Humans
Size: Medium, average height 5'5"–6'2" (165–188 cm).
Summary:
Humanity is trapped within a fractured feudal system, where power struggles among lords dominate their existence. The central regions, far removed from the chaos of the borders, are a stark contrast to the frontier. Protected by fortifications and wealth, the central lords live in decadence, indulging in politics, betrayals, and intrigue. The true cost of their luxury falls upon the frontier lords, who stand as humanity's shield against the unrelenting assaults of orcs, goblins, and other hostile races.
Frontier society is shaped by desperation and resilience. Their armies are composed of militia, conscripted peasants, and even slaves. These lords fight to preserve their lands, knowing their sacrifices are undervalued by the central rulers who dismiss them as expendable. This divide creates deep mistrust between the regions, threatening humanity's fragile unity.
Slavery is embedded in human culture, with captives from conquered enemies and rebellious frontier populations sold as property. While frontier lords see this as a grim necessity to sustain their defenses, central lords view it as a source of wealth and power. The resulting disparity defines humanity's struggle: unity against external threats versus their unending internal divisions.
Orcs
Size: Large, standing 6'6"–8'0" (198–244 cm).
Summary:
Orc society is built upon strength and survival. Their culture revolves around a strict martial hierarchy where leadership is earned through combat and displays of power. Orcs value loyalty and resilience, believing that a strong community is forged through trials and shared hardship.
Despite their fearsome reputation, orcs are inherently egalitarian. Gender and status outside of combat play no role in their hierarchy—only strength and skill matter. Leaders are expected not only to dominate in battle but also to guide their people through the harsh realities of life in the wastelands they inhabit.
Orcish clans often unite under a single warlord during times of great strife, but their alliances are tenuous and frequently fractured by internal challenges. To them, war is not just a necessity—it is a test of character, a way to ensure only the strongest survive.
Goblins
Size: Small, averaging 3'5"–4'5" (105–135 cm).
Summary:
Goblins thrive in deeply spiritual, shamanic societies ruled by their magical elite. Their governance is a blend of mysticism and practicality, where power is concentrated in the hands of shamans and mages, who are believed to be chosen by the spirits or natural forces.
Magic is central to their culture, and every aspect of goblin life—from warfare to agriculture—is infused with it. Their leaders are often as feared as they are revered, wielding both magical prowess and political authority to maintain control.
Goblins are highly resourceful, thriving in environments others find inhospitable. Their cunning and ability to outwit enemies make them formidable adversaries despite their small size. However, their reliance on shamanic power can sometimes make them volatile and unpredictable in alliances.
Harpies
Size: Medium, standing 5'0"–6'0" (150–183 cm) with large wingspans.
Summary:
Harpies live in matriarchal societies where females hold all positions of power. Their leadership revolves around a queen or elder matron, who governs through wisdom and strength. Harpy culture is fiercely protective of its own, but it is shaped by a unique biological necessity: they require the involvement of other species to reproduce.
The offspring of these unions often display minor traits of the other species (skin tone, eye shape, or slight variations in wings), but all harpies are born as harpies. This dependency creates complex relationships with other races, often marked by manipulation, seduction, or temporary alliances.
Their aerie-based settlements are built in inaccessible locations such as cliffs and mountaintops, giving them a natural advantage in defense and ambush tactics. Harpies are skilled in aerial combat and reconnaissance, using their mobility to great effect.
Minotaurs
Size: Large, standing 7'0"–9'0" (213–274 cm).
Summary:
Minotaur society is a martial patriarchy, where strength and leadership are inextricably tied to masculinity. Male minotaurs dominate as warriors, chieftains, and decision-makers, while females occupy roles in support, administration, and ritualistic practices.
Their culture is rooted in a deep sense of honor and territoriality. Minotaurs revere their ancestors and maintain oral histories of legendary warriors who embodied their ideals of courage and strength. Disputes are often settled through combat, and the victor's honor dictates the resolution.
Their settlements are fortified and often serve as strongholds against invaders. Minotaurs are exceptional builders and smiths, crafting weapons and armor that rival even the most advanced human designs.
Beastfolk Clans
Size: Medium to large, depending on the animal represented (5'0"–8'0" or 150–244 cm).
Summary:
Beastfolk are divided into clans, each identifying with a specific animal totem that defines their culture, appearance, and abilities. Wolf clans are pack-oriented and fiercely loyal, while lion clans value strength and dominance. Snake clans are cunning and often secretive, while boar clans are hardy and relentless.
Each clan's society reflects the traits of their chosen animal. Some are tribal and nomadic, while others are more structured, establishing strongholds and territories. Despite their differences, beastfolk clans often share animistic spiritual beliefs and rituals tied to their totems.
Their alliances are fleeting, with internal rivalries frequently erupting into full-scale conflicts. However, when faced with an external threat, the beastfolk clans have been known to unite, creating a ferocious and nearly unstoppable force.
Elves
Size: Medium, average height 5'8"–6'6" (173–198 cm).
Summary:
Elves are governed by a feudal system overseen by a Council of Elders, composed of the most ancient and revered members of their society. Noble houses maintain control over vast territories, with a strict hierarchy ensuring order and continuity.
Elven society values tradition, and innovation is often met with resistance unless it aligns with their cultural ideals. Their long lifespans give them a unique perspective on time, allowing them to plan centuries ahead. However, this same trait can make them appear aloof or condescending to other races.
Elves fiercely guard their lands, seeing themselves as stewards of nature. They often view other races, particularly humans, as reckless and destructive, leading to frequent conflicts along their borders.
Centaurs
Size: Large, standing 6'5"–8'0" (198–244 cm) at the human torso, with a horse body reaching up to 4'0" at the withers.
Summary:
Centaurs live in patriarchal, tribal societies where strength and speed define their values. Each tribe is led by a chieftain, whose authority is earned through displays of prowess in battle and leadership in migration.
As nomads, centaurs are deeply connected to the land, moving with the seasons and following migratory patterns of prey animals. Their culture is centered on unity and survival, with every member contributing to the tribe's welfare.
Centaurs are skilled hunters and warriors, relying on their speed and mobility to outmaneuver enemies. They are fiercely territorial, and outsiders entering their lands without permission are often met with swift and violent retaliation.