The sentient races of Blimnor are believed to rise from a common prehistoric ancestry, all sharing characteristics such as legs, arms, and faces, with some variation in height, skin tone, hair, and ears. According to the Ilarduvien creation myth, humans, dwarves, and elves were each created by the goddess Ilar and subsequently punished for their hubris. Different theories explain the existence of halflings, orcs, goblins and gnomes ranging from extraplanar migration to the gradual evolution from original races. The Daeryds alone are the only race of Blimnor whose origin is proven and recent.
Dwarves are a race native to the mountainous continent of Vorduhr. While shorter than many others, they are naturally sturdy, muscular, and hardy. They are also characterized by strong features, with wide frames, thick hair, and female dwarves can grow beards, mustaches, or sideburns.
Much of dwarven history is underground, mining natural resources and constructing elaborate and enduring settlements out of iron and stone. As such they are comfortable in dark, enclosed environments, and surrounded by rock.
Dwarves are long-lived, with an expectancy of around 300 years. They have long memories and value tradition, their ancestry, and are stubborn against change.
Dwarves have a peculiar relationship to gender, considering all dwarves to be male until they reach maturity, at which point they may declare that they are in fact women, and may begin to shave their body hair should they wish.
While not all dwarves are artisans, they hold industry, architecture, craft, and commerce in high regard, and are responsible for many of Blimnor's early technologies.
They are also courageous explorers, having been the first people to map the world of Blimnor, and develop reliable ways of navigating the oceans.
In the 3rd Age, their society restructured its noble houses into corporations, who united in the belief that all of Blimnor belonged to them by right. They waged a campaign of conquest that devastated many ancestral lands, but were ultimately defeated, with their own secret superweapon detonating in their home city and leaving Vorduhr in utter ruin.
In the 4th Age, Dwarves are slowly rebuilding and learning to survive in the toxic wasteland of Vorduhr. While dwarves of this age may not share their ancestors' desire to conquer the world, they may still have pride in their glorious history and seek to restore it. Living abroad, they may find themselves victims of suspicion and prejudice by people who suffered during the war.
See Dwarf race in the Player's Handbook
Elves are a slender and elegant race native to the land of Ea. Whether small and wiry or tall and muscular, they carry themselves with a beauteous and androgynous grace. Even beyond their posture and movements, they are also remarkable for their appearance, with long ears, luxurious hair, and pointed faces.
Elven heritage is varied, with their bodies gradually changing depending on their environment. Aside from the extinct High-Elves, there are Snow Elves, Sand Elves, Sea Elves, Dark Elves and Wood Elves, each with their own society and philosophies. However all elves feel the pull of freedom, discovery, and connection to a higher purpose.
The longest-lived of the races, there are elves of 700 years. This experience can make them weary or embittered against petty injustices of other shorter-lived societies. However it may also give others a determination to make important changes or encourage them in others.
Elves have extraordinary eyes, observing colors others cannot, or spotting minute details. Their perceptiveness is coupled with an inability to sleep, only ever sliding into a meditative state.
Elf society has a great love of magic, nature, and mystery. They may be reluctant to use vulgar tools, new technology, or participate in societal fads. Their architecture reflects their physiology too: slender, ornate, tapered, and decorated in complex filigree.
Their early history suggests a great and benevolent empire that touched all of the races of Blimnor, but arrogance and hubris led to its decline. And in the 3rd Age, the conquest led by the dwarven nation destroyed their homeland and wiped the High Elves from the world.
Now, in the 4th Age, the disparate communities of elves throughout the world must often choose whether they will leave their home to adapt to the new ways of industrial societies, or else withdraw further from modern progress to live their lives in their sheltered and remote settlements.
See Elf or Half-Elf race in the Player's Handbook
Small and nimble, halflings have hands, feet, and heads are slightly larger in proportion to the rest of their body, and their feet are often hairy.
These people are naturally agrarian and peaceful, being native to the grassy island of Ferrymellow. However their homeland was conquered and polluted by a dwarven invasion, and as a result halflings became refugees among other societies, never quit able to return to their idyllic lifestyle.
However, they are plucky, daring, and optimistic, happy to take on great risks, fight for rights and freedoms, or else pursue personal ambitions. This can also lead to a life of indulgence and laziness, but that's true of everyone.
Halflings live a relatively short life, but certainly make the most of it. Many experience a wanderlust, which compels them to leave their homes and seek out adventure and new lives, however halfling societies can treat this as a mental illness or immoral behavior.
These folk value community, luxury, entertainment, food, and stories. And they form tight-knit communities of family or friends, and show a fierce loyalty to those groups
In the 3rd Age, they were expelled from their homeland and were admitted into the Republic of Udeluppa as refugees. However, as their population boomed during the 4th Age, they began to seek independence from Udeluppa and form a nation of their own.
See Halfling race in the Player's Handbook
Humans are a medium race native to the west coasts of Ibanfall. Their physiology is so unremarkable as to seem an average of all other races of Blimnor. Their stature, build, skin, hair, and disposition come in such great variety that it is often difficult to spot human guest among a group of non-humans.
Across history, humans have been found in nearly all lands of Blimnor. This is not for any remarkable reason, but for their tendency to explore, to settle, and to adapt themselves into local cultures. As a result, they come in such great variety, and may have drastically different experiences from one another.
Humans do have a complex society of their own. The kingdom of Ibania is a divided feudal nation with many dukes and lords vying for power and respect under the varying tolerance of their king. And furthermore, they share a pantheon of gods under a parent religion known as the Church of the Empty Road, whose beliefs and practices not only drive much of human society, but have even been adopted by people of other nations as well. For these reasons, humans have a strong interest in heritage, hierarchy, and morality, leading to frequent disagreements among neighbors over even minor differences.
Yet, humans are often indulged by their cousin races. Some say this is out pity for their blandness, or their endearing mimicry of other cultures, or their benign tendency toward subtle competition. Others say that there is great primordial sympathy to the race, making it so easy and comfortable about imagining oneself in a human's shoes, and projecting onto them all one's own idiosyncrasies.
In the 4th Age of Blimnor, humans face a new tension between preserving the traditions and culture of their own ancestors, and appropriating the fascinating new ideas of other more progressive cultures. A human is likely to struggle not just with the process of finding who they are, but in finding out who they aren't.
See Human race in the Player's Handbook
Gnomes are a small race native to the jungle mountains of Udeluppa and are characterized by the spindly legs, big heads, and large eyes.
Gnomes spend a great deal of time underground, and are accustomed to the dark. However, this mostly for access to precious minerals which are necessary for their lifestyles.
These people are intelligent and practical, often crafting contraptions, alchemical concoctions, or specialized tools for some particular use, or simply to make life easier. As such, gnomish society is often structured around technology, invention, and complex industries. They are also deeply pragmatic and logical. However, some gnomes reject the cities and their industry and instead seek solitary lives in the wilderness, where they avoid detection and subsist on nature and animal companionship.
Most gnomes are deeply passionate about their profession, even if it changes quite frequently. And they can be expect to monolog at length about their thoughts, ideas, experiences, and philosophy.
In the 3rd Age, the gnomish nation of Udeluppa was one of the few nations large and wealthy enough to stand up to the dwarven conquest, with many of their own clever inventions designed to counter those of the enemy. Now, in the 4th Age, they are leaders in industry all over the world, with their technologies now household appliances.
See Gnome race in the Player's Handbook
Orcs are a tall and muscular race from the swamps and forests of Norgir. They have skin that ranges from green to grey, dim red eyes, and depending on gender and heritage, may also grow tusks from their lower mandibles.
They have long survived in the harsh wilderness, in mortal conflict with carnivorous plants, predatory wildlife, festering disease, and each other. As a result they are naturally strong and resilient, and notoriously difficult to kill. They also have a natural imposing presence, making people uneasy around them even when friendly. And should they chose hostility, they are vicious. They are also equally comfortable in the dark.
Orc societies are structured around tribal communities, often sharing territory and camps. These tribes may form rivalries or alliances, but for the more forward-thinking, neither of these last very long. Among the orc populations are scattered communities of goblins whose eagerness makes them desirable grunts, laborers, and servants.
In the 1st and 2nd Ages of Blimnor, orcs were notorious for frequent wars with neighboring territories such as Ibania to the north, Udeluppa across the Glimmersea, and the Wandering Isles. As a result, they are seen as a volatile and warlike people. However, in the 4th Age, orc society was swift to industrialize, and is eager to be rid of their reputation by embracing international trade, collaborative foreign policy, and importing new cultures and language to join the global stage. Not all orcs share in this tribalism, however, since they can be found across Blimnor as part of other nations or even as solitary individuals.
See Half-Orc race in the Player's Handbook
Daeryds are towering magical constructs native to the land of Daerys. They resemble tall and muscular humanoids of brown leathery skin and glowing eyes. Ancient Daeryds could stand as tall as 10 feet, however modern Daeryds range between 7-8 feet.
While they have no sexual features, they can be shaped to resemble a variety of body types. Some of them choose to wear clothing, and may even adorn their bodies with other features such as wigs, false beards, jewelry, or paint to distinguish themselves.
Daeryds were originally constructed by ancient wizards to be their enduring and unquestioning magical servants. They can be difficult to hurt, poison, or make ill, and they do not need to eat, drink, sleep, or breathe. As a result, they can live longer even than elves, with the oldest alive being close to 1000 years. As they age, their skin peels and falls away, revealing the pale inorganic skeletons. Daeryds over many thousands of years have learned to make more of themselves, and are secretive of the process.
Despite their age, they have short memories, seemingly more interested in making new memories than retaining the old ones. However, they are often compelled to record their knowledge and experience somewhere that might outlast them. They may find other daeryds to share their minds with through a kind of telepathy. However, the most lasting legacy a daeryd can have is to travel to the Cortex, where they may be able to enshrine their memories for eternity, and for the benefit of all daeryds.
In the 4th Age, Daeryds are treated as benign artifacts of a more fantastical age. They are mostly accepted as reliable, honest, and patient. And they have also learned to integrate into the expectations of society, observe social conventions, and exhibit eccentricities. However, the process by which they store their memories in the Cortex has become less and less reliable, and there is a great concern that this may herald an extinction.
See Warforged race in the Eberron sourcebook except for the following modifications.
Daeryds do not have the ability to absorb armor.
Daeryds can speak telepathically with each other by touch, and may cast Speak with Dead on a deceased Daeryd for free.
Goblins are small folk native to swamps of Norgir. They generally have green or tan skin with yellow eyes. They generally walk with a hunched posture that makes them appear even smaller.
Their physiology, combined with their natural speed and agility make them slippery and evasive.
Goblins have historically been treated as vermin. Most commonly they were found in primitive tribes scattered throughout the world where they would engage in banditry, raid settlements, and take prisoners to become slaves. And there are many records of their cruelty. As a result of many campaigns to rid regions of goblins, they were eradicated from most regions save for Norgir where they integrated into Orc society.
Fortunately, in the 4th Age, their symbiosis with orcs has shifted both goblin views on other societies, as well as society's view on them. Now goblins can be found throughout the world, often as laborers, mechanics, or performing other undesirable work. While goblin bandits are less common, gangs can still be found salvaging or squatting. And a goblin's innate aggression toward people larger than them can still be seen in moments of volatile attitude toward those who presume to boss them around.
See Goblin race in Monsters of the Multiverse
The races of Faeland are interchangeably called Fey or Fae. They are quite diverse, with the elf-like eladrin, the diminutive winged fairies, all the way to the goatlike legs of satyrs, and horse bodies of centaur. This is to say nothing of the animalkin, whose forms shift between animals and bodies that are almost, but not quite human. And perhaps those most unusual of all are the shapeshifting changelings sent to mingle among Blimnorians.
These diminutive people represent the largest population of Faeland, putting their magic to great use protecting the natural wonder to their world. While they come in many shapes and sizes, they are prone to changing to suit their environment or to relate to others.
While often used as a catch-all term for people from Faeland, Fairies more specifically refer to many small winged creatures like Pixies and Sprites.
See Fairy race in the Monsters of the Multiverse
Sharing ancestry with elves, eladrin are fickle and emotional, their bodies and personalities changing like seasons. They also have the uncanny habit of appearing as if from nowhere, or indeed vanishing from the periphery.
Eladrin are often employed as leadership among groups of fey, since their mood swings help adapt them to different situations.
See Eladrin race in the Monsters of the Multiverse
Indulgent and hedonistic, satyrs are some of the most enthusiastic visitors from the Faeland. However, they are sometimes disappointed with the repression of Blimnorian societies, and instead seek to create chaos and merriment. They are characterised by their goat legs and horns.
See Satyr race in the Monsters of the Multiverse
Having the body of a horse and the torso of a human, centaurs are proud and fiercely loyal to their herd and territory. They share a special connection to their lands, making them capable survivalists. The few who visit Blimnor are often offended by requests to be ridden, pull carriages, or participate in races.
See Centaur race in the Monsters of the Multiverse
Once sent as spies to impersonate Blimnorians who had been kidnapped into Faeland, changelings are capable of changing their appearance at will. Changelings living in Blimnor must either be careful to maintain their disguise, or otherwise be employed as entertainers where there talents are put to harmless good use.
See Changling race in the Monsters of the Multiverse