In my home-brew world of Xhuul, we are using the Core Rulebook races only, but with a few mechanical tweaks and re-skinning to fit my world better.
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.
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Elf |
Elves are more tribal, much like Wild Elves in earlier editions of D&D. They keep to themselves and do not like outsiders encroaching on their territory. They don't follow any gods, but do believe in nature and elemental spirits.
In game terms, they are mechanically the same as elves in Pathfinder.
Elves begin play speaking Common and Elven. Elves with high
Intelligence scores can choose from the following: Camotzi, Draconic,
Gnoll, Gnome, Thraan.
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Thraan
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Thraan:. Thraan are re-skinned Half-Orcs. There are no 'Orcs' in Xhuul, so the term
Half-Orc does not apply. In game terms, they are mechanically the same as half-orcs in the Core Rulebook, except they look like the Goliaths from 3rd Edition. The
Thraan were created in the distant past by wizards to serve as shock
troops for the wars of the distant past. They did breed true among
themselves but cannot breed with any other race outside their own.
They have over time developed their own culture, though it is somewhat primitive.
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.
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Halfling |
Halflings are probably the more numerous of the non-human
races. They tend to live in the human city-states, where they are
treated like second-class citizens and usually do all the menial work
and labor nobody else wants to do, such as rat-catching,
sewer-cleaning or garbage-collecting. These menial jobs tend to take
them into parts of the city nobody else goes and digging through
other people's trash tends to reveal secrets and knowledge others
don't know about. As such, Halflings are viewed as smelly and
unclean, given the type of work they normally do. Sort of like the
caste of the Untouchables in ancient Indian society. Mechanically,
they are the same as halflings 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)
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Gnome |
Gnomes are a true oddity in Xhuul. For a grim and savage
world, they have a unique positive outlook and are very curious
child-like beings. They claim to be from another realm, but they
have not been able to prove it, so most people see them as a little
crazy. Gnomes do not tend to group in large communities. They
wander around in small family groups much like Gypsy clans. As such,
they are regarded as con-artists and swindlers and not to be trusted
in civilized areas. In rural and wilderness areas, they would be
more like an isolated tribe like the elves. Mechanically, they are
the same as gnomes in the rule-book with the following changes.
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.