Aldanian humans hail from the mountainous regions of the eastern Aldanian empire (called "Central Aldania", a naming artifact from when the Empire was much smaller). They tend to be taller than most other humans, as well as usually being better-suited to physical exertion by nature of their adaptation to higher altitudes.

They are perhaps most easily distinguished by their rather fair skin and blond/blonde hair. They will usually have green or blue eyes, tending to lighter shades of those colors.

Aldanians tend to make up a large part of the nobility, and are primarily found in Central Aldania and the Gurak Duchy.

The humans of the central plains of the Aldanian Empire (different from Central Aldania, which is located in the east) were conquered by the Aldanian Empire a few centuries past. At the time, they were not a united whole, but instead a large number of separate petty kingdoms and tribes, all of which fell one by one to the forces of the Empire.

Partelos humans tend to have hair in shades of brown and red (and everything in between) and have brown or green eyes, with the former being more common. They tend to be shorter than Aldanians, though not significantly so.

The Feldanos were the last of the major factions in the Aldanian Empire to be assimilated, and even in the present, they hold a greater degree of autonomy than the other duchies, as is evidenced by how they are called the Feldanos Principality, rather than the Feldanos Duchy. They are located to the far west of the Empire, and are not directly connected by any land bridges under Imperial control, thus keeping them rather isolated.

In the present day, many from the Feldanos Principality have left their homeland in order to seek their fortunes elsewhere. Some have even risen to become minor nobility, or at least aristocracy. Others have entered the military, particularly the youngest sons of many minor nobles who have little to inherit.

The Feldanos tend to be stronger and larger (but not taller) than the average Aldanian. Some have theorized that this is a result of some ancient magic the Feldanos princes wove into the populace, but there is little evidence of this. All of the Feldanos will have black hair, as well as tending to have slightly darker skin than Aldanians. The most common eye colors are gray and blue, with the nobility tending to have lighter shades of such. In addition, the nobility will often wear their hair in long braids, or alternatively, a multitude of smaller braids.

The humans of the Ur Sefal Dominion are located south of the empire, past the massive mountain range that divides the continent. As a civilization, the Ur Sefal Dominion is older than the Aldanian Empire, although in the present day the two have been at each other's throats for as long as most people can remember.

Most of the lands of the Ur Sefal Dominion are covered in deserts, with pockets of civilization around rivers and oases, the latter of which are often magically maintained. Vast roads and trade networks span the Dominion, linking every corner together.

The people of the Dominion tend to have very dark skin, with black or dark brown hair. Typically, they will have blue or green eyes, tending towards lighter shades of such. They are about as tall as Aldanians, with comparable levels of endurance.

The Sha'Araz Kingdom is far to the southeast of the Aldanian Empire, existing as one of the smaller Southern Kingdoms of the continent. The Sha'Araz people are extremely rare in the Empire, though they are more common in the Dominion.

People of the Sha'Araz Kingdom tend to have darker brown skin, though not as dark as the Ur Sefal. Their hair also tends to be a lighter shade of brown, and black hair is practically unheard of. Likewise, blue eyes are extremely rare, with the majority having green or olive eyes.

Orcs are an offshoot of the original elves created during the war between gods several millennia ago. They are all descended from a group of elves who had sheltered in a city, attempting to fend off an invasion of humans (who would later come to be the Ur Sefal Dominion). Within the city, they attempted to cast a complex spell to empower the citizens to fight back. While it was partially successful, they still lost the city. The magic then continued to pass down through the generations, morphing and changing them until they had become the orcs of today.

This magic is the True Berserker curse, and it has made orcs larger, stronger, and more durable than "baseline" elves. Some humans have inherited the curse as well, as the magic still lingered in the city after the elves left. However, the magic is most potent in orcs.

Today, orcs have formed their own culture, distinct from their elven ancestors. Most evident are the tattoos they wear all over their bodies, as well as the sharpened teeth that mark their passage into adulthood. Most orcs will have blue eyes, black hair, and bronze skin, though there is some variation in this.

High elves are perhaps the closest to the original elves created during the war between the gods. That is not to say that they are close to those elves, as they are still fairly different, just that they are the closest of the many different types of elves. They are all typically magically gifted, as well as having physical abilities similar to humans, but better in every aspect. They are also gifted with relatively long lifespans, easily making it to 200 years or so, to an average maximum of 350.

High elves tend to have golden blond/blonde hair (as opposed to the silver hair of the original elves) and fair skin (as opposed to the inhuman alabaster-white of the original elves). They tend to have blue or green eyes, which are often said to retain a twinkle of starlight in them.

Dark elves are another offshoot of the original elven race. For reasons lost to the modern day, a population of the original elves were isolated in the frozen north after the war of the gods. The residual magic and the harsh conditions there slowly changed them over time. They became no longer quite as magically capable as the original elves or even high elves, but in exchange became much more physically capable, particularly in their endurance.

Visually, dark elves have somewhat retained the white hair of the original elves, although their hair now more closely resembles the white of snow, rather than the shining metallic silver white of the original elves. Their skin has also taken on a shade close to ash than alabaster, something which gives them a slightly unnatural look. They have also come to have a more gaunt appearance, as well as having thin and wiry bodies capable of great strength and endurance. Centuries of separation has also given them unique cultural traits, such as the white facial tattoos most will wear.

Goblins were originally created in the war of the gods to serve as saboteurs and spies, alongside ogres who were created to serve as front-line troops. As such, they tended to smaller sizes, though they do still possess great strength. An average goblin is around one and a half times stronger than a similarly sized human would be. In addition, their bones tend to be stronger, making it much more difficult to break them. Their arms are also disproportionately longer, similar to a chimpanzee's.

Goblins of the present day have slightly olive skin, and tend to green or brown eyes. They have black hair, but most will shave it off upon reaching adulthood, though this will vary from tribe to tribe.

Ogres are the larger, more powerful cousins of goblins. They are immensely strong and bulky, with their bodies bristling with muscle. Their bones are much denser than both goblins and humans, making it practically impossible to break their bones with mortal means. The trade-off for this was that when created, they were intended to be simple front-line troops, only ever obeying orders, thus they tend to be less mentally-gifted compared to other races.

They have similar skin tones to goblins, as well as similar eyes and hair. They differ though in that ogres will grow large horns from their temples, resembling the horns of rams. They also have disproportionately longer arms, similar to a gorilla's.

Werewolves, and all werecreatures for that matter, were created in an attempt to replicate the True Berserker curse, but in a way as to be more controllable. This was done by using magic to bind animal spirits and essences to mortals, and while initially successful, it was found in subsequent generations that there was a problem with the magic.

There are two types of werecreatures, true ones and false ones. True werecreatures are the product of two werecreature parents, and have full control of themselves when transformed. False werecreatures though, are the product of having only one werecreature parent, or exchanging bodily fluids (typically via biting) with a false werecreature. These variants are not in control of themselves when transformed, and will experience heightened aggression even in base form.

Like many races, flame demons were created during the war of the gods. They served as powerful warriors against the forces of Ulshanderec and his allies, being equally adept at both physical and magical combat. Even after the war, they continued to be honorable and upstanding guardians of the mortal races, earning them a reputation for justice and goodness that persists to the modern day.

Flame demons will typically be much taller than humans, With many being over two meters tall. Their skin is orange, particularly a shade of orange not found in humans, and seems to glow with an inner fire. Their eyes have black scleras with red pupils and slitted pupils. From their temples sprout tall, forward-pointing horns. Lastly, their hair is universally red, though not in any shade of red common to humans. Rather, it looks like the red of embers, and streaks of glowing fire can often be seen in their hair.

The spiderfolk are a long-lived race (though not as long as elves) with spider-like bodies and the torsos of humanoids. The spider they most resemble are nephila spiders, having long thin bodies and limbs. Their coloration varies quite greatly, with their chitinous skin being wildly different even between siblings. Their faces are not very human-like, as they have four mandibles around their mouth and multiple compound eyes around their foreheads.

An unusual aspect of spiderfolk is that they are born with ancestral memory (only as far as their immediate parents). This is not enough to make them experts in different fields, but it is enough to give them an advantage in learning. This speeds up their development, making it easier for them to master fields that their parents were competent in.

Crocodile Kin were some of the very first soldiers to be created in the war of the gods, with them serving as heavily armed and armored shock troopers against Ulshanderec's forces. By nature though, they tend to be quite docile, perfectly content to live their lives farming and hunting. It is only when roused to anger that one can glimpse the ferocious power within them that made them feared warriors during the war.

Crocodile Kin are much larger and heavier than most humanoids, with a two-meter tall individual being small enough to be considered a runt. It is much more common for them to be in the 2.5 meter range (8'2"). Their strength easily matches their size, and they are able to move equally well in water and on land, making them terrifying soldiers.

Liches are the product of powerful necromancy that is used to extend a magic-user's lifespan. This is done by placing their soul and essence within a container, known as a phylactery. So long as this phylactery remains safe, a lich cannot be destroyed. Thus, most liches will guard their phylacteries behind impenetrable defenses. Some though, may choose to wear their phylacteries openly, for reasons known only to them.

While the most obvious advantage of lichdom is immortality, it does also better attune one to magic in general, and necromancy in particular. This, coupled with their long lifespans, gives them time to master (or at least learn) many different schools of magic, making them formidable foes.

When originally created during the war of the gods, they were meant to serve as commanders and generals of Ulshanderec's forces. There were forty-three original progenitors, though of those forty-three, only twenty-six survived the war. And of those twenty-six, only fourteen survive to the present day. Although they were created by Ulshanderec, many would turn from him after the war, as his destruction removed the control he had over them. Some, like the Regaros strain, are famous in the modern day for being some of the best hunters of evil in the world.

All vampires have heightened strength, durability, and speed, all of which improve the older they get. They also have special abilities, depending from which progenitor they descended from. They are not destroyed by sunlight, though their durability and powers are weakened to an extent by it.

Ghouls are the result of those who have either died violent deaths by necromancy, or those who have been exposed to a great deal of necromancy over long periods of time. That is not to say that all who die by necromancy rise as ghouls, as various other unknown conditions have to be met. One theory is that it is dependent on the background magic in the area, the remnants of which are from the war of the gods.

All ghouls arise hungry for mortal flesh, while still possessing their memories from life. Newly-arisen ghouls may attempt to suppress this hunger, but all will eventually go mad from it. On average, a ghoul will be rendered incurably insane after two years, though those with extreme willpower can last as long as ten years. Inevitably though, without magical assistance, all who rise as ghouls will turn into ravenous beasts for whom the best outcome is to be destroyed.