The current list of races includes...
Humans: The normies of the setting. They originated in Tarion, and have over the years expanded to pretty much everywhere. They're able to use magic, but less effectively as some races. A highly influential race, due to their tenacity and versatility.
Aeythis: Half-gryphon bird people. They're able to fly! They hail from Bright Vale, a massive valley between two very tall mountain cliffs (which during Modern Period has become a dark-skied, toxic wasteland). They're a friendly race, though kind of dumb. They look more akin to angels, in a way, as they have no beaks.
Excalori: A specie of long-living, magic-sensitive dragon humans. They're often physically fragile and weak, but very intelligent and skilled with science and magic. Their society is very 'corporate', with citizens being referred to as Employees. They originated in the Mystalla Peaks, a snowy land of mountains.
Lilaso: A tiny race of sprites, rarely growing over a foot tall. They're mostly encountered in forests, though some do venture out into cities and try and do stuff besides care for nature. They have powers that can be equated to psionics.
Ezradian: The noble lizard folk of the Ezradia Plains. One of the most influential races, mostly in thanks to their skill at war and keeping the peace. Ezradians have no access to magic normally, but they do have venom in their fangs, claws and tail-spikes. With the aid of a special gadget, they can use the venom as spells.
Tark: Giant-folk. They're usually anywhere from 12-18 feet tall. I haven't really expanded them at all, but they get along with most any race/faction.
Bastilian: The "dark humans", in a way. They were a faction of humans which many centuries earlier chose to hole up in a sealed city called Bastion Zero, to escape the religious furor at the time. Their ventures into genetics ended up releasing a virus which mutated them. They're uncommonly seen.
Cyrkai: The savage beast men of the setting. They tend to live in tribes and in modern times are known to be bandits which haunt roads. Their own instincts lead them to this life, but some try to go towards more noble pursuits.
Virko: A race of pale-skinned, bat-eared, long-tailed humanoids. Their homeland is the Duskanjo Stormfields, a large area which is under the wrath of a constant hurricane. Their cities tend to be mostly underground because of this, but in the modern age, they have some on the surface which can survive the conditions. Virko are a race which dabbles in the occult, are experts in alchemy, and are one of the few races with nothing against the life arts (called necromancy by those who disagree with it).
Savo: A mysterious, hard to understand race of snake people or nagas who live in the Zalos Fringe, a volcanic wasteland of death and despair. Their relationship with other races is generally hostile at best. They rarely venture out of Zalos, but when they do, fires will probably be started.
Zrakis: A race of recently-freed insectoids. They share a hivemind, and formerly had a queen, but after her 'murder' at the hands of a group of oblivious adventurers, the entire race was bestowed with individuality. Many gained an intense wanderlust and desire to explore the world, so they left their hives in trios and can be commonly seen in many places. Woe to those that challenge a set of "brood brothers", however.
Xavan: Another race of bird-people, though these are much more feral and twisted. They are uncommonly encountered, as they prefer to stick to their covens and villages. They're oddly friendly and hospitable to outsiders, but their curiosity as to how things tick has resulted in more than a few visitors being dismembered 'for knowledge'.
Vakerian: The darkest race. They have the appearance of half-demons, and are spawned from humans who have been infected somehow. With gray skin, spikes, claws, horns and a long tail, they give many other races a bad vibe, and with good reason. Vakerians generally hate other races and will be more than happy to ruin their days. The race is cursed by being 'timestopped'. This means that their wounds do not heal, and their bodies can live forever. And if premature death occurs, they will revive back to their base, unharmed state. Sounds great, right? Not really. Vakerians experience death fully, and it's enough to turn the most optimistic and friendly human into a bitter, cold-hearted bastard after a few goes.
Hopefully that's a good starting point. I'll publish in-depth information on each one as time goes by.