Space is infinite and nobody knows exactly how many crystal spheres there are. Throughout known space thousands of races can be found.
Two types of worlds are found in wildspace: spacefaring worlds and groundling worlds. On spacefaring worlds, spelljamming ships frequently bring commerce and travelers from other worlds. However, groundling worlds turn their back on space and mostly keep to themselves.
Because spacefaring communities mix freely with each other a member of a particular race may have ancestors from dozens of other worlds. Most of these races have been in space for so long that they consider themselve native of wildspace and sometimes do not even know where their race originally come from. Other races are relatively new to wildspace and can trace their ancestry back to a former groundling society that embraced spelljamming and made the leap to wildspace.
Even individual members of groundling societies that still avoid space, occasionally make the leap from their world into space.
The planar churches are popular religions in wildspace and they communicate with beings that exist on other planes of existence. These beings, known as outsiders, occasionally leave their planes and visit spacefaring communities. Some members of outsider races have decided to make wildspace their home, and have lived there for many generations. This migration was a two way thing and members of some races found in wildspace moved onto the planes long ago. From time to time the offspring of these migrants return to wildspace.
The migration of groundlings and outsiders means that many spacefarers have one two groundlings or outsiders of the same race in their family tree. Occasionally a spacefarer has some foreign blood from another race or even an oustider race inside them, but these characters are rare.
This chapter deals with the most common spacefaring races. Any race in this chapter can be found in almost all crystal spheres.
The crystal sphere a DM starts his campaign in may affect the races available for play. A DM may prohibit one or more of these races or allow other races that are not mentioned here. A campaign in Realmspace may also include races from the Forgotten Realms Campaign Setting, a campaign in Krynnspace may also include races from the Dragonlance Campaign Setting and a campaign in Greyspace may also include races from the Greyhawk Campaign setting. Any Spelljammer campaign may also include races from the Planescape Campaign Setting. A DM may also create other races or build any other fantasy role playing world into their Spelljammer campaign.
Players are advised to consult their DM before creating a character to see if additional races are available to them.
By far, humans are the most numerous race in wildspace. They are pioneers, explorers, pirates, and merchants in countless ports throughout the Spheres. Humans build many common ships of wildspace, as well as cities that are hubs of trade and commerce.
Wildspace Human Lands: Humans have settled countless worlds, moons, and asteroids, and can be found almost anywhere. Their cities are magnets for those seeking to deal with humans or non-humans on neutral grounds.
Adventurers: Humans have an insatiable desire to explore, to discover, to know. Humans form the backbone of many adventuring companies, and many more serve as hirelings of all sorts aboard many spelljammers.
While many groundling dwarf clans and kingdoms are in decline, the dwarves of wildspace thrive. Within the myriad of asteroids and moons, the dwarves have build vast kingdoms that at times eclipse those found on terrestrial worlds. The wildspace dwarves have come to call themselves the Starforged Clans. The least of their kingdoms are built into flying castles called citadels. Even greater kingdoms can be found on larger, immobile asteroids and moons.
Wildspace Dwarf Lands: Asteroids are the primary home of the Starforged Clans. These range from stark, barren boulders only a few hundred feet across to huge rocks that could qualify as small worlds. Many citadels have been abandoned or lost over the millennia, and wildspace is littered with these enormous structures—many of which have be inhabited by non-dwarves.
Adventurers: By their nature, starforged dwarves are somewhat nomadic, and many of their number head out to scout out prospective asteroids. It is not a far leap from scout to adventurer—many a dwarven adventurer began his career as an asteroid prospector.
The elves of wildspace are a powerful, yet aloof race in command of the largest single fleet in the Known Spheres. The delicate crystalline ships of the elven fleet are greatly feared throughout the spheres. They enjoy the finer things in life, such as art, poetry, and fine wine. Though they are slow to act, when roused into action they are a force not to be taken lightly.
Wildspace Elf Lands: With the backing of their powerful navy, wildspace elf colonists have claimed many forested planets and asteroids. Commonly, wildspace elves will serve in the Elven Imperial Navy for several centuries before retiring to some unclaimed forest at the frontier of the Known Spheres with their family and retainers. It is in this way that wildspace elves have spread themselves throughout a multitude of worlds and spheres.
Adventurers: Despite their aloof nature, wildspace elves are born adventurers. Many live their entire lives never stepping foot on any world larger than an asteroid. They have a natural wanderlust that takes them to the farthest corners of the Known Spheres and beyond. As not every elf can join the Elven Fleet, many are forced to join the crews of non-elven ships.
Common terrestrial gnomes are almost unheard of in wildspace, since their natural habitats—living earth in wooded areas—are in short supply. A new gnomish subrace, descendants of Krynnish tinker gnomes, has taken readily to the void, and is much more common.
Wildspace Gnome Lands: The few common gnomes in space tend to live near elven lands, digging in wherever they can.
Adventurers: With the lack of their natural habitat in wildspace, most common gnomes become adventurers. Some search for a new home, while others have accepted the wandering lifestyle.
Wildspace half-elves are the result of the inevitable coupling of humans and elves. Caught between two worlds, half-elves can feel alienated by both their elven and human kin and ultimately seek their own way in the Spheres.
Wildspace Half-Elf Lands: Half-elves lack lands of their own, instead living with human or elven relatives. Sometimes, groups of half-elves will settle communities of their own on remote asteroids and worlds.
Adventurers: Wildspace half-elves often find that they do not fit in, and set out to find their place. Many find shipboard life appealing, as it offers a chance to fit in that they could never find at home.
Though there are few full-blooded orcs remaining in wildspace today, there are humanoids with the blood of orcs running through their veins. These are the half-orcs, born of unions between humans and orcs. Most are former groundlings that made their way into wildspace, although there are some who are native to the stars.
Wildspace Half-Orc Lands: Half-orcs have no territories where they alone dominate. Most are found in the cities of humans, though some reside in the few places in wildspace where orcs may be found.
Adventurers: Many inhabitants of wildspace fear or distrust full-blooded orcs, and because half-orcs have orc ancestors this prejudice is also applied to them. Many are run out of their homes and are drawn to the life of an outcast adventurer. They are a common part of pirate crews, sometimes even leading as captains.
Wildspace halflings are an often ignored yet important facet of civilization in the stars. Their enclaves can be found almost anywhere, either in traditional burrows or loose bands that wander from port to port. They are often accused of being thieves, a sometimes unfair claim. Many enclaves do have guilds that are not unlike thief guilds, but these work to protect the community rather than engage in dishonest activities.
Wildspace Halfling Lands: Halflings commonly live in or near human communities to take advantage of any opportunities that such places offer. They often tag along with human exploration missions to find new places to settle. The places that they seek out are less desirable to others; thus halfling colonies might be found in the most unusual places, such as furnace-worlds cooking too close to a fire body, or the glacier-encased moons of the most distant planets.
Adventurers: Wildspace halflings are the pioneers and explorers of their race. New worlds offer multitude opportunities for a halfling to build his fortune or simply to see new things. Sometimes this can spill over into less than legal means, but just as many halflings set out to defend their homelands against any number of dangers.