River Tribe - Running like a tribe, these beings are usually water nymphs or other water magic-specializing creatures. They practice creating, expanding, moving, and animating water and other thin liquids. They are on the calmer side but hate the others.
Glacier Clan - With a strong and sturdy leadership, they run like an ideal clan. They contain any ice creatures and practice freezing water and other liquids, purifying, creating, and expanding ice. They also hold purification rituals for newcomers joining the clan. They are proper and emotionless.
Fire Clan - New and weak, the Fire Clan is destined to fail. It currently contains five members but is giving a warm welcome to fire creatures and anyone wanting to learn fire magic. They practice evaporation water and other thin liquids, melting ice, creating, expanding, heating, and purifying fires and lava. They are kind and exotic but tough on their members.
Wind Clan - The oldest clan, the Wind Clan functions like a dictatorship. They only allow the strongest creatures. They have a single leader who everyone works for, training to destroy all monsters. They work with creating, destroying, expanding, softening, hardening, and flying on winds. They also work well with weapons. They are tough and aggressive.
Earth Clan - Earth Clan is looser than the others, welcoming anyone wanting to learn earth magic. They focus on meditating, creating, destroying, floating, expanding, shrinking, and many other things with rock, dirt, and other types of earth. They are very kind and welcoming and tend to relax while training or instead of training. They are some of the only people who see the good side of monsters and demons.
Free Dweller - You don't have a clan. You can be any creature with any magic type(unless the creature specifics don't allow it). You can be in a small group or alone. You still focus on beating bad monsters and demons but you also see the good side of them.
Fireglasses - Creatures made of extremely hot glass(or clay) that has not hardened. They wear fireproof clothing and are able to create fires. Usually free dwellers.
Nymphs - A supernatural being associated with many other minor female deities that are often associated with the air, seas, woods, or water, or particular locations or landforms. I'm adding boys to this.
Elves(Closed) - Elves seem generally to have been thought of as beings with magical powers and supernatural beauty, ambivalent towards everyday people and capable of either helping or hindering them.
Dragon People - Classified as "good demons." They have dragon-like characteristics. They have different powers depending on their type.
Dragonborns - Humanoid dragons... with no wings.
Vampires/Werewolves - Okay, do I really have to explain this? And the werewolves have a full human form, humanoid wolf form, and full wolf form. No in between.
Animal People - Humans with animal characteristics such as tails, animal ears, fur, paws, etc.
Anthros - Humanoid animals. They hide out in a magically protected forest in the mountains due to past abuse.
Mermaids - Human top, fish bottoms. They have two forms, human and mermaid. In their mermaid form, they have fins on their elbows and fins in the place of ears. They have a sharp set of teeth and some are classified as monsters due to their harsh nature. Most, however, are nice.
Fairies - Elves with wings.
Pixies - Tiny elves with wings.
Demons - Too many types of demons to describe this includes the typical demon, a succubus, incubus, etc. They live in towers with many levels scattered throughout the land. They are known as bad to almost everyone though there are good demons.
Monsters - These are mostly animal-like. Think of D&D monsters. Not everyday species. This includes... I don't know. These are known as bad though there are good monsters.
(Side Note: Anyone who is evil is automatically a monster or demon!)
-If you can think of it and it is clearly humanoid, you can play it! (Giants, angels, demigods, whatever.)
Knights - Warriors who protect their kingdom or clan from danger.
"Paladins - Holy warriors bound to a sacred oath. (Like a knight but they fight for what they pledged to.)
Barbarians - Fierce warriors which come from primitive backgrounds. They enter a battle with rage.
Bards - An inspiring musician whose power echoes the music of creation.
Cleric - A priestly champion who wields divine magic in service of a higher power.
Druids - Priests of the Old Faith, wielding the power of nature and adopting animal forms.
Fighter - A master of martial combat, skilled with a variety of weapons and armor.
Monk - A master of martial arts, harnessing the power of the body in pursuit of spiritual and physical perfection.
Ranger - A warrior who is skilled with a bow.
Rogue - A scoundrel who uses stealth and trickery to overcome obstacles and enemies."
Mage - One who wields powerful magic usually of a single type.