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<blockquote data-quote="QuietBrowser" data-source="post: 7349412" data-attributes="member: 6855057"><p>So, I know this is getting ahead of myself, but I haven't been able to resist it: I plan to put an "Oriental Adventures" region in this setting, simply because "The Mysterious Orient" (Japan/China/Korea mash-up more than anything) is a big part of a pulpy setting like this. I have the basic ideas for the region's races set up now, but should I try and elaborate on them?</p><p></p><p>...Hell, would it kill somebody to give their opinions on the other races I've been talking about on this page?</p><p></p><p>>The Lung Clans: Oriental Dragonborn who begin life as amphibious, kobold-esque "Yulings" who then mutate into dragonborn-like beings when they mature. Largest empire on the continent, but not unchallenged, both from without and within.</p><p></p><p>>Kitsune: Magic-wielding foxfolk nomads, essentially one part classic kitsune, one part gypsy. Make their living through performance, fortune-telling, useful tools, trickery and petty theft.</p><p></p><p>>Tanuki: Irreverent and primal denizens of the deep forest. Tricksters, hedonists and mystics respected for their magic & brewing skills, but not exactly major players on the imperial stage.</p><p></p><p>>Hare Clan: Descendants of migratory rabbitfolk who crossed over centuries ago and severely lost their way. Ruled by cruel witch-kings who practice diabolism, blood magic and necromancy, they are a warmongering breed driven by the pursuit of conquest and power. Not universally evil, but are generally The Bad Guys.</p><p></p><p>>Oni: Warlike and tribal ogre-kin with a primal connection to magical energies. Residents of the rugged hill-country, they are mostly known as a race of mercenaries, exporting individuals or whole armies in pursuit of battle, fame, loot and liquor.</p><p></p><p>>Wukong: Mystic monkeyfolk who inhabit a harsh region of mountainous forests and pursue a philosophy of spiritual enlightenment through physical perfection. Basically the Monk race, in contrast to Samurai Dragonborn, Ninja Kitsune, etc.</p><p></p><p>>Moonfolk: Inhabitants of a flying city (actually a damaged, prototype magitek spaceship), a mysterious and enigmatic race renowned for its mastery of magic. Actually the result of interbreeding between a clan of Moon Elves that tried to return to earth (didn't work out so well) and the Hare Clan ancestors who turned away from their corrupt kinsfolk.</p><p></p><p>>Ratfolk: Actually not natives, but merchants, spies, mercenaries and traders who have been in contact with not!Orient for the longest of the other races beyond.</p><p></p><p>>Nekomusume: Tigerfolk warrior-mystics, a rival nation-state that is opposed to the Lung Clans because, y'know, the Dragon/Tiger Rivalry is a thing in Chinese mythology.</p><p></p><p>I'm also considering other Hengeyokai breeds, such as Kawauso (otter-folk) as the region's equivalent to 4e Halflings (river-dwelling merchants and tricksters), but even without them, I think this is a fairly solid line-up of native races.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7349412, member: 6855057"] So, I know this is getting ahead of myself, but I haven't been able to resist it: I plan to put an "Oriental Adventures" region in this setting, simply because "The Mysterious Orient" (Japan/China/Korea mash-up more than anything) is a big part of a pulpy setting like this. I have the basic ideas for the region's races set up now, but should I try and elaborate on them? ...Hell, would it kill somebody to give their opinions on the other races I've been talking about on this page? >The Lung Clans: Oriental Dragonborn who begin life as amphibious, kobold-esque "Yulings" who then mutate into dragonborn-like beings when they mature. Largest empire on the continent, but not unchallenged, both from without and within. >Kitsune: Magic-wielding foxfolk nomads, essentially one part classic kitsune, one part gypsy. Make their living through performance, fortune-telling, useful tools, trickery and petty theft. >Tanuki: Irreverent and primal denizens of the deep forest. Tricksters, hedonists and mystics respected for their magic & brewing skills, but not exactly major players on the imperial stage. >Hare Clan: Descendants of migratory rabbitfolk who crossed over centuries ago and severely lost their way. Ruled by cruel witch-kings who practice diabolism, blood magic and necromancy, they are a warmongering breed driven by the pursuit of conquest and power. Not universally evil, but are generally The Bad Guys. >Oni: Warlike and tribal ogre-kin with a primal connection to magical energies. Residents of the rugged hill-country, they are mostly known as a race of mercenaries, exporting individuals or whole armies in pursuit of battle, fame, loot and liquor. >Wukong: Mystic monkeyfolk who inhabit a harsh region of mountainous forests and pursue a philosophy of spiritual enlightenment through physical perfection. Basically the Monk race, in contrast to Samurai Dragonborn, Ninja Kitsune, etc. >Moonfolk: Inhabitants of a flying city (actually a damaged, prototype magitek spaceship), a mysterious and enigmatic race renowned for its mastery of magic. Actually the result of interbreeding between a clan of Moon Elves that tried to return to earth (didn't work out so well) and the Hare Clan ancestors who turned away from their corrupt kinsfolk. >Ratfolk: Actually not natives, but merchants, spies, mercenaries and traders who have been in contact with not!Orient for the longest of the other races beyond. >Nekomusume: Tigerfolk warrior-mystics, a rival nation-state that is opposed to the Lung Clans because, y'know, the Dragon/Tiger Rivalry is a thing in Chinese mythology. I'm also considering other Hengeyokai breeds, such as Kawauso (otter-folk) as the region's equivalent to 4e Halflings (river-dwelling merchants and tricksters), but even without them, I think this is a fairly solid line-up of native races. [/QUOTE]
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