Anytime an outside force threatens their states, they rally forth the greatest warriors to drive them back, usually with deadly efficiency. Otherwise alin are a fairly civilized race despite being bred for war.
They are one of the taller races in the world and their lean bodies all for easy chasing or maneuvering in tight areas. Their black furred bodies and claws commonly leave false impressions of a more wild race.
Their infertility coming from a curse by the cosmos itself, many asagovola are incredibly repentant, seeking any chance of reprieve or freedom from their universal punishment placed upon them at the point of their creation.
Most interactions with aspeks are primary for cultural exchanges and exchanging of goods, with younger aspeks hoping to earn war paints to mark themselves with.
Baulz society is the remnants of former crusaders, most well suited to war or wise enough to lead usually reach the top fast due to their clan system they adopted after their collapse.
Blue Orcs, already seen as an ill omen among orcs, are seen as one of two orcish symbols of disaster by more superstitious races, such as wood elves or dwarves.
Modern bristlbain society is normally that of isolated hermit clans who live in isolated areas, preferring to be people of the land and graze tropical islands.
Brown Orcs are nigh a appearance of a normal orc in entirety barring two important differences, their orange-brown skin tone and slightly smaller muscles. Barring this, they are nigh no different then the usual orc-
Centaurs often live nomadic, grazing lives, preferring plains and fields that play to their natural strength and speed when out hunting, commonly choosing to live in rural areas though many live alternative lives in more metropolitan focused counties-
Corvinachi are in an odd position as a fast spreading people, making them vulnerable to infections and diseases. However they are still considered incredibly competant and astute as civil servants throughout the ages.
Though they have taken great care to include defenses and against horrors of the underground, and use the advantages the deep provides to their advantage, becoming natural runners throughout the worst of terrain.
While the domina would seek to usurp power from their equals, all such plots can only ever be allowed by the word of the greatest law in dergeria, the lord dominus.
Desert elves are more spiritual then they are religious, believing that communication with the world around them and the cosmos, viewing that as a more accurate way of communion.
Like the wyvarans, draschtef lack any real society, instead dwelling with those who are willing to care for them during their young age. Often, draschtef are a handful unless properly taught with a strict and firm hand.
Dwarf society is relatively well known, with no centralized country to call home, they reside underground through ancient world spanning deeproads connected to long spires that breach above ground known as fortress cities that act as the main connectors.
Civilized elementals often can end up ostracized for their desire to mingle with mortals, those who dwell in the elemental planes often face outright persecution by the more aggressive and violent primal elementals who simply wish to fulfill their purpose
Fellman society is one barely held together by grit and need, constantly under threat of necrotic beings arising within necris, their inherent energies leading them to attack opposing energy sources naturally.
Metallic, knight-like bat monsters, these copper and bronze coated bat creatures have no sensible origin, commonly manifesting in caves coated in blood.
Their inner mechanisms and clockwork can be seen at a variety of joints on those who are less properly covered by plating and also all have a visible heat gauge on their chest or back to keep track of their core's temperature,
As one moves away with their torso, they quickly get covered by feathers and consumed by avian features that wildly diverge from their otherwise mixed visage.
Heraklesians often have very straight forward interactions with each other, to the point that conversation is almost unnecessary if there is a clear understanding of motive between any two of them.
On the other hand, they often view that nothing is above being toyed with or being brought low for hubris or pride, often making them question authority that has not earned its place.
Koxeer's most prominent feature is their strong shell that covers their whole body, which comes in a wide variety of colours, from salmon pinks to pastel blues. They possess four arms, the upper two being massive crushing and pinching claws-
The appearance of a lamia is often unmistakable the appearance of a humanoid upper body just ever so slightly with scales on their back and arms, and the long, powerful lower half of an entire massive snake.
Often considered a warrior culture, the lifes of the lionel is often one of living light on their feet and even a spacious home often ending up fairly spartan unless the lionel takes specific interest in a trade, topic, or even hobby-
A magitborne's metal body is rather lanky, with joints consisting entirely of ball joints and sockets, and poorly proportioned compared to a real humanoid, their waist and stomach appearing very thin, only about double the spine's width-
Minotaurus lack a centralized home due to being displaced long ago, instead living as nomads who often caravan around the world thanks to their ability to never be lost.
Morphestian culture primarily focuses on the cultivating of the dreaming world of morphest, hoping to cultivate good dreams for the material world.
Mortapomps seem to wear elaborate masks reminiscent of those worn by psychopomps, however these masks are actually their faces, often carved by the individual themselves.
Northerner society is often the basis for society as a whole within gjornbern and even further north, a culture based on survivor and training their skills to survive the harsh endless winters that plague the far north.
Obsidian Orcs oft end up as muscle or beasts of burden within orc tribes, and while respected by their peers, orcs who know how to manipulate them often due so without so much as a thought.
As a founding race of the brigandine pact, the panthera are notorious and feared for their intense brutality during the dark war where pantheran captains and a like often cut down turning soldiers to prevent darkdweller overrun.
Their appearance is outlandish due to lacking any real texture or depth, in truth they are partly energy made physical, with excess energy that allow psychic feats beyond that of a normal psychic.
Red Orcs are often seen as a sign of ill omen by the members of other races still outside of metropolitan grasp, such as harpies, minotaurs, ogres, northerners, wafko, valtur, or even goblins.
Rouac relations with other races are rare, due to their fey origins, they had escaped most dangers of the dark wars through tunnels into elvikeim that have long since closed in modern times.
They possess a long, reptilian tail that matches tails possessed by imperial dragons that bears a tuft of fur matching their hair's color, as well as fur sitting upon the spinal ridge of the rest of the tail-
Due to the tactile and political logical prowess of the shockborne's grandcrafters, shockborne bear good relations with most races who have aligned within the final brigandine pact signed many millennia ago-
Tuatha normally reside on their own when in malbaar, living one with nature and providing assistance to all creatures they meet. As such most tuatha could be considered helpful hermits.
Living within the brigandine among others who have long since learned coexistence makes them feel inadequate for their lack of innate understanding of how to do so.
Valif society is split up into four different cultures influenced by the lands and people around them called clans. These clans are named after the seasons and are known as the theatethenid clan, redhilli clan, idaenoathenid clan, and crizellivann clan.
Valtur are mostly pre-inclined to displays of strength and endurance to prove themselves over others, and leave unwanted chores and responsibilities on those who lose to them.
Though they often trade or steal with civilizations around them which can heavily influence individual tribes. They mostly follow whoever within the tribe is successful in all pursuits, obeying competence more then anything else.
Witchwolves lack any society of their own, as they are dismissed by lycans and the covens that initially made them, though such covens have long since been stamped out as time marches on.
Wyvarans lack any real society of their own, instead, living with kobold society due to being the offspring of kobolds, when a wyvaran is born, they often receive special attention, receiving food first and being taken care of with priority over anyone.
Merinawan society is very splintered, due to a lack of a current main homeland and the long term effects of lacking any main hub for their people.