The racial information for my 4th edition dnd campaign is up on Zippo's forum. For those who have no accounts there and are playing, though I dont think there are any, and for those who are interested in what I have as an exercise in seeing me write "fiction" it is reposted here.
Here is some of the lore for my campaign. Each race here has another paragraph for people who are playing it titled "what you know", which people can have once they pick a race. Until I give it to you you can change it up, after I'd prefer if you didn't.
If there is something you would like to see that isn't here feel free to mention it, and if there is something you want to change mention it. I will note up front that I'm missing halflings because I have yet to figure them out in my head, and that I dont like my elves at the moment, leaving them subject to revisions which are either minor or biblical in scope.
General information:
This is a world of city-states, islands of civilization in an ocean of monster infested wilderness. 300 years ago most of the continent was ruled by the old empire of Arn'dhovar from its capital of Xeth and fell under the rule of nobles both tiefling and Human. However the empire was swept away by infighting, the rise of mighty hordes, and the attacks of fell beings. Magic, both clerical and divine, is common enough that most people are familiar with it and thus do not view spellcasters untrustworthy, but it is not so common that wizards, clerics, and warlocks await on every doorstep.
Dragonborn
Exports: Precious stones, Ivory, Mercenaries, foodstuffs.
What everyone knows: The Dragonborn of the northern lands are a warlike people brutal, skilled, and bloodthirsty. However they are also honorable to a fault in their dealings with others. The Dragonborn trade with their southern neighbors in the human, elven, and Dwarven lands but have tended to raid the settlements of the Teifling kingdoms. The exception to this is the Scalesworn Guard. An elite unit of Dragonborn mercenaries who guard the Teifling Caliph Zzarthress in his southern capital of Al-madinah. Un-bribable, deadly in single combat, utterly fearless on the battlefield, and fearsome of aspect this fell unit is the exemplar of the Dragonborn mercenary unit.
Dwarves:
Exports: Artwork, historical texts, manuscripts, literature, skilled tradesmen/women, scholars, lore. The Dwarven kingdoms are mostly self sufficient, but their peoples are the best educated of the civilized lands. They were once renowned for exporting arms and armor but most clans ceased in the wake of hostilities with the human and Tiefling populated empire. Dwarven weapons and armor remain a byword for quality, but are rare and expensive these days.
What everyone knows: Dwarves revere family, you would be better off killing a dwarf than hurting his family. The Dwarven kingdoms are lands where religion rule, serving Moradin is the highest calling of Dwarfkind and all Dwarves revere their kith and their deity above all other things. The Dwarves made enemies of the empire of Arn'dhovar and fought a bitter religious war with them, a war which kindled distrust which lasts to this day.
Humans
Exports: Mostly foodstuffs, weapons, and raw materials derived from agriculture. The humans trade extensively in the basic necessities of life, their kingdoms are a breadbasket to the world.
What everyone knows: The human kingdoms were once a part of the fallen Tiefling ruled empire of Arn'dhovar. Their kingdoms are of moderate size and minimal power individually but have, in the past, tended to band together in the face of encroaching enemy forces. Humanity tends to be seen as mercantile, militaristic, and class conscious. The rulers of the kingdoms of men are ambitious, but tend to honor their word.
Tieflings:
Exports: Silk, spices, luxuries, drugs, slaves, servants, assasins.
What everyone knows: The Tiefling lords of Arn'dhovar once ruled as the highest nobles and civil servants of a massive empire which ruled much of the world. However, war with the Dwarves, general dissatisfaction with their rule and practices, and the appearance of powerful barbarian tribes brought their rule to an end. Tieflings are, as a whole, descended from nobles/upper servants who forged fell pacts to strengthen their lines. They are fell, powerful, dangerous, and always breed true. However though this heritage does lead to certain tendencies it would be unwise to assume that all Tieflings fit a single mold any more than their human counterparts. It is worth noting that since the fall of the empire proper the Tieflings have moved south forging a kingdom in the hotter desert climates of the southern region of the continent. This caliphate is a land of politicking, jockeying for position, and luxurious wealth brought by the export of rare treasures. It is also more powerful than any three or four human kingdoms and is willing to use that might to see its policies through. Those Tieflings who remained in the "human kingdoms" represent a powerful group of merchant princes and their servants, well educated, wealthy, and well armed. They seek to rule their respective city-states, and many do.
Elves:
Exports: Wooden products, fruits, weaponry (mostly bows and arrows, in small amounts.), magical implements, skilled scouts and trackers.
What everyone knows: The elves were once a power in the world, their empire held as much might as the land of Arn'dhovar at its peak, but it disappeared centuries before that kingdom's fall into ruin. There are still elves in the forests, and travel through their lands without permission is hazardous in the extreme. It is clear to scholars that there are two distinct kindreds of elves, the so called "Wood Elves" who are the more commonly encountered elves of the world, and the so called "high elves" who appear less frequently in the lands of humanity. Regardless both kindreds are known to be insular, deeply rooted in the natural world, and as skilled in battle as they are fearless of evil.
Half Elves: Half-elves have no distinct society, for all that they are a race which breeds true. There are three subsets of half elves, those raised in human lands, those raised in elven lands, and those from teh half-elven merchant clans. Those raised among humans and elves each hold the values of their respective cultures. The half elven merchant clans deal with the import and export of materials throughout all lands, their natural ability to see the other person's point of view having allowed them to create excellent relationships of all trade partners of all races. If you need it, odds are good a half elven merchant can provide it, but you will pay a premium for receiving it. The sole exception to this is magical weaponry, which the houses deem too likely to create ill will to be worth the potential profits.
So there you have the races, I want character concepts from people who've not given me one asap please.