Wizards of the Coast Races:
Presented here is the complete list of fully supported races from the breadth of the 4th edition books and magazines that Wizards of the Coast has published. Detailed are possible ways in which they could be incorporated on Tellene.
Unless otherwise noted they use the same stats as presented in the relevant book.
Dragonborn: As described on page 6 of the Kingdoms of Kalamar 4th Edition Campaign Setting, these dragon-kin are exceedingly rare. In addition to the information presented in said book, the Dragonborn are actually the result of the crossbreeding of Dragons and other humanoids. When a dragon takes humanoid form and has relations with a humanoid and is male, the child belongs to the same race as its mother, though certainly the chance of strange abilities manifesting (such as sorcery) is entirely possible. When a dragon is female, however, she returns to her lair and lays a clutch of eggs several weeks later. These eggs are smaller than normal dragon eggs, and hatch what scholars call 'dragonborn'. These creatures breed true among themselves and dragons have been known to breed them as guardians to their lair. As such any dragonborn is ultimately beholden to its draconic ancestor and can only be exempt from that duty by its ancestor's permission (rare among chromatic dragons. not so rare among metallics) or by its ancestor's death.
Tieflings: Tieflings are definitely rare but not so rare as they once were. Their appearance is not so obviously devilish as depicted in the player's handbook. Some may appear like normal members of their race but with minor signs of their dark ancestry. Some have strange hair colors, pointed ears, jagged teeth, yellow eyes, small horns, spiked protrusions, or even a tail. The exact appearance is up to the player. Tieflings have, over the years, learnt to hide their demonic features. As such any tiefling player does not receive a penalty to social skill checks if they have taken proper precautions. Not all tieflings come from a sexual union between humanoids and demons or devils. Those who deal in dark magics, or have been corrupted by them may change into Tieflings or birth them. Tieflings can be born simply from being exposed to dark energies whilst in the womb - be it from a magical spell or evil creature. Regardless of their origin, tieflings are secretive about it. Anyone known to be a tiefling suffers the ire and hatred of decent folk everywhere and will be run out of town or worse.
Tieflings use the stats provided in the player's handbook. While the typical tiefling is primarily human, with your DM's permission you can play a tiefling from a different humanoid. If you choose to do this, take the Tiefling race and exchange one of the ability scores with one of those from your base race. Please note that the bonuses have to be different. You cannot gain a +4 bonus to a single stat.
For example. If I chose to play a tiefling elf, I could exchange my intelligence or my charisma for either dexterity or wisdom. Please note that non-human tieflings are even rarer than human ones, and you must have your DM's permission.
Player's Handbook 2:
Deva: Deva are as depicted in the player's handbook 2. They are rare examples of angels that choose to remain in the world. Angels serve the gods, however, and it would be suggested that a player choose his divine patron upon character creation.
Goliath: I'm not sure with these ones. Half-Giants... or just their one race secluded in the mountains. Either way they'd be rare and scare people. A possibility is that they are a nomadic people found primarily in the mountain range west of the Wild Lands. Neither truly humanoid or giant, they are an ally to dwarf and man alike and an enemy to the savage humanoids that roam that range.
Shifter: Shifters are an interesting race. Perhaps they are the descendants of Lycanthropes. Perhaps they have taken part in a druidic ritual to become one with the animal world. Like Tieflings they would keep their identity's secret in the civilized lands.
Player's Handbook 3:
Githzerai: both Githzerai and Githyanki are featured in this setting, and so are present on Tellene. Being the less evil of the two, Githzerai could be a player race, but would be very rare and would be distrusted in most areas.
Minotaur: minotaurs are present in the setting, but are hardly a civilized race. Usually slaves to Hobgoblins or roaming monsters, minotaurs are an unlikely pc race. Really only possible in an evil game.
Shardmind: Rare golems created by the disciples of Avrynner. Psionically infused constructs with a free will. Would have to be roleplayed well, and would offer difficulties with social encounters.
Wilden: Some elves truly embrace the natural world and seek to become its eternal guardian. In a secretive and complex druidic ritual, the elf is transformed into a Wild-kin, or Wilden. No longer flesh and bone, these elves become one with the forest and fight to defend it. Depending on the roleplaying abilities of the player and the style of game, this race could either work well, or be out of bounds. As usual, up to the DM.
Eberron Player's Guide:
Changeling: Really don't see a problem with this race. Changelings are dopplegangers. They should be rare, but due to their ability to take the form of any race, would easily be able to fit in anywhere. They fit just fine into the Kalamar setting.
Kalashtar: These are just Phrenic humans. A Phrenic human is a person born with natural psychic talent and abilities, abilities that some psions need years of training to attain. As such they are highly sought after by the Disciples of Avrynner (to join their ranks) and by the magical college of Pekal (to either kill or imprison for experimentation). Replace the Dual Soul ability with 'Clarity of Mind', which does the same thing.
Warforged: Warforged are incredably rare and are the result of the pinnacle of golem crafting research. Golems with personality and, debatedly, a soul. These beings are exceedingly rare and to find one without its master even more so. A good backstory would be required for this to work and the player would have to act like they were the property of one of the other characters.
Gnoll: gnolls exhist on Tellene as far as I know. Same issue as with minotaurs, though, really only possible in an evil campaign or with serious roleplaying. Provided the player is willing to have people after his hide, it could work.
Revenant: Sometimes resurrection spells go awry. Sometimes the person is brought back changed from their brush with death. These beings develop an affinity with death and are technically partially dead. Rare and considered a bad omen, a Revenant will not easily find friends.
Shardar-Kai: Could be used as alternate stats for tieflings bent on the more dark magic route as opposed to demonic heritage. Also the race just screams devotees of Slen. The shadowfell doesn't exist in Tellene, so as it is written it does not fit. But the two above suggestions seem pretty right. As usual, DM's approval, rare, and would be considered a bad omen and treated badly.