Beastspace is a chaotic realm of constant feeding. Here, creatures are reborn within minutes of dying, driven by one urge above all others--to consume and do battle. Beastspace is, for the most part, a never-ending deathmatch of monsters fighting and devouring one another. However, Beastspace shares some characteristics with Faneglut and Brightwind--pain is diminished while pleasure, and hunger, are increased. This effect is not as pronounced as in the other realms, with the exception of hunger--devouring and digesting creatures is very compelling in this realm.

Beastspace has a wide variety of climates; everything from fetid jungles and blasted deserts to oceans and empty moons filled with flying jellyfish and even stranger creatures. It is similar to prime, the biggest difference being the saturation of creatures. Space is unbelievably thick with space monsters and the jungles are filled with beasts. While many girl clans live here, they have a brutally short life expectancy; anywhere from weeks to mere hours. The same is true for every other creature that makes it's home here. However, their speed of reproduction is sped up just as much.

While existance in Beastspace could be exhausting for a spirit, most do not incarnate here for long. Those that do are spirits who long for such a life--constant devouring and being devoured without any "Downtime."

The physical laws of Beastspace are similar to Prime's, but most energy processes are faster. Eggs hatch quicker and creatures grow hungry much faster. A typical girl has to eat five times as much in Beastspace. This is not a problem since the native fruits grow five times as fast, but it means the monsters are five times as hungry as well.

Monsters, while capable of speech, are not typically nearly as organized or social as other races. They seldom speak to non-monsters and tend to see things in fairly simple terms. Their day to day worries are typically food, sex, and hunting. While some monsters are social and a few even attempt higher pursuits like homebuilding, learning and tribal leadership, most simply wander the areas they live in looking for food. The few who bother with pondering the mysteries of the universe typically become tribal elders, shamans or chieftans.

Monsters have "birth classes" (sets of inborn skills and abilities) just as other races do, but they tend to be less varied. The majority of monsters are of a basic "Huntress" caste; they are skilled in tracking, hiding, setting traps, and all the other skills a creature needs to catch a meal each day. Huntresses typically only learn the most basic of magic, if they bother to learn any at all. Monster spellcasters are usually called Shamans, and while they are the spellcasters of their species, they barely qualify as a hybrid class by normal standards. Though they place a much higher emphasis on magic than a Huntress, they are still more stilted towards the hunt than any sorceress. Most other monster classes are a variation of one of these two main classes, some placing more of an emphasis on stealth while others emphasize physical combat.

The tribes in Beastspace are predominantly the same tribes that inhabit Prime and every other realm. Monsters are the most numerous of all of the archtypes, being present in large numbers in all five of the major realms. The genetics that constitute each tribe are broader than they are for other archtypes, so the tribes are effectively larger and encompass a much wider variety of creatures. This means sub-factions are less common, but the sheer number of monsters means it's inevitable that they would crop up. Most fall under the umbrella of one of the six predominant tribes: Whitefeather, Blackscale, Ixath, Kassan, Gorgune, and Sosash.

In spite of the fact that tribes can accomodate considerably broader genetics than other archtypes, the sheer number of monsters means the majority of them still have genetics that are too intermixed to classify. Most monsters are "mutts," not belonging to any particular tribe but usually sharing the characteristics of two or three. Most areas do eventually develop groups of monsters that are similar enough to become a tribe, and they typically take the name of the tribe that most resembles them.

Monster Tribes

The Whitefeather Tribe

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.

The Whitefeather tribe contains a wide gamut of races, the most common of which being catgirls and harpies. Each race has a chosen role within the tribe; while these roles are not enforced, they are very common. Kachiks, for example, are often seen as warriors, whereas Centauresses are workers, due to their ruggedness and ability to carry heavy loads at high speed. While most harpies are foul-mouthed and unpredictable, Whitefeather harpies are actually as calm as they are eloquent, often the spokespeople of the tribe. It is widely accepted that whitefeather harpies are the most intelligent breed of harpies as well.

Whitefeather monsters are most common in Prime, where the genetics for intelligence, social orders and other human characteristics are common. They also form a majority of the monster population in Brightwind.

The Blackscale Tribe

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.

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. While the veracity of this original claim is in dispute, if the stories are right, many Blackscales have learned from her example since then. It is often joked that the Blackscales should be a Fane, not a tribe. This is only reinforced by the fact that they are most common in Faneglut. They are still found in large numbers in both Prime and Beastspace, however.

The most common races in the Blackscale tribe are Lizardwomen, Karis, and Naga. There are a large number of frog women in the tribe, but they often segregate themselves because they are a subject of ridicule and prejudice by the rest, referred to as "Frimbos" (froggy bimbos) and considered too weak and pathetic to hold a place in the tribe. Rumors of a "Frimbo Revolt" are constantly simmering beneath the surface of this tribe, something the rest of the world would doubtless love to see.

The Ixath Tribe

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?

Ixath are clever and sociable, often working together to a much greater extent than other monsters. They don't interact much with non-monsters (they think of them as food and that would make things awkward for all involved) but occaisionally one of them will befriend a girl and bring them back to their village. This can prove quite entertaining, as not all of the other Ixath will realize she's not supposed to be eaten, causing all manner of comical mixups and situations. Most of the time, however, they think of other species as food sources and see their castle-building and factional squabbling as comical and quaint.

Ixath are primarily taurs--Kari, Centauresses, Naga, and Satyrs are by far the most common species in this tribe. They are actually something of a minority in Beastspace, but are one of the most common tribes encountered in Prime.

The Kassan Tribe

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.

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.

The most common species among the Kassan are those that already tend to hunt as groups or build social orders; Nagas, Karis, Kachiks, swarming Arachnes, Seipharids and demihumans of all kinds are found in huge numbers in this tribe. Even the solitary monsters that are spawned by the Kassan are still more social than others of their kind, often hiring themselves out as mercenaries or assassins to other races.

The Sosash Tribe

Denizens primarily of the seas and islands, the Sosash are known for their proliferation of aquatic species. Most Sosash are either aquatic or amphibian by nature, with most of the exceptions being reptillian land-dwellers. Though a few avian Sosash exist, they are rare and exceptionally slight and flighty in nature, the most well-known being the Snowfeather Harpies. Outside of the water, the most common Sosash species are actually Fae hybrids that fill the vistas and forests of Phaesili.

Sosash mermaids and serpentresses have carved out their own empires beneath the waves, building elaborate cities and participating in intrigues and wars as intricate as any on land. A few are even capable of space travel, building water-filled ships to explore the stars. (Though they can breathe both water and air, as most species can, most aquatic species find that mobility on land is quite awkward.)

Sosash are reasonably friendly, but keep their guard up against strangers. They have been known to commit acts of aggression against landborne clans and tribes from time to time, sometimes even full-scale wars, though the difficulty of conducting wars away from the water generally limits this. However, many aquatic warriors have mastered the magics necessary to swim through the air as if they were in the water, meaning no landborne faction is ever entirely safe.

While the Sosash found in most realms are predominantly aquatic and fill the lakes and oceans in great numbers, the greater bulk of their population is actually in Phaesili, and there they are fliers far more often than they are swimmers. Pixie dragons, frost phoenixes, giant dragonflies and all manner of other Monster-Fae hybrids fill that realm; in fact, most of the Fae-Monster hybrids in general come from the Sosash tribe. Phaesili Sosash are often more aggressive than their waterborne cousins, but that is often simply because they are stronger and can hunt landborne species much more easily.

The Gorgune Tribe

The Gorgune tribe is feared by both monster and humanoid alike. The shadowy Gorgune are masters of traps and stealth, constantly infesting dark and forboding places where they can build pitfalls and snares to imprison their prey. Gorgunes are one of the most commonly encountered tribes in large cities, not because they are accepted by the girl races, but because they are so adept at concealing themselves. They slink about in dark corners and forgotten basements, waiting to sieze a passing meal before anyone even knows what happened. They hide in the spaces between walls and in the earth beneath the alleys, snatching squealing girls and dragging them down into their lairs to be eaten and digested at their leisure.

The predominant monster types among the Gorgunes are arachnes, reptilian girls and all manner of tentacled creatures. Black-shelled arachnes dig and sling their webs across subterrainian lairs while Gorgune Xebbebbas lurk under the rocks and crevices beneath the sea, snatching unsuspecting merfolk as they swim past and slowly engulfing them.

Gorgunes are typically solitary creatures, preferring to set traps and wait silently for their prey. At times, however, larger caves and grottoes can end up swarming with them.

Gorgunes are everywhere; there is no realm that is ever quite safe from their predations, and practically every kind of terrain in existance has a species of Gorgune that has adapted to hunt in it. They can set traps in the crags of Faneglut just as easily as the jungles of Beastspace or the shining plains of Brightwind.

The Gorgunes are defined more by their behavior and physical abilities than their species; the things Gorgunes have in common are that they all have a gift for stealth and a hunter's cunning that is enough to catch unwary members of even the most intelligent species. They rarely prefer to confront their prey directly; they are much more comfortable ambushing and eating them before they have a chance to react.

In addition to their intelligence, Gorgunes have an unusual talent for countermagic, and they specialize in preventing other magic users from detecting them.

Common Monster Species


Felines/Nekos

There are many different varieties of cat/girl hybrid, ranging from almost completely human to almost completely feline. Those who are primarily human are referred to as catgirls, and are a form of demihuman rather than monster; those who are primarily monster are referred to as Nekos or Felines.

Nekos are playful and aggressive. They are fast runners and are typically found in jungles and plains. They are friendlier to non-monster races than most, though they are perfectly willing to eat their non-monster friends if they've been having trouble catching other prey.

Nekos rarely create any formal sort of social structure, preferring instead to just go with their instincts. They shun the use of weapons and armor except for spears, bows, and traps.

Feeding Habits: Nekos are very fond of mice and other critters, and will generally hunt them first even when larger prey is available. The one exception is demihumans with critter characteristics, such as bunnygirls and mousegirls--these targets prove almost irresistable to Nekos. Typically, Nekos prefer to pounce on their prey and swallow it before it can react. They don't always like having to fight; many Nekos will prefer to run up a tree and hide so they can seek easier prey later.

Mating Habits: Nekos will happily mate with anyone who strikes their fancy. They are very free-spirited and open sexually. They typically dislike being obligated to a particular mate, but that doesn't mean they won't favor one over the rest.

Special Abilities: Nekos have excellent reflexes and can pounce with frightening speed. They are also quite graceful and stealthy when they want to be. Beyond that, their powers are similar to those of other humanoid monsters.


Nagas

The ever ubiquitous snake-girls, Nagas are one of the most common monsters in prime. On some worlds they actually outnumber the humanoid species. Nagas come in both social and solitary varieties, some choosing to stake out their own private lairs while others form communities and even hierarchies. Most Naga tribes have a semblance of social order and etiquette, but it is one that is fairly alien to non-monster species.

More opulent Naga societies often surround themselves in all manner of pomp and grandeur, some wearing elaborate golden masks while others wear silken capes across their snakelike bodies.

Some Naga have small, snake-like tendrils for hair--these are sometimes called Gorgons or Medusas. Other Naga have multiple arms and are called Kali or Meriliths. The general term "Naga" applies equally to all creatures who have a human torso and a snake body, regardless of other features they may have.

Naga tribes typically have a three or four-level hierarchy; on the top will be the queen, who is generally either the most powerful naga or, in some cases, the most popular or wealthy. Just beneath her are the royal naga, her personal band of favorites (and sometimes rivals) who command the next highest level of authority. They go by numerous names in different tribes, including Templar, Viziers, Pharisses and Tor. These names have different connotations and tend to reflect which kind of society the tribe has; if the Queen has absolute authority and rules with an iron fist, her inner circle will be called Tor. If there is competition among rivals for power, they call those of high station Viziers, and so on. The name also reflects the means that are used to obtain that rank:

Templar: Perhaps the least constrictive of Naga societies, those which employ Templar do so with the understanding that the Queen and the Templar exist to serve the people, not the other way around as is the case in other Naga societies. Naga become Templar by volunteering and agreeing to serve the will of the Queen.

Viziers: Viziers are chosen by virtue of their ability to command other naga on their own, whether by charisma, money, or force. Any Naga who can claim the allegiance of a certain number of other Naga is considered a Vizier, whether the Queen likes her or not. Vizier societies are intensely political, with the different Viziers vying against each other for power and influence. The Queen is, in truth, merely the Vizier with the most followers.

Pharisses: In a Phariss society, the queen is not just obeyed but is actively worshipped, and the Pharisses are her emissaries. The queen's rule is unquestionable, as are the words of the Pharisses, but they place a higher degree on unity and devotion as opposed to blind obedience. Pharisses are chosen by the queen based on accomplishments or acts of extreme merit, and each Phariss has a title that reflects this deed: "Saura the Kari-Slayer," "Mantissa the Healer of Many," "Ruka the Hero of Gorkondan," etc. Naga are expected to respect the will of any Phariss, but typically each Phariss only has official authority in a limited field; Saura the Kari-slayer may be allowed to command other naga in war, but not in building construction. Some Pharisses--particularly the heroes who enjoy greater popularity--are given "Care of the people" as their duty, which essentially gives them carte blanche to do anything--so long as it does not step on another Phariss' toes. A normal Naga can challenge a Phariss for her position, gaining it if she can defeat the Phariss in a contest that reflects the Phariss' title and duties. (Meaning if you can kill more Karis than Saura the Kari-Slayer, you can take her title and her power.)

Tor: In Tor societies the queen's law is absolute. The Tor are hand-picked by the queen and exist primarily to enforce her will. If a Tor is disobeyed, the Tor may levy any punishment she sees fit. If the Queen herself is disobeyed, the punishment is often severe. Some Tor Queens are brutally violent to their own subjects while others are reasonably benevolent, but none of them will tolerate disobedience--those that are willing to do so typically pick Templar societies instead. The most warlike and unpredictable Naga tribes are those who use Tor, as their allegiances can shift as quickly as the whims of their queen.

Exceptionally large Naga tribes may have more than one level of organization, and the hierarchies of the Kassan tribe actually integrate all of the above into a single society. In this case the different stations possess different types of authority; the Tor enforce the will of the queen and serve as her elite enforcers, the Viziers are local political leaders, beneath which are the Pharisses who serve as leaders of cells of Templar, who are the protectors and warriors of the tribe. Finally there are the "unranked" Naga, who are expected to follow the will of anyone above them.

Despite this seemingly rigid class system, Naga society is fairly loose. They do not often have laws but instead realy on the will of the ranked Naga. As such, there tends to be little that is illegal to do, but a lot of things that it is illegal not to do. If the tribe needs a bridge, the Pharisses will order one built. If there is a dispute, a member of the next-higher class will arbitrate it. For the most part, the higher-ranking Nagas only demand so much out of their subjects, otherwise allowing them to do as they wish--Queens who expect too much often find their subjects defecting to other tribes or simply leaving to live solitary lives far away from their Naga sisters.

Feeding Habits: Naga fight and feed in numerous ways, most of which take advantage of their long, muscular tail.

Naga who have only one target often wrap them up in their coils and constrict, crushing the life out of them. This is particularly effective against girls since they faint instead of die, but it must be used carefully against other monsters, making sure they subdue the target without killing them (for if they die, their bodies will self-destruct, depriving the Naga of her meal). More impatient Naga will trap the prey in their coils and use them to force the prey into their mouths.

Another favored tactic is the dive bomb. Naga can rear up on their tail and descend on a target from above, opening their mouths as they do so. Naga can open their mouths quite wide and can often consume their prey in one or two quick gulps using this technique. If they don't, they will simply rear back and let gravity do the rest of the work.

In combat and as a feeding tactic, many Naga simply thwomp enemies with their tails. This does not cause a great deal of damage, but does typically cause the target to go flying, often knocking their weapons away in the process or taking them out of the picture for long enough to swallow one of their unguarded companions.

Like many "taur" monsters, Naga have two stomachs--one in their torso, the other in their snake-like tail. Their esophagus has a valve that allows them to either divert their prey into their torso stomach or allow it to continue unhindered into the main stomach. The main stomach is much larger, able to accomodate most prey without stretching and a great deal of prey if it does stretch. Which stomach is used is often a matter of preference, but a majority of Naga use the main stomach. Rather than emptying into the intestines, which are in the back half of the Naga's tail, the Torso stomach empties it's contents into the main stomach which carries them back into the intestines.

The digestive capabilities of a Naga are typical for a monster; they will absorb an average human-sized meal in two to four hours. Many Naga species have balloon-shaped colons, causing them to expell the remains in the form of large "Naga Balls." (Note, however, that not all species have this characteristic)

Mating Habits: Naga reproduce via spores in the traditional way but they also lay their own eggs. A "pregnant" Naga will typically gorge herself before laying her eggs, stuffing as many as twenty people down her gullet before finding a secluded place to spawn. (In fact, massively increased hunger and a tender, extremely stretchy stomach is the first stage of naga pregnancy.) As she digests her enormous meal her body converts it into mass for her clutch of eggs, which she will discharge about an hour after digestion is complete (and given the size of the meal, this can easily take a day or more). The amount of energy fed into these eggs means they will grow and hatch in only a few days, expelling several newborn Naga. These Naga will share a great deal of the genetics of their mother and thus will have a strong bond with her; such bonds are often the way hierarchies are formed, with one dominant member of a particular "family" becoming a Vizier or Templar who looks after the family's interests. Simply becoming pregnant and giving "birth" is seen as promoting the Naga species as a whole, and as such those who do so are afforded greater respect within the society even if they were previously held in disfavor.

Naga rarely mate for life and often sexual favors are among the demands made by higher-ranking Naga (though in many societies it is seen more as an honor than a burden). Naga are known for having a pronounced fetish for honey-sucking orgies, which is easily explained by the fact that their honey is an aphrodesiac. Orgies are the predominant form of sexual expression for most Naga; in fact, there are times when it can be hard to find just two Naga having sex. This helps to explain how tensions tend to be minimal in spite of their strange social structures; the Tor and Queen may have dictatorial control, but it's hard for either side to mistreat the other too badly when they just brought each other to orgasm.

Climate: Nagas prefer moist areas but can be found anywhere that there is flat land; plains, deserts, and swamps have all been known to house large Naga populations. Naga are also frequently found underwater and on seashores, as their tails allow them to bridge the gap between seaborne and landborne species. To top it all off, Naga don't seem to care about variations in temperature nearly as much as other species. As a result, the only places you generally won't find Nagas are rocky, volcanic or mountainous areas; they find these places unpleasant to travel through.

Special Abilities: Naga are better-than-average spellcasters, as far as monsters go. They have an exceptional knack for rituals and group spells, much as they do for group sex. The scales of Naga provide some protection from weapons, but this protection is often minor--it is mostly only of use in protecting against glancing blows and minor abrasive or concussive injuries. Their large tails can comfortably accomodate a large amount of prey without getting in the way of combat as much as another race's belly would.


Karis

Karis are one of two common kinds of "Spider-taur" (the other being Arachnes). They are distinguishable by the vaguely humanish design of their legs; while Arachne legs are exoskeletal and spiderlike, Kari legs have an internal skeleton and skin. Exoskeletal armor is present on the last few segments of these limbs, but these are in addition to the bones. Biologically they actually have more in common with Centauresses than with Arachnes or spiders (they do not spin webs, climb walls or exhibit any other spiderlike abilities), but they are often called spidertaurs simply because they possess eight legs.

The lower half of a Kari is essentially a stomach with legs. Stomachs that don't need to stretch very much to accomodate their prey are much simpler to grow and maintain, which is why such forms occaisionally evolve and are especially prevalent in monsters (since monsters emphasize rapid reproduction). The front half of the torso is a liplike mouth, but most species of Kari lack jaws for this giant mouth and instead have muscles strewn across flexible networks of cartelidge and rib-like bones. A few do have forms resembling true jaws, and these sometimes have real teeth as well (most Karis have vestigial teeth, if any at all.) The underside of a Kari is usually all muscle and skin, allowing the underbelly to sag and stretch to accomodate prey. Long muscles are strung between the legs and torso on either side, allowing the stomach a tight grip on it's prey.

Kari are not nearly as swift as centaurs or other creatures, and their skittering gait can barely keep up with a running girl. They are almost impossible to knock over, however, and they use their eight legs to great effect in combat, knocking away multiple opponents or flinging them up in the air to be caught in the Kari's waiting mouth. Karis rarely use short weapons, as their range is so much shorter than their front legs, but they do sometimes use spears, polearms and bows. The same is true of a wise warrior who expects to fight karis; most find it is exceptionally difficult to get within striking range of a Kari's body with a sword or other conventional weapon and their armored legs are very difficult to pierce. Spears and bows are the weapons of choice when fighting these creatures.

Kari culture is very loose and free-spirited; in many cases they do not cleave to any particular society at all and are content simply to wander the jungles looking for prey. Kari don't like social confinements and those who participate in larger organizations (tribes, clan alliances etc.) often do so skittishly. The one social urge they do have is a powerful sex drive--in fact, some warriors believe the best way to survive a massive Kari attack is to immediately start having sex with one of them. (This must be exercised with care, however, as Kari honey is a powerful paralytic agent--if the Kari excretes any honey during their activities, she will become an easy meal. Surprisingly, however, most Kari choose not to paralyze their prey and simply go with humping them instead!) It seems to be an unwritten rule among their kind that you don't eat someone who has just had sex with you (or one of your friends). Kari do sometimes make friends with girls, and some have even been known to join girl societies. Their personalities vary all the way from openly friendly to cackling sadist, however, so the only thing an adventurer can rely on is that they aren't all the same.

Feeding Habits: Karis hunt in numerous ways and often prefer to hunt in packs. Since they have difficulty running down swift prey, they prefer to surround them before attacking (while it's easy to get away from a Kari, it's just about impossible to get past one). Others will hunt solitaire by laying ambushes and traps. Many Kari integrate spells or primitive weapons into their hunting, slowing their enemies with magic or throwing bolas around their legs. Once their target has been caught, they typically either throw their prey in the air with their front two legs and let them fall right down their giant maws, or they use their arms and front legs to try to stuff the target into their mouth while they're still on the ground. A favored trick is for the Kari to pull the prey into her maw with her arms while her front two legs knock the prey's feet out from under them.

Kari's primary diet is girls. They have difficulty eating other "Taur" monsters like Karis or Nagas simply due to the mechanics of stuffing ten feet of snake tail into their body; Karis cannot "suck" prey into their stomachs like some other creatures can. (At least, not without magical assistance.) Other creatures, such as Harpies, simply prove too troublesome for them to catch. They do sometimes hunt Centauresses, which they prefer to attack from behind and swallow rump-first.

Kari stomachs have a reputation for being "dirty." Karis occaisionally eat normal food just to blunt their hunger, tossing an apple or a small creature into their maw, but their stomach does not pay much attention to such food. Instead, it tends to fester, slowly liquifying as bits of it are digested and other bits just accumulate in the corners. Often, food will not even be passed into the intestines until living prey reaches the stomach, meaning a girl who is swallowed by a Kari may immediately find herself thrust into a mushy stew of bile and half-digested fruit that's been sitting in the Kari's belly for days or even weeks. (This is not true of all Karis, however--some of them just never bother eating regular food.)

Ironically, this is made even worse by the stomach's "Cleaning" mechanism. Since Kari stomachs are so large, it's very difficult for them to squeeze every piece of their meal into the intestines, meaning all kinds of other garbage can get left behind--even bones and other remains. To help this detritus make it's way into the intestines, Kari stomachs secrete a large amount of lubricant along with their bile, meaning Kari stomachs are among the slimier variety. Ironically, this lubricant can actually aid a meal in escaping, if said meal is skilled enough.

Many Kari species do not have a second stomach in their human torso--their main stomach is the only one they possess. Other species do have a torso stomach, but it is generally weaker than normal.

Mating Habits: Kari have powerful sex drives; when the mood hits them, they will typically mate with whatever they can get their hands on, whether it wants them to or not. They're not completely stupid about this--they won't pin down a Naga Queen in full view of her bodyguards--but most of the time, if they think they can get away with it, they will hump the first thing they can pin down. Their targets include almost everyone--girls, demonesses, angels, other Kari, nagas, centauresses...

Ironically, despite the fact that sex would be a perfect delivery vector for their paralyzing honey, they will almost never eat someone they have just had sex with. In fact, if their sudden "mate" accidentally imbibes some, the Kari will often protect her from other creatures seeking to eat her until the effect wears off. Most believe that this is to ensure that Karis can continue to mate in the first place. If mating with one meant you would just be eaten afterward, people would go to much greater lengths to defend themselves from a Kari's "Affection."

One of the reasons Karis need such a strong sex drive is, embarassingly enough, because sex is mechanically awkward for Karis to have. Their eight-legged form is bulky and awkward, making it difficult for Karis to find good positions to grind on one another. Nature has solved this in two ways, both of which are fantastically frightening for other species. First, the sexual intensity of breast manipulation, particularly sucking, is greatly increased in Kari. The fact that their nipples are about head-high to most other species makes this even more relevant. Second--and more disturbingly--Kari do not have flowers or vaginas in the traditional sense. Their flower is literally integrated into their mouth, stretched all across the sphincteral entrance to their cavernous stomachs.

In other words, the fastest way to get a Kari to orgasm is to shove yourself in and out of her throat. (Is it any wonder they're sexually frustrated?)

It does help explain, though, why most of the Karis who can read and write spend their time writing smutty fantasy novels where two girls have sex while they're trapped halfway down the throats of two Karis who are also having sex...it's apparently a fantasy all of them have had at one point or another.

Climate: Kari are found in most temperate climates, typically drier ones. They are common in mountainous areas, steppes and forests. They avoid marshlands and rivers because their sharp legs have a tendency to stick in the mud, and they avoid cold places because they have so much exposed skin. They are perfectly comfortable in hot and arid climates, but avoid sandy areas for the same reason they avoid marshes.

Special Abilities: Kari honey is a paralytic agent and can be squirted a short distance from their breasts. It causes weakness if it contacts the skin, and complete paralysis if drank. The armored segments of Kari are very hard to pierce, being equivalent to a quarter-inch of steel. Most Kari use this to their advantage, using their armored limbs to keep enemies at bay until the time is right for them to attack. Many even use their legs as makeshift shields. The tips of their legs can be quite sharp, making their kicks surprisingly damaging.


Kachiks

Kachiks are taurs who's lower halves are those of gigantic, armored scorpions. Like Karis, they have a mouth at the front of their body, but it is circular and barbed with teeth like a worm's maw. They do not usually possess pincers but do have a stinger, claw, blade or grasping pincer at the end of their long tails. (The exact equipment varies by species.)

Kachiks are very tribal and fairly xenophobic. They almost always hunt in large packs, living together in camps or caves which they guard jealously from outsiders. They are suspicious and guarded around anyone who is not from their tribe, but once a creature has gained the trust of these monsters, they are accepted as one of their own and guarded with just as much zeal as the rest of the tribe. They are intensely loyal to those they consider their own.

Kachiks typically have their own tribal chiefs and shaman who maintain their autonomy even when the Kachiks are members of a greater monster tribe. These chiefs rule by wisdom rather than by force, and disputes are settled on a case-by-case basis by the shaman or--failing that--the chieftan.

They are a species with a fierce warrior spirit, revelling in the hunt. They are not sadistic or cruel, but are quite savage, subduing enemies and prey alike with great strength and skill. The hunters of the tribe often bring prisoners back to feed others, which is a rarity among most monsters. This allows some Kachiks to perform non-hunting roles in the tribe, the most well-known of which is their alchemy. Kachiks are poor magic users, but they make up for this with unique salves and powders that create a wondrous variety of supernatural effects--many of which surprise even conventional alchemists. While a normal alchemist can brew a potion to restore mana or to cure a poison, Kachik medicine women can brew potions to bring good fortune or to make it rain. One well-known variety is even said to allow the user to journey to a distant place via the dream world. These salves are not usually drank but are, instead, applied to the skin.

Other specialized kachiks focus on producing weapons, most commonly bows or crossbows. Kachiks are even slower than Karis and often need to resort to ranged attacks to bring down their prey. This is also why they tend to hunt in large numbers and are very skilled at laying down traps.

Feeding Habits: Kachiks tend to hunt in large groups. Rather than hunt down a single adventurer, they are more likely to attack a caravan, city, or another large group of monsters, eating and capturing as many as they can. They will often store captured girls inside cages that they strap to their backs; other, less affluent Kachiks will simply tie them up and march them or, in extreme cases, carry them kicking and screaming back to the Kachik's camp.

Girls who believe they're being spared, however, are in for a disappointment. Most of the captives, upon reaching the Kachik camp, will immediately be fed to the tribe's alchemists, shaman and other stay-at-home types. The strongest--those who fought the hardest and displayed the most bravery--will be saved and fed to the Chieftan. This is the Kachiks' way of showing respect to their defeated enemies, though that gesture is lost on most girls who continue kicking and screaming all the way to the stomach. A few captives will be saved for later, fed and kept inside a cage until someone's tummy starts rumbling. Sometimes these girls even get a chance to talk to their captors, but most Kachiks consider it unwise to get too attached to one's dinner. (Even so, more than a few girls have managed to talk their way out of being that dinner...)

The circular mouth of a Kachik is not very large and it can be difficult for them to swallow resisting prey. Their armor plates, while invaluable in combat, make it much harder for their bodies to stretch and this means some effort is required to shove the prey into their bodies (though the barbed teeth prevent them from slipping back out in the meantime). As the prey enters the stomach, a seam between the plates on the Kachik's underside opens up to make room for their now-bulging belly. This provides an additional weak spot, but as it is on the creature's underside and fairly low to the ground, it is generally difficult to exploit.

Mating Habits: Kachiks have a surprisingly formalized system of mating. Each Kachik has a unique token, typically a rune etched onto a piece of stone, that is placed into a large pot. Each night, these stones are removed from the pot, two at a time. The owners of those two stones are one another's mates for the evening. Kachiks do this to emphasize the unity of their tribe; instead choosing one person over another, you should strive to love the whole tribe. Those nights when you pick someone you don't particularly fancy are considered the most important, as those provide the greatest opportunities for growth; mating with those individuals strengthens the tribal family far more than two existing lovers having sex for the umpteenth time.

On the occaisions when one or more non-Kachiks are within the tribe, they are typically expected to follow this same system, having sex with whatever Kachik they draw.

Kachiks choose which days they want to put their tokens into the pot; if a Kachik doesn't wish to mate, they'll simply hold on to it until the next night. Trading tokens with others after the drawing is a very touchy subject and is discouraged, but many Kachiks will take a particular liking to a person and engage in frequent "non-token" sex with them. Withdrawing oneself from the token process while still having sex is considered selfish, however, so most do this in addition to the nightly token drawings.

Climate: Kachiks are most commonly found in deserts and barren plains, but are otherwise found in much the same places as Karis are. They tend to congregate near large mountains or other geographical features which they build their villages around (or in). Kachiks hate the cold and are almost never found in arctic or even sub-temperate regions; conversely, they are perfectly comfortable in hot regions (even volcanoes.)

Special Abilities: The natural armor of Kachiks covers a much higher percentage of their bodies than a Kari's armor; everything except their torso and tail is highly resistant to physical damage. (The spaces between their legs are unarmored but very difficult to get to.) As one might expect, Kachiks can inject poison from their stingers. The effect of this poison varies with each species of Kachik, but most are of a straightforward, hit-points-draining variety. A few are more exotic--causing temporary blindness or hallucinations, for example--and one species is even known to inject a powerful mind-control agent, compelling their prey to jump down their throats.


Arachnes

Arachnes are the more conventional 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. Though their lower half is exoskeletal, their exoskeletons are not generally strong enough to qualify as armor. On the plus side, Arachnes are quite a bit lighter than Karis and Kachiks and have the ability to skitter up walls and trees with much greater ease.

Arachnes come in two varieties: Solitary and swarming. Solitary arachnes are exactly what you would expect; they will build a web in a secluded part of the forest and wait for prey to come to them. They spend a lot of their time sleeping in their hiding place, awakening abruptly when something disturbs their web or when their hunger reaches a certain level. Hungry Arachnes will take to the hunt and attempt to find someone to eat, but most of the solitary ones will only do this when they have to, preferring simply to move their webs or keep waiting.

Swarming arachnes are more aggressive and typically work in groups. Swarming arachnes will build webs that positively infest an area, making it practically impossible to travel through without being caught. They will gradually expand from the area they start in, forcing the other creatures to either move somewhere else or face an ever-increasing risk being caught in an Arachne's web. The less prey there is in an area, the faster the Arachnes will expand. When threatened or when exceptionally hungry, the Arachnes will become highly aggressive and swarm over everything in sight, webbing and devouring everything and everyone until they are satiated or the threat has abated. They then return to their webs to rest and digest, waiting for the next victim or serious hunger pang, whichever comes first.

Feeding Habits: Arachnes primarily hunt using their webs; see "Special Abilities" below.

It is worth noting that most Arachne species digest very slowly. Their metabolisms are slower than other creatures, owing to the need to wait for prey; they spend most of their time sleeping and thus they want their meals to last. To prevent the prey from escaping during this time, the Arachne's stomach excretes the same paralytic agent that their breast honey and webs do. A hapless girl can spend as long as a week churning inside an Arachne, fully able to sense her predicament but utterly helpless to do anything about it. This does help those who may be inclined to rescue a girl who has been eaten by an Arachne, however, as there is much more time to gather reinforcements and mount a rescue.

Mating Habits: Solitary Arachnes are actually very shy and rarely mate with their own kind. When they do mate, it is usually with someone whom they have caught in their web--they will often blush, explain their "needs" and apologize profusely as they gingerly pull their victim's clothing off. Swarming Arachnes have the same tendency but are a lot less subtle about it; they often just rip the clothes off and "Gang-bang" their hapless victim, a dozen different arachnes touching, caressing and licking whatever creature is trapped helplessly in their web. Arachnes of both types actually seem to be fairly uninterested in their own kind, whereas they have a fetish for mating with other creatures and non-monsters in particular. Some Arachnes--typically swarms--will actually caccoon a girl after mating with her, only to dissolve the caccoon later on so they can mate with her over and over again.

Whether an Arachne will eat a girl after mating with her varies by the individual, but typically depends on how hungry they are. A sated Arachne will often release a girl after mating with her; a hungry one will go ahead and eat her anyway.

Climate: 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.

Special Abilities: The most notorious of Arachnes' abilities, and the one they are known for, is their webs. Astute readers may already wonder why anyone would be dumb enough to intentionally wander into a gigantic web, and they'd be right to. The answer is that Arachne webs don't always wait for prey to come to them. While they are more than capable of trapping anyone who touches their strands, that's actually the last stage of the capture process.

Once an Arachne has built a web, it will slowly start secreting small airborne tufts, resembling dandelion seeds or whisps of cotton. These tufts are carried by the wind and settle on the ground near the web, connected to it by a thin, nearly invisible strand of silk.

Arachne webs are actually living creatures of a sort, possessing numerous abilities. In addition to being extremely sticky, they have powerful attractant magic. They can sieze something and yank it towards them with great force. However, this ability is easily depleted if overused, so the web typically only uses it when it needs to--such as when it knows prey is nearby. It uses it's tufts as it's sense organs; when a living being touches one, the web will sense them and cause them to go flying through the air towards it.

In other words, you don't have to walk into one of these webs to become trapped in it; all you have to do is accidentally step on one of it's spores and ZOOM! You're flung through the air and land inside a strong, sticky web.

It is also important to note that web spores only activate if the target has a direct line of sight to the web. The web doesn't want to waste it's energy flinging people into trees.

While this is the most common method, not all Arachne webs operate in this fashion. Many take the simpler route of being invisible. Others intentionally remain sparse and fill themselves with lures, tempting potential prey into risking venturing into the web's radius to claim the treasure within, hoping they will make the one misstep that will be their doom.

Once prey is in the web, it doesn't need to use it's magic anymore. Arachne webbing contains small amounts of the same paralytic agent as their honey and the strands are sticky enough that it is very hard to pull yourself free of them, especially if you're suspended in midair. Meanwhile, your impact and subsequent struggling cannot help but attract the Arachne's attention.

Once this occurs, the Arachne will do one of three things. She will either eat you, hump you, or save you for later. Arachnes don't always have the luxury of regular meals, so if they are already satiated, they will opt to store their food. They will first sedate it by administering their honey; like Kari honey, Arachne honey is a paralytic agent. Once they are satisfied that the prey isn't going to thrash it's way out of the web anytime soon, they will start weaving a caccoon of silk around it, trapping it inside the web for good. Once you're in, the odds of getting out on your own are very small; As Arachne silk contains small amounts of the same paralytic agent that their breasts excrete, the caccoon will keep the target sedated almost indefinately.

Once the Arachne's tummy starts to rumble, she will emerge once again. She will squirt a bit of her honey on the coccoon to dissolve it and further erode any chance of her target resisting, then swallow it at her liesure.

In addition to weaving webs, most Arachnes can shoot webbing at a target to slow it down or immobilize it. Some powerful arachnes are capable of channelling and amplifying their spells through their webs, but these are less common.

Arachnes can suspend themselves on almost any surface and are nearly weightless while climbing. This is predominantly a magical ability, but they do make some use of the sticky substances their body produces. They are also immune to their own webbing and that of most other arachnes; their legs and skin secrete small amounts of a substance which dissolves it (the same substance that is present in their honey) and this coats them well enough that, while they can climb on the web, they cannot become trapped in it.


Centauresses

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 rampaging 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.

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.

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.

Centauress society is fairly straightforward: Most live in villages which have a tribal 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, provided they haven't marked you as prey or as an enemy of the tribe. They are generally wary of non-monster races, but will typically accept them if they are not hostile. Centauress villages are one of the few monster areas that a human can safely enter unannounced (though there are exceptions).

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. If the Centauress is by herself, she will often rely on some sort of poison-tipped arrow or spearhead, paralytic poisons being the most desirable.

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.

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.

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.

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.


Mermaids

The gentle scourge of the waves, the oft-maligned Mermaids are actually quite gentle and kind but nonetheless often have a dire reputation. This reputation stems mostly from the fact that the only mermaid a land-dweller ever sees is one who is in the throes of irresistable hunger.

Mermaids do their best to live off of kelp, waterborne fruit and the occaisional small fish. However, small fish are rare (most fish only live if they're big enough to eat a mermaid themselves) and kelp and fruit can't sustain most races for very long. Mermaids are no exception. Though they try to resist, each Mermaid eventually succumbs to her need for living prey.

When this happens, they surge to the surface and the beaches, looking for unwary swimmers or seafarers. If they find a ship, they might jump up and snatch a girl off the deck when the others aren't looking. If they find swimmers, it's all too easy to make sure one of them doesn't come back up for air.

Only then, when their bellies are full of still-wriggling prey, can they return safely to their undersea cities.

That might not seem like a big deal, but like most creatures, Mermaids should ideally eat living prey at least every few days. The longest they can last is a week before going mad with the desire to taste another creature's skin barging it's way down their throat. This means that mermaid attacks are not only common, but intense. Mermaids are frenzied with hunger by the time they reach the surface, ready to fling themselves onto the deck of a ship to fight it's crew face to face, a slavering desire burning in their normally placid eyes. Sometimes, when food has been scarce, hundreds of deranged-looking mermaids will leap from the water, grasping at anyone they think they might be able to get their hands on.

In short, mermaid attacks are unnerving.

Because of this, most girls are quite shocked to find out how calm and civilized the merfolk are once you reach their cities in the deeps. Most are outright apologetic about their behavior, embarassed that they need to devour other creatures to stay alive. Typically only other aquatic species know how benevolent mermaids are when they're not in a hunger frenzy.

This shame has been used to political advantage more than once. History is rife with stories of Gurglemeister or Angel leaders offering their followers as willing prey to the mermaids in exchange for alliances or trade goods, which the mermaids--blissfully relieved that they don't need to take unwilling prey--gladly provide. Other, even less savory deals have been struck with less scrupulous mermaids, wherein they give favors to one faction in exchange for convincing another faction to send more ships to sea...

Feeding Habits: Mermaids almost always attack landborne species that venture into the water. They abhor the thought of eating their own tribemates, and though there are other aquatic species they could feed on, they are at a disadvantage against most of them in combat. A xebbebba or octopus girl can trap a mermaid in it's tentacles and force her into it's maw with terrifying ease. Most giant fish have giant mouths, making them just as dangerous to hunt. In fact, mermaids would be at the bottom of the ocean's food chain if not for their organization and their skill with magic; they often defeat xebbebba attacks through superior strategy.

Landborne species, on the other hand, are almost defenseless in the water. A mermaid can swim up with lightning speed, gulp her down, and be back to the depths before anyone knew what happened.

Mermaids possess a single stomach that starts in their torso and runs a short ways into their fish-body. Though it is inevitable that a mermaid would ingest seawater along with her meal, their stomachs are designed to quickly absorb seawater and ferret it out of the mermaid's body so the stomach can focus on it's meal.

Mating Habits: Mermaids have a variety of mating habits, with none of them predominating over others. Like some other monster species, Mermaids often gain an infatuation with normal girls, seducing swimmers, divers, and even sailors. Stories of kind and loving mermaids contrast severely with stories of frenzied mermaid attacks, leading many to believe (falsely) that there are, in fact, two different types of mermaid.

Climate: Mermaids are, obviously, found underwater. They prefer open seas, but smaller groups of them are sometimes found in lakes or even large rivers. Subterranean grottoes are also a very common place to find Mermaids. Extremely cold waters do not often house mermaids; they are more commonly the homes of sea naga or other, more resilient races.

Special Abilities: Most mermaids have the ability to temporarily morph their fishlike tails into a set of human legs. This ability cannot be used indefinately, however; after a day or so the mermaid will need to return to the water. If she does not, her legs will still revert into a tail, and she will not be able to turn them back into legs until her tail has spent at least two hours immersed in water. Most mermaids are not accustomed to walking, and can often be recognized by their awkward, careful gait and frequent stumbling.

Many mermaid magic-users have the ability to fly (or, more appropriately, "Swim through the air") but this can only be done for short periods. It is most commonly used to attack boats or prey that is near a shore. Mermaids are much slower swimming through the air than they are in the water.


Drakes

Drakes are draconic hybrids, sharing characteristics of humans and dragons. They are strong, fast, and well-protected by their dragonscale hides. This power comes at a price, however, as drakes have high energy needs and are often sluggish when they are not on the hunt.

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 firey 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.

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 recieve by the rest of the humans, of course, varies a great deal...

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 sub-species are actually more powerful magically than physically--they're simply the minority.

Feeding Habits: Drakes feed on a wide variety of prey; typically anything they can spot from the sky and don't have a reason not to eat. They have powerful appetites and easily eat twice as much as your typical monster.

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.

Mating Habits: Drakes do not have a terribly strong sex drive 98% 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 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.

Climate: Drakes are found in all climates, though different sub-species prefer different climates.

Special Abilities: Drake wings are very strong, making them fast and skilled fliers. They are also heavy, meaning sustained flight, especially at high speeds, is tiring for them unless they've had a lot of practice. Most drakes can breathe fire; those that don't can often breathe something else, such as ice or lightning (some demonic drakes even breathe elemental darkness). Drakes have iron-hard claws and scales, affording them both natural weaponry and protection. Drakes also possess tremendous physical strength, exceeding that of practically all monsters and even most demonesses their size. (They are comparable in total strength to Thaegons; they are stronger per-pound but weaker in literal terms, since Thaegons are much larger than Drakes.)


Frimbos (frog girls)

Frimbos (a.k.a. Froggy Bimbos) are amphibian humanoids that are a cross between a frog and a girl. They aren't terribly strong or dextrous, but they can fit just about anything in their stomachs--and if they can't, their sticky tongues shrink just about anything they touch anyway.

Frimbos are best described as "elastic." Their bones are flexible, every part of their skin is stretchy beyond what is normal, and they have muscles that allow them to contort in ways that other creatures could only dream of. Their muscles, while not necessarily strong, contract extremely fast. In addition to the normal muscles that push food down the throat, Frimbos have a second set of muscles lining their throats and jaws that pull them open. Frimbos can open their mouths and throats extremely wide, going from a dainty set of lips to a two-foot-wide tunnel in a split second. In addition, while their magical abilities are mediocre in most other ways, their long, frog-like tongues channel very powerful effects. Besides having sniper-like aim, they bind to the target, reduce it's weight, and shrink it to as little as 25% of it's original size all in the moment the tongue hits. It then yanks them back into the Frimbo's enormous maw, allowing her to swallow her prey in seconds without any resistance. The shrinking and weight change only last a few moments, but by the time they wear off it is too late--the target is already in the Frimbo's belly.

This ability is what makes Frimbos dangerous--they can eat things their own size faster than just about any other creature. There's rarely any question as to whether a Frimbo can eat you; the question is whether she can keep you down. The extreme elasticity of their bodies and muscles means their throat can't constrict with nearly as much strength as a normal creature, making a Frimbo stomach one of the easiest to escape from. This is not to say that it's effortless; it's just that a strong opponent who hasn't been weakened can force her way back out with the proper technique or enough brute force. Thus, while most creatures must combat their prey before they swallow it, a Frimbo's struggle with her meals is after. She doesn't need to weaken her target before eating it, but she must use all the strength she has to keep her struggling meal in her stomach where it belongs.

Frimbos have a reputation for being stupid and obnoxious, particularly among the Blackscale and Kassan (which are, ironically, two of the tribes they are most common in). This reputation is not particularly well-deserved; it is essentially just a commonly held prejudice. The truth is that many monsters are just uncomfortable around Frimbos because Frimbos can eat other monsters so easily--and freely do so. The fact that other monsters call them names doesn't dissuade them any. It is actually not that difficult to make friends with a Frog Girl, especially if that's what you call them (they consider the word "Frimbo" to be an epithet, despite the fact that it's the word everyone else uses). That is, of course, if you are able to make contact with her before she eats you.

Feeding Habits: If it moves, a Frimbo will eat it. If there isn't something churning in their belly, they're on the hunt. Frimbos have been likened to walking garbage disposals; they never seem to stop eating unless their belly is already bulging, and they don't seem to care in the least what they eat, so long as it can squirm.

This part of their reputation is deserved. Frimbos will eat anything--even other Frimbos. Their favorite foods are small reptiles and amphibians, fae, and angels. They prefer these prey because they have weaker muscles and are less trouble to keep down. For the same reason, they avoid demons, drakes, and other physically strong races.

The digestive juices inside a Frimbo are different than those in most other species. Among other things, they are better at dissolving solid matter like bone and metal. It is not uncommon for a girl's armor to dissolve before her clothes do if she's trapped inside a Frimbo. Frimbo poop contains almost no solids--it is, in fact, more of a lumpy liquid than anything else. Ironically, the Frimbo does not actually use such solids as nutrients. In fact, that's why they can dissolve them so fast--their body doesn't want them, so it can dissolve them in ways that would otherwise render them unusable. Most of the solids are converted into liquids or gasses that are simply expelled from the Frimbo's body.

Conversely, their digestive juices are very picky when it comes to digesting other things. They take the slow route with flesh and meat; Frimbo acids work slowly enough that they have actually been described as "drool with a twist of lemon." Their muscles don't work particularly hard either. Frimbos would likely get no nutrition at all were it not for the fact that the heat and gasses in their stomach cause just enough vertigo that their prey eventually can't try to escape anymore.

Mating Habits: Frimbos are one of the few greater races that often "mates" with lesser beasts. (Yet another reason they have a bad reputation among other monsters.) They favor frogs and other reptiles, but they have been known to grind on everything from bunnies to sleeping dragons (though those who choose the latter don't tend to live very long). Frimbos are more than happy to mate with other humanoids if it is offered, but they won't usually seek it themselves (too much trouble). Few are willing to go near enough to a Frimbo to ask, considering Frimbos are so notorious for eating anything that comes near them if they are hungry. They are generally safe to approach if they've fed recently, but few girls ever take the time to learn that. Friends and mates are counted among the only living things a frimbo will not eat, however.

Climate: Frimbos are typically found in warm, wet places. Swamps, rivers and bogs are their favored habitats; they greatly dislike dry, hot, or cold areas, though there are a few varieties that live in deserts (these typically burrow and hide in the sand and are more lizardlike than their amphibious cousins).

Special Abilities: Aside from the abilities of their tongues and muscles, Frimbos possess no other particular abilities.


Seipharids (Moth Girls)

Seipharids are humanoids with moth-like wings, fine fur coating their bodies, and, frequently, four arms. While not as overtly insectile as Arachnes, they nonetheless share many characteristics--including, strangely, the ability to shoot webbing. In fact, the ability to shoot webs is almost as common among Seipharids as it is among Arachnes, though the majority of Seipharids cannot create actual webs. They fire this webbing from the palms of their hands and is used to immobilize and partially incapacitate their prey. Their webbing is actually very thick and has an almost cushioning effect, but it is very stretchy and sticks very strongly both to itself and to skin (it does not stick as well to other materials, however). Like Arachne webbing, Seipharid webbing is a sedative, though it has slightly different effects. Rather than simply paralyzing the target, it places them in an extreme state of relaxed contentment.

This actually fits their character; Seipharids are usually kind and gentle, even when they are on the hunt. Their most common forms of prey are fae and harpies, which they shoot out of the air with their webbing. When not hunting, Seipharids are unaggressive, though shy. They prefer not to emerge at all during the day, and will avoid most creatures (excluding their prey) when they do emerge. They are most common on dark worlds with a large number of caves or large trees which they can make lairs in. While they cannot spin webs that will hold up on their own, they can create de-facto pillow-like furnishings for these lairs, making them easily recognizable.

Seipharids are typically non-racist; if another creature will accept them, they can be very friendly. This rarely occurs, however, as they are not only a monster race, but a fairly strange-looking one. In addition to their wings and multiple arms, Seipharids have jet-black eyes and feathery antennae rising from their foreheads. When it does occur, the person often finds they have a lifelong friend in the Seipharid--and, often, in all of her kin. Seipharids tend to react fairly strongly to friendly gestures by other creatures, with the exception of demons (simply because they think demons might be faking it).

Some Seipharids can change their color slightly to match their environment, and most Seipharids will naturally be colored in a way similar to the environment in which they were born.

 

Humans in Beastspace

Beastspace is a chaotic realm where every living creature is in a nearly constant state of hunger and humans, like all other creatures, are under constant attack. There is little rest for humans in Beastspace, but the frenzied energy that fills this realm means that it is rarely needed--just as your typical monster will consume several if not dozens of girls in a day, a typical girl will consume several if not dozens of monsters, keeping herself in a constant state of strength. The physics of Beastspace are such that digestion is much faster than normal, and stretching one's belly is rarely necessary to accomodate large prey; space will distort itself so that one's body can accomodate the creature with very little stretching. This is an absolute must for survival in this realm, because one is never truly safe from attack, and having to fight with a gigantic, bulging belly can spell doom for a girl.

All of the hunting and combat does not leave as much time for the finer arts of civilization, meaning many humans in Beastspace make do with rapidly produced weapons, armor and clothing. However, because creatures digest so fast in this realm, well-made items last a great deal longer than usual, so if a quality item is made it tends to last through dozens of owners. This means that many girls, particularly those with good combat skills who manage to survive their first few fights, can end up possessing enchanted equipment just as powerful as that from any other realm. Good equipment is usually looted, often off of one's prey.

Valuable metals also grow very quickly in this realm, meaning the locals can often trade with cultures in other realms for exotic and powerful weaponry and items.

Genetically, humans from Beastspace are nearly identical to humans from Prime. Most of the major differences, such as the drastically increased need for food, are caused by Beastspace itself rather than from the girl's body. A girl from Beastspace will only have a slightly faster metabolism than normal if she leaves for any significant period of time.

Girls from Beastspace are intensely combat-oriented. Very few possess other skills, and those they do have are always skills that can be used in combat one way or another. Alchemists focus on combat potions, tailors focus far more on defense than fashion, and weaponsmiths favor brutal, ugly and easily produced weapons over elegant ones.

The line between monster and human societies blurs in Beastspace, and societies are often so fragile that entire areas can be overrun by nearby monsters and devolve into melees where it's every creature for itself. In such chaotic areas many hunters, both human and monster, will team up in order to bring down prey. It is not uncommon to find humans and monsters hunting together, and anarchic jungles are far more common than civilized areas, meaning the majority of the population will either hunt with one or two companions or on their own, with all other creatures being both potential predators and potential prey.

 

 

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