EDIT: I've kept this setting going since 1e I'm not going to abandon it now. But I also don't anticipate moving to 4e either. And if I did I would fit these races in if I had to put the rules in a blender and make them cry uncle.
These are the more or less standard races of my homebrew mega-setting Siluria. Some are more common than others and just how much varies from place to place, but these take the place of the standard PHB races. They're divided into Old and Young based on how long they've existed in the setting. Then into groups based on either relationship, common origin, or common habitation. Some are more likely to be PCs than others but all might be at the right power bracket or under the correct circumstances. Most tend to be Serpent, Giant, Draconic, or Created with frequent forays into Dwarves, Aeonians, Eeee, Krivak, and Hbomakim.
Old Races-these are the Time Immemorial races
Draconic Family: Here Be Dragons, lots of them of varying kind
True Dragons- Top o' the heap
Landwyrms- Sit right under them in influence
Felldrakes & Lesser Dragons- Largely D&D standard in treatment
Dragonkin- Half-Dragons, breed true with humanoids (Lesser Dragonkin) interbreeding creates more powerful dragonkin (Greater Dragonkin)
Kobolds- Unfertilized dragon eggs produce between 4 and 12 hatchling kobolds. They breed true among themselves. It also explains why they revere dragons and serve them so faithfully. PCs may call it a princess devouring beast to the Kobolds it's mama, nobody likes someone picking on mama. Also explains why dragons watch over Kobolds like many do.
Aberrant Family: Implied Common origin but not explicit
Spellweavers- Used to have a large magocratic empire but it fissioned into isolated and insular cabals more concerned with their arcane research than the world around them who eventually mostly moved onto the Astral plane
Ithilid- Largely standard D&D treatment except in reverse from LoM. Used to have an expansionist Republic but it fell due to unknown causes and they were forced far into the Underdark or planar strongholds
Serpent Family: All reptilian with common origin and close relations as species
Nagai- Replace Yaun-ti, basically resemble YT-Abominations grow continuously throughout life.
Lizardfolk- Pretty much D&D standard often slaves or underclass of Nagai societies.
Firenewts- Largely as presented in Serpent Kingdoms with FR specific details filed off
Aquatic Group: Linked only in common habitation most detest each other
Sahuagin- Pretty much as D&D standards they have a massive empire on the great Benthic? Plains.
Armamen- As Oathbound Setting they have an empire opposing the Sahuagin
Uulaurm- Imagine combining a giant otter and a bull shark, now make it humanoid. They're fairly primitive tribal and occupy the continental shelves
Lamprey-Men- Come from the depths of the blackest Abyssal Trenches and worship Dagon. The orcs of the depths, who retreat back into the Deeps where shallow races can't follow. What lurks down there few if any can say.
Others: Any other races that don't fit under the above groups
Dwarves- Minor Earth elemental creatures, society largely standard but with flavoring from Exalted Mountain Folk. Delves are much deeper than in most settings and either bleed across onto Plane of Earth or are otherwise linked to settlements there.
Vykarin- Hooved and partially shelled kangaroo-wolves. Very primitive, to them fire is the height of technology
Aeonian- Fae those on Prime are either Exiles who fell afoul of Fair Folk politics or simply thrill-seekers. Basically like medium-size humanoid unicorns don't have all the MM unicorn powers.
Aeulum- Little wild people, nature worshipping and very old they have never been powerful and are very reclusive about their home territories after how the giants treated them.
Zelak- Hive minded insect race, aside from specially bred diplomat/traders and soldiers they have very little contact with most other races. Hives will sell <defective> soldiers or workers, those who can't form Hivemind connection, to other races at times.
Young Races-relative term them may have hundreds of thousands of years of history but they belong to a newer Epoch than the Old races
Giants: All related and considered to descend from the First Ones of Titan myth.
Titans- Closest to the First Ones and most powerful of giants they generally keep to the Planes now.
MM Giants- Storm, Cloud, Fire, Ice, Hill and Forest giants. The remnants of the great Sovereignty which collapsed roughly 100,000 years ago they now tend to live in small groups in remote areas trying to abide a simple life and recover. Note Hill giants have less severe int/cha penalties and all MM Giants are Huge
Trolls- Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants”. Mechanically Hill Giants with Troll traits added on.
Ogres- Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants”. No change from MM treatment
Orcs- Proud and ferocious noble savages, driven from racial lands they have become close allies/clients of humans. MM Troll stats, I generally use GW Orks for images or minis
Humans- Smallest of the giants, they exist in a state of perpetual war with the Goblinoid Hordes. Heavily WH & 40K influenced flavor with higher average tech levels than most races. Mechanically as MM Bugbears without the int/wis/cha penalties. They've been embroiled in a war of genocide with nigh-infinite enemies for thousands of years and have a society that makes the Spartans look comfy. That sort of thing has an effect.
Goblinoids: Taken idea from WH in that is 1 race with multi-stage lifecycle.
Hob- MM standard Goblin, youngest stage and cannon fodder/slaves.
Hobgoblin- MM standard Hobgoblin with Int penalty, more mature form backbone of hordes that does more than soak up traps, casualties, and AOE spells
Goblin- MM standard Bugbear, leaders of subhordes and elite warriors of larger hordes
Advanced- MM Ogre stats, basically just a Goblin that's continued to win fights and gain a larger horde thus growing larger and more powerful physically. Not known by a separate name, they grow curled horns and incisor-fangs
Created: These races were all created magically by the Giants during the long reign of the Sovereignty as servants/slaves/experiments. Also Furries OMG run
Daurhim- Humanoid horses, the first such creation of the Forest Giants. Considered to be a flawed prototype but serviceable enough for untrained labor even if they were smaller than a Giant they were still fairly strong and more expendable.
Jhellan- Humanoid wolves, creation of the Hill Giants but largely performed via assistance of the Storm Giants who invented the process
Keitlyn- Humanoid foxes with three tails and fire immunity. Fire Foxes, I know pun races are supposed to be bad but they've been a lot of fun in play. Created by the Fire Giants who required assistance from the Forest and Cloud Giants in order to give them traits that would allow them to co-exist in the Fire Giant's preferred environment.
Kekriival- Prototype of the Cloud Giants who mostly lived either on sky islands, cloud palaces or high mountains. Mechanically Aaracokra.
Kujaku- Next work of Cloud Giants to fix problems of Kekriival, peacock people have separate arms and wings
Vartan- Developed in parallel with Kujaku as separate project, humanoid hippogriffs
Muntia- Experience with the Daurhim allowed Forest Giants to get it right the second time, these are humanoid deer
Skeek- Small mouse people, unknown attribution a lab accident probably of the Storm Giants as they were the first and most skilled at creating these servitor races.
Savanite- Anthro-cheetahs the first intentional attempt to produce an anthro-race by the Giants. Considered a failed attempt because they do not have a voicebox and cannot speak. This has also resulted in them being considered a slave race to this day even by the other created races.
Rakasta- First truly successful created race of the Giants, cat people.
Others Any of the young races that don't fit any of the larger groups
Eeeee- Anthropomorphic bats with separate wings and arms, live on different continent than Giants and may have been inspiration for their created races. Mechanically de-rated gargoyles.
Krivak- Foxtaurs who live on the same continent as Eeeee and are nomadic herders.
Elves- How I hate elves, let me count the ways. Basically they stay just like PHB elves in a world where everybody else gets tougher and their lifespans get switched with humans while Dwarves being elementals don't really die of old age they just get more venerable. Also their society is essentially a Menzobarrien sp? Rip-off from those first few Drizz't novels.
Hbomakim- These bizarre creature live in a tainted poisonous desert that causes mutation in other races assuming they don't just die. No two of this race are alike, they're kin to chimera and have a similar sort of mismatched physiology.
***Bonus***
Primordials-not in the 4e sense or the Greek Titan sense but in the biological sense. These are the very oldest mortal creatures and the first to have appeared on the Prime way back before the Tanari or Baatezu (or the Demodands and Yugoloths for that matter) came about when the planes were different and the Obryliths, Baatorians, and Nether were doing their thing. Rarely seen by anybody anymore and not to be trifled with.
Linnorms- these creatures gave rise to the entire Draconic family and many related races across the cosmos. They take longer to mature than the entire lifespan of most True Dragons and live potentially millions of years. Also if you've read the ecology and habits section on them in the MM2 mine tend to be more unpleasant.
Aboleth- mostly as Lords of Madness put down. The info there was just too good to ignore even though it required retconning some previous details of the setting background.
Treants-The Green Remembers and so do I... Basically treants just keep getting older and larger (advancing in mechanical terms) and more powerful with time. But slower and slower to think and act until the oldest mostly operate on a geologic time scale until roused. The first things to grow on land were green and the Treants were one of them. Everything has changed, but nothing really has for the Treants. Still they go about the business of the wood and do as natural order always has. There are just more distractions now.