In some regions, various occupations might be exclusively staffed by members of a particular race or ethnic group. As examples, a city's butchers might tradtionally have orcish blood, or all the dwarves in an area could be expected to join the miners' guild (even if they personally have nothing to do with mining). Those who violate these stereotypes may find themselves in conflict with local customs or idiosyncratic laws.
On some of the islands off the coast, the rites of the local fertility god revolve around ceremonial death and rebirth. The religion's priests have overcome this cycle, however: Each of them is actually undead, ceremonially slain and "reborn"! Their religion is otherwise unremarkable, being an odd offshoot of the mainland's religions. The priests vow to resist their undead cravings, seeing these as the "cycle of life" attempting to reclaim their spirits.
According to the Journals of Lord Goidol, the people of the Southern Cities wear heavy coats all the year round, despite the stifling tropical heat. They claim that to do otherwise angers the gods, and it is true that visitors who refuse to don the local garb are often struck down with a paralytic fever.
There is a land where every person wears spectacles. Those without eyeglasses are considered to be the lowest stratum of society, so adventurers without glasses are treated like outcastes. It certainly would explain those heroes wearing sunglasses for no apparent reason...
In a city where the justice system features judicial dueling, plaintiffs and defendants are permitted to request a champion to take their place in the duel: Someone chosen by lot from among the foreigners in the city. When anyone first arrives, they are given an enchanted ceramic pendant that marks them as a candidate for "court duty".
Wealthy folk entering the city are often escorted by burly guards, paid to carry pendants on their behalf: They elude court duty in that way.
Adventurers may seek work as a rich man's proxy or may find themselves magically summoned to serve as a champion.
In an isolated mountainous region, the local miners build their stone huts right next to the sarcophagi of their dead. In the winding tunnels of their mines, the spirits of their ancestors toil alongside them, sensing where the best deposits will be found and guiding their picks' strokes.
The seafaring people of the Southern Islands value their ships greatly, as do other maritime nations. However, they take the beliefs about ships a bit further. A ship's name is very important, once it is named it shouldn't be renamed anymore, ever; most renamed ships seem to fail sooner or later. Ships do not tolerate parts from other ships, a single board from a wrong source can cost sailors their lives, so it is said.
Most ships are identified as female, very few as male, though there is no tale of how their personality is identified; it has nothing to do with the name, for example. The Clarissa (a well-known male ship) is said to like good wine. So whenever sailors or passangers drink, they have to spill a glass for the ship, too. But that is only the most known example.