Racial segregation in your world

Racial segregation is a major theme in my campaign.

Humans are pretty much everywhere (with one or two notable exceptions). The other races (elves, dwarves, orcs, goblins, and some other scattered humanoids like gnolls) have had to make the decision to either:
a) Assimilate to human culture (religion, languages, crafts, currency, magic, etc.) and try to fit in but never be fully accepted, or
b) Stay true to their traditional ways and try to make do in a society that is increasingly leaving them behind and usually treating them as the enemy.

So, you'll get "assimilated elves" fighting against "traditionalist" elves because the assimilated elves think the traditionalists make them look bad in front of the humans, and you get the traditionals peeved as the assimilateds because they feel that the assimilated elves have "sold out to the man". Multiply that scenario by every main humanoid race in the game, and add into the pre-conceived notions of humans who think that elves are "beautiful" but orcs are "ugly" and you get some weird racial things going on.

It's... interesting.
 

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Elves: Integrated into human society. So they can keep track of what the humans are doing and keep them from screwing with elven plans.

Dwarfs: Prefer the mountains and hills. Gnomes, on the other hand, prefer forested mountains and hills.

Orcs can be found most anywhere, but are rarely found in the tropics. Too warm.

Almas (neanderthals) are pretty much limited to the mountains of Central Asia. Below 5,000 feet the air is too thick. Outside the Central Asian mountains the climate is too warm.

Kobolds; Used to be mostly limited to Central Europe. After the Great War (1935-1941) kobolds have made a point of settling anywhere they can.

All species tend to form separate communities. Increases the chance of breeding success. Though public transit and personal transportation does increase a young swain's range. You also have segregation based on innate skills and talents. Dwarfs in engineering and landscaping, orcs in the nautical field. Fine navigators, them orcs. Though it must be pointed out that there are truly no old, bold halfling pilots. It's just that halflings are that good.

Dragons are another matter.
 

Depends. In my last FR campaign Cormyr was very open and tolerant. It had major ties with the Elves and their allies. Lots and lots of half-elves walking around. The campaign was set in Sembia though, which I was running as a VERY humancentric nation. Non-humans were treated as second class citizens at best. Elves got the worst of it with orcs a close second. They didn't even like halflings or gnomes...
 

For the most part, no. The only exception is when a race comes together to carve out a piece of land and forge a empire, kingdom or realm for themselves.
 

In my world it depends more on the culure of origion than on a speific race; that is, Renya had a mix of Humans, Celirans (home-made quasi-reptilian humanoids), Lizard Men and Bullywags, among other minor races. Continued trade with the Badlands to it's south has also created a limited population of Goblinoids in Renya itself. While the jungle tribes (in northern Renya) tend to be made each of one or two races (Humans and Celirans; Lizardmen and celirns and so on). The Badlands are populated by a very varied mix of Goblinoids and other humanoids, ruled by the rigid Hobgoblin feudal nobility.

The colder lands to the far south are somewhat more segregated, especially after the massacare which were the Orc Wars. The Humano-Dwarven empire has four races (Humans, Dwarves, Gnomes and Halflings), but the Humans and the Dwarves are dominant. The Elves keep to themseles, and have sevral independant kingdoms, which now compete with each other and with the Humno-Dwarven Empir over the plundering of Renya.
 

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