Dark Satyrs who pollute the forests they spawn inside with [SPREAD_EVIL_SPHERES_IF_RULER] on their creature file. Im reasonably unimaginitive when it comes to the nitty gritty fine details but they can be made to use evil wood if you just attach a seed to glumprongs
* assuming they're equally limited not dissimilar to elves, but prefer blunt weapons and are on average freakily strong with a strong distaste for most things and very few laws.
The next two are pretty human-like so i just bundled them
A race of not strictly evil but over-militant humans/optionally inorganic humanoids clad in togas and sandals who can take up alliances with goblins due to mistrusting other races when a significant threat arises using [ETHIC:KILL_NEUTRAL:REQUIRED] physically imposing, but with such a lack of clothing, their skin is more insular. Entirely humorless, deadpan addressing the audience and systematically intolerant and opposed to greed, they are ruled by a elected emperor from a choice of the military commanders, who shine in the sun with their gladius's,
galea's, breastplates, and hand thrown 'spear ammunition'.
One more Idea to throw out there is a ceramic desert dwelling people full of sand on the inside and their related emphasis on Egyptian and Middle Eastern themes & culture, with large recommendations for burial chambers and a 'priest' caste with sand construct summon interactions in the defence, lots of Khopesh's, sarcophagi and bronze/brass recommended. They have their own caste of camel accessible to the civ which handles trade & pack carrying which runs at a faster gait, which is one of the mounts they would be able to commonly access for that geographic area.
- I like your suggestion of ceramic garden gnomes a lot SQman, its funny and also i guess pretty fitting for them to be fragile, so i altered my orginal idea for the sand filled race closer to yours
* From my own little experiments, evil wood using races won't embark or typically use wood that doesn't germinate somehow because they don't consider the limited supply in their weekly production routines along with food, trade etc. Same goes for certain evil plants until they're brewable then they attract interest.