03-27-2006, 11:31 PM | #11 |
Join Date: Oct 2005
Location: Manhattan, Kansas
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Re: Furries in Banestorm
Replacing Humans with "furries" on Yrth would be depressing. It would be a sad place with no humans.
Honestly, aren't there already enough "furries" on Yrth? I mean, you could just be a were-creature of some sort...
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Non Concedo. |
03-27-2006, 11:43 PM | #12 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Furries in Banestorm
Quote:
The Complaint is the same complaint you would get if you say all there is to Star Trek fandom, is Klingon erotica. |
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03-28-2006, 05:17 AM | #13 | |
Join Date: Sep 2004
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Re: Furries in Banestorm
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...And werecreatures just aren't the same. |
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03-28-2006, 05:18 AM | #14 | |
Join Date: Sep 2004
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Re: Furries in Banestorm
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03-28-2006, 06:13 AM | #15 | |
Join Date: Aug 2004
Location: Y'know, around.
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Re: Furries in Banestorm
Quote:
Another option: Instead of having been originally been a demihuman-only world, Yrth was originally an anthro-animal world. They were not well developed at that time, still in species-based tribes. In the wars, one particularly vicious tribe with more magical power than magical experience tried to destroy the drive of their enemies by "driving the beasts out of them" with a gigantic magical ritual . . . which, when it backfired horribly, became the Banestorm. The banestorm deposited all the other non-anthro races, demihuman and monstrous, into Yrth. From there, what happens? For ease, you could just say that the humans were numerous enough to take everything over from the original races -- such as in canon Yrth. If you want furs to be more numerous, instead say that humans and other races took over not by numbers, but by technology -- anthro claws and hide armor couldn't stand against human steel swords and armor. That would make furs the common "lower class," with most of the upper class being the "well-developed" invading races. Heck, if you make your furry races underdeveloped enough, you might even have *orc* nobles! (I idly wonder if Ironclaw could run Yrth...) Last edited by Almafeta; 03-28-2006 at 06:16 AM. |
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03-28-2006, 09:26 AM | #16 | |
Join Date: Aug 2004
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Re: Furries in Banestorm
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One more - have the reason furries haven't been encountered much until recently be that they mostly lived in Sahud, and are actually hengeyokai - shapeshifting animals, able to assume both fully human and anthropomorphic forms. As the human population of Yrth grows and impinges more on the wilderness, more and more of the animal shapeshifters find that their survival depends on assuming human forms and deriving their food, shelter, etc. from within human society as opposed to its fringes, but not all of them can achieve the full shift - resulting in anthropomorphic foxes, tanuki (raccoon-badgers), cats, and so on walking around. Rent or buy the Miyazaki film Pom Poko for some neat ideas. |
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03-28-2006, 09:36 AM | #17 |
Join Date: Dec 2004
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Re: Furries in Banestorm
Perhaps a spell backfire created Aesop domains: http://www.sjgames.com/pyramid/login...e.html?id=1465
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03-28-2006, 10:33 AM | #18 |
Join Date: Oct 2005
Location: Manhattan, Kansas
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Re: Furries in Banestorm
It seems to me that this would be such a huge overhaul of Yrth that you may as well just start over and make a new setting altogether. I don't understand why everyone wants to change Yrth. One guy wants to insert furries, another wants to bring guns in, another wants to "update" it to the year 2500, and still another (on the Pyramid discussion boards) wants to add "Warhammer"-type chaos warriors. To me, it seems that any of these would alter the setting so drastically that it wouldn't be Yrth anymore. Why does everyone want to change Yrth? Isn't it good enough as it is?
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Non Concedo. Last edited by ArmoredSaint; 03-28-2006 at 10:36 AM. |
03-28-2006, 10:52 AM | #19 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Furries in Banestorm
The reason people modify existing settings, rather than creating new ones from scratch, is because using an existing setting and modifying it is generally less work than creating a new setting.
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03-28-2006, 11:18 AM | #20 |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: Furries in Banestorm
To answer the answer to my answer, I meant my suggestion as a semi-serious suggestion (both of them actually), and meant no offense to any of the various types of furries. (No Furries were harmed in the writing of this post).
Another idea I had on this subject, based on some native american tribes beliefs, maybe the wearing of an animals skin (fake or not) gives the wearer certain mystical abilities. Not necessarily were-type abilities or those of the animal, but others. Maybe those in animal-wear (not were) can teleport, or have inherent mage sight, heal faster, run farther, jump higher, and/or eat more. In reference to changing Yrth, I see no issue with that. Back in the day before I had my own game world, I was adding to and modifying existing ones. I do agree that it changes it enough that it isn't the same world anymore, but it makes it easy to present to new players "It's Yrth, with Mechs and dinosaurs thrown in." Yrth is also established as a dumping ground for interdimensional accidents. Drop a starship full of space marines on it, open up a tear and let cyberpunk elves and dwarves storm through, an excavation reveals a passage to the Old West, Mad Max, Caveman, The Devils Advocate!!! <panting> Ok, sorry, I got a little carried away there! but you get my point I hope. |
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banestorm |
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