Based first on what I think, filling in with entity raws. And creature raws- there're personality mods in there. Kick off the rest of discussions- the Main 5 aren't all that's here and can think (Learn) after all. But focusing on the main ones...
"All that glisters is not gold"
: "Well sure, any dwarf knows iron pyrite from the good stuff. Also, some of it's more valuable than that, diggin' deep enough."
They are the engineers of the world. Their greatest joys lie in creation and efficiency.
They worship gods, but don't do it enough for priests to get really in on it. I can easily see them plunking down a communal altar in the main hall, well-crafted of course.
Picked up farming as a curiosity- you can put things in the earth to take out later, rather than just taking it out?
(Rather like most say. "Our Dwarves are the Same")
"All that glisters is not gold"
"No, but it (would) look(s) nice in my house."
They are the merchants and the priestly and, well, the average Joes. They are versatile, jacks of most trades. A good bargain, or a new tidbit of information, are things to be sought. They can craft, but it is not the driving force, so it is less well-developed. They are the religious, having a temple in nearly every town complete with priest, and may be the first to tell you so, right after they've sold you these authentic relics*!
*Though, actually, humans are the most honourable race right alongside dwarfs. If your word means nothing, how do you bargain?
Probably the best farmers.
"All that glisters is not gold"
"But we'll trade our nature-safe goods for them. Poor misguided stunties."
damn dirty treehugging hippies The official Dwarven Party Line aside, at peace and in-touch with nature, rather thoroughly- they actually (depending on which side of the schism you fall on) instill or just recognize the primal forces behind the life of the land, and will fight to defend the otherwise unheard. Thankfully for dwarfs, do not appear to be in tune with the land itself, and thus do not complain about the bite of your picks so much as the axes.
One could argue this means they're not particularly "religious"- you need no faith for something that you can perceive.
Curiously, are nearly as crafty as dwarfs. Are more artistically/intellectually inclined than most races, for one must have a hobby when one lives fore'er. But lazier- if you live fore'er, it doesn't need doing NOW. For all that they do not wish to cut trees, are perfectly happy to work with deadwood. (Undead tree-cutting ethics are left as an exercise for the reader) Similarly, fallen enemies are perfectly good meat, don't waste it.
Their tree-affinity seems alien to the dwarfs, but to them, it's a matter of "Cut that out. We can hear the screaming from home."
Never developed mineral technologies either out of respect for nature or because they're perfectly happy on the surface, with what they have.
"All that glisters is not gold"
"Kill you for it?"
The most interesting of the main races in this discussion-rather like if elves had a demon (or, soon, other powerful creatures) popping up to take control, rather than being peaceable and hearing the spirit of the forest. The moral void is only pierced by the demon's "but serve my interest" - falling out is about the only thing they care about. Living forever, they do have a hobby, inherited/encouraged from their demon masters(mistresses) - torture.
This immortality complements the demonic influence well- if you're going to die anyway, why ot kill you a bit sooner and spare you the miserable anticipation? Makes killing goblins (or elves) a bit confusing though.
Their thralldom makes them angry and unlikely to hold backor restrain themselves anything, or care for others.
The child-snatching can be viewed many ways- humanitarian, to show them the lightdark, swelling the Demon Party's ranks, or perhaps to understand these others by bringing them in.
One could argue this power relationship means they're not particularly "religious"- you need no faith for something that you can perceive, and the demon's right there! And he melted and raised these towers from the bare rock!
"All that glisters is not gold"
"Figlonkis! Shiny! JREENGUS!"
Are underrepresented.
But I think they're fairly clever scamps, with underdeveloped civilization. Their tendency to stay in caves and be isolated means their language, while incomprehensible to most, is really just highly dialectic, individual to the homeplace.
(I want kobolds with tails. :p But oh well, we get lizardpeople and snakepeople)
I also think that yes, they are clever enough to make their own copper daggers, spears, arrows... (you can work copper without tools, really) and tunics (at least of hide). I'd sort of expect them to have obsidian/flint knives, too. If they steal more effective things, they seem to be able to use them just fine, but...
their civilization ne'er got an Anvil/Axe/Pick combo-pack from on high. Or in trade.
Trying to steal an anvil, well, they can't waddle under load fast enough.Gremlins: known for their mischief, they enjoy adventure!
Animalpeoples: Primitive peoples in many places, intelligent and speaking. Like the Elves, likely to be in-touch with the Forces of the land.
Frog: Amphibious, reflected in where they live. Don't care about much.
Lizard: One of the more likely to have a hut civ, to me. On stilts if in too wet an area. Unlikely to become powers simply because they'll be too cold and haven't any of the tech to keep warm.
Snake: See Lizard. A bit more cave-y though.
Ratmen: Often we think of these as hanging around the edges (/in the sewers) of metropolises for the leavings.
Bat: Nananananananana batmen Wing-arms make working with items tricky. But they get by eating stuff in caves.
Ant: We all know how this one goes- hiveminds, For the Queen, and whatnot.
Snail: Sedentary and content to munch on leaves, a bit philosophical, but individual people.
Slug: Similar, but more ew-factor, so people don't talk about the Wise Slugmen so much.
Leech: Hunters, with...a twist.
Tiger: They're Grrreeat! And you look delicious! Pack hunters.
Olm: Like frogmen, but pressured to cave water make them a bit more savvy. And competitive and combative.
Cave swallow: Flying is fun!
Trolls: [CANOPENDOORS] ...um. You sure can.
Ogres: Ditto. Can't speak, so smashy. This group enjoys breaking stuff for its own sake.
Giants: More-articulate version.
Ettins: Two heads're better'n' one!
Cyclops: More-intelligent version.
Titans: Unlike all those, wise and eternal are the Titans. Unfortunately, they think you're all screwing it up too badly, so they'll ha'e to ha'e a Word With You.
Satyrs: Have some fermented fruit, dance around, sing, pass out, care not about tomorrow.
Foul Blendecs: evil satyrs: Unsure. Anyone want to comment?
Harpies: Deprived of reproductive possibility by gods or demons or possibly something else, these immortal beings decide to muck it up for e'eryone else.
Demons: Intelligent and constitutionally incapable of thought for other options than "tool/minion" and "enemy", they care only for getting their way, and not for your mortal morals. This is why there is no demon civ here- perhaps elsewhere.
Dragons: It appears we got the ones straight out of St. George- mindless fire-breathing flying beasts after the shinies.
I prefer the intelligent, magical variety, more along the lines of less-supernatural demons, though not necessarily evil. Greedy to a fault.
Werewolves: Again, we seem to get an inarticulate, dumb (but sapient) version. Enjoy running, the hunt, etc. Feeding time!
Merpersons: Lack of competition and spatial pressure mean they're relatively free-spirited folk, not needing to band together much, perhaps for an occasional hunt, and not really needing to settle. The sea's bounty is theirs. (No pun on the merperson farms intended.)
(dark/mountain) gnomes: BEER! *glug-glug-glug...
Troglodytes: Grunting, banding cave-hunters.