Gaiaterra: Elysea's Conflict/The Races of Gaiaterra

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Humans
The most numerous race dotting Gaiaterra. The Humans are said to have been the first race made by Elysea, with their design being the template for the other races (though the Elves would like to dispute that they were the first one and the Humans came second, if they're feeling generous that day).

Human (Lurensia/Elsword)
Possibly the most diverse set of Humans. The Lurensians originated from eastern Cantha, and are known for holding the largest territory, and therefore population, rivaling the Voshkod, having one of the strongest industrial base, and being the inventor of gunpowder.

A unique thing about the Lurensians, like the Voshkod, is that they don't have one proper dialect, as their large size causes their nation to split into different provinces, such as mandarin spoken in the mainland, Hainanese in the east, and Hokkien in the south and around Cantha.

Human (Encantadia)
Also known as Encantadas,

Human (Federation)
Although not from Elysea's Creation, at least by lack of evidence on the contrary, the humans of the Federation originated from Earth, a planet lightyears away from Gaiaterra and, most of all, lacked magic in any way.

The history of the Federation Humans is long enough that it would need its own page, and would be a tale for another time. But it is known that the Federation have invented many things that Gaiaterra itself had, from firearms to nuclear power, barring anything magical in nature and, if comparing records is to believe, the Federation had advanced a hundred times faster than Gaiaterra, having discovered gunpowder around the time Gaiaterra first discovered cooking and having only invented faster then light travel only a few decades ago. With the humans of today being a small space-faring commune. The theory being that without magic as a crutch the Federation had to rely on science instead.

Funnily enough, they have a mythology that almost follows closely to the races of Gaiaterra, from Dwarves to Elves, that both sides began to theorize that there must be some sort of subtle magic the Federation has that lets the world of Gaiaterra bleed into the subconscious of the Earth, or is it the other way around, which feeds the theory that Earth was invented by Elysea, though which came first is a hot debate. From JRR Tolkien's books scarily matching the description of the Commune Elves and Halflings, Teyvat and Skyrim existing in videogames, to many of Gaiaterra's vehicles matching point for point with Earth vehicles down to the name. With some crackpot theorists even claiming that they are but simulations, made by either Elysea or some twisted god for sick kicks.

Dwarves
Short, stout, and unwavering. The Dwarven people are short and stunted in nature but possess an extreme degree of durability, endurance, strength, immovability, and stubbornness that many other races often mockingly compare to, or in the Dwarves' case, embody those of a stone or mountain. Most Dwarves stand only a mere 3 to 5 feet in height, however, they are noticeably very stout in build, with strong thick arms, long broad shoulders, and short but powerful legs. Female Dwarfs have a similar physique, though they are much more curvaceous, making them rather popular for people who prefer full-figured women.

These characteristics are advantageous in their underground homes, making their stunted yet stocky bodies well-suited to the cramp environments of the tunnels. As one might expect, Dwarves are also natural diggers and miners, with many often lending their youths into the mines as miners or military warriors as a trial or passage to adulthood.

It is also customary, and for some mandatory, for all male Dwarves to have a beard of some kind. Most Dwarf youths begin to grow their beards at a relatively early age, around eight or ten and will continue to grow for the rest of their lives. Rather than cultivating beards, female Dwarves braid their hair, which they never cut, in much the same way as a sign of status and age. It is also noted that only the Dwarves of the Commune, who were coincidentally the first Dwarves to interact with the other races, are the only one whose female also grows facial hair, with the other subraces getting frustrated when asked why their women don't have a beard, though some choose to humor them by wearing fake beards or tying their hair in a way to look like a beard.

Dwarf (Dawi)
Also known as Kin, as they call each other, or Squats by Necromunda. The Dwarfs of the Coalition are in many ways different from the other Dwarves. The first being that they prefer to be called Dwarfs, not Dwarves, in the plural, the last person who asked why they make such a fuss on something that small suffered a bloody nose and broken fingers.

Probably the shortest of the Dwarves, around 3 to 4 feet, the Dawi are noticeably tougher than their kindreds, with skin more akin to stone than flesh and near immunity to poisons. And, out of the Dwarves, value their beards/hair the most, with the shaving of such considered the greatest punishment when self-inflected or the greatest insult when done by another, enough to cause wars as shown by the War Of Vengeance (it's advised not to call it the War Of the Beard within earshot of them), and are noted to be mostly male, to the point that early scholars though they were only a race of men. This is because it's actually tied to their deepest secret, which they will kill to keep as such.

In truth, that scholar was right, just for the wrong reason. As unlike the other races the Dawi are not born but forged. The Dwarfs reproduced by carving a statue out of enchanted clay and, through the use of a secret ritual and spell known only as a "Cloneskein", infusing the statue with a soul. Thus all Dwarfs are actually "born" as genderless adults made from clay. Who will then spend their first few years learning the same thing a baby does, ending around "adulthood" where they choose their identity, and often finding out which gender they identify with. It is due to the way they reproduce being why they value their hair, as it was the only indicator of their age as they are both born as adults and are immortal. This also has the side-effect of making gender transition extremely easy for the Dwarfs, as they can easily remold their body as they are literally made of clay, to the point that most Dwarfs are genderfluid, and allowing them to recover from crippling injuries since they only need to go back into their clay form and make and reattach a clay limb to a stump to restore it back to use. Though since it takes a few days to form and reform back they can't do it in a war.

Another characteristic that differentiates them from their similar kin is that they also have an odd resistance to magic, with exception of the rare Grimnyr. Dwarfs are not able to feel or control magic like the other races within Gaiaterra, likely a side-effect of being made of clay instead of flesh. In fact, the Dwarfen race has grown such immunity to magic that they have become highly immune to all forms of common mutation, a severe and common side-effect that is often associated with those races that are affiliated with magic. Some have speculated that Elysea created the Dwarfs in an attempt to create a race that can resist the touch of Chaos and the uncontrollable magic it brings forth, though they can force their body to use magic, as evidenced by the Chaos Dwarfs, however it comes with adverse side-effects. As such, the only way a Dwarf will be able to use magic in any form is through the use of Runes and the proper teachings of a Runesmith. The exception of these are the Grimnyr, who were modified by the Votann to have psychic powers so that they can translate their speech, who are in turn trained in a specific psychic discipline.

Dwarf (Old Navea)
Also known as the Fyreslayers,

Dwarf (Enutrof)
Possibly the tallest of the Dwarven races

Dwarf (Uzkulak/Auring)
Also known as the Dawi Zharr in their native tongue or simply Chaos Dwarfs.

Elves
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Elf (Sindorei)
Also known as the Blood Elves,

Elf (Kaldorei)
Also known as the Night Elves, are a powerful and mystical race whose origins extend back to ancient times, being one of the longest-lived and most ancient cultures in existence today. These then-immortal beings were among the first to study magic and let it loose throughout the world nearly ten thousand years before the Age of Darkness.

Elf (Ulthuan)
The High Elves, or the Asur, as they call themselves, are one of the most ancient and powerful mortal civilizations within Gaiaterra. Hailing from a mighty mist-shrouded island continent located within the center of the Great Ocean, the High Elves of Ulthuan are a proud and mighty nation of masterful warriors, peerless mages,, high tech weaponry and lords of the sky and sea.

Elf (Naggaroth/Auring)
Also known as the Druchii are the followers of Malekith and later Yuri. When Malekith tried and failed to take the Phoenix Throne in 1937 V.C. he and his followers retreated to Naggaroth. Ever since the Dark Elves have been a cruel race when they joined the Collective of Auring with a strong feud against the Katsuragi Protectorate, but this has done little to diminish the desire to (re)take Ulthuan and later Gaiaterra when they joined the Collective.

Elf (Aden)
Also known as the Wild Walkers,

Elf (Old Navea)
Also known as Aeldari or Drukhari depending on the faction and Eldar in general.

Orcs
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Orc (Horde)
Also known as Orks by the Coalition or generally as greenskins.

Orc (Oni)
Native to Eastern Cantha, mainly in the smaller islands around Ulthuan,

Troll (Northern)
The Northern trolls are one of the oldest races in Gaiaterra who weren't created by the titans, or at least that's what they say. They have a very tribal culture that persists to this day, which usually results in scattered allegiances and tribes looking out only for themselves. There are some tribes who do know loyalty though, like the Darkspear Tribe and the Shatterspear Tribe, both of whom are part of the Great Horde.

Halfling
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Halfling (Ratling)
Natives of Aden, the Ratling (Homo sapiens minimus) are a member of a small, loud, hungry, and lecherous Abhuman species, a far cry from the humble, welcoming, and kindhearted Hobbits (save the hungry part), likely because of their homes hostility hardening them. Ratlings are considered outsiders within Aden, as they had refused to become part of the Legion, and have often served in the regiments of the Lineage Steel Legion as members of the Militarum Auxilla. However, they are still distrusted by the more puritanical members of the Legion.

Though less resilient than their baseline Human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a Harvin from over a kilometer away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces.

Inevitably, the Ratlings face prejudice from the Legion troops they serve alongside, yet their skill as thieves, fences, and black marketeers tends to win them acceptance. Indeed, Guardsmen who give the Ratlings too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.

Regardless of their small stature, and their questionable status as outsiders, Ratlings have proven invaluable to the Legion armies time and again. They make exceptional forward scouts and are able to move covertly into firing positions right under the nose of the enemy army. Only when the opening salvoes of battle have been loosed do they reveal themselves, announcing their presence with hails of precision shots that catch the enemy completely off-guard.

The effectiveness of Ratling fire can often mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in turn can draw large-scale assaults towards the snipers. With no hope of holding their own in close-quarters combat, Ratlings have perfected the art of hastily vacating their redoubts immediately after firing, scurrying away before securing a new vantage point from which to assassinate more of their assailants.

Though devious, duplicitous, and morally dubious, Ratlings possess such unique talents that they will always find a place in the armies of the Imperium. Whether killing off enemy officers or procuring black-market amasec for their own, these adaptable Abhumans have certainly found their niche in the ranks of the Astra Militarum.

Giantkin
The biggest races of Gaiaterra, befitting their name, the Giantkin towers over the other races, with the length of the smallest giant's leg equalling an average man's height. And it's because of this size that makes the Giants incredibly strong and hardy, with their skins being thick and tough enough that most rifle rounds struggle to penetrate their flesh (which is necessary, seeing as how finding enough cloth to make clothes for them is already a struggle itself). But it's also their size that makes them big targets and struggles when going through most normal doors and urban enviroments.

Ogre (Southern)
Mutated by the war in the south and the Maw. The Ogres of the south have completely changed from their sibling in the north, to the point that they are considered separate species.

Ogryn
The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Giant subspecies native to Aden, often employed by the Lineage Steel Legion as shock troopers in the Legion Militarum Auxilla.

Ogryns possess many traits prized by the Legion; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.

They hail from a series of cold and barren lands filled with strong beasts, which is why they appear larger, heavier, and bulkier compared to baseline Humans.

Ogryns compensate for their mental deficiencies with overwhelming physicality -- the brutish creatures stand around ten feet tall and can shrug off wounds that would kill a Guardsman several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle by Legion commanders.

It is fair to say that Ogryns do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm's reach is likely to see brief and violent service as an improvised club.

Their heavily built Ripper Guns must also be fitted with burst limiters to stop the Ogryns from firing ceaselessly -- thirty seconds of noisy enjoyment can easily leave these Giants short of ammunition before a battle has even begun.

Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial Creed they are doggedly loyal, and their strength and resilience make them a potent weapon.

Ogier
Ogier, pronounced OH-gehr but many choose to call them OH-gear, are a race of Giants who, unlike their other kins, have an intense love of knowledge and peace, much to the jeers and laughter of the more violent Ogres and Giants. Also known as Alantin, or Tree brothers, by the Traders, they are great architects and stonemasons, responsible for many of the most impressive structures and cities of the world. Ogier stonework is known for its organic nature, often appearing to have been grown like plants. However, it is understood to be a skill they acquired during the Breaking, and is of lesser importance than their first love, forestry. They love the trees of their homes, which they call Stedding, and grew groves near the cities they built to remind them of their home. Even their written language resembles growing leaves and vines.

Varl
The Varl are a race of powerful, horned, and bearded giants, having twice the height and girth of Humans. They are warlike but also have a fondness for mead and brawling. Only genderless, though most of them look masculine and identify as male, Varls are produced in special "forge pits" hidden deep within their homeland, akin to the Lizardmen in Lustria.

The Varl are a cross-breed of man and animal, created by an impatient god who wove together a twisted version of the original Loom-mother’s creations, or at least that's what Cantha mythology says. Varls are horned giants who are strong and aggressive and have the reputation of being impeccable fighters. Respected as warriors, they can live to be a few thousand years old if their lives are not cut short by a fall in battle, such as Iver of the Wolf Clan who can still remember when Gaiaterra was under the rule of the Khal Dynasty and fighting the Dredge in the Age Of Bronze, especially since it was the year he lost his left arm, and the undead in the Age Of Darkness. Despite their warlike culture, they too cultivate families and are not without emotions, similar to their human counterparts, and tend to do a better job of sticking together than humans. Their attitude towards their human allies is somewhat condescending, believing that they are superior beings, particularly when it comes to strength and fighting.

Interestingly, the Varls have a race-wide fear/revulsion of fire, with the theory being that their creation requires them to be immolated.

Faunus
Also known by the slur of Demi-Humans, Beastfolk, Animal, or Furry. The Faunus are unique in that they have animal features and a rather large dimorphism, from the Erune who looks human save for their cat ears and tail to the Kajiit looking like humanoid cats, and is the most diverse, if heavily fragmented, race, due to their varying animal features.

Miqo'te
The Miqo'te, also known as Felinids in Aden, are a race of feline humanoids. They have cat ears, a tail, different eyes and different skin colors. They also have very strong leg muscles, which are the results of evolution through a hunting and predatory lifestyle.

Harpy (Eastern)
Also known as Tengu and Mulawin by Canthans and Encantadia respectively. The Eastern Harpies differ from their Western cousin by having normal arms and wings on their back, in comparison to the Western Harpies' whose wings are their arms. Which gives them far better hand dexterity but at the cost of being slower and less maneuverable to their Western cousins.

Centaur
Also known as the Horseborn by Canthans. The Centaurs are unique among the Faunus as their upper body is that of a human attached to the body of a horse and equine ears. Herbivores, Centaurs are normally found in grasslands and savannas and are a race of nomads known for being naturally talented in archery, healing magic, divination, and astronomy who become brave warriors in times of conflict.

In the past, Centaurs were a violent, militaristic race that lived around the art of combat native to the plains and steppes that would become Cantha, and were responsible for wiping out the horses in that region out of anger. While Centaur males developed into muscular warriors who see raw strength as valuable, Centaur females favored technique and became refined, though prideful, warriors.

Lizardmen
The Lizardmen, sometimes known as the Cold Ones or the Children of the Gods, are an ancient, savage, intelligent race of cold-blooded, reptilian humanoids that were at one time the first and oldest civilization of Gaiaterra Long before the rise of Men, Elf or Dwarf, the empire of the Lizardmen ruled supreme, or so the myth goes.

Uniquely, The Lizardmen's core species such as the Slann, Saurus, Skinks and Kroxigors are not born from eggs, like their feral reptilian cousins, but are birth from special pools and ponds located within sacred regions of the jungle. This birthing of a new generation of Lizardmen are called Spawnings. Every Temple-City has its own sacred ponds and expanses of marsh where these spawning events occur. Skinks and Kroxigors tend to spawn in ponds and swamps open to the sky, whereas Saurus and certain other Kroxigors are usually spawned in dank subterranean caverns. Pyramid Temples are frequently built over the top of the entrances to such caverns and outlying swamps are sometimes made into rectangular ponds encircled by stone.

Due to their amphibious origins, some days after the spawning event begins, little tadpoles emerge out of the water, growing in numbers and size at an extremely accelerated rate, feeding on the enormous number of tropical insects that hover above such waters. When the Lizardmen are fully developed they emerge unto dry land in enormous numbers all at the same time.

The interval between spawnings can be very long and usually a spawning will not recur in the same pond within the lifetime of the last generation that was born there. Thus each city is surrounded with multiple spawning pools which spawn at different times of the year. Each spawning is linked to astrological cycles and will always begin at certain conjunction of stars and planets. Since each generation emerge from different ponds at different intervals in time, there are always several dozen Lizardmen of the same age and origins living within tightly-knit groups within their home city. Being of the same spawning, different age-groups will also have varying degrees of features which are unique to that particular spawning, such as different skin tones, unique markings, a calm and calculated attitude towards administrative duties or a more fierce and warlike attitude towards war.

These large groups of Lizardmen are given a single directive or purpose upon their birth, such as either being formed into cohorts of tribal warriors or become the artisan and workers for their respective Temple-Cities. Those spawning that only birth a single individual usually means that this particular Lizardmen is meant to be a leader amongst their kind. Due to the timing of spawnings, the Mage Priest have careful records which detail the time when a new spawning will occur, but not all are recorded and some spawnings will appear to happen at completely random intervals in time.

Idoneth
Also known as the Deepkin or, derogatorily, Sea Elves due to their fin-like ears

Minotaur (Southern)
Known as Taurens in their native tongue. The Southern Minotaurs are the original Minotaurs who still live in their homeland of Thunderbluff.

Settled roughly 570 years ago by the Taurens, Thunder Bluff is now the home to almost the entire Southern Minotaur race. It has never suffered a successful invasion thanks to numerous tunnels and twisting mines by way of entry, and tensions between minotaurs and orcs remain high to this day.

Minotaur (Northern)
Also jokingly known as Cowgirls/Cowboys (much to their groaning). The Northern Minotaurs were exiled by their kin to the south a long time ago. Their body having gradually changed to look more human-like, similar to the Erune or Vieran, to the point that they are considered a separate species.

In the past, the Minotaurs were a singular race of beast-like men and women. However, over a long period of raiding, breeding, and eventual mutual intermingling, a schism appeared. Two tribes split apart, one formed from the Minotaurs who didn't participate in the raiding and stayed normal, and the other consisted of the Minotaurs who had taken human partners with their children having a mixture of both parents. This uneasy coexistence soon led to an honor duel to see whose to leave Thunderbluff, with those who would become the northern Minotaurs losing the duel. The underlying cause for some minotaur preferring interspecies partners has never truly been unearthed, though many theories have been put forth.

Over a long period of time, the Northern Minotaurs have gradually taken on some human-like traits such as their loss of body fur saved around their hooved legs, their face losing their muzzle and becoming more human-shaped, and their bodies gradually shrinking to a size between a Tauren and human, but they remain mostly Minotaur in appearance, with their hooved and furred legs, horns, ears, and tail. With the divergence being big enough to be called a separate species.

Ysoki
Known simply as Ratfolk. Jolly, curious, social, love of family and community, and kind to a fault, the Ysoki perfectly reflects the behavior of rats, and being a friend with a Ysoki is to have a friend for life. Communal by nature, the Ysoki tend to live in large warrens filled with up to 1000 adults, with a rather free-loving nature, with marriage being a foreign concept and child-rearing being done by the community rather than a family (though with how close-knit they are the community tended to be considered a large family). And knowing and being with a Ysoki is many things but boredom and hatred.

But with their discovery of Warp Stone, and half of their race running away to become the Skavens, they tend to have an unearned reputation of being greedy, dirty, and murderous monsters, especially since the Skavens are more numerous and all but happy to have their saner kin take the blame for their actions.

Skaven
Also known as Ratmen and Raki by the Coalition. The Skaven were an offshoot of the Ysoki when they had discovered Warp Stones which formed a great rift and eventually civil war when its toxic properties were revealed. As one side wanted to further the potential of the Warp Stone, corruption be damned, and slowly grew mad as they began to worship the stones, while the other half refused, knowing that such a power should be destroyed. The civil war ended with the Ysoki exiling their mad kin, whose bodies had now mutated to look gaunt and even more rat-like thanks to the toxic Warp Stones.

Man-Made
Compared to other races of Gaiaterra. Man-Made, as their name implies, are not a race created by Elysea, and in most cases can't even reproduce the natural way. Instead, they are created, whether by technology, magic, or transforming a regular person. Thus some people don't even consider them a race.

Cyborgs
Less of a race and more of a classification, Cyborgs are people who are augmented by machinery, from bulky robotic limbs to nanomachines, whether by choice, to save them from dying, or forced by another person. Cyborgs, at least those who chose to augment themselves or the combat variants, tend to be stronger and faster than a normal person, and sometimes have abilities like heat vision or built-in weaponry.

Clone
Less of a race and more of a classification,

AI
Also known as robots, drones, droids, etc.

Astarte
Created by implementing nineteen special organs, known collectively as a geneseed, into a human. The Astartes, or simply space marines, are made of young men and women, averaging around ten, to become the supersoldiers and defenders of the Coalition.

Standing around seven to eight feet tall and often androgynous looking, due to a side effect of their transformation making all of them intersex, the Astartes are stronger, faster, and tougher than an average human with extreme mental resilience, to the point that Collective psychics often struggles to mind control them as they will actively resist the attempt, and extremely long-lived, such as Dante of the Blood Angels who had fought alongside Sanguina in the past and leading the Blood Angels today. With their most notable ability being able to move in their bulky power armor as if it was a second skin thanks to the black carapace implant.

Undead
Also known as the Forsaken by Yuri, Tomb Kings by Elona, or simply zombies.

Ghoul
Ghouls are mutated humans or animals affected by the phenomenon of ghoulification, a strange process when intense nuclear radiation interacted with the magic of Gaiaterra. In the case of humans, ghouls are sometimes referred to as necrotic post-humans in the Capital Wasteland, but this term does not seem to have been adopted outside of it whatsoever. Despite their zombie-like appearance, the flesh of ghouls is not actually rotten. Intense and prolonged radiation has ravaged their skin, much of their flesh, and in some cases many of their ligaments. Despite their infertility and in some cases mental deterioration, they have greatly extended overall lifespans and are immune to (and sometimes even healed by) background radiation and/or nuclear fallout.

The history of ghouls is a mixture of suffering and plight. The bulk and first known case of ghouls emerged as a result of the Embry Civil War, although there are cases of some using controlled exposure to radiation to ghoulify themselves and ride out the upcoming war. There was also an experimental radiation drug being tested somewhere in the Commonwealth.

Super Mutant
Super Mutant is a general term referring to humanoid mutants created by exposing a regular and relatively unmutated human to a variant of the Forced Evolutionary Virus (FEV), a mutagen created by the Commonwealth when the Embry Civil War was at its darkest. The resulting hulking mutants typically possess exceptional strength, endurance, resistance or immunity to disease and radiation, as well as modified intelligence.

Tiberium Mutant (The Forgotten)
In the years leading up to the (insert war), a majority of Tiberium exposure victims began to show signs of genetic mutation and a variety of Tiberium-based maladies. While typically similar to the effects of extreme radiation exposure, the most heavily affected members were physically altered, causing Tiberium crystals to appear on their bodies. These people eventually formed underground communities and began calling themselves "The Forgotten", since they were alienated by the unexposed population.

Since they considered themselves abandoned by everyone, the Forgotten were usually distrustful of outsiders, and some groups were known to engage in terrorist activities against them. The Forgotten are sometimes referred to with the derogatory slang "Shiners", due to the crystalline growths on their skin. In return, the Forgotten sometimes used the term "Blunt" to refer to non-mutants.

Because of their mutations, the Forgotten were healed instead of harmed by exposure to Tiberium. As such, they were capable of living in areas heavily infested with Tiberium. Perhaps due to the harsh environments they live in, the Forgotten are a reclusive and secretive warrior people, with their warriors able to defeat most ADI and Brotherhood soldiers in combat. With a majority of them working with the Minutemen, who understand the Forgottens plight and promise to find a way to cure their condition, or at least stop further mutations.

Vampire
A rather strange mixture of man-made and natural, as Vampires can give birth to other Vampires and Dhampirs (half Vampires), though their birthrate is extremely low, and can also transform other races to their kind with a special bite. The origin of the Vampires is a rather large mystery, not even the oldest Vampire remembers how they originated, with the closest theory being that the first Vampire was made when a man or woman was cursed (how on the other hand is another matter of debate), and thus why they are classified as a man-made race.

Therianthrope
Simply known as Werewolves (or Worgen by the people of Gilneas) for the wolf subtype, which is also the most common of the Therianthrope.

Big Daddy
Though formally called the Protector Programme. The Big Daddy are genetically enhanced human beings who have had their skin and organs grafted into an armored diving suit, with Alpha Series being an apparent exception to the grafting process, though still heavily spliced. Their primary purpose is to protect Little Sisters while they escort them around Rapture.

Originally created by Dr. Yi Suchong to serve as Rapture's maintenance workers, to help in later construction projects, and to do the menial work of Rapture that was not profitable: Rosies riveted panels and windows while Bouncers drilled deep-sea rocks and minerals for further city expansion.

Splicers
Humans who have mutated themselves to the point of becoming an entirely new species formed from the remnants of Rapture's human population. Splicers are the result of ADAM use, which skyrocketed during the violence of the Rapture Civil War. During the conflict, and the chaotic days that followed, most of the city's citizens fell victim to the Splicers or abused ADAM to the point of becoming Splicers themselves. Due to excessive ADAM consumption, their bodies and minds have been deformed beyond repair (though some of their physical deformities can be attributed to war scars or Dr. J.S. Steinman's plastic surgery). They have become dependent on ADAM, both mentally and physically. Many still wear Masquerade Ball masks, perhaps out of shame at how ADAM has deformed their bodies.

Although the term Splicer can be applied to anyone who has altered their genetic structure with ADAM, it has since become the term used only to describe those who have become addicted to the substance and had their minds and bodies ruined.

According to ADAM's discoverer Dr. Brigid Tenenbaum, the genetic wonder drug works by exchanging original cells within a subject with new and changing variations. The effects of small, controlled, or otherwise brief uses of Plasmids or Gene Tonics seem minimal, and recent Aquilan research shows that there is a safe level for ADAM usage. In either case, ADAM, like other dangerous drugs, is addictive and prone to cause adverse side effects with extended use. The very nature of the drug leads users into substance dependence, at least without proper healthcare.

ADAM operates at the genetic level. Due to the instability of its interaction with the subject, a whole host of deleterious reactions can manifest in the user. While some users broke out in horrible physical deformities, others like Sander Cohen suffered psychosis but few noticeable mutations. The key is that the side effects were different for each individual.

Innsmouth
The people of Innsmouth are rather interesting in comparison to other Humans due to their "relationship" with the Deep Ones. With those from Innsmouth are recognizable by the "Innsmouth look" referring to a set of physical features that result from the hybridization of humans with Deep Ones. The "look" is shared by all inhabitants of "Innsmouth" and its origins are a zealously kept secret.

The characteristic features of Innsmouth's townspeople are:


 * great affinity for water and swimming;
 * bulging, unblinking, watery eyes;
 * acute alopecia;
 * resonating, gurgling voices;
 * shriveled necks with strange lines (becoming gills in the end);
 * wide mouths with thick lips;
 * flat noses;
 * tiny ears and;
 * squamous grayish skin

Most people might think these traits are some sort of congenital hereditary trait, but they are actually the symptoms of a very slow metamorphosis. As descendants of both Humans and Deep Ones, the people of Innsmouth undergo a very slow transfomation that might take most of a human lifespan to complete. They are slowly changing into Deep Ones, and with the passage of time, the signs of the transformation are more acute and visible to the naked eye. Children look like regular humans, but as they grow, they will start displaying the unsettling and somewhat repulsive traits that define their inhuman lineage. Other humans may tolerate their standoffish presence, but animals hate them and will not go near them willingly.

In later stages, the transformation becomes too blatant to attribute it to a deformity, making them appear like monstrous humanoid amphibians. For this reason, they stay indoors at all times, and all windows are boarded and bricked, however, gurgling and gutural sounds can still be heard through the crevices and walls.

Most of the time, the transformation will conclude with a creature indistinguishable from a genuine Deep One, which will indicate that the Innsmouther is ready to join their kin below the surface of the sea. However, in a few cases, the transformation will not be completed, leaving the person in the uncomfortable position of being too human to join the Deep Ones but too monstrous to walk in daylight.

The transformation is not only physical, those undergoing the change will experience a progressive mental switch, as they will have a growing sympathy and disposition towards the Deep Ones and their activities; and dreams of themselves walking as Deep Ones will start plaguing them in their sleep and granting them knowledge on their watery kin and atlantean cities.

Miscellaneous
(something something summarisation)

Perpetual
Not actually race, and more of a classification, a Perpetual is an individual who possessed seemingly superhuman abilities, the most important of which was immortality, for which they were named.

Some were born with their abilities naturally as a genetic mutation, while others received them through artificial genetic intervention using advanced technology/magic.

However, every Perpetual was known to be effectively immortal, never aging after a certain point (around their early twenties/thirties and equivalents) and capable of ultimately healing almost any injury as a result of their extraordinarily rapid and efficient cellular regeneration. Even when their body is completely destroyed, such as the cases of Inquisitor Kenny McCormick, they will be reborn within a safe area within twenty-four hours.

It is this capability that is responsible for their name. Perpetuals have been known to survive dismemberment, suffocation, decapitation, and even complete disintegration by directed energy assaults or atmospheric reentry, their bodies always regenerating and even bringing them back to life after clinical death.

Most Perpetuals are naturally born or artificially transformed into one through the use of advanced technology/magic, such as that used by the strange alliance known as the Cabal.

But the origin of Perpetuals who are born naturally remains unknown, as some, like Connor MacLeod, The Doctor, and Malcador the Sigillite, have existed since the earliest ages of civilization on old Gaiaterra.

There are very few ways to kill a Perpetual, and often times they involve the gods.

Blank
Not actually race, and more of a classification, a Blank, also known as an Untouchable, a psychic Null, Blacksouls, Soulless, and Pariah, is a person who possesses the rare mutation sometimes described as the "Pariah Gene" that makes them generate no psychic presence in the Immaterium, thus leaving them essentially soulless. A Blank is a living anathema for all psykers, regardless of their species.

The minds of most sentient beings have a direct connection to the Warp that is actually what is called the soul in many cultures.

Psykers, and magic users in general, have especially strong connections to the Warp, and their souls thus appear as blazing brands to those who can see within the Immaterium, spiritual beacons which draw the hungry attention of Warp denizens.

Blanks are born with no connection to the Warp at all, their presence completely invisible within the Empyrean. In fact, the minds of Blanks can actually somehow sever the connection between the Warp and realspace within their local area.

The result is that a Blank dampens any psychic or Warp-related powers occurring within their aura's area of effect. A psyker standing within the Blank's range will find their powers weakened if not wholly nonfunctional.

The Blank themselves is immune to all direct psychic effects, and such are extremely loathed by Yuri as they can't be controlled. However, a magic user could still attack a Blank indirectly by using their abilities to telekinetically launch a projectile at them.

A Blank is the direct antithesis of Chaos as he or she possesses no presence within the Warp. Blanks are completely immune to demonic possession and spiritual corruption by the forces or agents of Chaos. However, this interference is nowhere near as powerful as what their abilities do to beings composed of pure psychic energy such as entities native to the Warp like Demons, who find the presence of Blanks painful, even to the point that they will be driven back into the Immaterium.

A Blank's proximity to someone who possesses even a modicum of psychic ability can also be quite painful or even lethal to the magic user, especially to psychically-sensitive beings such as the Eldar.

Even ordinary, non-psychic individuals categorized as Level Sigma and below in psychic ability can be affected by a Blank's anti-psyker aura, as they radiate a sense of unnatural "wrongness" that makes all other living creatures extremely uncomfortable and uneasy in their presence.

People in the presence of an Untouchable will often harbor intensely hostile feelings towards the Blank for reasons that they cannot explain. As a result, most Pariahs live alone and quiet as the feelings of hatred and distaste they generate among even non-psychic individuals means they have few friends and many enemies.

The Soulless are very rare on Gaiaterra since perhaps only a few people in an entire country will be a carrier of the mutation in every generation.

It is believed by some in the Adeptus Mechanicus that the genetic complexity of changes collectively sometimes called the "Pariah Gene" was deliberately engineered into the genomes of the ancestors of Gaiaterra by the gods millions of standard years ago during the War in Heaven.

Mora
Commonly known as the Beta,

Tau
Coming from the nation of Tau (yes, it gets confusing). The Tau are a race native to the Eastern Side of Eorzea. They used to fight to expand their nation and extend a philosophical concept they call the "Greater Good" to all the intelligent species of the continent. But with their devastating loss against the Coalition in the Damocles War the Lumeris Syndicate, always the opportunist had made a deal with the Tau to repair their empire in return for becoming trade parthers, purposely making the fine print being that they are essentially their slaves until they can pay off their (impossibly) massive debt, and by the time the Tau realized they were duped it was too late, as voiding the contract will lead to the vastly superior Syndicate Security wiping them out. And began their reforms by turning almost all of the Tau cities into Sprawls. Today, the Syndicate's dominance is even greater, and the Tau is an empire in name only.

Arboreal
Also known as Treekin, Ents, Dryads, Sylvari etc.

The Lost Children (Scrin)
The Scrin, or Visitors, are a powerful and technologically advanced alien race. Calling Tiberium "Ichor", the Scrin have a dependence on the substance and will die if they do not receive Tiberium infusion or radiation from a Relay Node. In truth, the origin of the Scrin lies within Gaiaterra itself.

Created by Balthasar from an insectoid life form before the death of Tacitus, the Scrin are in the purest sense hunter-gatherers who would never have independently evolved the systems and infrastructure needed to raise crops or domesticate animals. Their life cycle is based on the consumption of Tiberium, and as such they are capable and equipped to turn almost anything into Tiberium for harvest. Often times they would seed a planet with Tiberium, causing any society on it to fall into chaos as the Tiberium begins to eat their planet, before coming in to harvest once they detect a Tiberium explosion, which signals that the population is wiped out or easily crushed.

They do this because if they do not continue to expand, discover, and exploit new worlds, their society will starve itself to death. Feeding the hive is their all-consuming purpose; the notions of 'treaty', 'trade', and 'peace' do not exist. As for why they are such. It is because they were made as bio-weapons by Balthasar with the purpose to destroy something, though whatever it was has been lost many suspects it to be the chaos gods, or something far worst...

The reason why no know knew of the Scrin was because they had left Gaiaterra sometime after Tacitus death, though why they left and became space nomadsis stil a mystery.

Little is known of the Scrin's actual physical appearance during the initial invasion. From recovered intelligence briefings, the Scrin appear to be glowing illuminated insectoid figures. Even then, it is unknown if these are truly representative of their physiology; if it is a representation, more likely than not that the recovered transmissions are in some form of holographic detail, hence the glowing. Most Scrin infantry are a sophisticated cross of biological and mechanical elements, almost insectoid in appearance. However, it is hard to determine if these are representations of the actual Scrin master race, or mere cyborg drones created for the purpose of combat. In reality, the Scrin are essentially robots with organic metal flesh that use Tiberium as fuel that somewhat grew beyond their programming.