The most common race in the lowlands of the region. Humans are concentrated in Alans Crossing, Bridgewater, and Boldstone Keep. Human families can be found plying any trade from isolated rural ranchers to urban lordlings. Martial classes are most common among Human adventurers. The Human Arcane tradition was all but annihilated with the fall of the only provincial Wizard’s guild and academy in Gurath Kel. Divine classes are also in short supply due to a general crisis of faith growing from the decline of the region although a promising young priest of Erathis has recently revived the temple in Alans Crossing.
Dragonborn may be found anywhere in the region however they are few in number, to the extent that every mature Dragonborn knows (by name if not by face) every other adult in the province. They seek to live their lives as best they can, with little of their culture left outside of incomplete oral histories.
Concentrated within Drana Deep where they occupy a typically insular Dwarven subterranean city focused around family, mining, and smithing. Those found in Alans Crossing typically have a history as merchants working directly for Drana Deep or craftsmen for hire.
Eladrin have had no direct contact with any but the Elves for several Human generations. As a whole they remain cloistered in the Feywild, accessible only with the aid of fate or an Elven guide deep in Farwood Forest. An Eladrin character would likely be mistaken by most as an Elf.
Elves maintain infrequent contact with the Humans at Alans Crossing. They consider Farwood Forest to be their exclusive domain and sell their services to the Humans as woods guides. They also keep loose ties with their cousins, the Eladrin.
Half-Elves have a proud history in the unification of the region in to a new Gurian culture under the banner of Nerath. A small number of Half-Elves still hold positions of prominence in Alans Crossing and Bridgewater. Others serve as traveling bureaucrats and messengers conducting official business between the remaining settlements of the land.
Perhaps no other race has suffered as much since The Scourge as the Halflings. Once the linchpin of the trade network funneling provincial resources to port at Gurath Kel and Nerath beyond they have fallen in to poverty and strife. The two clans which struggle to make their living ferrying goods along the waterways were once closely bonded cousins. Competition for resources has made them in to bitter rivals. While outright violence is rare it is common for the rival clans to attempt to sabotage and undermine one another. Many Halflings, with no trade to sustain them, have sought refuge in Alans Crossing where they live as squatters in shanty huts and sewers. This emerging culture of urban Halflings is firmly under the thumb of a new generation of criminals who have begin to organize their fellows as a broader underworld network. Nearly all Halfling Player Characters would have a mercantile or criminal background.
Few in number and largely mistrusted. The Fey of Farwood Forest still hold their kind accountable as turncoats who aided Buliwyf and his horde so long ago. The Dwarves of Drana Deep still hold accounts dating back to the ruin the Tieflings wrought upon the land during their war with Arkhosia. Given safe refuge by the Nerathi colonials all known Tieflings in Dal Gurath now occupy human settlements such as Alans Crossing or Bridgewater.
No Deva has manifested in Dal Gurath since the time of Alan and the first Nerathi settlers. Any Deva Player Characters would be mistaken as something else by nearly all current inhabitants of the land.
Goliaths are wholly unknown to all the peoples of Dal Gurath.
Most hold the foul sorcery of Buliwyf to blame for the creation of the first Half-Orcs, bred to command savage Orc war bands for their Hobgoblin masters. It is rumored that some still survive as great chieftains beyond the Whitecap Mountains. Occasionally a Half-Orc may be born of two Human parents as a genetic throwback to some ancient intrusion on their Human bloodlines. These are often slain immediately as infants and proclaimed as stillborn lest the parents be shunned as tainted.
Individuals and small family clans roam Farwood or the deep grasslands of the region. Conflicts with the Elves of Farwood has led to unease between these two peoples. At the height of Nerathi influence some Shifters became trusted trappers, scouts, and guides for the Empire.
General errata for all races:
Attributes will not be rolled, use standard point buy.
The campaign (and by proxy the characters) begin in Alans Crossing.
Develop relationships with at least two other player characters in to your backstory.
Religion tends to be casual and pantheistic. The average human, for example, is not terribly devout but may offer prayers or more formal offerings to any of the gods as appropriate for the time and/or circumstance.
Content from non-core sources including Eberron, Forgotten Realms, and the DDI magazines needs to be approved prior to implementation in your character.