Centaurs
A people of dual nature inhabiting deep forests and open plains, organized into kin-groups called Strides that gather seasonally, guided by a legend of Astrael the First Treader and principles of restraint.
24 entries · 28 playable peoples
A people of dual nature inhabiting deep forests and open plains, organized into kin-groups called Strides that gather seasonally, guided by a legend of Astrael the First Treader and principles of restraint.
The dwarven peoples of Thrapsus are represented by three distinct political entities, each shaped by its geography and history, with little shared governance between them.
Towering nocturnal raiders and mercenaries standing over ten feet tall, defined by brutal strength and surprising reliability as contractors—predictably dangerous is more profitable than unpredictably violent.
Two symbiotic species sharing the Ashbound March in an arrangement born of biological difference: Goblins as the administrative backbone, Hobgoblins as the enforcers and scavengers.
Small folk of the southern reaches, known for agrarian societies, long lives, and defensive craft that favors concealment and ranged precision over spectacle.
The human peoples of Thrapsus are the most geographically dispersed of the continent's major races, represented by four distinct civilizations shaped by radically different environments and histories.
Towering, reclusive furred brutes resembling great apes, the Karuun arrived on Thrapsus in a sudden catastrophic migration. They built a civilization focused on survival, endurance, and quiet recovery rather than expansion.
Larger, broader Orcs adapted to frozen permafrost, organized around strength-based leadership and the Way of the Reaper. Hardship is their only true forge.
Once a vast unified empire, the Mouse Empire fell to internal deceit and now fragments into roughly 100 tiny but vicious kingdoms in perpetual conflict, unified only by frequent wars with the Frog Folk.
The Pig-Faced Orcs of Gorhask Plain live a fluid, dual existence—woodland hunters and agricultural farmers moving between cultures as circumstance requires, unified by tribe rather than central authority.
Densely built, efficient people ruled by King Ray-Gon under a philosophy where nothing is wasted — territory, resources, or lives. Organize through central hierarchy and ranged combat doctrine.
Towering desert dwellers standing ten to fifteen feet tall, distinguished by green-hued skin and four fully functional arms, shaped entirely by survival in the harshest terrain Thrapsus offers.
Where most Orc cultures raid, the Turquoise Orcs of Karskaro farm. Built on a geothermal foundation, their matriarchal, clan-based civilization prioritizes stability and permanence over conquest.
The elven peoples of Thrapsus are centered in the Realm of Caelthryn, a coastal and forest realm composed of three distinct cultural groups with shared governance and careful diplomatic strategy.
The Desert Fairy sub-people of Thistrelle, controllers of the arid interior. They construct Fairy Circles — stone or bone rings that serve as settlements, rally points, and defensive traps — and fight in close formations, sometimes using chariots.
Three sub-peoples—Brownies, Fairies, and Pixies—sharing a single kingdom across diverse terrain, coordinating defense through terrain mastery and speed rather than unified hierarchical control.
An isolationist reptilian people who have held the Marshwood Reach of Gravethane for generations, repelling every organized intrusion not through open warfare but by letting the terrain eliminate intruders.
Large, physically powerful reptilians ruling an orderly empire alongside Zards (scouts and diplomats) and Strack (invisible ambushers), organized under a solar theocracy dedicated to the Burning Scale.
Shell-armored reptilians who move slowly and speak carefully, deliberately pursuing chosen courses of action with unbreakable determination. The Long Feud with the Saurian Empire defines their identity.
Small, amphibious peoples barely three feet tall, masters of wetland terrain and magic-binding, ruled with total authority by the Frog Queen from the throne city of Bogfrog.
Newt-like amphibian humanoids organized into clans tied to specific coastlines and river mouths, using intimate knowledge of tidal terrain as their primary weapon.
Insectoid people organized into small, clannish groups with two castes—Grubvurm builders and fighters, Stingers scouts and messengers—claiming vast underground territories through an endless web of tunnels.
The K'tharr Kingdom operates within a rigid biological caste system governed by a High Queen, fielding massed infantry alongside domesticated megafauna including volatile flying Piran cavalry.
Avian people from a lost world, forced to Veskhari Reach by an existential threat, now organized for defense with extraordinary coordination and willingness to ally with anyone against telepathic swarms.