Caelistis (3.5e Campaign Setting)/Races/Races Created by Gods

Elves
Elves live not in reverence to nature, but at peace with it. Unlike other settings, Elves in Caelistis are very modern. They focus greatly on arts and technology, and are far from forest-dwelling nomads. Their connection to nature manifests in the odd proximity they have to nature in their settlements. In a traditional human village, it's clear where the wild ends and the village begins. The ground is pounded flat by machine or the footsteps of man, only domestic animals present. In an elven village, though, the elves cannot escape nature. Trees grown naturally between buildings and in walkways, flora spreads like wildfire. Wild animals wade throughout the town, not alienated by the civilized structure. Because of these things, elven settlements are usually rather intimidating to members of other races who are unaccustomed to finding deer, antelope, and other normally easily frightened animals walking around one moment, and then finding a bear crawl through the town, sniffing trees and looking for food.

Dwarves
Dwarves are renown for their unique dedication and traditions. In Dwarven society, there are right ways and wrong ways to do things. Methods that have been tried and true are used almost everywhere, while new, experimental methods are nearly non-existent. This is not all bad, however, as Dwarves have taken old ways and mastered them, and as such have some of the most talented artisans in Caelistis. Many of the most famous smiths, sculptures, and architects are Dwarven. The towns that Dwarves live in are usually made of tall, well-crafted stone buildings, many very old. While they do not live in mountains, most of the largest Dwarven settlements are positions at the summits of mountains because of the large amount of stone they use in their art and buildings. Mines are also necessary, as metal is required for smithing the highest quality weapons. Weaker materials, such as wood, cloth, or hides are used noticeably less than in other human settlements. Dwarves have a general distaste for those materials, thinking of them as less permanent and less reliable.

Halflings
Halflings are thought to be the most reverent group in Caelistis. Known to travel around the world as a sort of rite of passage, the Halfling society teaches people to be appreciative of the world around them. Being smaller than most races, the world naturally appears more adventurous to them. They believe that the world is a beautiful place, and many devote their lives to exploring more and more of it, uncovering unknown lands, or even trying to form settlements in the Wilds. Halfling settlements are usually made of simple materials, usually clay, but more than not carved with intricate decorations and images that tell folktales and stories. Nothing if not imaginative, some of the best novels and even some of the most influential philosophies are written by halflings.

Orcs
Orcs have grown much, as a society, since their creation by Kelsh. They are very civilized, productive people. Although they have a stereotype of being cruel, their culture has similar taboos against hurting children and innocents the way most others do. They are, however, often coldly pragmatic, choosing the best choice for any given scenario regardless of superstitions or emotional attachments. They live in harsh-looking stone buildings, usually square, built on top of one-another in order to provide as much room as possible. Because of their close living conditions, Orcs have strong bonds with those they live near, often treating them as family. Strength is something that is strongly worked towards in Orc societies. In the past, those who seemed weak would be eliminated, but in recent years those who seem weak are usually pushed as much as possible to become stronger, and, should that fail, they are put into working positions where they can not be liabilities. Many Orcs worship gods of strength or community, and a few visionaries worship Barbatus in order to become leaders for their communities.