Automata are constructs that come in a variety of forms, specialised to their occupations and hobbies. Said to combine the curiosity of gnomes with the dedication of dwarves, they take to adventuring naturally and many find their calling in it.
Dunechasers are a race of nomadic bugfolk who exist on the fringes of razian society. Insular and misunderstood, adventuring is one of the few paths that appeal to those who leave their caravans to explore the wider plateau.
Dryads are plant-like beings, created through the will of forests to act as guardians and agents in the wider world. Though many fade away after their purpose is fufilled, others linger on and find a new callings.
Havocs are humanoid manifestations of natural disasters, born from superstition and anthropomorphization of these events. They live rare, fleeting, wondrous lives; the adventuring life calls to all havocs in one way or another.
Hrairil are rabbitfolk known for their cunning and ferocity in combat; not even a minotaur would dare stand against a trained hrairil warrior. Though they mostly stick to their massive interconnected warrens, some are known to travel into the wider world.
The Kin are urban dwellers and experts of mimicry, usually appearing as flightless crowlike humanoids.
Rune-tinged are what remains of humanity on Ioraz; uniquely susceptible to the wills of runes, they have been bent into myriad forms by the deities of the plane. Their reasons for adventuring are as diverse as their magically altered physiologies
Tideborne are a coastal dwelling race, descendants of selkies who lost their sealskin cloaks. Few take to adventuring, but still the seas call to all of their kind in one way or another.
Due to the unique metaphysics of Ioraz, the roles the classes play in the world are quite different from what you might find in a more typical d&d setting. Each class interacts with the will of the world in it's own unique way, and has it's own place within the various cultures of the plateau.