If you want werebeasts or anthros just wait five seconds for the next werewolf/anthro RP to pop up on forum. Same with vampires, pokemon, zombies, dragons and ghastly High School settings. That being said, there is something the GM will need to be careful about and that is convergent evolution. Try to think of a flying race that spends much of its time airborne and does not have wings akin to a bat's or a bird's. Try to think of an underwater race without fins like a fish or webbed feet like many aquatic mammals. These patterns repeat because they are the logical morphological option for these environments which means when tailoring something to such environments one might honestly come up with something that could be viewed as a bird or fish person without intending to make an anthro race. There's a fine line between furry/scaly simplicity and simply designing races that are adapted for their environments in ways that make evolutionary sense. Perhaps I can craft an example. Name: The Orii Description: The Orii are a subterranean species and are supremely adapted for life underground. Though humanoid in general shape, they differ from topsiders in many other respects. For one they are stooped and short, standing no more than three feet. Their faces boast beady weak-sighted eyes, all but useless in their underground realm. Instead they navigate by other senses, smell, hearing and touch. Their nostrils are gaping and forward facing like an animal's snout. These are flanked by long whiskers which tell them the dimensions of a tunnel even in absolute dark. Their ears, though they appear small and stunted, conceal acute hearing organs oriented assymetrically so that they can pinpoint the origin of the faintest sound in three dimensions. For clothing the Orii often wear an assortment of dirtstained cloth and remnants of surfacer clothes which they have scavenged, the tears often revealing much of their wrinkled, hairy skin. On their fingers, beyond the thick claws they use for digging, the Orii wear many rings and bracelets, showing off their most prized plunder. Society: The Orii are arranged in a system of Guilds, a system, it is believed, they borrowed from human thieves on the surface, but for the Orii it became the basis of their entire society. Each Orii guild is arranged in a pyramid with stolen loot flowing up from the lowly dirt pads to the Guildmaster himself. The entire Orii culture revolves around theft and they work honestly for almost nothing, instead relying on their astounding digging skills to penetrate the most well guarded grainaries, vaults and treasure rooms. A guildmaster lives or dies on the basis of plunder. When the wealth flows his position is secure, but if it ever stops rivals will soon be looking to overthrow him. Orii choose their leader by a contest they also borrowed from human thieves called the gauntlet, a tunnel bristling with deadly traps, pitfalls and chained monsters. Guildmasters earn their rank by running this gauntlet and challengers dethrone such figures by racing them along its treacherous path. Orii language is like the rest of their society, stolen, a pidgeon tongue of a hundred different dialects including their own long lost native tongue. As a result almost anyone listening to an Orii speak their chaotic gibberish will recognize a word or two regardless of race or birthplace. Orii family life, like all other aspects, revolve around the guild. Only accomplished thieves who have proven themselves earn the right to breed and Orii females often demand expensive dowries of plunder before they will consent to a marriage. Polygamous by nature, the most successful Orii dirt burglars can stockpile as many as twenty wives. Guildmasters have been known to have upwards of fifty. Unsurprisingly Orii society is harshly patriarchal and females are often viewed more as another kind of loot than equals. Occasionally female Orii will prove themselves accomplished thieves but their struggle up the hierarchy of theft always faces extreme resistance. So with the Orii I've taken lots of inspiration from animals because the adaptations simply make sense. Much comes from moles. The assymetric ears are from owls and the skin and general appearance are from naked mole rats. So will people in the world refer to my race as 'mole men' on occasion. I have no doubt. Is it anthro? Well, I don't think it is because the society and personality are not animal derivatives and the appearance draws from multiple species along with some fantasy tropes like gnomes. Still it stradles the line so only the GM can really decide. If we reject everything that has animal inspiration, though, we will have a world full of unrelatable aliens who show no adaptation to their environments.