Many sentient species exist on Overworld. Dominant among these are dwarves, elves, humans, and gnomes. Other species, such as dragonborn, orcs, and tieflings are nowhere near as common as other races, though they are not unheard of.
The majority of dragonborn live in large communities in the mountainous regions between Kondai and central Sensis. These communities are generally built deep into the mountain sides and often center around temples to Bahamut.
A few dragonborn communities proudly claim ancient metallic dragons as their elders and patrons. These tend to be the largest dragonborn cities, though a few smaller communities boast relatively young dragons as honored citizens. Additionally, several monasteries exist whose leaders are dragons trained in various arts, both martial and civil.
Dragonborn outside the mountain cities are often monks on pilgrimage, sellswords, and military advisors. Dragonborn artisans, especially sculptors and architects, are not uncommon.
Dragonborn often have Arabic-sounding names and accents.
Most dwarves in Overworld, if they don't already live there, trace their lineage to the continent of Kodama. Aside from a few self-isolating outliers, Kodama is largely broken into clan-owned lands under the rule of feudal family government. Dynastic rule of these clans can be traced back thousands of years in some cases, and most dwarves outside Kodama retain their family names and crests.
The three greatest dwarven houses in Kodama, and most of Overworld, are the Barkovs, the Petrushkhins, and the Yakushevs. These families control most of the land area of Kodama, and many dwarves living outside the continent still swear allegiance to one or another of these families. Squabbles and border disputes between these and other families of dwarves are nearly constant both in Kodama and in Overworld as a whole.
Dwarves living outside of Kodama are regularly seen in cities, often working as craftsmen, merchants, and hired muscle. They often deal closely with dragonborn, and trade between dragonborn and dwarven businesses and families is common.
Dwarves tend to have Russian-sounding names and accents.
Elves are one of the most common races in Overworld. Through a long history of political, religious, and familial alliances, the lines between the various sub-races of elves have largely become blurred.
Most elves tend to live in or keep close ties with those who live in the various regions and kingdoms of Erevil. Most of Erevil consists of elf-founded cities and farming communities, and these cities are renowned for their architecture, organization, and arts.
A notable exception to th usual homogenous nature of the elven sub-races are the drow. Having been largely sealed off from the Underdark through a series of accidents and natural disasters, most drow have elected to isolate themselves in desert communities far from civilization. These drow communities often center around huge hovering rock structures laced with the same types of crystals used in engines. These rock structures float above the surface of the desert, casting deep shadows in which the drow build roving camps to live in perpetual darkness.
Elves in Overworld are known, not unfairly, for being extremely bureaucratic. As such, they have a tendency to occupy the ruling classes in their communities, even if they were not the ones who founded said communities. This tendency towards bureaucracy often blinds them to the people of lower social classes, meaning that many elven communities have large class divides, extensive organized crime, and thriving black markets.
Elves often have British-sounding names and accents. Their architecture usually appears vaguely Roman.
Most gnomes in Overworld live in the lower levels and slums of large cities. Despite their intelligence, resourcefulness, and community-oriented nature, they're often viewed as nuisances because of their constant curiosity, incessant tinkering, and tendency to disassemble complex machines to see how they work.
Large, multi-generational families of gnomes are often seen living in the warrens below cities. While they don't often pursue structured education, many gnomes receive lifelong schooling from family elders through informal apprenticeships. This family education is often focused on tinkering, inventing, and repair. Some gnome families have practiced the same repair or construction trade for hundreds or even thousands of years.
Through their family apprenticeship system, a few gnome families have worked their way into record keeping and library work, though this is comparatively rare.
Gnome culture, names, and accents are varied, largely depending upon the location in which they grew up.
Halflings are often seen working closely with other races. Because of their generally friendly, open nature, many halflings find themselves in ambassadorial, clerical, and entertainment roles. Public facing roles, such as secretarial work, are also fairly common.
Many halflings trace their ancestry to central Sensis where they live in the foothils of the central mountain range separating north and south.
Halflings have a long history of close association with humans, with intermarriage being fairly common in northern Sensis. They tend to adopt the styles and language of the races they interact with the most, though they naturally prefer cozy lodgings, soft fabrics, and rich food.
Most halflings have vaguely Nordic, crisp accents and names. When they construct their own dwellings, wood and earth are their favored materials.
Most half-elves are seen living in the outskirts of human and elf society. While most humans and elves get along out of necessity, few human-elf families tend to stick together because of the vast difference in lifespans between the two races. Many half-elves perceive this as a reason they don't fit in to either culture, and tend to isolate themselves.
The vast majority of half-orcs live in southern Sensis, on the Kondai sub-continent. They closely intermingle with their human and orc brethren, and are usually viewed as no different than their pureblooded neighbors. In other areas of Overworld, however, some racism still exists towards half-orcs because of their historically questionable heritage.
Half-orcs do not have a distinct culture of their own, given that they are the products of orcs and humans. They usually take the names and customs of whichever race they were raised with.
Most humans live on the continent of Sensis, though they're common almost everywhere. Most humans don't belong to a specific culture, but rather have a variety of cultures that are based on their location and heritage. The most distinctive divide in human cultures is in regards to their relationship with orc tribes.
In Kondai, humans and orcs intermingle relatively freely. There are at least three distinct tribal governments in Kondai that are led by joint human and orc rulers, and the general view in the region is that both races are more or less equal and interchangeable. The same cannot be said in northern Sensis and many other parts of Overworld; human kingdoms and orc tribes and tribal nations constantly vie for control of territory. This conflict has led most communities in Kondai to cut political ties with northern Sensis.
Human names, accents, and cultures are generally as varied as the people they interact with.
Most orcs in Overworld tend to live in Sensis. Their communities are generally tribal and nomadic, though those who live and work closely with humans tend to build sprawling cities that cover wide regions.
Orcs often live in multi-family camps with semi-permanent long houses that are occupied by elders and chieftains. Small cooperative tribal nations are the most common form of orc government.
Orc culture could be described as a warrior meritocracy. It is generally focused on a combination of fighting and diplomatic ability in equal measure, and orc craftsmen and artisans are relatively rare. Orc chieftains often lead for many years, and dissatisfaction with leadership is often solved with intensely violent arguments moderated by tribal elders.
Orc tribal leaders often take multiple spouses of both sexes, and the resulting offspring are often married to other tribes to strengthen relations. Despite many of these children being provably not the offspring of the leader, they are still generally accepted as having come from the same family unit and thus of worthy bloodline. Orc chieftains can be either sex, with the only qualifications being argument and fighting prowess.
Orc relationships with humans are common in Kondai, even to the point of having large mixed houses that produce many half-orc offspring. These same relationships are uncommon elsewhere, with orcs usually being treated with suspicion or outright hostility because of their tribal society and gruff demeanor.
Orc names generally take descriptive forms, telling some aspect of an individual's personality and history. Accents tend to be varied and mild, with different tribes having slightly different accents.
The least common, but possibly most wide-spread race in Overworld are the tieflings. While not necessarily evil, they're almost always looked upon with distrust because of their infernal bloodlines.
Often traveling in tight-knit family groups, most tieflings are essentially vagabonds and gypsies. Many of these groups will act as traveling entertainers, or family thieves' guilds.
Despite distrust from most races, many tieflings form close relationships with gnomes and gnome families. The gnomes' natural curiosity and the penchant for tieflings to be widely traveled tends to lead to deep friendships that can last generations. This close relationship sometimes leads to business and other types of partnerships, though romantic involvements between tieflings and gnomes are unheard of.
Tieflings rarely, if ever, make permanent dwellings. Their accents tend to sound broadly Mediterranean, with lots of rolling Rs and flamboyant gestures.
Mostly scavengers, scrappers, and vagabonds, the kenku tend to live in small rural communities. There is mutual mistrust between them and most of the other races of Overworld, though they are sometimes hired as spies and assassins owing to their small stature and ability to perfectly remember and mimic any sound they hear.
Bullywugs, Kuo-toa, & Lizardfolk
Often looked down upon as savages, bullywugs, kuo-toa, and lizardfolk tend to avoid contact with other races. All three groups live primarily hunter-gatherer lifestyles.
Often seen as relatively harmless, if slightly mischievous, opportunists with a dim understanding of structured society. Goblinoids are usually found in the warrens under large cities where they construct shanty towns made of discarded trash.
Not intelligent enough on their own to understand most society, they often infest sewers, abandoned buildings, and other similar locations that would usually be seen as undesirable. Kobolds will often collect shiny objects, or steal items they believe will give them the same power and intelligence as more advanced races. Kobolds are often in conflict with nearby tribes of goblinoids.