Part 2-1: The Races of Lorithane
One of the critical flaws the Eshira made when attempting their invasion of Lorithane was assuming that the races were divided as their neighbors in the Inferno are. What they did not expect was to be fighting against a united force of races that were previously bitter enemies, and that they would cooperate in a way that played to the individual strengths of each species.
The races of Lorithane are roughly classified into four categories: The Old, The Middle, The Young, and The Outsiders. The Old races appear to have existed since the start of written history itself. Their history with the world is extensive, and they directly control vast amounts of Lorithane. The Middle Races started appearing in the histories roughly around the birth of the empire itself. Much of their history tends to be that of subjects, rather than rulers, although the majority of the old races have managed to carve out nations of their own over time. The Young Races are much more recent in the history of the world at large, either hidden away in remote regions of the world or created at a much later date. As of the present most of the young races have a semi-autonomous existence, but not true independence. Outsiders, however, have a varying amount of history. Not considered native to Lorithane, these races have come from some other plane by some methods, and either chosen to settle in their new environment, or become trapped in some way.
Below is a rough outline of the "major" races of Lorithane and their physical descriptions. There exist many "minor" races in the world, but most consider them to lack a true culture, or are ultimately insignificant on the world stage itself. The distinction between "major" and "minor" races was ultimately made at the alliance talks at the historic Fort Sonmerst in I.C. 8 A.o.Si (Age of Silence) in regards to the slavery of sentient species. Ultimately the servitude of the now categorized "major" races was outlawed by all present countries. The original agreement has been amended twice for extenuating circumstances, labeled below in the "Other" section.
Major Races
The Old Races
Humans:
If one had to boil each race down to a single trait, humanity's would be Ambition. From the moment they managed to exert any influence over the land itself, many a human conquer, warlord and emperor alike, has decided everything under the moon should belong to them.
Centers of Population: Evelenge, Veristad, Canteross, Mirkarell
Humans are one of the widest spread of all the Lorithian races, and the founders of the old Rythean empire. Average in height compared to many of the other Lorithian species, Humans form the rough average that many other species are compared to, likely due to the vast influence of the Rythean Empire. The body shape of bipedal with two arms suited for tool use is even referred to as "human-like" by most of the imperial territories, a practice which will be used here for ease of writing. Humans seem to prefer temperate habitats with low humidity, most of the population being located on the plains and similar grasslands with open skies. Humans claim themselves to be the descendants of Lunalith, Goddess of the moon, and revere her highly. There has been some hypothesis that many of the other races are merely sub-races of humanity, due to the possibility of viable hybrids between humans and similar species (Dwarf, Elf, Orc, and Nephilim) but all research into the topic has been inconclusive at best, and negative at worst.
Dwarves:
Elaborate stone gates lead to vast cities carved out of the earth itself. No one knows that initially lead dwarves to crave this subterranean existence, and the dwarves themselves do not question it. For them the dark is home to many horrors to vanquish, and many riches to extract.
Major Population Centers: Kharndir, Mur Lodar, Khor Valate
Dwarves are a human like species of height on the shorter end of average. Roughly reaching up to a human's upper chest of neck, Dwarves more than make up for the lack of height in body mass. The average Dwarven body is thick and muscular, with a great amount of stamina. Dwarven eyes also adjust to low light situations much faster than human eyes, although they seem to be effected by light above a certain brightness more so than humans. Dwarven livers are especially adept at removing toxins from the body (although not to the level of Ixit livers), leading to the stereotype that they are not effected by alcohol consumption. In fact, the entire dwarven body seems more resilient to injury, and similar wounds on a human and dwarf will heal faster for the dwarf. This may be one of the reasons that dwarves tend to live slightly longer than humans on average (roughly 15-20 years). Dwarven religion claims them to have been sculpted out of stone and clay by the iron god Mithris.
Elves:
The earliest Elven memories only stretch back to the Wars of Broken Glass, where they fought amongst each other in most likely the deadliest civil war in Lorithane. The Isolationist eventually claimed their victory, but by then all was lost. The Golden City was a smoking ruin and their memories shattered as punishment.
Major Population Centers: Elseraad, Lywren, Neershal
Elves are a human like race slightly larger than the average human. Slender with delicate features, Elves claim not to just enjoy beauty but to actually being beauty incarnate. Although not as obviously strong as their human or dwarven counterparts, elves still pack a considerable amount of strength for their body type, and once an Elven legion was the most feared thing on the battlefield for their combat skills. Elvish immune systems seem stronger than human or dwarvish immune systems, but they seem less capable of filtering out toxins. The effects of age are also less pronounced on elves, leading to the myth that they are immortal. In reality, elves live a very similar lifespan to that of humans, just less likely to die from disease. Early Elven history is lost to the ages, including their own origin. The presence of Fey blood in the elvish bloodline has also raised questions about the true origin of Elven kind among other races also, since Human and Dwarven history has clear mentions of warring with the elven race far before the opening of the Fey Tear.
The Middle Races
Orc:
A recent battlefield presents the perfect location for the Seers to attempt to read the uncertain future of the Orcish race as a whole. Taking extra care to avoid tampering with the way things fell from the initial battle, the seers themselves speak wildly to themselves about their interpretations; a splattering from a deceased bandit resembles wheat and a good harvest, while a small trail filling a boot imprint spells looming disaster at their own hands.
Major Population Centers: Orversnal, Serenvall, The Ashlands
One of the largest Loriithian races, Orcs are the largest of the human like races. Built for the frozen north, Orcs tend to gain muscle mass and fat in larger concentrations than the other races, and boast a higher core temperature. Orcish skin is a deep reddish color, befitting their race's long history with blood. Thick skin, tough bones, and small tusks emerging from their lower mouth makes them one of the strongest natural fighters of all the Human Like races. The drive for survival is strong in Orcs, and where most other native race's flight instincts would kick in, an Orc is more likely to go into fight mode. Although Orcish intelligence is often mocked, they are not significantly different from the intelligence of other races. They claim Orversnal as their homeland, and it is the only self-governing Orcish land. Their legends state they were born from the blood of god of battle, Torinth, and the wolf god, Heskar, mixing in the heavens and falling to earth during their fateful battle, and claim both as their patron god.
Nephilim:
Several have asked about the lack of a Nephilim homeland, however the Nephilim themselves appear to lack the ambition to self-govern. As mysterious to the other races as the makers, Nephilim seem to bond especially well to humans, causing many races to mistake a Nephilim for a merely uninterested human. Many humans have not rejected this bond, saying that just as the moon and the stars coexist in the night sky, so will Human and Nephilim.
Major Population Centers: Evelenge, Veristad, Irivere
Nephilim are perhaps the most bizarre of the human-like races. They claim to have been descended from the angels, instead of a god. Appearance wise they're perhaps the most similar to humans, standing just slightly shorter with an identical build. Major identifying features of a Nephilim from a Human are the feathery pseudo wings located just above a Nephilim's ear, as well as the small yellow ring running through the center of their iris. Each Nephilim has a circular pattern across their core, a faded blue color that appears similar to a tattoo. Each Nephilim is born with one of these patters, and the patterns itself are a combination of their mother and father's pattern. The patterns themselves are appear to be unique, different between siblings and even a Half-Nephilim will have a slightly different pattern than their parent. Nephilim appear to be emotionless most of the time, but have subtle emotional queues, such as a lifting of their pseudo wing, or a slight tone change in their voice. Nephilim also appear to be more fragile than humans, but boast a higher compatibility with magic. Despite this oddities, however, many races still have difficulty telling Nephilim and Humans apart without significant time spent with both races.
Mousling:
Many tend to overlook the little mousling's contributions to the world, despite the fact that nearly every port tends to have a few of them around. This tend to work out in the Mousling's favor, since their drive and cunning is also overlooked. It's easy to underestimate the little ones until you realize you've gotten the short end of a stick on a trade deal, or you find your ship boarded.
Major Population Centers: Heslengel, Irivere, Mirakell
Hailing from the Inner Seas, the line between sentient species and Mousling is blurred. As the name implies, mouslings are short, stocky creatures most resembling a wild mouse. The average Mousling comes up to about the hip of an average human, and they are at home on both two and four legs. They contain an opposable thumb on their front paws, unlike the typical wild mice, and are adept at fine movements. Mouslings tend to be adventurous, and often in the wrong ways. Their fearlessness benefits them in battle and trade, as well as some less than legal line of business. Many non-merchant (and many merchant mouslings depending on the quality of the deal) are often characterized as thieves and pirates by other races. Although their bodies are more on the fragile side, they tend to be fast and dexterous. According to the Mouslings, they were born of the great mouse god Shiraran from simple grains of wheat and pieces of their god's courage.