HUMANS
A relatively young race, humans are the dominant race of Khorvaire.
Human Lands: Human culture was born on the continent of Sarlona in a forgotten past.  They originally settled in the Lhazaar Principalities.  From there, they spread across the continent of Khorvaire, disrupting the placid elven empire of Aerenal and leaving ruined goblin kingdoms in their wake.
Dragonmarks: Humans control many of the dragonmarked houses.  House Cannith carries the Mark of Making and has a lock on the trades of repair and manufacturing.  House Orien carries the Mark of Passage, dominating the courier, shipping, and transportation trades.  House Deneith caries the Mark of Sentinel, allowing its members to dominate the field of personal protection.  House Vadalis carries the Mark of Handling, making its members foremost in the business of livestock breeding and training.


CHANGELINGS
Subtle shapeshifters capable of disguising their appearance.  They evolved through a union of doppelgangers and humans, eventually becoming a separate race.  They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will.  This ability makes them consummate spies and criminals, and many changelings live up to that potential.
Personality: In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances of success are good or the payoff is worth it.  They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it.  They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible.  In conversation, they are soft-spoken but have a gift for drawing out more information than the other party intends to reveal.
Physical Description: Changelings strongly resemble their doppelganger lineage, with only a passing nod to their human heritage.  Unlike true doppelgangers, changelings do have gender in their natural form, although they can adopt any shape they like.  Changelings have pale gray skin, and their hair is thin and fair.  Their limbs are long and slightly out of proportion compared to other humanoids.  Their faces have slightly more distinct features than a doppelganger's, including a hint of nose and lips, though their eyes remain blank white and the rest of their facial features don't look quite as finished as those on a human.
Relations: Nobody with any sense completely trusts a changeling.  Many people, however, have reason to do business with them.  Most races treat changelings with extreme caution.  Dwarves have little patience for their deceptive and subtle manner.  Halflings, on the other hand, enjoy matching wits with changelings, though they are often rivals in certain shady activities.
Alignment: Changelings of all alignments exist.  They focus on their own concerns without any meaningful regard for laws or morals (Ethical Egoism).
Changeling Lands: Changelings live wherever humans do in Khorvaire, blending in among them and living in their shadow.  They are most commonly found in the large cities of Khorvaire, where they form the backbone of the criminal underworld, though many more find respectable work as entertainers, inquisitives, government agents, and sometimes adventurers.  Changelings have no established homeland of their own.
Dragonmarks: Changelings never develop dragonmarks, though they can mimic a mark's form if not its power.
Religion: Many revere the Traveler, one of the Dark Six.  Others follow a personal philosophy of the perfect form, in which physical transformation is a mystical practice symbolizing spiritual perfection.  This philosophy is curiously amoral, and its practitioners include both assassins and saintly ascetics.
Language: Common, et al (as humans).
Names: Usually monosyllabic and seem more like nicknames, and may go by entirely different names in different social circles.  They make no distinction between male and female names.  Male & Female Names: Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yug.
Adventurers: Changeling adventurers might be fleeing from past crimes, seeking revenge for a wrong done to them, or striving for spiritual perfection through the use of their shapechanging abilities.  Others are driven to adventure through a simple lack of other palatable opportunities: Changelings who are not inclined toward crime or stealth often have difficulty finding steady work.


DEVAS
Spirits of a distant age, devas are reborn again and again and again into a world that has all but forgotten them.
Stories tell how couatls, a noble race of winged serpents, arose from the blood of Siberys and fought against demons that sprang from the blood of Khyber.  As the demons had rakshasa allies, the couatls too had comrades in this fight.  Devas, spirits of light born in mortal form, aided the couatls in their battle against the demon lords.  Destined to be continually reborn into the world, devas persist in Ebrron even now when couatls are all but extinct, and even few devas remember their ancient purpose.
Devas cling to the virtuous precepts of their ancestors, believing that anyone who drifts into evil is reborn as a rakshasa.  A few devas even assert that they are rakshasa spirits that have found redemption, though others doubt such claims.  Devas, with their spiritual nature and hatred of evil often find kalashtar to be sympathetic allies.
Deva Lands: Devas have no homeland are are extremely rare in Eberron.  A deva can go an entire life (or several) without meeting another deva.  When a deva dies and is reincarnated, he or she appears in adult form, often hundreds of miles from where he or she last lived and with only vague recollections of past lives.  Thus, instead of developing their own communities, devas dwell amid other races.  They often live among humans and are drawn to areas where evil has a strong presence, such as regions near the Mournland or along chasms to Khyber.  There, the work to stem the flow of demons and aberrant creatures.
Dragonmarks: Devas never develop dragonmarks.


DRAGONBORN
Dragonborn stand between the realms of mortals and those of the great dragons, at home in neither.
Dragonborn originate from Argonnessen.  Tales maintain that great dragonborn city-states exist in Argonnessen's interior, warring with one another over territory, over interpretations of the Draconic Prophecy, or at the behest of their dragon overlords.
In Khorvaire, dragonborn are strongly associated with Q'barra.  Long ago, dragonborn immigrants from Argonnessen formed an empire in the thick jungles of this region, conquering or annexing lizardfolk and kobold lands.  They constructed huge monuments, tamed the wild, and stood on the verge of becoming one of Khorvaire's great powers.  None can say with certainty what happened to the great empire.  It fell as swiftly as it rose, leaving behind pockets of civilized dragonborn fighting for survival in a fierce jungle.  Although the empire is long gone, dragonborn maintain a link to their storied past through their faith.  They worship the Dragon Sovereigns, the draconic incarnations of the deities of the Sovereign Host.  Evil dragonborn, on the other hand, typically worship the Dragon Below.  Although dragonborn do not directly worship dragons, they respect them as emissaries of the gods, and they deeply revere the three progenitor wyrms: Siberys, Eberron, and Khyber.  Dragonborn believe that the Draconic Prophecy is the way these ancients communicate with the dragons of today.
Dragonborn Lands: A few dragonborn travel the world as adventurers or merchants, but most of Khorvaire's dragonborn still live in Q'barra.  After centuries of eking out a living in the jungles, dragonborn communities in Q'barra have begun to thrive, forming new governments and trading with outsiders.  By contrast, a few dragonborn tribes have instead turned savage, dwelling in the wild alongside lizardfolk and troglodytes.  These dragonborn are a menace to settlements in Q'barra and Q'barra's neighbors.
A few dragonborn tribes dwell on Seren and other isles along Argonnessen.  Although few travelers ever see them, dragonborn city-states are located in the continent's interior.
Dragonmarks: Dragonborn never develop dragonmarks.


DWARVES
Natural miners and smiths, they control most of the precious metals found naturally in the northeast of Khorvaire.  Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts.  Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result.  To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
Dwarf Lands: The dwarven homeland is the Mror Holds, a loose-knit federation of otherwise unconnected dwarf clans.  The dwarves have never had a unified empire and thus have never risen to the prominence of the elves or humans, or even the goblinoids, though their control of mineral wealth has always made them important allies of the greater powers.  The Mror clans were subject to the king of Galifar before the Last War, but they seceded from Karrnath early in the war, marking the greatest degree of unity and independence the dwarves have ever possessed.
Dragonmarks: The dwarven House Kundarak carries the Mark of Warding, enabling the house to protect its vast stores of wealth and provide security for businesses and precious goods.  House Kundarak works closely with the gnomes of House Sivis in the production and verification of important documents and the like.

ELADRIN
Once believed newcomers, Eladrin have been around since the birth of the world, though they are often uncomfortable due to the horrors Eberron has recently undergone-  horrors that have rippled out to the eladrin and the Feywild.
The seven shining cities of the eladrin are called feyspires, and they have been appearing on Eberron since the Age of Giants.  At certain conjunctions between the Feywild and Eberron, the gleaming towers of the feyspires would appear, allowing the eladrin within to emerge and experience the world.  Sometimes, a few eladrin would stay, succumbing to the beauty of a place or the charms of its people.  At other times, leaving the feyspires was not a choice, such as when the giants conquered Shae Tirias Tolai, the City of Silver and Bone.  That feyspire appeared in the wilds of Xen'drik, and giants seized the opportunity to attack and take the population of Shae Tirias Tolai into captivity.  The races of elves and drow descended from these displaced eladrin.
Eladrin have had little historical or social impact on Eberron.  Before the war, when the feyspires appeared in Ebberon, their inhabitants would emerge to trade with nearby settlements.  This casual relationship with the world might have continued had the feyspires not been present in Eberron on the Day of Mourning.  On that day, the feyspires were severed from the Feywild, becoming permanent parts of the landscape of Eberron.  The displaced eladrin are now adjusting to their new circumstances or are searching desperately for a way back to the Feywild.
Most eladrin worship their ancestors, although some grant devotions to select deities of the Sovereign Host, particularly Aureon and Olladra.  A rare few who are bitter about their exile in Eberron are drawn to the Blood of Vol.
Eladrin Lands: The names and locations of the feyspires are as follows:

Dragonmarks: Centuries ago, the elves of House Phiarlan discovered the feyspire of Taer Syraen when it appeared in Karrnath.  Since then, a clan of dragonmarked elves and eladrin has arisen within the feyspire.  These elves and eladrin carry the Mark of Shadow.  Long separated from House Phiarlan, this clan is technically still part of the house, although it has offered no overt support to House Phiarlan, or its rival House Thuranni.


ELVES
Many elves are regal and aloof, concerned with plans that cover the sweep of centuries, not the petty day-to-day affairs that occupy the thoughts of other races.  A few elves are rather more down-to-earth: The elves of the dragonmarked houses have lived among humans and other short-lived races for centuries and have adjusted their sense of time to accommodate, and the elves of Valenar have rejected many of the old ways of their kind in order to take a more active and expansionist place in the world.
Elf Lands: The elves were born on the mysterious southern continent of Xen'drik, where they were slaves of the giant kingdoms.  Tens of thousands of years ago, elf slaves rebelled against their masters and eventually left Xen'drik entirely.  They settled in the fertile tropical rain forest of Aerenal.
Before the long reign of the Galifar kings, some elves decided to leave Aerenal and emigrate to Khorvaire.  These elves now live among the nations of Khorvaire and have integrated almost completely into human-dominated society.  These "civilized" elves have little to do with either the ancient Aerenal society or the newly formed nation of Valenar, though some individuals may have more of a connection to their ancestral cousins than the average Khorvaire elf.
During the Last War, the beleaguered rulers of Cyre brought elf mercenaries from Aerenal into their lands.  After fifty years of fighting on Cyre's behalf, these mercenaries claimed a portion of Cyre as their own, declaring that this land once belonged to the elves - a trading colony had been established on the mainland to trade with the empire of the hobgoblins long before the arrival of humans on Khorvaire.  This land is now known as Valenar.
Dragonmarks: The elven houses of Phiarlan and Thuranni, split during the Last War, together carry the Mark of Shadow with its powers of scrying and illusion.  They control the business of espionage throughout Khorvaire, but they also operate more legitimate businesses related to art and entertainment.  Since the split of the houses, Phiarlan and Thuranni have become ruthless competitors as each strives for dominance in the field.


GNOMES
Gnomes harbor a thirst for knowledge that can only be described as lust.  They believe that every piece of information, no matter how trivial, may someday have value.  Combined with a meticulous discipline, this love of knowledge makes gnomes superb librarians, accountants, bards, and alchemists, but this attitude has a sinister side as well.  The same talents that make an accomplished bard can produce a skilled spy, and gnome society is filled with webs of intrigue and blackmail that often passes completely unnoticed by human eyes.  Like the dwarves, the gnomes have no history of empire building, but their talents for diplomacy and espionage have allowed them to maintain their independence throughout the history of Khorvaire.  In addition to their skill as alchemists, gnomes have mastered the art of elemental binding, which they use to power the ships and other vessels the construct in the dry docks and shipyards of Zilargo.
Gnome Lands: The gnomes' homeland is Zilargo.  Known for its stores of knowledge and schools of learning, Zilargo is also a significant trading power on the southern seas.  The gnomes of Zilargo are expert shipwrights, and the mountains of the north and east hold fine gem mines.
Dragonmarks: The gnome House Sivis carries the Mark of Scribing, which grants magical abilities relating to the written word and translation.  These abilities facilitate the house's role in diplomacy, communications, and the production of secure documents.

HALF-ELVES
Half-elves are common in Khorvaire.  The race is unique to that continent, where it grew out of the earliest mingling of humans and elves.  Half-elves can be as haughty as elves, though they are more able to work comfortably with humans.  A few half-elves, fascinated with death and the practices of their Aerenal ancestors, becomes accomplished necromancers.  Others favor their human heritage more strongly, to the point of blending almost invisibly into human society.
While the majority of half-elves belong to their own distinct race, elves and humans throughout Khorvaire still intermingle and occasionally produce offspring.
Half-Elf Lands: Half-elves have no homeland, but can be found throughout the Five Nations.  They are common in Aundair, Breland, and Thrane, and a few have migrated to Valenar to participate in the establishment and expansion of this new elven nation.
Dragonmarks: Two of the dragonmarked families are half-elven.  House Lyrandar carries the Mark of Storm and operates sailing ships and flying vessels, as well as bringing rain to farmlands.  House Medani carries the Mark of Detection and offers services related to personal protection.  Since the union of elves and humans sometimes produces half-elves that are not part of the true-breeding race, a small number of half-elves can be found among the human- and elf-controlled dragonmarked houses.


HALF-ORCS
Half-orcs are rare on Khorvaire, since humans and orcs never lived in particularly close proximity.  In the small, scattered human communities of the Shadow Marches, however, half-orcs are more common, and they can be found in the western parts of the Eldeen Reaches and Droaam.  The orcs of the Shadow Marches live much as the humans do: It is a rustic life, to be sure, but a far cry from their existence as ruthless barbarian hordes in the distant past.  Half-orcs are just as civilized as the humans of the region, and often look almost human despite their size and strength.
Half-Orc Lands: Half-orcs do not have lands of their own, but live in both human and orc communities in the Shadow Marches, the Eldeen Reaches, and Droaam.  Some have even found a place among the other nations of Khorvaire, especially in the larger towns and cities.
Dragonmarks: House Tharashk is made up of half-orcs and humans, and it carries the Mark of Finding.  The house's business focuses on investigation and prospecting for dragonshards.

HALFLINGS
In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains.  The heritage of the nomad also serves more urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers, and criminals.  The tribal nomads of the plains can sometimes be found in the cities, but often the halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.
Halfling Lands: Halflings originated on the Talenta Plains and still thrive there, continuing the nomadic traditions they have practiced for thousands of years.  Technically subject to Galifar before the Last War, many halflings of the Talenta Plains spread to the extent of civilization, and halflings are now found in every city in Khorvaire.  They bring their glib tongues and quick minds to whatever trades they choose to follow.
Dragonmarks: The halfling House Ghallanda carries the Mark of Hospitality, granting its members magical ability related to food, drink, and shelter.  Members of this house operate inns and restaurants, prepare food for royalty, or conjure food for their fellow nomads in the Talenta Plains.  House Jorasco carries the Mark of Healing, enabling its members to provide curative services in cities throughout Khorvaire.


KALASHTAR
The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species.  They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs.  Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more.  Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans.  Today, new kalashtar are born, not possessed: neither spirit nor human, they are a new race that breeds true.
It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired, while leaving their own bodies behind - much as mortals project their minds to Dal Quor when they dream.  For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to oppress the kalashtar.
Personality: As a true hybrid of human hosts and quori spirits, the kalashtar possess keen intellects but are not ruled by logic.  They seek the perfection of their minds and spirits, often to the exclusion of any physical pursuits.  They are generally warm and compassionate, but their manners and ways of thinking are alien to the native races of Eberron.  They are more interested in psionics than in the magic that pervades Khorvaire, and often lace their discourse with esoteric terms such as "matter," "kinetics," and "ectoplasm."
The kalashtar are outcasts from their home plane and can never return there - not even in dream.  The combination of life in exile and a dreamless existence makes the kalashtar slightly inclined toward madness, and some have speculated that the kalashtar devote themselves to psychic and physical discipline in order to keep themselves safely sane.
Physical Description: Kalashtar appear very similar to humans, but they have a grace and elegance that makes them seem almost too beautiful.  They are slightly taller than the average human, and their faces have a slight angularity that sets them apart from the human norm, but these deviations only make them seem more attractive.
Relations: Kalashtar are born diplomats and relate fairly well to individuals of all races - except, of course, the Inspired.  They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselves strongly drawn to other races instead.  They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.
Alignment: Kalashtar are generally lawful good.  They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.
Kalashtar Lands: The kalashtar homeland is a region of Sarlona called Adar, a land of forbidding mountains and hidden fortresses in the southern portion of the continent.  Even in Adar their numbers are small, and the number of kalashtar found in Khorvaire is much smaller still.  However, they can be found in many of the largest human cities.  The largest kalashtar population in Khorvaire is in the city of Sharn.
Dragonmarks: Kalashtar never possess dragonmarks.
Religion: Kalashtar do not follow gods, but they have their own religion, called the Path of Light.  The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or "the Great Light."  Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron.  Though il-Yannah is not a deity, its few clerics draw power from the Path of Light.  A greater number of devout followers of the Path of Light are psions and psychic warriors.
Language: Kalashtar speak Quor, the language of the quori, and the common tongue of their homeland (Common in Khorvaire, or Riedran in Adar).  Quor is a hissing, guttural tongue more suited to the alien forms of the quori than their humanoid hosts.  It has its own written form, a flowing, elegant script with many circular letters.
Names: Kalashtar names have much in common with the name of their people.  They are three to five syllables long, with a combination of hard and hissing consonants.  Male names end with one of the masculine name suffixes -harath, -khad, -melk, or -tash.  Female names use the feminine suffixes -kashtai, -shana, -tari, or -vakri.  Male Names: Halkhad, Kanatash, Lanamelk, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.  Female Names: Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thatari.
Adventurers: Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world.  Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer.  Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few - primarily those advanced along the Path of Light - are driven by their compassion for all living beings and their desire to fight darkness in whatever form it takes.


SHIFTERS
Shifters, sometimes called "the weretouched," are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire.  Shifters cannot fully change shape but can take on animalistic features - a state they call shifting.  Shifters have evolved into a unique race that breeds true.  They have a distinct culture with its own traditions and identity.
Personality: The personality and behavior of shifters are influenced by their animal natures.  Many are boorish and crude, while others are quiet, shify, and solitary.  Just as most lycanthropes are carnivores, shifters have a predatory personality and think of most activities in terms of hunting and prey.  They view survival as a challenge, striving to be self-reliant, adaptable, and resourceful.
Physical Description: Shifters are basically humanoid in shape, but their bodies are exceptionally lithe.  They often move in a crouched posture, springing and leaping while their companions walk normally alongside.  Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns (in both sexes).  Their forearms and lower legs grow long hair, and the hair of their heads is thick and worn long.
Relations: Many races feel uncomfortable around shifters, the same way they feel around any large predator.  Of course, some grow to appreciate individual shifters despite their natural aversion, and halflings in general get along with them well.  For their part, shifters are accustomed to distrust and don't expect better treatment from members of the other races, although some shifters try to earn respect and companionship through acts and deeds.
Alignment: Shifters are usually neutral, viewing the struggle to survive as more important than moral or ethical concerns about how survival is maintained.
Shifter Lands: Shifters have no land of their own.  Being descended from human stock, they live in human lands.  Unlike changelings, however, shifters often live in rural areas away from the crowded spaces of the cities.  They are most commonly encountered in the Eldeen Reaches and other remote areas that can be found in all the nations.  Many shifters earn their way as trappers, hunters, fishers, trackers, guides, and military scouts.
Dragonmarks: The fact that none of the dragonmarked houses includes shifters cements their place outside the mainstream of society.
Religion: Most shifters incline toward the druid-based religion of the Eldeen Reaches, believing in the divine power of the earth itself, the elements, and the creatures of the earth.  Those shifters who revere the pantheon of the Sovereign Host are drawn toward the deities Balinor and Blodrei, while other shifters follow the Traveler.  Shifters rarely worship the Silver Flame.
Language: Common, and rarely learn others.
Names: Use the same names as humans, often ones that sound rustic to city-dwellers.
Adventurers: Moving from the rugged, self-reliant life of a shifter trapper or hunter to an adventuring life is not a big step.  Many shifters find themselves embarking on adventuring careers after something happens to disrupt their everyday routines - a monstrous incursion into their village or forest, for example, or a guide job gone sour.


TIEFLINGS
With blood tainted by the diabolical pacts of their ancestors, tieflings remain one of the most enigmatic races of Eberron.  Some have truly broken free of the shackles of their heritage and seek to right the ancient wrong that birthed them, while others continue the schemes of their infernal ancestors.
Eberron's tieflngs arose from the corrupted bloodlines of the Sarlonan nation of Ohr Kaluun.  A culture steeped in arcane lore and obsessed with eldritch knowledge, many of its leading citizens entered into pacts with devils.  What they sought - knowledge, power, and immortality - was secondary to any consequences their descendants might face.  When the Inspired sought to wipe out unauthorized magic from Sarlona, Ohr Kaluun fell, but not before many tieflings fled to other lands.
Some tieflings follow in the traditions of their ancestors and worship devils, while others join Khyber cults or pay homage to the Dark Six.  Those tieflings who rebel against their past often revere the Sovereign Host or the Silver Flame, or follow various druidic traditions.
Tiefling Lands: Many tieflings who fled Ohr Kaluun went to Khorvaire.  The largest population of tieflings founded the Venomous Demesne in the Demon Wastes, but tiefling populations also survive in the Shadow Marches, Droaam, the Eldeen Reaches, and even rural parts of Aundair.
Dragonmarks: Tieflings never develop dragonmarks.


WARFORGED
Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction.  With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature - living constructs.
Warforged are renowned for their combat prowess, their size, and their single-minded focus.  They make steadfast allies and fearsome enemies.  Earlier warforged models are true constructs; some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan.
Personality: The warforged were made to fight in the Last War, and they continue to fulfill their purpose with distinction.  They fight fiercely and usually without remorse, displaying adaptability impossible for mindless constructs.  Now that the war has ended, the warforged seek to adapt to life in this era of relative peace.  Some have settled easily into new roles as artisans and laborers, while others wander as adventurers or even continue fighting the Last War despite the return of peace.
Physical Description: Warforged appear as massive humanoids molded from a composite of materials - obsidian, iron, stone, darkwood, silver, and organic material - though they move with a surprising grace and flexibility.  Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape.  In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways.  The warforged themselves seem unconcerned with matters of gender.  They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.
Unique among constructs, warforged have learned to modify their bodies through magic and training.  Many warforged are adorned with heavier metal plates than those their creators originally endowed them with.  This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.
Relations: As the warforged strive to find a place for themselves in society after the Last War, they simultaneously struggle to find ways to relate to the races that created them.  In general, the humanoid races of Khorviare regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible.
In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war.  Throughout the rest of Khorvaire, they have freedom but sometimes find themselves as the victims of discrimination, hard-pressed to find work or any kind of acceptance.  Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but other seethe with resentment against all other races as well as those warforged whose only desire is to please their "masters."
Alignment: Warforged are generally neutral.  They were built to fight, not to wonder whether fighting is right.  Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Warforged Lands: Warforged originated in Cyre before its destruction and have no homeland.  Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg.  A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races.
Dragonmarks: The warforged never posses dragonmarks.
Religion: Just as most warforged are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion.  Some warforged have found a kind of answer to the question of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind.  A large number once gravitated to a messianic figure called the Lord of Blades, but after his death there are more disenfranchised warforged than ever.
Language: Common.
Names: Warforged do not name themselves and only recently have begun to understand the need for other races to have names for everything.  Many accept whatever names others seem fit to give them, and warforged traveling with humans are often referred to by nicknames.  Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
Adventurers: Adventuring is one way that warforged can fit into the world - at least as well as any adventurer ever fits in.  In the wilds of Xen'drik, the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep your companions alive.  A fairly large number of warforged choose an adventuring life to escape from the confines of a society they didn't create and at the same time engage in some meaningful activity.