Present on: Common on all three continents.
Magic use: Learned, is a course of study that requires intense focus and self-discipline.
Size range: Between 4' and 7' typically; taller races such as elves or orcs can reach above 7'.
Humanoids are exclusively bipedal, human-faced creatures; this category includes humans, elves, tieflings, and satyrs, among others. Like the Anthropomorphs, they may have variations from their specific species such as small horns, tails, or animal ears, if not already present on their species. While not containing any inborn magical ability, through dedicated study and learning Humanoids may learn to wield it, but not every individual has what it takes to do so, and may focus their efforts elsewhere. On the Middle Continent, it is incredibly rare for any to learn magic, because there are no resources available to do so.
Such an incredibly common species has a wide range of personalities. As previously mentioned, many in magic-wielding societies will dedicate themselves to learning magic, while others across all lands may choose other areas of focus.
Lifespan: 60-80 years; maturity at 18 years
Physical Description: With a range of heights between 4' and 6.5' typically, humans have a wide range of appearances, but can easily be identified by short, rounded ears. They are considered the closest in appearance to their ancient humanoid ancestor.
Distribution: Everywhere. Literally everywhere.
Magical Ability: Can be learned with lots of dedication and focused study. Certain lineages have an easier time (whether by element or overall) than others, though generally none as easily as elves.
Culture: Humans are some of the most versatile and adaptable humanoids out there, and their culture varies drastically from place to place and group to group.
Lifespan: 100-110 years; maturity at 25 years
Physical Description: Typically more narrow in bone than humans or other elves, palace elves also tower over them, reaching over 6' in height and often over 6.5'. Their hair is always some shade of blond, ranging from nearly white to a dark golden color, with a range of textures but always thick and traditionally kept long, making them fairly easy to identify, along with the long, pointed ears that mark them as elves.
Distribution: Palace elves, true to their name, tend to cluster around major cities and are rarely found living outside of them, though it's not uncommon for some to travel between major cities as merchants or offering services.
Magical Ability: Of the humanoids, palace elves have the easiest time learning to wield magic, especially elemental magic.
Culture: Palace elves are generally social in nature, with themselves and with other peoples of their world. They value peace and prosperity, and the celebration of that, with frequent festivals to celebrate the seasons and the changes they bring. As a rite of passage before adulthood, palace elves get a tattoo with personal meaning on their 20th birthday. On [middle continent] and Eutera, these tattoos are kept hidden, and revealing the tattoo is considered a symbol of deep trust. On Halios, this has merged with the culture of the Daiten, and the tattoo is often kept visible, considered to be a sign that you are trustworthy (by revealing your soul to others).
Lifespan: 90-110 years; maturity at 25 years
Physical Description: Wood elves are the smallest of the elves (between 6' and 6.5'), and often the most muscular. Their skin and hair tones range from mid to dark, and standing amid the trees they're difficult to see. Hairstyles are kept practical, easy to care for and out of the way. Like the other elves, they have long, pointed ears, but in wood elves the ears can rotate slightly to pick up on sounds.
Distribution: Though most can be found in forested areas, just about any natural area away from the cities will have wood elves. Small farming towns may also be good places to find wood elves.
Magical Ability: Wood elves take to natural magics with ease, and can learn most other types of magic without issue. Most just don't bother.
Culture: Wood elves value plants and animals deeply, finding work as hunters, gatherers or farmers most often (as well as other animal-related jobs). They tend not to be very social, keeping to themselves aside from sale and trade of goods and services. Many wear face paint, either for camouflage while hunting or for self-expression (especially during festivals). This face paint reflects something personal to them, though most will not explicitly state what that meaning is.
Lifespan: 90-100 years; maturity at 20
Physical Description:
Distribution:
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With lower fangs that grow forever to form tusks, and a culture that values physical strength, orcs seem much rougher than they are. "Physical strength" doesn't necessarily refer to combat; lifting 200 pounds of flour bags is just as impressive as besting someone in hand-to-hand combat. Orc tusks are often carved and then stained in the carvings with representations of important events in their lives, or decorated with metal bands.
Lifespan: 70-90 years; maturity at 18
Physical Description: Humanoids with a digitigrade, hooved lower half, typically partially or completely covered in fur depending on climate. Some may be wooled, most are haired, with a variety of textures and typically solid colors that match head and facial hair. They typically stand between 5 and 6 feet tall. Their ears are long, rounded, and furred, looking almost animalistic in appearance. Skin and hair/fur tones vary greatly. They typically have horns or antlers that shed and regrow each spring.
Distribution: Satyrs live just about anywhere, but typically not in caves where they cannot see the sky or plants. They tend to congregate in clusters, forming family clans.
Magical Ability: Most can learn magic with relative ease, though it is typically used as a form of self-expression rather than weaponized. Some more conservative families consider it offensive to wield magic as a weapon.
Culture: Satyr culture is focused heavily on the act of creation. Art, music, cooking, and writing are all highly valued, and satyr holidays tend to revolve displays of specific arts. Creation of practical items and weaponry is an art in and of itself, and satyr-made items are often elaborately decorated and given a balance of form and function. Satyrs typically dress in bright colors, and clothes are handmade to fit their unique size and shape.