The Frostlings are believed to be an offshoot of the human race. They are predominantly tall and muscular, with grayish hair, gray or azure eyes, ample features, and smooth skin the color of ivory or old ice. The Frostlings predominantly inhabit and feel comfortable in cold climates, either in the snows of the far north or the snows of the mountainous regions of Gaia. The Frostlings tend to be reticent, dour, and cunning. They have mostly tribal structure. They are predominantly neutral with some chaotic tendencies. Due to their adaptation to cold, the Frostlings enjoy a bonus of +2 to endure and save against cold, but this makes them more sensitive to heat, so they suffer -2 penalty to endure and save against it. Their muscular build gives them +2 to Strength, but they tend to be sullen, rude, and easily provoked, which interferes with their "people" skills and gives them -2 to Charisma. The Frostlings speak their own language, which is similar to common. Their automatic language is Frostling and their bonus language is common. The preferred Frostling class is the warrior.
The Azrac are a humanoid race similar to the elves. The Azrac tend to be of medium height, slender to medium build, bronze-skinned, sharp-featured, dextrous, and quick-footed. Their hair color ranges from black to orange and their eye color ranges from dark brown to golden. The shape of their ears is similar to the elven one, but has more aquatic outlook and two sloping ridges rather than one. The Azrac prefer hot dry climates similar to the deserts of their native Vij-Azi peninsula. They are mostly neutral with some chaotic tendencies. Their culture favors principalities and free cities in terms of political structure. The Azrac tend to have nimble bodies with light muscles, so they have +2 to Dex but -2 to Str. They are accustomed to heat, so they gain +2 to endure or save against heat and -2 to endure or save against cold. The Azrac are well-known for their exceptionally sharp eyesight; it gives them +4 to Spot. The Azrac are proficient in their traditional weapons: scimitar, falchion, trident, and bow. The Azrac speak their own language, which has some very distant similarities with elven. Their automatic language is Azrac and their bonus languages are common and elven. Just like the elves, the Azrac are deeply interested in magic, but their approach to it is more practical and less scholarly, so they are strongly drawn to sorcery. Hence the Azrac favored class is the sorcerer.
The frostlings and azrac intermarry predominantly with humans, so there are half-frostlings and half-azrac. In game terms, such characters must decide to which part of their lineage they cling more strongly, and hence work out the mechanics accordingly. For such characters, the physical outlook is a mixture of the two sources, which the players arrange as they see fit.
Half-orc is available as character race, but the word of caution is that orcs in this world are well-known rather-mean damned bastards (woo-hoo!), so a half-orc character will feel social rejection more strongly than usual.
Finally, I really dislike the PHB idea that some races just get automatic languages other than their own, so I am making the small change that common is a bonus language for all non-humans rather than an automatic one. I simply see no reason why even a drooling idiot would master two languages, so long as he is a dwarf or an elf, when an average human would speak only one.
In previous campaigns, far too often have I observed lukewarm devotion of PCs to their deities. I feel that this makes no sense for a number of reasons, which are just too numerous for me to type down. Thus I expect to see true devotion in all cleric PCs, one that is characterized by strong faith, unswerving loyalty, and putting the deity's interests above everything and everyone else. This does not mean complete indisciminacy of methods, but it does mean clarity, constancy of purpose, and a healthy dose of fervor.
Anyone (even non-cleric), who devoutly worships a god, and shows that single-minded dedication through prayer and actions, can hope to get noticed and win favor with the particular deity. The benefits of being in divine favor hardly need advertising. The opposite side of the coin is that deities tend to be fickle and move in mysterious ways, as well as they have the unpleasant habit of holding a grudge and leaning on particularly rancid traitors and confirmed offenders. Of course, most deities do not pay attention to trifles, so it really takes a lot of effort to please or piss off a god.