Please... don't be this guy. You seem to have one solidly 'in it' race with our bird-riding humans which is pretty different from anything which includes the same elements... don't just go 'well, elves need to have nature, and halflings are traders'.
If anything, elves are even better at the whole secret-keeping thing than your average gnome. And they're better at a lot of other interesting things. Here are some things which would fit into your setting... possibly. I'll run through for each race:
Elves-
It is said that in the high places, the humans crawl through rocky paths to find a very rare specimen. There is a bird which lives two lives; one as a great shell, and another as a thing of beauty. In both, to touch it would cause excruciating pain or death. Perhaps we are not too unlike this creature... - J.A., Elven Seneschal.
Elves are focused on the longtime. While Gnomes use their talents to gain political control in the provincial lands, Elves live for the understanding of the depths of existence. Though elves seem focused on nature, it is truly only an exercise in understanding changes over time and ways to shape them. The image of a sylvan glade is far removed from that of the elven orchards; nature itself is bent to the will of the elven craftsman, and their understandings of the world only garner a greater ability to change it.
Young elves (read: Those whose life has yet to exceed humans born in the same season) are sent out from the community in tight-knit groups known as Groves. They live in small settlements which have been the gathering place of their kind for millennia, learning crafts and the ways of other races. Most humanoids have not met an elder elf, and due to the deep similarity in bloodlines some superstitious peoples believe that elves are actually immortal, though fickle and aloof.
When the grove's members are sent for, they return to live their second lives amongst their own people. It is then that they apply their knowledge and thoughts to their elders. Elven culture trusts its young with a strong voice; elders are usually pushed away from service.
The reason behind this casting out is simple; the elves spread their seeds through their elders. Highly trained and still strong and fecund for several decades after their casting out, elder elves establish new cities and fortresses, serve in militia, and live amongst the other races in quiet solitude. These wise elves are usually well received, but hide their elven appearance for fear of reprisal. Indeed, amongst the humans there is talk of men who live in hermitage who bear strange eyes, and are thought to be the spirits of the land itself.
An elven forest will appear shaped by the hands of time; strange stone formations worn away by channeling water through odd canals, trees in unnatural shapes via pressurization and weighting, and beautifully complex arrangements of plants are all common signs.
Dwarves -
So many things to do with dwarves. Hell, I would love to see dwarves actually be the unicorns of a setting for once; very rarely seen, revered and feared at the same time, and highly valued. But since that's never going to happen...
Gnomes
You would be amazed at the intelligence gathering power boost which occurs when gnomes change from burrowing creatures to avians... or common city creatures. Cosmopolitan magicians, linked with the creatures of the city. Rumors abound of gnomes who can take the shapes of cats, rats, pigeons... They're looked on with a bit of worry, but their talent lies in brokering information. Cliche, but if it works for you go for it.
Halflings -
Please, I beg you... no river folk/gypsy halflings. This is even worse than Tolkien in a lot of ways, and gives me a weird Kenderish vibe on the little guys... and it isn't fair. What they do depends on a lot of things... would need to know more.
Lizardfolk -
Again, don't jump on this bandwagon... please. There are plenty of fascinating creatures who can fill the slot here... Litorians come to mind, but also have a lot of baggage. You don't really need a scaly race, and it's becoming the 'big thing' to do. Again... be original. If you can give more information... maybe we can make an actually decent lizardfolk rather than the dreck with is around.
Shadefolk - Get away from Shadar-Kai. It's an interesting little bit, and I do so love the concepts of shadow magic (had shadow magic weapons used in my games by the fey)... but you can change them up so much with various paths. A couple of possibilities:
- Men who have crossed the desert where Death is said to roam. There are no women (or vice versa) in the entire race. They know exactly what lies ahead of them and they either fear it or come to accept it. Eyes the color and glint of sapphires set in skin which can vary from dusky gray to deep ebony, the Shadefolk gain strange powers as they age. The eldest of their race are said to be able to hide in plain sight, blend into the very shadows themselves, and summon forth creatures from the depths of Death's kingdom. Many fear they are evil, but they are quite neutral in their sentiment. They serve that which hides behind every door, whispers when your heart skips a beat... and they do their job well.
- There are children born without shadows. Usually considered freaks of nature they are cast out, but over time there have been people who care and take them in, allowing them to survive into adulthood. Known as Shadefolk they are known to pronounce rather than talk. They are alluring in their appearance; upon puberty their eyes take on the look of golden orbs, which set against their skin "like the stars of the highest heaven on a sheet of smooth velvet". Shadefolk who survive their change are natural leaders, fearless and strong. Shadefolk mages find that their energies are different than their counterparts, and they may draw inspiration for their rituals from the stars themselves. They feel little discomfort in heat or cold, and wear clothing which accentuates their otherworldly appearance.
---
That's some sleep rambling... take what you will.
Slainte.
-Loonook.
If anything, elves are even better at the whole secret-keeping thing than your average gnome. And they're better at a lot of other interesting things. Here are some things which would fit into your setting... possibly. I'll run through for each race:
Elves-
It is said that in the high places, the humans crawl through rocky paths to find a very rare specimen. There is a bird which lives two lives; one as a great shell, and another as a thing of beauty. In both, to touch it would cause excruciating pain or death. Perhaps we are not too unlike this creature... - J.A., Elven Seneschal.
Elves are focused on the longtime. While Gnomes use their talents to gain political control in the provincial lands, Elves live for the understanding of the depths of existence. Though elves seem focused on nature, it is truly only an exercise in understanding changes over time and ways to shape them. The image of a sylvan glade is far removed from that of the elven orchards; nature itself is bent to the will of the elven craftsman, and their understandings of the world only garner a greater ability to change it.
Young elves (read: Those whose life has yet to exceed humans born in the same season) are sent out from the community in tight-knit groups known as Groves. They live in small settlements which have been the gathering place of their kind for millennia, learning crafts and the ways of other races. Most humanoids have not met an elder elf, and due to the deep similarity in bloodlines some superstitious peoples believe that elves are actually immortal, though fickle and aloof.
When the grove's members are sent for, they return to live their second lives amongst their own people. It is then that they apply their knowledge and thoughts to their elders. Elven culture trusts its young with a strong voice; elders are usually pushed away from service.
The reason behind this casting out is simple; the elves spread their seeds through their elders. Highly trained and still strong and fecund for several decades after their casting out, elder elves establish new cities and fortresses, serve in militia, and live amongst the other races in quiet solitude. These wise elves are usually well received, but hide their elven appearance for fear of reprisal. Indeed, amongst the humans there is talk of men who live in hermitage who bear strange eyes, and are thought to be the spirits of the land itself.
An elven forest will appear shaped by the hands of time; strange stone formations worn away by channeling water through odd canals, trees in unnatural shapes via pressurization and weighting, and beautifully complex arrangements of plants are all common signs.
Dwarves -
So many things to do with dwarves. Hell, I would love to see dwarves actually be the unicorns of a setting for once; very rarely seen, revered and feared at the same time, and highly valued. But since that's never going to happen...
Gnomes
You would be amazed at the intelligence gathering power boost which occurs when gnomes change from burrowing creatures to avians... or common city creatures. Cosmopolitan magicians, linked with the creatures of the city. Rumors abound of gnomes who can take the shapes of cats, rats, pigeons... They're looked on with a bit of worry, but their talent lies in brokering information. Cliche, but if it works for you go for it.
Halflings -
Please, I beg you... no river folk/gypsy halflings. This is even worse than Tolkien in a lot of ways, and gives me a weird Kenderish vibe on the little guys... and it isn't fair. What they do depends on a lot of things... would need to know more.
Lizardfolk -
Again, don't jump on this bandwagon... please. There are plenty of fascinating creatures who can fill the slot here... Litorians come to mind, but also have a lot of baggage. You don't really need a scaly race, and it's becoming the 'big thing' to do. Again... be original. If you can give more information... maybe we can make an actually decent lizardfolk rather than the dreck with is around.
Shadefolk - Get away from Shadar-Kai. It's an interesting little bit, and I do so love the concepts of shadow magic (had shadow magic weapons used in my games by the fey)... but you can change them up so much with various paths. A couple of possibilities:
- Men who have crossed the desert where Death is said to roam. There are no women (or vice versa) in the entire race. They know exactly what lies ahead of them and they either fear it or come to accept it. Eyes the color and glint of sapphires set in skin which can vary from dusky gray to deep ebony, the Shadefolk gain strange powers as they age. The eldest of their race are said to be able to hide in plain sight, blend into the very shadows themselves, and summon forth creatures from the depths of Death's kingdom. Many fear they are evil, but they are quite neutral in their sentiment. They serve that which hides behind every door, whispers when your heart skips a beat... and they do their job well.
- There are children born without shadows. Usually considered freaks of nature they are cast out, but over time there have been people who care and take them in, allowing them to survive into adulthood. Known as Shadefolk they are known to pronounce rather than talk. They are alluring in their appearance; upon puberty their eyes take on the look of golden orbs, which set against their skin "like the stars of the highest heaven on a sheet of smooth velvet". Shadefolk who survive their change are natural leaders, fearless and strong. Shadefolk mages find that their energies are different than their counterparts, and they may draw inspiration for their rituals from the stars themselves. They feel little discomfort in heat or cold, and wear clothing which accentuates their otherworldly appearance.
---
That's some sleep rambling... take what you will.
Slainte.
-Loonook.