

Beastkin
Unlike some races, Beastkin are found all over the realm and are the most diverse when it comes to appearance among their kind. It is said that they were of the first sentient creatures to be found in the world and that their long history on the planet is the reason for their diversity. Beastkin haven't always looked the way you may commonly see them today though, with their human-esque bodies and small animal ears or tails. They used to be predominantly beastial, often looking like a regular animal save for the fact that they could travel on their two back legs and speak common-- or whatever language suited them at the time. Now there are many divides among the race, between those who are still more beastlike than human, and those who have had their genes watered down to look more like the humans after generations of commingling. Some branches have even gone even further in their evolution, like the Lizardfolk, Insectkin, and Seafolk, their features so distinct from their mammalian ancestors that they are sometimes confused to be an entirely different race. These divisions cause tension between the various subraces of beastkin, those who are more human in appearance often being looked down on as ‘wannabes’ for trying to play the part of human, while those who appear more animal being criticized as ‘inbred’ or ‘barbaric’. Of course, opinions on the matter vary from person to person, though those of the older generations tend to be more critical. You can't teach an old dog new tricks~
There are other ways beastkin varies though! In certain regions, beastkin are known to carry specific traits in order to survive. In Eiri, the Ice region, beastkin are often much larger, and covered in more fur or feathers in order to regulate appropriate body heat for the cold environment, while those in the water region are commonly seen as more lithe or slender to help navigate through the heat and the currents of the oceans. These characteristics vary from animal to animal, region to region, often a result of generations of evolution within one's bloodline.
Insectoids
Native to Yorn in both the south and north, Insectoids are the result of a strange magical mutation evolving smaller insects into the bipedal human-sized creatures they are today, most of them appearing humanoid. Fingers point toward that they were insects that had been afflicted by the Clay Gate for too long, and had been enhanced by it. Their appearances seem to vary on a vast scale due to how insect anatomy differ, in contrast to this Insectoids are all of the same race. Such as an ant Insectoid being small but being able to carry things heavier than itself, or beetle Insectoid having a sturdier exoskeletal in comparison to the rest of its kin, or even the quick striking speed of a mantis Insectoid.
The traits they were known to have as a mere insect do carry over to their Insectoid counterpart. Such as a constant urge to groom themselves should they have any grime or filth that could possibly hinder their movement, they are extremely partial to cleaning their antennas as well. They will also occasionally molt their exoskeleton, as it functions more as armor than an actual layer of skin, and will shed it once they have grown too big for it. One of the few things they also share among each other is an unfortunate short life span that usually ranges around 30 years old. Some are lucky enough to reach 40.
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Northern Insectoids
As opposed to their southern counterpart, northern Insectoids operate very differently. They seem to operate one what others deem as a hive-mind. From birth Grotague Insectoids are relinquished of their free will and better judgements, and in trade must pledge their life to obey and serve in the name of their “queen”. Though how the queen is able to strip someone of their freedom and have them serve ever so blindly has raised some concerning questions. Some speculate this is a form of witchcraft, a hex that the queen herself is only capable of.


Lizardfolk
Predominantly residing in Gratague, Lizardfolk are a reptilian humanoid race, although are a little bulkier and taller than most humans. By nature, Lizardfolk possess a cold-blooded mindset and belief in comparison to most people’s standards. But this is not to be mistaken for Lizardfolk to be absolutely heartless. They will not let one of their own to starve, but they will expect those to learn how to hunt for themself quickly and return what was provided. Or be seen as a burden and abandoned later on. Lizardfolk rely heavily on being self-sufficient, and being able to pull their weight around the tribe.
Despite looking almost identical to full grown Dragonkin, Lizardfolk share no relation and are firmly their own entity. For one set difference, Lizardfolk are quite skilled swimmers and arguably feel more at home submerged in water than they do on land. With how their anatomy works, they are able to peer above the water's surface while fully remaining veiled by the water. In swamps and marshlands is where they truly thrive for this particular reason.
Seafolk
The seafolk are a mysterious race of humanoids with features reminiscent of the sea creatures that inhabit the ocean. They are often considered simply as an aquatic branch of the typical beastkin, save for a few exceptional features and origins. Many believe that the original seafolk emerged when the oceans filled the realm, some going as far as to say they are direct descendants to the gates that anchored the elements themselves to our world.
Their skin is often remarkably soft and loses color as it dries, taking on a much paler shade than its natural saturation while in the water. Seafolk have the upper torsos of a well-built human and lower halves often consisting of the tail and fins of a great fish (though not always). Their hair and scales span a wide range of hues, with seafolk in a given region closely resembling each other. Seafolk can breathe air and walk on land freely, but find the most comfort in and around water. As a race, seafolk are insular and distrustful of strangers, but individuals, especially adventuring seafolk, break the mold and can be quite garrulous. Seafolk concern themselves more with nature and the arts than with morality and ethical debates, and have a strong inclination toward neutral alignments.
Society
Seafolk are divided into those who live on the coast, and those who dwell in the deep depths. These two halves frequently exchange messengers. Their dwellings are usually caves sheltered from prying eyes in hidden coves or underwater caverns, or hand crafted bungalows along the various coasts of Suna. Depth dwellers live in old abandoned cities deep in the oceans and trenches. They are highly adapted to the water pressure and are excellent swimmers. Both communities have roughly the same structure, with the chief on top, a military and chief's circles, and civilians at the bottom.


Tengu
Human like people's that are an offshoot of races like harpies. They are almost indistinguishable from humans aside from the feathers that grows from their body on places like their arms or neck in sleek, dark colors like midnight blue or black like ravens. Many use a ancestral magic that lets them grow actual dark wings coated in purple tinted lightning. Their visage is covered with fierce looking red masks that are bestowed to them upon adolescence and to be absent of it is a great shame upon them in the eyes of their kin.
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Culture
While many argue about whether or not Tengu are really any different than other Birdkin, they are immensely different, at least culturally. Birdkin are generally fairly open and friendly, while Tengu are very isolationist. Outsiders shunned them many centuries ago, why would they accept outsiders nowadays?
Watcher is seen almost as a god or idolistic figure that they look to for guidance. It is commonly believed that Watcher’s soul remains to protect the Tengu that devote their lives to upholding his honor. Their entire lifestyle is based around the Watcher’s sacrifice for them, from their entire purpose in guardianship, to simple day to day traditions. It is commonplace to ask Watcher for protection before battles, to ask for his guidance in certain issues. Most clans will have a shrine dedicated to Watcher’s legacy, usually with tapestries depicting his story, and giving thanks to the spirits that allowed him to uphold his sworn oath. These shrines are kept up daily, and it is a great symbol of the clan’s honor.
In being so isolationist and focused on guarding the people of Astana and upholding the honor of the Watcher, they’ve developed a very strict collectivist society. Honor is held in the highest regards, and to lose one’s honor is the same as losing one’s life. After all, the Watcher gave his life to uphold the Tengu’s honor, and to turn your back on the Watcher is to turn your back on the very individual who gave his life so the Tengu could live.
On top of valuing honor, they heavily value one’s combative ability. If you cannot fight, you cannot bring honor to the Tengu. Morals be damned, if you are called to fight, you will fight. Any issues between their ranks are settled in trials by combat.
Masks, too, are an important piece of Tengu culture. Tengu’s masks are always red, but what they show on them depends on the Tengu. It can show job, rank, and purpose. They receive half-masks when they reach adolescence, and full-masks when they are accepted as full warriors of their clan. They are to wear their half-masks during day to day activities, and only don their full masks during battle.
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Read more about Tengu here