PROLOGUE
**A setting a little like Bright / à la Shadowrun
The year is 2251, the world's been at peace for the past 28 years after a century long war mainly between the Orcs, the Elves and the Dwarves, leaving Humans all over the world struggling in between. The end result divided the world in 4 major countries belonging to each of the main races; Human, Dwarf, Elf and Orcs. Each country still have many cities where all races can be found as long as they all obey the law, which is of course, enforced by ONLY creatures of the actual leading race with very, very, very little exceptions.
Population: 4.5 Billion
38% Human
25% Dwarf
21% Elf
13% Orc
3% Others (Ratling, Gnome, Wolfman, Troll, Etc)
A few large cities belongs to more than 1 race, such as Boston and Calgary, which caused a mix of jurisdiction and laws to collide. Calgary grew into a much bigger city in very little time after being divided in 3 parts, separated by specific streets and area where a third was controlled by Dwarves, another by human and the last by the Elves. The multi ethnicity also caused it to become a very attractive place to live for all the other races and for a lot of Ocs as well. All the orcs who wouldn't abide/like 'The way of the Orcs' moved to cities where they could follow other race's laws and Calgary had all three to offer.
With a population of almost 6 million, the ratio of division for Calgary reflects the World's population.
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The Humans:
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Democracy and Capitalism at its best. The continuity of a failed system with corruption and collusion, but all the laws are meant to protect and control the population enough to keep them in line and somehow... happy with their shit. Social benefits, taxes, drive, work, sleep, procreate... the usual.
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The way of the Elves:
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Monarchy padded with bureaucracy at it's best. A similar system to Humans when it comes to lws and regulations, handled by a maddening amount of paperwork and legal documents for just about everything, even having babies require licenses and permits that aren't always easy to obtain. Although the King (Azarius) and Queen (Kaeshlil), proclaimed royal family for over 300 years; The Azariah family. A house of approximately 50 souls, from elders to new born, the King and Queen having dozens of cousins and siblings of their own. They got their people through the war before it even began and until the end. The Elves are responsible for negotiating the treaty that brought peace back for everyone.
Their council system is made of 6 General, one for each subdivided area they rule, and each area has one elected Mayor for each city of over 1000 inhabitant, each working under their assigned General. Unlike the royal family, these generals can be removed by the mayors with a majority vote and the mayors can be removed whenever a civilian would call for a vote, with reasonable motives and reasons, and obtain over 35% votes, forcing all of them to do a good job and to do right by their peers, plus, none can keep the same 'Status/Position' for more than 10 years.
1) They have a long list of rules and laws with Judges and Lawyers to enforce them as well as a police force. All very similar to Human society.
The Dark Elves:
Under General Chissindya Nealyia located in Riyadh, Saudi Arabia, a community of Dark skinned elf thrive. Although they are creatures of the night, living by night and sleeping by day, making them mostly in tuned with North America in terms of International dealings, the Dark and Light war between the Dark elves and all the other Elven nations lasted for millennia in the past, was stopped by King Khahalyn Azariah, the grand father of the current King Azarius and the only known Half-Elf King of the 3000 years history of Elven Kings. The 100 years of peace between the Dark Elves and the other Elves is what allowed King Azarius to forge a piece with the rest of the world's nations.
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The Iron Way:
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Dwarves likes to work, live to work and wants to work. With Emperor Tuszka governing over 7 Kings (1 for each are/country division), each King enforces the Dwarven Laws, collecting taxes and keeping its population in line, working and building. Their architecture is among the biggest and sturdiest of all, although not as beautiful as the Elven structures, they see them as beautiful with a completely different eye than the Humans and Elves.
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The way of the Orcs:
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They live in clan, they stay in clan. Some clans are few, ranging anywhere under 20, some clans are gigantic and reaching as much as 2000. Each clan have their own turf, usually at leas one street block, some have many blocks. Each are responsible to take care of their own turf and none (almost ever) wants to do the dirty work for another clan, leaving most border-street, a mess in its center. Their own place aren't what most humans would call clean and the outside and the streets is worse than their homes. One always knows when entering Orc territory simply looking at the slum laying all over the streets. Their laws are simple: Retribution and an Eye for an Eye. Wars and conflicts are usually solved by battle, but rarely results in death, but when that happens, it usually leads to a blood-war. Entire clans have been known to disappear and new ones formed. Abandoning one's clan to join another is fairly rare, but not unheard of, while wandering Orcs, left with no clan after a blood-war or left with too few orcs are known as wandering orcs who are trying to join with other clans, but acceptance is very harsh and usually requires submission or feats of power to be accepted. Large group of wandering Orcs are known to have formed new clans by joining together as well.
Unlike what everyone would think, the Orcs are the least 'Racists' of them all. They 'Love' Humans, Dwarves, Elves and any other creatures unless proven untrustworthy. It is very rare for an Orc to assign blame of a crime committed by a race to each of its members. Every Orc is responsible for his own action and so are any other living being. They welcome just about anyone on their turf, unless that someone or possibly related friends and family of that said someone, has caused harm to any living being in the past. Although 'Harm' in Orc vocabulary never counts as such when it come to physical combat that doesn't lead to death. Orcs are direct and rarely lies, betray or scheme, but it's not unheard of. They respect brute strength over other forms of power.