Furry-Friendly D&D Settings #7: Beast World
Posted 8 months agoWhile the worlds covered so far in these journal entries have certain anthropomorphic people with prominent roles in history and society, we haven’t had one where said groups were front and center. Enter the Beast World, a relatively new setting created by members of the furry fandom.
In terms of Lore, the Beast World was originally a wild land home to animals and a sleeping pantheon of Seelie. It was later discovered by a pantheon of six gods, one of whom uplifted the native animals into sapient people heretofore known as “beasts.” The one responsible was the goddess Pirhoua, who is the most popular deity and takes on the role of a creator mother in the world’s religious traditions.
The anthropomorphic people are colloquially called “beasts” in reference to their animalistic origins. Mundane animals still exist, and the primary dividing line for what qualifies as a sapient entity is “willfulness.” A willful creature has an enhanced sense of self-awareness: a distinct identity that separates itself from others and is capable of personal growth and change. Non-willful creatures are referred to as quiet-minded.
While willful creatures are capable of siring children with each other, children of mixed species inherit the traits of only one parent. There are no “hybrids.” Additionally, while various species have their own historical homelands and can be found in great numbers there, civilizations generally aren’t homogenous and each of the five major regions count people of many lineages.
All of the willful species native to the Beast World are mammals and include bovine (cattle), canine (dogs and wolves), celerine (rabbits and squirrels), cervine (deer), equine (horses and donkeys), felines (shorthair/house cats and big cats), laetine (otters and ferrets), ligonine (armadillos, moles, and sloths), murine (rats and mice), ovine (sheep), tenebrine (possums and raccoons), ursine (bears), vulpine (fennec and red foxes). There are also extraplanar immigrants and visitors, such as such as brethren who are humans that escaped the cosmic destruction of their Broken World; kobolds and dragons, who came from the Ancestral Homeland which is ruled over and terraformed by various elder dragons; fey-like jackals, who mostly live in the Dreaming which is collectively formed from the sleeping thoughts of the Beast World’s inhabitants; and bats, who live the Astral Sea and inhabit post-scarcity cities whose foundations are shaped from the plane’s very essence.
In regards to Playability, the 18 major species mentioned above are all playable. 16 of them were balanced in line with each other, but jackals and dragons are specifically called out as having relatively more powerful features on account of reflecting the fact that they are an ancient and mighty people in the lore. Virtually every species of the Beast World gets five unique Homeland Traits for their ancestry, which grant specific features and/or proficiencies based on the region in which they grew up. The extraplanar groups either don’t have Homeland Traits (kobolds, dragons, jackals) and get some other equivalent subfeature, or are recent arrivals and thus treat the plane of existence as their sole Homeland (bats, brethren).
The Delver’s Guide also has a sidebar for guidelines in making your own species, for those who wish to include anthropomorphic animals that aren’t covered in the above.
In terms of Lore, the Beast World was originally a wild land home to animals and a sleeping pantheon of Seelie. It was later discovered by a pantheon of six gods, one of whom uplifted the native animals into sapient people heretofore known as “beasts.” The one responsible was the goddess Pirhoua, who is the most popular deity and takes on the role of a creator mother in the world’s religious traditions.
The anthropomorphic people are colloquially called “beasts” in reference to their animalistic origins. Mundane animals still exist, and the primary dividing line for what qualifies as a sapient entity is “willfulness.” A willful creature has an enhanced sense of self-awareness: a distinct identity that separates itself from others and is capable of personal growth and change. Non-willful creatures are referred to as quiet-minded.
While willful creatures are capable of siring children with each other, children of mixed species inherit the traits of only one parent. There are no “hybrids.” Additionally, while various species have their own historical homelands and can be found in great numbers there, civilizations generally aren’t homogenous and each of the five major regions count people of many lineages.
All of the willful species native to the Beast World are mammals and include bovine (cattle), canine (dogs and wolves), celerine (rabbits and squirrels), cervine (deer), equine (horses and donkeys), felines (shorthair/house cats and big cats), laetine (otters and ferrets), ligonine (armadillos, moles, and sloths), murine (rats and mice), ovine (sheep), tenebrine (possums and raccoons), ursine (bears), vulpine (fennec and red foxes). There are also extraplanar immigrants and visitors, such as such as brethren who are humans that escaped the cosmic destruction of their Broken World; kobolds and dragons, who came from the Ancestral Homeland which is ruled over and terraformed by various elder dragons; fey-like jackals, who mostly live in the Dreaming which is collectively formed from the sleeping thoughts of the Beast World’s inhabitants; and bats, who live the Astral Sea and inhabit post-scarcity cities whose foundations are shaped from the plane’s very essence.
In regards to Playability, the 18 major species mentioned above are all playable. 16 of them were balanced in line with each other, but jackals and dragons are specifically called out as having relatively more powerful features on account of reflecting the fact that they are an ancient and mighty people in the lore. Virtually every species of the Beast World gets five unique Homeland Traits for their ancestry, which grant specific features and/or proficiencies based on the region in which they grew up. The extraplanar groups either don’t have Homeland Traits (kobolds, dragons, jackals) and get some other equivalent subfeature, or are recent arrivals and thus treat the plane of existence as their sole Homeland (bats, brethren).
The Delver’s Guide also has a sidebar for guidelines in making your own species, for those who wish to include anthropomorphic animals that aren’t covered in the above.
Furry-Friendly D&D Settings #6: Scarred Lands
Posted 8 months agoThe world of Scarn is a land of dark fantasy, still reeling from a war between the primordial titans and their godly children. Although the titans are dead, the continent of Ghelspad finds itself facing new threats, from the tyrannical Calastian Hegemony expanding its territories through conquest, the secretive Cult of the Ancients seeking world domination at the behest of the death goddess Belsameth, and monstrous titanspawn running amok and laying waste to the divine races (humans, dwarves, etc) and all others who serve the gods.
The Scarred Lands was originally published for 3rd Edition D&D, with later products shifting over to Pathfinder and 5th Edition. The latter RPG is the current line at the moment, and the timeline and metaplot have been advanced in several ways. One of them is most notably the introduction of the “Redeemed,” various titanspawn monsters who turned against their creators. Quite a few titanspawn, Redeemed or otherwise, are anthropomorphic beings.
In terms of Lore, there’s quite a bit of “furry” people in the Scarred Lands. The serpentine Asaathi live in strict feudal hierarchies who once ruled a vast empire. The Sutak are anthropomorphic horses who live as nomadic bands of raiders in the Ukrudan Desert, and whose redeemed counterparts call themselves the Ironbred. The lionlike Manticora are creations of the god war god Vangal to fight the titanspawn, yet are still distrusted by the other divine races for their bloodthirstiness. The ratfolk Slitherin were born from the shed blood of Chern, the titan of decay and disease, and spread across the land in a diaspora where most work in cities as cheap laborers but have a metropolis of their own called the Walled Warren. The Minotaurs originally hail from the Bastion-City of Dromyas in the far north, who were created by Denev the Earthmother. She was the only titan who sided against the rest of her kind and joined the side of the gods. The Minotaurs are capable of creating an inner mental landscape known as the Labyrinth, and more powerful members of their people can draw others into it.
In the dangerous Blood Bayou swampland, a Carnival of Shadows was created from the land’s connection to dreams. Many of its Krew members have animalistic features, such as the birdlike Bone Bosuns who serve as the Carnival’s navy, and Heron Priests act as ambassadors for their master, the Jack of Tears. The Proud are lionlike tauric creatures created by the titan Hrinruuk the Hunter, and roam the plains and savannas as a threat to aany who come upon them. The rhinolike Unitaurs are titanspawn who guard their homelands in the Bleak Savannah from intruders. They originally worshiped the titan Denev before she sided against the rest of her kind, and in modern times unitaurs are less able to drive off human interlopers. In a distant continent known as the Dragon Lands, civilization is split up into various pseudo-Japanese clans ruled by dragons. Kobolds are one of the common races there alongside humans, elves, half-elves, halflings, and tatsuri, the last being near-human beings with notable dragonlike physical features. Vigil Watch: Collected Volume has deeper entries detailing less-prolific areas in the setting, such as the manticora city of Leoni and the roaming Ironbred bands known as the Iron Court.
In regards to Playability, the original 3rd Edition setting was more or less restricted to the traditional core playable races, but the Pathfinder and 5th Edition updates were notable for including many new races. Of the above, the Asaathi, Ironbred, Manticora, and Slitherin are the major furry races in the core Player’s Guide. The Minotaurs are expanded upon in Yugman’s Guide to Ghelspad as a playable option, and Vigil Watch: Dromyas is a splatbook that details their capital city and culture. The Dragon Lands never received an official update, with much of its lore relegated to the 3.5 book Lost Tribes of the Scarred Lands. Although not technically official, the Slarecian Vault is a program where fans can self-publish their own material for the Scarred Lands. One of the setting’s most prolific writers, Travis Legge, made a lot of material for the Vault. One of his products, Wracklings, incorporate the dragonborn into the setting as a playable option in a lore-friendly way. He and several other authors worked on the Frostlands of Fenrilik, detailing the arctic continent of the setting. One of the new races in that book are the Krampek, who look like satyrs but have fur from head to toe and are more animalistic overall.
While the modern Scarred Lands has done much to allow for playable anthropomorphic races, it should be noted that they are still distrusted by many of the divine races in that most of them were created by and are still loyal to the titans, who with the exception of Denev were evil-aligned. While there are Redeemed in great enough numbers to form their own independent societies and even integrate into wider society, it is still a recent cultural shift. Some titanspawn, such as the Proud and Unitaurs, still occupy the role of “evil humanoids who attack on sight.”
The Scarred Lands was originally published for 3rd Edition D&D, with later products shifting over to Pathfinder and 5th Edition. The latter RPG is the current line at the moment, and the timeline and metaplot have been advanced in several ways. One of them is most notably the introduction of the “Redeemed,” various titanspawn monsters who turned against their creators. Quite a few titanspawn, Redeemed or otherwise, are anthropomorphic beings.
In terms of Lore, there’s quite a bit of “furry” people in the Scarred Lands. The serpentine Asaathi live in strict feudal hierarchies who once ruled a vast empire. The Sutak are anthropomorphic horses who live as nomadic bands of raiders in the Ukrudan Desert, and whose redeemed counterparts call themselves the Ironbred. The lionlike Manticora are creations of the god war god Vangal to fight the titanspawn, yet are still distrusted by the other divine races for their bloodthirstiness. The ratfolk Slitherin were born from the shed blood of Chern, the titan of decay and disease, and spread across the land in a diaspora where most work in cities as cheap laborers but have a metropolis of their own called the Walled Warren. The Minotaurs originally hail from the Bastion-City of Dromyas in the far north, who were created by Denev the Earthmother. She was the only titan who sided against the rest of her kind and joined the side of the gods. The Minotaurs are capable of creating an inner mental landscape known as the Labyrinth, and more powerful members of their people can draw others into it.
In the dangerous Blood Bayou swampland, a Carnival of Shadows was created from the land’s connection to dreams. Many of its Krew members have animalistic features, such as the birdlike Bone Bosuns who serve as the Carnival’s navy, and Heron Priests act as ambassadors for their master, the Jack of Tears. The Proud are lionlike tauric creatures created by the titan Hrinruuk the Hunter, and roam the plains and savannas as a threat to aany who come upon them. The rhinolike Unitaurs are titanspawn who guard their homelands in the Bleak Savannah from intruders. They originally worshiped the titan Denev before she sided against the rest of her kind, and in modern times unitaurs are less able to drive off human interlopers. In a distant continent known as the Dragon Lands, civilization is split up into various pseudo-Japanese clans ruled by dragons. Kobolds are one of the common races there alongside humans, elves, half-elves, halflings, and tatsuri, the last being near-human beings with notable dragonlike physical features. Vigil Watch: Collected Volume has deeper entries detailing less-prolific areas in the setting, such as the manticora city of Leoni and the roaming Ironbred bands known as the Iron Court.
In regards to Playability, the original 3rd Edition setting was more or less restricted to the traditional core playable races, but the Pathfinder and 5th Edition updates were notable for including many new races. Of the above, the Asaathi, Ironbred, Manticora, and Slitherin are the major furry races in the core Player’s Guide. The Minotaurs are expanded upon in Yugman’s Guide to Ghelspad as a playable option, and Vigil Watch: Dromyas is a splatbook that details their capital city and culture. The Dragon Lands never received an official update, with much of its lore relegated to the 3.5 book Lost Tribes of the Scarred Lands. Although not technically official, the Slarecian Vault is a program where fans can self-publish their own material for the Scarred Lands. One of the setting’s most prolific writers, Travis Legge, made a lot of material for the Vault. One of his products, Wracklings, incorporate the dragonborn into the setting as a playable option in a lore-friendly way. He and several other authors worked on the Frostlands of Fenrilik, detailing the arctic continent of the setting. One of the new races in that book are the Krampek, who look like satyrs but have fur from head to toe and are more animalistic overall.
While the modern Scarred Lands has done much to allow for playable anthropomorphic races, it should be noted that they are still distrusted by many of the divine races in that most of them were created by and are still loyal to the titans, who with the exception of Denev were evil-aligned. While there are Redeemed in great enough numbers to form their own independent societies and even integrate into wider society, it is still a recent cultural shift. Some titanspawn, such as the Proud and Unitaurs, still occupy the role of “evil humanoids who attack on sight.”
Furry-Friendly D&D Settings #5: Golarion
Posted 9 months agoBeginning as the setting for a frontier region in one of Paizo’s many adventure paths, Golarion achieved fame as the pre-eminent world for the Pathfinder Roleplaying Game. Running for 15 years, material is still being made for players and Game Masters alike, and there’s no signs of stopping anytime soon.
Much like 3rd Edition D&D, Pathfinder is known for a dizzying array of character options to the point that designing intricate builds is an activity done for fun on its own. And as can be expected, there are many fantasy ancestries at play, from your standard dwarves and elves to magic-changed Fleshwarps and the shadowy Wayang. And of relevant interest to this series, there’s a good selection of anthropomorphic ancestries and even awakened animals for players!
In terms of Lore, none of the anthro peoples are as prominent or omnipresent as the standard ancestries like humans and elves. That being said, anthros still have a place and get their time to shine in the Lost Omens line. The Ancestry Guide serves 2nd Edition’s generic race book, and particular regions focus on their place in specific kingdoms and regions. And far from being monoliths, many ancestries have listings for particular subcultures and what differentiates them.
The more well-known and widespread anthros of Golarion include the catfolk, believed to originate on the continent of Garund where they were supposedly created by the gods as guardians. They have since spread across the many lands as traders, warriors, monster hunters, and other occupations. The kobolds are small reptilian people who are skilled trap-makers and tend to be dismissed by others as weak and cowardly. But in reality they are very practical and have allied with all sorts of people, such as establishing a guild-like niche as subterranean explorers in the city of Absalom. Lizardfolk are able to adapt to almost any environment, and possess talent for druidism and astronomy, and one kingdom in southern Garund known as Droon has a majority population of them where lizardfolk utilize dinosaurs as livestock and steeds. The ratfolk, also known as the ysoki, are renowned merchants who travel along the routes and crossroads of every continent. Tengu serve the storm god Hei Feng, and were once second-class citizens in the empire of Lung Wa. This prompted many to flee to more tolerant lands, and the genu learned many trades as a result of their diaspora. The major cultural divide is between those living abroad and those who never left.
Rarer ancestries include the Beastkin, who are a sort of “all-in-one” option representing anyone who has the ability to partially or fully turn into a specific kind of animal, and they can maintain hybrid shapes. Kitsune are shapechangers who can assume the shape of either a fox-headed humanoid, or a human/elf form with no foxlike qualities. Alternatively this latter form may instead be a fox, depending on where the kitsune was raised.
Regional sourcebooks include even more ancestry options. The Mwangi Expanse introduces the Anadi, intelligent peace-loving giant spiders; gnolls, canny warriors with a (partially deserved) foul reputation; and grippli, frog-people who live as hunter-gatherers who occasionally must take action against greater threats encroaching upon their lands. The Tian Xia Character Guide has the caraboa-like sarangay who come from a warrior culture in touch with nature, and the raccoon-like tanuki who always find a way to look on the bright side. The Impossible Lands gives us the rhino-like Kashrishi, who have such utter control over their physical forms they can evolve new traits via psychic powers; the Nagaji, who have a variety of serpentine physical traits that differ greatly between communities and have an equally diverse number of societies; and the simian Vanara, who seek moderation in all things and look to heroes from their peoples’ past to serve as role models in the modern day.
Furthermore, several otherwise non-furry ancestries can have animalistic physical traits, particularly ones representing a multitude of heritages such as planetouched or are blatantly supernatural such as the sprite. Additionally, quite a few non-playable monsters who fall under the furry label or are popular among furries have major roles to play in various regions. For example, the wicked rakshasas are a powerful threat in the Impossible Lands, while dragons play a major role in the history of Tian Xia.
In terms of Playability, Paizo is very generous when it comes to giving ancestries neat toys for players. In 1st Edition, the Advanced Race Guide had most of the above peoples listed, along with a robust system for creating one’s own race. In regards to 2nd Edition, most of the 1e races (besides very obscure monsters from the later Bestiaries) got re-introduced, and just about every ancestry has a series of feats for most levels of play. The Howl of the Wild sourcebook will be of particular interest to furries, for it introduced several new ancestries: the fish-like athamarus, the insect-like surki, and the minotaur as the classic fantasy standby. But the most versatile ancestry in the book is the Awakened Animal, representing an animal granted sapience by magic.
While the flavor text and lore is found in the appropriate sourcebooks, the mechanics for these ancestries are available on the Archives of Nethys, the online SRD for Pathfinder’s 1st and 2nd Editions. So playable furries are within easy reach of players who don’t have to fork over too much dough just to get their preferred ancestry.
Much like 3rd Edition D&D, Pathfinder is known for a dizzying array of character options to the point that designing intricate builds is an activity done for fun on its own. And as can be expected, there are many fantasy ancestries at play, from your standard dwarves and elves to magic-changed Fleshwarps and the shadowy Wayang. And of relevant interest to this series, there’s a good selection of anthropomorphic ancestries and even awakened animals for players!
In terms of Lore, none of the anthro peoples are as prominent or omnipresent as the standard ancestries like humans and elves. That being said, anthros still have a place and get their time to shine in the Lost Omens line. The Ancestry Guide serves 2nd Edition’s generic race book, and particular regions focus on their place in specific kingdoms and regions. And far from being monoliths, many ancestries have listings for particular subcultures and what differentiates them.
The more well-known and widespread anthros of Golarion include the catfolk, believed to originate on the continent of Garund where they were supposedly created by the gods as guardians. They have since spread across the many lands as traders, warriors, monster hunters, and other occupations. The kobolds are small reptilian people who are skilled trap-makers and tend to be dismissed by others as weak and cowardly. But in reality they are very practical and have allied with all sorts of people, such as establishing a guild-like niche as subterranean explorers in the city of Absalom. Lizardfolk are able to adapt to almost any environment, and possess talent for druidism and astronomy, and one kingdom in southern Garund known as Droon has a majority population of them where lizardfolk utilize dinosaurs as livestock and steeds. The ratfolk, also known as the ysoki, are renowned merchants who travel along the routes and crossroads of every continent. Tengu serve the storm god Hei Feng, and were once second-class citizens in the empire of Lung Wa. This prompted many to flee to more tolerant lands, and the genu learned many trades as a result of their diaspora. The major cultural divide is between those living abroad and those who never left.
Rarer ancestries include the Beastkin, who are a sort of “all-in-one” option representing anyone who has the ability to partially or fully turn into a specific kind of animal, and they can maintain hybrid shapes. Kitsune are shapechangers who can assume the shape of either a fox-headed humanoid, or a human/elf form with no foxlike qualities. Alternatively this latter form may instead be a fox, depending on where the kitsune was raised.
Regional sourcebooks include even more ancestry options. The Mwangi Expanse introduces the Anadi, intelligent peace-loving giant spiders; gnolls, canny warriors with a (partially deserved) foul reputation; and grippli, frog-people who live as hunter-gatherers who occasionally must take action against greater threats encroaching upon their lands. The Tian Xia Character Guide has the caraboa-like sarangay who come from a warrior culture in touch with nature, and the raccoon-like tanuki who always find a way to look on the bright side. The Impossible Lands gives us the rhino-like Kashrishi, who have such utter control over their physical forms they can evolve new traits via psychic powers; the Nagaji, who have a variety of serpentine physical traits that differ greatly between communities and have an equally diverse number of societies; and the simian Vanara, who seek moderation in all things and look to heroes from their peoples’ past to serve as role models in the modern day.
Furthermore, several otherwise non-furry ancestries can have animalistic physical traits, particularly ones representing a multitude of heritages such as planetouched or are blatantly supernatural such as the sprite. Additionally, quite a few non-playable monsters who fall under the furry label or are popular among furries have major roles to play in various regions. For example, the wicked rakshasas are a powerful threat in the Impossible Lands, while dragons play a major role in the history of Tian Xia.
In terms of Playability, Paizo is very generous when it comes to giving ancestries neat toys for players. In 1st Edition, the Advanced Race Guide had most of the above peoples listed, along with a robust system for creating one’s own race. In regards to 2nd Edition, most of the 1e races (besides very obscure monsters from the later Bestiaries) got re-introduced, and just about every ancestry has a series of feats for most levels of play. The Howl of the Wild sourcebook will be of particular interest to furries, for it introduced several new ancestries: the fish-like athamarus, the insect-like surki, and the minotaur as the classic fantasy standby. But the most versatile ancestry in the book is the Awakened Animal, representing an animal granted sapience by magic.
While the flavor text and lore is found in the appropriate sourcebooks, the mechanics for these ancestries are available on the Archives of Nethys, the online SRD for Pathfinder’s 1st and 2nd Editions. So playable furries are within easy reach of players who don’t have to fork over too much dough just to get their preferred ancestry.
Furry-Friendly D&D Settings #4: Blue Rose
Posted 9 months agoDating back to 2005, Blue Rose got its start as a setting inspired by romantic fantasy novels such as the work of Mercedes Lackey. Instead of using 3rd Edition D&D, it had its own rules-medium toolkit known as True20, which spun off into its own generic system for several years. But while True20 eventually faded, Blue Rose would see resurgence not once, but twice, with its line updated for the AGE system in 2017 and then 5th Edition in 2021. We will be focusing on this latter ruleset in discussing Blue Rose.
Blue Rose was also notable at the time for emphasizing overt socially progressive themes and LGBT representation, whereas other D&D gaming lines at the time often locked such themes behind “mature content” labels.
In terms of Lore, Blue Rose is different from other entries in this thread due to not having any playable anthropomorphic people. What it does have are rhydan, creatures fully animalistic in physical form yet gifted with telepathic speech and the ability to fashion strong mental connections with others known as the rhy-bond. There are rhydan for just about every mundane animal out there, although wolves, horses, bears, dolphins, and great cats are the most common. For different species designation, one uses the “rhy” prefix before the typical species, such as rhy-bear or rhy-cat. Rhydan are a widespread and populous people, and magical items and spells exist that help make up for their lack of opposable thumbs. Rhydan are integrated into most societies, although they face persecution in Jarzon and Kern. Certain species are more common in particular regions, such as rhy-horses having a presence among the nomadic clans of Rezea and the dolphins living among the oceanic sea-folk.
Beyond mundane animals, archetypical magical beasts such as griffons and unicorns are also classified as rhydan, with those two examples being the rare stuff of legends as powerful forces of good. A spirit known as the Golden Hart, the collective manifestation of the people of Aldis, takes the form of a shining deer to appoint that country’s next ruler, and who was also instrumental in bringing about the downfall of evil sorcerer-kings in ages past.
In terms of Playability, the True20 and AGE System versions of Blue Rose provided only a small range of species for playable rhydan. But 5th Edition incorporated a broader system for designing rhydan PCs. A rhydan PC derives their base form from a creature of the Beast type (including giant versions) with a Challenge Rating of 1/4th or less. The rhydan gains the Armor Class, Speed, Senses, Special Abilities, and Actions of the original species, but generates skills, Hit Dice, and Hit Points via class. Ability scores are generated as per usual, but Small and Tiny beasts have a maximum Strength score of what is normal for their Beast species plus 2. Finally, they gain the Psychic and Psychic Shield feats representing their mental powers, and the ability to form a rhy-bond with others.
Sadly this relegates rhy-bears to NPC status, but otherwise opens up the species options to a diverse array. Just with the core rules, you can get options like rhy-rats, rhy-boars, rhy-birds of prey, and even rhy-constrictor snakes! Add onto this popular third party sourcebooks such as Kobold Press’ Tome of Beasts, and you can end up with rhy-bulls and even rhy-meerkats!
It should be noted that these rules don’t provide balance between potential species, as certain animals are going to be ideal for particular classes and builds. But it is a pretty straightforward option that should work for players seeking an authentic-feeling set of rules for their feral fursonas, or those who just like the idea of a talking animal protagonist.
Blue Rose was also notable at the time for emphasizing overt socially progressive themes and LGBT representation, whereas other D&D gaming lines at the time often locked such themes behind “mature content” labels.
In terms of Lore, Blue Rose is different from other entries in this thread due to not having any playable anthropomorphic people. What it does have are rhydan, creatures fully animalistic in physical form yet gifted with telepathic speech and the ability to fashion strong mental connections with others known as the rhy-bond. There are rhydan for just about every mundane animal out there, although wolves, horses, bears, dolphins, and great cats are the most common. For different species designation, one uses the “rhy” prefix before the typical species, such as rhy-bear or rhy-cat. Rhydan are a widespread and populous people, and magical items and spells exist that help make up for their lack of opposable thumbs. Rhydan are integrated into most societies, although they face persecution in Jarzon and Kern. Certain species are more common in particular regions, such as rhy-horses having a presence among the nomadic clans of Rezea and the dolphins living among the oceanic sea-folk.
Beyond mundane animals, archetypical magical beasts such as griffons and unicorns are also classified as rhydan, with those two examples being the rare stuff of legends as powerful forces of good. A spirit known as the Golden Hart, the collective manifestation of the people of Aldis, takes the form of a shining deer to appoint that country’s next ruler, and who was also instrumental in bringing about the downfall of evil sorcerer-kings in ages past.
In terms of Playability, the True20 and AGE System versions of Blue Rose provided only a small range of species for playable rhydan. But 5th Edition incorporated a broader system for designing rhydan PCs. A rhydan PC derives their base form from a creature of the Beast type (including giant versions) with a Challenge Rating of 1/4th or less. The rhydan gains the Armor Class, Speed, Senses, Special Abilities, and Actions of the original species, but generates skills, Hit Dice, and Hit Points via class. Ability scores are generated as per usual, but Small and Tiny beasts have a maximum Strength score of what is normal for their Beast species plus 2. Finally, they gain the Psychic and Psychic Shield feats representing their mental powers, and the ability to form a rhy-bond with others.
Sadly this relegates rhy-bears to NPC status, but otherwise opens up the species options to a diverse array. Just with the core rules, you can get options like rhy-rats, rhy-boars, rhy-birds of prey, and even rhy-constrictor snakes! Add onto this popular third party sourcebooks such as Kobold Press’ Tome of Beasts, and you can end up with rhy-bulls and even rhy-meerkats!
It should be noted that these rules don’t provide balance between potential species, as certain animals are going to be ideal for particular classes and builds. But it is a pretty straightforward option that should work for players seeking an authentic-feeling set of rules for their feral fursonas, or those who just like the idea of a talking animal protagonist.
Furry-Friendly D&D Settings #3: Midgard
Posted 9 months agoA world of dark fantasy and deep magic, Midgard began as a setting inspired by Central and Eastern European history and folklore rather than the Western fantasy counterpart cultures that predominate D&D. Over time, Midgard grew into an expansive setting all its own, with support for various rulesets and a variety of full-fledged adventures and regional gazetteers.
In terms of Lore, the sourcebooks divided Midgard’s people into Major and Minor races, the terms being used for how much political and cultural sway certain groups have had over the world. Of the nine or so Major Races, about half of them are anthropomorphic animals: dragonborn*, kobolds,** minotaurs, and ravenfolk. Kobolds feature prominently in the Free City of Zobeck, which is Midgard’s Greyhawk/Sharn equivalent in being a major hub of adventure. Former slaves of a wicked family of shadow magic-using nobles, the kobolds took part in a revolution overthrowing the old order and now live in an expansive Kobold Ghetto. They are an impoverished lot, yet possessed of a greater means of autonomy than in prior times. The Mharoti Empire is a major superpower in the setting ruled over by various clans of dragon nobles, and the dragonborn are a race of super-soldiers uplifted from kobolds. Minotaurs are a seafaring culture who once had a great city by the name of Roshgazi that was decimated by the Mharoti Empire, while the Ravenfolk are a widespread group distrusted for being spies and thieves but who claim to have close ties to Wotan and other gods.
*Called Dragonkin in pre-5e rulesets.
**Who are the namesake publisher’s favored mascot.
Virtually every notable race in Midgard has their own unique form of magic that originated among their culture. While many races have major nations or population centers, most have regional variants and subcultures. For example, Mharoti kobolds are notably more arrogant than their kin elsewhere, as they are higher up in the social system than non-reptilian races. Or how the Bearfolk of the Shadow Realm are extraplanar immigrants from the Northlands who managed to carve out one of the safest and most resilient places against the landscape’s natural corruption.
Of the Minor races, there are Bearfolk and Gnolls mentioned in the core rules, and various sourcebooks expanded on new races particular to certain regions and locales. The Southlands is one of the more major regional sourcebooks, adding catfolk, lizardfolk, subek (crocodile), and tosculi (wasps) with their own societies, lands, and cultures. Although technically Minor Races in the greater setting, each of them was given distinct flavor and plot hooks. For instance, the lizardfolk are a rising civilization in the far south that are divinely inspired by a giant egg believed to hold one of the World-Serpent’s children. The subek are werecrocodiles who are vicious during the flood season, but peaceful and contemplative on the other months. This causes them to retreat from society for others’ safety when they feel the rage start to overtake them. The tosculi are a warrior culture that builds their hives from the corpses of their enemies, and are influenced by an archdevil; individual tosculi who break off from the hive-mind have a greater degree of autonomy, and it is this stock from which tosculi PCs are drawn. As for the catfolk, they are a diverse people created from various gods, and have major concentrations in Nuria Natal (Fantasy Ancient Egypt) and the Lion Kingdom of Omphaya.
Catfolk in particular have a rather interesting meta-history of various distinct races on account that Pathfinder and Dungeons & Dragons had different feline humanoids. This caused many among the fandom to debate to what extent certain catfolk were reflavored for particular systems vs being their own unique beings. Kobold Press appears to have settled for the latter option, and there’s 3 subraces of catfolk in 5th Edition: Basteti (catfolk created by the goddess Bast), Nkosi (catfolk created by Titans, a progenitor giant race who once ruled a vast empire), and Werelions (origin unknown but can be either natural or afflicted).
There are more anthro races beyond the default setting and Southlands, but they tend to have more specialized and marginal roles and influence, with less material for them with which a DM or player can use. One of these races is the Satarre. They are worm-like reptilians that seek to destroy the World Tree, the metaphysical outline of the cosmos, in order to usher in the apocalypse. Most such material presents them as monsters in Kobold Press’ bestiaries or small articles and mini-sourcebooks involving them as antagonists affiliated with cults. The Ratatosk are humanoid squirrels that are actually celestials who live among the World Tree’s various cosmic branches. They had a mini-sourcebook of their own, being rather unique in this regard for 5e races, going into detail on their society and culture as well as uses in a campaign.
In terms of Playability, Midgard has a wealth of options for anthro PCs spanning Editions and rulesets. The tricky part is that so many different kinds of handbooks have been published for the game, not all of which match 1 for 1 in terms of transferred content. Compounding this is that even when it comes to the Major Races, not all groups are necessarily omnipresent throughout the base setting. Barring major empires, a lot of plots, intrigues, and threats take place at the regional and kingdom levels. The Minotaur are a major race, but they tend to live around the southern and western lands near the oceans. Dragonborn are omnipresent in the Mharoti Empire and its vassal states, but are rare in regions beyond these borders.
There’s a line of Heroes and Player’s Guide sourcebooks offering new playable options for Characters, several of which have been reprinted in later publishings for more complete collections. Such options included Werelions (a distinct variety of catfolk, publishing between various rulesets caused Midgard to have a lot of overlapping felines), Sahuagin, Ratfolk, the hedgehog-like Erina, the celestial Ratatosk, and the reptilian Satarre who were previously the province of villains.
While it doesn’t have options for them as PCs, the Book of Drakes for Pathfinder 1e fleshed out detail on these smaller cousins of true dragons, who in Midgard are dragons that bond with popular physical features and concepts of nearby civilizations. For example, Bakery Drakes are beloved presences for their penchant at aiding in cooking all manner of delicious foods. Rules were provided for PCs who wanted to have them as traveling companions.
Most PC-facing Midgard material is for 5th Edition currently, but player’s guides were published for 4th Edition D&D, Pathfinder 1e, and Swords & Wizardry. The Advanced Races line for Pathfinder 1e was a series of sourcebooks expanding on various races in Midgard, focusing on giving them expanded roles in the world and fleshing out their societies. Kobold Press’ Lineages & Heritages: Supplement 1 for their Black Flag 5e retroclone has rules for gnoll and lizardfolk PCs.
Even 13th Age got support, albeit the PC races were an option in an appendix of the Midgard Bestiary for 13th Age. In fact, this system as well as Pathfinder are peculiar in that they have rules for Roachling PCs that were never updated to 5e. Roachlings are bipedal roach-like humanoids who are feared and distrusted by most others on account of their bug-like appearance. While they reappeared in 5th Edition, they were exclusively NPCs.
While not technically furry, several races are tauric in having the lower bodies of animals but humanlike upper bodies. Centaurs, alseid, and lamia (who have snakelike lower bodies in contrast with traditional D&D) are all playable options, with the centaur in particular having had a presence in the world since the first standalone setting guide.
PS I should note in this case that both Dragonlance and Mystara had rules for centaur PCs, as well as fauns (satyrs) for the latter setting.
All in all, Midgard is a very furry-friendly setting, from its lore to its rules to its NPC art. The real question is what kind of anthropomorphic race one would be most keen on playing, and if their favorite rules system supports them as an option. Pathfinder 1e and D&D 5e players have plenty of choices, but other systems are a much riskier gamble.
In terms of Lore, the sourcebooks divided Midgard’s people into Major and Minor races, the terms being used for how much political and cultural sway certain groups have had over the world. Of the nine or so Major Races, about half of them are anthropomorphic animals: dragonborn*, kobolds,** minotaurs, and ravenfolk. Kobolds feature prominently in the Free City of Zobeck, which is Midgard’s Greyhawk/Sharn equivalent in being a major hub of adventure. Former slaves of a wicked family of shadow magic-using nobles, the kobolds took part in a revolution overthrowing the old order and now live in an expansive Kobold Ghetto. They are an impoverished lot, yet possessed of a greater means of autonomy than in prior times. The Mharoti Empire is a major superpower in the setting ruled over by various clans of dragon nobles, and the dragonborn are a race of super-soldiers uplifted from kobolds. Minotaurs are a seafaring culture who once had a great city by the name of Roshgazi that was decimated by the Mharoti Empire, while the Ravenfolk are a widespread group distrusted for being spies and thieves but who claim to have close ties to Wotan and other gods.
*Called Dragonkin in pre-5e rulesets.
**Who are the namesake publisher’s favored mascot.
Virtually every notable race in Midgard has their own unique form of magic that originated among their culture. While many races have major nations or population centers, most have regional variants and subcultures. For example, Mharoti kobolds are notably more arrogant than their kin elsewhere, as they are higher up in the social system than non-reptilian races. Or how the Bearfolk of the Shadow Realm are extraplanar immigrants from the Northlands who managed to carve out one of the safest and most resilient places against the landscape’s natural corruption.
Of the Minor races, there are Bearfolk and Gnolls mentioned in the core rules, and various sourcebooks expanded on new races particular to certain regions and locales. The Southlands is one of the more major regional sourcebooks, adding catfolk, lizardfolk, subek (crocodile), and tosculi (wasps) with their own societies, lands, and cultures. Although technically Minor Races in the greater setting, each of them was given distinct flavor and plot hooks. For instance, the lizardfolk are a rising civilization in the far south that are divinely inspired by a giant egg believed to hold one of the World-Serpent’s children. The subek are werecrocodiles who are vicious during the flood season, but peaceful and contemplative on the other months. This causes them to retreat from society for others’ safety when they feel the rage start to overtake them. The tosculi are a warrior culture that builds their hives from the corpses of their enemies, and are influenced by an archdevil; individual tosculi who break off from the hive-mind have a greater degree of autonomy, and it is this stock from which tosculi PCs are drawn. As for the catfolk, they are a diverse people created from various gods, and have major concentrations in Nuria Natal (Fantasy Ancient Egypt) and the Lion Kingdom of Omphaya.
Catfolk in particular have a rather interesting meta-history of various distinct races on account that Pathfinder and Dungeons & Dragons had different feline humanoids. This caused many among the fandom to debate to what extent certain catfolk were reflavored for particular systems vs being their own unique beings. Kobold Press appears to have settled for the latter option, and there’s 3 subraces of catfolk in 5th Edition: Basteti (catfolk created by the goddess Bast), Nkosi (catfolk created by Titans, a progenitor giant race who once ruled a vast empire), and Werelions (origin unknown but can be either natural or afflicted).
There are more anthro races beyond the default setting and Southlands, but they tend to have more specialized and marginal roles and influence, with less material for them with which a DM or player can use. One of these races is the Satarre. They are worm-like reptilians that seek to destroy the World Tree, the metaphysical outline of the cosmos, in order to usher in the apocalypse. Most such material presents them as monsters in Kobold Press’ bestiaries or small articles and mini-sourcebooks involving them as antagonists affiliated with cults. The Ratatosk are humanoid squirrels that are actually celestials who live among the World Tree’s various cosmic branches. They had a mini-sourcebook of their own, being rather unique in this regard for 5e races, going into detail on their society and culture as well as uses in a campaign.
In terms of Playability, Midgard has a wealth of options for anthro PCs spanning Editions and rulesets. The tricky part is that so many different kinds of handbooks have been published for the game, not all of which match 1 for 1 in terms of transferred content. Compounding this is that even when it comes to the Major Races, not all groups are necessarily omnipresent throughout the base setting. Barring major empires, a lot of plots, intrigues, and threats take place at the regional and kingdom levels. The Minotaur are a major race, but they tend to live around the southern and western lands near the oceans. Dragonborn are omnipresent in the Mharoti Empire and its vassal states, but are rare in regions beyond these borders.
There’s a line of Heroes and Player’s Guide sourcebooks offering new playable options for Characters, several of which have been reprinted in later publishings for more complete collections. Such options included Werelions (a distinct variety of catfolk, publishing between various rulesets caused Midgard to have a lot of overlapping felines), Sahuagin, Ratfolk, the hedgehog-like Erina, the celestial Ratatosk, and the reptilian Satarre who were previously the province of villains.
While it doesn’t have options for them as PCs, the Book of Drakes for Pathfinder 1e fleshed out detail on these smaller cousins of true dragons, who in Midgard are dragons that bond with popular physical features and concepts of nearby civilizations. For example, Bakery Drakes are beloved presences for their penchant at aiding in cooking all manner of delicious foods. Rules were provided for PCs who wanted to have them as traveling companions.
Most PC-facing Midgard material is for 5th Edition currently, but player’s guides were published for 4th Edition D&D, Pathfinder 1e, and Swords & Wizardry. The Advanced Races line for Pathfinder 1e was a series of sourcebooks expanding on various races in Midgard, focusing on giving them expanded roles in the world and fleshing out their societies. Kobold Press’ Lineages & Heritages: Supplement 1 for their Black Flag 5e retroclone has rules for gnoll and lizardfolk PCs.
Even 13th Age got support, albeit the PC races were an option in an appendix of the Midgard Bestiary for 13th Age. In fact, this system as well as Pathfinder are peculiar in that they have rules for Roachling PCs that were never updated to 5e. Roachlings are bipedal roach-like humanoids who are feared and distrusted by most others on account of their bug-like appearance. While they reappeared in 5th Edition, they were exclusively NPCs.
While not technically furry, several races are tauric in having the lower bodies of animals but humanlike upper bodies. Centaurs, alseid, and lamia (who have snakelike lower bodies in contrast with traditional D&D) are all playable options, with the centaur in particular having had a presence in the world since the first standalone setting guide.
PS I should note in this case that both Dragonlance and Mystara had rules for centaur PCs, as well as fauns (satyrs) for the latter setting.
All in all, Midgard is a very furry-friendly setting, from its lore to its rules to its NPC art. The real question is what kind of anthropomorphic race one would be most keen on playing, and if their favorite rules system supports them as an option. Pathfinder 1e and D&D 5e players have plenty of choices, but other systems are a much riskier gamble.
Furry-Friendly D&D Settings #2: Mystara
Posted 9 months agoMystara, also referred to as the Known World, is best known as the unofficial supporting setting for the Basic edition of Dungeons & Dragons. In spite of its name, Basic D&D grew to be its own well-supported line, with unique and distinct features that set it apart from other Editions. Without a single sourcebook to outlay the world, much of Mystara’s canon material is scattered among various adventures, gazetteers, and tie-in products. Beyond its strong association with the Basic line, Mystara is known for several other things: many of its regions borrowing from real-world cultures to various extents of respectability, where instead of gods ascended people known as Immortals held sway over reality,* and having a more whimsical high fantasy feel in comparison to grittier sword and sorcery realms like Greyhawk.
*And there were rules for playing as them after PCs hit maximum level!
But one of Mystara’s lesser-known qualities is the sheer amount of playable races introduced to its world over time, including many anthropomorphic animal people.
In terms of Lore, Mystara is still a human-dominant world, but demihumans and humanoids have significant regions in which they hold sway. The rakasta (feline) and lupin (canine) are the most well-known anthropomorphic races, getting writeups in multiple publications which further fleshed out subgroups and breeds to the point that they can be found in just about every region of note. The largest Rakasta civilization is Myoshima, a pseudo-Japanese kingdom on the moon sharing space with two other nations. The Lupins tend to integrate into larger societies, but they have a realm of their own known as the Kingdom of Renardy.
For more traditional monstrous humanoids, orcs have porcine features and tusks, and along with kobolds and gnolls make up a significant population of the Broken Lands which serves as the typical monster kingdom for the setting. While such beings occupy an antagonistic role, there are non-evil exceptions to be found in the Known World. A group of orcs living in Alfheim’s capital city had some of them choose to stay there after being temporarily enslaved by the elves after they lost a war. The elves freed them after soon finding out that enslaving the orcs is too inefficient. A group of elves and gnolls known as the Sheyallia and Grugraakh, respectively, peacefully live alongside each other in a vast wasteland in the setting’s far west.
Players of more modern D&D may recognize the Tortle, who first debuted in the Savage Coast sourcebook, a sub-setting detailing a new region for Mystara. While being located outside the “main” setting, they gained popularity above and beyond the Known World during the era of 5th Edition. Phanatons, who look like a cross between a raccoon and monkey, are another race popular within the fandom, first referenced in the Isle of Dread and have a reclusive kingdom of their own in the Savage Coast.
Beyond these examples, there are so many sentient and monstrous races in Mystara that even the fanbase has trouble keeping track of them all. The Vaults of Pandius fansite does a great job compiling sources and articles for all manner of subjects, such as a list of sentient races which has been indispensable for writing up this post.
In regards to Playability, Mystara is full of unique classes, several of which are designed for playable versions of anthopomorphic creatures. Being Basic D&D, nonhuman races were classes of their own, so demihumans and humanoids were strongly reinforced into certain roles. However, the lupine and rakasta were exceptions in that throughout various books and two issues of Dragon magazine, they more or less were built like humans but with additional features such as claws as natural weapons for the rakasta or the ability to detect werewolves for the lupin. This meant that these two races could belong to a variety of classes and thus roles in an adventuring party, and generally didn’t have to worry about level caps or negative experience points that the other races mentioned here had to contend with in the ruleset. That being said, the Rakasta did have their own racial class going up to 5th level in Rel Partha and Rage of the Rakasta.
Grugraakh Gnolls had a writeup in Champions of Mystara where they used the Elf class but with modifications, such as thick fur that gave them the equivalent of natural armor. There was also a separate class for gnolls as well as ones for kobolds (who look like dog-people instead of lizard-people of modern D&D) and orcs in the Orcs of Thar, part of the Gazetteer series detailing the Broken Lands.
Various issues of Dragon Magazine gave rules and cultural details for playing various anthro creatures. Dragon 179 covered the Lupin, 181 the Rakasta, 182 the Aranea (giant spiders with humanoid hands that can shapechange into a human form), 185 had various reptilians such as the Shazak (lizardfolk), the Gurrash (alligatorfolk), and Cayma (smaller lizardpeople), 186 had the Chamelon Men and Phanaton, and 200 had Enduk (winged minotaurs).
The Creature Crucible is a four-part series of sourcebooks dedicated to playable monsters. Tall Tales of the Wee Folk had the Hsiao, philosophical owls with divine magic, pooka who are fairies who can look like various kinds of anthropomorphic animal and whose magic focused on time manipulation, and Wooddrakes who are not actually dragons but fairies who can take such a form as well as that of humans and demihumans. The second book, Top Ballista, had the Faenare, who are vaguely described as elf-like bird people but otherwise have no art, leaving their “furriness” ambiguous. Nagpa are wicked vulture people with a talent for magic, and tabi are winged monkey-like creatures. Rounding out the book are sphinxes. The third book, the Sea People, had the Kna who are nomadic goldfish merchants, the Shark-kin who I believe are renamed Sahuagin, and the Kopru who are eel-like amphibians. The fourth and final book, the Night Howlers, is all about lycanthropes and provided ten different kinds of werecreatures.
Generally speaking, there’s a broad variety of anthropomorphic creatures in Mystara, but given the lack of a central sourcebook and oftentimes conflicting canon one needs to dig a bit deeper in order to find exactly what they want. Even with that being said, Mystara is perhaps one of the best official pre-5e D&D settings for finding playable furries. The fact that Basic D&D is highly compatible with most modern OSR retroclones on the market means that it shouldn’t be too difficult in converting them for play in more modern books such as Old-School Essentials.
*And there were rules for playing as them after PCs hit maximum level!
But one of Mystara’s lesser-known qualities is the sheer amount of playable races introduced to its world over time, including many anthropomorphic animal people.
In terms of Lore, Mystara is still a human-dominant world, but demihumans and humanoids have significant regions in which they hold sway. The rakasta (feline) and lupin (canine) are the most well-known anthropomorphic races, getting writeups in multiple publications which further fleshed out subgroups and breeds to the point that they can be found in just about every region of note. The largest Rakasta civilization is Myoshima, a pseudo-Japanese kingdom on the moon sharing space with two other nations. The Lupins tend to integrate into larger societies, but they have a realm of their own known as the Kingdom of Renardy.
For more traditional monstrous humanoids, orcs have porcine features and tusks, and along with kobolds and gnolls make up a significant population of the Broken Lands which serves as the typical monster kingdom for the setting. While such beings occupy an antagonistic role, there are non-evil exceptions to be found in the Known World. A group of orcs living in Alfheim’s capital city had some of them choose to stay there after being temporarily enslaved by the elves after they lost a war. The elves freed them after soon finding out that enslaving the orcs is too inefficient. A group of elves and gnolls known as the Sheyallia and Grugraakh, respectively, peacefully live alongside each other in a vast wasteland in the setting’s far west.
Players of more modern D&D may recognize the Tortle, who first debuted in the Savage Coast sourcebook, a sub-setting detailing a new region for Mystara. While being located outside the “main” setting, they gained popularity above and beyond the Known World during the era of 5th Edition. Phanatons, who look like a cross between a raccoon and monkey, are another race popular within the fandom, first referenced in the Isle of Dread and have a reclusive kingdom of their own in the Savage Coast.
Beyond these examples, there are so many sentient and monstrous races in Mystara that even the fanbase has trouble keeping track of them all. The Vaults of Pandius fansite does a great job compiling sources and articles for all manner of subjects, such as a list of sentient races which has been indispensable for writing up this post.
In regards to Playability, Mystara is full of unique classes, several of which are designed for playable versions of anthopomorphic creatures. Being Basic D&D, nonhuman races were classes of their own, so demihumans and humanoids were strongly reinforced into certain roles. However, the lupine and rakasta were exceptions in that throughout various books and two issues of Dragon magazine, they more or less were built like humans but with additional features such as claws as natural weapons for the rakasta or the ability to detect werewolves for the lupin. This meant that these two races could belong to a variety of classes and thus roles in an adventuring party, and generally didn’t have to worry about level caps or negative experience points that the other races mentioned here had to contend with in the ruleset. That being said, the Rakasta did have their own racial class going up to 5th level in Rel Partha and Rage of the Rakasta.
Grugraakh Gnolls had a writeup in Champions of Mystara where they used the Elf class but with modifications, such as thick fur that gave them the equivalent of natural armor. There was also a separate class for gnolls as well as ones for kobolds (who look like dog-people instead of lizard-people of modern D&D) and orcs in the Orcs of Thar, part of the Gazetteer series detailing the Broken Lands.
Various issues of Dragon Magazine gave rules and cultural details for playing various anthro creatures. Dragon 179 covered the Lupin, 181 the Rakasta, 182 the Aranea (giant spiders with humanoid hands that can shapechange into a human form), 185 had various reptilians such as the Shazak (lizardfolk), the Gurrash (alligatorfolk), and Cayma (smaller lizardpeople), 186 had the Chamelon Men and Phanaton, and 200 had Enduk (winged minotaurs).
The Creature Crucible is a four-part series of sourcebooks dedicated to playable monsters. Tall Tales of the Wee Folk had the Hsiao, philosophical owls with divine magic, pooka who are fairies who can look like various kinds of anthropomorphic animal and whose magic focused on time manipulation, and Wooddrakes who are not actually dragons but fairies who can take such a form as well as that of humans and demihumans. The second book, Top Ballista, had the Faenare, who are vaguely described as elf-like bird people but otherwise have no art, leaving their “furriness” ambiguous. Nagpa are wicked vulture people with a talent for magic, and tabi are winged monkey-like creatures. Rounding out the book are sphinxes. The third book, the Sea People, had the Kna who are nomadic goldfish merchants, the Shark-kin who I believe are renamed Sahuagin, and the Kopru who are eel-like amphibians. The fourth and final book, the Night Howlers, is all about lycanthropes and provided ten different kinds of werecreatures.
Generally speaking, there’s a broad variety of anthropomorphic creatures in Mystara, but given the lack of a central sourcebook and oftentimes conflicting canon one needs to dig a bit deeper in order to find exactly what they want. Even with that being said, Mystara is perhaps one of the best official pre-5e D&D settings for finding playable furries. The fact that Basic D&D is highly compatible with most modern OSR retroclones on the market means that it shouldn’t be too difficult in converting them for play in more modern books such as Old-School Essentials.
Furry-Friendly D&D Settings #1: Dragonlance
Posted 9 months agoSometime last year I reviewed the Delver’s Guide to Beast World. The initial concept is a D&D world dominated by anthropomorphic races, with a specialized social class of adventurers roaming the lands in customized wagons. Although not a pre-existing IP, it received a lot of attention and was appealing to the furry fandom in particular. What was once a niche and at times vilified subculture in prior decades is now more mainstream and accepted, and as of the 5th Edition anthropomorphic races are increasingly numerous, from dragonborn to tortles.
I figured that I should make a thread showcasing some of the more furry-friendly D&D/OSR/Pathfinder settings by going into detail on what would make them appealing. My two major criteria focus on Lore and Playability, focusing on how much of a place they have in the setting as-is along with how easy it is to play such characters on both a mechanical and roleplay level.
Starting out, we'll cover Dragonlance. With its strong emphasis on character development and plot, it’s no surprise that the Dragonlance setting’s more monstrous races got their fair share of personal expansion beyond dungeon-dwelling enemies. Draconians and minotaurs are perhaps the most iconic anthro races in the setting, but they are not the only ones populating the world of Krynn.
In terms of Lore, Dragonlance has plenty of material fleshing out the anthro and otherwise monstrous races, several with prominent places in the setting and its history in the form of both novels and gaming sourcebooks. Several novels had such beings as the major protagonists, such as the Kang’s Regiment series and Kaz the Minotaur, both well-regarded books within the fandom. Lesser known anthro beings existed, such as the benevolent shadowpeople who resemble winged apes, the thanoi walrus-folk and ursoi bearfolk living in Ansalon’s chilly south, and various non-draconian reptilians such as kobolds and lizardfolk have a common progenitor ancestor known as the Bakali. In fact, Dragonlance introduced several unique reptilian races, such as the jarak-sinn (a subrace of lizardfolk) and the snakelike sligs. Dragons, naturally, played both a huge and varied role in the world, ranging from wicked hoard-lovers laying at the lowest level of dungeons to allies and mentors.
Dragonlance’s 3rd Edition introduced the tayfolk, an isolated civilization of humanoids who are always born in pairs of twin siblings, one of whom looks elvish in features (tayling), the other being a strong humanoid with a diverse possibility of animalistic features from bears to apes (taylang).
Playability flourished during 3rd Edition and later systems, where the core setting book gave rules for minotaur and draconian PCs. Dragon companions, once the province of DMPC guest stars such as Silvara, could become long-term allies of adventuring parties via the Dragon Rider Prestige Class. However, this latter class often restricted said companions to being young adults at most, so fully-grown Huge and larger-sized dragons remained out of reach. The Dragons of Krynn sourcebook would give rules for more powerful breeds of Draconian along with other reptilian races such as troglodytes, albeit the Racial Hit Dice and Level Adjustment rules made such options rather underpowered. Cultural details were also provided for role-play purposes, such as an in-depth look at the draconian city-state of Teyr. Other races mentioned above also have rules for PCs via Level Adjustment, and the Bestiary of Krynn had rules for determining how accepted monstrous PCs would be in various communities and what they could do to win people over with time and dedication.
Dragonlance adventures are no stranger to DMPCs. In the Key of Destiny Adventure Path, a kobold necromancer by the name of Master Yap would join the party during a journey up north, volunteering to join the group. He was popular among the fandom during that time, and would eventually return with an in-character narration in Dragons of Krynn when talking about the setting’s kobolds. Suffice to say, PCs often got the chance to ride on and fight with dragons while wielding Dragonlances in various adventures.
Dragonlance never got an official conversion to 4th Edition, but via 5th Edition the Dragonlance Nexus and other fans on the Dungeon Master’s Guild made plenty of options available that Wizards of the Coast didn’t touch. Tasslehoff’s Pouches of Everything introduced draconian PCs balanced for 1st level play, and the Journals of Kaz the Minotaur greatly expanded on minotaur society along with opening fiction written by Richard Knaak (of Kaz the Minotaur fame) and new rules options along with an adventure.
While the draconians, minotaurs, and some other anthro races have a bad reputation in much of the setting for siding with the forces of evil, quite a few were often more benevolent or sufficiently unknown so as to provoke curiosity rather than fear. Shadowpeople are mostly good-aligned, and the ursoi and tayfolk are good to neutral. Troglodytes were notably non-evil (or rather more varied in alignment) in their details in Dragons of Krynn, unlike most other settings.
All in all, Dragonlance is one of the more furry-friendly settings of official D&D, with a notable bias in favor of reptilian/scalie anthros. Even the more traditionally evil-aligned beings have plenty of lore and places in the world outside the dungeon, and the draconians in particular are noted for trying to find their way in a post-war world with the fall of the empire that created them.
With that being said, Dragonlance was always a setting that was defined just as much by what it excluded as what it included in comparison to traditional D&D. Mainstays such as orcs and werewolves are explicitly noted to not live in Krynn, while the importing of new classes and magical systems were often encouraged to find "lore-friendly" ways of making them fit into the setting. While it's been established that people from other worlds could visit Krynn as extraplanar travelers, for many gaming groups it can be a tougher sell for unconventional choices such as tabaxi.
I figured that I should make a thread showcasing some of the more furry-friendly D&D/OSR/Pathfinder settings by going into detail on what would make them appealing. My two major criteria focus on Lore and Playability, focusing on how much of a place they have in the setting as-is along with how easy it is to play such characters on both a mechanical and roleplay level.
Starting out, we'll cover Dragonlance. With its strong emphasis on character development and plot, it’s no surprise that the Dragonlance setting’s more monstrous races got their fair share of personal expansion beyond dungeon-dwelling enemies. Draconians and minotaurs are perhaps the most iconic anthro races in the setting, but they are not the only ones populating the world of Krynn.
In terms of Lore, Dragonlance has plenty of material fleshing out the anthro and otherwise monstrous races, several with prominent places in the setting and its history in the form of both novels and gaming sourcebooks. Several novels had such beings as the major protagonists, such as the Kang’s Regiment series and Kaz the Minotaur, both well-regarded books within the fandom. Lesser known anthro beings existed, such as the benevolent shadowpeople who resemble winged apes, the thanoi walrus-folk and ursoi bearfolk living in Ansalon’s chilly south, and various non-draconian reptilians such as kobolds and lizardfolk have a common progenitor ancestor known as the Bakali. In fact, Dragonlance introduced several unique reptilian races, such as the jarak-sinn (a subrace of lizardfolk) and the snakelike sligs. Dragons, naturally, played both a huge and varied role in the world, ranging from wicked hoard-lovers laying at the lowest level of dungeons to allies and mentors.
Dragonlance’s 3rd Edition introduced the tayfolk, an isolated civilization of humanoids who are always born in pairs of twin siblings, one of whom looks elvish in features (tayling), the other being a strong humanoid with a diverse possibility of animalistic features from bears to apes (taylang).
Playability flourished during 3rd Edition and later systems, where the core setting book gave rules for minotaur and draconian PCs. Dragon companions, once the province of DMPC guest stars such as Silvara, could become long-term allies of adventuring parties via the Dragon Rider Prestige Class. However, this latter class often restricted said companions to being young adults at most, so fully-grown Huge and larger-sized dragons remained out of reach. The Dragons of Krynn sourcebook would give rules for more powerful breeds of Draconian along with other reptilian races such as troglodytes, albeit the Racial Hit Dice and Level Adjustment rules made such options rather underpowered. Cultural details were also provided for role-play purposes, such as an in-depth look at the draconian city-state of Teyr. Other races mentioned above also have rules for PCs via Level Adjustment, and the Bestiary of Krynn had rules for determining how accepted monstrous PCs would be in various communities and what they could do to win people over with time and dedication.
Dragonlance adventures are no stranger to DMPCs. In the Key of Destiny Adventure Path, a kobold necromancer by the name of Master Yap would join the party during a journey up north, volunteering to join the group. He was popular among the fandom during that time, and would eventually return with an in-character narration in Dragons of Krynn when talking about the setting’s kobolds. Suffice to say, PCs often got the chance to ride on and fight with dragons while wielding Dragonlances in various adventures.
Dragonlance never got an official conversion to 4th Edition, but via 5th Edition the Dragonlance Nexus and other fans on the Dungeon Master’s Guild made plenty of options available that Wizards of the Coast didn’t touch. Tasslehoff’s Pouches of Everything introduced draconian PCs balanced for 1st level play, and the Journals of Kaz the Minotaur greatly expanded on minotaur society along with opening fiction written by Richard Knaak (of Kaz the Minotaur fame) and new rules options along with an adventure.
While the draconians, minotaurs, and some other anthro races have a bad reputation in much of the setting for siding with the forces of evil, quite a few were often more benevolent or sufficiently unknown so as to provoke curiosity rather than fear. Shadowpeople are mostly good-aligned, and the ursoi and tayfolk are good to neutral. Troglodytes were notably non-evil (or rather more varied in alignment) in their details in Dragons of Krynn, unlike most other settings.
All in all, Dragonlance is one of the more furry-friendly settings of official D&D, with a notable bias in favor of reptilian/scalie anthros. Even the more traditionally evil-aligned beings have plenty of lore and places in the world outside the dungeon, and the draconians in particular are noted for trying to find their way in a post-war world with the fall of the empire that created them.
With that being said, Dragonlance was always a setting that was defined just as much by what it excluded as what it included in comparison to traditional D&D. Mainstays such as orcs and werewolves are explicitly noted to not live in Krynn, while the importing of new classes and magical systems were often encouraged to find "lore-friendly" ways of making them fit into the setting. While it's been established that people from other worlds could visit Krynn as extraplanar travelers, for many gaming groups it can be a tougher sell for unconventional choices such as tabaxi.