey-blood and elves. It's mostly a party town. Port-wise it's mostly just used to ferry between the other ports.
Wesilage - An elven port city that does mostly trade in ales, spirits and crafts to other continents.
Yorkbrire - A quiet and laidback port city of mostly humans and elves that serves as a ferry between Rorthalin and Estia.
Estia - A small port that ferries to Yorkbrire. Small and not all that occupied past a few inns and a general store. Houses adventurers preparing for the trials of Rorth'min.
Small Cities
Anitul - A small hunting village of elves, mostly secluded from the outside world.
Bythianya - A fey-blood and elven village of crafters, fishers and hunters. Very friendly to outsiders.
Hollowholt - A small village built into a large, old tree that is mainly housed by elven druids and hunters.
Oakland - A small fey-blood village of casters and hunters.
Qyalis - A mostly dwarven and human village of hunters near the mountains.
Russarnum - A small fishing village of elves and humans that keep to themselves.
Sibunya - A small fishing and crafts village of elves and humans.
Sweetborough - A small elf and human village of hunters and farmers that is very welcoming to outsiders.
Xanarnor - A small mountain village that very few know about, and even less leave to tell of it.
Bobakis is a smaller continent that many different races call home (typically those of non human, elven or fey-blood descent.) It has primarily swamp and plains land and many fishing villages along it's outskirts.Cinnabau Islands is a caster-created group of islands that houses the world's biggest assortment of casinos, pleasure houses and resort spots. It's the place to go when you want to relax, have fun, and vacation and you can find people of all shapes, sizes, races and creeds going there to waste their well-earned (and sometimes not so well-earned) gold. The only way to the islands is through Bobakis' port city Danacur.
Capital City
Mercorcaia - A mixed-race port city that is home to the world's largest marine force. Although its people are not all that militaristic and mostly only use it to defend their borders to help out their allies.
Large Cities
Romasis - A fishing village that houses various less-common races and is pretty secluded to outsiders.
Vialis - A farming and trade village that houses exiles and runaways from various other races and cities.
Helvartene - Home to the largest Casino and Resort palace in the world. People from all over the world come to visit, and it's a fairly great place to be if you have money to spend.
Port Cities
Anglur - A mostly human-run port city that is fairly friendly to outsiders and is home to many bars!
Danacur - A human, orc and Tiefling ran port city that mostly just ferries to and from Ferrenova.
Ferrenova - The port city that ferries to and from Danacur and only that. Any other port duties involves porting trade goods to Helvartene.
Small Cities
Caspuanias - A small swamp village that houses people from not-well-liked races that don't belong with their own race either. A village for outcasts of outcasts.
Utycis - A very seedy village on the outskirts of the swamps, home to rogues and vagabonds alike.
Ibitica - An extension of Helvartene that houses the best Brothels and additional inns and bars.
Jnorsis - An extension of Helvartene that houses hot springs and full spa treatment areas.
Keqax - A fishing village that supplies Helvartene with their seafood. Fairly secretive to outsiders past that.
Traxis is the homeland of the dwarves and other such sturdy earth-based races. It features lots of mountainous regions, some plainslands and a large lake. People of all races can be found here, but Dwarves, humans, and half-orcs tend to make up a large brunt of the race-count.Traxis Isles is a series of fishing and minor trade cities that supply much of the rare fish you can see in markets in Traxis, Albalor and Bobakis. The islands are built in one of the best fishing locations in the world, and the cities are often taken over by different people who want to monopolize the trade. Leadership changes almost yearly, if not in even short spans.
Capital City
Rerbor - A dwarven stronghold that overseas the mountains and many of the outcropping areas around it. Ruled over by a benevolent council of dwarves who rule over their people wisely and justly.
Large Cities
Brundesana - A peaceful farming and ranching city of humans that supply many produce and animal-based goods up to the capital.
Daniatium - A farming and fishing city of elves, humans and a few other non-dwarven races. Also many craftsmen live here, producing all kinds of beautiful marble-works due to a very large crop of it int eh shores near the city.
Faiviole - A fishing and trade city that supplies many fresh-water fish to the capital and surrounding areas.
Hatalix - A secretive deep-mountain city that is said to house drow and other dark denizens. Not welcome to outsiders and warned against ever going to without reason.
Ituraea - A multi-racial party city, with little other purpose then that. While not as splendorous as the Cinnabau Islands, it's still a pretty fun place to go to unwind. Largely built overtop the lake.
Ugalium - An extension of the capital city, where many of the stone-workers and crafters find shop and home.
Vermonag - An extension of the capital city that serves as housing for the lower-class denizens as well as various marketplaces.
Westnerag - A deep mountain city that houses some drow but is not as secretive and hateful of outsiders as more drow city. More of a city for exiled drow and creatures of the dark then anything.
Zaal - An extension of the capital that houses the biggest marketplaces as well as houses the main brunt of Rebor's Militia that are stationed all throughout the capital and it's extensions.
Lithadas - A fishing and trade city that brings in the most product every where due to it's perfect location between sea and fresh-water areas.
Port Cities
Arcaea - Manly a ferry port between Khalis and itself. Brings it some fishing produce to the continent as well but not as much as some.
Cildhurst - Mostly a human and dwarven fishing port that brings in a large brunt of Rerbor's fishing produce.
Eurus - Rerbor's dwarven-ran port city, housing it's small marine force and serving as the main port traveling for the people of Rerbor and it's surrounding areas.
Gallosaea - A multi-racial port city that mostly works trade from various continents to traxis.
Jeet - A human ran port that mostly just does fishing and small trade runs from traxis, traxis isles and nearby continents. Due to it's location only smaller vessels can dock at it.
Khalis - A human and elven ran port that mostly ferries to and from Arcaea.
Small Cities
Mallagya - A small hunting and farming villege of dwarves that mostly keeps to itself and is based in the smaller hill caves at the edge of the mountains.
Neirch - A small elf and human ran fishing and farming village that is friendly to outsiders and mostly self-sufficient with little aid from outside influence.
Pildwell - A small, eccentric village of machinery not like what most have ever seen, home to the few remaining gnomes in existence. Very well protected for being such a small village, and quite reclusive from outsiders. Does not allow non-gnomes to live there, and entertaining non-gnome guests is a very rare endeavor.
Quels'ziko - An extension village of Ituraea that serves as homes for many of the people from the bigger city.
Raark - A small multi-racial fishing and farming village that is friendly to outsiders but not overly so.
Vienn - A small, selective fishing village of water-based races that mostly just keep to themselves and are wary of outsiders.
Zatoke - A human fishing village ran by the brother of Zatool's leader, and is at ends with Zatoke. The two cities used to be one.
Zatool - A human fishing village ran by the brother of Zatoke's leader, and is at ends with Zatool. The two cities uses to be one.
A continent wrecked by time and bad location, left to primarily desert land and mountains. Hardy races such as humans, orcs, half-orcs and dwarves make up a large brunt of this continents races, and the main city, Carchard is overruled by a greedy, ruthless man who selfishly hoards much of the lands little resources to himself and those he grants favors to. It's a hard land to live in, specially for those who are not rich or important and live near the main city.
Capital City
Carchard - A orc and human run kingdom overruled by a greedy and lustful human king who spends all of his kindgom's riches on his own personal wants and desires. Very unliked by the masses, but very well protected by those he pays handsomely so nobody can ever truly get to him.
Large Cities
Agrum - A dwarven city that also houses a few of the last remaining gnomes and does much of the metal and stoneworks and mining for Carcard.
Fielwoark - A human and orcish trade city.
Kagok - A human and orcish crafts and blacksmithing city.
Liburand - A multi-racial city that serves as a luxury and party city for the Carchard's king and those who have gained his favor.
Port Cities
Cshor - A human port and fishing city that keeps to itself due to it's remote location.
Itator - A fairly low population human and orc port and fishing town.
Libarctea - A nearly vacant human and orcish fishing city that only houses the most hearty of travelers.
Viritrini - The main multi-racial port of Toulinis, that does most of the trade for the capital city and the surrounding areas.
Small Cities
Dalatraea - A small multi-racial village that offers home and rest to travelers and nomads of all races.
Floruarias - A small village that houses and protects mostly escaped criminals and outcasts from Carchard.
Kilnisis - A small, secluded oasis village that houses various less-known races and sturdy desert dwellers.
Kalpeko is the continent that is mostly housing people who have left their original homes for one reason or another such as running from crime or escaping something. There is often fights over resources and it's a dark land full of greed and hatred. There is some forest land throughout the middle, but what land is outside the forest is dry and barren.Obla'xisis is a place of mystery to most people. It's sheer, jagged rock-like formations that jut out high over the ocean make it hard for people to truly explore it unless they have flying capabilities, and many who do go to explore it often never come back. It is a land rumored to house some of the biggest evils in the world, and many believe that a lot of the darkness that creeps through Kalpeko is somehow influenced by it's close proximity to these evil spires.
Capital Cities
There is no capital city in this region, each of the large and smaller cities work fairly independent from each other and there is no large governing force for any of them.
Large Cities
Nointbri - A multi-racial fishing city that is a bit more high-end then any of the other cities on Kalpeko.
Olaniasis - A quiet and somewhat run-down fishing fishing village that accepts all races but tends to have more non-elf/fey-blood/human/dwarves then anything.
Port Cities
There are no specific port cities in this region, the two large cities serve as the contact point for ships traveling here, but large ships can not make port (have to use small ships to get to the shores)
Small Cities
Polainval - A small hunting forest village of primarily elves, fey-blood and a few msc. races, often fighting quite a bit with those from Qalag for resources.
Qalag - A small hunting forest village of mostly humans, dwarves, and other human-like races that is often fighting with people of Polainval for resources.
North and South Solmis are the cold frigid lands that encase the northern and southern most edges of the world. A cold, bitter land that houses very few past those curious in discovering its secrets and those who thrive in the icy environment. There is one port city on both sides that houses the few inhabitants of these bitter lands, and boats only travel there once a year due to it being an incredibly dangerous journey and only truly capable at one point a year.
Cities
Solmis only has two port cities. There are no capitals, large, or small cities due to there just not being enough of a population on the continent to sustain more then the two ports.
Laurinias - A multi-racial port city that houses some of the few inhabitants of the lands. Those brave enough to explore it's icy depths or just plain are escaping from something.
Marsitrini - A mostly multi-racial port city that houses those wanting to explore Solmis, as well as some ice-based races that don't necessarily want to live out in the icy wasteland itself. Is a bit nicer and well-structured then Laurinias.
Astari is a very diverse planet with races of all shapes, sizes, and cultural differences. Some can be found just about anywhere you go on the planet, while others tend to be more centralized to certain continents or regions. Many of the races are also broken up into sub-species that are still a part of the main race as a whole but have their own specific differences from each other. This is far from an exhaustive list, but a good general idea of the types of people who fill out the world of Astari.For more info about any of them please click on the links below!
Elvish Races
Other Races
Seen as the strongest in terms of using magic among all elven kind, the High elves are a very high class race who will often be found in the upper echelons of society as leaders of some sort. They are sophisticated and well educated creatures whose very beings are one with the magic around them. While not all choose to use magic, every one of them is born with the ability to wield it.They are typically most found in areas lush with forest life and with strong magical energy flowing through the land.
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Environmental Elves are often believed to be a weaker subset of High Elves, although this assumption is highly incorrect as they are their own species of elves since the day they first started moving across the world. They are a very sturdy and adaptable race, whose very beings are connected to the very planet they stand upon. They are able to connect to the source of the environments they find themselves in and adapt perfectly to it. The most common being Wood Elves (who thrive in forested areas and are able to commune with the very trees and nature around them), Desert Elves (who are hearty and able to go long distances in extreme heat with little issue), and Snow Elves (who can handle living in colder tundras with little issue.) These elves tend to call themselves by whatever environment they are most in tune with, and prefer not to be called by "environmental elves" as it is cumbersome and doesn't' fully describe who they really are personally.
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Hailing from the darker places in the world, deep in mountains and underground, the dark elves are often seen as evil creatures by those on the surface. While this is often true in some of the many tribes of this race, it is not nearly as close to the assumption as so many think. The people of the Dark Elven race are just as likely to be good or bad as any other. They are dark skinned (typically in purple or blue hues) with very light colored hair and eyes in silvers and golds. They are able to see in the darkness and are none to be incredibly skilled physical fighters, and fairly capable at magic although not nearly as much as their other elven brethren, instead using their magic more for supplementing their fighting abilities then usuing it directly to fight. Those who do wield magic to fight though are often very skilled at it after having trained for a very long period of time to hone their craft.
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The faekind, while often mistaken as another type of elf, are their own very unique species. They are creatures with long tapered ears and fairy like wings on their back. They are broken up into 2 categories: Elemental Fae and Null Faes
Elemental Fae: This is the main branch of the faekind, as almost all thare are born to this race are born as an elemental fae. Much like the name suggests, every single one has an innate nature tied to a certain element. Their souls are assigned this element in the womb and it is not based on what their parents are. It is unknown exactly what makes the choice, but it is usually fairly obvious mid-pregnancy what the child will likely be as the mother will start to sense that element inside of her. The faekind are very skilled at magic, and are the strongest at the element they are in tune with. While they can learn to use other branches, most choose to stay within that one as it is what will provide them the most strength. The stronger their magic is, the more magnificent their wings will become, starting out as nothing more then wasp-like appendages at birth but ending as elaborately designed butterfly or moth like wings the stronger they are. All of them are able to hide their wings at will, and it is their magic that gives them the ability to fly more so then the wings, which are almost aesthetic in nature. Their skin colors range from more natural tones to more exotic ones based on their element (blues and teals for water, greens for nature, etc)
Multi-Aspected: Rarely a fae child will be born that is strong in two or more of the elements. In incredibly rare instances they show control over all of the elements, though will still only ever be fully in control of a few of them based on focusing on them the most. It is usually seen as quite a sign of luck to be born multi-aspected, bringing much honor to their parents and often times going on to becoming very important figures in Faekind society.
Null Fae: There are two ways to become a null fae, being born one which is incredibly rare and seen as almost a curse on the parents, or to lose all of one's magical energy, thus rendering them ineffective as a faekind. Null Fae for all purposes appear to be elves, but weak ones with no magical abilities. These fae can learn to become physical fighters, sometimes even great ones, but only through hard effort. Their life spans are effectively a third of the other faekind, and they are often shunned by the rest of their race because of their ineffectiveness as part of it.
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Strong, hearty people with small ears and short life spans. They make up for their lack of longevity by their ability to quickly reproduce and spread across the world at alarming rates. While many show little prowess in magical abilities, the ones that are born with such boons are often quite powerful due to the rarity of it. They tend to become great fighters if they put their effort into it and are generally a force to be reckoned with when enough of them stand together.
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Stout, sturdy humanoids that usually are about half the average height of humans and considerably more physically stable. They are some of the world's strongest fighters, best miners and blacksmiths, and generally some of the most fun people you will be around. They are typically the first to come to someone's aid, and are often very egoticial when it comes to showing off their prowess in whatever areas they are best in. While it is incredibly rare, there are few that do attempt to learn to use magic, although they are never able to harness it quite as well as other races. They are also one of the oldest races on the planets, and the race owning some of the most ancient libraries in the world, with some of their eldest denizens still alive able to recall events from long before even some older elves can speak of.
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Incredibly short (typically no taller than 2.5'-3'), incredibly smart, and incredibly chaotic. That is the gnome. They are pintsized terrors who love using their knowledge of magic and inventing things to make some pretty crazy stuff, which often other races are wary of them over. They are respected due to their intelligence and many of those out in the world are seen as great sources of information and learning, should they choose to share. Due to their chaotic natures though it is always uncertain how long it'll be until something crazy comes along and causes issues wherever they be, and often times they are watched over by others in the cities they call home to keep such from happening.
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Strong, sturdy tusked teethed humanoids with skins ranging from browns to greens, with horns varying in size and shape based on their level of strength and dominant personalities. Despite their typically foreboding appearances orcs are often very friendly creatures, who often are found as merchants or working class citizens working fields or as fisherman. While they are strong and very capable fighters if they choose that route, they have strived hard to pull themselves away from the more brutish ways their ancestors were known for so they would be better welcomed in society. With that said there are those from renegade nomadic tribes who prefer the old ways to the new. They often keep to themselves unless provoked, although some of the more aggressive ones are often found to live lives of banditry (if not worse)
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Animal kind are humanoid creatures with varying degrees of animal-like parts. They are broken up into two categories: Natural and Mystical.
Natural Animal Kind: Humanoid creatures that typically only have ears and tails akin to whatever animal they are based off of. They are always only animals that are 'natural" in nature such as cats, dogs, rabbits, and likewise. Depending on the type of animal they are based off of they are fast, strong, or witty, but typically not very good with magic, if able to use it at all. Many are able to transform into a were-like creature of their animal, although this ability is fairly uncommon and can cause their lifespans to be lessened every time they use it due to the extreme stress it puts on their bodies.
Mystical Animal Kind: Mystical Animal kind are typically all other types of animal-like humanoids that do not fight the above. This is where you will find your kitsunes, full-fledged werecreatures (who are always in that form, not just transformed in and out of it), satyrs (half-human/half-goat), centaurs, and other such creatures. Also, there is a subset of this that are the same as the natural animal kind, but based off mystical creatures such as unicorns or pheonixes. They are extremely rare just like the creatures based off them, and have the added ability of being strong at magic wheras the natural ones are not.
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While often confused for a subset of animal kind, these creatures are their own sort of breed of creature separate from them. They are generally divided into the groups Yuan-ti and Naga.
Lizardfolk: Lizardfolk are humanoid creatures with fully reptilian features from their head down. Scales, skin tones in colors typical of any reptile (snakes, lizards, etc), and slit-like eyes are all very common features of those of this race. They can be seen both with or without snake-like lower limbs, although it is more common that they have two humanoid legs. The ones with snake-like limbs are often seen as better physical fighters while those with legs are often times better with magical abilities.
Naga: Naga are humanoid creatures with mostly human or elvish looking features on their upper half while the lower half is that of a snake. They are often quite magically inclined, and can learn and retain information very easily.
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Due to their relatively reclusive natures not a lot is truly known about the merkind. For the most part it is more a blanket term for any humanoid creature who makes it's home in the waters of the world, whether it be fresh or not. The most common being the mermaids which are half human and half fish tailed, although there are others similar to mermaids but with different creatures as their lower halves, such as shark tailed and squid tailed. There are many who wish to delve deeper into understanding the species, but as of yet no audiences have ever been granted to their underwater cities which are all protected by strong magic that only they can get past.
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Demonkind is far and large a blanket term for just about everything others in the world deem evil and corrupt. It can mean anything from necromantic creatures such as skeletons, to actual demons, ghosts, or otherwise. If it scares others normally, it will likely be deemed as a subset of Demonkind. As with anything there are exceptions, the main for this branch being the Tieflings which, while more often than not evil beings that appear mostly humanoid but with some demonistic features, are usually not nearly as dangerous as the others in this branch. Their form of evil typically runs the length of cheating and stealing and mischievous things of the like, more so than mindless death and destruction.
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Literally any person who is the offspring of two different races is considered a halfbreed. The most common are half-elves and half-humans. While it is highly dependant on the parent races, halfbreeds are more often than not seen with some level of racism or classism, and often outcasts of both of their parent races, unless they are able to find a way to make a name for themselves that grants them a positive response from both sides.
Much as the people of Astari are wide and varied, the type of classes one can be is just as much so.The following is far from an exhaustive list of all the classes one may find in the world and a mix of both more common types as well as more unique specialized classes unique to Astari itself.
Magical Classes
Masked Mage *
Sage
Sorcerer
Druid
Cleric
Physical Classes
Bladedancer *
Warrior
Rogue
Ranger
Martial Artist
Mixed and Other Types
Potionmancer *
Paladin
Spellsword
Bard
The Gods of Astari are as follows. More detailed information to come in the future
Arafura - Mother Goddess, Blessed Queen - Goddess of Earth and Balance
Faustin - The Masked, Father of Gods- God of Fire and Emotions
Felicita - The Helper to All - Goddess of Water and Wellbeing
Zeloyoine - The Raging Wind - God of Wind and Combat
Pafayo - The Sightless One - Goddess of Darkness and Knowledge
Mafala - The Golden Child - Goddess of Light and Life
Gyaero - The Listless Wanderer - God of the Cosmos and Death
The following is a brief list of some of the main groups or individuals that are part of the world. It's far from exhaustive and more details will come in the future.
Council of the Mask Mages (multiple locations)
The Saratona City Council (Sarantona, Northern Albalor)
The Royal Court of Bythannica (Bythannica, Southern Albalor)
The Carchard Elite (Toulinis)
The Administrators of Rorth'min (Rorthalin)
The Queen's Court of Parinthor (Rorthalin)
The Ruby Dodgers Pirate Crew (multiple locations)
Officials of the Treasure Hunters Guild (multiple locations)
Crimson Cartel (Cinnabau Islands)
Astari is a world setting created and maintained by ariaAnomaly. They are a 30+ year old non-binary artist and gamer who loves to create characters and build worlds. While currently just a personal passion project that was started when they were in their very young teens, the setting may someday be used for something more official.It is not to be used to by anyone else unless given permission by Aria.That said, if you are a friend, Aria loves to RP in this setting, so if you'd be interested in writing stories with them, feel free to let them know and something can be sorted out!If you would like to get in touch with Aria to ask any questions, you can reach her on twitter at @ariaAnomaly.A discord server may someday be created, if there is any interest in one.
To Do List
Fill out info on sections in About page
Add more detail to all the races pages
Fill out Classes list more
Fill out People page more
Fill out more info about the Gods in the Pantheon
Update Log
12/13/22 - Moved Footer to Header instead. Started making changes to the Races page. Added brief list of gods to pantheon page. Added an initial list of classes to Classes page.
12/14/22 - Started list on people page. Started list of sections that will be in About Page. Added blurb to OOC Info page.