Since everyone's got the 'foreigner' reputation mod and pretty much every NPC in Ruvera hates foreigners (except for a few) -- anywhere that you have to deal with a NPC (like a boss, or a shopkeeper) you'd probably be discriminated against monetarily, because they have affection established for PCs and then modify the prices according to that affection. Some PCs might still be able to be seen relatively favorably, if they have high magnetism for instance, or have spent some time developing a rapport with a particular NPC, but yeah. Unfortunately in alpha, things aren't very densely covered, so many of the jobs and shops just have VNPC workers who don't have any affection metrics towards PCs. But still, it'd be very thematic and nice roleplay to include that you're being discriminated against, because this is thematically what is happening. It might've made sense for it to be difficult/impossible for PCs to get jobs or lodging, but that'd impact playability too much.
Me and Mistsparrow had a really fascinating (to me) conversation that actually prompted this topic, where we reflected that the majority of us MUD-players really are first-world types, and right now we're (the majority of us) living in first-world conditions. So if first-world Americans ended up as refugees in some backwater third-world place, we'd probably act like entitled Karens and heroes with white savior complexes, regardless of local suspicions and sentiments. It's been oddly fitting to see MUD-players who come from that RL culture act the part in-game, as first-world Sirdabi Caliphate citizens landing on a third-world shore in what basically amounts to the Dark Ages. It's just this weird case of parallelism and unexpected serendipity that we didn't really foretell, and it's given us some interesting insights into playing the ignorant backwater xenophobes that we didn't anticipate, either. It really works beautifully though, I've been enjoying every interaction, and it's also interesting to see how different PCs choose to distinguish themselves in different ways, which ones are sincerely empathic, and which sorts of bigotry and unsavoriness they uniquely find irredeemably revolting, and so on. Really great explorations and characterizations going on.
We really had been a little sad about how we'd centered this world on a non-Eurocentric place and then decided to spend so much of alpha in a more typical European-fantasy setting, and considered how some of our players might be pretty disappointed by this turn. But hopefully, it won't last forever. Ultimately it's really an issue of building out the world some more. St Loomis, being relatively small, was just more easy than Omrazir to "finish" enough for alpha. But Omrazir is going to be the main hub of the game once things settle, and we are requiring that all alpha players roll in as part of the storyline of passengers from the Sirdabi Caliphate. (That requirement is for many many reasons but one of them is that we do want to keep things centered on this story for now.)
(As a side point, I don't think you, pof Esfandiar, are wrong in your assumptions about most players finding it easier to imagine themselves into Ruverans. We had anticipated a little bit of pushback, maybe, against the requirement to make a character from the Sirdabi Caliphate, but there's actually been a lot more than I thought -- from people making entirely European characters down to names and ivory-hued colorings and just ignoring their heritages, and then deciding not to play when those elements were fixed, to those who asked for specific exceptions so that they could make more European characters and then lost interest when the exception was denied, to people who decided explicitly to wait for beta after discovering this limitation, etc. It's been frankly a little concerning to me how the general white-person aesthetic is apparently so favored by some players that they just refuse to RP as someone brown, and ultimately, I'm not unhappy with perhaps accidentally weeding these potential players out of the base.)
Regarding troubling themes versus playability... there's definitely a balance to be struck, and I respect that some people may really hate dealing with racism in a game. This is why we try to include some of the unsavory themes right on the label: for example, there's homophobia in this world. We don't want to trigger people who are really bothered by the existence of this bigotry; but we do want to give PCs the chance to rail against any thematic injustice they'd like.
I completely understand the distinction between "I enjoy playing a character that fights against this injustice that I really hate IRL" and "I am so personally traumatized by this theme that I just do not want to encounter it in my game time at all, because it would be genuinely unsettling to me". There are some themes in this setting that I am actually unsettled by, but thankfully not so much so that I would choose not to play, and they are thankfully more avoidable than the generic problems like xenophobia and classism. Honestly, I really find it valuable to play thematic villains in a self-aware (yet realistically rounded) way -- because these ugly bigotries exist both in the real world and in-game, and the whole point of having the unsettling themes in the game is so that players can enjoy the narrative of conflict against those themes. That said, there are very few truly 100% evil forces, and no culture or people in the game world can be considered entirely villainous just due to their thematic injustices. The people of St Loomis might be xenophobes, but that doesn't make them evil. Xenophobia in itself is an evil, though, and one that is hopefully interesting to confront in RP. If someone does come up against a more niche unsavory theme that unsettles them, there's always XCards! (A yellow xcard is a great way to ask a fellow player to just dial that back a bit.)
Last thing I want to mention to maybe come back to later... the idea of how sometimes certain types of RP might actually exacerbate some of our own personal issues. I think I've encountered that myself in some instances, and I have to think about it some more before I can give a considered response.