My homebrew world is called Kurania.
I've got a couple areas not "filled in" yet, a couple that are basically Al-Qadim and the Savage Coast.
The most developed area of the huge main continent is a mix of oppressive democracies, anarchy zones, a somewhat better republic and a few more conventional monarchies. Giants, a Goblinoid Empire, a group of Thay-like evil spellcasters, and an area of extraplanar evil incursion round out the points of interest.
Civilized areas are pretty safe, excepting the Underdark forays and the evil cleric terrorists.
The Guild, a civilization-wide confederation of wizards that keeps non-divine spellcasters in line, either through direct action (wizards have to be screened for evil/irresposibility before training) or the fact that there are Hunters looking for spellcasters causing trouble. Churches work very closely (symbiotically so) with the Guild. St. Cuthbert puts in some Hunters, Delleb, Boccob, Wee Jas are the records section, etc.
A continent to the south contains the continent-wide remains of a destroyed magical civilization. Central mountains, mostly desert with some magical accidents, human settlements in the north and northwestern coast. Dragons and similar monsters stalk the deserts. This place together with Al-Qadim constitute the Twin Thrones.
The rest of the world is dominated by Yuan-Ti or underwater threats (Kraken/Morkoth/Sahuagin empires for example).
Orcs and nonhumanoids are somewhat better integrated into society. Orcs are nomadic, aquatic, water-breathing spear-users and aren't automatically evil. Some ogres and misc. nonhumanoids are accepted somewhat--Ogre masons or ferry workers or whatnot.
There are no elves. Elves are legendary creatures, either Seelie/Unseelie, liches, other types of undead or demon-worshipping mutants (drow).
I use the larger, older Greyhawk pantheon.