I also decided to start a brief compendium of native (and not so native) sapient kinds of sapients. This is part 1 of the compendium, more will come.
Ophidirax: Sometimes called the Serpentine or Snakefolk, Ophidirax are a tremendously successful species and have spread across most of the planet as long as it is not too cold. Their bodies are well suited to making the Underworld their home where they have frequently come to compete with other species. Many Ophidirax cultures are fond of eating other sapients; but others repudiate such things as horrid. Some are venemous, while others are not, but as largely obligate carnivores, until the refinement of create food spells they had issues with the amount of meat they needed to feed a large city; but with that population constraint removed, they have grown in huge numbers as each pair can create up to a hundred young per mating. The greatest Ophidirax state is the Imperious Realm of Irkstrask, spread throughout the underworld.
Kumun: Descendants of Moles, the Kumun come in four primary varieties; the stocky and stout Stone Kumun, the lean and skittish warren kumun, the huge and muscular underworld kumun, and the tall and majestically built ruler Kumun. Having come from another world, the Kumun infest the underworld and the primary clan that calls the place home; clan Jurmadrak and its vassal clans under its hegemony are ruled by a genocidal High Queen known as Ustralma who wants to make this world pure for the hordes of moles though other, more personable clans exist, many of which regard Ustralma as an insane tyrant.
Humans: Neither native nor the most common species on the planet, many humans on the planet are refugees from the cataclysm of the ten thousand years of strife that wiped out 90% of humanity and 70% of all life in general in millenia of grueling total war. Though the largest human nation is Teraga; founded by the oldest population of humans on the planet, many others have sprouted up elsewhere or have been present long before the refugees arrived.
Araneans: The first people from the "core regions" of the known universe to arrive to Xaramazdik via voidship and the people who gave the world its name, Araneans have leveraged their great intelligences, their ability to produce silk, and other traits to become inseperable parts of the economy of Xaramazdik under the Razortooth company that initially found the planet. The various Aranean companies are generally uninterested in actually holding territory outside of trade cities, but some have come to the planet in hopes of empire, though most such endeavors remain quite small.
Kobolds: Small, reptilian people who prefer to live underground but can adapt to just about anywhere, Kobolds are one of the most numerous species due to their rates of reproduction and their knack for making settlements that can pack truly enormous populations inside. The Kobolds call no one nation home on Xaramazdik, and their records show them arriving long before the Araneans with the aid of the dragons. Since then they've diversified a great deal. Kobold states tend towards being industrial power houses and due to their connection to the Eldest Races such as the Dragons; they often produce powerful sorcerers. While not physically powerful on their own, they've developed plenty of firepower to counter that.
Canceri: From the smallest shrimpman to colossal lobsterfolk, Canceri are a very varied group of people who prefer coastal or underwater homes. With great natural armour and the larger ones being some of the strongest sapients around, Canceri are frequently regarded as physically intimidating; especially as they often prefer to send warriors who are over six meters tall to do battle, some of whom have pincers that reduce a man to pulp with a simple snap, or slam down walls with sledgehammer like pincers. However, given that the Canceri physiology prefers water, they don't poke into the surface too much, though they can often muscle into wetlands, rivers, or lakes.
Dwarves: The largest and most well known Dwarf clanholds on the planet belong to Clan Steelbane, but other Dwarven clans have come to stake claims on the rich world of Xaramazdik. Not native to the world, and with the Dwarven people proud of their role in bringing the League to victory over the fascistic Alliance during the ten thousand years of strife, the Dwarves are coming in with a zeitgeist and a sense of manifest destiny; Dwarf populations on the planet are booming even as the populations of declining species such as humans and goblins have only begun to recover from the wars.
Kroatanga: The Fungoids were created long ago as instant cannon fodder in a different universe in a war now forgotten. Now these belligerent creatures follow their genetic programming, bringing the plague of warfare wherever they go as they access genetic memory to create the tools needed to wage warfare on a large scale. With an innate talent for making use of esoterical abilities, the Kroatanga are a frustrating opponent to deal with as one can cut down an entire war migration only for another wave to be born and start the process again in even greater numbers in virtually no time at all unless one burns or freezes their corpses.
Tendriculous: Extrauniversal creatures who have colonized the plane of darkness, the Tendriculous who frequent Xaramazdik are a mysterious; amorphous and malevolent species that serve a being known as "Dis Pater Tenebrous". Capable of changing their state of matter, possessing other beings or even inanimate or mechanical objects; infusing them with their strength and control, and hopping between the Dark plane and the Materium plane; the greatest weakness of the Tendriculous is their adversity to light. Light burns and boils their frames, and they need to have a host to survive in daylight, and light based attacks damage them greatly; even when possessing something. Thus they prefer to cling to areas corrupted by their dark work and twisted science, that give them a little feeling of the toxic nature of home right here.
Frost-Folk: Humans and Elves who made a bargain with the Cold Elementals in the millenia after the collapse of Rune Elven civilization as they brought the hordes of madness, the tendriculous, the black hand, the kroatanga, and more into this reality through their experiments, the Frost-Folk have been changed by the elementals to be immune to the cold so that they can inhabit lands tolerable to the lords of ice. They have grown tall, strong, and the ice curse weighs heavy on their souls, leading most to serve either the Elementals or some other master with but a handful of Holms resisting outside dominance.