The Aasimar, in a basic sense, are children of gods, whether they be Greater Dieties or one of the many
Lesser Dieties. However, they are more than just members of the god's bloodline. They are given abilities by their
godly parent, and the ability to have direct contact with said diety.
While in contact with their diety, an Aasimar's eyes turn glowing white, and their body hovers off the ground, as if someone is lifting them up. Their legs bend back,
and their arms hover, wrists facing outwards. Some Aasimar consider their abilities a gift from the gods, something to be used to help others. Others believe
it is a curse, something meant to torment them for their lineage.
The Aasimar in almost every sense are from two worlds: one parent from Khaldûn, and the other from the Divine Palace.
As such, every Aasimar has to try to balance their two halves. Their abilities are something that many attempt to keep secret; there are those in the world who would attempt
to use said abilities to their own advantage.
Luckily for Aasimar, their appearance mimics that of the species of their non-godly parent. For instance, an Aasimar who's father is a human and mother is Akrua will look like a human,
despite being fifty percent god. For those attempting to hide their true nature, their only real tell in when one attempts to initiate contact with their diety.
For stats and other information regarding Aasimar (that is not specific to Khaldûn) please refer to its stats and description in Volo's Guide to Monsters
Generally speaking, changelings, as described in Eberron: Rising from the Last War on page 17, are "pale, with colorless eyes and silver-white hair". For the most
part, single-skins don't see a changeling's true form. Many will see a mask, and those who are closer may meet a persona.
Due to their ability to change their form, Changelings generally are not trusted by others. As such, in many communities, they are hunted, and if found, expelled, if not
killed outright by their former community members. Due to this, changelings also tend to reciprocate that distrust to single-skins, for fear of their own lives.
For stats and other information regarding Changelings (not specific to Khaldûn), please refer to its stats and description in Eberron: Rising from the Last War.
Thought to be related to dragons, generally, Dragonborn are feared throughout Khaldûn. As such, many end up living their lives away from humanoids, at the very least,
away from non-Dragonborn humanoids. Those that live on their own in the wild, live a nomadic lifestyle. They typically do not settle down, and bounce from place to place, picking
up work as it appears. Others become mercenaries, working for the highest price.
Those who live in Dragonborn communities rarely leave it. They are safe spaces for Dragonborn, away from the persecution and discrimination they would experience in other place in the world.
For some of the Dragonborn who live in communities, they live on dragon reserves - places where dragons can live without being hunted down. For these Dragonborn, the dragons are seen as respected elders, senior members of their clan. Sometimes, for instance, when word reaches the community of a plot to target the dragons, a few of the Dragonborn in the clan leave to foil the plot. For these people, the clan is their life.
For stats and other information regarding Dragonborn (not specific to Khaldûn), please refer to its stats and description in the Player's Handbook.
According to the divine history of Khaldûn, the dwarves were one of the First Races. As such, many, including atheists and agnistics, take great pride in the fact that their race came before almost all others. This pride exasterbates their stubbornness making them unbearable for people with a small amount of patience.
The idea of Dwarven communities, distinct and separate from others, for the most part, is an idea of the past. There are a few, spread sporadically throughout the plane. However, most Dwarves live in communities made up of many different humanoids. Those who live in strictly Dwarven communities sometimes lack social skills with other races, quite simply from a lack of experience. However, once that difficulty is overcome, many Dwarves from these communities are not that different from their brethren in integrated societies.
For stats and other information regarding Dwarves (not specific to Khaldûn), please refer to its stats and description in the Player's Handbook.
Like the Dwarves, the Elves were one of the First Races. However, unlike the Dwarves, this knowledge of being one of Uesis's chosen races doesn't affect their pride. It affects their confidence. There is an air of confidence that surrounds Elves when making decisions, which many mistake this confidence for an overarching ego.
For the most part, Elves live in integrated societies, just like the Dwarves. However, there is a sizeable portion of them who live in the woods, honoring Fandir with their lifestyle. Generally, these groups are welcoming of others. Despite this, there are few non-Elves, in fact, non-Wood Elves who live in these villages.
For stats and other information regarding Elves (not specific to Khaldûn), please refer to its stats and description in the Player's Handbook.
Gnomes, unlike most other humanoid races, do not have the concept of an integrated society outside of the forest. In fact, it is rare for a gnome to leave their home forest -
most gnomes, including the rock and deep variants. Some may leave for other villages within the same forest, but few leave the forest itself. They are one of
Fandir's people, living under his protection.
Within their villages, similar to the Elven woodland soceties, there are few non-Gnomes. However, there are some permanent non-Gnome residents - normally Wood Elves or another
woodland race.
For stats and other information regarding Gnomes (not specific to Khaldûn), please refer to its stats and description in the Player's Handbook.
Often mistaken for utter greed, Goblins have on of the best concentrations of any humanoids on Khaldûn. Determined to complete their goal, they use their cunning and wits, as well as any other resource available to them to complete it - it is rare for a Goblin to fall short of completion in any regard. Because of this, people generally do not tend to trust Goblins innately. At the very least, not until they get to know them better. Goblins can make for the most bitter enemies, or the best friends.
Due to the distrust placed in them, Goblins tend to live on the outskirts of the integrated societies most other humanoids live in. There, they are not troubled too much by the others in the towns. Beyond this, it keeps them away from the constant distractions and noises that come from the towns themselves. However, for celebrations, Goblins do go into town, and partake in the festivities. They may not live in the town, but they do take part in its life.
For stats and other information regarding Goblins (not specific to Khaldûn), please refer to its stats and description in the Guildmasters' Guide to Ravnica.
As their name suggests, Half-Elves are only half Elven, with the other half coming from another humanoid species. In fact, they are one of two races not truly coming from Uesis himself. To some, namely religious zealots, they are demons, and should be exterminated. To others, they are a blessing, a sign from Uesis that there is one race, just many different subspecies. However, for the most part, people don't care. From this wide array of feelings towards Half-Elves, every Half-Elf needs to find a way to balance their two worlds, to find their place within Khaldûn.
For stats and other information regarding Half-Elves (not specific to Khaldûn), please refer to its stats and description in the Players' Handbook.
Along with Half-Elves, Half-Orcs are one of the few humanoid races Uesis did not create. Half-Orcs do not have it easy in the first place; they lack the looks of the fairer species, such as humans or elves. Given the fact that they have mixed ancestry, there are some that believe they are demons. Unlike Half-Elves, who just move on, ignoring them, Half-Orcs will sometimes lash out, injuring those who insult them. It is an innate feeling, an instinct that every Half-Orc living in Khaldûn's integrated societies has to fight.
For those Half-Orcs that do no live in the integrated societies, most others tend to live with their Orc parent's tribe. Here, they are trained as warriors from birth, to survive anything the gods decide to throw at them. As such, they tap into their Orcish tendencies, especially their combat instincts. Many Half-Orcs, as well as Orcs, from these tribes follow the motto "Act now, think later" in their decision making. As such, they tend to be outcasts from other societies, ignored and disrespected whenever they reach out.
For stats and other information regarding Half-Orcs (not specific to Khaldûn), please refer to its stats and description in the Players' Handbook.
Despite being roughly the same size as Dwarves and Gnomes, Halfings have earned the name "Little Folk" from other races. It could be because they are always jovial, happy with what they have. In fact, there are few things that they want, and few things that can truly upset a Halfing. That being said, they are fiercely protective of what they have. If anyone attempts to take things, they will fight tooth and nail, unwilling to budge an inch.
For stats and other information regarding Halflings (not specific to Khaldûn), please refer to its stats and description in the Players' Handbook.
Hobgoblins do not live in Khaldûn's integrated societies at all. Instead, they live in their own tribes, much like Orcs. Unlike Orcs, however, Hobgoblin tribes are completely martial. Each tribe is like its own army. From birth, a Hobgoblin has at least basic training in all common weapons, strategies and techniques. From here, depending on where one's talent lies, a Hobgoblin will delve more deeply into one weapon, perfecting their skill, becoming a master at their preferred weapon.
For stats and other information regarding Hobgoblins (not specific to Khaldûn), please refer to its stats and description in Volo's Guide to Monsters.
Humans take great pride in being one of Uesis's First Races. With this knowledge, the humans of Khaldûn feel empowered. Because of this, other races can find them pretentious, ignorant and obnoxious. However, if one is able to look past this, they find a person underneath - someone typically willing to be the best friend ever.
Humans are one of the more common races around Khaldûn. In fact, in most villages and towns, there will be at least one Human living there. The only real exception is Orc and Hobgoblin tribes, where there tends to only be members of the tribe's race. As such, they tend to be more visible in their town - they have more interest in being mayor or someone else of great status.
For stats and other information regarding Humans (not specific to Khaldûn), please refer to its stats and description in the Player's Handbook.
To many of the warm blooded races, Lizardfolk seem, odd, to say the least. They behave differently and seem to lack most emotions. In fact, beyond their basic bipedal, four limbed shape, they do not really seem to be all that similar to other humanoids. As such, many Lizardfolk live as outcasts in swamps, away from others, including other Lizardfolk. There is some interaction between these people, enough at least to call them a "people". However, there is no town or village. Each Lizardfolk lives on their own, and works to better their own life.
For stats and other information regarding Lizardfolk (not specific to Khaldûn), please refer to its stats and description in Volo's Guide to Monsters.
Loxodons, being related to elephants, share their good memory. As such, Loxodon families living in integrated societies generally have tales about ancestors who have been long dead. In fact, it is part of Loxodon culture to share one's best stories before death, as a way of cementing the family history. This amazing and long memory is not just used for their family. It is used in everyday life. Generally, Loxodons work as secretaries, inventory managers, or any job that requires a good memory.
For stats and information regarding Loxodons (not specific to Khaldûn, please refer to its stats and description in the Guildmasters' Guide to Ravnica.
Just like Elves, Dwarves and Humans, Orcs were one of the First Races created by Uesis. As such, this knowledge has made them more isolationist; Uesis made them in his first round of sentient creation. They had to survive when there were just four humanoid races on the plane. They isolated themselves from the other humanoids when they were first created, and as more humanoids were born, the more isolated they became.
Many Orcs live in tribes entirely, or almost entirely, composed of other Orcs. The few exceptions are Half-Orcs one of whose parents is part of the tribe, or the mates of the tribemembers. As such Orcs are brought up to be self-sufficent, or at the very least, taught to be self-sufficient within the tribe. Orc villages tend to be away from other settlements, especially the integrated societies that the other humanoids have. They need the extra space for hunting; more land means more animals.
For stats and other information regarding Orcs (not specific to Khaldûn), please refer to its stats and description in Eberron: Rising from the Last War.
Tabaxi's, due to their likeness of cats, are known for their ability to investigate. Generally, their fur allows them to hide quite easily, and their quick thinking and reflexes allow them to react to obstacles thrown their way. Tabaxi's, however, are quite rare. In fact, it is not known where most come from; they just appear, do their job then slink back into their homes.
For stats and other information regarding Tabaxi's (not specific to Khaldûn), please refer to its stats and description in Volo's Guide to Monsters.
It is common knowledge on Khaldûn that Tieflings are human's whose bloodline has been tainted. However, they are not that common. People may be understanding of the cause, but Tieflings still attract stares and mocking that others do not. Every Tiefling needs to find a way to deal with this special treatment. Those who don't end up doing something they regret.
For stats and other information regarding Tieflings (not specific to Khaldûn), please refer to its stats and description in the Players' Handbook.
Tortles, with the exception of when they are very young or very old, are always on the move. They do not truly have a place to call home. Because of this, Tortles tend to pack lightly. They only carry the things that they need, or are of great sentimental value to them.
For stats and other information regarding Tortles (not specific to Khaldûn), please refer to its stats and description in The Tortle Package.