The main continent is overrun by a big human empire. They're definitely the most prevalent race. They've formed some peaceful alliances with the elves, dwarves, and halflings throughout the empire, but there is occasionally some bitterness about their greedy expansion.
Many of the bestial races hail from Fortuna, the island across the sea, which is where the campaign takes place. The catfolk and aarakocra get along very well with the humans / mainlanders, while the worgfolk are slightly less trusting, and somewhat divided on how to interact with the outsiders.
Ratfolk can be found anywhere you'd find humans, and are one of the most prevalent races in the world, by number. Kenku are also found all throughout the world, but are somewhat rare and often regarded with an inherent distrust / sense of omen, much like tieflings.
Lizardfolk are extremely common throughout the wild jungles of the world, but extremely *rare* in modern society. In the wild they are inherently violent, primitive, and distrusting. A lizardfolk adventurer almost always has a traumatic event or moment of necessity that explains why it was stripped away from its tribe, how it learned to live in modern society, and why they don't return to their wild homes. You will catch the attention of townsfolk, and many of them will assume you are evil/primitive and attack on sight. Be prepared for racism.
Kobolds are in a very similar situation to Lizardfolk. It is extremely rare for a kobold to appear as anything other than a mindless, evil mook, so seeing one as an adventurer is extremely rare, and warrants some sort of serious explanation. You will catch the attention of townsfolk, and many of them will assume you are evil/primitive and attack on sight. Be prepared for racism.
Genasi and Aasimar are very rare, all throughout the world, and are revered by some and feared/loathed by others, usually depending on which gods they worship (if any).
The stone men hail from the island, as well. They were originally created by dragons to guard a volcanic mining city, but a few of them have broken free and now wander / enjoy their freedom.
Foxfolk are from the mainland, waaaay up in the north, past the elven homelands. You don't see many of them, but they do occasionally wander/adventure. Similarly, dobhar hail from the icy north, venturing south as the climate oscillates between warm and cool phases.
Gnolls are from the mainland, to the west. Almost universally feared/disliked, but they're seen as very useful for military operations, adventuring bands, and mercenaries. They are very capable of non-evil alignments once they're separated from their pack long enough, and some will even become "aggressively good," just to piss off the demons who used to control them.
Orcs are from the mainland, southeastish. Generally disliked, but close enough to human settlements that half-orcs are somewhat common. They're usually looked upon with either pity (since they're often the result of raiding/pillaging/rape) or fear, but they're very much like humans in every way, including their capacity for good/evil.
Dragonborn, tiefling, shifters, goliaths, firbolg, and gnomes are all from the mainland, but are considered very exotic / of supernatural origin. Not much is known about their societies, but they do occasionally show up in towns as wanderers/adventurers.