Wildkin:
The unstable magics of Polymorphic spells are strange things. Long after a spell has been cast on an individual, even if the spell has been reversed, the magics that affected them can linger and can even, in some cases, be passed on into the individual’s bloodline. The effects can manifest in descendants many generations hence, with offspring displaying some varying traits of the creature their forebear was originally morphed into.
The catch-all term for these creatures are Wildkin, part humanoid, part animal. While some of these Wildkin, such as the Harpies, Satyrs or Naga have managed to thrive and create their own, unique races, most Wildkin remain singular individuals, one of a kind.
This uniqueness presents a hardship for those unfortunate individuals. In many areas, superstitious locals will fear and hate Wildkin for their differences and seek to drive them out. For others, particularly females, this makes them a target for abduction and enslavement. Wizards and mages value them as unique, magically-spawned specimens for arcane studies. The latent transformative magic in their blood may cause spells or alchemical potions to affect them in strange or unique ways. Wealthy and powerful individuals likewise pay high prices for Wildkin slaves, as exotic servants or in some cases as exhibits in private zoos and menageries.
To supply this, many slaving companies will travel hundreds of miles, chasing rumors of Wildkin living in this village or traveling in that company, to kidnap and sell for a high price. Among the most successful of these are Captain Tanner’s men, who regularly hold an open air sale at Three Crowns with dozens of Wildkin, captured and brought from across the Civilized lands.