<span style="font-weight: bold">NB: TO BE COMPLETELY CLEAR, THERE ARE NO MEN IN THE UNIVERSE OF DUAMUTEF EVER.</span><br/><br/><br/>I’m trying this as an experiment, an RP for just a couple of players (if this sounds familiar, it’s Sansuki’s ‘Exiles’ RP, which seems to be going quite well) - hopefully that should make it possible to run this in parallel with the somewhat larger group I’m running under the ‘Hungry Eyes’ heading, which has the prior call on my attention. I’m going to try to keep the key elements of Duamutef’s world of Ishara, whilst changing some elements I think overcomplicate the core idea - thus, much of the below is drawn from the Duamutef site, and no copyright infringement is intended.<br/><br/><br/>The Duamutef site is now being hosted:m<a class="postlink" href="http://bustyjapaneseschoolgirls.com/vore/duamutef/">http://bustyjapaneseschoolgirls.com/vore/duamutef/</a>m<br/><br/><br/>I’ve included much of the information contained therein here - which you are not required to read unless you wish to. I strongly advise that you read the information under ‘system’, ‘comrades’, ‘cast’, ‘locations’, and ‘recent history and context’. It would also be sensible to read the ‘Maeve the Merc’ story on the Duamutef site which gives some more details on girl-clan-wars, and ‘Torics’s Fanfic’, which is a good example of very enjoyably descriptive vorish writing.<br/>.<br/><span style="font-weight: bold">System</span><br/>The system we will be using is simple d6 third edition located here:<br/>m<a class="postlink" href="https://1d4chan.org/wiki/Simple_D6_-_Third_Edition">https://1d4chan.org/wiki/Simple_D6_-_Third_Edition</a>m<br/>I’d have it open in another tab whilst you read the below or it won’t make much sense.<br/><br/><br/>There will only be two Aspects: Physical and Mental. Each player has 1 Defence and 5 HP in each aspect.<br/><br/><br/>There will be five points at character creation. Each point is worth:<br/>One skill, or<br/>+1 Defence in a single aspect<br/>+2 HP in a single aspect<br/><br/><br/>Each player character will have Quality describing their race - e.g, ‘Kari’, ‘Naga’, ‘Demonette’, ‘Fairy’, and ‘Archangel’ are all Qualities. In the specific case of human girls, their racial Quality is that they have strong birth classes, e.g. ‘warrior’ or ‘sorceress’ so their Quality would be ‘Girl, Sorceress’. Outside of Qualities, we’re not using ‘classes’ but rather Simple d6’s excellent skill system. For example:<br/><br/><br/>Lydia’s Quality is ‘Girl Warrior’. She’s chosen her five skills as Close Combat, Swords, Gladius Thrusting, and Knitting<br/><br/><br/>Lydia chooses to attack with a thrust of her gladius. She rolls her basic 1d6, an additional 1d6 for her Quality as a warrior, an additional 1d6 using her Close Combat skill, an additional 1d6 using her Swords skill, an additional 1d6 using her Gladius skill, and an additional 1d6 using her Thrusting skill. Thus, she rolls 6x1d6, and uses the highest result. E.g, if she rolls (1,1,1,1,1,5), the result is ‘5’. If she rolled (5,5,5,1,4,5) the result is still ‘5’. Uniquely, sixes stack - so if she rolls (1,1,1,1,1,6) the result is ‘6’, if she rolls (1,2,1,1,6,6) the result is ‘7’, if she rolls (6,6,6,6,6,6) the result is ‘11’ - a miraculous success!<br/><br/><br/>Lydia chooses to attack with a slash of her gladius. This time, she can’t use her Thrusting skill, so she rolls 5x1d6 and uses the highest result.<br/><br/><br/>Lydia chooses to throw her gladius. This time, she can’t using Thrusting or Close Combat, so she rolls 4x1d6 and uses the highest result. Since her gladius is really not intended for throwing, there will be a -1 on the final result due to the difficulty of the task.<br/><br/><br/>Thus, it is possible to make very broad characters - choose ‘Close Combat’, ‘Ranged Combat’, ‘Fire Sorcery’, ‘Wilderness Survival’ for your skills, for example, or very tightly focussed ones like Lydia.<br/><br/><br/>Character progression will largely be by adding additional points which can be used to buy defences, HP or skills.<br/><br/><br/><span style="font-weight: bold">Comrades</span><br/>Since this is likely to be a game with a high degree of lethality, we are going to use a system I’ve seen deployed elsewhere - comrades. At character creation, you will also create a ‘comrade’. Your comrade will, generally, accompany you, being a member of your squad or unit - but they’ll be much, much more likely to get digested, either by NPCs or, if your fellow PCs happen to get hungry, by them. If your comrade is digested, they’ll be replaced by a new one. If<span style="font-style: italic">you</span>happen to get digested (and it is not a suitable moment to bring in a new character) we can upgrade your comrade to your character so you won’t be shut out of the game.<br/><br/><br/>Mechanically, your comrade will be able to do one of the following things:<br/>Allow you to roll an additional d6 on some task they are capable of partaking in with you - e.g, you shoot at someone with a bow, and they join you in doing so. Note that this makes comrades far less powerful than PCs - which is exactly how it is supposed to be.<br/>Allow you to add +1 to a particular defence - e.g, they buck you up when you’re suffering from a fear-based mental attack.<br/>Allow you to accomplish certain tasks without a roll, or allow rolls on otherwise impossible tasks. E.g. Jumping up to a roof that’s out-of-reach would require an athletic-type check. If they give you a leg up so you can reach it easily, no check is required. If you need two people for a piece of ritual spellcasting, then you can make up the numbers using your comrade - you simply can’t attempt it alone.<br/><br/>A map can be found here...<br/>m<a class="postlink" href="https://goo.gl/photos/br6AGJuDhjx6VR5P6">https://goo.gl/photos/br6AGJuDhjx6VR5P6</a>m<br/><br/><span style="font-weight: bold">Cast</span><br/>Queen Jipadia Jadethroat of Kettering, Velvet Flower clan, lover and wife of Kyloth the Dragon, widow of Irene Ironbelly.<br/>Queen Silvana Snowbreast of Malhas, City at the Centre of the World.<br/>Vizier Jasmine Jadethroat, lover and advisor to Queen Silvana, aunt of Jipadia<br/>Kyloth - great dragon, wife of Jipadia<br/>Lady Serena Snowbreast, cousin of Silvana, leading an army marching on Norket<br/><span style="font-weight: bold">Deceased</span><br/>Queen Irene Ironbelly - former Queen of Kettering, digested by Kyloth the Dragon<br/><span style="font-weight: bold">Locations</span><br/>Malhas, City at the Centre of the World<br/>Kettering, Fortress-city of the Kettering pass through the Kopt mountains to the south<br/>Norket, subsidiary Fortress to Kettering, currently in de-facto state of revolt against Queen Jipadia.<br/><br/><br/><span style="font-weight: bold">Recent History and Context</span><br/>The known world of Ishara can be divided broadly into three: the far south, divided from the rest of the world by the high mountains of the Kopt Mountains at the Roof of the World; the west, isolated by the Msibi jungle in the south and the Great Plains in the north; and the Narrowsea region where you make your homes. At the between the Eastern and Western sea sits the Narrowsea. It’s narrowest point is the Narrowstrait, and straddling it is City of Malhas, the City at the Centre of the World, the nexus of all trade western, southern and local. All ten of the Great Girl Clans are represented in Malhas: Girlyburp, Gurglemiester, Ironbelly, Firebelly, Darkswallow, Whitethroat, and even Black Crescent, Beastvine and Demongut. The city is held together by a shifting network of alliances co-ordinated by the Velvet Flower clan. Ruling either in name or from behind the scenes, a Velvet flower Queen or Princess-consort is the guarantee that the norms of power will be respected. Darkswallow may be ascendant over Whitethroat for a time, but they will never try to destroy them utterly, at least within Malhas’s borders.<br/><br/><br/>The current Queen of Malhas is Silvana Snowbreast of the Whitethroat clan, and her closest advisor and lover is Jasmine Jadethroat of the Velvet Flowers. The Whitethroat clan maintains an uneasy alliance with the Whitecoat Centauresses of the Great Plains, which is deeply troubling to the Ironbelly clan, who have a passionate hatred of all monsters. The Ironbellies control the northern passes through the Kopt Mountains, the entrance to the Roof of the World through which all southern trade must pass. No other clan can maintain fastnesses in the broader passes, for the Roof of the World is infested with aggressive and powerful monsters including Karis, Harpies, Drakes and Centauresses, largely of the aggressive Blackscale tribe. There are even rumours of permanent portals to Faneglut in the caves beneath the mountains, and of great dragons making their nests in the highest peaks.<br/><br/><br/>To maintain good relations, Visier Jadethroat sent her beautiful niece Jipadia Jadethroat, (a talented engineer of beautiful bridges, palaces and hanging gardens in her own right) to become the lover, companion and advisor to Queen Irene Ironbelly of the Fortress-City of Kettering, in the Kettering Pass. Jipadia fared poorly in the mountains, the workwoman-like fortress-constructions of the Ironbellies leaving her heart empty. Although the well-trained Velvet flower Princess had little trouble getting Queen Irene to fall in love with her, the older Ironbelly had little respect for her lover’s softness, and largely ignored her advice. Jipadia would spend long hours gazing over the mountains, wondering what beautiful mysteries might lie beyond.<br/><br/><br/>One day, whilst she did so, she caught sight of the Great Wyrm Kyloth, a mighty Silver Dragon who made her home on the Roof of the World. As any Velvet Flower, she was helpless to resist the calling of her heart and journeyed in-secret onto the Roof of the World, taking only a few trusted retainers for protection. Naturally, they were soon set upon by Karis and Harpies, and many girls beloved to Jipadia were digested that day, yet, catching sight of the Velvet Flower Princess’s bravery, Kyloth found herself quite charmed. The mighty dragon swept down, scattering the Harpies with the beating of her mighty wings, rending the Karis with her razor-sharp claws, indiscriminately scooping both between her lips and gulping them down to her powerful stomach.<br/><br/><br/>A meeting that should’ve only lead to a devoured Princess and a well-fed dragon instead resulted in the pair entwining in ecstatic sexual bliss, their bellies filled with wriggling, struggling monsters (some still digesting living girls themselves). When Queen Irene rode out to rescue her bride, she was no match for Kyloth’s power, and Jipadia tenderly massaged her draconic lover’s belly whilst Kyloth digested her wife - though the outcome probably would’ve been little different had Irene huddled in the Fortress-City of Kettering.<br/><br/><br/>With Irene and many of her most loyal and powerful warriors devoured, Jipadia seized power in Kettering, moving her draconic lover Kyloth into the royal quarters and feeding her on criminals and other sweetly unsavoury types. When supplies of these began to run dry, she imposed the feedtax, a requirement to provide live, sentient creatures for Kyloth’s meals, first upon travelers passing through the city, then upon its inhabitants themselves. Some Ironbelly nobles have fled Kettering for its outlying towns and outposts, seeking to amass support to oust Jipadia and Kyloth, either by uniting the local Ironbellies against her, seeking support from the other clans, from other Ironbellies to the distant south or west, or by striking deals with demonic fanes - primarily elements of the Bone or Blood fane. Other Ironbellies have collaborated with the new regime, either dealing with southern slave-traders for sufficient bodies to meet the tax, or demonic fanes (primarily the Flesh or Bile fanes) for the same reason, or recruiting Gurglemeister ‘servants’ for their households. Some have struck a more neutral path, raiding and capturing the monsters of the passes to meet the dragon’s hungers in a strange reversal. In both camps, some see any demonic deal as abhorrent.<br/><br/><br/>Similarly, the balance of power between the clans has been perturbed. Visier Jasmine both admires and fears her niece Jipadia, worrying for the safety of her Whitethroat lover Queen Silvana and the city of Malhas - and her Whitethroat in-laws share her fears. The Darkswallows of the Narrowpass see this as an opportunity to break the Ironbelly stranglehold on southern trade, which Ironbellies, Velvet Flowers and Whitethroats alike see as a threat. To this end, the Darkswallows have begun to deal with elements of the Kassan monster tribe who make their home on the Roof of the World, value the Darkswallow’s treasure, and are themselves now prey to Ironbelly raiding parties.<br/><br/><br/>Under the leadership of Duchess Inlash Ironbelly, the fortress-town of Esket (East-of-Kettering) has refused to pay Queen Jipadia’s feedtax. Queen Silvana’s Snowbreast in-laws are raising an army at the city of Plainmouth, preparing to march south under the pay and leadership of Duchess Serena Snowbreast, ostensibly to besiege Norket in support of Jipadia. The army contains many centauresses from the great plains, and other Whitethroat hirelings, monstrous and not. Since a monstrous army must feed upon live girls, it’s deployment greatly increases the chance of war. Moreover, the deployment of any monstrous force to the territory of the monster-hating Ironbellies would be a grave offence.<br/><br/><br/>Tensions are high, and the centre of the world sits on the brink of war.<br/><br/><br/>You are hirelings, allies or spies in Serena’s assembling army...<br/><br/><br/><span style="font-weight: bold">Gender, Genetics and Reproduction</span><br/>There are no males in the world of Duamutef. For convenience, sentient creatures such as demons, nagas, girls and karis are linguistically female-gendered (‘she’, ‘her’, ‘hers’) whilst non-sentient creatures such as snakes or frogs are male-gendered (‘he’, ‘him’, ‘his’). ‘Human’ and ‘girl’ are interchangeable terms. A naga is not a girl - she is a ‘monster’ or, if you’re being polite, a ‘monstergirl’. A kitsune is a demi-girl, and whether she’s considered a ‘monster’ or a ‘girl’ socially will depend on her lifestyle - especially her dietary habits.<br/><br/><br/>Practically speaking, all living things hatch fully-grown from eggpods, with basic skills such as walking and talking fully in-place. Girls have strong birth-classes and thei genetic skills even extend to class abilities such as swordfighting, sorcery or seamstressing. Monsters and demons have weak birth-classes, and have to develop abilities gradually over time (through the skill system).<br/><br/><br/>Eggpods grow from spores, which all sentient creatures emit constantly from their skin and orifices. When airborne spores chance to encounter each other, they exchange genetic information, and won’t take root until sufficient new genes have been obtained. Thus it’s always possible, albeit unlikely, for a naga to emerge from an eggpod growing even in the center of a girl city. Genes can be far more efficiently exchanged through sex or digestion.<br/><br/><br/>Skin to skin contact, especially in an aroused state, is rather efficient at exchanging genes, so sex is a common and intensely pleasurable whole-body experience, typically involving a great deal of writhing and grinding. The exchange of spores and genes is facilitated by the four kinds of rich, thick fluids: Nectar, secreted by the vaginal flower; Honey, which can be milked from the breasts; Saliva, from the mouth; and most effective of all, the gastric digestive juices of the stomach. Due to this, most girls secretly enjoy a slimy feeling all over their skin, although most are embarrassed to admit it, not least because of the association with digestion.<br/><br/><br/>The experience of being digested can be surprisingly pleasurable, if a girl can get past her hangups about it. By far the greatest density of spore-receptors in a creature’s body is in it’s stomach lining, which can make the experience of digesting someone, or being digested, both the most exquisite pleasure a girl can know - and the best way of spreading her genes. A girl who’s aware of this and actively seeks out stomachs to explore is said to be suffering from Pervertia’s Disease, and generally won’t survive long. The greatest density of spore-emitters can be found further down the digestive tract in the intestines and around the anus, so a digested girl will find a high density of spores containing her genetic information (mixed with those of the predator who digested her) embedded into her remains as they’re excreted, providing a rich fertiliser for the eggpods to grow. Thus, the more girls that are devoured, the more girls that will be hatched.<br/><br/><br/>All this somewhat scrambles family relations, but girls of the same clan with significant gene similarity may call each other ‘aunt’ or ‘niece’, and rarely even ‘mother’ or ‘daughter’. Typically, such a close relation can only be created by extended and passionate sexual contact, often involving swallowing and regurgitation (or digestion), and the careful storage and tilling of all excrement from both partners. Neither will be able to have sex with or digest another girl whilst trying for an heir, lest their spores become compromised by the intruder’s genes. Generally this effort is only worthwhile at the highest levels of nobility.<br/><br/><br/><span style="font-weight: bold">Soul and Lifespan</span><br/>Ishara is a spiritual world of literal reincarnation, and souls are immortal. Most creatures won’t remember their previous lives, but they may retain a sense of familiarity with a former lover, or the predator whose stomach their last body was digested away in. The lifespan of a monster is usually measured in months, a girl in an outlying village will be lucky to live for a few years - remember, they hatch from the eggpod in adult form, and have no ‘youth’ as such - whilst in a safe city she might survive for decades. Typically, long-lived girls in dangerous situations will also be predatory, and their diet will keep them at least comparatively youthful indefinitely.<br/><br/><br/><span style="font-weight: bold">Healing</span><br/>Isharan creatures have extensive healing capabilities - terribly serious injuries can be survived, provided the body is well-fed. In the case of demons and monsters, this means having a girl digesting in their belly. Girls, who are far more easily able to absorb energy from their environment, can heal even without the meal - although they do so far better and faster with a full, squirming belly. Usually, serious physical or magical injuries are fatal because they render the victim unable to resist being devoured - and digestion most certainly is fatal.<br/><br/><br/><span style="font-weight: bold">Honey</span><br/>Rather than getting fat, when a girl or monster eats to excess, her breasts will secrete honey, and her breasts will swell hugely with it until they are milked. In sexual situations a creature’s breasts may spontaneously leak, but usually it requires firm kneading or, especially, powerful suckling. The girl’s breasts will grow increasingly sensitive, to the point of discomfort and even pain, if she continues to eat without her breasts being milked. Different honeys have different effects, which vary from race to race and even between individual girls. Most honey stores poorly, and most creatures have a deep, genetic abhorrence of wasting their honey - so there’s a strong drive to find a friend or lover to suckle at their breasts. Luckily, all creatures share a powerful drive to suckle on breasts presented to them, even when that’s not in their interests, for example, suckling on a Kari’s paralytic honey during battle.<br/><br/><br/><span style="font-weight: bold">Organs and Digestion</span><br/>Isharan bodies have only a single essential organ - their stomach. The stomach, and its associated biology, are the mechanism by which the body absorbs the material it needs to survive and reproduce. Typical stomachs have three orifices, one leading to the throat which is usually used to devour food, girls or other prey; one leading to the intestines and the anus used for expelling mostly-digested mush; and one leading to the womb. Isharans can unbirth creatures into their wombs through their vaginal-flower-mouths, which can be an efficient way to exchange spores with a favoured lover, or a useful place to store a meal prior to flushing it into your stomach for digestion.<br/><br/><br/>The easiest way to escape from a stomach is via the intestines and anus. The pyloric sphincter is the weakest of the three stomach orifices - it is, after all, the route by which things are expected to leave the stomach. The labianther, between the womb and the stomach, is the hardest way to escape the stomach. The orifice is a powerful cord of connective tissue that’s tight in it’s natural state - it requires significant effort for its own muscles to open, and when those muscles work against you to hold it closed, there’s vanishingly little chance of escape. The oesophageal sphincter is somewhere between the two in terms of difficulty.<br/><br/><br/><span style="font-weight: bold">Food</span><br/>Food grows plentifully and freely - though a girl-harvester who slips into an irrigation-channel may find the sides smooth and unclimbable, whilst the bottom gurgles and fills with gastric juices. Despite this, only girls can survive on food alone, although some other creatures can come close.<br/><br/><br/><span style="font-weight: bold">Clothes</span><br/>Naked flesh drives both girls and monsters into a frenzy of sexual and gastronomic hunger. Wander naked into a village, even a friendly one, and you're likely to end up digesting in some villager’s tum; and even a powerful caravan of nude girls will find itself under ceaseless attack from monsters who would’ve left well alone had they been clad. Sometimes, of course, such caravans can be bait for ambushes too.<br/><br/><br/>Enchantment magic or skilled craftswomanship can create or enhance clothes. Basic clothes usually grow on plants, either as ‘seeds’ which are spread by the wearer, or as ‘lures’ - when an unwary girl goes to pluck a pair of stockings from a tree, there’s a chance that they’ll wrap tightly around her and drag her down into the tree’s roots to a tight, dark chamber where she’ll be digested into the rich nutrients it requires. Similarly, armour or weapons often crystallize up from the ground near groundmaws - Sarlacc-like openings that lead to underground cave-stomachs filled with the planet’s gastric juices.<br/><br/><br/><span style="font-weight: bold">Housing</span><br/>Similarly to clothes, most ‘houses’ are psuedoplant lifeforms. On a basic level, they can simply be ‘inhabited’, though a couch may occasionally devour an inhabitant. For those with more wealth and resources, a gardener-architect specialist might design your home, and train your psuedoplant to grow into that particular shape. Many houses grow ‘food’ from their walls or garden.<br/><br/><br/><span style="font-weight: bold">Pervertia’s Disease</span><br/>All girls are aware on some level that being in a creature’s stomach is the best way to reproduce - everyone has the same perverted fantasy of being digested. Girls who seek out stomachs to explore are said to be suffering from Pervertia’s Disease. They generally don’t survive long, and nor do girl societies that fully embrace Pervertia’s as a blessing, opening their gates to monsters or surrendering wholesale to demonic fanes.<br/><br/><br/><span style="font-weight: bold">Magic</span><br/>OOC: I’m… pretty much dumping Duamutef’s magic system - it doesn’t feel to me as if the mechanics of magic are a core element of Ishara’s ‘feel’.<br/><br/><br/>Magic comes from redirecting environmental energies through your body into particular effects. Certain areas may be beneficial to particular themes of magic, and magic may be enhanced by digesting a meal with complementary energies. Thus, any healing magics would benefit from digesting an angel. Fire magic would be enhanced in a volcanic area, or whilst digesting a fire-sprite or another fire-mage. Magic can be divided into four themes - fire, air, water, and earth. Mages may chose to specialise in one theme, or be broad generalists.<br/><br/><br/>Fire magic is wild and passionate, powerful but with little control. Explosive fireballs are an obvious example, but equally a spell that enflames passion would be fire-aspected. A fire-aspected healing spell would course through the body like wildfire across grasslands, both destroying and rejuvenating, and perhaps leaving things utterly changed.<br/><br/><br/>Air magic is quick and deceptive - a lightning-bolt is a deadly and precise weapon. Yet the clarity of air magic can be used to obscure the view of others, as deceptive as a rainbow or a mirage, a pretty illusion that lures a victim down the spellcaster’s throat. Air-aspected healing can be powerful, but is fundamentally transitory, the breeze across a summer’s meadow.<br/><br/><br/>Water magic is cool and deep - a spear or spray of ice, or the transformation of water to mud that leaves a victim helplessly trapped. The burbling of a brook that lullabies to sleep, or the pressure of the depths that chills the mind to stillness whilst the mage devours their helpless victim are the hallmarks of water magic. Water is transmutation and growth, repairing and developing over time.<br/><br/><br/>Earth magic is solid and resolute - the rock-hard fist or the crushing landslip. The spell that brings a girl to a solid realisation of a true fact will be earth-aspected, for example, it might make her realise she has Pervertia’s Disease and wants to crawl down the spellcaster’s throat. Earth-aspected healing is slow but sure, returning things to a fixed state.<br/><br/><br/><span style="font-weight: bold">Playable Races</span><br/><span style="font-weight: bold">Humans: Girls</span><br/>Though they are typically referred to here as ‘human’, there are actually no humans in Ishara; there are merely races which are mechanically and visually similar. Since there are entirely different physical laws, there are obviously different biologies to go with them, so the term ‘human’ merely refers to a smooth-skinned creature with two arms, two legs, a head, no tail and so forth. Girls are the commonest race because they can thrive in almost any environment and have the strongest class genetics - a girl sorceress may well be flinging firebolts right out of the egg. Most girls have the ‘villager’ birth class - they form societies easily, and can get sufficient nutrition from mundane food.<br/><br/><br/>Honey: Girls, even vegetarian girls, produce a highly nutritious honey.<br/><br/><br/>Feeding Habits: Girls are unique in that they can get all the energy they need from their environment without devouring whole, living creatures. Eating raw fruits and vegetables, farming and preparing grains and grasses such as bread or cereal, drinking and even sunbathing can give a girl all the nutrition she needs to survive. These ‘vegetarian’ girls underpin the entire Isharan food chain.<br/><br/><br/>Girls don’t have to remain at the bottom of the food chain though. Their mouth, vaginal-flower and anus are all as capable of slurping up a meal as any monster’s. They can certainly make use of the concentrated nutrition a monstergirl, or even another girl, would provide. Predatory girls seem more vivacious and alive than their vegetarian compatriots, and are often the most powerful members of any society - partly because anyone who can devour a monster is far more likely to survive life in Ishara.<br/><br/><br/>Mating Habits: Most girls are rather free-loving. Even vegetarian girls will sometimes need their honey milked, and close friends are often lovers too for this purpose. Predatory girls are a whole other danger - if they don’t mind depredating other girls, one of the safest ways to do so is by preying upon a lover who’s sacked out after great sex.<br/><br/><br/><span style="font-weight: bold">Humans: Demi-girls (Catgirl, Kitsune, Bunnygirl, Dryad, etc)</span><br/>Demigirls are hybrids which have some monster characteristics but are genetically more human than monster. The most common types of Demigirls are bunnygirls, catgirls, mousegirls, foxgirls (kitsune), dryads and so forth. Demigirls sometimes inhabit both monster and human societies, and generally those who inhabit monster tribes will have more monster characteristics while those who are parts of girl clans will have more girl characteristics.<br/><br/>Feeding Habits: Because of their hybrid girl-monster nature, Demigirls are almost--but not quite--capable of living entirely off of inanimate food. They can survive eating mostly vegetables and fruits, but they do need to eat a living creature now and then. Most Demigirls prefer not to eat other sentient creatures, so they usually hunt the less-dangerous mindless monsters. A few are more aggressive, however, and are more than happy to hunt full-sized creatures. Cat-demi-girls in particular are fond of eating mouse-demi-girls...<br/><br/>Mating habits: Demigirls mate more freely than normal girls, owing to their friendly and cross-species nature. They typically form into small, close circles of friends who mate frequently with one another, and true monogamy is less common than it is with other human races.<br/><br/><br/>Special notes: Demigirls may be treated as girls, taking their Quality from their class, or like monsters, taking their Quality from their race.<br/><br/><span style="font-weight: bold">Monstergirls: Demi-girls (see above) may also identify as ‘monsters’ instead of ‘girls’.</span><br/><br/><br/><span style="font-weight: bold">Monstergirls: Nagas</span><br/>Nagas are almost as adaptable as girls, and can be found in most environments across Ishara. There are seanagas, swamp nagas, desert nagas, rock nagas, jungle nagas, forest nagas and grass nagas - though they do poorly in the cold environments of high altitude and the polar regions.<br/><br/><br/>Where prey is plentiful, nagas tend to be social creatures. A solitary naga will often try to socialise with its prey before devouring her, or whilst she’s digesting. Naga societies can be as varied as girl ones, but since they are obligate carnivores, typically the availability of girls to depredate will limit them to small tribes.<br/><br/><br/>Honey: Naga honey is a powerful aphrodisiac. It affects girls most powerfully, other races somewhat less so, and other nagas least of all, though it still has a strong effect on even them. Naga societies are often highly sexualised, which smooths frictions within the society. The bond this creates gives naga warriors excellent cohesion, or naga mages the synchronicity required for ritual-driven spellcasting.<br/><br/><br/>Sexual Habits: Nagas find other nagas intensely attractive, and thanks to their honey have little difficulty finding lovers. They have few qualms about slurping up a girl who’s just made love to them, and indeed use their honey and sex as a hunting tool.<br/><br/><br/>Feeding Habits: Nagas are obligate carnivores, required to devour girls, or other living prey, in order to survive. Typically, a naga must devour a girl every couple of days - ideally every day, if she wishes to remain vivacious and active. Nagas often wrap prey in their powerful tails, seduce prey using their honey, or use their tails as coiled springs to pounce on prey.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Karis</span><br/>Kari’s are the brute-strongest of all playable races. They have eight legs, crablike and armoured from the knee down, feminine and girlish from the knee up, which can be used in battle as shields, spears or staffs. They’re tall - their breasts are at head-height for most girls. They are well suited to solid terrain, or thin layers of snow or sand which their pointed legs can easily punch through to reach a solid surface, but they can easily be beached on deep sand and snow, or mired in thick mud. Thus, they are usually found in mountains, plains, forests and rocky deserts.<br/><br/><br/>Kari’s hips and ass are substantially extended to support the legs. Unusually, their mouths are not connected to their stomach, and thus their waists are empty and atrophied save for their robust spines, which curve down onto their backs like a centauresses. Hence their primary means of ingesting food is through their vaginal-flower-mouths, and their stomachs and wombs have amalgamated into a single organ that fills most of their extended torso.<br/><br/><br/>Kari’s typically have large and sensitive breasts. They are obligate carnivores, and typically must devour a girl a day in order to stay healthy. Thus, their bodies produce a great deal of honey which is stored in the breasts. Kari’s can’t suckle each other’s breasts, since their mouths aren’t connected to their stomachs, so their chests grow larger and more sensitive, often driving them into sexual frenzy.<br/><br/><br/>Honey: Kari honey is a powerful paralytic. Some girls become as limp as noodles, some as stiff as statues, but the progression is the same: A girl sucking a kari’s breasts will find her toes immediately tingling and numbing, rendering her unable to run away; and soon after her fingers will be similarly affected, removing her ability to fight. As she continues to drink, this non-unpleasurable sensation will spread through her body, until it finally reaches the lips and she can suckle no more. Naturally, this both makes it hard for kari’s to find volunteers to milk their honey, and means their breasts have evolved to become extra-sensitive so they can still be suckled by girls undergoing paralysis.<br/><br/><br/>Sexual Habits: Since their primary mouths and vaginal-flowers are one and the same, having sex with a Kari is pretty much the same as being devoured by her, which is a terrifying experience for most girls. A favoured Kari fantasy is of two girls having sex while they're trapped halfway down the throats of two Karis who are also having sex. Ironically, since Kari’s have a hard time finding lovers, they are often exceptionally loyal to eager partners, either releasing them instead of devouring them, or forming a longer-term attachment, partnering with and protecting them. For contrast, a pretty girl who can easily find lovers, but has a harder time hunting prey, might well consider a crashed-out lover a better snack than long-term partner no matter how good she was in bed.<br/><br/><br/>Feeding Habits: Kari’s are obligate carnivores, and typically must devour a girl a day in order to stay healthy. Kari’s often use their front legs as ‘chopsticks’ to devour girls, or to toss them into the air, then rearing back and letting them fall down their vaginal-flower-mouths. In general, Karis are slower than girls and have less stamina for extended chases, so if you can get past one you can usually get away.<br/><br/><br/>In order to get close enough to do this, a lone Kari may specialise in a weapon like a net or bolas, use traps, or take advantage of the terrain - for example a shallow stream or low undergrowth that would impede a girl without hindering a Kari’s strength, or a scree-covered slope that favours the Kari’s balance and stability. If such terrain doesn’t exist, a Kari with even simple magic might be able to create it, e.g. using water magic to ice the ground or earth magic to break it up.<br/><br/><br/>Other Kari’s prefer to hunt in groups, which allows them to surround a group of girls - it’s virtually impossible to pass a Kari without one of her legs succeeding in tripping you - or simply overwhelming the defences of a girl village with a combination of their individual strength and numbers.<br/><br/><br/>Kari stomachs have a reputation for being "dirty." Karis occasionally eat normal food just to blunt their hunger, tossing an apple or a small creature into their stomachs, where it tends to fester, even though the Kari’s stomach secretes a lot of lubricant along with bile to try and wash this junk down into her intestines. Food will not usually pass into the intestines until a girl reaches the stomach, and she will likely find herself covered in slime and thrust into a half-digested stew that's been sitting in the Kari's belly for days. A clever girl may even be able to use the lubrication to aid her escape. The only way a Kari stomach can get properly clean is for a girl to climb in there and mop it out.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Arachnes</span><br/>Arachnes are spider-girls, composed of a humanoid torso and an eight-legged abdomen that bulges out behind them. Their primary stomach is inside this abdomen, as are the specialized organs they use to spin and weave their webs. They’re generally light enough to skitter up walls with ease, though this means their exoskeletons aren’t thick enough to be considered armour.<br/><br/><br/>Arachnes are typically found in places that have a lot of good web-building spots. Forests, jungles and caves are the most common places to find these creatures. They don't like it too hot or too cold; generally it's rare to find an Arachne in the snow or in a desert, but if you're in a temperate forest with a lot of really big trees, you can be sure there are Arachnes sleeping in them. Arachnes also make their home in dark corners of girl cities - due to their slow metabolism, sufficiently long intervals can pass between their depredation that it’s hard for guards to find and eliminate them.<br/><br/><br/>Honey: Arachne’s honey is a paralytic agent, that also breaks down the chemical bonds of their webs. Thus, to free a girl from her webbing and devour her, an arachne will first thrust her breasts into the girl’s face for a good suckle, then once she’s helpless the arachne will marinate her in honey before moving on. Due to this profligate use of honey, arachne’s often have quite small breasts. Arachne webbing is typically coated in a weak form of her honey to aid it in trapping prey, although the stronger the honey applied, the less time the webbing will last.<br/><br/><br/>Mating Habits: A typical Arachne’s ideal partner is a girl, not another arachne, and she’d consider a girl who found her attractive both a massive pervert and a very lucky find. Fortunately for arachne’s, their chitinous bodies remind some girls of skintight latex, so there are quite a few such perverts around. Still, the most likely mate for an arachne is a girl she’s caught in her webs. The arachne might do so shyly, apologising all the while, or aggressively, especially if she’s one of a swarm of arachnes and afraid of missing her chance. An arachne might release a lover she believes genuinely enjoyed the sex, but most arachne’s have a hard time believing that, and a far more likely outcome is to be cocooned for later devouring or future sexual use.<br/><br/><br/>Feeding Habits: Arachnes digest very slowly, and they only need prey about once a week. Arachne’s swallow their own honey to keep their prey paralysed and helpless in their stomachs. They also maintain ‘larders’ of captured prey cocooned in webs ready to be devoured whenever the arachne wishes.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Mermaids</span><br/><br/><br/>Mermaids aren’t a playable race, but have their own societies beneath the waves. They’re a persistent threat to swimmers, ships, shoreline communities and even upriver. Their magic allows them to ‘leap’ far higher into the air than might be expected, and their soulful songs and beauty can easily draw the unwary into the waves to be devoured. They can easily survive outside the water for a period of time, and it’s not uncommon to find a group of mermaids sunning themselves on a rock, or using their bodies to drive a wave of water up a beach so prey is washed back towards their mouths. Often, they specialise in illusion or seduction magic to draw prey into their range.<br/><br/><br/>Mermaid size is limited by their environment, the depth of the ocean being a key category. Shallow inland seas are home to mermaids no more than twice girl sized. Deep oceans can be home to mermaids large enough to swallow whole ships in a single gulp.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Centauresses</span><br/>Centauresses are the stereotypical taur; half woman, half horse. They are one of the swiftest races, capable of outpacing practically anything that can't fly. They are also solidly built creatures, which they use to their advantage in combat. Most Centauresses make use of some variety of charge in their fighting style, and they favor spears and bows over most other weapons. They rarely make use of other weapons because their ability to sidestep and turn is fairly poor, which in turn makes them poor swordfighters. When they do use such weapons, they are generally scimitars, sabres, and other broad, sweeping weapons.<br/><br/>Centauresses are social creatures but solitary hunters, hunting either alone or in groups of two or three. They typically live in villages which possess most of the crafts and services of a small girl village, and most Centauresses ply a trade of some sort. In fact, Centauress society is fairly similar to most rural human communities. When they need to eat, they venture out of the village to find a lone monster or girl to feed on before returning to their life. While larger hunting parties of Centauresses are hardly unknown, it generally only occurs in areas where solitary hunting is too dangerous to be practical. The rest of the time, a single centauress is all that is needed because nothing can outrun them and they can outrun anything more powerful than they are.<br/><br/>The reverse is true when Centauresses go to war; hundreds of hoofbeats can be heard at these times as the Centauresses crash like a wave against their enemies, knocking them aside and devouring them.<br/><br/>Centauress society is fairly straightforward: Most live in tribes which have an elder or chief and perhaps a few shamans or advisors. There are few laws and even fewer political machinations except in the largest of tribes. They are generally fairly easy to get along with - some centauress tribes have good relations with girl clans.<br/><br/><br/>Feeding Habits: Centauresses swallow other creatures in the same way as girls, but lack the flexible mobility that having two legs offers. Centauresses make up for this by either using their bulk to pin an enemy or simply making use of their superior strength; Centauresses have very strong arms and they use this to their advantage. It is common in hunting parties for one Centauress to hold down a meal while another Centauress swallows it.<br/><br/>Centauresses eat more vegetables than most monsters, and this is largely because their stomachs can derive much greater value from them. While they derive only the normal value from fruit, they gain excellent nutrition from plant matter. Often a Centauress can go as long as a week without seeking living prey by subsisting on veggies. Whether they actually do or not depends on the Centauress; Whitefeather Centauresses supplement their diets with as much plant matter as possible, whereas Blackscale Centauresses consider it degrading to even touch the stuff. Most other tribes fall somewhere in between these two extremes.<br/><br/>Mating Habits: Centauresses vary widely in their mating habits, but most societies use some form of single-mate system. As with most monsters, the most common mate for a Centauress is another Centauress, but they are socially much more open to having mates of other species, particularly in the more progressive tribes; anything from a normal girl to an angel might be found sharing a bedroll with her Centauress lover.<br/><br/>Climate: Centauresses are most common in places with a lot of wide-open spaces for them to run. Steppes, plains, light forests and highlands are all common places to find Centauresses. They avoid bogs and mushy areas, along with dense jungles or other crowded spaces. They prefer dryer climates, because these typically have fewer impediments to running.<br/><br/>Special Abilities: The primary advantage of Centauresses is their speed. They run faster than almost any other land-based creature. Their magical abilities are average, though they do tend to have more alchemists and shamans than other monster species.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Harpies</span><br/>Harpies are bird-people. Their arms sit at the leading edge of their feathered wings, and because they’re used for flight they’re very strong. Their legs are thin fibula ending in powerful claws they can use to snatch up prey from the ground, and tuck entirely beneath their tails whilst in flight. Most harpies can get off the ground with a meal of about their own size. Harpies are quite vulnerable on the ground, so they usually prefer to make their homes in high or isolated otherwise protected from attack. That said, they can be found in all environments - a tree is as good as a rocky cliff-face is as good as a ruined tower.<br/><br/><br/>Honey: A harpy’s honey has the effect of lightening someone. A harpy will only be able to fly a short distance with a heavy prey she’s snatched up, so the first thing she’ll do will be to pull the creature’s lips to her breasts for a good suckle. Once she’s had a good few gulps, the prey will be light enough to carry off to the harpy’s eerie for consumption at her leisure, or just popped between the harpy’s lips right there.<br/><br/><br/>Feeding and Mating Habits: Some harpies tend to swoop down on their prospective lovers or prey, snatch them up, and have their way with them. Others prefer to lure prey or lovers with beautiful song. Either way, the line between the two is very blurry for harpies, and they’ve no compunctions about devouring other monsters right along with girls, or even cannibalising their own race.<br/><br/><br/>Special abilities: Some harpies lure prey and lovers with beautiful song - others warn off rivals and predators with horrible screeching.<br/><br/><br/><span style="font-weight: bold">Monstergirls: Drakes</span><br/>Drakes are draconic hybrids, sharing characteristics of girls and dragons, and there is as much variety between the two as you might imagine. Ultimately, if they survive and continue to devour meals as a dragon would, they will become more draconic, increasing in strength and power. Ultimately, they would be physical powerhouses with thick armour, mighty natural spellcasters and have the gift of flight. Initially, a drake have only one of these, and develop the others over time.<br/><br/>Drakes have a wide variety of personalities. Some are sadistic, some are kind. Some are aloof, some stoic, some utterly unpredictable. The majority are on the solitary side, but that can mean anything from simple shyness to literally devouring anyone who tries to talk to them. Most have fiery tempers when provoked and are generally hot-blooded, but others have been known for their calm and contemplative nature. Like Dragons, they run the spectrum, but every one of them is powerful.<br/><br/>Drakes are wanderers by nature. Most have a lair of some sort, but they will venture far from it both to hunt and simply to get away. They rarely like to stay in the same place for very long. Some have been known to join parties of wandering adventurers, making this one of the more common monster races to find in the company of humans. The reception they receive from the rest of the humans, of course, varies a great deal...<br/><br/>Drakes are typically as intelligent as humans, but their energies are biased towards physical rather than magical power. As a result, they are not particularly talented spellcasters. Many of them do possess the ability to breathe fire or some other energy type, however. There have been tales of Drakes possessing phenomenal spellcasting abilities, however, and some subspecies are actually more powerful magically than physically--they're simply the minority.<br/><br/>Feeding Habits: Drakes feed on a wide variety of prey; typically anything they can spot from the sky - if flight is one of their abilities - and don't have a reason not to eat. They have powerful appetites and easily eat twice as much as your typical monster.<br/><br/>Drakes have very strong digestive tracts. They possess no particular unusual traits; they just have very powerful acid and the muscles lining their digestive tract are, like the rest of their muscles, very strong and aggressive. Even a minute or two in their stomach acids will be enough to cause serious burns. Most meals don't last longer than an hour or two in the belly of a Drake. However, their digestion is so rapid that the parts that take longer to process--such as bones--will often remain undigested. Drake poop is easily identifiable as it will contain far more bones than most, but the bones will often still be corroded and broken.<br/><br/>Mating Habits: Drakes do not have a terribly strong sex drive most of the time; the remainder of the time, their appetite for sex suddenly rises to that of their appetite for food. Drakes are one of the few monsters that go into "heat," suddenly becoming very horny. During these times they will satisfy themselves in whatever way suits their personality; some will simply fuck their next meal before they eat it, others will seek out a lover or pick one from among their acquaintances; some will simply masturbate themselves into sweaty oblivion. Despite their solitary natures, Drakes tend to become attached to those they have sex with. This might cause them to abandon their solitary ways, or it might merely prompt them to complement their partner on giving a good lay as it churns in their stomach. Most often, they become friends or even fall in love with their partner and will be more open to them than others. Some drakes are in heat constantly; obviously, their lives, and the lives of those around them, are considerably more interesting as a result.<br/><br/>Climate: Drakes are found in all climates, though different sub-species prefer different climates.<br/><br/>Special abilities: It’s common for a drake to be able to fly, and breathe an appropriately natural attack, usually fire but sometimes acid, cold or lightning.<br/><br/><br/><span style="font-weight: bold">Outsiders: Faeries</span><br/>Faeries hail from Phaesili, a dreamlike plane of mysterious magics. They are delicate winged creatures of magic and whimsy. They are flighty and impulsive by nature, going wherever their moods take them. Though graceful, Faeries are both weak and fragile. Their muscles are unimpressive and their dainty frames are ill-suited to taking damage. They make up for this with an affinity for magic. Faeries can literally use their entire body to cast spells. This means that the most powerful faerie magic is magic that is channelled through their body. Size changing, self-healing and even shapeshifting come quite naturally to Fae. Even their offensive spells are a great deal more powerful if they can touch their enemy or sprinkle them with Faerie dust.<br/><br/><br/>In addition to touch-based magic, many faeries are skilled with illusionary magics which are necessary for both day to day survival as well as capturing prey. While most illusionary magic involves deceiving the mind or projecting false visual images, faerie illusions go beyond that by diminishing one's senses as well. Faeries can enchant their targets, dulling their awareness and judgement and making them more susceptible to illusions and trickery. Generally, this is used to hide a faerie and her home, but more devious faeries use this to set elaborate traps to confuse and confound their prey before fluttering down and engulfing them.<br/><br/><br/>Faeries will usually assume their full size before attempting to swallow a meal, though they will often remain small until then in order to sneak up on their prey. They often use magic, illusion and trickery to capture potentially dangerous prey.<br/><br/>Faeries have fairly slow digestive tracts, but they are also very thorough; they rarely leave any form of waste unless the Fae is in a hurry or is constantly eating a great deal of food. Most Faeries will continually digest their meals until there is literally nothing left.<br/><br/>Mating Habits: Faeries are as fickle with their lovers as they are with anything else. Some are hopeless romantics, others are petulant make-up break-up types, while still others refuse any form of commitment aside from their own commitment to "Free love." One common thread among faeries is that they tend to place a higher emphasis on the romantic aspects of love than the physical ones. Gifts and sweet words are a much quicker way to a Faerie's heart than a low-cut bra and big boobs (though the latter don't hurt by any means).<br/><br/>Climate: The majority of Faeries overwhelmingly prefer temperate and pleasant climates; not too hot, not too cold, not too wet, not too dry. Even so, there is some variety of faerie that prefers any ecological extreme you can think of; while most faeries prefer pleasant climates, there are always sub-species out there who like the blistering heat of volcanoes or the frigid peaks of the high mountains. Most Faeries prefer areas where there is ample plant life and water; it is very rare to find them in rocky or desert climes.<br/><br/>Honey: The honey of both faeries and pixies has the power to change people's size. Typically, the creature will be changed to the same size as the faerie was when she secreted the honey. This means a faerie in her large form can use her honey to make a tiny or a clover angel human-sized; likewise, a faerie in tiny form can use her honey to shrink even a giantess down to a few inches tall. The potency of their honey does not change with their size; the tiny droplets made by a small faerie are just as strong as the big squirts from a human-sized faerie.<br/><br/>Special Abilities: Faeries have the ability to change their size, typically between human-sized and six-inches or so, although there are Giantess fairies who can swell to dozens or hundreds of feet in height.<br/><br/>Faeries are naturally capable of flight. Their rapidly-flapping wings draw up mana from the surrounding air and serve to replenish the magical energies they use to do so, meaning they can remain airborne for as long as they wish. They do not fly as quickly as other races, but can change direction instantly and are very nimble in the air. Their flight abilities generally do not generate enough force to carry another person, however, and faeries who are encumbered with armor will fly very slowly and only with considerable effort. (As a result, most Fae shun the use of armor entirely--a problem which exacerbates their already low survivability.) Faeries who have a strong need for armor will typically either enchant it to be lighter or will reinforce their natural flight abilities with magical flight.<br/><br/><br/><span style="font-weight: bold">Outsiders: Succubi</span><br/>Succubi hail from Faneglut, the underground realm of unfettered carnality. Succubi are creatures of extreme sensuality and sex appeal, seeking pleasure above all else. They live for seduction and try to gain their meals by compelling them to become prey willingly. Only if this does not work will they resort to force. They love the commerce, intrigue, and unnatural beauty of a big city, and they flock to build such places in their own honor. They enjoy the finer things, and their homes are always elegantly crafted. Typically, succubi can pass as girls, sharing their skin tones with only a few demonic features which can be disguised with a bit of natural magic - wings, for example, can become a cloak.<br/><br/>Succubi are the most sensual of an already sense-oriented set of races. A subtle caress on the flower is often enough to stun a succubus, even in the middle of combat. Some succubi take physical pleasure to almost a spiritual level, seeing it as the very core of their being. This sense is so strong that a canny opponent can have a great influence on a succubus' behavior if she just knows what to say and where to touch. While Succubi pride themselves on being the universe's best seductresses, the fact is they are also among the easiest of creatures to seduce.<br/><br/>Succubi will freely have sex with each other with little fear of being devoured. For other races, it’s well-advised to make some more formal arrangement - the Succubus is bound to keep her word, if she can be compelled to give it, otherwise you’re likely to end up devoured after you’ve been shagged senseless. Succubi have firm rules against falling in love, even with each other, unless they want to become outcasts from demonic society as a whole - a succubus who’s unable to hunt is a burden, and a succubus who falls in love with her food is just perverse.<br/><br/>Honey: Succubus honey has powerful healing properties and will instantly cleanse the drinker of nearly all poisons, curses, and maladies they may be afflicted with, along with restoring most of their energies. The stereotype is that succubi use this to make sure their "toys" don't break prematurely.<br/><br/>Special Abilities: Succubi are phenomenally appealing to all the senses. To be near one is to want one. Worse, they have a special sensory touch: they channel energy through their hands, lips, or other parts of their body as they touch someone to cause an almost instantaneous orgasm on the spot. Most will have at least some demonic features, wings, horns, forked tongue and so on, and gain the appropriate benefit of these. Additionally, they have powerful innate disguise magics, and can pass as girls if they so wish.<br/><br/><br/>Special Limitation: Succubi can’t travel freely between the demonic realm and the prime material plane, though they can return as they wish (unless bound by powerful magics). To reach prime material, they have to be summoned, or pass through a portal specifically known to them. Thus, a succubus will spend a great deal of effort to create such a portal for herself is she is summoned to prime by some girl seeking to use her for sex.<br/><br/><span style="font-weight: bold">Outsiders: Demonettes</span><br/>Demonettes hail from Faneglut, the underground realm of unfettered carnality. A demonette seeks<span style="font-style: italic">power</span>first and pleasure only second. Where a succubus will turn to raw force only if charm fails; demonettes prefer to begin with violence, seducing only where they’re prevented from doing so either because it’s impossible or because it would compromise their own goals.<br/><br/><br/>Demonettes are powerfully built, and have red skin in addition to a wide range of other demonic features often including horns, tails, cloven hooves, wings, forked tongues and so on. These are varied from demonette to demonette, from thin, fingerlike tails and points on their foreheads to thick serpentine appendages and enormous ram's horns. Spiked tail, scaled armor, horn-like spikes protruding from their skin, and so forth are far from uncommon. At times these extra attributes are small and subtle; other times they are very pronounced. Most demonettes are immune to heat, and seek it out extensively, though they are not particularly vulnerable to cold either.<br/><br/>Feeding Habits: Like Succubi, Demonettes prefer Girls over other prey. However, the normal problems of harvesting them exist, and Demonettes don't have the advantages Succubi have in luring prey into their bellies; if a Demonette wants a meal, she'll have to beat it into submission. What's more, Demonettes have a much harder time keeping a low profile in girl societies than Succubi do. Thus, Demonettes often form bands to raid girl villages or fortresses, before returning to their own hellish realm. Unlike succubi, demonettes can freely travel from Faneglut to the prime material plane.<br/><br/>Mating Habits: Demonettes are power players when it comes to sex. They don't want a loving or mutual relationship. The nice ones want complete control over their mates. The not-so-nice ones want to humiliate and degrade their harem of sex slaves. Both prefer to think of others as sexual playthings, not partners. They want to feel like their lovers are nothing more than sex toys, and they want those lovers to feel the same way about themselves.<br/><br/>Most Demonettes satisfy themselves with harems and slaves rather than mates. Wealthy Demonettes will have dozens of servants and sex slaves, allowing them to engage in everything from a simple fisting-and-spanking session to a ten-person orgy where the slaves are expected to pleasure every sensitive part of the Demonette's body. Others have only a few slaves, forcing them to contend with somewhat simpler activities like forcing them to eat her out.<br/><br/><br/>It is not unheard of for Demonettes to have sex alone with one another, but they see it more as a gesture of respect to a demoness of equal standing. What's far more common is for two demonettes to have sex in a way that involves their slaves as well, placing the slaves in subordinate roles that reinforce that both demonettes are above them.<br/><br/><br/>Thus, falling in love is a catastrophe for a demonette. She’ll likely be forced out of demonic society, unless her lover is sufficiently powerful to do as she pleases - and even then, the demonette will be the object of derision for accepting any place lower than the top.<br/><br/><br/>Honey: One of the more malevolent honeys, Demoness honey is a powerful compulsion agent; it compels the drinker to worship and obey the demoness, rewarding them with pleasure when they do so (or when they believe they are doing so). The primary effect lasts for several hours, then tapers off, lingering in a weaker state for several days. However, the more times it is administered, the longer the effect tends to last with each dose (unlike most honeys, a person's resistance to Demonette honey actually tends to weaken the more times they have recieved it).<br/><br/>Special Abilities: Demonettes are physically stronger than most races their size and are immune to natural fire. They often have an affinity for fire magic. Additionally, their bodies often have various demonic features which give them physical benefits, e.g, if they have wings, they’ll be able to glide or fly.<br/><br/><br/><span style="font-weight: bold">Outsiders: Archangels</span><br/>Although there are other types of angel, only archangels are appropriate as a playable race. Archangels are among the most adventurous of angels, seeking new sights and new experiences beyond the heavenly realm of Brightwind, venturing into the world of Ishara to spread a particular virtue: Peace, Justice, Truthfulness, Tolerance, Reliability, Love, Loyalty, Joy, Generosity… the list of possibilities is virtually endless, although any Archangel will balk at outright evil acts even if in line with their virtue. Archangels usually have white-feathered wings.<br/><br/>Feeding Habits: Archangels need prey just as demons do, one every few days, and unlike other angels often aren’t too picky about their meals being willing. They’ll typically choose prey who they think "deserve" to be eaten; ideally an evil individual also emblematic of the vice opposed to the archangel’s chosen virtue - but one out of two will do at a pinch.<br/><br/><br/>Mating Habits: Archangels will chose a lover in line with their virtue, either permanently or as one of a succession of partners. Sex with an archangel might be a reward for become more virtuous, or simply for the archangel’s pleasure.<br/><br/>Honey: Archangel honey instills a deep sense of love, loyalty and courage, making fear easier to overcome and mental effects easier to resist, even straightforward tiredness.<br/><br/><br/><span style="font-weight: bold">Outsiders: Fallen Angels</span><br/>If an Archangel turns against her virtue, she become one of the Fallen. She’ll eagerly seek out the depths of her new vice through all kinds of perverted experiences. Her wings will inevitably turn black. She’ll no longer be welcome in Brightwind and may remain on prime or find a home in Faneglut.<br/><br/><br/>Feeding Habits: The Fallen aren’t troubled with the consent of their prey, and will simply devour as they please. Their favourite meals will be good creatures, or those aligned with the virtue their vice opposes.<br/><br/><br/>Mating Habits: The Fallen typically enjoy sex as one of a range of perverted experiences. Their favourite lovers will be to reward the wicked, or to tempt the virtuous into sin.<br/><br/><br/>Honey: The Fallen’s honey instills a sense of confidence and power - practically, it has the same effects as Archangel honey, making mental effects easier to resist.<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Girlyburp Clan</span><br/>The Girlyburps are a dainty and fun-loving (some would say air-headed) clan, preferring games and fashion to war and politics. They spend their days making pretty dresses and trying to see which Girlyburp can make the cutest faces--something which all Girlyburps are unnervingly good at. Their adorable veneer sometimes hides a bratty nature and they can be quite petulant when they aren't getting what they want. Many Girlyburps are spoiled by their own good looks, and the cutest often tend to be the most selfish as well. That is not to say that the Girlyburps are mean by nature--they just tend not to realize it when they're being brats.<br/><br/>The stereotype that the Girlyburps are a clan of soft, dainty morsels with no combat ability is not completely unjustified; most of them are quite helpless in battle. Nonetheless, many a warrior has met their end when they let their guard down near a hungry Girlyburp. They're actually better at swallowing people than they are at beating them up. What's more, occaisionally a Girlyburp will be podded with supernatural strength, greater than that of a girl ten times her size--but rather than using it for combat, these Girlyburps almost always use it to force other girls to play games with them.<br/><br/>That is not to say that the clan does not have other advantages. They reproduce very quickly, for one thing, and the fact that practically every one of them is almost painfully adorable has been taken advantage of more than once. Girlyburp fashions bring in a hefty chunk of change for the clan, and dalliances and matings with prominent members of other clans gives the group a passable amount of political leverage. (Of course, they tend to use it by making bambi-eyes at the person and saying "Pwease?")<br/><br/>There are some members of this clan that are actually quite cunning, but they keep up the facade of being cute little airheads simply because it's so useful. At least, that's how they justify it in their minds (much as they deny it, they really do like fashion). Others, particularly those belonging to the Sailheart family, make a conscious effort to develop leadership and combat abilities to help protect their sisters and are often successful in doing so.<br/><br/>Common Family Names: Girlyburp, Lynn, Sailheart, Tummyrumble, Candybubble<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Gurglemeister Clan</span><br/>The Gurglemeisters have a reputation for being perverts and voraphiles, and this reputation is fairly well-deserved. They are fascinated by strange things that other clans find grotesque and frightening--particularly the concept of being eaten. While most girls would do most anything to avoid becoming a meal for a monster, Gurglemeisters have been known to willingly feed themselves to passing creatures just to find out what they feel like inside.<br/><br/>This would have led to the extinction of their clan, were it not for their exceptional abilities in escaping monster stomachs. Even the most skilled of escape artists finds it difficult, however, and this has kept the Gurglemeister population much lower than it would otherwise be...<br/><br/>Jumping down monster throats isn't the only strange thing this clan does. They have a very quirky sense of humor and it shows in the way they talk, trade, and even live. They almost seem to enjoy their bizarre reputation and revel in watching the reactions of other, more "normal" girls.<br/><br/>Despite the assumption that only a retard would let herself get eaten by a monster, most Gurglemeisters are actually quite clever and like to experiment in a variety of ways. This has given them an arsenal of abilities that, while not necessarily more powerful than those of other clans, are certainly different. Sometimes simply having something unexpected can be an advantage, and it has kept the Gurglemeisters a step ahead of their rivals more than once. (It has also ended in embarassing failures more than once, but hey, at least they got a tour of the other girl's stomach!)<br/><br/>Combat against an army of Gurglemeisters tends to be a rather confusing affair--half of the Gurglemeisters will be jumping down the enemy's throats while the other half are running around eating each other, yet somehow they still manage to win half the time. They are often turned on by the sight of other girls being eaten--enemy or not--and this inspires them to greater strength. Some even become stronger when they themselves are the ones being eaten!<br/><br/>Gurglemeisters do reproduce faster than most clans, being second only to the Girlyburps. This also helps make up for the fact that they are constantly becoming meals for just about everything that moves.<br/><br/>There are sometimes rumors that this clan knows how to resurrect a girl who has been digested, but if it's true, they don't seem to be using that knowledge very often.<br/><br/>Common Family Names: Gurglemeister, Groaningbelly, Hotpit.<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Ironbelly Clan</span><br/>A tradition of strength, honor and fortitude define the Ironbelly clan. They value courage and martial skill, but are not as hostile or aggressive as other warlike clans. The Ironbellies see war as a way to protect what is rightfully theirs, and they do so with great zeal.<br/><br/>Ironbellies have a talent for building fortifications; their braced towers can shrug off sieges that would cause lesser cities to crumble into dust. Ironbelly villagers are often podded with abilities similar to those of architects, albeit on a weaker scale, allowing the clan to build much larger structures than other clans. They are very hardy physically and bear the weight of armor more easily than most other girls.<br/><br/>Ironbellies are constantly weathering attacks from monsters, brigands, and other clans, and this makes them guarded around strangers. They are blunt by nature and have an intense dislike of dishonest or manipulative people, and they see these traits in most of the other "diplomatic" clans (whether it is deserved or not). As such, it can be difficult to earn the friendship of an Ironbelly, but once done, they are very loyal.<br/><br/>The one way in which the Ironbellies are non-defensive is in fighting monsters. Ironbellies see monsters as a threat to everyone, so they often make it a point to attack any monster tribe they encounter. The fact that this brings retaliation from the monster tribe (and it's allies) is part of why the Ironbellies need such strong fortifications. Some Ironbellies have the same reaction to demons, attacking them without provocation due to an inborn prejudice that demons are universally evil and destructive creatures. This is a great irony, as other parts of the clan often ally themselves with demons in order to learn their magics; Ironbellies are poor magic users and find demonic magic to be one of the few kinds they can consistantly grasp. There are precious few Ironbelly sorceresses or enchantresses; the most common magical class they have are Valkyries, and even they are inferior magically to the Valkyries of other clans. The exceptions are in Light and Dark magic, which they can learn with some effort--hence their tendency to learn it from Demons.<br/><br/>Common Family Names: Ironbelly, Shadowback, Hellana, Stonefist<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Velvet Flower Clan</span><br/><br/>The Velvet Flowers value beauty, grace and skill in all things. They seek to perfect themselves, and their culture revolves around both personal and group accomplishments, whether material, political, or personal. Velvet Flowers are frequently artists, singers or crafters, but those who seek to master the paths of combat and magic are equally common.<br/><br/>Velvet Flowers often have an intricate network of allies, trade partners and associates. They are a very politically active clan, but they do not define themselves by politics as some other clans do. They are generally more interested in positive relationships than they are in subjugating others, but those who presume that this is a sign of weakness do so at their own peril. The Velvet Flowers are brave and tenacious fighters, particularly skilled in the use of spears and bows.<br/><br/>Philosophically, Velvet Flowers often seek harmony above all. They see each part of the universe--war, peace, sex, life, death--as part of an interconnected web of existence. They see in themselves all the imperfections and conflicts that pervade the world around them. What's more, they believe all of these things exist for a reason. As such, rather than attempting to purge the world of everything that distresses them, they instead seek to bring it into balance. The first thing they attempt to balance is themselves; they place a high emphasis on mastery of one's own feelings and powers. They believe that only once that is done can they seek to bring beauty to the world around them.<br/><br/>If this clan could be said to have a weakness, it would be their hearts. Though on the surface they are steeped in the practical arts of politics, economy and combat, Velvet Flowers are romantics and idealists deep down. They seek beauty and growth because they believe that both exist. While it is all too easy for a Demongut to turn to anger or for a Girlyburp to turn to laughter, the Velvet Flowers must answer whatever call their hearts make--regardless of how frightened they may be of the consequences.<br/><br/>Common Family Names: Vellana, Heartspear, Rosepetal, Jadethorn<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Firebelly Clan</span><br/>The Firebellies are a warlike clan that is valued for its martial skills and feared for its temper. While they are willing to deal with other clans, they are always suspicious of them and do not make friends easily.<br/><br/>Firebellies are ruthless fighters and are very aggressive. It takes very little to provoke the Firebellies into combat and war, yet it takes quite a bit to get them to cool off. Provoking them is very dangerous; they are very talented in personal combat, and dueling is a common skill among members of this clan. It doesn't help that, among the Firebellies, to insult one of them is to insult the entire clan. They are very protective of one another, and not just in combat.<br/><br/>The Firebellies have a special hatred reserved for the Demongut clan. These two clans are almost always at war any time they share a border (and often when they don't).<br/><br/>Despite their short fuses, Firebellies can be befriended if you're careful. They dislike politics and two-faced diplomats, but something as simple as doing one a favor will often ingratiate you with her. And, just as with enemies, the Firebellies tend to see friends as a group; if you are accepted by one, you will generally be accepted by the others as well. (Just don't get too comfortable.)<br/><br/>Firebellies place an intense emphasis on loyalty. Their clan is very tightly-knit--this is one of the reasons they do not take well to strangers (the other reason being their notorious tempers). The occasional infighting and rivalries that take place in other clans have no place among the Firebellies. Though they can often be found dueling one another for practice, it is always with the understanding that the participants respect one another. While they are all too willing to lash out at other clans who make them angry, when a fellow clanmate incites their temper, they simply accept it and move on. (Some say this is why they have such bad tempers in the first place...)<br/><br/>Common Family Names: Firebelly, Zarana, Kalexis<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Demongut Clan</span><br/>The Demonguts are known for two things: Their hatred of the Firebellies, and their hatred of everybody else. They are savage, violent and merciless. They have virtually no allies and they like it that way. They forgo most forms of military tactics, preferring to let their sheer ferocity win the battle for them. Demongut berserkers are very frightening enemies, and the most frightening thing about them is that they do win battles despite their complete lack of tactics.<br/><br/>Demonguts do occasionally deploy "Allies" on the field of battle, but these are almost invariably slaves or mercenaries. Likewise, the Demonguts shun most other clans and are unwilling to make permanent deals except when the need is dire. They are willing to make certain kinds of temporary deals, however. Demonguts who don't have the power or the resources to go around conquering other clans will still seek battle, hiring themselves out as mercenaries to others. They are notoriously disloyal, however, being perfectly willing to betray one side if the other offers enough cash. Even so, it is worth noting that they are much cheaper than most other mercenaries, especially considering how much carnage they cause on the field of battle.<br/><br/>Demonguts do have a life outside of war, though few realize it and fewer still would notice the difference. Demonguts are very fond of rough physical sports and contests. They are particularly fun of "Stompball," a game that involves two balls, two teams, and a lot of raw violence. There is also, unbeknownst to most people, a very easy way to make friends with a Demongut: fuck the living daylights out of her. Demonguts are as aggressive sexually as they are in everything else, and giving them a really hard shag will actually buy you a Demongut's tolerance, if not affection. (The hard part is getting in a position to have sex with her in the first place.) Once you do become her friend, of course, she'll still treat you as roughly as she does all her other friends; the difference is she won't genuinely be trying to kill you.<br/><br/>Common Family Names: Demongut, Flamebile, Dragonthroat<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Darkswallow Clan</span><br/>Known for cunning and craft, the secretive Darkswallows are a mystery to most outsiders. Though they constantly weave webs of commerce, diplomacy and intrigue to strengthen their position as a clan, few know what's going on behind the carefully crafted face they present to outsiders.<br/><br/>Darkswallows have a strong affinity for magic; sorceresses and other mage classes are far more common here than they are in other clans. They value personal power and spend a great deal of time seeking greater heights of martial prowess and magic, and they see political maneuvers as no different than physical ones.<br/><br/>Darkswallows are also known for using powerful monsters in combat; unlike other clans, who tend to impress the "common" monsters into their armies, Darkswallows like to cultivate relationships with exceptionally strong monsters; dragons, naga sorceresses and other rare and powerful breeds are this clan's favored pets and allies. When powerful monsters are not available, the Darkswallows rely on armies of magical or summoned creatures; elementals and shades are particularly popular. A few Darkswallows summon demons for this purpose, but the Darkswallows are smart enough to know that demonic alliances will always be a mixed blessing.<br/><br/>Darkswallows have exceptional skill at crafting weaponry. While their other crafting skills are merely average, a Darkswallow blade is often lighter, sharper, and stronger than it's common contemporaries. They are often enchanted as well; in fact, practically every warrior worth her salt in the Darkswallow clan will be carrying at least one enchanted weapon, and they sell such weapons in great numbers to other clans. This, in combination with their natural cunning and political prowess, has resulted in the Darkswallows becoming one of the wealthiest of clans (alongside the Whitethroats and, sometimes, the Mecki.)<br/><br/>They are also strategists by nature. Darkswallows love the intricate challenges of going up against an opponent in a battle of wits--it is something they naturally enjoy. Many play strategic games against other members of their clan and there is always lively debate among commanders during actual wars. This gives them an edge in some cases, but can prove a liability in others--sometimes Darkswallows will become overconfident in their unusual strategic maneuvers, choosing a feint or a sneak attack that is successful in a game when it isn't strategically appropriate in a real battle. Others will grow too fond of a particular kind of strategy, focusing too much on a particular unit type or only using a certain kind of diplomacy regardless of what the situation really calls for.<br/><br/>Those who have experience and insight in enough different areas, however, prove to be nearly unbeatable leaders. Much of the formidable strength of clan Darkswallow comes not from their magics, crafting or any other genetic advantage, but from just a few exceptionally cunning leaders who are able to find opportunities for victory (or at least survival) in almost any circumstance.<br/><br/>Common Family Names: Darkswallow, Kaleta, Spinebelly, Exitus<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Whitethroat Clan</span><br/>An enigmatic clan of grace and sophistication, the Whitethroats are as powerful as they are arrogant. Whitethroats are enamoured with finery, wealth, and status, and they hoard all three as much as possible. They are willing to trade one for another at times, particularly when the trade favors them, and Whitethroat lingirie and jewelry often finds it's way into the hands of other clans--at very high prices.<br/><br/>The Whitethroats also fare well in magical pursuits--in fact, they see the Darkswallows as their only rivals in magical power. The Whitethroats even deign to challenge the Darkswallows in enchanting, although they focus more on enchanted cloth and lingirie than the weapons the Darkswallows create. They eschew the use of armor, preferring instead to create "Uniforms" of enchanted cloth to protect them in battle. These uniforms often denote the Whitethroat's social position and duties as well.<br/><br/>There is another reason Whitethroats prefer enchanted uniforms to other forms of protection: they have a major cosplay fetish. They go so far with these roles that they develop their own skills and techniques that fit in with their preferred cosplay. A nurse fetishist, for example, might develop skills in both healing magic and potion making in order to better play the role of a nurse. They also choose enchantments that fit the role of the favored cosplay. The same Whitethroat nurse's uniform might bestow mild regenerative properties on it's wearer, while her cap will have enchantments to instill trust in her 'patient' so that she may do a proper 'checkup.' Her stethoscope could be a magical item as well, allowing her to sense what areas of the body are weakened or damaged, to either help heal them or, in the case of adversaries, find weak points.<br/><br/>Their weapons also revolve around their fetishes, producing effective (yet sometimes comical) results. Although most of these cosplay fetishes involve some type of formal occupation--waitress, secretary, teacher, ballet--some of them are more kinky, like BDSM mistress, school girl, assorted anime girls (although anime is not nearly as popular among the Whitethroats as it is the Meckis, it still has a following) and things of that nature. Not all Whitethroats care to admit that they even have a cosplay fetishes, thinking their "professional dress" is perfectly normal. Others have little choice but to admit it's a fetish; while a city guard may be able to get away with dressing like a policewoman without seeming out of sorts, a priestess who dresses like a schoolgirl in a city with no schools really doesn't have that luxury.<br/><br/>The Whitethroat's relationship with other clans is something that is constantly shifting. Their haughty nature tends to offend their would-be allies, and conversely the Whitethroats are often offended by meaningless slights committed by others. The Whitethroats love politics, however, and so they can rarely resist the allure of a new alliance or rebuilding an old one for long. They also see the intrinsic value in having allies, and this has helped them form relationships when all else has failed. They are not particularly hostile; they are merely full of themselves. They can be quite friendly when approached the right way.<br/><br/>When going to war, the Whitethroats deploy small numbers of heavily armed elite units, along with a horde of mercenaries. Whitethroats are not built for combat, so they rely on magic and magical equipment; a typical Whitethroat warrior will be bedecked in full enchanted armor, on a barded horse, with more magical rings and amulets than most people could even fit on their fingers. Because these units are expensive, only the most powerful warriors are fielded in this way. They form the core of the command groups and battle line, while the rest is filled out with mercenaries. This means that a Whitethroat army will typically consist of a few extremely powerful units and a whole lot of questionable fodder. When severely pressed, the magic-using classes of the whitethroats will join the battle, followed by the normal martial classes and guards, but only when the money has run out or the situation is desperate.<br/><br/>Common Family Names: Whitethroat, Deeplady, Snowbreast, Sillana<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Black Crescent Clan</span><br/>The stereotype that all Black Crescents are spies and thieves, while popular, is hardly accurate.<br/><br/>They're also pirates.<br/><br/>None dispute this clan's mastery of both the waves and the shadows, pillaging caravans and homes alike for treasure and meals. Not every Black Crescent ship is hostile--many of them are merchant ships--but most seagoing captains have learned to fear and respect Crescent banners.<br/><br/>The Black Crescents are masters of the oceans; not only are their small skiff vessels and destroyers faster and sturdier than the ships of other races and clans, but the Crescents are one of the few factions to routinely deploy submarines and other exotic watercraft. As they consider the seas to be their domain, it is common for Crescents to exact a "toll" on travellers. (Often, this toll can be waived if the ship in question will trade a certain value of wares with the Black Crescent captain, giving them great leverage as merchants.) Those who refuse or choose to fight come to learn that the Crescents' other reputation--that as masterful swordswomen--is just as well deserved as their reputation as thieves. The advantage to paying the toll, conversely, is that you won't get robbed...usually.<br/><br/>The Black Crescents don't prey on everyone, of course. Like all clans, they've got their favorites and friends who have earned (or bought) their respect and thus free travel across the waves. In addition, not all Crescents are pirates or thieves; in fact, most aren't. It's just the fact that most pirates are from this clan that leads everyone to believe that everyone from this clan is a pirate.<br/><br/>The Crescents are also masters of the shadows. A Black Crescent spy is very tricky to catch. Ironically, this is partially because they refuse to use invisibility magic of any kind. Instead, they use powerful spells that are designed to thwart magical detection, then rely on old fashioned sneaking to get past anyone who might want to catch them.<br/><br/>The Crescents are also strong as a spacefaring clan--some would say even moreso than on conventional boats. They seem to grasp the cloak and dagger of starship combat very well, especially when their technology allows them to take the "cloak" quite literally.<br/><br/>Common Family Names: Shadowhand, Stargazer, Moonlace<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: The Beastvine Clan</span><br/>The Beastvines are a clan predominated by huntresses, and their culture reflects this. They have a greater affinity for beasts and monsters than most other clans and they are one of the few that actively studies them on a large scale. A typical Beastvine is podded knowing more about monsters than most girls could ever hope to learn.<br/><br/>Many Beastvines even go so far as to ally themselves with monster tribes, giving them resources few other clans can muster. Mixed legions of Beastvines and monsters--some trained, some enslaved, some willing--are not uncommon. In fact, in some areas the genetics of the Beastvines and their monster allies become so intermixed that there are literal halfbreeds--creatures that belong both to a monster tribe and the Beastvine clan. Genetically the Beastvines are closest to the Whitefeather tribe, but this clan is not the only clan the Beastvines have been known to ally or share genes with.<br/><br/>Beastvines have a scholastic streak, and they have a particular interest in the natural world, which they study with great fervor. Beastvines trace the effects of interbreeding and genetics much more closely than other clans and are one of the few who have a detailed grasp on Ishara's ecosystem as a whole. They are the only clan that keeps a history of monster as well as human events, and they track the internecine alliances and conflicts between monster tribes as closely as they do the girl clans.<br/><br/>Beastvines possess unusual skills in alchemy, but it is not because they are particularly exotic or powerful--it is, instead, because practically their whole population is capable of mixing potions, and those classes who could already do so (alchemists and, to a lesser extent, huntresses) are more talented. A few Beastvines--particularly their real alchemists--are even capable of creating monster totems and shamanistic charms.<br/><br/>Common Family Names: Beastvine, Ephyta, Mountainshadow<br/><br/><br/><span style="font-weight: bold">The Great Girl Clans: Unaligned Girls</span><br/>Not every girl is podded as a member of a clan. Such girls sometimes join a clan and sometimes they form factions of their own. Most unaligned girls live in simple villages in much the same way as clan girls, and in many ways the two are indistinguishable outside of the fact that they don't hold allegiance to any particular group. They are also more diverse, owing to the fact that they don't have the unified personality quirks that come with sharing a particular clan's genetics.<br/><br/><br/>Most unaligned girls are podded in relatively safe areas. In dangerous areas, most girls will be podded from spores that are a mixture of a monster’s and the girl that monster ate, so the girl will be of the same clan as the one who was devoured. Only in relatively safe areas will girls of different clans coexist long enough for sufficient genes to combine via airborne transport, or inter-clan sexual activity, to allow girls with a mix of clan genetics to be podded.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Blood Fane</span><br/>The demonesses of the Blood Fane value strength, courage and cunning. They are a calculating and enigmatic faction who value self-control and self-discipline more than most demons. They are respected by most of the other Fanes for their strength, though the Orchids find them an irksome rival for supremacy of the demonic courts. The Blood Fane values honor somewhat more than the others, and while this makes them liable to keep their word, only a fool would think this makes them safe to deal with. Though they will keep any deals they make, it is hard to make deals with them in the first place and even harder to truly earn their friendship. Those who do, however, will find that the Blood Fane can be a surprisingly loyal ally, provided that loyalty is returned.<br/><br/>According to the Blood Fane's code of honor, a Blood Demoness must never attack or harm an innocent. "Innocent," in their mind, means "harmless;" they cannot attack someone who has never intentionally harmed another person. This is, perhaps, one of the most restrictive honor codes of any demoness, as it applies to entire swathes of creatures, including nearly all angels.<br/><br/>The Blood Fane is dominated largely by Demonettes; they compose a considerably higher proportion in this Fane than they do in other Fanes. While there are still succubi in this Fane, they are less common than in other Fanes.<br/><br/>The Blood Fane is second only to the Bone Fane in military might. They are keen tacticians and their military discipline gives an edge that most other demon armies do not have.<br/><br/>The Blood Fane does not dedicate nearly as many resources to the slave trade as some other Fanes do; most of their slaves come from a small number of large-scale master slavers or from other Fanes. When the Blood Fane employs slaves, it is less for pleasure and housekeeping and more for progressive and practical tasks such as weapon and armorsmithing, building houses and fortifications, and so forth. They do sometimes employ slaves in combat with the assistance of their master slavers. Slaves in the Blood Fane are afforded more respect than they are in other Fanes, provided they perform their duties with skill and diligence.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Bone Fane</span><br/>The most warlike of an already warlike species, the Bone Fane is home of those obsessed with battle. Their armies march back and forth through Faneglut’s tunnels, smashing bunkers and crushing armies, never seeking more than the most trivial of excuses. The largest armies in Faneglut belong to the Bone Fane, and this is often reason enough. Spurning the concept of fallow slaves and harems, the Bones arm any captives they gain and impress them into their army. Those who refuse or attempt escape are typically devoured on the spot, but those who show exceptional martial skills may be granted their freedom or even a proper place within the Fane. Skill in combat is respected and admired by these creatures, regardless of who possesses it, and even the most willful of Bone demonesses can find herself wooed by a sufficiently brave or powerful mortal warrior. Rather than being angered or humiliated when someone defeats them, they are actually attracted to whomever has proven to be their superior, or even someone who has simply proven to be stronger than they had expected. Love and loyalty can bloom in very unexpected ways within this Fane, as many non-demons have discovered. Many victims of the Blood Fane have found the most lethal and bitter of enemies suddenly proclaiming a desire to become their mate--a desire which is actually sincere.<br/><br/>The Bone code of honor requires that one never refuse a challenge to fight, no matter who it is from--even a slave. It also states that if a "weaker" enemy wins a fight against the Bone, the Bone must give them a boon or gift of some sort. This is technically even true if the Bone are the defenders, though provoking the Bone Fane by attacking them is an exceedingly foolish thing to do--they will typically give a valuable gift with the understanding that they'll be coming to get it back soon.<br/><br/>Like the Blood Fane, the Bone Fane has a very large population of Demonettes. Bone Fane armies are adept at assault and defense alike. They excel in sieges and their raids are terrifying to behold. If they could be said to have a military weakness, it would be their impatience. If a siege does not quickly break the defenses of their target, they will simply throw themselves against their enemy's defenses until one side or the other is crushed.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Flesh Fane</span><br/>The Fane of decadence, the Flesh Fane is obsessed with pleasure. Sex, eating, music, and other, more exotic forms of pleasure and eroticism fill the halls of these hedonistic demonesses. Strange experiments often end in demonesses suckling at the teat of six-breasted creatures as they dispense the half-digested remains of some former slave. Flesh fane demonesses participate heavily in the slave trade, buying and selling powerful gems and demonic artifacts for chains of captive girls, each one doomed to service the pleasure of her new master until they are re-sold or perish as part of some orgasmic digestive ritual. A few, however, have told tales of Flesh demonesses falling in love with a captive, and the love of a Flesh demoness can be more intense than any other.<br/><br/>The code of the Flesh Fane is perhaps one of the more unusual. They are not allowed to keep slaves that they care for. If they love someone, they must free them, sell them, or devour them.<br/><br/>Girls from other realms believe this is because these sleazy bimbos can't tolerate the idea of love or affection, but the demonesses of the other fanes know better. Despite their hedonist nature, the Flesh Fane is notoriously sentimental; their hearts yearn as strongly as their bodies, making this rule necessary to keep the respect of the other Fanes. Of their three options--selling, freeing, or devouring their new paramour--freeing them would seem to be the obvious option, but this can be very embarrassing for the demoness. Admitting that you have fallen in love with a slave and want to keep her as a mate is practically an invitation for ridicule. It is somewhat telling that many choose this path anyway, accepting the ridicule foisted upon them and challenging anyone who dares to ridicule their lover.<br/><br/>Perhaps due to their constant sexual activity, the lines of race in the Flesh Fane have become somewhat blurred. Succubi and Demonettes are not easily distinguishable in this Fane, as most of them are hybrids. They also seem to contain more human genes than other fanes, resulting in fewer demonic features. Other, even more overtly alien characteristics can sometimes be found; anything from pixie wings to a drake's tail. Among the Flesh Fane these are considered marks of unique beauty, but other demons often find it difficult to respect someone who is obviously barely a demon at all.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Bile Fane</span><br/>The Fane of Hunger and Digestion, the Bile Fane embraces all the fears and pleasures of hunting, devouring and, most of all, digesting. They are aggressive hunters and regularly raid the homes of anyone they can get their hands on. Monster lairs, girl villages, and even the citadels of other demon fanes are constantly on the menu for these insatiable creatures. They have frighteningly efficient digestive tracts, and some of the more powerful ones can eat dozens or even hundreds of girls in one sitting. Slaves captured or bought by the Bile Fane can expect a short life followed by a one-way trip into their master's gurgling depths. Bile demonesses particularly enjoy things that other creatures find disgusting, and subjecting their slaves to such things is one of the many entertainments they may partake in before devouring them.<br/><br/>The Bile Fane code of honor is generally unknown. There seems to be nothing these depraved creatures will not do; no degrading torture they will not happily partake in, no treaty they will not casually break. Even some demonesses hold the Bile Fane in distaste, but any ill will is often evaporated during the Bile Fane's elaborate parties where they lavish food and drinks on guests from other Fanes with no cost or trickery involved. All that they ask is that the guests use the "Facilities" provided--facilities which invariably involve a hapless slave. Given how often the parties and galas put on by other demonesses involve treachery and hidden agendas, some demonesses have gone so far as to postulate that the Bile Fane's honor code must have something to do with keeping their parties honest. Others simply assume they don't want their guests to have any reservations about attending.<br/><br/>If you are a bile-fane demoness or plan on playing an ex-slave of the bile-fane you can read the spoiler (or, you can read if you just want to know, but please keep player and character knowledge separate).<div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">The great secret of the Bile Fane is that, if you are their prisoner or their slave, they must free you if you ask it of them, unless you have broken one of their laws. For this reason, the Bile Fane cultivate a reputation for mercilessness, any begging will merely result in harsher and more depraved treatment, to discourage slaves pleading for their freedom. Moreover, they have many intricate laws which most slaves quickly fall foul of, so their code of honour ceases to apply. Further, the Bile Fane honour code is itself secret by law, so the mere act of telling someone about it allows them to hunt you down and devour you. Even if you use their honour code to free yourself, you’ll be pursued by Bile Fane demonesses for the rest of your life, seeking by any means to see you silenced.</div></div></div><br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Orchid Fane</span><br/>Considered by some to be the most civilized of demons--and considered by others to be the most insidious--the Orchid Fane cultivates art, diplomacy, and seduction. They specialize in compelling their prey to enter their mouths willingly. While all succubi have this power, the Orchids have taken it to an art form, causing the strongest of girls to literally force themselves down the Orchids' throats. While the Orchids present an air of sophistication and welcome, those who deal with the Orchids do so at their own peril. While they value strong allies, they have no use for the weak--except, perhaps, as meals or playthings. Some of them do keep slaves, and they are generally treated with more dignity than they are in other Fanes, but this may just be because they partially see their slaves as possessions to be shown off. And, unlike other Fanes, they are not typically interested in slaves unless they are intelligent, attractive and well-versed in at least one useful skill. They prefer to think of slaves as willing servants; the alarming thing is that with their powers of seduction, this can actually become the truth, making this the only Fane that can employ their slaves as free agents (using them as spies, warriors, and other professions that would potentially endanger any other slave master).<br/><br/>The Orchid code of honor states that an Orchid must keep the letter of any and all deals that they make. Conversely, they don't see the "Spirit" of an agreement to be a matter of honor--in their mind, if you're not smart enough to say exactly what you want, that's not their fault. They are very literal in their interpretation of their "Contracts," and are sometimes very creative with how they interpret certain terms. Whether they are creative in your favor ultimately depends on how much they like you.<br/><br/>Unlike most Fanes, the Orchid Fane is predominated by Succubi. Demonettes and other races are fairly rare; in fact, the Orchid Fane often must hire mercenaries from other Fanes if they want to include these races in their armies.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: The Night Fane</span><br/>Perhaps the least "demonic" of the demonesses, the Night Fane are more mischievous than evil, more skittish than selfish, and more curious and energetic than hedonistic and lustful. They are often found in the land of mortals seeking adventure, sometimes even making friends along the way. They are clever pranksters and not nearly so serious-minded as the rest of their Faneglut sisters. The Night Fane is easily the most free-spirited Fane and spurns the keeping of slaves, neither buying nor capturing them; those few who do keep "slaves" treat them more like "mandatory friends," dragging them along on their adventures and pressganging them into assisting in their mischief.<br/><br/>Most of the other Fanes think of the Night Fane as comical and unworthy of their attention, but the fact that many Night Fane succubi have an unusually high talent for personal combat makes this Fane unsafe to antagonize. Though the Night Fane rarely raises armies, they are so quick, clever and graceful that they can take even Bone Fane demonesses in a one-on-one fight. They also hold considerably more political and economic power than the other Fanes would like to admit; their currency is the most valuable, their agents are the most versatile, and while they may not hold a lot of formal sway with the nobility of other Fanes, their seemingly capricious thirst for adventure is often slaked by undertaking quests--quests that have earned them a lot of favors..<br/><br/>The Night Fane's code of honor focuses primarily on one rule--"Never betray a true friend." They all interpret this a little differently, and friendship can mean a lot of different things. This rule somehow never manages to instill trust in anyone, as Night demonesses are fully capable of treating someone like a friend even when they're not. Some even say that a Night demoness' only true friend is herself, but there are many who would say that about any demon.<br/><br/>Demonettes are uncommon in the Night Fane, though not nearly as rare as they are in the Orchid Fane. It mostly consists of Succubi.<br/><br/><br/><span style="font-weight: bold">The Demonic Fanes: Girls</span><br/>Some girls, mostly escaped slaves, are sufficiently powerful to survive in Faneglut, building their own cities independently of the demonic races and doing their best to hold their own. It is a constant struggle, however--there are few places in Faneglut that at least one Fane hasn't laid claim to, and those they won't claim are generally so inhospitable that they aren't worth the trouble. Thus, the demons always feel that human cultures are trespassers, and they practically feel an obligation to root them out and devour them wherever they may appear. The alternative is for the demons to offer membership in their Fane to the humans, recognizing their legitimacy in exchange for fealty, taxes and warriors. These cities often achieve genuine stability, at least insofar as any city can in the constantly changing universe of Ishara. The one advantage they lose is they can no longer be havens for escaped slaves and refugees; slave extradition is almost always a condition of accepting a human city into a Fane. Thus, any Fane may include human members.<br/><br/><br/><span style="font-weight: bold">Monstergirl Tribes</span><br/>Although less organised than Girl Clans or Demonic Fanes, monstergirls can be crudely divided into Tribes, which share at least some forms of behaviour...<br/><span style="font-weight: bold">Monstergirl Tribes: Whitefeathers, Whitecoats, Whitefurs, Whiteshells etc:</span><br/>One of the largest and most progressive tribes, the Whitefeather tribe is known for it's wisdom and spiritual strength. When girl clans make peace with a monster tribe, it is typically the Whitefeathers. Their peaceable, shamanistic nature belies a great strength and hunter's spirit. They respect all of their prey and choose it carefully, avoiding leaders, newborns, those with strong familial ties, or other people who are important to the health of their communities. It is not always possible to do this, but no matter who they devour, their custom says they will pray for the person's spirit and family, thanking them for their sacrifice. In Ishara, the Great Plains have a substantial number of Whitecoat Centauresses and Whitefeather Harpies, and they have a (somewhat shaky) alliance with the Whitethroat Great Girl Clan.<br/><br/><br/><span style="font-weight: bold">Monstergirl Tribes: Blackfeathers, Blackcoats, Blackfurs, Blackshells etc:</span><br/>The warlike Blackscales are an aggressive and barbarous tribe, caring primarily for satisfying their own appetites. While they can respect other factions that prove to be effective in battle, their friendship is always a short-lived phenomena.<br/><br/>Blackscales are known for seeking their own pleasure above all else; one of the most well-known stories is of a Blackscale kari who liked to chain her victims to the ground, swallow them, and digest them to the brink of death. She would then regurgitate them, wait a few days for them to heal, and then do it again.<br/><br/><br/><span style="font-weight: bold">Monstergirl Tribes: The Ixath Tribe</span><br/>The Ixath tribe is a loosely-knit tribe of social and generally friendly monsters. They spend most of their time frolicking, playing games, and having casual sex. While they still hunt and eat other species, they don't attach quite so much drama to it. The way they see it, other species exist to be eaten; it's not right or wrong, it's just the way things are. Likewise, they don't blame other species for trying to defend themselves, since they don't want to be eaten. That's about as far as the Ixath bother to think about it. They don't consider death to be a big deal, either. When a fellow Ixath dies, they know they'll be born into a new body soon enough--since everybody is basically immortal, why shed tears over losing just one body?<br/><br/><br/><span style="font-weight: bold">Monstergirl Tribes: The Kassan Tribe</span><br/>The Kassan are an unusual tribe of monsters. They are exceptionally intelligent, and what's more, they are exceptionally ambitious. Where other tribes content themselves with constant feeding or simple wisdom, the Kassan do not care for either of these things. The Kassan want everything that monsters don't usually have. They want jewels, they want magic, they want armies and they want power.<br/><br/>Where most monsters build lairs out of caves or by raising stone homes out of the ground, Kassan monsters build opulent palaces out of the most precious materials they can get their hands on. Most will stop at nothing to increase their personal wealth and are perfectly willing to make deals with other species. They are favored allies of Faneglut's wealthy Orchid Fane, who often use the Kassan tribe as a means to promoting their own agenda in exchange for a few shiny baubles. The Kassan, in turn, love to enlist the aid of other monster tribes, turning the bottomless hunger of the Blackscales or the Gorgune to their advantage. They will even deal with normal girls if they think there's an advantage to be had, though the prejudice remains that girls exist as food and, as such, any "alliance" will be temporary at best. The Kassan are found all over Ishara; they are rarely the majority anywhere, but if there are politics and intrigue, there are likely to be Kassan.<br/><br/><br/><span style="font-weight: bold">Monstergirl Tribes: Others</span><br/>Due to the loose nature of monstergirl tribes, blended tribes, or entirely new tribes unique to particular locales, are common.