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An Overview of Furry-Friendly D&D/Pathfinder/OSR Settings
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<blockquote data-quote="Libertad" data-source="post: 9530295" data-attributes="member: 6750502"><p style="text-align: center"><strong>Golarion</strong></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/OoacPYV.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Beginning 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.</p><p></p><p>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!</p><p></p><p>In terms of <strong>Lore,</strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 carabao-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.</p><p></p><p>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.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/HT2O8zn.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In terms of <strong>Playability,</strong> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9530295, member: 6750502"] [center][b]Golarion[/b] [img]https://i.imgur.com/OoacPYV.png[/img][/center] Beginning 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 [b]Lore,[/b] 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 carabao-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. [center][img]https://i.imgur.com/HT2O8zn.png[/img][/center] In terms of [b]Playability,[/b] 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. [/QUOTE]
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