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- Like their Western relatives, the Tengu are the Beast Courts' scouts, messengers and information gatherers. Like the Hakken, most Tengu take a keen interest in humans and their lives and customs. Being what they are, Tengu are fascinated with human secrets and enjoy talking with any human who can spare the time.
- Tengu often take great pleasure in talking to humans about the Changing Breeds and other supernatural terrors. They spin a mixture of lies and half-truths to mislead the curious and frighten away potential threats. Their fatal lies about the Changing Breeds’ weaknesses render the more determined threats harmless.
- Recently, a group of Tengu calling themselves the Grey Clouds Temple has found another use for curious humans. They abduct promising humans and train them to hunt threats like Kumo and Bakemono, providing them with both knowledge of the creatures' weaknesses as well as specialized weapons and training. Most of these so-called goblin-slayers do not survive more than one or two encounters with their foes, but a few have become skilled monster hunters — and have begun to wonder about their mysterious mentors.
- Organization
- Most Tengu live alone, occasionally gathering for group meetings where they gossip and share information. They rarely join mountain sentai, preferring to avoid the loss of privacy that that comes with that sort of commitment. Wereravens instead prefer the mercurial wave sentai, and those who join either wave or mountain sentai learn to find joy in being part of a group. Tengu also regularly acts as advisors to the various courts. Their skill at gathering information puts any court lucky enough to have a wereraven counselor at a distinct advantage.
- Tengu society is as egalitarian as that of the Corax worldwide, with no Auspices or particular deference based on rank. Those who serve the Beast Courts adhere to the rank system of the Way of Emerald Virtue and most often take on the Leaf Auspice when they join a sentai.
- Among their own kind, Tengu settle disputes using games rather than physical combat. Often, these games use unknowing human pawns. The competing wereravens manipulate two or more humans into taking part in some competition, where each wereraven bets on and perhaps secretly aids a particular human contestant. Even once the contest is over, the humans rarely have any idea that their contest was anything more than a drunken rivalry or a series of unfortunate coincidences.
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