I’m probably missing something else obvious. There are a few other races that could fit, blue skinned gnomes, yuan-ti, Kenku with blue feathers, etc…
Sapphire dragonborn. Could also theoretically make a cobalt dragonborn, if you want to include metallics. Cobalt was a rather more "brutish" dragon in 4e, and not actually good, instead classified as Unaligned (in 5e, probably LN with a major vindictive streak). Used a cold breath weapon, so you could literally just say people who want to play a metallic dragonborn use Silver dragonborn stats.
For those that curate, I‘d be interested to hear about your option choices, especially if you’ve based your list on a theme or original idea. If you have a curated list of monsters that exist in your world I’d be keen to hear about that too.
I don't currently curate my races for the DW game I run, but I
do have a list I built a long time ago for a speculative proto-setting idea. As follows:
0. Humans: Very rare, not native to the continent where play starts; they're all either refugees from their faraway homeland or the first-generation descendants of the early refugees. AKA: Anyone can play a human, but you'll stand out as Different.
1. Dragonborn: Politically dominant culture/empire is majority-dragonborn, but they're only a majority in some parts of the continent. Think late-Republic/early-Empire Romans mixed with some Mongolian Empire elements.
2. Kobolds: Subsumed into the dragonborn empire generations ago. Often rise to power through "boring" intellectual pursuits (both accounting and wizardry) that dragonborn tend to shirk, which helped unify the early empire--somebody's gotta do the paperwork!
3. Satyr: The primary representatives of the feywild, very mixed reputation--they love a good party, but being fey, they can be capricious and temperamental. Integrating them enabled the dragonborn to use fey-bridges to rapidly span the continent.
4. Musimon: Goat-people. Hardy, sometimes taciturn, mostly live in alpine areas. Actually
sought out admission into the empire, as this resolved long ongoing food shortages and gave them access to markets across the continent for trade.
5. Leoni: Cat-people (possibly wemic-style, never made up my mind). Technically
outside the empire, as they've fended off multiple attempts at annexation, but policy is heavily affected by imperial actions. Religion and spiritualism form the core of their society.
6. Minotaur: Pacifistic and herbivorous, but brutally strong. They favor nomadic life or sailing, a response to having been enslaved for generations long ago (allegedly by satyrs). Some enlist in the Imperial army, usually justified by "protecting the herd" to skirt their pacifism.
7. Mekkah: Constructed organisms of mysterious origins. "Dead" mekkah are brought to the creation engines, which allow their experiences to enrich the next generation, but some do not wish to be consumed so. Ancient humans may have been their creators, no one knows.
8. Changelings: Once thought extinct, actually a loose network spread all across the empire and beyond. Many choose to conceal their nature, but a few have found success in "coming out." Often subject to suspicion...but also highly prized by the empire's covert forces.
Humans are often thought to be either hairless apes (which, y'know, not entirely incorrect) or a non-shapechanging version of changelings since they have somewhat-similar proportions. (To a changeling, an average human looks a bit chonky; to us, changelings look almost gaunt.) Elves, dwarves, halflings, orcs, and most other "obviously humanoid" races either don't exist, or come from other planes and are thus unknown in this region. E.g., if a player was
really desperate to play one, I'd try to work something out, but I'd
prefer they choose one of the above, since the whole point of the concept was "a non-Tolkien setting." If aesthetics aren't a concern, then a half-elf could be the first successful half-human, half-satyr, for example, while a half-orc might be a minotaur/musimon. If they are, characters could be refugees from other planets/planes or the result of magical experimentation, or (if the player is willing to cede a great deal of backstory control to me) possibly one of the mekkah's long-lost Creators coming out of cryostasis or something, with heavy implications for the setting at large.
As stated, the point of this is to specifically break from Tolkien-esque tropes. This is a world of relatively high magic, steeped in fey influences and primal forces. It would be essentially impossible to mistake this setting for Middle-Earth or Abeir-Toril. Players will almost certainly
have to ask questions and continually re-frame their expectations, because they'll know from the outset that things just
are not what they're used to. In my mind, this significantly heightens the sense of wonder and mystery, because you can't fall back on comfortable old assumptions. You know, right out the gate, that you
don't know exactly how this world works, and that you'll have to dig in to find out what's in it.