Magic - Arcane magic is relatively common (at least the low level kind (1st to 3rd level effects)) but there are hundreds of styles and types of it so one never knows what powers an arcane caster has up her sleeve.
Portals - At seemingly random times any arch, door, or gate can act as a [i]portal[/i] to a location that befits it's nature (i.e. a pair of trees whose branches for an arch may lead to the fae realms while the gate to the imperial palace may lead to the realm of the god of Kingship) if one has the correct "key". 
Wizards - Humans are the inventors/discoverers of wizardry. The elves may be naturally disposed towards magic, but it was humans who first codified and set down the rules by which magic works. Thus though wizards are more common amongst the elves most of the greatest wizards are human.
Humans - Humans are inventors and explorers par excellence, always searching for the next discovery and ever walking towards the horizon.
War - A majority of nations on the continent see war (or at the very least) the threat of war as a perfectly acceptable political tool. Even relatively peaceful nations don't think twice about a little saber-rattling now and again. As a result, conflict is fairly common, but often short-lived

Law - "Word is bond" has been deeply ingrained into the society. For the most part all but the [i]most[/i] chaotic of beings see oaths, contracts, treaties, etc. as inviolable. While a person might lie, wheedle, connive and otherwise plot to his own gain without a second thought, once he has given his word or entered a contract, it is most likely he will uphold it. The paladins of the god of Truth (Huckbear to the barbarian people, Sathrol to all others)  are notorious for hunting down oathbreakers.

Good - Everyone will perform one selfless act of good. Most of the races were originally created by the gods of good, and so all have at least a small spark of Good in their souls. Even the most corrupted soul is destined to perform one act of selfless good that changes their destiny, for better or worse, even if they do not wish to recognize it as such.
Example: Heartless assassin who has never had any qualms about killing anyone for some reason spares the youngest son of a family he was to murder. Perhaps the boy reminded him of some loved one in his childhood, or perhaps his sword arm was just tired. And so destiny is changed. Perhaps the youth is embittered, and spends his life hating the man who took his family, eventually hunting him down and destroying him. Or maybe he attempts to redeem him. Anyway, the idea is that this sort of thing happens all the time. 

Halflings - Halflings tend very strongly towards Lawful Good. They tend to think of themselves as having a duty to, as best they are able, benevolently guide the less ethically and morally perfect peoples of the world. This attitude makes halflings as a lot seem very serious, though not unfriendly, to the other races when they stray from their homelands in the south.

Travel - Travel in thron is fraught with danger. As was stated, war is a constant possibility, and travellers are never sure what conditions might have changed with regards to a particular region that they're moving through, so they always have to be on the lookout and on guard. Also, of late, their has been an increase in attacks of known and protected trade and travel routes by monsters and the less friendly races. 

Protection - Protection in Thron is at the forefront of all of its races. Conflict is a constant part of their lives, with fighting a preferred way of settling many a dispute. Therefore, it is not unknown to see children carrying weapons, and the age of conscription to the local militia is very young. Most if not all citizens of any settlement have some military/fighting training, and they are prepared at a moments notice to drop whatever they are doing and respond to a call to arms. 

Monks - Monks are not so rare, though they can appear to be, as they're mainly a nomadic set of people, always moving from place to place, interested in learning what they can about the different cultures of each race. Also, monks do not necessarily have a particular style of dress, so a monk could be travelling with a caravan as a guide, a guard or simply a fellow traveller. 

Elves - Elves are reclusive, and considered a myth or (at the very least) a dead race. They have closeted themselves in their holds and fortresses, having retreated centuries before from the public eye due to a falling out with Humans and Orcs, though no one now seems to be able to recall the exact nature of the dispute. They generally hold a disdainful view of outsiders, and go to extreme lengths to protect the locations of their places of residence, as well as the fact that they still exist. They clandestinely trade with the largest of the Halfling and Gnome settlements, but avoid any and all contact with humankind and orcs, and can be downright hostile towards them (especially humans).