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Well I wasn't planning on doing volume 2 quite so soon, but these lineups are pretty fun to make, so here we are.

Lore dump about the races and factions

The Wilderbelt is a vast, sparsely developed alpine region home to a wide number of races and factions. Of those, these are the most notable 10 races among 3 factions.

The Ironplume Union is the dominant and most developed faction in the region, and while it boasts open borders and a large number of races, it is largely controlled by the corvin, humans and caprille.

The caprille make up much of the military service, and the corvin make up much of the government rule and figures of authority, drawing upon their cunning to orchestrate schemes and grand agendas. The humans do some of each, and a human-corvin interspecies rule is what people are most used to seeing from generation to generation.

The Dire Clans make up a militant tribe of wolfkin and smilidon-like catfolk, and they and the Ironplume Union teeter back and fourth claiming the title of regional dominance. Tensions between the two factions are historical, though have yet to boil into a full blown, ugly war, instead just being an endless spat of small territorial skirmishes.

In the current age Midria is depicted as being in, the two factions have not traded blows in quite some time due to mutual threats occupying their attention, though remain closed off to one another... except in instances of sexual tourism. Such guests are welcome into sectioned-off wards, owing to the popular demand for interspecies sex as an avenue of entertainment or even birth control.

Meanwhile, the neutral Hollowkin Pact are a scattered group of smaller races welcomed by the other factions, and they sometimes play the role of mediator. Oozing with charisma and diplomatic charm, the faction owes its independence and security by essentially being very well liked by the other factions, whom have even historically come to their assist against external threats.

The insular kobolds, or "deepbolds" as they are nicknamed, are seldom seen upon the surface, instead living underground. This sub-race of kobold is marked by having ears, large eyes, and a pale complexion. The tunnels they inhabit is considered of little strategic value, and as such, they've no bad history with the surface dwellers and are apathetic towards them. Should a visitor actually come down there, they may humor them and show hospitality if only to enjoy some storytelling or exotic carnal whims.

This variant of kobold cannot tolerate the bright sun during daylight hours. However, like other kobolds, their physiology is remarkable flexible, and given enough time they can adjust to full-time surface life. Kobolds with ears and more vibrant scale color are essentially deepbolds that have adapted over the course of a few years.

The pipin - a type of hybrid owl-gryphon folk - are scattered all throughout the region, and most live in hidden houses deep in the wilderness. Everyone else knows them as runners of odd jobs, and more notably, the equivalent of a some sort of postal delivery service, full of energy and running about from place to place. They're the only race to make regular trips between the kobolds and the surface world, bridging this trade gap.

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Well, given a new volume of options to pick from, I wonder if any of you would edit your ideal party composition if you had to pick only 3? Some of you had some pretty interesting things to say last time!

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