Welcome to the Hinterlands

This setting is the same one I used for my online villains campaign.
Whereas standard D&D generally parallels the Third Age (as Tolkien defined it), where magic is rife throughout the land, and mythical creatures abound, the Hinterlands is closer to the First Age. Gods and demigods exist within the realm, and have staked out areas of control across the land.
Most of them have very little interest in the Hinterlands themselves; rather they are playing some intricate, chess-like game where victories in the Hinterlands reflect increases in power or position in the Summer Country, whence the Celestines (native gods) hail.
The Seldarines (or Elven gods) are recent arrivals, and slightly more invested in the welfare of the land itself, as they view themselves as being responsible for bringing hardship upon it.

Many of the gods are fractious and contentious, sometimes jealous, and have many plots which frequently undercut one another. Not all are in communication with each other, while others work reasonably well in close proximity, and may unite their strengths to achieve certain goals.
Sometimes this leads to polarization along the good/evil axis, but occasionally there is polarization also along the lawful/chaotic axis, as the most powerful Celestines are lawful, or governed by the law at least, while the Elven deities are generally chaotic or neutral.

The number of available races is restricted, and some of them are not what you are accustomed to in other games (notably the gnomes). The world is polarized by an ongoing war between good and evil, and there are few who are not involved in this war to one extent or another, as it threatens to engulf the entire continent from coast to coast.

Anybody looking to do anything unusual with their character (race/class especially) should sit down and discuss it with me, since many things are simply not available in this setting.

A Word on Priests:
I am in the slow process of revamping divine magic into deity-specific spheres/domains. In some ways, this will mean access to more spells for priests, but more often it may actually mean fewer spells. However priests often have unusual powers now, and unusual roles, quite aside from spellcasting, and in a world where one’s deity may actually be right beside one, it’s important to not overlook the power of prayer, IF AND ONLY IF one is acting in a way which is pleasing to one’s deity.

Excluding the (very rare) psionic monsters, there is currently no case for psionics to have entered into the Hinterlands.