Humans are the dominant race. All other races are few and rare, having been wiped out by disease or war. The non-human races have isolated themselves and their societies are on the decline. A few rare individuals however have left their racial homes to explore and adventure in the wider world for various reasons. These individuals are the exception and not the rule. Their homelands can be xenophobic to outsiders. Non-humans living among humans are usually ignored at best or persecuted at worst. There is prejudice and non-humans can be the scape-goats for everything from bad weather to soured wire. In Throxia, attitudes are generally neutral in regards to non-humans since it is a major City State that sees it's share of beings from elsewhere from time to time.
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Camotzi, Draconic, Gnoll, Gnome, Thraan.
Thraan begin play speaking Common and Thraan. Thraan with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Half-Elves are the product of very rare unions between humans and elves. The prejudice they receive is probably more prevalent in Xhuul than other game worlds. Mechanically, they are the same as half-elves in the rule-book.
Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Defensive Training and Hatred: Replace with Warden of Nature racial trait (APG pg. 23).
Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Thraan.
Dwarves are the degenerate descendants who have lost the glory and knowledge of creating the great stone and metal-working skills of their ancestors. Dwarves are extremely xenophobic and have isolated themselves from the world. They dwell in their underground holdings, jealously guarding their knowledge and preserving the relics of their past as best they can. If they find any non-dwarf who has a relic of dwarven craftsmanship, they will demand that item be surrendered to them as it belongs to dwarves only. To refuse them will invite certain death. Mechanically, they are the same as dwarves in the rulebook with the following changes:
Defensive Training: Since there are no Giants in Xhuul, this racial trait should be swapped out with Deep Warrior (APG pg.11)
Hatred: Since there are no orcs or goblinoids in Xhuul, the bonuses for Hatred would apply instead to Camotzi. As an alternative, you can swap it out with Ancient Enmity (APG pg. 11)
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Aklo, Camotzi, Gnome, Terran and Undercommon.