The Ten Peoples
Balang – Playful arboreal hominids native to the southern half of the Great Mangrove, with disproportionate limbs that lend them a comical gait. Their society is well defined, but not particularly structured or pervasive. They primarily rely on farmed aquatic plants for food, and wild birds for meat.
Orilarks – A vaguely french-inspired culture of a vaguely Secretarian avian macropods, who tend toward large agrarian communes more than any sort of formalized over-arching society. Four wing-esque limbs ending in bulky hands afford them limited gliding abilities but leave them rather inelegant on the ground, though their well developed tails allow them to perch, stationary, and utilize all four hands. Despite their gawky appearance and agrarian culture they are clever and fastidious craftsman, and consummate tinkerers; Orilark society is the primary force behind the development of arcaneering and mechanic in the realm.
Merubi – Vibrant and passionate reptilians, with a mane of axolotl gills and thick crimson pseudo-chitinous hide. Their lymph is full of an extremely caustic substance, Merubic Acid, which has rendered them not only an inedible but very toxic prey, leading to the development of a very laid-back worldview. It also has potent alchemical properties, though the use of it is strictly forbidden by both Empire law and Ecclesiarchy doctrine, along with any other substance extracted from sophonts.
Achatans – . You can’t even handle this much tiger, Tigurr. Bizarre even by Xin’s standards, the “Achs” are large, muscular hominids densely covered in short, thick fur. Physically they resemble a cross between an Amoy and Tasmanian tiger, with thick muscles and clawed paws, and a long sharp muzzle with a tremendous jaw range. Beneath the fur coat lies course, finely-scaled skin, and their mouths are lined with rows of jagged, grooved teeth. Their eyes are jet black multifaceted bulbous orbs, covered by eyelids split vertically, and as they approach, you notice the faintest persistent hum, not so much heard, as felt in the joints.
Cretens – Nomadic greek dwarf elephants, savanna/outback craftsmen. Two races: Spade Cretens have a flat, pig-like nose and longer spade-like tusks, somewhat flatter and wider, native to the greener flatlands and foothills of the north; Crested Cretens, native to warmer, dryer flatlands, have a protruding nose ridge that runs upwards to peak of the head, with many small, slit-like nostrils along the side, and have shorter, more traditional tusks;
Hrathka – Seemingly paradoxical hybrids of vegetarian jumping spiders and carnivorous giant katydids, these chitinous acrobats are natives of the southern coastal regions of the Great Mangrove.
Outsiders – Descendants of the original survivors of the Great Crash, the Hearthlings (Gnomes, Dwarves, and Hobbits) and Tallfolk (Orcs, Elves, and Humans) of the more common fantasy settings. All are the same species, just different version, essentially six distinct races arising from the common humanoid stock as expressions of the six primal elements that define Xin.
Ogrin – The result of the hybridization of Orilark and Meruba. Lanky but immensely strong and agile, vaguely reptilian with pebbly skin and covered in various places by ensiform protrusions of warped, chitinous feathers. By and large Ogrin are shunned by Ciel and Meruba society alike, as are the couples who spawn such offspring.