The World.   Posted by The Creator.Group: 0
The Creator
Tue 3 Sep 2013
at 19:54
The World
So, to be clear I'm trying to stick as in-character (so to speak) as I can while writing this background. To be clear, any time an animal name is being reffered to I mean the anthropomorphic race not an animal as we know it. I know it makes it a bit harder to read (it's a bit harder to write). But I'm trying to create a degree of immersion and to supply a decent example of how People would talk about such things (mostly so I don't have to make NPC's respond to you strangly IC).
DM
 GM, 6 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:55
Races
Races of the Egg
Planet Easter Egg is has only one sentient species know simple as People. The races of People vary wildly in appearance however. The stats for the People can be derived by applying the Anthropomorphic Template from the Savage Species Guide to any animal, dire animal, or dinosaur. I will not supply a full listing here. The races are called by their specific animal form (a sparrow walks into the bar) in general conversation.

Racism on the Egg
Naturally with such a varied group racism is abound on the egg. The broad racial categories tend to be the most common dividing lines. The broad categories are Furries, Featheries, Scalies, and Fish. These categories are also the common languages on the Egg. Furries are generally thought of as being soft emotionally with their warm blooded ways. Featheries are generally thought of as being flighty and easily distracted. Scalies are thought of as being lazy, cold blooded, and capable of stabbing you in the back at any time. Fish are thought of as simple minded outsiders, most land folk only rarely see a Fish and many never consider the massive cities they have been able to construct under the ocean. Granted these are all simply broad sweeping generalizations and are only have the barest roots in truth (Scalies ARE cold blooded as it turns out). But they are the foundation for racists and racist organizations (such as the Scaly supremacist Saurian Nation).

This message was last edited by the GM at 11:26, Thu 25 June 2015.

DM
 GM, 7 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:56
What Bits Go Where
Sex and Reproduction (The birds and the other stuff)
The People are all members of a single species they are therefore all capable of mating with each other and producing viable children. The birthing process follows that of the mother. Furry mothers birth their children live and must nurse the child for some time, some races carry them in pouches. All others produce an egg like cocoon and give birth to the cocoon at the end of the second trimester. These mothers must keep the egg warm and safe until it hatches, but are able to contract the task to church incubators or to family members. The exact race of the child is dependent on those of the parents. The process of child race determination is best described by the Egg’s midwives as Averaging. So the race of the child is somewhere between those of the parents.
Example 1: A Lion and a Lioness marry, their children will in all likely hood be a Lion. Some variation does occasionally occur, perhaps a Cougar rather than a typical Lion could come from the pairing. But a Squid is impossible.
Example 2: A Large Viper and a T-Rex’s children could be of several races. Either of the parents race is possible as is things like Alligators or Monitor Lizards or Gila Monsters.
Example 3: A Baleen Whale and a Finch. The two are so different that the children are unlikely to be the race of either parent. A large bird like a Condor is a possibility or even a Pterodactyl. A small fish or mammal is also likely Flying Squirrel, Flying Fish, Tuna, Cat. In a cosmopolitan mix like this one virtually any race is a viable option.
Needless to say the Averaging principal makes paternity tests impossible. Racial tension and pride does in some cases lead like to marry and mate with like. It is considered traditional and some churches (most notably that of Sobek) will not bless mixed broad race marriages. In some societies it is simply a matter of practicality. If a Fish were to marry a Land Dweller the birthing process would be dangerous for both mother and child, as the simple act of breathing would be a potential issue for the Fish mother. In fact in Atlantis it is not uncommon to give up Land Dwelling children, born to Fish, to costal orphanages simply for the child’s sake.

Bloodlines
Some families and even whole nomadic tribes have unusually pure blood when it comes to the race of their children. The Lion Clan has been led by a Lion patriarch for over a hundred generations. The phenomena seems more common in races that tend to favor large heards or packs, such as Bison or Crows, so it is not unheard of to find isolated or zenophobic groups that have a marked lack of racial diversity.

This message was last edited by the GM at 20:03, Tue 03 Sept 2013.

DM
 GM, 8 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:56
About the People
The People
The races of the People are widely varying but they all hold a standard for anthropomorphism. All of the People have two legs and at least two arms. The legs and arms of fish and snakes are similar in form to those of traditional humanoids (single knee, long foot with a defined heel), although three fingers and a thumb is generally more common than five. Birds have hands on their wings and as such are unable to fly and use weapons. Most mammals such as horses and dogs have reverse jointed legs, although it gives no particular advantage.

Height and weight
The varying sizes of the people make finding an average height and weight difficult but some generalizations can be made. Small People, such as mice and toads, tend to be as little as 2’6” in height while generally taller Small People, such as Tiny Vipers, can be as tall as 4’. Medium People are about the 4’ to 7’ range. With squat races like badgers and turtles being the low end and lithe races like vipers pushing the limit on the high end. Large Races can grow as large as 12’ tall and weigh nearly a ton. Weight varies even more widely, due to things like shells and hollow bones. Generally 30lb is about the minimum for Small People. Scalies and Fish tend to be heavier by about 5 percent from scales. Featheries tend to be about 10 percent lighter from hollow bones.

Clothing and Decoration
Clothing can vary by region but some common traits can be found. The minimum acceptable clothing for most areas is a simple loin cloth to cover one’s unmentionables. It is in fact a very common fashion for brute laborers. Fur or feathers can keep one warm normally while clod blooded races gain very little from wearing warm clothes. Fetheries almost universally prefer as little clothing as possible as it interferes with flight. Mages and other scholars do tend to traditionally wear flowing robes to keep shedding in check and Blacksmiths and Pole Turners and the like always wear leather aprons at least and many times other clothing made of durable materials to protect them from their work.

Jewelry of all types are fairly common with earrings being more common in Furry only society and being considered in bad taste to wear around earless races of similar social standing. Tattooing is an almost unknown art outside of the clergy. But painting ones scales or shell is very common. As is dyeing ones fur, either uniformly or in intricate patterns.

This message was last edited by the GM at 20:04, Tue 03 Sept 2013.

DM
 GM, 9 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:56
Religion
Religion
The people follow a pantheon of gods with naked bodies. The pantheon is led by a Hawk and God of the Suns, Re-Horakhty.
(OOU: The gods are the Pharaonic Pantheon from Deities and Demigods, or the Egyptian Pantheon as most would know them. They are viewed as being the race of their animal head but with hairless/scaleless/featherless bodies. So Bast is not Cat-Headed she is a Cat)

To honor the gods the priesthood ritually shaves their bodies of fur and feathers. Scaly and Fish priests are exempt from the ritual but priests of Sobek, Apep, and Neptune occasionally undergo a Scaling ritual as a form of extreme penance or as a form of passive protest, on the scale  of self-immolation. Descaled priests bleed slowly to death, in extreme pain. It should be noted that Feathery priests are blessed with the ability to fly regardless of being feathered as a reward for their devotion.
Priests usually wear long kilts and necklaces to fully display their station. It is not uncommon for priests to sport tattooed religious hieroglyphs or transcribed sacred texts across their bodies and limbs. In battle Clerics are still expected to wear armor as it would be imminently impractical not too. Their armor does tend to be decorated with holy symbols.

This message was last edited by the GM at 20:05, Tue 03 Sept 2013.

DM
 GM, 10 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:57
Wild Life on the Egg
Giant Vermin
The Wild places of the Egg are occupied by a variety of mundane and magical beasts. Giant Monstrous vermin of all types are fairly common. Giant spiders hunt the forests, Giant Scorpions lay hidden in the Deserts. Colonies of Giant Ants are generally well documented sites (due to the use of ants as beasts of burden) but every now and again a feral colony is discovered in the mountains or collapses a village.

Humans
Humans are vicious beasts that either pray on travelers through their forest or prairie homes or on wild or domesticated dwarves or orcs. They are clever pack hunters that usually travel in groups of 5 to 7. Larger groups than that tend to split off and follow secondary alpha males. Humans are never domesticated because of their natural psionic resonance with each other. In groups larger than their normal pack size a hive mind can form. The collective minds are very predatory and clever and can pose a great threat to a run of the mill farmer. Some Psion scholars have written ways of linking to the natural human telepathy, gaining a faithful companion in the process. Physically humans look like ugly hairless hunched over baboons they run on their knuckles but fight on their hind legs lashing out with their fists.

Elves
Elves come in many varieties from the solo predatory Dark elves to the tiny High Elf pets of the wealthy. They are all natural predators, with the smaller varieties keeping homes free of vermin and kobolds. They are lithe creatures, hairless and quadrupedal. Their heads have small manes of hair falling down to their necks. Their face are fairly flat with pointed noses. Their forelimbs end in grasping hand like claws. Most varieties have a long tail that has a tendency to flick back and forth.

Dwarves
Dwarves are a fairly common sight all over the Egg. The come in several sub-species but domestic dwarves are usually kept by burrowing races such as badgers. Dwarves of all sizes have large round heads with beady dark eyes almost entirely hidden by thick eyebrows. Their brows and manes grow long but generally not as quickly as the hair surrounding their chin and upper lip. A dwarfs beard must be trimmed very often by their masters. It is not uncommon for affectionate masters to braid the beards of their favorites. Dwarf bodies are round and low to the ground with four stumpy legs. Their fore limbs are very powerful and clawed for use in burrowing through the earth. The smaller dwarf breeds are about 4’ long and 2’6” at the shoulder. The larger beasts of burden can grow up to 10’ long and 6’ at the shoulder and weight over a ton. Some dwarf breeds, the deeper dwelling varieties lack a mane all together but still have their long beards. In the wild and domesticated dwarves make burrows and line them with shed bits of beard hair for warmth. This practice is very aggravating to dwarf owners that like a tidy stable. Wild dwarves also have the peculiar habit of leaving chewed mushrooms and vegetation in pools of stagnant water near their dens. Dwarven saliva speeds up the fermentation process of the vegetation yielding a potent beverage for the dwarven young and old alike.

Kobolds
Tiny reptilian pests there is almost no space a kobold cannot get to. They have been witnessed squeezing through key holes and under larder doors. Kobolds are disgusting little beings standing about a foot tall, they tend to sit hunched over and crawl around on their longer fore limbs and hop about on their hind legs. Kobolds have long snouts and sharp tiny teeth and claws. They are very wiry and appear to have almost no muscly at all. In color they run the gamut of dark gray to bright green depending on their habitat. They are a particular menace in big cities with lots of places to hide and lots of People storing and throwing out food for them to get into. Domestic Elves are the natural predator of Kobolds. The large temple elves that many priesthoods maintain can keep a whole block nearly free of the pests if allowed to roam free.

Goblinoids
A broad classification of short snouted, mottled skinned creatures with short, often patchy fur. The common species are Goblins, Hobgoblins, and Bugbears and are found in one form or the other in almost all environments, from the northern glaciers to the tunnels of the underdark. More exotic breeds like Varags and Blues are only rarely and either stick to a single region, like the Forestkith, or are kept by breeders in remote kingdoms, like Varags.

Goblins are the most numerous variety of goblinoid. They usually travel in large packs and either surround and pull down large game or simply scavenge off the kills of stronger predators. A typical goblin is a lean quadruped with a set of sharp yellow teeth and floppy triangular ears. Their legs are reverse jointed like a wolf and their fore legs are far better for running on than for using their stubby claws for combat. An average goblin is about 2’ at the shoulder and 3’ in length not counting their stubby tails.

Hobgoblins are a breed of goblin that were originally bred for combat by the now extinct nation of Hobbe. The breed has become very common. They are a staple in the watch patrols of many cities and are often kept as pets to provide both companionship and security to traveling people and isolated farmers. With the prevalence of the domesticated breed wild hobgoblins have also become more common. A single feral hobgoblin might join a goblin pack and take the alpha position, being both stronger and more intelligent hobgoblin led packs can be very dangerous. A pack of all hobgoblins is fairly rare but can pose a serious threat to a traveling caravan. In appearance Hobgoblins are similar to goblins only they are much larger, standing 4’ at the shoulder, and they have much smaller ears that stand upright like an elf’s.

Bugbears are a large omnivorous predator that superficially resemble a cross between a goblin and a bear. Their snouts are shorter, barely protruding from the rest of the face, and their forelimbs are much stronger and more dexterous. A bug bear is capable of grabbing with its claws and pulling a rider from his steed. A typical bugbear stands over 12 feet tall when rearing up on its hind legs and is more than three times as broad as a hobgoblin, Making them the largest of the common goblinoid species.

Orcs are four legged hoofed beasts with flat noses, large heads and shoulders, and tusks jutting out from their lower jaw. Orcs come in a variety of colors from grays and browns to greens. Domesticated orcs are about 4 feet at the shoulder and tend to be kept in muddy pens to keep them cool. Wild orcs have shaggier fur than domesticated orcs and grow much larger. Barbarians are known to shepherd large groups of orcs across the plains and through forests, occasionally the barbarians will let a few orcs go feral and use them as riding mounts.

This message was last edited by the GM at 18:23, Tue 23 June 2015.

DM
 GM, 11 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:57
Dire Portends
Dire Portends
Some people are born as larger stronger more primeval versions of more common races. While uncommon the Dire are found in every civilization on the egg. Regular people’s reaction to them varies from place to place.
•Most rural communities view the Dire as a blessing from the gods, this is mostly because the stronger larger son or daughter is more of a boon to the farmers and herders.
•Small towns and larger cities that rely less on brute labor generally view a Dire as a bad omen, a sign of bad times ahead. In those communities the Dire is shunned and are usually driven out of town.
•Aristocratic circles would never admit that a child was born Dire. These heirs are usually given over to a military family to be trained in combat to eventually join the guards. Many armies keep special units of the Dire to take advantage of their additional strength.
•Barbarian tribes generally treat the Dire well. They are usually taken into the households of chiefs and trained to rule. Barbarians favor strength and fighting skills and adopted Dire children make perfect heirs.

This message was last edited by the GM at 20:07, Tue 03 Sept 2013.

DM
 GM, 12 posts
 Master of Beasts
 Keeper of Crossroads
Tue 3 Sep 2013
at 19:57
Magical Energy
Ley Lines
The Egg is crisscrossed all over with ley lines. Ley lines come in many varieties, with some being valuable to mages, some to psions, and even a few to martial adepts. Crystal nexuses can be found rarely underground and allow access to the ley line. The crystals from the nexuses are useful for enchanting and a few other applications. But their most prominent use is for teleportation. Teleportation across the egg is accomplished by traveling along the ley lines. Crystals allow for a teleporter to access the ley lines and travel to a prepared circle. Teleporting without a destination circle is very dangerous and many a wayward adventurer has been lost in the ways trying to reach an unmarked destination.

This message was last edited by the GM at 20:08, Tue 03 Sept 2013.