The people of the Republic are largely human. They are descendents of a large band of refugees from Ethwuld fleeing a terrible war there. Led by their Empress, they settled a tropical island covered in lush rainforests and inhabited by troglodytes. Later, they would seize control of the island from the troglodytes and turn the island into the heart of their nation. Since that time, the people of the Republic have taken on distinctive features.
Due to their constant exposure to the sun, the people all have tanned skin. Their skin color is usually lightly tanned, but if they are not exposed to the sun for a great deal of time, they loose their pigmentation and become fair skinned. Their hair color is most often black, but sometimes is brown or even (very rarely) blonde. Hair is always cut short to keep the head from becoming too hot. Many men shave their heads completely, while a helmet cut is just as common. Eye color is often brown, black, blue, or green. Because of the constant food supply, the people are taller than normal humans, averaging a hand taller.
Normal attire depends on social status. However, there are general trends that cross all social boundaries. Given the hot, wet climate, the less clothing, the better. Men wear short pants that cut off just below the knee and loose fitting shirts. A sash and large brimmed hat complement their outfits. Women wear long, flowing dresses and tight braziers, but their abdomen, shoulders, and neck regions are left bare. Though they have short hair, colorful beads, feathers, and even (among the rich) gemstones are woven into the hair forward of their ears. In general, the more exotic and expensive the things woven into the hair, the higher the social rank of the woman in question.
Commoners, the lowest rung on the social ladder, normally dress in dull clothing. Light brown and light grays are very common among this class. The people wear thick leather boots to protect their feet while they work in the fields. Sleeveless shirts are normal among the commoners. Weapons larger than a dagger are denied to the commoners. However, many are allowed to train with pole arms so that the militia will have a ready supply of infantry during times of war.
Merchants and craftsmen, the next rung of the social ladder, tend to be richer than the commoners, and thus can afford better clothing. Their dress is brighter and better made than the commoners. Colors vary greatly, ranging from blues to greens to yellows to reds. Members of this class almost always wear long sleeved shirts as a sign of their position and wealth. Footwear is most often a sturdy pair of shoes, serviceable for walking, but offering little protection. Weapons commonly used by merchants and craftsmen are short swords and light crossbows. Most are expert marksmen, as it is common practice to teach young craftsmen and merchants the fine skills of archery. In times of war, they serve as archers for the militia. Craftsmen are noted for wearing the symbol of their guild on their left breast, over the heart. Merchants have a similar practice, wearing the badge of their trading company over their heart. These broaches are always well made and expensive; those guilds and trading companies that have the most expensive badges are seen as the richest and most powerful. Merchantmen and craftsmen rarely need to worry about theft of these badges; they are too unique to be easily sold on the black market, and few could afford the price any ways.
The nobility, the highest members on the social ladder, are very extravagant in their attire. Many of this class are drawn to the image of dashing heroes dueling foes with a rapier. Thus, many wear what they believe to be the outfits of heroes. They wear sturdy riding boots, long pants and long sleeved shirts. They often own hats with large, bright plumes and a study sword belt. Rapiers are the weapons of choice of the nobles. They are master fencers and many amuse themselves by indulging in the fine art of dueling (which, by the rules of the Republic, is rarely deadly. In most cases, a fight is to first blood, not death). Another sign of wealth of this class is their common use of muskets and starwheel pistols. Only those with special license can own one of these weapons, and they have become a sign of prestige among the nobles. Aside from their attire and choice of weapons, nobles identify each other through their signet rings. Each noble has a ring proclaiming his house of origin. Said rings are often magical, and very hard to steal.
The most populous non-human race dwelling in the Republic is the lizard-like troglodytes. The troglodytes of the Republic are very much like those of the other islands, but life in the Republic has changed them. Republic troglodytes are far smarter than their rustic counterparts, and have a higher technology. Only their physical forms have not changed.
The physical appearance of Republic troglodytes is that of a lizard-like humanoid. They stand roughly 6' tall, but because of their tail and somewhat hunched posture, they average little over 12' long from the tip of their snout to the end of their tail. Their skin is pebbly scales, hard but flexible. Coloration is usually slate gray, but some variants include blue, green, red, or even albino white. It is not unusual for a troglodyte to have the greater part of its scales gray and highlighted with another. All troglodytes have a fane on the top of their head, usually brightly colored. This fane is very important to male troglodytes during mating season; males with large and impressive fanes attract females.
Normal attire for Republic troglodytes is usually minimal. They dislike wearing more clothing than what is socially acceptable, and typically strip down to a simple loincloth when in their own communities. When outside of troglodyte communities, a troglodyte's attire includes a pair of short, loose canvas pants, a white or creme-colored sleeveless shirt, and a simple belt strung with small pouches. Troglodytes will not wear any sort of footwear, as their clawed feet are not designed for any sort of shoe. They do not wear hats or any sort of head gear, as it is both uncomfortable for them and it hides their fanes. Richer troglodytes wear simple gold rings, bracers, and sometimes earrings pierced into various parts of their skin.
While troglodytes are usually not considered as equals of humans, they can rise to some wealth. Some have become rich merchants or artisans, while others are influential landowners. Still, most are simple laborers, working as farmhands or taking on other menial tasks for human employers. The troglodytes carry themselves with a quiet dignity, and have eventually earned the respect of most humans.
While troglodytes have many rights, carrying large weapons is not one of them. They cannot carry or be trained in use of any sort of pole arm or two-handed weapon. However, troglodytes can use their clawed hands as natural weapons, and they do have the right to use javelins, short swords, cutlasses, daggers, and similar weapons. Typically, a troglodyte citizen will not be armed; they usually keep their weapons at home. It is considered bad taste to openly carry a weapon by the troglodytes and may even be as a sign of weakness.
The second most populous race of non-humans in the Republic are the elves of the Sunmist Valley. The elves came to the islands roughly three and a half centuries ago, during the peace after the Short War. The elves asked permission from the Empress to settle the uninhabited and unclaimed Sunmist Valley, offering their loyalties and tribute to the Empress in return. The Empress readily agreed; she saw the value in having elvish citizens as well as having ties to the powerful Elvish Imperial Fleet. So long as the elves remained loyal to the Republic, the nation welcomed them with open arms.
The elves of the Sunmist Valley are high elves, typical of their race. No elf dwelling in the valley stands over five feet tall; the average height is about four foot eight inches tall. Hair color is usually dark, brown, or bronze tones, while their skin tone is usually slightly bronzed. They have no facial hair, while their eye color usually ranges green, brown, or blue. All of the elves have a typical willowy build and are not overly muscular.
The elves don't have any large settlements, but the Sunmist Valley is thick with elvish tree towns. The elves have over one hundred towns scattered throughout the whole valley and have even started migrating to other Republic settlements. Outside of their valley, elves are rare. However, most cities have small minorities of elves, usually merchants or artisans and their families. The citizens of the Republic treat the elves with respect and a little awe. The elves are fairly easy to get along with, thus earning many friends in the Republic.
Elvish wardrobe is typical of other elves, but adapted to the hot climate. Tunics of pastel colors, canvas pants, and sturdy boots are typical elvish attire. Given the hot climate, cloaks and coats are almost never worn, and elvish tunics are usually sleeveless. Jewelry is not often worn; such decorations are considered gaudy by the elves. Women may wear a simple necklace and a wedding band, but other jewelry is unknown.
Because of their agreement with the Empress, the elves don't arm themselves heavily. Common weapons are spears, longswords, and short bows. Armor is usually leather only; they never wear heavier armor. Elvish chain or plate is not worn nor do the elves have any; the climate is too hot for such armor to be regularly worn.
While the elves pledge their loyalties to the Republic, they have strong ties to the Elvish Fleet and elves elsewhere in the sphere. The elves view the Republic as a strong ally that will give them the foothold in the Girdle that they need to colonize it. They hope that they and the humans can peacefully coexist in the Girdle as they carve a nation from the wilderness.
The least most populous race in the Republic is the dwarves. They are merchants and artisans from Araufaern who have settled in the Republic over the years. The majority dwell in cities and large towns, but over the years the dwarves have established a tiny collection of clan citadels. These citadels are located in the hilly regions of the Republic, usually near cliffs and waterfalls.
Republic dwarves are very much like dwarves throughout the Girdle. They stand four to four and a half feet tall, have sturdy frames, and wear short but well-trimmed beards. Hair color is usually honey-blonde, brown, or cinnamon brown. Though their beards are kept short, Republic dwarves tend to adorn their beards with small gold pins or broaches. Their bright eyes are usually blue or green in color.
Dwarvish attire is simple yet functional. Like most other Republic citizens, they typically wear sleeveless tunics, canvas pants, and sturdy boots. However, while their tunics are earth tones in color, most of their tunics are embroidered with elaborate patterns and styles. Elvish tailors provide most of these fancy tunics, but some are crafted by dwarves. The dwarves consider this a sign of their wealth and prestige; the more elaborate the embroidering, the more well-off the dwarf is. However, unless the dwarf in question wishes to get mugged, everyday tunics are far less fancy than formal wear.
Dwarves have the right within the Republic to wield almost any weapon they can handle. However, due to their small stature, dwarves are unable to wield most large weapons such as pole arms or two handed blades. The Republic dwarves have a preference for warhammers, maces, and light crossbows. Dwarves are also more likely to be heavily armored than anyone else in the Republic; when expecting trouble, dwarves don suits of studded leather armor and take up heavy metal shields.
The most telling difference between Republic Dwarves and dwarves elsewhere is their bright optimism. The dwarves are jovial and good spirited most of the time. They are hard workers, putting in ten to twelve hour work days. However, when they are off the job, they enjoy themselves by visiting taverns, theaters, and other social gatherings. They have a strong work ethic, but believe in rewarding themselves for a hard day's work. A depressed dwarf is a rare sight, and fellow dwarves will do whatever it takes to bring their friend out of depression.
Because of a healthy population, the birthrate in the Republic is moderate to high, and the infancy mortality rate is rather low. Only one out of twenty children do not make it to adulthood, far better than most averages. Food is commonly available, so children tend to be healthy and energetic. Getting into trouble seems to be the favorite pastime of youngsters. Children are not expected to do too terribly much outside of daily household chores until they enter adolescence. During these early years, education plays a higher role than working. Children with aptitude in magic or literacy are encouraged into those fields, while other children are encouraged to discover where their skills lay. This early childhood development helps them later in life to decide what career path they should follow.
Once children start to enter puberty, they are further encouraged to choose a career path. These paths are not set by heiredity, so the son of a blacksmith is not condemned to life as a blacksmith. Too many times in the Republic's history has the labor pool been too small to waste perfectly good people in positions they have not skill in or desire to perform. So thus, they are encouraged to find what they are best at and to enter that field.
Once a child has chosen his or her future career, they are entered into a system of apprenticeship. They are sent to work for a master of that field for several years, learning all the tricks of the trait before striking out on their own. A student is indebted to his teacher, who becomes an honorary member of the family. Apprenticeships typically last 4-10 years, depending upon the field the student is entering into.
When citizens reach the age of 22 or so, they have become full adults. By this time, they have completed their apprenticeship and have struck out on their own. At this time, many start to look for a mate. Marriages before this age are actually quite rare; both sexes tend to be too caught up with establishing themselves to consider marriage. Dating and even intimate encounters are not unknown, but most couples put off marriage until their apprenticeships are complete. As there is an equality in the sexes, women are as caught up in career goals as men. Though they are encouraged to marry and raise children, there is little that gets in the way of a woman seeking a career in any field.
Surprisingly, both sexes are expected to help equally in child raising and care. It takes the efforts of both parents, it is reasoned, to raise a proper and well-adjusted child. Families are not encouraged to become "baby factories"; the average per household is little over 2.2 children. The average couple will raise two children; large families are almost unknown.
As stated before, people in the Republic are healthy. This has led to an unusually long life expectancy. Middle age doesn't set in until the individual has passed the age of 40. Most humans remain vigorous and active until they hit the age of 70 or 75. By this time, most have set aside enough money to comfortably retire to the Republic heartlands, where they are treated with respect and dignity. Exploiting the elderly is considered a serious crime, and those caught are seriously punished. Most people have a life expectancy of at least 90 years; some live to 120 or even 130.
The people of the Republic are fairly religious, attending church services roughly one day out of ten. Only a few deities are prominent in the lives of citizens, but each of those deities has a strong representation and a number of temples scattered throughout the nation. Each town has at least one temple, while cities have multiple temples. There has been no major religious schism in the Republic; the people are too busy trying to survive against the hostile environment of space, the rampages of troglodyte hordes, rampaging beholders, and the raids of pirates to fall much into religious bickering. The prominent deities of the Republic are: