Pirates Races

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=Races=
Tannites
Age: adult at 15, lifespan of 55Height: 5'3" to 5'9"
Wherever they are found, Tannites are gaunt, wiry, hairless albinos with red dark third eyelids. While Tannites make up the entire population of the Empire, in the wild Tannites are outcasts or rebels from the oppressive Empire. Their pasts are etched onto their skin with tattoos and scars unless they broke away at a very young age. Outcast Tannites are loyal to their fellow outcasts above anything else, and tend to form tight knit self-sufficient communes. Shunned by most, Tannites in mixed communities are fairly rare. Tannites almost universally have German names, with a first name and a family name.
Lore 4+ OR Race: Tannite
The tattoos that cover the majority of a Tannite's body serve two functions. Firstly they are a full ledger of rank and achievement within the empire, exiles will also have the traitors' brand. The form of these tattoos are primarily complex symmetrical patterns made up of hard lines and regular polygons, each edge is "deepened" with a line of scarification. The reading of these tattoos (and making them) aren't taught outside the empire. The second function is to counter the Tannite sun sensitivity, with no natural pigment they are susceptible to sunburn and heat stroke.
Many Tannites that come from the Empire also have a hard time grasping the concept of currency. In the Empire everyone does their duty without question and is provided for as their station requires. Every possible position in the Empire comes with a rank of some kind, there are four tiers of waste disposal rank, for example.
Laiki
Age: adult at 18, lifespan of 65Height: 6'0" to 6'4"
Tall and willowy, with fine hair all over their bodies. Their faces, necks and ears are elongated and they have tails, giving them an almost fox-like quality to their appearance. Laiki are from an extravagant and decadent court society, where looks and charm mean more than ability. Sycophants make their way to the top and angering the wrong people can lead to a sudden fall. The Shimmering Isles, the homeland of the Laiki, are rich in jewels and diamonds, and Laiki are as a result adept tradesmen. Their names follow the Greek naming culture, with a first and surname.
Lore 4+ OR Race: Laiki
In Laiki society, appearance and rank are everything. A lower-ranked Laiki would never dream of speaking directly to a higher-ranked Laiki unless addressed first and are expected to be utterly deferential towards them. Even if a Laiki is not actually especially skilled, they can often find themselves in a position of power over others of their kind, simply by acting suited to the role and playing the part.
Laiki are also incredibly fashion-conscious, preferring deep, rich colours and soft, elegant, high quality materials. Everything about a Laiki's attire, right down to the folds in the fabrics, is designed to signal the individual's importance and standing, and, when it can be afforded, their outfits are often adorned with beautifully-cut gems and jewels that have been harvested from their homeland in the Shimmering Isles.
Myrmidons
Age: adult at 14, lifespan of 65Height: 5'0" to 5'6"
A large, square set and predominantly hairy race with tanned skin and black spiky hair. Males tend to be larger than their females, but the race is considerably stockier than other races. The males can grow facial hair, but this tends to be extremely well kept. 
Honourable and valuing their respective clans more than anything, Myrmidons live in the great fortress known throughout the Jagged Peaks as the Citadel. Myrmidons are usually wary of all those that are not of their own clan, though Myrmidons who have left the Citadel behind are said to follow the path of the 'Khulgaich', or Rogue, as they have chosen to abandon their tribes. Myrmidons traditionally have a Mongolian naming style, usually the name of an object that denotes an aspired characteristic.
Lore 4+ OR Race: Myrmidon
Honour of one's ancestors and their mark on the family's story is paramount to the Myrmidon, as such the elders have kept records since the great journey and are still maintaining them.
This being said, the concept of the clan is immense to the Myrmidons, it supersedes all family responsibilities and duty. Sometimes entire families dedicate themselves to a single clan, but it is equally common for individuals to choose their own path. The original settlers consisted of many families, and once the Citadel was founded more families from the homeland emigrated west.
The Daichin clan share a kinship with the Boar, forming the martial caste of the Myrmidons. The Bagsh clan are the scholarly caste, often showing the greatest foresight and intelligence. The Darkhan clan not only consists of the Myrmidon's greatest builders, but also contains the Myrmidon's spiritual caste. When a child comes of age they are given a choice of which of the three clans they will dedicate their lives to. There is a fourth option, which is to follow the path of the Khulgaich and leave the walls of the Citadel. Some take this path to return to the fabled homeland far to the east, some are forced to adopt it as a punishment upon the individual.
Non-Khulgaich Myrmidons have been united under the rule of the Triad of Khans. Long ago they understood that they were all equal under the mountain. However, struggle between each other has never ceased behind the Citadel's great walls.
The three Khans are: Gakhai Khan of the Daichin Clan, Tsenker Khan of the Bagsh clan, and Medleg Khan of the Darkhan clan. In individual matters each are the master of their domain, but the Triad are not all equals. Strength has not been needed behind the walls, as such the Daichin have lost a lot of influence, but the two remaining clans seem in deadlock, the Darkhan claiming right to their place as the seers, guardians of the Myrmidon's lore and the Bagsh believing they have the wisdom to govern all.
Race: Myrmidon
Most Myrmidons will spend a considerable amount of time trying to manage their hair. This is not entirely for cosmetic purposes; Rather than fine, fibrous strands, a Myrmidons 'mane' is made of thicker, wiry quills. Therefore, for the safety of themselves, as much as those around them, maintenance is a must.
Males usually bind the hair into dreadlocks or tie it off at the nape of the neck. Due to the length of some fully-aged female's mane, most females shave their head and convert the quills into elaborate headpieces. The more 'accessories' the headpieces incorporate are a definition of higher rank. In public it is considered a faux-pas for a female to be seen without their headpiece.
The careful application of oils and unguents to the quills before shearing allow the quills to be manipulated into small scales; the strongest being used to create armour. Indeed the greatest suit of armour, currently worn by Gakhai Khan, is made from two and a half thousand scales, which were donated by his wife and their only daughter.
Altatierrans
Age: adult at 20, lifespan of 50Height: 5'9" to 6'0"
Gangly, furred, rectangular pupilled mountain-goat-like people, their long, light-coloured fur helps them cope with the low temperatures of their native Highlands. Inquisitive and focused on pursuing personal achievements and whatever is new, especially intellectual pursuits. Acclimatized to higher altitudes, they tend to be excitable at normal altitudes due to extra air. Can be found in most places alone or with friends/colleagues/employers following their aspirations. Typically Altatierrans have Hispanic names with double, triple or more barrelled surnames which are the names of prominent or successful forebears as they see fit.
Lore 4+ OR Race: Altatierran
Altatierran government and social hierarchy are so heavily intertwined as to be almost indistinguishable. When Altatierrans congregate those that can persuade their peers that they are the best suited to the situation will generally assume the lead until the task is done. The way of deciding this rank is usually in the form of a debate which to outsiders often appears as a lively conversation but laden with technical language, called a consulado. Consulados are laden with subtle social cues whereby those involved can ascertain the near exact achievements of each other, such information is considered very private and rarely shared outside of a consulado. It is very rare for a non-Altatierran to be involved, only those held in the highest esteem are permitted as long as they know the rules.
Race: Altatierran
Altatierrans that spend many years away from their native Highlands find that the dense air starts to affect them. The over stimulation caused by excess oxygen can cause chronic exhaustion and a hyperactive metabolism which can lead to severe illness. Some Altatierrans try to combat these effects by returning home for a spell or by trying to bottle air from the Highlands and breathing from it regularly. Succumbing to this illness is considered something of an embarrassment as it is thought to be a sign of infirmity and senility, as a result many Altatierrans go to great lengths to hide the affliction.
If multiple Altatierrans live within proximity for a significant period of time to each other it is often a social imperative for them to find out who is best at what. When serving under a captain or in someone's employ they will acquiesce to their superiors as is proper to their rank.
Noa
Age: adult at 12, lifespan of 35Height: 4'0" to 4'6"
Most identifiable by their clothing, Noa wear thick layers of leather and hide that completely cover their entire bodies, with elaborately painted wood, bone and metal masks that cover their faces. Their masks act as filters for the Smoke and are personally decorated, and to the Noa are considered their 'face'. Their culture is based around survival aboard a series of salvaged hope-class ships within the Smoke. Each of these ships are home to several hundred family units which cooperate closely to survive. At the age of 12 each Noa sets out on a quest, a rite of passage to discover their place in the world, often a journey to another Noa Home ship to start their own family elsewhere. Noa have one name each, commonly Maori first names, they identify their family and lineage by the symbols on their masks and clothing.
Lore 4+
When the great cataclysm occurred, and the lucky few took flight in their great skyships, many millions more were left behind to perish, but humanity is always hard to fully eradicate, and here and there people managed to survive. These people became the first of the Noa. Modern Noa still live a large part of their life within the Smoke, due to this they are often sickly and have quite short life spans. However Noa do have an increased tolerance to the damage the Smoke causes, due to frequent exposure. 
When the Hope and the other first generation skyships were abandoned, no longer able to ride high above the rising Smoke levels, the Noa reclaimed them and took to the skies themselves. Nowadays survivors on the surface are unheard of, the Smoke has long since become too dense even for Noa to survive, but just below the surface of the Smoke fly the Noa Home ships.
Race: Noa
Most Noa live aboard the great Noa Home skyships. Discarded by the other races for their inability to rise above the Smoke level, the Noa have reclaimed these enormous floating arks, and now fly the skies just below the Smoke, often completely unnoticed by those above. The Noa pride themselves in their ability to use what others throw away, and are often gifted craftsmen. Over their lives they tinker with and upgrade their smoke suit, layers of hide and cloth that covers their entire bodies in an attempt to protect them from the Smoke. Despite this protection, Noa are still exposed to the smoke enough to cause illness and severely shorten life spans compared to other races. Even with their built up tolerance a Noa will still die unprotected in the smoke and as such most refuse to ever remove their smoke suits on the off chance that the air isn't safe.
Noa fly around the world in the Home ships, and use smaller cutters and thopters to trade with nearby settlements and passing merchants. It is currently believed that the Noa Home ships in the region of the Jagged Peaks are the Hope, the Perseverance, and several Noa Home ships of about frigate size and class, the Puku, the Mere and the Mahara. No one can be certain of the accuracy of this as the exact locations of Noa Home ships are closely guarded secrets, and anyone who has been away from the Noa Homes for more than a month or two will have out of date information. More ships may have arrived from elsewhere, or some of these may have left, and almost no one would be the wiser.