One of the curses is that all the nations feel about the same - there's one elf nation, one dwarf nation, etc., - humans of course have a multitude of nations. As I said before, I'm going to try and limit the variety of the "monsters" in play, however, I'm also going to try and widen what's a permitted "player race" - 13th Age makes this easy by limiting what benefits races get inherent to the game. I may widen and tweak that as appropriate as the game continues onward.
Old World Races
Generally all the races are fairly similar - +2 to an attribute, and then a racial power that can happen once per battle.
Humans - +2 any attribute; starts with two feats; Quick to Fight Roll initiative twice, choose either.
I like have the flexible humans, especially with the idea that they are quick, violent, and adaptable.
Dwarves - +2 Con OR Wis; Is That Your Best Shot? Use a Recovery to heal as a free action after getting hit
I'm actually on the fence, for as much as I love the idea of dwarves in my world, I'm having trouble finding a place for them to fit in. But that's why this is a draft and not a final decision. I want them to serve as an older, more methodical viewpoint.
Elves - +2 Dex OR +2 Wis; Elven Grace Possibility of extra standard actions.
Elves I can find an easier spot to fit them into the world, probably because the only ones I want to use from the core rules are the Wood Elves, I want to throw an almost Dark Sun like feel to them, turning them into wild hunters in tune with deeper harmonies of how the world works.
Goblins - +2 Dex OR +2 Cha; Tricksy Daze on a 16+ attack roll.
Goblins are smaller creatures, cousins to the hobgoblins, but they are plentiful, skulking creatures who hunt, scout, and are somewhat looser organized than Hobgoblins.
Hobgoblins - +2 Str OR +2 Cha; Battleline When a nearby ally rolls a 16+, the die roll becomes a natural 20
Hobgoblins are brutal warriors, who have organized together and work efficiently in groups. They are big, burly warriors. They are the ones where every army wants to hire them, and few want to face them.
Ogres - +2 Str OR +2 Con; Destructive Reroll a damage roll, and take the better roll.
Ogres are large burly machines of destruction, perhaps not the most brilliant tacticians, but simple destruction has its place. They frequently serve as linebreakers or as the center of a line that must hold.
Steelborn - +2 Strength OR +2 Con; Never Say Die When dropped to 0, chance to use a recovery to stay conscious.
Like the Dwarves, I waver on whether I will have the Steelborn in my game. I have loved the Warforged since Eberron introduced them. With there having been a great war in the recent past, there is at least a reason why they would exist, but they introduce a lot of other conundrums into what having this level of ability means.
Demonspawn - +2 Intelligence OR +2 Charisma; Curse of Chaos Turn an enemy's 1-5 roll into a natural one and enhance with a nasty curse.
What can I say, I love Tieflings, and I want the aspects of the demonic to play a large roll in the game.
New World Races
Assuming the game goes on, and players either retire their characters or have characters die off, I wouldn't oppose starting off with new races.
Yuan Ti - +2 Intelligence or +2 Wisdom; Cruel Deal ongoing damage to a target you hit.
I see these as the ruling castes in the jungles of the new world, sitting on stone thrones as they manipulate their kingdoms against the threat the invaders bring.
Lizardfolk - +2 Dex or +2 Con; Poisonous Maw Against a staggered enemy on a successful hit may weaken them.
Lizardfolk are the footsoldier and warriors of the Serpent Queen and associated kingdoms. Large, scaly and mean, they feast upon the weakened enemies.
Kobolds - +2 Dex OR +2 Int; Evasive Force an opponent to reroll a successful attack with a penalty.
I love my nasty little kobolds, making traps, having to outthink and outmaneuver bigger races. I see them as frequently disregarded, but simultaneously valued when needed.