In the beginning was the Astral Plane, and in it were the First Gods. Together they created the three Prime Planes, Material, Ethereal, and Shadow, and populated them with their creations. At some point, for some unknown reason, perhaps a squabble or disagreement, the Two-Faced God departed back to the Astral Plane and never returned. The Earth God loved his creation dearly, and all of the creatures of the world lived in harmony.
Then, from outer darkness, the aboleths and their gods came. The peace of the Earth God's creation was shattered. The aboleths enslaved the mortal races and crossbred them to create orcs, ogres, and all the savage demihumans that plague the world even today. Their gods, the gibbering Elder Evils, slew the Earth God and dismembered him. All was lost.
Then, the Earth God's essence coalesced into the Primal Elemental Gods. From his blood came Issatur, god of fire. From his tears came Anzanu, goddess of water. From his body came Abnuir, god of stone. From his dying breath came Manitu, goddess of air. From his love came Napistu, goddess of life, and from his pain came the Great Obscene, Palakku, god of death.
The new gods fought the Elder Evils and banished them to outer darkness, then taught the Earth God's creations to fight as well. United, the mortal races overthrew the aboleths and cast them into the sea, where to this day they hide and plot their revenge.
The Primal Elemental Gods then created the Inner Planes, combined their essences to create new gods, and retired to their new homes to rest. Issatur and Napistu made Kardus, god of valor. Abnuir and Napistu created the twin gods of nature, Reiha and Barbaros. Issatur and Manitu created Rogam, the Stormlord. Palakku, mindless and unloved, created Korgoth, god of contempt.
Despite their victory, Creation was changed forever. Scarred by war and now contaminated by the creations of both the aboleths and Palakku, peace was now a fleeting reprieve from the violence of the world. A mortal queen, Diana, formed the First Kingdom to restore order. She created the first code of laws, a harsh but just system. One of her subjects, Saltus, rebelled against her, saying that a man can do as he pleases. After a violent revolt, Saltus and all his followers were rounded up and executed. As he died, the conceptual god that had been gestating inside his body broke free and became Saltus, god of discord. Likewise, when Diana died, the goddess of law appeared and took her name. Thus Saltus and Diana the gods are not the people who shared their names. Rather, they are the essential ideas (That there are laws that all must follow; and that there are no laws and people should do whatever they want) that Saltus and Diana created, personified and made divine.
Centuries later the mortal Xerath, whose intellect rivaled the gods, discovered the Essence. This invisible force was, in fact, the residue of the Earth God that had not coalesced into a deity. Xerath quickly learned to harness this energy and became the first wizard. He spent his life mastering magic and teaching it to others. As his body began to fail him, he concocted a ritual that would fuse his soul with the Essence, granting him immortality.
The spell succeeded, and Xerath became one with magic. Unfortunately, the titanic energies channeled caused reality to buckle, summoning Palakku to the world. The god's very presence drained the life from the land, producing the warped and twisted dead zone now known as Palakk. In a battle that further scarred what was once the First Kingdom, Issatur and his son Kardus descended from their home planes and battled Palakku, banishing it to a realm of pure thought outside space and time, where its madness became reality. The denizens of this place, called the Far Realm or the Space Outside, strive continually to invade and despoil the natural world.
Thankfully, the rest of the world was unharmed, though not unaffected. As Xerath's divine emanations, known to mages as the Ohr, permeated the multiverse, his magic contaminated the mortal races. This contamination manifests itself as sorcery, the innate understanding of magic.
Over time the scattered remnants of humanity built new civilizations, but none ever approached the perfection of the First Kingdom. The elves in the Greatwood, and the dwarves in their deep enclaves, were mostly unaffected by the cataclysm.
First Gods-The creators of the multiverse
The Two-Faced God
Epithets-The Sun God, The First and Last, Sol, Luna
Alignment- Neutral
Symbol- A disk, half silver and half gold, sometimes with faces or other enhancements
Appearance- A human being, split down the middle. The right side is a woman of burnished gold, the right is a bald man of gleaming silver.
Holy weapon: Dire Flail
Domains: Sun, fire, water, magic
Home Plane: Astral
Nature- The Two-Faced God was, along with the Earth God, one of the first of the world's gods. He has a somewhat large following among the commoners, who pray to his two aspects for long days, safe nights, and good harvests. In reality, aside from providing spells to divine casters, he does not interact with mortals and never has.
The Earth God
Epithets- None
Alignment-Unknown
Symbol-None
Appearance-Unknown
Holy weapon: None
Home Plane: None
Nature- The Earth God was the first god along with the Two-Faced God. He created the material plane and the worlds within, but was killed by the gods of the aboleths when they invaded his creation. His essence bled into the Astral Plane and coalesced into the Primal Elemental Gods who then created the inner planes.
Primal Elemental Gods-The remnants of the Earth God.
Issatur
Epithets-The Everburning, God of Fire, Patron of Warriors
Alignment- Neutral
Symbol-A bronze triangle decorated with red cloth
Appearance-A bald, bronze-skinned warrior.
Domains-Fire, war, strength, destruction
Holy weapon: Greatsword
Home Plane: Fire
Nature-Issatur was born of the Earth God's blood. He is a popular god, especially among warriors and desert-dwellers. Brash and foolhardy, he encourages his followers to test their mettle in battle; both against living foes and the elements. He does not appreciate cowards who terrorize the weak or use deceitful tricks.
Anzanu
Epithets-The Lady of Waters, The Capricious Maiden, Goddess of the Sea
Alignment-Neutral Good
Symbol-A glass teardrop filled with blue sand
Appearance-A blue-skinned woman dressed in seaweed and shells
Domains-Water, healing, good, travel
Holy weapon: Trident
Home Plane: Water
Nature-Anzanu was born of the Earth God's tears. She is worshipped mainly by fishermen and sailors, who pray to her for good weather and a safe voyage. Like the sea, she can be generous one day and harsh and unforgiving the next.
Abnuir
Epithets-The Unmoving, The Quiet God, Lord of Mountains
Alignment-Lawful Neutral
Symbol-A stone bas-relief of a tranquil, wise face
Appearance-A stone megalith
Domains-Law, Earth, Strength, Protection
Holy weapon: Warhammer
Home Plane: Earth
Nature-Abnuir was born of the Earth God's body. He is worshiped by dwarves and druids of mountainous or remote places. He is the wisest of the primal elemental gods, and always answers prayers. The response may not come for years, and may not be what the asker wants to hear, but it is always sound.
Manitu
Epithets-The West Wind, The Joyous, The Fresh Breeze
Alignment-Chaotic Good
Symbol-A censer that emits the smell of a fresh spring breeze when held by a cleric.
Appearance-A wispy cloud of vaguely humanoid shape
Domains-Good, Chaos, Air, Travel
Holy weapon: Bow
Home plane: Air
Nature-Manitu was born of the Earth God's dying breath. She is worshiped by travelers, entertainers, and the like, as well as some sailors. Whimsical and carefree, despite her somewhat morbid origin.
Napistu
Epithets-The Lifegiver, The Healer, Mother of Mothers
Alignment-Neutral Good
Symbol-A multicolored heart
Appearance-A prismatic cloud with glowing golden eyes
Domains-Good, healing, protection, plant
Holy weapon: Quarterstaff
Home plane: Positive Energy
Nature-Napistu was born of the Earth God's love for his creation. She is a very popular god, with temples in nearly every city. Her love for life is boundless, and stories abound of her worshipers healing orcs and plucking thorns from ogres' feet.
Palakku
Epithets-The Devourer, The Great Obscene, Father of Monsters
Alignment-Chaotic Evil
Symbol-An eye, framed with sharp teeth
Appearance-A black mass, covered in flailing tendrils and mouths containing eyes. There is one eye for each mortal in the world, and when a mortal dies the corresponding mouth clamps shut, crushing the eye
Domains-Chaos, evil, destruction, death
Holy weapon: Flail
Home plane: Far Realm
Nature-Palakku was born of the Earth God's pain and regret. Its followers are nihilistic and maniacal, forming violent murder cults; thus its worship is outlawed in civilized lands. Mindless and wracked with agony, from its endless flailings are serpents and abominations born.
Intermediate Gods-The Sons and Daughters of the Primal Elemental Gods:
Kardus
Epithets-The Valiant, Lord of Knights, The Protector
Alignment-Lawful Good
Symbol-A shield
Appearance-A knight in shining armor
Domains-Good, Law, Protection, War
Holy weapon: Longsword
Home Plane: Celestia
Nature-Kardus is the son of Issatur and Napistu. He is the god of knights, paladins, and wandering heroes. He exhorts his followers to battle evil and live up to the chivalrous ideal. It was Kardus and his father who drove Palakku from the world after his accidental summoning by Xerath and banished him to the Far Realm
Reiha
Epithets-The Oakmaiden, Lady of the Forest, Lady of Songs
Alignment-Neutral Good
Symbol-A cornucopia filled with leaves and vines
Appearance-A tree with feminine features
Domains-Good, plant, animal, healing
Holy weapon: Bow
Home plane: Elysium
Nature-Reiha is the twin daughter of Abnuir and Napistu. Her worshipers are elves, druids, and other good forest-dwellers. She is loving and kind to her followers and those who honor nature, but wrathful toward despoilers and exploiters. She represents the nurturing aspects of the natural world.
Rogam
Epithets-The Stormlord, God of Thunder
Alignment-Chaotic Neutral
Symbol-A lightning bolt
Appearance-A giant man crowned with thunder clouds, whose hands crackle with lightning
Domains-Chaos, destruction, air, strength
Holy weapon: Spear
Home plane: Ysgard
Nature-Rogam is the son of Issatur and Manitu. He is worshiped by tribal shamans, storm giants, sailors, and the Goliaths of Black Mountain. He is the father of storms and tempests, and spares none from his wrath. Though not straight-up evil, he was disowned by his father for harming the weak, and is the only "mainstream" god to befriend Barbaros. They see each other as kindred spirits.
Barbaros
Epithets-The Master of the Hunt, The Beast, The Lord of Wolves
Alignment-Chaotic Evil
Symbol-A bloody claw superimposed over a full moon
Appearance-A wolf-man
Domains-Evil, Animal, Plant, Chaos
Holy weapon: Spiked or Bladed Gauntlet
Home plane: The Beastlands
Nature-Barbaros is the shunned twin brother of Reiha. His worshipers are evil druids, huntsmen, and were-creatures. Where Reiha is the healing and nurturing aspects of nature, Barbaros is the savage and uncaring side. He lives for the thrill of the hunt, and does not tolerate weakness among his followers, sending slavering beasts to test their mettle.
Korgoth
Epithets-The Tyrant, Lord of Destruction, The Iron Fist
Alignment-Lawful Evil
Symbol-A crowned, laughing skull
Appearance-A black knight
Domains-Law, Evil, War, Strength
Holy weapon: Axe
Home Plane: Carceri
Nature-Korgoth is the "son" of Palakku, a fragment of the god's essence thrown off in its wild flailings. His worshipers are evil demihumans, tyrants, and robber knights. He demands his followers rule over the weak with an iron fist. Like Barbaros and Rogam, he has no traffic with the civilized gods.
Minor Gods: Mortals and their works, ascended to godhood.
Diana
Epithets-The Judge, The Eternal Queen
Alignment-Lawful Neutral
Symbol-A brass scale
Appearance-As she appeared in life, a strong woman in her thirties, but with flawless silver skin
Domains-Law, protection, Knowledge, Strength
Holy weapon: Mace
Home Plane: Mechanus
Nature-Diana was an ancient mortal queen who established the first code of laws. This code is still followed to varying degrees by most civilized nations. Worshiped by judges, rulers, and those who support the rule of law. She expects her followers to submit to the law of the land, for good or ill, though she dislikes especially cruel or tyrannical laws.
Saltus
Epithets-The Trickster, The Eternal Rebel
Alignment-Chaotic Neutral
Symbol-A smirking theatrical mask
Appearance-A male human. His features shift continuously and no depiction of him is the same
Domains-Chaos, Trickery, Luck, Travel
Holy weapon-Dagger
Home plane: Limbo
Nature-Saltus was a citizen of Diana's kingdom who believed men needed no laws. He led a revolt and though he was captured and executed, his essential rebel spirit lived on and through veneration of his message apotheosized into the God of Discord. Worshiped by thieves, tricksters, vagabonds, and rebels. As the man who was Saltus no longer exists, Saltus the god is not a free-spirited rebel but an active chaos agent, sowing discord wherever he can. Anything he tells a mortal, the mortal will believe, no matter how absurd.
Xerath
Epithets-The Paragon, Master of Magic, Ohr
Alignment-Neutral
Symbol-A diamond spiral
Appearance-Xerath is magic itself. He has no native form but can manifest in virtually any way he desires
Domains-Knowledge, Magic, Luck, Destruction
Holy weapon-Quarterstaff
Home plane: Astral
Nature-Xerath was the first scientist and discovered the source of magic, which he subsequently became one with with in a ritual that destroyed the First Kingdom and created the first sorcerers. He is worshiped by wizards, sages, and anyone who thirsts for knowledge. He encourages his clerics to multiclass as wizards, and does not tolerate foolishness or ignorance among his followers.
Elf - Elves were the first race. They live in the Greatwood, a vast forest covering nearly a quarter of the world When an elf dies in the Greatwood, he reincarnates as a tree in the Ancestor Forest, an otherworldly grove in the realm of the nature gods. Every newborn elf is taken to this grove and bonded to one of the ancestor trees, giving them a spiritual guardian. This special bond is the source of the elves unbelievable longevity and their insular nature. Elves who leave the Greatwood (Called apostates) or deviate from the norms of elven society begin to lose their connection to the Ancestors. Unbonded, apostate, or otherwise deviant elves usually live 300 years at the most, while paragons of elven virtue often live to be ten thousand years old. Elven PCs are probably apostates or the children of apostates.
Humans - Humans were the second race. The Earth God was dissatisfied with the insular and conservative ways of the elves, so he deliberately gave the humans short lives and rapid reproduction. While the elves remained mostly static, the humans quickly spread throughout the world. Human PCs are citizens of the Kingdom of Bael.
Dwarves - When the aboleths invaded, some humans took to the depths, disappearing into deep caves and hiding from the invaders. When the war was over, Abnuir found the most hardy and stolid, like himself, and made them dwarves. Dwarves are long lived and insular like the elves, but to a lesser degree. They live in enclaves scattered around the world. Dwarf PCs are likely from Thurgim, a dwarven kingdom below the Southern Peninsula.
Eladrin - A rare few elves are chosen at birth by Reiha to be her stewards. Instead of bonding with an Ancestor, the newborn is spirited away by the servants of the nature goddess and returned years later, fully grown and remembering nothing of their parents. While some stay in elven society, they never fully integrate and remain distant and detached. Many leave, and Eladrin can be found throughout the world (Though they're still exceptionally rare). Eladrin children are simply elves, or the appropriate half-elf. Eladrin PCs have come to the Kingdom of Bael in their wanderings.
Dragonborn - The primordial dragons, whose power rivaled that of the (Not yet existent) Primal Elemental Gods, wanted their own worshipers like the Earth God had, and petitioned him to make a third race. He relented and the Dragonborn formed a sophisticated society in the northwest, where Ashura is now. When the aboleths invaded, most of the primordial dragons were killed or driven into hiding, and the dragonborn were almost destroyed utterly. They now live in the societies of other races, dreaming of their lost glory. Dragonborn PCs are wanderers or citizens of the kingdom of Bael.
Halfling - A citizen of the First Kingdom lost his shins and feet in an accident. The first act of the newly-formed Saltus was to answer his prayers for new shins: He turned the man's thighs into shins and stuck feet on the end. The man's children were similarly afflicted, though Saltus had enough pity to give them knees. In subsequent generations the newly formed halflings became more properly proportioned, and now appear to simply be small people. Apart from their size they're mostly the same as humans and live in human society. Halfling PCs are wanderers or citizens of the kingdom of Bael.
Gnomes - Gnomes are essentially elven halflings, and came about when halflings bred with elves (Gross). Like their counterparts, they mostly dwell in elven society but don't take the bonding ritual and don't live as long. They're also more likely than elves to leave. Gnome PCs are wanderers or citizens of the kingdom of Bael.
Tieflings - From Palakku's flailings came the first demons and devils, who propagated their kinds in the dark reaches of the multiverse. Eager to corrupt the mortal world, they infected vulnerable human lines with their infernal blood and created Tieflings as infiltrators and corrupters. Fortunately, the human side runs strong in many Tieflings and only a few lived up to their purpose. The rest live in human society, balancing their human and infernal heritage to their best ability and eking out an existence in a world that fears them. Boo hoo. Tiefling PCs are wanderers or citizens of the kingdom of Bael.
Deva - When the Earth God was slain and his essence bled into the Astral Plane, a few fledgling souls absorbed bits of his divinity and became devas. These souls continually inhabit new bodies and attempt to further the cause of good. Deva PCs are wanderers or citizens of the kingdom of Bael.
Goliath - Goliaths were created by the aboleths as a weapon, like the orcs, goblins, and other bestial races. The experiment failed, however, and the goliaths managed to overcome the savagery imprinted on them by the aboleths. Their ancestral home is Black Mountain on the Southern Peninsula, and almost all of them dwell on or around it. Goliath PCs are from Black Mountain and are hanging out with the humans for one reason or another.
Shifter - Like eladrin, shifters are taken from their parents before the bonding ritual. Unlike eladrin, they are taken by Barbaros, who teaches them the way of the hunt. Most shifters form primitive tribes and hunt humanoids, especially elves, for sport. Some, however, throw off the evil of their progenitor and live among the elves or form less barbaric tribes. All, however, are born predators and their manner reflects that. A small concentration of shifters lives with the goliaths on Black Mountain, and shifter PCs probably come from this enclave.
Other races are fine, this list was written for 4e. Half races are fine.