On a world as chaotic as Ozerran, there are a great many lineages. While some societies lean toward an evil, chaotic, lawful, or good disposition, every individual is as subject to societal norms as they choose to be. Some Drow may find leaving an evil society of Lolth worshippers difficult, but some may have been raised in kinder, more accepting conditions. Halflings are almost always peaceful and jolly, but there exist small communities that hunger for a greater power, and are willing to commit terrible acts to gain a dark boon. Just as in reality, it isn't always up to the individual from whence they came, but it is always their choice to either rise above or fall below the societal expectations laid out by their surrounding environments. The following is a general breakdown of all the varied peoples one can expect to see in this vast world. These are all available lineages to play as in the world of Ozerran, but there are always unexpected and strange anomalies when it comes to something as unique as a creature with free will. Part of the joy of such a game is the option to create your own character from the ground up, feel free to approach your DM with any homebrew lineages or even slight alterations to the features one gains from their lineage. Who knows? They may have an entire Google Drive file chock full of interesting PDFs dedicated purely to a sea of lineage options...
The Accepted are dispersed primarily across the continent of Het'laer, where The Great Crater and Fungal Wastes have only just become slightly inhabitable. They are most dense close to the wastes and become more and more dispersed the further one gets from the spore cloud. They are not trusted or treated with respect in most circles and understandably, some have come to violently resent such discrimination.
Aarokocra are few and far between in Ozerran, tending to keep to themselves in small settlements built into the sides of cliffs and at the peaks of mountains. These rare avian folk do not like to interact with the outside world, as they are often seen as a mere novelty, being made to perform in shows and be put on display by the wealthy. The Aarokocra is a proud lineage, capable of beating near impossible odds when in battle, and claiming to hold secrets of Ozerran "only visible from a birds-eye view".
Very rarely do Aasimar find kinship with one another, as they are usually born into humanoid societies as the result of some divine boon or even bane in some cases. It is not uncommon for especially devout settlements to have had at least one Aasimar born at some time in their history. These individuals are rare, but are known to have used their gifts for the good of their communities, being revered as heroes, even long after their deaths. Of course no race in Ozerran is inherently good or evil, and so just as songs of glory praise the great deeds of Aasimar heroes, there are too stories spread in hushed whispers, in dark corners of taverns or around campfires of the dark cruelties of Aasimar tyrants, villains, and curs.
The Centaurs have found themselves in Ozerran through one of many portals to the Feywild opened over millennia since the phenomenon of the Astral Eye began. Having not always been as chaotic as their fey brethren, certain Centaurs found a greater kinship in the nature-revering druids and clerics found at the great tree Dentra'lilotiik in Gatriil.
While these draconic humanoids are found all over Ozerran, there are rarely more than a dozen found in even the largest cities, outside of Het'laer and Arc'thun. In these parts of the world, Dragonborn live in large kingdoms, preferring cold and mountainous regions to build their settlements. These kingdoms have seen their fair share of wars in the recent centuries, and have taken a more isolationist approach, seeking to dispatch cults of Tiamat and further grow the Order of Bahamut before taking larger strides back into Ozerran.
The mountains and caverns of Ozerran are dotted with thousands of Dwarven strongholds. They reside throughout Ozerran with the second highest population of all the world's races. Some heavily populated areas of note are Albara, the Dwarven capital of Branelsia, where the Balderk clan has seen great success after ending their war with the Human Kingdom of Zerahl in a glorious truce, Ospus and Faspor in Arc'thun where the hill dwarves of the Throthganaln and Graemnohk clans mine the salt and topaz from hefty deposits found not too far beneath the frozen earth, and Puremount, where great hordes of treasure and craftwork have recently been lost in the explosion and resulting spore cloud of The Great Crater, and any survivors who bear the Puremount clan name have only been found in the past decade or so, all newly Accepted.
Duergar. Most Grey Dwarves have found themselves displaced from their home, and while Drow and Svirfniblin have for the most part adapted to their new surroundings, the Duergar have not stopped in their quest to return to their home in the Underdark, even if their original clans and strongholds have been lost to The Rot, or mind flayer colonies, fleeing the fungal corruption themselves. They travel in large groups across the land, stopping every couple of years to dig a mineshaft back into deep caverns, hoping to find tunnels untouched by the pervasive fungi. They have yet to succeed. Currently, the largest group resides in Branelsia, where they have been waylaid in their labor, and small battles have broken out between the Grey Dwarves and the settlements that do not wish a large, miles-deep hole to be dug too close to their homes.
Elves find themselves as third most common on Ozerran, having been alive for most every great event in history. Their kingdoms are vast, and usually quite open to outsiders, although many find it difficult to live in a society of humanoids as inclined towards the arcane arts as the High Elves, and the Wood Elves spend much of their time and resources towards preserving nature in Fehtar. Ukresh in Fra'lia holds the only large kingdom of High Elves that currently has no ill-standing with most of the other denizens of Ozerran, as the kingdom of Vilsikel is embroiled in a seemingly eternal war with the Human kingdom of Ran-Talea. Rumors spread of necromantic magics being utilized by the leaders of Vilsikel in their gruelling struggle.
Drow. Dark elves have always been defined by their origin, the treacherous demon lord, Lolth. When The Rot forced the Drow from their great metropolises however, Eilistraee took hold of many as they beheld the moon for the first time in their centuries-long lives, and fell deeply in love with the open night air of the overworld. No small amount of long battles were held by the powerful temples and priestesses of Lolth, and these new heretics. In the midst of the chaos, backstabbing acolytes of the other gods of the Dark Seldarine either made their escape, or their plays for power. Despite a great deal of Drow now serving the forces of good, or at least avoiding their demonic past, in the shadows of dark forests and dank sewers, Lolth maintains faithful followers, as well as the rest of her Dark Seldarine, even if they are not always united.
Sea Elves. The elven kingdoms under the waves are not widely known, preferring to keep hidden and focus on affairs having to do with the ocean and any areas of the Material Plane where the barrier to the Plane of Water is thin. There are some settlements that have appeared near bays where shorter-lived folk build their great cities for ease of trade, but even still, they keep non-elves at an arms length, even if only out of habit.
Many of these gentle giants can be found serving the druidic temples in Fehtar, surrounding the sacred tree Dentra'lilotiik. They exist in small conclaves in the forests of Ozerran, being confined mostly to Fehtar and Branelsia, not usually wanting to stray too far from the great tree. Despite this, they do love to travel every so often, and are the most willing to lead druidic pilgrimages to sacred sites tied to the Feywild and along the natural ley lines of Ozerran.
Genasi are seen most often travelling the world of Ozerran in caravans, where genasi that have descended from the genies of the greater elemental planes are the most common, as their respective home planes consist of larger kingdoms. There are however, no small amount of genasi from the lesser elemental planes of Ice, Magma, Ash, and Ooze. These caravans tend to avoid making themselves too large, as they are nomads not by choice, but necessity. They are wary of outsiders, for they're always on the run from bounty hunters, genasi sent from the planes from which they've escaped to find and retrieve them. Once you have gained the trust of a Genasi caravan however, you can be certain that you're in good hands, and will enjoy many fine meals during your stay as well!
Gnomes are just as uncommon on Ozerran as they are on any other world. Forest gnomes live primarily isolated lives, living either as hermits or in small, isolated settlements, while rock gnomes have carved out a serious niche for themselves as they lead Ozerran forward in technological advances. They may not have been the first to introduce complex constructs with souls such as Warforged, or crafted the first firearm, but they are quick learners and have swiftly cornered a large percentage of the market in these areas of invention. Coghaven is a settlement that is heavily populated with gnomes, and as its name implies, is filled with all sorts of mechanical and clockwork wonders.
Svirfniblin. Deep Gnomes have never lived lives of violence, and have been more than capable of surviving in less than ideal conditions. Just as they adapted to live in The Underdark so many years ago, they have quickly accepted their new homes, building houses and settlements only just below the surface, usually only partially, that they might be able to live a nocturnal lifestyle under the light of the moon and stars. They are still quite partial to gems and arcane tinkering however, so have established alliances with traders, mages, and miners when possible.
As in most all worlds, Goblinoids exist as a cursed lineage, created from the blood of dark and violent gods. Just as Aasimar or Tieflings are not beholden to their origins however, these creatures can find themselves railing against social norms and achieving incredible goals.
Bugbear. Prone to being bullies, Bugbears like to push others around. They are found all over, but are more of a rarity than most other races. They have however, found a home where they can learn, grow, and be given as much opportunity as any human would on the Askon Isles, in the city of Othran. Many of these long-armed folk have found fulfillment even in opportunities as simple as being able to reach the spellbooks on the high shelf.
Goblin. To Goblins, power is most important. Loyalty is earned, only by the edge of a blade or the potency of a spell. It's hard to break a goblin of this mindset, but it has been done before, and will no doubt be done again. While usually much harsher in word than a Halfling, it has been noted that given the chance, Goblins tend to establish lives for themselves that are much simpler and lack as much violence as one would have usually expected. That being said, the pink-skinned and frost-bitten goblins of Groyp Gla in the North have established a cut-throat society that has even estranged all other goblinoids, in favor of giving glory to the wicked patron god of Goblins: Maglubiyet.
Hobgoblin. These Goblinoids are used to being commanders, practicing cruelty and making themselves as important as possible. Long ago however, a new strain of Hobgoblin was introduced to the Material Plane from the Feywilds, and societies can vary from commanding tyrants, trying to usurp thrones and establish violent kingdoms, to raucous bards, acting on stage and serving gods unlike any they had originated from. The more tyrannical sort like to gather armies of "lesser" goblinoids around them, living as bandits on the road or in alleyways, but there are always smiling faces to be seen from hobgoblins in Othran.
The half-giant Goliaths exist in small tribes in mountainous regions, tending to exist not all too far from other giant kingdoms. The two societies can usually come to a respectful agreement to remain distant from one another, their giant bloodline gaining them rare and exclusive (albeit tenuous at times) favor in the eyes of most giantfolk. In Ran-Talea, Goliath tribes have been ripped from their homes and forced to fight in the endless war with the High Elves of Vilsikel, valued for their skill in scribing Giant runes and gleaning what magic they can from their innate power.
These amphibian folk love the lush jungles found on the equator, and their natural poisonous skin makes them excellent hunters, and should they choose to be, assassins. They see no need for conventional shelters, preferring to sleep in the open air, and usually not bothered by heavy rainfall. Grung are usually perceived as "uncivilized savages", but their way of life can produce individuals just as likely to study the arcane arts, swing a greatsword, or even start a business as any other lineage.
Half-Elves always have a hard time fitting into either half of their lineage, but tend to have an easier time in the larger cities, where the peoples already vary so greatly. They do however, have a much harder time getting by in either side of the Never-Ending War on Gan Tor-el, but that doesn't stop more from being born all the same.
Half-Orcs are most at home in the tribes which raised them, but have been known to carve their paths wherever they please, usually not caring all too much what others would think of them. Just as many other monstrous races however, they have found a good home in The Askon Isles.
Halflings can be found around almost every corner in Ozerran, if you look hard enough and watch your step. Small and hidden-away settlements can be discovered all across the world, but they have condensed around Zerahl in Branelsia, in the Stelpawa Tips mountain range and surrounding desert in Fehtar, and in the human capital of Leshait in Ran-Talea. They are a kind-hearted folk, always sturdy and resilient when they need to be, but concerning rumors have risen of the Ran-Talean army being led at times by Halfling generals wielding dark, infernal magic.
Some see humanity as a plague, ever-spreading, always adapting, and never-relenting. These can of course be wonderful qualities, but it does not take a scholar or sage to see that their short lives and swift growth in power can be almost insulting to the kingdoms of Dwarves and Elves that have existed for far longer. No matter what one thinks of Humans, they are here to stay, and are by far the most common lineage on the world of Ozerran. They do however, seem quick to start wars, and accept questionable bargains, with many experts speculating one such dangerous pact has been made with Hellish entities in the throne room of Leshait. Another, more admirable example of this was a recent account of a nobleman accepting the responsibility of "vessel" to a city-ending-sized hydra that threatened to wipe Zerahl off the map completely in Branelsia. Nobody knows fully what this means, but the possibilities are endless with humans, for better or for worse.
There have been rumors of an ancient walled city, whoever ventures close never returns, but on more than one occasion a humanoid has shown up on a doorstep or at a city gate, claiming to be from the mysterious city, and claiming to be capable of walking in and out of dreams. Nothing is yet known of these individuals of the strange place they come from, but horrifying stories of nightmares made reality are beginning to surface, whether from the escapees, or the walled city's neighbors...
These voiceless ravenfolk don't tend to live in heavily concentrated groups all that often, but rather scrounge city streets and alleyways in small families or by themselves. Those who avoid more urban areas like to live in the high tops of trees, making houses that can simulate the feeling of flight. In the city of Coghaven, an unconventionally large number of Kenku have found value in taking positions in the ranks of their Skyguard, who fly over the city streets in small skyships, giving the Kenku a precious and rare chance to truly fly.
These diminutive draconic creatures tend to rule over small "kingdoms" built just underneath the earth, protected well by a plethora of ingenious traps. Of all the draconic lineages, Kobolds emulate their progenitors most accurately, albeit humorously in more than a couple cases. They like to gather hoards of treasure, and are most prone to join and start draconic cults, whether their exaltation is directed towards one of the draconic gods, or simply a dragon in need of devoted minions. Kobolds are not all laughable little sycophants however, many of them live honorable lives in communities dedicated to honor and innovation.
Lizardfolk can be found most often near the equator, where the cold environments of Ozerran don't effect them as heavily. Lizardfolk tend to keep to themselves, but many of these master survivalists have integrated as best they can into the societies they find themselves inhabiting. They can be found most often in the swamplands of Eswen, the dryer badlands of Vuthra and Naplesia, and a generally hostile community inhabits the island of Fehtar's Bow, spending much of their time in the saltwater. Their appearances vary greatly based on their surroundings and can resemble any variation of terrestrial lizards, as well as komodo dragons and crocodiles.
Thought for centuries to be merely a myth, the elephantine Loxodon form a small community serving Dentra'lilotiik and the cultivation of the natural order. There are no more than a handful of settlements that can boast even a single Loxodon resident. They tend to lead lives of peace and pacifism, but can be fierce fighters when necessary.
Minotaurs were created by the demon lord Baphomet to be his faithful servitors in the Material Plane, much like Gnolls were to Yeenoghu. Unlike Gnolls however, Minotaurs have large swathes that have forsaken their demonic origins, and decided to live more peaceful lives. These imposing figures, free of abyssal taint, tend to be much smaller than their imposing cousins, though they still tend to stand at a minimum of 6' 8". No matter what their relation is to the lower planes, Minotaurs prefer to live in primarily isolated communities, usually made of complex, labyrinthine streets and passages that only their perfect locational recollection can easily navigate.
Muscans are flyfolk that are found rarely on worlds other than Ozerran. Their culture revolves around death, and the decomposition of all things. Necromancy is not only accepted within Muscan society, it is revered and the greatest of Muscan heroes and priests are powerful necromancers and death clerics. The traditionally worship Wurm, a massive, bloated maggot of a god, that feeds on the waste of the world. Just as the Troglodyte and Bullywug deities have been banished to The Abyss for their selfish gluttony, so too has Wurm. These small, hovering insectoids can be found wherever there are great deals of death and decomposition. While Wurm is by no means a benevolent entity, many Muscans understand the importance behind death and the passing of all things, so that new life may spring up. These outcasts form small druidic circles in swamps untainted by their lineage's necrotic rituals.
Traditionally, Myconids have existed in private colonies deep below the surface, where the terrible sun cannot reach and shrivel them. Dark, dank caverns and tunnels that house their spores best. Their existence is that of those who rely fully on telepathic spores to communicate, so they have no need of names, and their approach to relationship with other creatures is purely alien to most other humanoids that inhabit the Material Plane. They find the greatest kinship with Thri-Kreen and Wood Elves, though there are still massive gaps between their cultures. Myconids tend to be as long-lived as dwarves and grow (rather than build) great sanctums that can protect them from the horrors of the Underdark, and allow them to maintain their pacifistic lifestyle. They have in most of the world though, been either wiped out, or have been forced into restarting colonies in the depths of dark woods, dank swamps, or the sewers beneath large cities. Most other communities are wary of these bizarre sentient fungi, and consider they may even be to blame for the explosion in Het'laer.
Orcs tend to live as tribal people, preferring to live in nature, where many believe they belong. Others see it as a cursed exile instead, a punishment from the Elven progenitor god Corellon who has such great enmity with their brutal god Grumsh. Many orcs still find it difficult to forgive Elves for their god's transgression of gouging Grumsh's eye out, and many do not even remember why they hate the arrogant, perfect elves in their foolish, high towers and cities that soften their hearts and their hides. Like all lineages that were born of dark gods however, there are a great deal of Orcish communities that are not vulnerable to the hateful rhetoric of vengeful deities. Orcs are also well known for living their lives based on honor, and the veneration of the nature that surrounds all of us. Do not think all Orcs live outside of cities either, as many have of course found homes in the city of Othran, as well as other various neighborhoods across the world.
These fey folk are wild and chaotic, loving to play tricks on the unsuspecting and throwing massive parties even if for no other reason than the pure enjoyment of celebration itself. They are always open to a new member of their communities, but can be temperamental, fickle, and flippant creatures, reflecting well the nature of their home plane. There are no small amount of Satyrs that have found homes in Fehtar along with their fey cousins, the Centaurs, but many of their kind travel as nomads, always looking for new joys in life.
Shifters exist as the sole widely-civilized carriers of lycanthropy. Their origins are mysterious and largely unknown, but there have been some who have discovered the lycanthropic curse of their parents or other family members when their Shifter traits began to manifest, even in the late stages of life. The only communities currently known are in the Southern most woods of Vilsikel, where they fiercely protect their lands.
Tabaxi & Leonin
The feline folk of Tabaxi and Leonin were once separate from one another, existing within their own solitary societies. Some many centuries ago however, they comingled with one another and have since become the amalgamated culture seen today. They are usually quite similar in attitudes and behaviors, with few exceptions being Leonin tendency toward iconoclasm and Tabaxi preference toward protective shelters high on cliffsides or in trees. They populate a large portion of Eswen, and exist otherwise in small pockets here and there, scattered across Ozerran.
Ozerran is one of many worlds blessed with vast colonies of the insectoid Thri-Kreen. These mantis-like humanoids lack vocal chords, being one of two lineages in this world to communicate solely through telepathy. They build large cities out of clay and dirt in the arid deserts and dense jungles of Naplesia and Reclauca. They live their lives practically, valuing survival and stoicism above all else. They believe their patron deity: The Queen, is reincarnated every couple hundred years in the queen that rules them.
Tieflings are found in every corner of the world, generally in small numbers, but usually banding together for the sake of survival, wherever they may find themselves. Most societies view individuals of this lineage of questionable origin as dangerous worshippers of the lower planes. Most urban Tiefling communities exist in the slums of large cities, but there exist a great many settlements where Tieflings can avoid pervasive prejudice.
This rare lineage has deep roots in Ozerran. Many of their kind have died out, but there still exist small conclaves of these turtle-folk on the islands named The Vuthrian Droplets off the northern coast of Fehtar, and within the peninsulas of Umberlee's grasp, on the eastern coast of Fra'lia. Ancient ruins and prophecies speak of this lineage as wise beyond their years, and essential to the world's survival in some unknown catastrophic event. Whether or not this event has taken place yet, none know for certain, but the Tortle have viewed themselves as selfless protectors of knowledge and justice for as long as they can remember.
There are a great number of creatures that dwell in the seas of Ozerran, but not many civilizations are so established as that of the Triton. These aquatic humanoids can swim quickly in the ocean depths thanks to webbed digits on their hands and feet, as well as piscine frills and fins sprouting from their heads and limbs. They feel most at home under the sea, but have been known to make journeys to the kingdoms and cities that establish themselves on coastland, usually only to trade. Unfortunately, most interactions between Triton and any other lineage is that of a raid on a passing ship, the Triton exacting the tax they feel they deserve for protecting Ozerran from the unseen horrors of the deepest depths.
Not all Drow, Duergar, Myconid, and Svirfniblin have found themselves fumbling in the bright light of the sun and moon. There have yet to be any notable changes in the Underdark beneath Fehtar and Gan Tor-el. Here, the deepest caverns seem to operate just as they did before, full of danger, mystery, and rumor of powerful entities, serving unknown selfish purposes across the world.
Warforged are not born in the usual way, but rather built by talented hands and clever minds. They are the first constructs that anyone on Ozerran has ever heard of who have achieved true sentience, and their creation requires that a soul be bound to their frame. The first of these were built by a mysterious figure known only as The Mechanic. While they seem to have been built exclusively for war, their free will enables them to choose any path to walk along in this life. They are most prevalent in Coghaven, where the first of these individuals was discovered, backwards-engineered, and recreated to create a new path towards extending the lives of mortals. In Coghaven, if you're rich enough to afford the complex arcane procedure, you may have your own soul transferred to a new body, that cannot age, and is capable of amazing feats. There are rumors however of a great number of these Warforged gathering in the frozen southern hills of Ostium, and many who live in this part of the world fear that they may be amassing an army, living up to the daunting name of Warforged.
These serpentine people live in large cities with sprawling temples that they protect with their lives. They have been known to live in deep woods and thick jungles, far from civilizations that see their deity as a danger to Ozerran, and for good reason. Yuan-ti priests and priestesses preach of terrible happenings and the end of the world at the fangs of Dendar, The Night Serpent. Recently, many of these people have been displaced by earthquakes and greater kingdoms taking advantage of the disasters to weaken the Yuan-ti ranks. Nobles and aristocrats like to keep Yuan-ti as servants, as their resistance to poison makes them perfect for testing food, and reducing the risk of assassination. These servants are especially fond of sleep, where they claim they can walk among their homelands in dreams, and avoid the waking nightmare they have been subjected to. A Yuan-ti's appearance and overall power can vary greatly, as their traditional practices have resulted in "blessed" results. Many refugees find themselves in the strange new lands of Coghaven, Zerahl, and Othran, and have slowly realized the error of their dark practices. The newest generations completely devoid of Dendar's blessings, maintain only what was once known as "pureblood" features.
Any individual can fall into the favor of gods. Some Aasimar are not born as such, but find themselves walking through the world with a greater boon, be it dark or light, than whatever gifts they had at birth.
Vampirism is an affliction that offers both boon and bane. Vampires are powerful creatures, and can create thralls to do their bidding with just one bite. Some Dhampir travel Ozerran in search of blood and power, but for every creature of the night, there are those who work tirelessly, either to rid themselves of their curse, or to use it to rid the world of whatever curse it might find itself under.
Hags are vile fey creatures, dedicated to selfish ambition and the downfall of those more fortunate than themselves. Hags do enjoy to take on children of their own, sometimes consuming the child of another unfortunate family, only to rebirth it with fey gifts. No matter what the disturbing ritual entails, Hexblood children are raised by their corrupt grannies, mothers, and aunties into extensions of their power. As much as a hag can brainwash however, a Hexblood is never beholden to the charms of their creator, at least not fully.
Necromancers are dangerous wizards, thinning the line between life and death. Should you find your companion expired, perhaps there is an easier option than the divine resurrection of the gods. If one finds themselves Reborn, it may be mere days after their death, or perhaps centuries. These individuals exist in Ozerran as zombies, wights, ghouls, skeletons, ghosts, and everything in between. They do not like to gather in groups under most circumstances, but of course, the city of Othran always has an open door.
The pack can always be grown by the bite or scratch from an individual infected with Lycanthropy. Shifters are the result of those who are capable of keeping this curse under control, and who have been able to use it as a boon. In the southern woods of Vilsikel, a sect of Shifters exist as acolytes to a long-dead Primordial titan, the body of which makes up the heart of their forest. The initial elves who explored this untapped land, reported back changed, and unwilling to leave their new homes and positions as protectors of the revered corpse of their new god.
While most Tieflings are millennia separated from the poor choices of their ancestors, hundreds are still born to families that have dedicated their lives to the various cults of the lower planes that dot the lands. There are even famous folktales of esteemed heroes crying out to dark gods in desperate times, and their fell prayers being answered, in the form of horns and a tail.
With the right amount of coin, and a master artificer, anyone can live forever in a body of metal, stone, and runes as their soul is taken from their feeble mortal body and integrated into a powerful new suit of vitality and strength!
The following lineages can be found in planes beyond the material, many times, very little is known of them, but rumor tells of tomes and arcane webs that tell the tales of these folk. (Look em up)
Aarakocra (Plane of Air)
Beetlefolk (Astral Sea and Plane of Ooze)
Chilopodian (Mount Celestia)
Astral Elves (Astral Sea).
Formicoid (Plane of Earth and Gehenna)
Genasi (Elemental Planes)
The Genies of the elemental planes are hard slave drivers, procreating with mortals not only for their own selfish enjoyment, but to generate for their kingdoms an army of forced labor. Most Genasi dream of escaping their masters and many do! Not without danger however, as many lose their lives to the harsh terrains of the Elemental Planes and few of these tyrannical genies allow such disrespect without sending mercenaries to retrieve that which is rightfully theirs by birth.
Githyanki (Astral Sea)
Giff (Astral Sea)
Autognome (Astral Sea)
Hadozee (Astral Sea)
Luni (Astral Sea)
Muscan (The Abyss)
Necrite (Nine Hells and Gehenna)
Plasmoid (Astral Sea)
Selquet (Plane of Ash)
Simic Hybrid (Astral Sea)
Thri-Kreen (Astral Sea)
Vespoid (Plane of Air)
Bee and hornet folk
All races are either official Wizard of the Coast creations, creations of grimley533's Insectopia, or creations of my own.
grimley533. “Insectopia - Player's Guide by grimley533.” Insectopia - Player's Guide | GM Binder, www.gmbinder.com/share/-MQhiMEqhcdkgd-rCMr0.