Vorish Pathfinder Game Proposal
12 years ago
The Pitch
So, I would like to run a vore-themed game of pathfinder. I've seen a few people running games like this and I would like to try my paw at it. My approach might be a bit different though. Even though vore would feature predominantly, I would see it as primarily a story=driven game. Some vore might happen in combat, but I foresee most vore happening outside combat with NPCs.
At the same time, I don't want a game that is nothing but eating each other. In my game I would like combat, storytelling, and vore to all sort of transition into each other, breaking the monotony of the other two. There would be full scale combat, story arcs, AND detailed vore scenes, just not all the time. In fact whole sessions could go by without one of those elements. I don't want to compromise any of them.
Since I’d like to take the story seriously, I would like to take the vore seriously. When someone gets eaten, whether its an NPC or PC, it needs to matter. There's not going to be permavore, as that would make vore really high stakes and probably impossible to work with. Reforming takes time, and is only possible under certain circumstances, so it’s more than just a minor inconvenience. I’ll get more onto that later
Goals
There are a few reasons I want to do this. First, I would like to try to have a setting where vore happens in some kind of context. I would like there to be ramifications for vorish actions, both positive and negative. Doing one vore RP after another, in total isolation, feels like being stuck in the Groundhog Day movie. In this game, eating NPC A will have an effect on NPC B, and so on.
The second reason is more simple: I really want to be part of a long-running RP with a group of people. Pathfinder seems like the popular choice for a ongoing RPG, but I would happily run Ironclaw or learn a new system (heck I would run F. A. T. A. L. If I had to at this point). I just miss having a long running game.
Third, I have come up with a furry, vorish campaign setting that I really want to play with. I've been quietly working away at it for years, and I'd be bummed if it never went anywhere. I will get more into that later.
How I plan for it to work
Vore and reformation in my game is based on "soul storage." When a predator digests their prey, they obtain and store the prey's soul within their body. Depending on how familiar the predator and prey were beforehand, they might even be able to communicate. Most towns are built around Artifacts of Reforming, which allow predators to bring those they've digested back to life. There are also one-time-use reforming crystals that can be taken with you. A particularly magical being might be able to reform their prey (or even themselves) without a crystal, but that ability has a long cool-down and is very physically draining. If a predator eats another predator, they get all of the souls that that predator ate. They could thus "save" any prey that had been eaten by a nefarious predator by eating them.
So say one of the players ate a locksmith NPC and then later needed to break in to something. They would have the option to reform the locksmith and see if they will help out. This is also a great way to transport prisoners.
As great as all this sounds, it does come with a cost. First of all, anyone who takes the vorish feats is marked as a predator and MUST eat someone every few days. Each day that a predator doesn’t eat someone, a little counter will go down by one step, which eventually leads to stat penalties. The only way to reset this counter is eat someone. They’ll have a few days, but after a few sessions they will be pretty much forced to sneak into some village and gobble up a resident.
This leads me to the second issue, almost all NPCs are unwilling prey. Even though most towns are built around Artifacts of Reforming, that still doesn’t mean that random villagers and farmers are willing prey. The nearest Artifact may be several days walk away. There’s no guarantee that the predator will reform them any time soon, or even at all! There’s obviously going to be a stigma between the prey species and the predator species.
There’s one last bit that I’d like to cover, too. Since the souls of the digested prey can communicate with the predator if they know them well, this means that a digested PC may still be able to take an active role. I haven’t quite nailed down the mechanics of how that’ll work, though. I’d like to experiment.
Random Character Ideas
Here’s a list of some random NPCs/PCs I’ve thought of just to sort of be thematic.
Aureana is a female jaguar cleric. She’s the type that’s always out there to do good and help others in need. While preaching, she would talk about how important respecting nature was and how the food chain was part of it. She felt like - because she eats people - she has to devote herself to society.
Barron Caseum III is the lord of a small village. He is a mouse, and he outright forbids any predators from eating him, or any of his friends and family. All such mice mark themselves by wearing blue and gold capes, all the rest of the rodents he seems to not care about.
There is an evil band of slavers lead by an anthro wolf. They abduct their slaves by eating them and reform them into chains at their own hideout. Somehow they’ve managed to get their hands on an Artifact of Reformation of their own.
The world of Miiar
I’ve thought a bit about the actual back-story and setting the game is going to take place in, too. Here is a bit of history:
Hundreds of years ago a powerful necromancer was on a worldwide conquest. Hundreds of kingdoms had fallen to him and been reduced to undead wastelands. Everything the living races could throw at this necromancer was slain and turned undead, making his undead empire even more powerful. He was even starting to get to the level where he would start slaying and defeating the very gods.
The trouble was, while it would take the living races years and years to raise a formidable army, the necromancer could raise an equal sized undead army with about as much effort as snapping his fingers. That’s not to mention all the resources that the living races needed - food and supplies - that the necromancer could simply ignore. Even a victory against the necromancer would scarcely mean anything, since another undead army would simply be awaiting the victors.
Since the very life of the world was threatened and civilization was collapsing, a bunch of druids came up with an epic-level spell, empowered by desperate nature gods. That spell was to “transform every wild beast of the forest into an army" and thus created anthros. Now the living races could raise armies just as easily as the necromancer, and the war eventually came to a close.
Now, unfortunately, there weren’t nearly enough domestic animals to feed all the obligate carnivore anthros. There was barely enough food to feed the surviving humans, much less all of the new anthro herbivores. On top of the food shortage, all of the animals still held all their previous instincts. They had, after all, been wild animals only a short while earlier. So they all started eating each other despite having been given sentience. What was left of civilization completely collapsed. The dwarves hid in their mines, the elves disappeared into dark mystical forests, and the humans fell to barbarism.
There were still a whole lot of necromancy doodads laying around from the previous war. Eventually an order of wizards of unknown origin developed the technique for soul storing and reforming using the Artifacts. However, the area where that technology/magic is available is still relatively small. Most of the rest of the world is covered with herbivore and carnivore anthros fighting with each other.
What I’m looking for in a player
Just from reading everything so far, I hope that you have sort of an idea of what kind of player I’m looking for. The game is going to be character based and story driven. The players need to be ok with plot-heavy stuff, even though vore is pivotal element. None of this “I eat him cause he looks gud,” stuff. Just like I'd rather not have players randomly set livestock on fire because they think it'd be funny. That being said, I'd like them to really enjoy the vore when it happens too. I like to think of it as the vore-equivalent of romance in a epic fantasy novel.
I hate to say it, but I sort of foresee this game appealing mostly to people who plays as predators but don't mind being a switch occasionally. I think I could accomidate a pred-only player, but I don't know if I'd be able to make a prey-only (or even mostly-prey-only) player happy. If they did get eaten all the time, they wouldn't be able to directly involve themselves nearly as much. Who knows, though, maybe I'm wrong.
Above all, I need players who will make the effort to be present at each gaming meet-up. I need their patience as well. I am HARDLY an expert at Pathfinder. In fact, I've barely played D&D before, so I'll be learning as I go.
Also I'm working on a map for the campaign setting right now.
So, I would like to run a vore-themed game of pathfinder. I've seen a few people running games like this and I would like to try my paw at it. My approach might be a bit different though. Even though vore would feature predominantly, I would see it as primarily a story=driven game. Some vore might happen in combat, but I foresee most vore happening outside combat with NPCs.
At the same time, I don't want a game that is nothing but eating each other. In my game I would like combat, storytelling, and vore to all sort of transition into each other, breaking the monotony of the other two. There would be full scale combat, story arcs, AND detailed vore scenes, just not all the time. In fact whole sessions could go by without one of those elements. I don't want to compromise any of them.
Since I’d like to take the story seriously, I would like to take the vore seriously. When someone gets eaten, whether its an NPC or PC, it needs to matter. There's not going to be permavore, as that would make vore really high stakes and probably impossible to work with. Reforming takes time, and is only possible under certain circumstances, so it’s more than just a minor inconvenience. I’ll get more onto that later
Goals
There are a few reasons I want to do this. First, I would like to try to have a setting where vore happens in some kind of context. I would like there to be ramifications for vorish actions, both positive and negative. Doing one vore RP after another, in total isolation, feels like being stuck in the Groundhog Day movie. In this game, eating NPC A will have an effect on NPC B, and so on.
The second reason is more simple: I really want to be part of a long-running RP with a group of people. Pathfinder seems like the popular choice for a ongoing RPG, but I would happily run Ironclaw or learn a new system (heck I would run F. A. T. A. L. If I had to at this point). I just miss having a long running game.
Third, I have come up with a furry, vorish campaign setting that I really want to play with. I've been quietly working away at it for years, and I'd be bummed if it never went anywhere. I will get more into that later.
How I plan for it to work
Vore and reformation in my game is based on "soul storage." When a predator digests their prey, they obtain and store the prey's soul within their body. Depending on how familiar the predator and prey were beforehand, they might even be able to communicate. Most towns are built around Artifacts of Reforming, which allow predators to bring those they've digested back to life. There are also one-time-use reforming crystals that can be taken with you. A particularly magical being might be able to reform their prey (or even themselves) without a crystal, but that ability has a long cool-down and is very physically draining. If a predator eats another predator, they get all of the souls that that predator ate. They could thus "save" any prey that had been eaten by a nefarious predator by eating them.
So say one of the players ate a locksmith NPC and then later needed to break in to something. They would have the option to reform the locksmith and see if they will help out. This is also a great way to transport prisoners.
As great as all this sounds, it does come with a cost. First of all, anyone who takes the vorish feats is marked as a predator and MUST eat someone every few days. Each day that a predator doesn’t eat someone, a little counter will go down by one step, which eventually leads to stat penalties. The only way to reset this counter is eat someone. They’ll have a few days, but after a few sessions they will be pretty much forced to sneak into some village and gobble up a resident.
This leads me to the second issue, almost all NPCs are unwilling prey. Even though most towns are built around Artifacts of Reforming, that still doesn’t mean that random villagers and farmers are willing prey. The nearest Artifact may be several days walk away. There’s no guarantee that the predator will reform them any time soon, or even at all! There’s obviously going to be a stigma between the prey species and the predator species.
There’s one last bit that I’d like to cover, too. Since the souls of the digested prey can communicate with the predator if they know them well, this means that a digested PC may still be able to take an active role. I haven’t quite nailed down the mechanics of how that’ll work, though. I’d like to experiment.
Random Character Ideas
Here’s a list of some random NPCs/PCs I’ve thought of just to sort of be thematic.
Aureana is a female jaguar cleric. She’s the type that’s always out there to do good and help others in need. While preaching, she would talk about how important respecting nature was and how the food chain was part of it. She felt like - because she eats people - she has to devote herself to society.
Barron Caseum III is the lord of a small village. He is a mouse, and he outright forbids any predators from eating him, or any of his friends and family. All such mice mark themselves by wearing blue and gold capes, all the rest of the rodents he seems to not care about.
There is an evil band of slavers lead by an anthro wolf. They abduct their slaves by eating them and reform them into chains at their own hideout. Somehow they’ve managed to get their hands on an Artifact of Reformation of their own.
The world of Miiar
I’ve thought a bit about the actual back-story and setting the game is going to take place in, too. Here is a bit of history:
Hundreds of years ago a powerful necromancer was on a worldwide conquest. Hundreds of kingdoms had fallen to him and been reduced to undead wastelands. Everything the living races could throw at this necromancer was slain and turned undead, making his undead empire even more powerful. He was even starting to get to the level where he would start slaying and defeating the very gods.
The trouble was, while it would take the living races years and years to raise a formidable army, the necromancer could raise an equal sized undead army with about as much effort as snapping his fingers. That’s not to mention all the resources that the living races needed - food and supplies - that the necromancer could simply ignore. Even a victory against the necromancer would scarcely mean anything, since another undead army would simply be awaiting the victors.
Since the very life of the world was threatened and civilization was collapsing, a bunch of druids came up with an epic-level spell, empowered by desperate nature gods. That spell was to “transform every wild beast of the forest into an army" and thus created anthros. Now the living races could raise armies just as easily as the necromancer, and the war eventually came to a close.
Now, unfortunately, there weren’t nearly enough domestic animals to feed all the obligate carnivore anthros. There was barely enough food to feed the surviving humans, much less all of the new anthro herbivores. On top of the food shortage, all of the animals still held all their previous instincts. They had, after all, been wild animals only a short while earlier. So they all started eating each other despite having been given sentience. What was left of civilization completely collapsed. The dwarves hid in their mines, the elves disappeared into dark mystical forests, and the humans fell to barbarism.
There were still a whole lot of necromancy doodads laying around from the previous war. Eventually an order of wizards of unknown origin developed the technique for soul storing and reforming using the Artifacts. However, the area where that technology/magic is available is still relatively small. Most of the rest of the world is covered with herbivore and carnivore anthros fighting with each other.
What I’m looking for in a player
Just from reading everything so far, I hope that you have sort of an idea of what kind of player I’m looking for. The game is going to be character based and story driven. The players need to be ok with plot-heavy stuff, even though vore is pivotal element. None of this “I eat him cause he looks gud,” stuff. Just like I'd rather not have players randomly set livestock on fire because they think it'd be funny. That being said, I'd like them to really enjoy the vore when it happens too. I like to think of it as the vore-equivalent of romance in a epic fantasy novel.
I hate to say it, but I sort of foresee this game appealing mostly to people who plays as predators but don't mind being a switch occasionally. I think I could accomidate a pred-only player, but I don't know if I'd be able to make a prey-only (or even mostly-prey-only) player happy. If they did get eaten all the time, they wouldn't be able to directly involve themselves nearly as much. Who knows, though, maybe I'm wrong.
Above all, I need players who will make the effort to be present at each gaming meet-up. I need their patience as well. I am HARDLY an expert at Pathfinder. In fact, I've barely played D&D before, so I'll be learning as I go.
Also I'm working on a map for the campaign setting right now.
FAQ #1
Ok, so I've been asked one particular question quite a bit and had several people voicing concerns. I feel like I should just make a post somewhere about this, so I'm doing it here. The question/concern more or less goes like this:
What if my character gets eaten by an NPC? Wouldn't that mean that I would be 100% at the mercy of whoever at me, given how soul storage works?
The answer is technically, yes. However, as a DM, I just don't think I'd do that to my players. Maybe if we discussed it OOC first and agreed to use it as a plot point, I might let that happen.
That's not to mention that I doubt anyone would even be able to eat any of the PCs. Let's face it, they PC's, they could reduce the average NPC to giblets without breaking a sweat. Any monster/baddie that WAS after a PC would most likely just be trying to kill them, not sexily swallow them whole. Even if the bad guys wanted to eat the PC, they'd have to subdue the whole party first. The most likely candidate to eat any of the PCs would have to be the other PCs.
I did have an odd thought, though. If a player character DID get eaten by an NPC, how fun would it be to then turn control of that NPC to the player who's character got eaten?
At least, that's how I'd imagine that it would work. Still, it's a world of vore, giving only the PCs the power doesn't seem too reasonable. I say go for the threat of NPCs managing to grab a player nom!
OOH, another idea... say, if, a player is gobbled up and the eater gets away, then the rest of the party would stage a rescue mission! This could be someone from the evil band of slavers you mentioned before, and that player is unfortunately, held hostage as food until the others manage to free him. Totally a lot of plot and character building there~
And as you pointed out, most of the NPCs will be trying to kill us via slashing, stabbing, strangling and burning instead of the om noms, so it's not likely to come up regardless...
For a more intricate (or at least one that doesn't scream "I did this so there could be vore!"), maybe you could have the game mechanics be less about constantly needing to acquire new prey and more about a delicate balance between necessity and repercussion.
The first thing I'd suggest would be to treat souls like experience points: Consume a locksmith and you gain points in lock-picking, swallow a bloodhound and gain a heightened sense of smell, and so on and so forth with stuff like that.
Provided, of course, that the predator is actually capable of controlling those souls. Possible repercussions for consuming more souls than one is capable of managing could include leaking and losing his souls, which could in turn lead to disembodied souls hounding him. Or worse, his own soul could wind up being overruled by the majority.
In addition to the need to increase the predator's level (by studying necromancy, meditating, doing favors for the consumed, or whatever else will allow the predator to keep them in line), you could further complicate the process by grouping souls into factions.
Consider this scenario: The hobbits are besieged by the kobolds and ask the predator to deal with them. The predator obliges and consumes an entire kobold raiding party. The hobbits celebrate the predator as a hero, but his new soul collective causes him to identify more prominently with the kobolds. If he doesn't address this soon, his collective may overrule his own soul and cause him to take revenge on the hobbits.
To remedy this, he could relocate to kobold territory, assuming the ones he hasn't devoured don't try to kill him on sight (and the more he devours, the greater the risk becomes). He could swallow some hobbits to try to balance them out, but if the hobbits catch him doing it, they'll feel betrayed and attack (and even if he does get away with it, there's no guarantee the hobbit souls and the kobold souls will get along with each other). Or he could try to appease his collective into servitude, which may entail favors he won't want to perform. Or he could release the souls, but then they'll just reform back in their own territory and his efforts will have been for nothing.
The only way I could imagine a predator would prevent himself from winding up in such a lose/lose situation would be to maintain a population of willing prey -- the souls of those loyal to the predator who can be counted on to shout down and drown out any dissent among the collective. For this reason, willing prey would be more valuable than anything else in the setting. Which you could handle in-game via the classic conflict of "easy yet diminishing" vs. "difficult yet rewarding."
EYD = Appealing to the greedy and/or desperate, who will submit easily but cause the predator to become corrupted.
DYR = Performing great services that inspire unwavering loyalty.
Sound plausible?
Let me put it this way, I am extremely iffy on the idea of predators gaining power from eating people. This would heavily favor the predators of the group. For the predators, I'd fear the whole game's focus would shift to just eating more and more prey, since they'd be rewarded mechanically for doing so. Not to mention, the way I'd see it, is that it's not the PREDATOR doing the lock picking. The predator would allow himself to channel the prey's lock picking abilities, but it'd be the prey who actually rolled the skill check. I'd like the prey to still have a somewhat active role in things, even if corporeally they are missing.
The other idea of souls fighting over the predator has issues to. A reoccurring goal of mine is to avoid taking control away from PCs. This is hard enough to avoid while dealing with prey who are being eaten and digested. I feel like adding the risk that they might be taken over by the will of their prey is just going even further away from that goal.
I LIKE the idea of having different types of prey being appealing for different reasons. If this were a story or a comic, I could definitly look into that sort of mechanics that you suggested. But, since this is a game, I have to worry first and foremost if what I'm implementing will be fun, and I'm just not sure it would be.
As for the souls fighting over the predator. . . I don't know, maybe that could involve skill roles too? I perfectly understand not wanting to take control away from the PCs, but there should be something to prevent the player from devouring every single NPC they come across too. Some kind of negative repercussion would discourage PCs from gorging themselves and instead encourage them to only keep the willing and/or highest quality prey they can find.
Sort of like a storage limit in a D&D game. Only instead of trying to fit weapons and armor inside inventory slots, it'd be storing souls inside a body.
This is all an experiment anyway. If the issue of characters going on predator rampages does become an issue, then maybe I will implement some kind of limit or repercussion. In that case the idea of eating DYR prey to mitigate it would be a really cool idea.
In any case, I reserve the right to alter, add, or nullify game mechanics as I go, since this is all an experiment.
I'm inclined to be pure prey, so that would complicate matters for me.
One idea is that some may opt, if they can afford it, to be bonded with a portable Reforming Artifact.
Another idea is that those who get devoured often enough may cease to require the aid of a Reforming Artifact to reform, possibly becoming a living Reforming Artifact of limited potency.
Either way, known self-reforming prey probably receives less protection from predation under the law.
You should think about what happens to swallowed equipment, clothing, treasure, etc. It sucked to constantly lose equipment, especially expensive, unique and plot-linked items.
I'm kinda iffy on the idea of the portable Artifact, to be honest. Even if it only worked for you alone, it still feels like the sort of object that would defy the theme of the world. Why would any of the other predators in the party bother with eating unwilling villagers or those one-time-use crystals if they have a never ending supply of cougars to eat right in their party?
Prey as prostitution is a very interesting idea. I could see certain prey literally selling their bodies in the equivalent of a red light district. They might even season themselves to try and make themselves more attractive. I don't know how the rest of society might look upon this, though. The other prey citizens might very well see this as degrading. It's certainly a risky behavior, since you're putting your trust in the random predators. There might be a stigma towards the predators who use these services too, though. They might be seen as lazy or unfit to do normal hunting.
I'm not sure how special resurrection bonds would work. It sounds fun. Would you explain?
I was planning on making a post of my own searching for a good game like this. :3
I'd love to join in, if it ain't too late~
Glad to know that I could join. :3
My only question is how the players would be "meeting", IRC? Skype? In person?
Haven't played Pathfinder yet but I have played D&D 3.5 (both PC and DM).
Here are the version of the rules that Rina made. You have to be aware, though, that I DO plan on changing them for my game. First and foremost, the rules for soulvore don't even make sense for my campaign setting. Another thing is that I'm going to make it a lot more difficult for players to pull off vore in combat. As such, I'm going to reinstate a bunch of the AoOs that Rina's rules took out.
My Skype is the same as my user name, by the way.
Though the dying battery might be part of it.
But I may not have much time online the next couple of days. Also I joined a rather active Eclipse Phase group that's also on Skype and roll20.
Most of the monsters that you'd fight in Pathfinder aren't really the type of thing you'd want to swallow whole anyway, and I don't think most of them would swallow you whole either. We're talking about the undead, giant insects, clockwork automatons, elementals, golems, and those sorts of things. As for when you fight other anthros, the best bet would be to subdue them rather than kill them, then swallow them whole as your coup de grace. Plus, that gives you the added advantage of being able to turn them in to the proper authorities once you've reformed them.
And yeah, most of the monsters don't really swallow people whole, though there are quite a few non-humanoids that do have the capability (Almost every non-humanoid, non-insectoid, non-construct that is Huge or larger has some kind of swallow whole capability (especially dinosaurs, giant worms, (surprisingly) gargantuan or larger birds, and even certain undead (corpse hosts, undead dragons, undead dinos, etc))). Most of them do tend to be reptilian, however, so that's another thing to consider...
As for PCs voring things in combat, yeah, I would say that most people won't be eating huge things with natural weapons, undead, constructs or even oozes. For one, undead and oozes are icky (I mean, ew, they are made out of rotting stuff and pure acid (and not the tasty kind) respectively) and for another, you can't really digest constructs or oozes without very specific vore feats (which most people proooobably won't take). But if you were fighting, say, one antro or otherwise humanoid NPC and you managed to subdue them, well... I could see noms happening.
Oh, that brings up something else. How do the "traditional" races (humans, elves, dwarves, etc) figure into the setting? How do most anthros treat them? Do they have their own culture based around vore, or do they try to avoid/ protect themselves from it as much as possible? And finally, if someone is pregnant, are they considered off-limits for vore until they give birth, or do the reformation artifacts bring the unborn child back with them? (I don't really expect that last bit to occur all that much or at all, but it's something to consider for academic reasons)
As for the monsters that CAN swallow you whole, well... that's interesting actually. According to the rules of Miiar if you die inside another creature (as with vore and anthros) then your soul remains inside that creature. I mean, unless that rule only applies to Anthros, which it very well might. Miiar is a world that is still a work in progress, so I'd like other people's opinions on that. I suppose if we let that rule extend to all creatures then you could have intelligent, huge, non-evil monsters like that integrating into Anthro civilization. I mean, maybe some of those monsters aren't really evil, just misunderstood and really really like eating people. Certainly not Oozes or Undead, though.
I can imagine a lot of situations where vore could accompany combat, but I really can't think of many where vore would be IN combat unless you've made a highly specialized character for it and your prey is at a distinct disadvantage (Say, 2 sizes categories smaller than you and you have a long sticky tongue just for grabbing such prey, plus a hardened stomach against struggling)
As for the other races: they've either regressed to barbarism like the rest of civilization or withdrawn themselves from the world. The few dwarves that survived the Necrotic War and the fall of civilization have completely holed themselves up in their mines. Life has been hard for them for the last several centuries, but dwraves are too stubborn to die out. More recently, as the Anthro's appetite for crystals has grown, a very modest amount of trade has started to open up between civilized Anthros and one of the dwarven strongholds. As for the elves, they're probably still around but are hiding up some huge tree or in a pocket dimension. Orcs, kobolds, goblins, and all those guys are more or less the same as they've ever been. Finally, as for humans, the most notable trait among humans is their adaptability. If they can live on far off planes made of flesh and exotic matter in subjective gravity, they can probably survive among anthros, though they're probably not thriving.
Finally, that thing about pregnancy... I have no idea. Though I suspect it would be considered rather poor form for a predator to go after prey in such a weakened position. There's no honor in that.
And for the pregnancy thing, if the child is reformed with the mother, then it would just be frowned upon for being unsporting, but on the other hand if the child doesn't reform, then... it would likely be seen as murder just because of the forced-abortion aspect sort of implied there, and the pred would rightly be seen as a murderer (after all, if preds nom prey commonly enough, then the prey would have an abysmally low birth rate and swiftly go extinct...).
At least that's what I think. The rules of Miiar are subject to change as this whole world is still a work in progress.
As for your question, that has to do with soul storage. Unless someone has the ability to rip the souls out of someone, the soul is going to stay in one's body. For normal soul storage to work, the prey has to die within the confines of the predator - that is they have to go in alive. Beyond the light of anthro civilization and Artifacts of Reformation, predator anthros are still eating prey species the "traditional" way.
I can't talk much now, but if you're interested, here's one of the angles I came up with in regards to a world of vore: http://www.furaffinity.net/view/6525495/. If this sounds interesting, perhaps you can adapt some of it.
I also have another angle I worked on, but it's not currently uploaded here to FA. When I catch you on Skype, I'll send it over.
In all seriousness, how the physiological ability came to be is not quite something I've tackled yet. I was considering maybe a potion is administered at birth that allows predators to be stretchy enough to allow something like that? For now I'm just hand-waving it.
While the touching of souls might make sense for the predators, I don't think it would work for the prey. I don't think it would make sense if the prey *needed* to be eaten to survive. They've been surviving for hundreds, if not thousands of years without the Artifacts of Reformation. I do like the idea of there being a symbiotic relationship between predators and prey, though. I just haven't figured out what it out to be, though.
That looks like quite a read. I'll have to get on to reading your story at some point. I'll do it as soon as I can manage.
If this is going to be along the lines of table top turn based RPGs, then http://roll20.net/ would work for you. I've been planning to use it for my own vore RPs I do with select people who can manage the playstyle. This might just make this Idea easier to do, and it won't be hard to take the tools you have and work with the counter and journal system to keep records of ingested souls and character information outright. That and it allows some custom content, with exceptions for free players.
All in all, Really liking the concept and input this has been getting, I could see it may need work, and maybe a little extra management, since this seems like a lot for one game master to manage. I do hope to see this come into a long standing reality, and if I come up with anything, I'll let you know, yea? ^^
I am still organizing the game, but I've had a couple of sessions of 3 players already and it seemed to work really well. I actually am trying to organize a second group that could potentially meet up more regularly, and also allow me to try a few new things. (The main group that I already have running is for pred-only-preds, but still has 1 open slot. The group I'm working on is for switch characters/players).
I love talking to people about ideas along these lines, though :3
I must ask if your still doing this!