Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Theralis and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.
Please see the Open Gaming License for the appropriate legalese.
Humans are the baseline, and are pretty much what you would expect.
Orcs range from six and a half to eight feet in height, and weigh between 300 and 500 pounds. They are treated as Medium creatures (barely), but gain the following attribute modifications: STR +4, CON +2, INT -4, WIS -2, CHR -2. Orcs have bestial sense of smell, and can track by scent (+2 circumstance bonus to tracking rolls, and the ability to identify people by smell with a Spot check). It costs 5 class points from the first level points to be an orc.
Humans and orcs are closely related, and can even interbreed (although the results, like mules, are sterile). These two are the most populous of the many races, and the most common. For the most part, humans are civilized and orcs are barbaric, but the occasional orc has been raised by humans and vice versa.
Half-orcs are sterile cross breeds between human and orc. They are closer to their human parent in size, and a bit brighter than their orc parent. They gain the following attribute modifications: STR +2, INT -2. Half orcs lack the sense of smell due their orcish heritage.
Ellini are a rare human birth. They are smaller and more slender than their human parents, and live to incredible lifespans. Most ellini end up being pushed into esoteric fields of study, although a few have become great leaders. Attribute modifications: STR -2, CON -2, INT +2, WIS +2, CHR +2. Ellini have unusually keen senses (+2 sense bonus to Spot and Listen checks), lowlight vision, and long lifespans (all year values x2 for aging purposes). It costs 15 class points from the first level points to be an ellini.Wolvers are another type of rare human birth. Wolvers resemble particularly hairy and charismatic humans. They can shapeshift into a wolf, and often become servants of Atmos. Attribute modifications: INT -2, CHR +2. Wolvers have unusually keen senses (+2 sense bonus to Spot and Listen checks), lowlight vision, and a bestial sense of smell (+2 circumstance bons to tracking rolls, and the ability to identify people by smell with a Spot check). They can also shapeshift into a wolf form, with the stats shown below. It costs 25 class points from the first level points to be a wolver.
STR +2, DEX +2, INT -4, WIS -2. Movement 50 feet, bite 1d6, natural armor (fur) DR +2/-, keen senses, lowlight vision, bestial smell.
Phastini are a rare human birth, although it is rumored that they are the result of a baby rolling into the hearth fire and being touched by Phastas (hence their name). Short, strong and tough, the phastini often become great crafters, although whether this is culturally motivated is difficult to tell. Attribute modifications: CON +2, CHR -2. Phastini have a base movement rate of 20 feet, dark vision, and gain a +4 bonus on all crafter related skills. It costs 10 class points from the first level points to be a phastini.
Dragons (NPC): All dragons in Theralis are based around the red dragon, but with a druidic bent, high tracking and stealth skills (dey move quiet for a big lizard), and a strong sense of duty to the natural world. They are noble creatures, but they don't think twice about frying an uppity human who damages the wilderness needlessly. At the same time... they recognize the need for a certain amount of civilization, and many hero-leaders of mythology founded their cities after making bargains with a dragon for the land.
Kobolds (NPC): A very small race of reptilian humanoids, kobolds are generally found in the service of dragons. Their exact roles vary with the dragon, from rubbing oil in its scales to forming warbands to constructing elaborate traps. Not all dragons keep kobolds in service, and some kobold communities exist separately from dragons.
Giants (NPC): Although rare (in a vein similar to the giants of English mythology), giants do exist. They are typically 16-20 feet tall, immensely strong, and rather stupid. There is no viking-esque division of types (frost, fire, etc.), they just are. Individuals often have deformities which make them seem distinct, however (cyclops, ettin, etc.).
Extradimensional Creatures (NPC): There exist at least three distinct "shadow worlds" which occasionally connect or interact with this one, and all are horrible. The primary known races of each are the eye tyrants, the spiderkin, and the illithid. Fortunately, they interact with each other about as often, and are weakened by their wars with each other. Each generally seeks to conquer all others, and many heroes have been made (and killed) in defeating their plans. Of course, humanity has had its own share of would be world conquerors who desired to take their worlds.
Elementals (NPC): Servants of the Big Four of the major arcana (Xeras, Peladas, Hethas and Phastas), elementals vary wildly in form and function, from the "proper" elementals to the xorn, salamanders and similarly themed creatures.
And more as I need to add it, so long as it fits the world view.