Races of En'quorra
Humans make up the majority of the inhabitants of the Ecumenopolis, due to their virility, resourcefulness, and adaptability. Districts in the Ecumenopolis tend to be administered by humans, but they all answer to the elven nobility of Ur’dei. It is generally agreed upon that humans built most of the ancient cities that lie in ruins beneath the Ecumenopolis.
Elves are the ruling class in En’quorra, and they deliver the word of Dei from their forest society in Ur’dei. Elves are the only race legally allowed to receive a license to practice magic in En’quorra, and those that do are kept under a watchful eye by the Proxy of Zeraph. Most elves live in Ur’dei, a beautiful Ecopolis that intertwines elven architecture with the vast trees that thrive under the light of Dei. Approximately three thousand years ago, the elves united the civilized races of En’quorra under a common banner, and drove all of the world’s savages and monsters to the shadowlands. Elves in En’quorra tend to be Lawful Neutral.
Koburans aren’t as numerous as humans or elves in the ecumenopolis, but they can be found everywhere. Members of this open-minded, nomadic race are peculiar to many denizens of En’quorra, whether by their strange appearance or their refreshingly blunt temperament.
Half-elves are social pariahs, and are usually discarded at birth. The union of elf and man borders on heresy, so those few half-elves who survive into adulthood tend to be thick-skinned. Elven society rejects them, and they legally have the same status as humans. Those who can’t pass as human often have their appearance altered, either surgically or magically in the rare case they can afford a long-term glamer.
Dwarves tend to keep to themselves in their ancient mountainhomes, although some venture out into the wider Ecumenopolis. They historically have managed to keep elves from encroaching fully into their cities, they are taxed heavily by the Orthodoxy. The Orthodoxy maintains that the mountainhomes did not contribute to the war effort during the dawn war, and so levies a tax for the benefits they receive by their connection to the Ecumenopolis. Uncooperative dwarven societies are threatened with a food embargo, which historically leads to their downfall.
Halflings are ubiquitous in the lower districts of the Ecumenopolis. Their natural talents make them very well suited to life in the slums, and halflings are the only race who might be said to thrive in that environment. There are few centralized halfling societies, but they get along well enough with most citizens of the Ecumenopolis.
Gnomes have been hunted nearly to extinction by the Orthodoxy, and so the remaining few have learned to use their inborn talents for trickery to avoid notice. The gnomish purge began without warning 35 years ago, and the Speaker Emperor has never offered an explanation beyond the Will of Dei. The generally accepted theory is that their supernatural abilities come too close to unlicensed wizardry. Even today, gnomes are unilaterally considered to be heretics by the Light of Dei. Sympathetic non-gnomes often offer gnomes a hiding place, at risk to their own lives. A gnome character can substitute his Defensive Training ability for the use of Disguise Self 1/day as a spell-like ability.
Half-orcs mostly only exist in the most darkward parts of the Ecumenopolis which aren’t protected by mountain ranges. The crumbling fringes there are subject to frequent raids by orcs from the shadowlands, although the rare friendly encounter is rumored to occur. Further sunward, a half-orc can pass as a particularly hideous human. They all look the same to elves, anyways.
Dragons were once a threat to En’quorra, but the searing light of Dei drove them to the Shadowlands. There, they rule over the blind savages, but dare not encroach on civilized lands.
Other races are uncommon, but do exist. Much of the population of the Ecumenopolis has been homogenized since the Orthodoxy brought peace and unity, but there are small cloisters of other humanoids, and demihuman blood occasionally shows itself in a child after being latent for generations. An old fable tells of a hairy, ruddy-skinned baby being born to a human mother, who later learned that her husband had goblinoid blood in his ancestry. Cynics will tell you that the Orthodoxy immediately declared the whole family heretical and had them killed. Truthfully, the child grew to serve the Light of Dei as a paladin. Non-core races are subject to DM approval, as always.