Below are the races that use racial stats in the DnD 4e Player’s
Handbook with a short description of their place in the world
and origins on Ere.
In the time of the Age of Tragedies, devils were at their height
of their power in the world due to the widespread strife, suffering
and dark thoughts of the mortal races. Behind the scenes, they orchestrated
some of the worst atrocities and most harrowing failures of the
age. And very few of them were ever found out.
During that age, many devils bred with mortals
to foster agents to serve them more openly, or simply to sate their
base desires. But Ere is far from the power that commands and controls
the nature of devils and without that control, they found their
offspring beyond their own.
These were the first azindrans, also called the
fiendish breed, who were bred to rule, but chose to rebel. Though
not all rebelled and even many of those were not at all altruistic,
their sheer numbers guaranteed that they would survive to become
a race of their own. In the present age, tieflings are an uncommon,
but unsurprising sight in most cities and large towns and even then,
they prefer to stay with their own.
Azindran always breed true, regardless of what
race they breed with, a testament to the strength of their fiendish
blood and the reason they maintain a stable population.
the game statistics of Tieflings (see the D&D 4e Player’s
Common Half Elf
In a further dilution of daoine blood, half elves as they are in
the present day are the result of the massive baby boom following
Draconic Control. As such, they are far more human than fey and
take to human societies like a fish to water.
Half elves are a race unto themselves, breeding
true with one another, but the child of a half elf and a human is
always a half elf, the child of a half elf and an elf is always
an elf and the child of a half elf and an daoine is always an elf
as well, hinting at a hard limit to how diluted daoine blood can
Half elves have very little in the way of racial
identity, proud of both sides of their heritage and more concerned
with living for today than comparing bloodlines.
elves use the game statistics of Half Elves (see the D&D 4e
Daoine are the common folk of the fey and the favored race of Sylph.
Most dwell on the moon Azelia in the place of their goddess, but
their fey nature has tempted more than a few to come to Ere to make
their homes in the wilds.
Ere-bound daoine have a reputation as tricksters
and being dangerously flighty, despite the fact that most daoine
are haughty and regal. Both however, occasionally find themselves
embroiled in affairs on Ere, especially when those affairs might
threaten the personal interests of an individual daoine or fey noble.
the game statistics of Eladrin (see the D&D 4e Players Handbook)
Occasionally, a dragonsired is born with greater affinity and resemblance
to their draconic half. These beings are rare and considered more
unusual than even dragonsired.
throwbacks uses the game statistics of Dragonborn (see the D&D
4e Players Handbook)
Erean elves we originally the result of the coupling of daoine and
humans but in the early days, such unions were so common and so
fruitful that they have now become a race unto themselves. Depending
on how strong their human or daoine blood, elves may favor life
in human cities, or live in the tree spanning elfhames that mirror
and sometimes exceed the grandeur of those forest kingdoms of the
Elves in general have a racial dignity that makes
them appear xenophobic and haughty to outsiders, but unlike the
stereotypical view of hailene (conjured from the real views of hailene
during the War of Ascension, and eastern hailene tribes in the modern
day) elves respect the accomplishments and contributions of other
races – they are just more vocal about those same deeds when
done by elves.
use the game statistics of Elves (see the D&D 4e Player’s
One of the first common races to set foot on Ere, humans are still
the most numerous (though recent census says that half elves will
overtake them within a few generations). Humans are what most non-demihuman
species refer to when they say ‘mortal’.
More than any other race, humans define themselves
by nationality rather than by race and think little of racial unity.
Humans are known for their innovative skill and their greater willingness
to accept new ideas.
use the game statistics of Humans (see the D&D 4e Player’s
It is said by most Genmidi dwarves that they were created by the
dragons during draconic control to mine ore and gems to satiate
the great creatures’ greed and fuel their war effort. But
the dwarves rebelled and sealed their mountains until late in the
time of the Vishnari Empire.
Today, most traditional dwarven society is found
in Genmide and northern Mindeforme, where they lead insular lives
except when they can trade with other races for gold (an affinity
they are said to have inherited from their draconic creators). But
increasingly, the latest generation of dwarves is bucking tradition;
working with machines, trimming their beards, showing open affection
to their lovers, and leaving the mountains entirely to join mortal
society. Where once dwarves encountered outside their lands were
either on a mission or were dour loners, now dwarves can be found
actively seeking camaraderie and adventure.
use the game statistics of Dwarves (see the D&D 4e Players
Descendants of the original band of companions of Pandemos in his
time wandering and exploring the young world after Saint’s
Landing, halflings for the most part maintain the carefree, happy-go-lucky
attitude they ascribe to Pandemos.
Most halflings integrate seamlessly into the societies
of other races, while others continue the tradition set down by
their forefathers in Pandemos’s service and travel the length
and breadth of the two continents in caravans of garishly painted
wagons. No one is entirely sure why, save for possibly some divine
providence, but spirit beasts and most unintelligent monsters will
not attack halfling caravans and other creatures. Villains who run
afoul their defenses quickly learn that it is not all divine providence
that keeps them safe.
By and large, halflings are a friendly, peaceable
people, who see almost the entirety of their race as family, calling
one another ‘cousin’. They are also known to adopt members
of other species, treating them as one of their own and giving them
special items that let of the halflings know that person is also
use the game statistics of Halflings (see the D&D 4e Player’s
Player's Handbook 2
Below are the races that use racial stats in the DnD 4e Player’s
Handbook 2 with a short description of their place in the world
and origins on Ere.
Beastmen are the result of either the union of a human or elf and
a lycanthrope or the children of a survivor of a lycanthropic attack
that involved the exchange of fluids (usually from a bite). Beastmen
don't represent a unified group and many either try and hide their
nature, or embrace it fully to the point of abandoning society and
living in the wild. Natural lycanthropes feel a special bond with
beastmen of their 'bloodline' and will hesitate to attack them unless
the game statistics of Longtooth Shifters (see the D&D 4e Player’s
'Half-orc' represents the rather crude understanding of the muddled
ancestry of the race of nomadic tribesmen that roam the plains and
deserts of Taunaun and parts of Novrom. In reality, the bloodlines
of these men are far more muddled; the result of political intermarrying
of tribes of humans, orcs, goblins, ogres and even trolls over the
centuries of the Age of Tragedies. Orc quite possibly represents
the smallest percentage of their heritage, the majority being human
These so called 'half-orcs' now make up a sizable
portion of the barbarian tribes in the region and the vast majority
of non-dragonsired dragon cultists. While they are certainly capable
of advanced thought and learning, their culture not only does not
encourage learning and innovation, but actively ridicules it as
a waste of time in a world where danger is everywhere and violence
is the fastest route to safety.
There exist 'civilized' half-orcs, especially in
Novrom, who have grown tired of their people's way of life and pine
for the better things in life, usually introduced to them by adventurers
use the game statistics of Half Orcs (see the D&D 4e Player’s
Half miare are the offspring of miare and humans, elves or daoine.
Like their progenitors, they are by far the most civilized shifters,
rarely displaying their bestial nature unless excited. Most cities
have at least a small number of half-miare, who almost invariably
favor the more demihuman side of their nature, rather than Sylph's
use the game statistics of Razorclaw Shifters (see the D&D 4e
Player’s Handbook 2)
In the Previous Age, before Hessa and the current pantheon came
to Ere, angels walked to earth among mortals to directly carry out
their goals of enforcing the will of their divine patrons. They
served all manner of being in all manner of capacities, but one
thing was constant; they were eternal and ever reborn when their
material form was destroyed.
Until the world the knew ended. Like all other
living beings in the world at the end of the Previous Age, the angels
died in an instant and found no world to be reborn to. Their souls,
like all the souls of that world formed the core of Ere; the Source
of All Souls.
Occasionally, one of these angelic souls is reborn
into the world as a child of one of the mortal races, growing up
with strange skin markings and otherworldly eyes that only become
more prominent as they grow older. By adolescence, they begin having
dreams of life in the Previous Age; of angelic glory and strength.
As many are driven mad by it as are inspired by it.
Ious, or the angelic breed, are a truly rare and
auspicious occurrence; often mistaken for inborn and thus usually
treated as such. In more learned communities, especially those with
special connections or knowledge of the well of Souls, they are
favored sons and daughters.
Ious use the
game statistics of Deva (see the D&D 4e Player’s Handbook
The word 'Stonebrother' is a dwarven name for a specific kind of
inborn manifestation that occurs far more often among dwarves than
other races. While they seem like normal members of their race at
birth, puberty brings on stunning growth spurts and the development
of rock-hard skin and incredibly strength and resiliency.
Dwarven stonebrothers eventually cannot physically
live comfortably in the underground tunnels and halls of their fathers
and are so forced to live on the surface. Nonetheless, they maintain
the dwarven work ethic and a desire to honor clan and name that
the newest generation of normal dwarves lacks. As such, they are
valued guards and warriors who represent their clans on the surface.
use the game statistics of Goliaths (see the D&D 4e Player’s
The first brownies were created from halfling druids in the service
of Sylph near the end of Draconic Control and were charged with
the protection and nurturing of the mangrove forests and wetlands
along the coast of the Eastern Continent.
During the Hailene War of Ascension, the hailene
systematically hunted brownies to force them into servitude as guides
though the semi-aquatic mazes they called home so as to strike at
Vishnari holds without giving away their positions and numbers.
As the hailene air forces became more viable and
numerous, the brownies became a liability and forces of hailene
specially trained to track and slay the elusive fey creatures were
dispatched. These borwnie hunting regiments were still scourging
the present day Mindeforme wetlands at the very end of the war.
Those brownies that survived today live largely
in Sylph's domain on the green moon Azelia. A few, usually youngsters,
occasionally find their way to the prime material, but no brownie
settlements exist on Ere.
use the game statistics of Gnomes (see the D&D 4e Player’s
Monster Manual I
Below are the races that use racial stats in the DnD 4e Monster
Manual with a short description of their place in the world
and origins on Ere. Some races may not be included because they
are assumed not to be part of the world or not considered ‘playable’
in the world. This should not stop DMs from adding them if they
Created from human stock by Denaii to be the best and most disciplined
mortal warriors, minotaurs suffered greatly from the Hailene War
of Ascension. Almost eighty percent of their population was enslaved
by the hailene during the war and by the time the minotaurs managed
to return to their homelands, dwarves and humans have moved in and
drove them away entirely. Eventually, two distinct cultures of minotaur
formed from the descendants of those thusly exiled.
Eastern minotaurs; those who settled in the rural
regions of Mindeforme, have adapted to the quieter, more private
life of the people there. They value family honor above all else
and engage in ancestor worship. General order and cleanliness is
considered to reflect on the family and community and so minotaurs
are almost obsessive in their efforts to maintain their homes and
villages as such.
Western minotaurs; those whose ancestors traveled
to Callen and Rizen to escape the Age of Tragedies are tribal folk.
Personal honor is the highest priority to a western minotaur and
this presents itself in the brash, loud manner that has come to
be associated with all minotaurs. These minotaurs prove their mettle
in combat, whether in tribal warfare against the other nomadic tribes
of Callen, or in non-lethal honor duels among their own.
Minotaurs are a common sight in most mid-sized
and larger towns and cities, as their strength and work ethic make
then valuable hires for all sorts of jobs.
and western minotaurs use the game statistics of Minotaurs (see
the D&D 4e Monster Manual)
It is a mystery as to where the first doppelgangers came from and
it is impossible to tell how many of them actually exist, but doppelgangers
have been utilized as spies by powerful beings at least since Draconic
Doppelgangers have no concept of racial or sexual
identity and tend to adopt one mortal race and sex or other to treat
as their own (usually the one they are raised in). The offspring
of a doppelganger and a member of another race have a ten percent
chance of being a doppelganger, though this is not apparent until
It is very common for a known doppelganger to be
met with distrust even in very open minded communities thanks to
copper-piece novels that portray them as cowards and impulsive turncoats.
use the game statistics of Doppelgangers (see the D&D 4e Monster
In the early days of the world, before many of the common races
even came into being, the minions in service to Kayda captured many
daoine for their master and in their dark, eldritch laboratories,
submitted them to the then rudimentary processes now used to create
Forged in eldritch flame these once daoine were
gained powers beyond their former kin. But the remainder of their
fey nature kept them from falling completely under the Threefold
Moon’s sway. They slaughtered their creators and disappeared
into the deep caverns that once held the labs that birthed them.
Today, in the dark hot tunnels beneath the southern
part of the world, the gaun still dwell, only coming to the surface
world to raid. But the advent of the printed word in recent years
has meant that these raids have bought the culture of the world
below to the gaun and like the dwarves, some young gaun have become
obsessed with the world above them and strike out, wishing to see
more of it.
True to their demonic alterations, gaun are a naturally
violent and forward people, worshiping gods of their own making.
Their lives in the tunnels, among other brutish gaun make them seem
incredibly alien to other races.
Gaun use the
game statistics for Drow (see the D&D 4e Monster Manual)
Another race older than Saint’s Landing; kobolds maintain
tribal, insular societies on the fringes of civilization, making
their way by serving more powerful creatures rather than risk extermination
by engaging in raiding.
More so than any savage race, kobolds will readily
ally with humans if they prove to be stronger than the kobolds,
though they prefer serving dragons or dragonsired due to their old
religion, which revolves around the mighty, bestial dragons of times
Once integrated into a society, kobolds prove to
be skilled craftsmen and mechanists, but poor business people. A
kobold is more comfortable and adept being a follower than a leader.
Most kobolds refuse to follow any other god than their dragon cults,
though a few kobold mechanists have a passing reverence for Denaii.
use the game statistics of Kobolds (see the D&D 4e Monster
Orcs are another race that survived the end of the Previous Age
into the age ushered in by Saint’s Landing. By the time of
the Hailene War, orcs had become one of the favored peoples of Dey,
whose priests extended missions to the tribes even as the hailene
began enslaving them.
When the hailene discovered minotaurs, however,
they felt they no longer needed orcs and ordered the genocide of
the species. Dey’s reaction to this, compounded with the plight
of the brownies for similar reasons, was what caused her to bring
an end to the war in a display of divine vengeance.
Orcs survived into the Age of Tragedies, where
they allied with goblins against ogres and minotaurs in battles
over land. Today, there are few orcs. Too much inbreeding with goblins
has rendered pureblooded orcs a rarity and hobgoblins the status
quo in ‘orc’ villages. Still, orcs remain in their tribal
societies, making war for land and survival against spirit beasts.
Enterprising parties in Novrom (especially the troll big May) have
given orcs a second chance at glory, however, hiring them into mercenary
companies to fight their wars for pay.
can use any of the game mechanics of Bugbears, Hobgolbins, or Orcs
(see the D&D 4e Monster Manual)
Following the Ashing of the Green, purportedly caused by an artifact
weapon excavated by the Calderians, archeology has become a booming
business in many part of Ere. One of the most interesting results
of this effort has been the uncovering of vaults containing ul-iant
(‘Machine Soldier’ in the imperial language.).
While they have no memory of their time before
being reactivated, the ul-iant are sapient to the point that the
Thirteen Nations Accords was amended to recognize them as an official
race, despite numbering less than five thousand (though more vaults
are still being discovered).
Ul-Iant are highly capable warriors, but are happy
doing any other work as long as they feel useful. This comes across
as compulsive behavior as ul-iant become nervous and irritable when
not doing something productive.
the game statistics of Warforged (see the D&D 4e Monster
Wild and savage humanoids that were already on Ere when Saint’s
Landing occurred, goblins live to breed and breed to create hordes
with which to fight other savage races over territory. Goblins had
an incredibly unstable genetic heritage, which gives rise to bugbears
and hobgoblins in about ten percent of births.
Very few goblins even think beyond their endless
raiding and war and coming up with new ways to make war to consider
the existence of other races beyond creatures they fight or steal
from, but those rare and curious few that do often find gainful
employment in militaries or watch patrols where their brutal knack
for coming up with new weapons (from melee to siege to mechanical
and alchemical) is highly appreciated.
All goblins tend to be single minded and obsessive,
but ‘civilized’ goblins tend toward being heavily materialistic
and look down on their more emotion driven brethren. To a man, goblins
in civilized settings worship Dey in the aspect of a female goblin
tinker, mostly to justify their borderline sociopathy.
use the game statistics of Goblins (see the D&D 4e Monster