The most dominant and common among Terra-Nirn, Mann is the primary royalty and also seen as the most advanced in verses of technology. However magic must be used to fuel most of the them, which Mann is severely lacking in. Naturally of Greed, very few risk the sacrifice to the Avatars. Normally of hard-bred warriors and war-heroes, Mann has been known to be most resilient in battle; some rumoured to still be standing even with a Varg on their backs. With this strength comes with the lacks of magic and quick reflexes, unlike others whom can move quickly. Behind powerful blows lies the lack of speed and flexibility to implement them.Feelbrethren
Feelbrethren are cave dwellers, often passing through cities during the night for they dislike of the sun and burn rather quickly. They developed a labyrinth city within the Mountains far north. They are primarily a Monarchy. They are human in appearance besides the pure white that drains over their eyes, this is a manifestation of mana caused by an incident in the equality rule of alchemy where to revive their old king, they were cursed to be forced blind. Through the years they have adapted and evolved, Creating pockets which when a sound is heard, it vibrates the mana, causing waves of low visibility, On rare occasions a Feelbrethren is born, released from the curse and with impeccable vision, even in the dark. The Feelbrethren have kept up with present technology despite their distance from the other races. They continue to develop their alchemy in the future as a means to exchange for magic without Paying their souls.
An ancient Race, lost in the forgotten tales of old. These beings were considered excellent in the craft of lost magics and sword work that supplied well with their deft, accurate footwork. Regarded as mystics, witches, or shamans, it is rumoured that the first of the Seers and Oracles were indeed descended from this blood line and heavily bred with Mann and even Elves - but now the Gypsi and Elves rival against one another for reasons unknown. The Gypsi have long been told to be gone from the realm, the last traces of their histories stopping at the trees of the forests of Isildier. In truth, they just fled to their citedale lost in the thickness of shadow and thick vegetation. Often sporting darker, sometimes ashen complexions, and elegant faces with strange additions regarding their ears, and eyes that shine in exotic colours. Almost sonic like, they are privy to the whispers of times - the art of the Seers though is often lost among them and murmured to be forbidden.
Celestians are a race of people who live in the clouds on floating islands. They are fairly aesthetic, and aren’t commonly seen on ground. They have two sets of wings. One large set attached at the back, and a much smaller set attached near the temples of the head. Their wingspan is very well known to be the same as their height. Their hands are etched in runes, and wrapped in cloth. They tend to wear robe-like clothing, and are forbidden from wearing silk. The people are very isolated and systematic. In Celestian society, there is an intricate system of rank, respect, and modesty. People of lower rank must submit to a higher rank’s orders. Celestians tend to give much space, and like to have much space. They are very old-fashioned, and conservative. They are pioneers in their own fields of magic, but are on a “sticks and stones” level of technology. General physical contact is very uncommon. They all align to the deity Luxen, the light incarnate, and take after him. Some suggest that the Celestians are the descendents of Luxen. Celestians use a form of light magic, which harnesses power straight from the light’s rays. That means that a Celestian can’t use magic during the night, in a cave, and in corresponding situations, where there is no direct sunlight. The Celestians are very little aware of the threat of the Varg. The few that know are those who abandoned the city, in search of a more fulfilling lifestyle on the ground. For Celestians, the only way to settle an argument is through a formal challenge. A challenge includes but is not limited to Combat, a battle of knowledge, a battle of wit, etc.
Lorkin are beings who reside in a secluded area surrounded by mountains and large clouds. There is a main city called Laharl which can be seen from far away since there is a big castle in the middle. The Lorkin are ruled by one king who have the most respect through all the land. They give the appearance of humans with fur and tails, resembling furry animals such as foxes, wolves, dogs, and felines. Some of them just have small features, so some may look like a human but they have the tails, ears, or face of the animal. While others take on the full on appearance of the animal ex. A Lorkin with the appearance of a lion will be big and stocky just Like a real lion. Lorkin are unable to use magic traditionally, but they are able to use magics through runes and the like. Their technology isn't advanced as Mann but are advanced enough to give everyone a simple life. Most of their technology is powered through runes. They are aware of the Varg, but barely get attacked because of the terrible terrain around their homeland. Azavi
This race has a peculiar long life, some could live up to several centuries. But they are not immortal, disease and fatal wounds affect them like any other creature. For a beast, they are extremely intelligent and they have a unique communication of telepathy. They send images, feelings and, rarely, "thought", or words of the two-legged kind, along with body language. Although it heavily depends on the target's magic to receive these mental transmissions. For example, a Mann would have great difficulty either understanding the messages for they may be blurred or disorienting, or they completely cannot receive at all. They are capable of magic, but their abilities would range in the low-risk magics and their avatar is commonly the earth turtle. It is not known if they can use runes. These creatures live neutrally in the southern forests, and possibly one of the few "game" able to fight of the wolves. They travel in herds of around eight and eat both plants and meat.
The Elves reside mainly in forests. Their hue of skin depends on where they live. The Arctic Elves, who live in arctic forest biomes, have a pale white hue. The Woodland Elves, who live in the forests surrounding Midgardr, have a dark blue hue. The Night Elves have a dark purple hue. Elves live very simple lives in comparison to the other races. Their long pointed ears, distinct skin color, and luminous eyes are the features that separate them from Mann. AEs live in large hollowed out trees to keep warm in the frozen north. WEs live in camps. The southern forests are so vast, that they never stay in one place. NEs live in the treetops, away from the predators from the night. All Elves are very well known as traders, and farmers of Nature. They sell the best that the forests have to offer, like pelts from the Snowlands, berries of the Woodlands, or bark from the Darklands. Elves in general are not very technologically advanced. They make the best in bows, and glaives, but in terms of weaponry, nothing else.
The Spectre are a race of hyper-intelligent beings that have existed for centuries alongside the Gypsi. They began life in a form similar to Mann, but due to their extensive magical research, they were able to evolve into a higher form of being. This ascension granted the race non-corporeal forms that appear like wispy silhouettes of their corporeal bodies. Besides this ethereal form, the Spectre's physical bodies carry no differences from person to person. A Spectre appears with slender and elongated arms and legs, while the torso is of medium girth and average length. In a visual sense, the Spectre still carry an appearance like Mann, though their heads are bald and their skin complexion varies between shades of yellow and gold. Their pupils are completely white, though this is not to be mistaken with glowing eyes. Their irises are simply white like the rest of the eyeball. A Spectre's only distinguishing features reside in the facial area only. Moving past appearances, the Spectre are hyper-intelligent. Their minds are their strongest, and only, weapon. A Spectre does not think faster than another being, their way of thinking transcends the normal understanding. Due to this fact, the Spectre are a race of beings with their sole purpose being to study and research. While they research many subjects, magic is a force that interests them the most.
In terms of combat, the Spectre are not warriors in any capacity. They believe that fighting in general is petty, and look down on people or groups who insist on engaging in war. True to their name, the race carries the innate ability to shift into their non-corporeal forms, allowing to simply pass through solid objects as if they weren't there. This ability is a defensive one, allowing a Spectre to avoid combat should they become engaged by an enemy. Physically speaking, the Spectre are weak and frail and not able to handle weapons efficiently. Due to their study of magic, Spectre are able to use magical attacks for offense if need be, but this is highly frowned upon within their society, and even results in banishment should the high council find out that one of their own actively participated in battle. A Spectre's only weapons are their mind and their non-corporeal "ghost" form. These things combined are usually enough to come out of any situation living, at the least.
Within their home city, the Spectre live a life run by a totalitarian government. Contrary to popular belief this, this fact is considered a very good thing among the masses. The Spectre appreciate order, organization, and structure above all else. The government is composed of the high council. Every Spectre is hyper-intelligent, but this intelligence grows according to age, not frequency of study. The High Council consists of the most elder Spectre and they are tasked with coming to an agreement for every decision made. As such, politics are an oft debated topic, as each Spectre is highly opinionated due to the burden of carrying such high intelligence levels. As a result of totalitarian control however, the city is completely free of crime and the economy is always on the uprising. Suffice it to say, the home city of the Spectre is a peaceful and serene place, with each citizen going about their business with no problems to speak of.
Finally, speaking to their tolerances, Spectre's generally live extremely long lives and are immune to poison, though natural disease is still very much able to ravage their bodies. This evolution is normally seen as the trade off for their abnormally weak physical bodies. The Spectre who sit in the high council are easily millennia old, though they represent the eldest of the race. Mostly, Spectre can be killed by weapons and magical offense, with the added bonus that magical attacks can hit them even in their non-corporeal state. While Spectre's rarely leave the city, there is a dedicated group known as the Caravan who are tasked with roaming the world in search of new knowledge and to bring back news of current affairs. The Caravan is made up of Spectre who are willing to journey beyond the city despite the risks, and are usually able to use magic offensively. Members of the Caravan are the only members of Spectre society who aren't punished for combat, though all battle must be fought in self-defense only. Since being a part of the Caravan is such a high risk, members are often killed or switched out periodically.