One question I have for you: How is your setting any different from Warhammer, besides anthropomorphic animal races?
Firstly, thank you for your post. Secondly, to answer your question: the biggest differences are that my setting has a far more hopeful tone than in Warhammer, and it has a more Heroic Fantasy portrayal. In Warhammer, everything is doomed and nothing you do ultimately matters - and in the roleplaying game, you are weak and worthless and will never achieve anything of import. In my setting, there is a very real chance to make things better, and you can, in the best D&D tradition, go from nothing to a world player if you have courage, skill and luck.
Does that answer your question?
I really don't like overloading my posts, but this is something that begun bothering me when I was on my morning walk, so I really need to get it off my chest.
Useless Races?
As I actually started thinking about them, I realized something: I don't know if I actually need Minotaurs, Shyfters or Goliaths.
I like the 4e fluff for minotaurs well enough as a fallen empire, but I don't know if it works as well in a setting like this, where more focus is on the material plane than on the doings of gods and primordials. Maybe it can be adapted, but I don't know, they feel kind of superfluous.
Shifters (with or without a "ye olde english" rename) feel really superfluous. What does a watered-down werebeast actually offer in a setting where beastfolk already exist and are accepted as part of society? Maybe is best just to drop them for a different setting entirely.
Likewise, goliaths; what can I actually do with these guys? They do allow for "Big Guy" characters who're demihumans instead of beastfolk, but technically, hobgoblins and sun elves will fill that niche from a demihuman angle and gnolls from a beastfolk angle. Do goliaths really need to be here? My initial thought was to use them as a morally neutral replacement for ogres, but I don't know if that's viable.
Denizens of Gloomlund
I really like Gloomlund's concept. Inspired by Warhammer's Sylvania (and the less-known region of Mousillion in Bretonnia), it is a place where the dead have mingled with the living for generations. It has been ruled by a string of necromancers, vampires, liches, ghosts and other breakers of the barriers between life and death, and that has left its impact on the land and its people. I'm thinking this may be one of the "eyes" of the Netherstorm, with an uncommonly strong connection to the Shadowfell.
One of my big inspirations for this region was an article in Dragon #313 called "Born of Death", which introduced five "Deathtouched" races; the Khatane (Half-Vampire), Fetch (Half-Ghost), Ghedan (Half-Zombie), Ghul (Half-Ghoul) and Mortif (the tiefling-equivalent). Their mechanical execution may not have been so stellar, but they really stuck with me, and I just think they make sense and can fit into a land as troubled as Gloomlund - in what is basically "Necromanticised Balkans", you'd expect there to be a variety of Deathtouched running around, wouldn't you?
To try and explain what I'm thinking for each race...
Dhampirs are the legacy of a particularly long reign by vampire aristocrats. Dark rituals and unholy desires led to the spawning of half-vampire progeny, and when their dark progenitors were dispatched, the dhampirs were left behind to try and forge a new life for themselves. Sort of like Tieflings in the Nentir Vale setting. I really like the motif of distinct vampire clans in Warhammer and in Chronicles of Darkness, so I'd like to emulate that through the dhampirs.
Vrylokas are like dhampirs in that they are humans with vampiric traits. But whilst dhampirs bear vampiric blood and wrestle with the stain of their ancestry, vrylokas willingly damned themselves. They are vampire cultists and ambitious aristocrats who sought some emulation of the power of the Night-Queens and the Darkling Kings. This gives them a more stabilized, if less potent, form of vampiric power.
Fetches owe their lineage to the unstable borders between life and death in Gloomlund. Whether children born of a desire strong enough to kindle life in a human womb from a phantasmal lover, or stillborn babies resurrected, fetches stand with one foot in the land of the living and the other in the land of the dead. Ghostly and enigmatic, they are physically frail, but have a deep and sinister charisma, especially with their ability to emulate or contact spirits.
Ghuls are the deathtouched that nobody likes to talk about. When famine sweeps the land, sometimes, the living must make hard choices to stay alive. Ghuls are tainted by that necrophagy, resulting in cackling, feral-natured freaks with twisted senses of humor and no sense of fear. Whilst not inherently evil, ghuls are unsettling and regarded with suspicion.
Mortif are the truest children of Gloomlund, literally born to the arts of necromancy. Death magic steeps in their souls, slumbers in their blood, whispers in their breath. They don't have to embrace it, but motif are the most common race in Gloomlund for a reason.
So... yeah, do folks think these races make sense for the Gloomlund? Do they add to the setting?
Regional Gnome Feats:
So, I figured that I should go ahead and draft up my thoughts for taiga/glacier/volcano gnomes.
Frostfell Gnome
Prerequisite: Wildheart Gnome Race, Mountain Gnome or Forest Gnome Subrace
The cold northern regions of Bitterland are home to taiga, glaciers and snowcapped mountains. These harsh conditions have had their own effects on the native clans of mountain gnomes and forest gnomes. A frostfell gnome tends to be pale in color; skin ranges from snow-white to icy blue to pale gray, and mottling isn't unheard of. Frostfell forest gnomes often have green and white streaked hair, with icy blue or pine green eyes. Frostfell mountain gnomes usually have slate gray, snow white, or icy blue hair and invariably have icy blue eyes.
Effect: You gain the Frostfell racial trait, which grants you Resistance to Cold.
Hellfire Gnome
Prerequisite: Wildheart Gnome Race, Mountain Gnome Subrace
Some parts of the Hellfire Crags are too hostile even for the Cogsoul Gomes to tap. But some clans of their mountain gnome cousins have learned to not only survive here, but also to thrive. Hellfire gnomes usually have ash-gray or black skin, but black skin marred with vein-like streaks of reddish-orange isn't unheard of. Their hair is typically a fiery reddish orange or a red-streaked black, and their eyes are fiery orange or red colored.
Effect: You gain the Hellfired racial trait, which grants you Resistance to Fire and Advantage on saving throws against Poison.
Draft Gnome Families Writeup:
Basically, this is what I'm thinking of putting as the lore for gnome families:
Gnome families, or clans, in the Quietus are large and sprawling affairs. Gnomish fertility and reproduction is human-like, but gnome women remain fertile throughout their 180-200 years-long lives, leading to extensive broods. This is balanced out by both the natural mortality rate facing gnomes in the world around them, and the gnomish approach to parenting, which ensures there is usually a gap of several years between siblings - though accidents do occasionally happen.
Wildheart Gnomes are the more fecund of the two races, which sages have argued may stem either from their close bond to nature or simply from their comparatively higher mortality rate. The families of these gnomes are typically larger than those of their relatives; twins are the norm for Wildhearts, and they tend to breed again as soon as they consider their child ready, averaging five to seven years between pregnancies. The rare births of triplets or, all but unheard of, quadruplets, lead to several more years of waiting before they expand their family.
Cogsoul Gnomes are less fecund; single births are the norm for them, and they never have more than two children in a single pregnancy - and that is quite rare. Their intense focus on education also means that Cogsoul gnomes go much longer between births; ten years is the norm, and many families may only have one child every fifteen to twenty years.
Because of this, gnomish has two different words for sibling. "Stosser" refers to siblings of the same "generation", children who were brought up in the same house together. "Ellar" refers to siblings who are not stosser - those who were born and moved out of the house before a gnome was born, or those who grew up after they left the house. Gnomes are closest to their stosser, obviously, but their ellar are also recipients of gnomish family loyalty.