Human – Humans, are as one would expect, the most dominant race of Tailteann. All royalty is based around humans, they take whats theirs and trample all non-humans underfoot. This leads to a lot of hatred aimed towards humans from the other races, who when all combined, easily outnumber the humans. Though the sheer numbers of humans, and their dominance over the lands leads the hatred to stay as mere whispers, though any non high-born knows. Humans that live a simple life have to fight for the respect of the other races, and rightly so with the oppressive nature of the highborn humans.
Lycan – Lycanthropy is one of the few, as many would call it, diseases that plague humankind. A curse, yet not a curse. Powers gained in the night, and unrivaled power should the moon be full. Transformation into a wolf like beast. And human by day. Some royalty enlist these as their highest guard, others would have them executed on sight. Despite this, they have massively heightened senses compare to that of normal humans even when the sun shines. And their physical properties are also slightly boosted, though far more evident at night.
Vampire – Vampirism again a curse known by many that afflicts human kind. Curse to never be able to walk in the suns light again many move to Physt to take refuge in the caves as soon as possible. But they have benefits. They are the greatest spies in the world, and many assassins that are legends are said to be vampire. They have regenerative capabilities that are nigh godlike, able to regenerate limbs in just a few days. And should they keep the blood flowing are nigh immortal. Just at the cost of the blood of others. Many have the ability to scatter into bats. And some say they can disappear into any shadow.
Elf - The Elves are a traditionally nomadic people who in former times claimed sole dominion over Tailteann, their presence predating that of the other mortal races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride. Their characteristically tall, more so than a human, but less than a giant, slim physiques and elongated limbs are part of a successful adaptation to the land’s various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several miles. They take a neutral stand in most wars. But their long lives, and exceptional minds near five times that of an average human, make them sought after advisers in many of the noble courts.
Now though, elves are most often seen in the Goddess' City, taking the roles of priests and priestesses, or perhaps a paladin. And some are seen as traveling monks. Guiding those who sway from the light that the goddess provides.
Bloodbraid Elves – A subculture of elves that has sworn off all allegiance to gods. They live with a motto of returning what they get to whom lashes it out. They are adept with magic, and their severance from gods has increased their magical aptitude. Many being wizards that can rival young spirits in magical combat. And they are able to syphon mana from any source. These elves that train in counter magics are known as spell breakers. And often fight in hand to hand combat. They do have a tradition of wearing revealing clothing however. Claiming that this is the way they best channel, and steal magics around them. Their skin varies from a pale white, to a blood red, other characteristics they share with common elves.
Drow Elves – Drow look almost identical to elves with several major differences. Drow skin color is obsidian, midnight black or dark gray. Their hair has a little more variance than skin color, and can be white, light gray, silver, platinum blonde, and even the rare faint golden blonde. Drow eye color is usually red, though can be white, purple, green and gold. Drow have no body hair, although roughly one in ten male drow is capable of growing facial hair. Drow mature faster than elves and age twice as fast. They have a noticeably more fertile than elves, with a shorter gestation period. And Are often far more deceptive, they don’t care for other races, simply for the glory of the Drow. They are almost inexplicably aligned to the Midnight Court. A 'phantom guild' or cult that seeks to have day never be seen again. Worshiping a spider queen. This make them quite compatible with Vampire, and Lycans, and often share peaceful relations, though they would not hesitate to kill them on sight.
Drider – Driders are drow with the lower body of a spider. Drider torsos are slender and of athletic build, and are about the same size as a human's torso, but much slenderer. Driders have the upper body complexion of a drow, with very little variance. The lower body half of a drider is a spider and can have any color pattern that spiders can. The most common is that of a black widow, the female being satin-black with a red "hourglass" mark on the underside, the male being paler. These driders are often viewed as weak, and disposable. The more Ornate the crest, the more they are seen as strong. Driders have no body hair on their torsos and the normal amount of sensory hair for a spider on the lower "spydric" half of their body.
Driders are not usually born, so young driders are incredibly rare. Infant driders are often simply drow who have been forseen as great by the spider queen or tainted by the arachania at an early age. The few drider infants that do exist grow at about the same rate as drow, being fully matured at about sixty years of age. Driders are immortal and do not die of age, but are often murdered to clear the path to power by an ambitious drider or drow.
Dwarf – Dwarves are a race of short stocky strong individuals with a noticable dialect and chipper attitude most of the time. They weigh as much, if not more than a human. And live about twice aslong. Their race produces the worlds greatest armor, weapons and ales. They have roots in Physt, but the demand for their wares had them spread to all corners of the world. Many dwarves are rich, but live humble lives, and many seek adventure. They have a kind heart by nature, and anyone who says they had a rough time with a dwarf, probably tried to take his ale.
Bangaa – The bangaa are a lizard-like race, widespread across the world, though most tend to be from the harsh deserts and mountains of Physt. They have long faces, scaly skin, and tough limbs. They have two long ears dangling from each side of their heads, leading people to call them "long-ears". Their sense of smell and hearing are exceptionally sharp. They have a tall stature and are physically powerful, but their vocal structure makes it difficult for them to cast incantations, limiting their use of magic.
Due to their capacity in brute force, the bangaa are generally considered to be the most physically prominent of all the races second only to giants, equal to ronso. Voices aside, their reptilian appearance make it difficult to distinguish males and females from each other. Their lifespan is roughly 1.5-2 times as long as a humans
Calling a bangaa a "lizard" is considered the worst racial slur one could throw at them, for more reasons than that it is demeaning. Another lizard-like race exists in the world, generally referred to as the Lizardmen; these creatures are more primitive and violent than the they have society, but are tribal in nature, considered monsters and pests. Bangaa resent the comparison. However, some people will still refer to Bangaa as lizards when outside of their company. Unlike true reptiles though, Bangaa are capable of growing facial hair.
Wildkin – Wildkin, though civilized, are humanoid creatures that take on some traits of animals. For example, they most always have a tail, and some differed form of ears. Many humans find them to be exotic catches and as such, they have a high social standing, comparable to that of elves, and dwarves. They are cat-people, and bunny-people, dog-people and more. They share traits with the animal they most resemble and have nearly widest variety of appearances in all the races of the world, beaten out only by spirits. They have live as long as that of a human, and are happy to entertain, they are the race that makes one think faeries might be real. As Faeries most commonly pair with them.
Orc – Greenskinned brutes, often thought of as dumb and just sacks of meat. They have broad shoulders, and strong bodies, taller than humans but shorter than giants. They make excellent warriors. They serve as the 'hired muscle' of many caravans. And live off of what they slay in battle. Strictly carnivores, and most, cannibalistic should another orc fall in battle and hunger overwhelm. They have no loyalty to anything, and take only whatever the highest bidder offers. Some small orc villages dot the world, where they live a deeply ritualistic and shamanistic life. Those that mingle with the world though, are more often than not sellswords.
Angel – Thousands of years before recorded history, the Angels were simply another race inhabiting the world of Tailteann. However, they refused to serve and worship the Humans as they slowly took dominion over the world. They then used this opportunity to take to the skies, settling in a number of floating islands that scatter the world. As years passed, the Angels faded from the world below, and they became somewhat of a myth. And thought of as divine beings. They have no right to be called divine, yet when the few that do descend to the surface they embrace the hospitality with open arms. Their lifespan is exceptionally long, even longer than that of elves. Ten times that of humans easily, some would say immortal. But that is simply not the case.
The angel resemble humans. except they have large wings on their back that can come in different colors, from white to brown to red to black. The wings allow the angels to fly, most angels, however are cold and aloof. They are either incapable at showing emotions, or do rarely feel them at all. This is due to their self inflicted exile, and countless years without contact of anyone but their own. And as they only really have new Angels to associate with once every three hundred years or so, boredom has overtaken their life.
Demon – A broad classification for the creatures that live in the uninhabited depth of caves, creatures from the very core of the world. They are malicious and vile, and a majority wish only death upon what they encounter. They have varied appearances, ranging from monstrous, to nearly human. Their common characteristics is their association with orcs, illegal activities, and black magics. They make false promises and deceive with silver tongues. Cursing and hexing, all for personal gain. Its as if they were simply the vile part of humans. And their longevity is completely random, but can reach into the thousands of years.
Giant – Giants are large ten to twelve foot tall humanoids. They are stocky and strong perfectly suited to their homes in the rugged mountains and caves, though some prefer hills and marshes. Their hands are big enough to crush a humans skull, but they rarely have to resort to hand to hand combat due to their intimidating size. Their skin is a light whitish stone colour. Their features are stony and hard-set in both sexes, with a largish nose. Many giants are seen as unclean, and filthy. And are often confused with the less civlized, and larger ogres that roam the wilds.
Giants live for a very long time and are hard to kill. Some particularly old Giants can remember the names of kings five generations past. They breed slowly to match their age but grow fast; a Giant reaches maturity at about fifteen years of age. Giant population is slowly succumbing to extinction as they often live lives of solitude, or lives of militant glory. And being particularly incompatible with all other races. Are slowly disappearing from the face of Tailteann.
Garif – The Garif are a humanoid, Predominantly male race, who live in tribes scattered all over the neutral territories. Despite their intimidating appearance, the garif are a peace-loving people, albeit physically capable of fighting and hunting thanks to their muscular bodies, furred arms, legs and heads, and incredible hearing and sense of smell. Many garif become herders, overlooking their livestock of creatures known as "Nanna" in the garif tongue. The garif milk these creatures to make the Nanna-cheese, which is famous throughout Tailteann.
Some garif become Geomancers and trading-merchants. They still have warriors and even a War-chief to defend themselves should there ever be a need to do so. The garif have no interest in material goods or money, but choose to live in harmony with nature instead. Unlike the other races, the garif see no use in machinery, and, as such, choose not to utilize them. They abhor all manufactured things with the exception of their masks and their material culture is based on the usage of wood and stone. Their houses are made of grass and strips of leather and they adorn themselves with animal bones and stones.
The masks worn by the garif are a large part of their customs. All garif receive a mask on the day they are born, which they wear until the day they die. The Great-chiefs of the garif tribes wear masks that look different but it may simply be a standard mask of the garif, who is to become Great-chief, that has been decorated to signify the importance of the Great-chief.
Gria – The Gria are a small-bodied race with dragon wings, tail, and horns. Though many get their horns removed. The Gria are more proficient in physical attacks rather than magick in combat. Their ability to fly seems to allow them to ignore terrain giving them an advantage in areas with high terrain, and allowing them to easily get behind units, as they can simply fly over them rather than try to walk around them. If they are knocked off a high cliff, the Gria will use their wings to slow the descent. They call home the lands of Russovia. And are Equivalent to Bangaa or Ronso in terms of reverence and allignment. Able to be found anywhere, but alligned mostly with their nations.
Though unlike Ronso and Bangaa, their physical capabilities are not great, simply they have the bonus of flight. And they are shorter than humans, but taller than dwarves. And often they do not live much longer than a human. Perhaps ten years if they are lucky.
Ronso – The Ronso are a race of muscular, anthropomorphic feline humanoids from the lands of Fiddare. The Ronso tribe lives at the base of the seat of the king and defend the throne fiercely. They are formidable warriors, well known for their strong sense of honor and loyalty, as well as their pride and quickness to anger.
Ronso are humanoid in stature, standing above two meters in average height (with the males considerably larger and more muscular than the females, who possess a "faster", more athletic body type). They are feline in appearance, possessing hands/claws and foot paws, they walk on (what would be for Humans) the balls of their feet and possess dew-claws as well as foot pads. Possessing lion-like tails that roughly measure half of their body lengths, Ronso bodies are covered in colored fur with patches of white though the color has differed to either a darker blue or yellow depending on the individual fur around the thighs, calves, shoulders, chest (males), tail-tips, and scalp. The abundance of the fur the patches consist of seems to be greater on the males than the females, based on observation. The scalp fur, or mane, is usually tied back or styled in a similar way to hair.
In regards to facial appearances Ronso differ in comparison to humans, again they possess feline attributes like muzzles and fangs as well as a distinct cat-like nose. Their ears, while located similar to humans, possess a more elven shape and are thought to be capable of articulation similar to cats. The male Ronso possess a singular horn that grows from the forehead and denotes status and power. The females do not seem to posses this attribute. For the males, the horn is a symbol of their strength and pride, and to lose the horn in battle is considered shameful. Both genders possess carnivore fangs, hinting that they may be meat eaters (it is unknown if they are omnivores). Their eyes are yellow, contrasting starkly against their fur, and constantly give the impression of a predator's gaze.
They are considered loyal servants of Fiddare, and are rarely seen outside of an honorable position. And being one of the physically mightiest races in the world, great respect is show to them at all times, even by humans. Their lifespan is greater than that of a Bangaa, but shorter than an Elves, some of the noble ronso have serve, three, potentially four kings. And seen many a bloodbath along that way.
Dryad – Dryads are humanoid trees, with skin like bark, legs like sturdy trunks, toes like roots, and hair like a crown of leafy branches. Dryads tend to look vaguely female, and tend to choose feminine names for themselves. When taking on the guise of another race, Dryads prefer to take on the appearance of a beautiful maiden, often an elf, or human. In truth, Dryads are androgynous, as a Dryad's flowers contains both male and female reproductive organs. And these flowers are a key to their disguising magics In their resting state, a dryad is a tree of roughly the same size and height as the dryad in its humanoid form.
Dryads are a part of the forest. Dryad communities are found in large, old forests, and often have close ties to any neighbouring elf, or human communities, especially to those communities where the druidic faiths hold sway. Long lived, peaceful, and patient, dryads are often reluctant to leave their grove and disinterested in the wars and troubles of other races. However, dryads are not aloof. Dryads form deep and lasting friendships and are fiercely protective. A dryad might go adventuring simply to accompany a close friend. A young dryad might also be seized with wanderlust, never to return to their home grove.
Spirit – Spirits were created as a result of all kind coming into contact with magic. They can take form at any time, and in any shape. And are most closely related to Faeries. Often though they are the closest to the gods and godesses. They have great reverence show towards them. And have an Immense aptitude for magic. Some spirits strong enough to collapse mountains with just a look.
This combined with their unaging bodies, gives them nigh immortal status simply fading into nothingness when they no longer care to see the plight of the world. They mostly serve to bring about the safety of nature. And are often born in the Years of Goddess' Calm. They have but one plight. They wish for the infinite war that they have seen rage to end one day. But without using their potentially unimaginable force, they shan't intervene. Still some spirits allign themselves with the nation they see as most right. And some live in the neutral territories. Compared to other races, they are one in two-hundred thousand.
Faeries – Fairies, Faeries, Pixies, Nymphs, all of these things are different names for the immortal spirits of the wind that exist in all corners of the world, Fae. These legendary magical creatures have been revered as minor gods in the past, and with good reason, they are said to be the source of all good luck in the world, and wronging them can cause great misfortune to those foolish enough. Ranging from only a few inches in height to a towering foot and a half, these winged sprites are extremely rare, as they only come into existence in very specific circumstances and aren't likely to engage in procreation unless convinced very strongly.
Their features vary greatly, but for the most part they have a rather elven look about them, with pointed ears and beautiful, flawless skin. Their eye colour changes abruptly with each change of mood, their skin and hair colours can be literally anything imaginable, and they have a supreme disdain for the clothing most races enjoy (Although they often wear them, because they're fun to make.) Fae are the embodiment of pure innocence, and their curiosity knows no bounds, their entire existence is devoted to the search for enjoyment and new things. They adore adventure and are easily entranced by shiny objects, which, combined with their natural abilities, makes them the ultimate treasure hunters.
While they have been known to play pranks on mortals and lead children astray, they can never bear any ill will, and are incapable of telling a lie even under the direst of circumstances. The two banes of any Fairy's existence are Cold Iron, which is like poison to them, and boredom. While it isn't known to any of the mortal races, all Fae are running desperately from something, which is what causes their slightly erratic and unpredictable nature. As Fae begin to lose interest in the world, it begins to lose its colour to them, and as this condition worsens they will eventually fade away and die, scattered back into the wind in the form of glittering dust. That is why Fae are creatures so in love with excitement and fun, they don't let a care in the world hold them back, something that is much to the envy of humans. Most commonly sighted in the neutral territories, some call that land home. But they have been seen in every corner of the world at one time or another.
Narxians – Their existence being only a rumor until a few decades ago when they migrated in droves to the land after the 'Unseen Invasion' of their territories. Generally smaller than humans and with a 50 year lifespan, the Narxians are a maritime species hailing from the deep seas with origins quite unknown to both them and Tailteann with the history of the foundation of their undersea empire resuming itself as "Old Narxos saw our birth where we lived in the bountiful dept of the sea and worshiped the gods as they appeared as dancing lights in the skies of the surface. But long ago, the cursed king Tentalomid lost the favor of the gods and the surface disappeared from the universe, leaving only a shroud of cold rock. Some could see the lights beyond the rocks but we could not reach it. In terror, the old ones fled to found New Narxos next to the door to the underworld. Striking a deal with these new gods where they would sacrifice their dead to the great chasm in exchange for the warmth and food it provided." Some add 'And then the New Gods forsaken us' to this tale. They now live on the surface and are mainly seen as an annoyance or city critters now, seeming barbaric and unintelligent, furthermore, seen as pagans sometimes doing human sacrifices to whatever gods they worshiped although most of them have converted.
In truth the Narxians were a highly cultivated people with technologies and magic fit for use underwater, a written language and arts of unimaginable beauty. Although most of this is now lost to the 'Unseens' that have taken over their realm, they have brought with them their most precious gift: The Songs. Acoustic always was extremely important to them and since they have a poor eyesight, they compensate with being able to use a sonar to navigate both inside and outside water. Their speech sound primitive as most aren't used to air, but some, which land species often refer to as 'Sirens', have mastered the ability to use their songs on land species. Their songs divide themselves between 'Songs of Diplomacy', which are used to convince (Some would say Manipulate) people in accepting their opinions, 'War Songs' to cause confusion or even hurt their foe in violence and 'Songs of Art' that can shape rock and water (The truth is that it really is only water and other elements suffer from its effect, faster erosion shapes rock but it can also rust metal and so forth). It is notable that for them it is as natural as talking and debating, a song of Diplomacy often starting as 'Please Consider The Following' and a countersong being 'I see your point, but'. This is a magical effect, even if they do not notice it. In fact, for them all magic is a form of song, although those about fire and other elements are alien to them. Casting is singing for them and as each word they say is somewhat casting magic, all Narxians know a bit of magic. As said earlier however, they are quite constricted in their element and almost all other types of magic use concepts they do not understand or have words for so using fire magic for example would be exceptional. Otherwise they are somewhat physically weak in comparison to others while on the surface since it's easier to push things under water, they are however quite tough against blunt damage due to the pressure they live in and are somewhat hardened to a degree against cuts. Their main weakness resides in heat as they require to keep hydrated (Especially their eyes which have no eyelid per se) and in smoke (They are like frogs in the fact that they breath per their skin, they asphyxiate very quickly).