"It depends."
For the most part, Eorzea is overall very tolerant of the other races. With the exception of a few handful, there really isn't one that is specifically getting the brunt of the hate. Considering the sheer variety of races, that's actually quite the feat.
More than anything the blatant intolerance has more to do with the culture and society. Without knowing more about your character, I'll simply run through the cities each in turn:
Gridania is, far and away, one of the least tolerant nations of the three. This is because their society is founded on the peace and tranquility of the Earth Spirits that dwell there. Bear in mind that these powerful forces prevented the entire society from entering at all for 200 years. It took the combined efforts of the Seedseers and probably even the blessing of Nophica to even get them to let them in. And when the Elementals are pissed whole villages can be wiped out. So this intolerance of outsiders is both conditioned and pragmatic. They have learned to be wary of other people who aren't versed in their ways -- because if any fool adventurer to do something they aren't supposed to they run the risk of getting everybody killed. More or less if you do that there they will pretty much disown you and let the wilds kill you for fear that something equal will happen to you as well. In addition, the Wildwood Elezen make their home there and have butt heads with the Seeker of the Moon Miqo'te, the Ala Mhigans, and the Ixal. They are fiercely territorial and even more so with a race that bears a close resemblance to themselves. (I always found this part interesting because the Padjals are all Hyur, but... details).
Ul'dah actually doesn't have racism per se but that doesn't mean they aren't exclusive. They are essentially what happens in a society that values commerce and capitalism runs unchecked. The Syndicate, originally six members but are now down to a smaller number because some of them died during the calamity, ran the mining, alchemy, trade, bank, and religious temple of the entire city. Raubhan was a former member too after receiving significant fame and notoriety -- he owned the Colosseum -- but gave up his claim to become the General of the Immortal Flames. Anyways, the city runs on the axiom "whoever has the gold makes the rules." Those without, as evidence in Camp Drybone and the other refugee camps in the area suck majorly. As Duskwights have a history of being a race without a home, they may find this place especially oppressive unless their ingenuity and mercantile skills allows them the opportunity to make it rich... and be hopeful that their enterprise doesn't cross the syndicate's gaze.
Limsa Lominsa is another weird case. The area boasts the greatest opportunity for freedom and opportunity but the whole area was cordoned off with martial law by Merlwyb before the end of the last era. As far as I know she's still acting as commanding Chief Admiral. This is far and away one of the biggest power grabs in the game (and something that I'm surprised nobody has called her out on), and she seems content to impose her own views and regulations on the entire island. She has control over the ship trade routes and boasts one of the most powerful navies Eorzea has seen (if not the ONLY navy Eorzea has seen...). Anyways, there is still freedoms and opportunities there... but you are going to be playing by Merlwyb's rules or not at all. A lot of pirates have been stuck trying to cultivate a land that has proven to be more or less uninhabitable in some areas (such as the struggling settlement of Poor Maid's Mill). Master Gegeruju (who appears to be a POWERFUL alchemist from Ul'dah) actually scoffs at the idea of taming the land and seems to have the right idea if you see how well cultivated he has made the Bloodshore region. So in this case instead of differences by groups or differences by wealth, you have differences by creed. The resentment and desire to go back to the sea is still seen within the pirates that are growing the crops... and full-scale revolt may come if Merlwyb doesn't find a way to make that land habitable for her people.
So I'd say take the path you want with the lore and use them to work out what you want to do. ^_^
For the most part, Eorzea is overall very tolerant of the other races. With the exception of a few handful, there really isn't one that is specifically getting the brunt of the hate. Considering the sheer variety of races, that's actually quite the feat.
More than anything the blatant intolerance has more to do with the culture and society. Without knowing more about your character, I'll simply run through the cities each in turn:
Gridania is, far and away, one of the least tolerant nations of the three. This is because their society is founded on the peace and tranquility of the Earth Spirits that dwell there. Bear in mind that these powerful forces prevented the entire society from entering at all for 200 years. It took the combined efforts of the Seedseers and probably even the blessing of Nophica to even get them to let them in. And when the Elementals are pissed whole villages can be wiped out. So this intolerance of outsiders is both conditioned and pragmatic. They have learned to be wary of other people who aren't versed in their ways -- because if any fool adventurer to do something they aren't supposed to they run the risk of getting everybody killed. More or less if you do that there they will pretty much disown you and let the wilds kill you for fear that something equal will happen to you as well. In addition, the Wildwood Elezen make their home there and have butt heads with the Seeker of the Moon Miqo'te, the Ala Mhigans, and the Ixal. They are fiercely territorial and even more so with a race that bears a close resemblance to themselves. (I always found this part interesting because the Padjals are all Hyur, but... details).
Ul'dah actually doesn't have racism per se but that doesn't mean they aren't exclusive. They are essentially what happens in a society that values commerce and capitalism runs unchecked. The Syndicate, originally six members but are now down to a smaller number because some of them died during the calamity, ran the mining, alchemy, trade, bank, and religious temple of the entire city. Raubhan was a former member too after receiving significant fame and notoriety -- he owned the Colosseum -- but gave up his claim to become the General of the Immortal Flames. Anyways, the city runs on the axiom "whoever has the gold makes the rules." Those without, as evidence in Camp Drybone and the other refugee camps in the area suck majorly. As Duskwights have a history of being a race without a home, they may find this place especially oppressive unless their ingenuity and mercantile skills allows them the opportunity to make it rich... and be hopeful that their enterprise doesn't cross the syndicate's gaze.
Limsa Lominsa is another weird case. The area boasts the greatest opportunity for freedom and opportunity but the whole area was cordoned off with martial law by Merlwyb before the end of the last era. As far as I know she's still acting as commanding Chief Admiral. This is far and away one of the biggest power grabs in the game (and something that I'm surprised nobody has called her out on), and she seems content to impose her own views and regulations on the entire island. She has control over the ship trade routes and boasts one of the most powerful navies Eorzea has seen (if not the ONLY navy Eorzea has seen...). Anyways, there is still freedoms and opportunities there... but you are going to be playing by Merlwyb's rules or not at all. A lot of pirates have been stuck trying to cultivate a land that has proven to be more or less uninhabitable in some areas (such as the struggling settlement of Poor Maid's Mill). Master Gegeruju (who appears to be a POWERFUL alchemist from Ul'dah) actually scoffs at the idea of taming the land and seems to have the right idea if you see how well cultivated he has made the Bloodshore region. So in this case instead of differences by groups or differences by wealth, you have differences by creed. The resentment and desire to go back to the sea is still seen within the pirates that are growing the crops... and full-scale revolt may come if Merlwyb doesn't find a way to make that land habitable for her people.
So I'd say take the path you want with the lore and use them to work out what you want to do. ^_^
Thy life is a Riddle to bear Rapture and Sorrow
To Listen, to Wonder, to Entrust unto tomorrow
In One fleeting Moment from the land doth Life flow
In One fleeting Moment from the land doth Life flow
Yet in that Same Fleeting moment Thou must Live, Die, and Know