All sentient beings suffered greatly in the cataclysms during and after the Arcana Wars, some much more than others. Visible relics of those conflicts are the so-called Genesis races, descendents of magically augmented soldiers created by the various factions. Sentient and viable, though rare and often persecuted, none of them have specific homelands or kingdoms, and beyond the rare, hidden small communities, they can be found individually in all walks of life.
Most of these races are scorned as reminders of the Arcana Wars, though with the fall of the Avernian Empire, many are making friends and allies where they can find them. Though in general they are suspicious of each other just as much as anyone else, all races have individuals that will either transcend this prejudice or simply not care.
Dragonborn: One of the Genesis races, it is speculated that the Eladrin created the Dragonborn by crossing captured human stock with the donated essences of their dragon allies, though none save the Eladrin know for sure, and they are gone. Though most are too noble to give any thought to joining the Craggen, the need for survival has driven a few captured mercenaries to serve or die.
Dwarf: If any race could be said to have suffered least of all in the cataclysms of the Arcana Wars, it would be the dwarves. Nearly all of their mountain strongholds endure, deep within the continents that now float in the sky. Though many factions of dwarven elders would council the traditional policies of reclusion and isolation, many dwarves recognize the need to be back out in the world, combating the Craggen threat. Though they severely dislike flying as a rule, the dwarves hold the only known remaining fleet with even a chance of delaying the Craggenwafte armada. Many of the more outgoing dwarven societies have taken smaller gnomish communities under their protection for mutual aid and innovation.
Eladrin: None have seen or heard from the Eladrin since the Arcana Wars; their name known only for the sake of their surviving creations and the legends regarding the raising of the continents. Most legends paint them as tragic heroes, obliterated by the magics unleashed by the reckless and vastly more numerous human wizards. Most sentient beings believe that none survived.
Elf: With much of their beloved woods devastated by storms or long lost, the Elven people find their way of life threatened, but not yet gone. They work hard to replant their trees and defend their borders, though it may only be a matter of time before they and their forests become fodder for the Hobgoblin war machine.
Gnome: Though the gnomish wizards (a significant portion of their population) were equally devastated in the Arcana Wars as any, gnomish industry was almost as quick to adapt to the new world as the Goblins’. Though their designs tend toward the more reliable, their lack of rapid breeding has led them to become outpaced by the goblins through sheer numbers. Still, their designs were well appreciated by the Empire, and remain integral to the Dwarven Home Guard. Their close relationship with the dwarves lets them share in their hatred of the conquering hobgoblins, and the rivalry between gnomish engineers and even independent goblin designers can be cutthroat in the extreme, as evinced by the constant competition between the GIPTA and Promontory Point.
Goblinoid: With the fall of the last human Empire to the Hobgoblin armada, the goblin races, or Craggen, in their own parlance, wax ascendant. Hardy, organized, militaristic, and merciless, they, of all races, have most adapted to the new world. Their culture thrives on strict hierarchy and swift, brutal punishment, as taught by Bane, their nearly ubiquitous patron god. Though the larger hobgoblin and bugbear variants are found almost exclusively within the greater context of the Hobgoblin war machine, smaller goblins can be found anywhere, and are the most likely of the goblinoids to be neutral to other races, plying their industry and commerce, especially those that have escaped slavery at the hands of their larger cousins. The most famous examples of the independent goblins include the trade city of Promontory Point and their Merchant Marine fleet.
Half-Elf: Displaced as ever, the children of humans and elves are even rarer these days due to the lack of humans as well as the lack of elves, not to mention their mutual lack of interaction. Most of them will follow the fate of the humans. Only rare and ancient songs ever tell of half-eladrin.
Halfling: Traditionally wanderers and adapters, the Halfling way of life has not been as threatened as that of some other races, though their individual lives are equally in danger from the Hobgoblin armies. They have no homeland of which to speak, but can be found in small numbers and communities in nearly any land, most especially in the rocky southern valleys around the GIPTA.
Human: The last human lands have fallen, or are not long for this world. Once the most populous and adaptable of races, the legends say the Arcana Wars were started and fought mainly between wizard-ruled human nations, and their devastation hit the greatest of the human empires first, worst, and longest. The one empire to reasonably endure the transition to the sky fell due to internal corruption (both mundane and fiendish, the histories say). Avernia, the Empire founded over six hundred years ago by refugees fleeing from that land, was very recently conquered by the vastly superior Hobgoblin Armada, its people slaughtered, enslaved, or forced to flee.
Humans are widely considered by many to be the cause of the current state of the world, and are very rarely welcome anywhere. What few treaties the late Empire held with the other free peoples may have evaporated with the fall of Vigil. Because of this current attitude, their lack of a position of strength, and their and their oft need of charity, they are the most reviled and desperate of any surviving race. The few exceptions to this rule include privateers and traders that did not make a home within Avernia. Special consideration should be given to the surviving Oathsworn, whom alone might still curry a modicum of hard-earned respect with some races, though their forthright doctrine of helping humans first and allies second will continue to be a diplomatic hindrance.
Shifter: Another more subtle Genesis race, many theorized they were extracted from humans crossed with captured lycanthropes, to serve as scouts and trackers. Many shifters could pass for human, though few would want to do so. Shifters are most at home in the wilderness, far from civilization, and many tend to wax slightly feral over the course of their solitude. Most shifters can pass for human with only modest effort, though their natures become readily apparent when threatened.
Tiefling: Descendants of evil extraplanar beings summoned by wizards and warlocks to do battle on the material plane, Tieflings are not one of the Genesis races (technically), but share equally in their status. Their penchant for arcane magics and fiendish appearance further alienate them from other societies.
Warforged: Once the most numerous of the genesis races, the dwindling Warforged are a unique race, even amongst the Genesis races. Though, by general consensus, they are alive, they do not age, and cannot procreate through any known means, as the secrets of their construction have been lost. Though one of them could ostensibly live on indefinitely, many are called to the ongoing conflicts by their very nature, and thus have proven just as mortal as anyone else. Most of those remaining were in the process of being created during the end of the Arcana Wars, and have only within living memory have been awakened by their brethren and become active. Warforged scholars can often be found scouring the ruins of old arms depots dating back to the end of the wars, looking for caches of their yet unawakened bretheren.
Martial Classes: Found amongst every race and faction, whether sworn knights, conscripted soldiers, or talented mercenaries, these heroes can be found anywhere their talents are required, fighting in the front lines or scouting far in front of them.
Divine Classes: Faith is in short supply these days. Most of the worshippers of the traditionally human gods are long dead, the survivors refugees without a home. The one exception seems to be the church of Moradin, sequestered deep within the dwarven homelands, and not often evangelized to other races. Besides the dwarven clergy and the chaplains of Bane amongst the Craggen, the followers of any faith now walk a hard and lonely road, their flocks dwindling through attrition or apathy. Yet, walk those paths they must, for only through the spreading of the message of the gods of good will justice and harmony be preserved for the free peoples of the world.
Primal Classes: The world is not as it should be. The oral traditions of the guardians of natural order preserve enough of the nature of the world from before the Great Devastation to know the general status of the lands for the blasted, ruined wastes they are. Too long have they fought a defensive action against the encroachment of industry and the storms. No longer is the sequestered defense of their few remaining deep forests enough. A solution must be found, and it can only be found if those with the will to endure long enough to do so.
Arcane Classes: Wielders of arcane might are in short supply. Despite the passing of several generations, prejudices still run deep against those that would bend arcane power to their will, and institutions dedicated to the training of new arcane students are slim to none. Still, any leader of experience recognizes the usefulness of an arcane practitioner, and given their scarcity in the modern world, most often go out of their way to recruit them, though ensuring they are given minimal privileges, and are watched very, very closely.
One should note that training in Arcane matters does not necessarily mean channeling them; academic arcane knowledge and ritual casting suffer little such stigma.
-Artificer: The one Arcane role not wholly persecuted, the Artificer gains some limited acceptance as one whom studies the arcane arts academically, but does not channel them directly through their person, rather using outside foci. Depending on the observer, this distinction is not always recognized.
-Sorcerer: Uncontrolled and inherently dangerous, sorcerers are born talented. They wield powerful arcane elemental forces not through training and study as wizards once did, but through brute force of will. Though often persecuted and put to death, their raw power can be devastating should they survive long enough, and are valuable to specialized auxiliary units, whom also are specially trained to take them down in the event of their sudden betrayal or descent into madness. (See below: Grenadier)
-Warlock: The Feywild and Shadowfell are known sources of the corruption of the world, or so common folklore would have it. As the lands drift, the stars remain the only true measure of the passage of time, and those warlocks dedicated to the stars might be accepted as prophets or madmen, but are less likely to be accosted, out of fear if nothing else. Tieflings remain some of the most successful, though not subtle of warlocks, and many humans with an aptitude for magic may take up this path in the absence of wizarding paths.
-Wizard: There are no wizards. The human wizards destroyed themselves and the eladrin during the Arcana Wars. Any of those that could actually find the lore of the wizards or displayed such talent might be hunted down and destroyed. Hypothetically, any surviving eladrin might retain the ancient lore, and humans and gnomes would also have the same potential as in the past for it. (See below: Tinker)