In a normal world racial templates would be largely unchanging among the whole of a race, all Elves would have the Elven racial template, all Dwarves the Dwarven template and so on. In this world that is still true, however that doesn’t strictly apply to outworlders, instead you would bring the racial templates from your world to this one, modified by the fact that you are also outworlders. As a result these templates are mere suggestions or examples. They can be changed to suit your needs as appropriate.
I elected to make these templates all work out to 60 points, leaving players with 75 points to spend on any adjustment, class, and skill building they may desire for their character creation.
This is by no means an exhaustive list of all possible ancestries.
Antinium are a unique race, raised up from their lives as simple insects they are 5'6 tall unless they are a variant of the standard worker and their brown/black carapace makes them distinct among the playable races.
Most Antinium are not independent thinkers, they are drones, nearly mindless workers blindly following orders. They hatch fully grown and it is only through unique interactions requiring independant though seperated from the hive that can break them from their hive mind mentality and help grow in them a sense of personality and uniqueness among the Antinium. Many of those exposed to such conditions snap instead and fly into a terminal rage.
The base stats for Beast Kin are uniquely difficult to pin down as each race of Beast Kin - the different species known as tribes - express aspects of different animals and so have radically different builds.
Uncommon Humanoid Races that are often found in fantasy settings fall under Beast-Kin, such as Gnolls just being another name for the the Jackal Tribe, or Minotaur being members of the Bovine Tribe.
For some reason Beast-Kin are all mamals, there are no birds, fish, or repitle Beast-Kin
Unlike Beast Kin, which are anthropomorphic animals, centaur are essentially half-horse and half-human, though most Centaur would not appreciate the comparison, they are their own people and they are proud. Much of the population of Centaur is nomadic, traveling the length and breadth of their plains in a circuit, however at the heart of their territory the capitol city of Gladerun houses those who cannot or would prefer not to travel so much.
A race of cold blooded lizard folk called the Croctili. The Croctili are not considered Beast Kin based entirely on the fact that they are cold blooded and as such are excluded from the catigory. Though they would fit the general description otherwise, they aren't a tribe, and there aren't a wide variety of races. Croctili are anthropomorphic lizards, with arms and legs proportioned appropriately for a humanoid body. They live in clans, where children are raised by the clan not individual parents as the whole of the clan lays eggs together when appropriate. Croctili interactions can be weird or awkward for outsiders that don't unserstand their culture.
Croctili live close to nature in their warm humid environments, frequently leaving sections of their buildings open to the outside in their sprawling cities within the swamps of Alethia.
Drakes are a race descended from dragons, a fact that they are very proud of. Though the relation is in the distant past and much of the power in their blood has faded, many Drakes are born with remnants of their ancestry such as: elemental affinities or resistances, breath weapons, wings, or a deeper connection to their magical nature. Drake society is deeply regimented and dominated by clans that distinguish themselves from other drakes by their draconic ancestry and the colour of their scales. Almost every clan claims to be founded by a dragon and their families and their honor are of utmost importance. Those who cannot trace their lineage back to a dragon find themselves among the common folk, relegated to the less 'noble' professions of cleaning, menial labour, base crafting, and farming.
The stout folk under the mountains are well known for their resilience and strength. Clans dominate the societies of the Dwarven ruling class as their people thrive in the deep places of the world.
Dwarves are known for their code of ethics, their love for treasure, the quality of their craft, and for having a stubborn streak.
The Elves of Alethia are not immortals, though their lives are longer. They exist as other races do, though their longer lives mean the pace of their cities can feel slow to outsiders. Elves have a link to the land that they have spent centuries exploring and refining to allow them to meld their cities and their lives into nature, to create a symbiotic relationship of serenity and beauty.
Giant Born are the distant descendants of Giants, though much smaller they retain a degree of their might. Over the centuries the differences between the tall folk and the small folk has narrowed in both cognitive capabilities and stature, allowing the Giant Born to catch up with the other races in technology.
Gnomes are the incarnation of curiosity and invention in the world. They are the distant relatives of a tribe of fey that settled in the world and as such retain a strong connection to their magical origins. They use every tool at their disposal to learn all they can about the world and it's magic, then they invent new tools. Innovation is their societies highest virtue.
Goblins are not a monster race, they are as intelligent as any race, but they are considered by many to be monsters. Pushed out of societies and killed on sight by most of the civilized world. Goblins have shorter life spans than most, maturing around the age of six and reaching middle age before their twentieth year, but they are gifted racial memory by Saphānria that can make them a threat, despite this limitation. Their leaders and shaman often have enhanced racial memory abilities.
The Short Folk, Shirelings, or Halflings are the shortest of the humanoid races, the tallest of which stands barely over a meter tall. These people have unique challenges due to their diminutive stature, but they are cunning and agile.
The waters of Alethia are teeming with life, unfortunately most of it is hostile. The Merfolk have created a bastion in their territory to keep out the worst of the monsters of the deep.
Orcs, like Elves, are linked to the land, however theirs is a more primal natural link. Orcs are shamanistic, calling on the power of nature and their people to live with nature, and in nature. Other races often view Orcs as crude, brutish, or even violent, but Orc society values strength and self sufficiency above cooperation so misunderstandings are frequent and often lead to violence.
The people of Kelethmar are said to have been human once, but magic and the power of Idrajas changed them long ago. Today they are a separate species of humanoids with skin the color of ash, inscribed with glowing runes of magic that open them further to the magic that permeates the world.