Prime

 

(This is the realm that all of the games take place in)

Prime is the central universe of Ishara. It is the largest, the most populated, and has the most interconnections with the others. It consists of a large number of miniature planets, varying from a few miles to a few thousand miles in diameter. Dotted between these planets are bright, firey stars of similarly small sizes. They are fairly static, holding their positions relative to one another rather than orbiting or moving (or, rather, they all orbit a single galactic center along roughly the same vector). The day and night cycle of planets in Prime are dictated by their closest stars and are often only partial; "night" on a certain planet may still be light, depending on whether there are stars near both sides of it. Seasons, when a planet does have them, are typically caused by axial rotation or the metabolic processes of the planet itself (planets and stars are living entities in Ishara, albeit of a considerably different kind than animals and plants).

These planets have surfaces brimming with life of all kinds. Typically hungry kinds. Most of these creatures, be they girls, monsters, or beasts, remain on that planet throughout their lives. A few cultures, however, are capable of space travel and ply the stars between the planets seeking adventure or wealth. This is a dangerous game, however, as the space between the stars is just as brimming with life as the planetary surfaces--or, in less polite terms, space is filled with gigantic monsters who devour ships (and each other) whole.

The majority of the action takes place planetside, where factions of girls, monsters, angels, demons, faeries, and other, even stranger creatures vie for survival and prosperity. No two planets are quite alike, each housing it's own wonders, intrigues, and adventures.

Despite the diversity of the countless planets in Prime, the gene pool tends to favor a few particular groups, causing them to emerge as factions all over the galaxy. Each genetic archtype has it's own; in the case of humans, these groups are called "Clans," and are similar in function to the genetic families in other realms. What's more, most of those other-worldly groups appear in Prime as well, making it the most diverse realm. Millions of demonesses, monsters, angels and faeries live on the planets of Prime, sometimes even outnumbering the native Girl clans.

Note that the clans do not always go by the names mentioned below. "Clan" is a genetic distinction, and many clans who share genes go by different names. There's also all manner of hybrids and sub-families within each clan, giving rise to sub-factions both major and minor. (For example, the "Velvet Intestine" clan from VRPG is a sub-faction of the Velvet Flower clan) Some of the clans have these alternate names listed in their clan description.

The Great Girl Clans

The Girlyburp Clan

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.

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 born 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.

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?")

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.

Common Family Names: Girlyburp, Lynn, Sailheart, Tummyrumble, Candybubble

Spin-offs: The Dainty Darlings (Though ironically, the two clans are usually enemies)

Dominant Religion: Pantheonism

Favored Deities: Trina, Fabulara, Ruble

The Gurglemeister Clan

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.

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...

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.

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!)

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!

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.

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.

Common Family Names: Gurglemeister, Groaningbelly, Hotpit

Dominant Religion: Rumpibumpi

Favored Deities: Pervertia, Yttme

The Ironbelly Clan

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.

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 born 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.

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.

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. (They would be equally happy to learn light magic from Angels, and they do when the opportunity presents itself--however, Angels are typically harder to find than Demons.)

Common Family Names: Ironbelly, Shadowback, Hellana, Stonefist

The Velvet Flower Clan

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.

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.

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 existance. 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.

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 to 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.

Common Family Names: Vellana, Heartspear, Rosepetal, Jadethorn

Spin-offs: The Velvet Intestine Clan (Hybrid with Gurglemeisters), the Dark Flower Clan (Hybrid with Darkswallows)

Dominant Religion: Shotokan

Favored Deities: Trina, Ruble

The Firebelly Clan

The Firebellies are a warlike clan that is valued for it's martial skills and feared for it's temper. While they are willing to deal with other clans, they are always suspicious of them and do not make friends easily.

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.

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).

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.)

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 occaisional 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...)

Common Family Names: Firebelly, Zarana, Kalexis

Dominant Religion: Pantheonism

Favored Deities: Zaera

The Demongut Clan

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.

Demonguts do occaisionally 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.

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.

Common Family Names: Demongut, Flamebile, Dragonthroat

Dominant Religion: Pantheonism

Favored Deities: Zaera, Saclia

The Darkswallow Clan

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.

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.

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.

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.)

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.

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.

Common Family Names: Darkswallow, Kaleta, Spinebelly, Exitus

Spinoffs: The Dark Flower Clan (Hybrid with Velvet Flowers)

Dominant Religion: Empiricism

Favored Deities: Irael, Gethross, Meisha

The Whitethroat Clan

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.

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.

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.

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.

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.

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.

Common Family Names: Whitethroat, Deeplady, Snowbreast, Sillana

The Mecki Clan

A clan known for their contraptions, the Mecki clan loves to make odd things. They have more enchanters, artificers, engineers and alchemists than any other clan, and rare indeed is the Mecki girl who does not have at least a little skill in crafting.

Meckis also have a tendency to combine crafting abilities in unusual ways. They might, for example, use a powdered gem as part of a potion, then use the potion as part of an enchantment. Others might use a combination of simple enchantments to make a very complex effect, combining gears, potions and fire spells to make a motorcycle, for example.

These strange contraptions are the clan's primary advantage and their primary form of trade. They sell these devices and artifacts to other clans and use them to power their armies. As a result, the Mecki tend to be both adaptable and inconsistant. Some Mecki clans will have armies that are nigh-unstoppable while others can be rolled over with a minimum of effort, all depending on what devices they have built and in what numbers. While one group of Meckis may have been building railroads and technomantic sex toys, another may have been building an army of tanks, warmechs and battleships.

These armies are not necessarily deployed all that often, however. Meckis are socially very tolerant of others, whether they be from another clan or even another species. They rarely start fights, and most of them are willing to forgive an attacker if they believe their apology is sincere.

One drawback to having so many crafters in one clan is that some of the other functions go unfulfilled. Few of the Mecki have the patience for guard duty, and few Engineers have the skills to capture creatures to eat without resorting to some strange device (which is what they usually end up doing). They can make up for most of their deficiencies with their magical or technological items, but if you catch a Mecki unprepared, she's usually screwed.

The Mecki are one of the few clans who have a consistantly positive relationship with the Black Crescent clan. First off, they both love submarines, whereas most other clans are lucky if they've ever even seen one. Second, they both love starships. Third, the Mecki can provide the Black Crescents with all of the aforementioned, complete with all kinds of cool whizbang gadgetry. And fourth, the Crescents' spy network can give the Mecki a heads-up on any attack that might be coming from another clan. So while they're not quite sisters, the Crescents and the Meckis are generally very friendly with one another.

The Mecki are capable of making enormous amounts of money with their skills, provided they put them to the proper use. While they are always hesitant to sell weaponry and war machines to other clans (for obvious reasons) they can make a killing by building, selling or using equipment that serves other functions for their clients. Vehicles and mass-transit can provide a hefty chunk of income, as can simple widgets like long grabbing arms that help other girls harvest nuts from carnivorous plants without becoming meals for them. They also love to trade in gems, though they always seem to prefer buying them to selling them.

Common Family Names: Mecki, Zurabelle, McWidget

Predominant Religions: Empiricism, Rumpibumpi

Favored Deities: Technicia, Meisha, Ruble

The Maizer Clan

The gluttonous Maizers seem nice enough on the surface. They are careful not to offend other clans and are actually very open and friendly, forming trade relationships and helping other clans with their business. They go to great lengths to maintain this facade of benevolence, because if the other clans found out what their interests really were, their main source of food would be cut off.

Maizers are secretly taught mastery of powerful shrinking magic from a young age. After the Maizers have spent a certain amount of time building up a relationship with the surrounding clans, certain members of those clans will start disappearing. Most assume that they fell prey to monsters; this is, after all, a common occurrence.

The truth is much more insidious.

A Maizer's favorite way of scoring a meal is to make friends with another girl, invite her over one night, then shrink her. Maizer shrinking magic is incredibly powerful--it is practically permanent, and even skilled mages find it very difficult to break the spell. For those Maizers who don't use magic, they can use one of the potent shrink rays or shrinking potions their clan can provide; this clan has an unsurpassed mastery of both. Once shrunk, the poor girl will be practically at the mercy of the hungry Maizer.

Maizers love this part of the game. Some will taunt the girl for a while, while others can't wait to get them down into their belly. Some will even keep them as playthings for days on end, but ultimately, they all end up in the same place: The Maizer's belly.

Most clans have no idea how many of their members are being shrunk and swallowed whole by gluttonous Maizers. While most limit themselves to indulging in a girl every week or two, some Maizers may end up swallowing as many as four or five girls per week, or even per day. Some even build up collections of prisoners, making the survivors watch as their former compatriots are eaten.

Some Maizers abstainfrom this practice, either because they have ethical issues with it or because it would pose too great a risk. Few betray their clan's secret, however, because to do so is practically a guaranteed way to find themselves on the losing end of their own clan's shrinking magic. When they do warn others, it is discrete and not necessarily very specific, and they will typically only warn those they care about. Most Maizers already have plans in place to handle renegades who go blabbing to the other clans; they will have any number of stories and trails of falsified evidence to exonerate themselves at any given time.

Maizers--whether genetically or due to their gluttonous diets--have extremely large breasts and are often more thickly built than other clans.

Common Family Names: Maizer, Bostella, Gholita

Predominant Religion: Pantheonism

Favored Deities: Zaera, Phoebe

The Black Crescent Clan

The stereotype that all Black Crescents are spies and thieves, while popular, is hardly accurate.

They're also pirates.

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.

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.

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.

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 thrwart magical detection, then rely on old fashioned sneaking to get past anyone who might want to catch them.

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.

Common Family Names: Shadowhand, Stargazer, Moonlace

Predominant Religion: Celestialism (Lunarism)

Favored Deities: Liara

The Beastvine Clan

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 born knowing more about monsters than most girls could ever hope to learn.

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.

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.

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.

Common Family Names: Beastvine, Ephyta, Mountainshadow

Predominant Religion: Totemism/Empiricism/Celestianism

Favored Deities: Trina, Zicata

 

 

Unaligned Girls

Not every girl is born as a member of a clan. In fact, on many worlds, the majority of them aren't. 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 indistiguishable 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.

The distinction between "Clan" and "Unaligned" girls is a hazy one--as clans are partially genetic, "membership" is measured more by degrees than as a simple yes or no. A Girlyburp may only have 15% of the genes that are considered "Girlyburp" genes, and this would be perfectly normal--in fact, it is impossible for a single girl to have all of the genes that are associated with a particular clan, and "purebloods" are fantastically rare--even the most inbred Firebelly will not have more than 35% of her genes come from her clan. "Unaligned" girls are simply girls that don't have enough genes from any particular clan to feel like they're a part of it. They can still join the clan politically, but if left to their own devices, they won't claim to be part of any clan.

Because unaligned girls have a greater mix of genetics, it is sometimes possible for clan girls to be born in unaligned villages. Some will not even realize they are genetically part of a clan, depending on the genetic memories they are born with. Large unaligned villages can brim with girls of every clan, forming a piecemeal society that is far more integrated than others; a city that has a small population from every clan will often see it as natural that the clans get along, even as the planet next to them suffers under massive clan wars.

Girls can also be born of mixed ancestry--a girl who is equal parts Ironbelly and Beastvine is perfectly possible. Such a clean combination of genes is typically only possible when two members of different clans mate, but sometimes the randomized genes of a newborn will just happen to have predominant traits from in two clans simultaneously. In cases where large numbers of such girls are born, an offshoot or sub-clan is often formed (such as the Dark Flowers or the Stonefists).

Many of the large spacefaring factions, such as the Allied Star Protectorate and the Planetary Defense Coalition, also contain a mix of clans. Typically these girls have put aside their old clan rivalries (if they ever knew about them at all) and work side by side with others. Sometimes, though, these clan rivalries can resurface--the Interstellar Assault fleet, which contains a large number of Firebellies, always seems to be at war with the Breasted Regime, which contains a large number of Demonguts...

 

Minor and Hybrid Clans

The Dainty Darlings (By Brad Repko)

This clan is not only the oddest of all the girl clans, but it's girls are the strangest of any creature in Ishara. Where as the Girlyburps are known for weak girls, all Danity Darlings are pitifully weak in all forms of combat and magic. From the simplist of spells to the most rudamentry of physical labors, these girls are horribly innefficient at it. It doesn't help that they rival the Girlyburps as the cutest of clans and the tastiest of morsels, either, which has made some call them by the Dainty Delights, instead. Due to this fact, they reproduce faster than any other girl, and some of the greater monsters too. This could also be an effect of them being constantly digested and the fact that they mate like bunnies, being horny all the time. What makes them so unique, however, is their innability to digest anything with spirit matter present within, or, in otherwords, anything living. Their bodies produce a special chemical that coats anything with spirit matter inside their stomachs with a mucus that specifically reacts with their digestives to cancel out the effects, and in fact, make their stomachs an even more pleasurable experience than it would be. However, this mixture in their stomachs only works with their acids, and can't be used to make anti digestion potions. Although some have came up with the idea of making anti digestion potions from the special ability of these girls, many others have come up with the idea without ever hearing of the Dainty Darlings. In fact, those that use the mucus in the Dainty Delights stomachs as a basis for their research on anti digestion potions typically end up with more questions than results, while those trying to make them from their own studies often have better results. It appears the Goddesses made the special mucuses of these girls stomachs in a unique way that cannot be reproduced, meaning any other forms of anti digestion formulas will have to be come up with from scratch.

Now, the total lack of defenses, even in using vore, may make some of you feel sorry for these girls, but no creature in Ishara would agree with you. That is because ALL girls in the Dainty Darlings clan are submissive, and love to be digested. They are often taken by other girls as slaves or pets, if not eaten outright, and the ones that aren't will go right up to another girl and ask to be her slave. This has made some comical scenes when the particular girl knew nothing of the Dainty Darlings, and having a girl come up to you and ask to be your slave is not a normal occurence in Ishara (except, of course, if you live near these girls). Although pain is less in Ishara, and is inevitably good pain, because it causes pleasure and desire, too, these girls have the pleasure caused by pain amplified, meaning they love really rough mistresses. That isn't to say they don't love mistresses that are loving and kind, they can just climax much more powerfully from pain, and infact, can experience orgasms just from pain alone. The problem with that is, their health is often weaker than most girls because of their unusual genetics, and the fact that they can't digest living beings, so they will faint if someone treats them too agressively, although this can often be solved by magic or enchanted items. Their personalities make them the only girls that are true allies with the Demonguts, as they enjoy making these cuties squeal almost as much as the cuties enjoy being made to squeal. In fact, they make such an impact that even the ferocious, cold hearted Demonguts have been known to break through their shell and become truly sentimental of their favored little pet. They try not to show such emotion to anyone else, although the girl will invariably know it from the emotion involved in their treatment. Of course, the Demongut will show these feelings with increasing wicked tortures, to which the dainty little pet will love all the more. Many girls that don't initially eat them, Demonguts included, can become so emotionally attached to these girls that they become fiercely protective of them, not allowing anyone but themselves to hurt them.

The fact they rival Girlyburps in cuteness, and although the Girrlyburps won't admit it, they are irked with being rivaled in tastiness too, are the main reasons why they can't stand these girls. Also, when they try an agressive approach with them, the Dainty Darlings girls will inevitably become enamored and overjoyed with them, leads only to further frusturation. This distaste towards the Dainty Darlings is not a mutual expression, as they love and enjoy the company of all girls. Some Girlyburps do not dislike the Dainty Darlings, however, and in fact, even like them so much as to join there clan in order to dominate as many of them as they can. These cases are the only exceptions to all Daninty Darlings being submissive, unable to digest, and defenceless, as the leaders of the few towns that aren't 'kennels' to other clans are led by Girly Burps.

Although the Dainty Darlings love all girls and respond to hostility possitively, they have a natural fear of anything that isn't a girl. This isn't as much a dislike so much as a fear of the unknown, as many of them have become slaves and pets to monsters, demonesses, faeries, and even angels. They just find the additional traits in their appearance unnerving and get fearful of them, which can be cleared up with proper handling, particularly the 'tender roughness' aprroach, where they talk to sweetly and caress them gently inbetween brutal bouts of rough handeling. This is a technique especially favored by demonesses. Most Dainty Delights have a secret fetish involving monsters, what it would be like to be owned and digested by one of them, but they keep this to themselves, although, it is of note that some of the happiest of Dainty Darlings were owned by monsters and demonesses.

The Demon Princesses (By Brad Repko)

The Demon Princesses are a hybrid clan of Demongut and Girlyburp, usually with some demoness genes mixed in as well. They are haughty, prideful, and well balanced in all things. It isn't unusual for girls of the Demon Princesses to dabble in several things at once, like magic, combat, potion brewing, and smithing. Having multiple interests doesn't seem to hinder their progress in them either; in fact, they generally excel in all feats that interest them. This makes them typically tremendously powerful and unpredictable, but also tends to severely limit their reproduction speed. Their are typically far fewer of them than most clans, which means they tend to not group together and live as individuals in other clans or unaligned towns. Even their villagers tend to be well practiced in what they do, mixing potions, knitting fabrics, constructing building, etc.

Despite being a girl clan, they tend fare better in Faneglut than they do in Prime, as they tend to view themselves as better than the average "human," and this haughtiness tends to irritate other girls. They revere demoness however, having a great respect for their power and lifestyle, which even they admit is typically more so than their own. They tend to favor one fane among others though, so established Demon Princesses will typically be found around like minded Demon Princesses and their fane of choice. The color of the jewel on their emblem is determined by what fane they ally themselves with, red for blood, silver for bone, tan for flesh, green for bile, and so on. Their personality also tends to be more in tune with the Fane of their preference, so Demon Princesses are often full fledged members of that fane rather than with any established Demon Princess town. In Prime, they tend to be obsessed with demoness and will often try to summon them or open portals to faneglut. When part of another clan, they tend to be the envoy to the demonesses, although they have bee known to backstab their clan and work for the demoness.

Demoness, for the most part, respect their loyalty and devotion to their cause, and appreciate their power, and either accept them as full fledged members of their clan or, if they live in an established town, have close ties with them. Queens of Demon Princess towns tend to have even more demoness genes than most, and usually have some slight features, such as small horns or wings, or a small, slender demon tail. One other place where Demon Princesses commonly establish themselves as their own clan besides Faneglut is in the reaches of Space between planets on Prime. No where else do they display themselves as a force to be reckoned with on their own than in space, although their to they respect and tend to ally with demoness of their preference. One oddity about the Demon Princesses is their reverence for the unbirthing process of the Empirisai. While most fear it for it totally rewrites the soul, the Demon Princesses see it as destroying their own mortal ties and being reborn as an immortal demoness; the fact that they lose all memories and powers of their former lives is of little consequence to them, they see it as a total improvement, and welcome the power such a transformation brings.

   

 

 


Races of Prime


Prime Races in General

All races are immortal in the sense that they do not age (or if they do, no one has ever lived long enough to show signs of it). The genetic and environmental damage that is normally responsible for aging is easily repaired by a person's spirit body, rendering them completely immune to the eroding effects of time.

Like all genetic archtypes, the creatures in Prime reflect their environment--they are adapted to thrive and reproduce. This requires energy, both physical and spiritual (and, in truth, physical and spiritual are just different flavors of energy).

All realms have natural energies that it's natives can simply absorb. The caves, lightning and firey crystals of Faneglut, for example, put out energies that seep into skin and spirit alike, intensifying the carnal desires and pleasures of it's native creatures by giving them an abundance of the energies that fuel them. Ultimately, these are the same energies that creatures use to fuel their bodies and spirits, but those particular energies constitute only a small part of what a typical creature needs. Other energies must be obtained in the traditional ways--converting them, feeding on them, and so forth. The natives of Faneglut are evolved to take as much sustenance as they possibly can from their natural environment, which is why they are naturally very carnal, sexual, and pleasure-oriented; even when outside of Faneglut they can make more use of sexual energies than they can other energies. The local flora is also designed to use sexual energy as it's main lure, as this energy is easy for it to replace; more subtle energies, by contrast, are much harder.

In Phaesili, magic and unpredictability rule the day; there are huge amounts of energy to be had at times, but it is usually magical or elemental energy, and that energy changes drastically depending on where you are. Thus, the creatures there are whimsical, flighty, and rely a great deal upon magical energy, even going so far as to build their bodies out of magic to reduce their need for less common energies (such as with elementals and nymphs). Even in Beastspace, where energies on the level of the physical body and the flowstar chakra are abundant, metabolic rates are so drastically increased by that fact that the creatures have evolved into relentless, brutally efficient hunters in order to obtain the more rarified energies that Beastspace lacks.

Prime, like all the others, is distinguished by which energy types are easy to get and which ones are difficult. Like Phaesili, the available energy changes according to where you are, but on a much smaller scale. Like Faneglut, there are certain energies that are always present, but the amount is not nearly as steady or as high.

Prime is comprised of planets and stars, and these are the primary sources of ambient energy. Stars and planets alike are living things, albeit of a drastically different type than other creatures. Both emanate certain energies and convert others as part of their life processes. To a typical girl, the food chain consists of plants, then humans, then monsters. In reality, the start of the food chain is ambient energy, followed by planets, followed by plants and animals (both human and nonhuman).

The amount of any particular energy that will be in any particular spot is unpredictable. The energy requirements of a planet are ever-shifting and generally unique, so what is available will likewise be ever-shifting. Plant life and crystals/metals are generally what stabilize this. There are certain energies that most planets give off that a wide variety of plants can survive on, and plants typically convert these energies into other energies. Since planets will respond to the energies they need by giving off more of what the plant wants, plants that offer the right energies--or, more often, combinations of plants that produce the right combinations of energies--will be the most successful. Simultaneously, the planet itself will grow veins of metal and crystal that will convert or channel energies in the ways that it needs.

This means a typical planet will have a broad but nonspecific assortment of energies, along with a broad but nonspecific assortment of plants. This is where animal life enters the picture. In addition to planetary energies, plants often emanate magic and spirit-level energies as by-products, and these are the same energies that animal life uses to create and fuel their spirit bodies. Animals further strengthen the ecosystem by adding a second layer of complimentary energy needs; they can use the energies that the plants and the planet are wasting while contributing energies that both of them are still missing. In fact, animals are helpful enough to a planet's energy needs that the order is often switched; animals will arrive first, followed by carnivorous plants that will help pave the way for normal plants. Carnivorous plants typically bridge any gaps that may exist, as they will almost invariably use animal energies and convert them into plant and planet-usable forms.

Ultimately, what this means is that the available energy can literally be a question of where you are standing at any given moment. Energies mingle and flow across the surfaces of planets in patterns that are determined by literally every living being on that world. The presence of so many interacting influences means a wide variety of energies will generally be available and the supply in any given spot will be relatively stable, but there will not be a large amount of any single type of energy.

Thus, creatures from Prime are adapted to be able to use as many energy types as possible without requiring large amounts of any in particular. Because their basic survival is tied to the ability to sustain themselves on a wide variety of energies, they have become the ultimate energy converters--at least as far as keeping themselves alive is concerned. They have become so good at it that they can survive indefinately off of nothing more than fruits, magically created foods and ambient energies, assuming the planet's ecosystem is varied enough. More than a few colonists and space explorers, on the other hand, have come back with curvier bodies and much smaller crews, and this brings up an important footnote: every ecosystem will have to have predators in it somewhere eventually. No ecosystem can put up with an infinitely-increasing population of animals, and as the plants and animals grow short on energy, both will tend to turn predatory. Even worlds populated exclusively by humans fall prey to this problem (no pun intended); in fact, a planet comprised of only humans is a planet almost certain to be embroiled in an endless series of clan wars. The worlds where the humans are at peace are also worlds where either the vegetation is perilous or beasts and monsters abound.

Species from Prime are also notoriously hard to kill, again because they are such spectacular energy converters. If their spirit bodies are dedicated fully to the task of protecting and restoring their physical body, virtually nothing can keep it damaged for long. Unfortunately for them, the one thing that can reliably do so is not exactly rare: stomachs. The stomach draws energy directly from the spirit body and the physical body simultaneously even as it blocks out or absorbs any ambient energy that the person might have otherwise used. With their conversion defense gone, all they have is their bodies, which are typically rather frail. So while it takes fairly spectacular damage to kill a Prime creature with a normal attack, they are all too easy to digest.

Because they can use so many energies and survive in so many ways, Prime species crop up everywhere in fairly large numbers. They may not always be the dominant species, but they are almost always around. This is the reason humans can be found in practically every corner of Phaesili and Faneglut, for example, whereas finding a planet with very few fae or demons is not all that difficult.


"Humans"

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. Like every race, there are many sub-races within the greater girl species, both major and minor. There are a certain pool of traits that are often mixed and matched within the greater race, with certain combinations being more common and stable than others.

One of the most prolific races on Prime, Girls (aka "Humans" or "Girls") are a very successful species, dominating not only Prime but sections of every other realm as well. This is in spite of the fact that they are weaker than angels or demonesses, reproduce more slowly than beasts or monsters, and a great deal of their energy is dedicated to their regenerative capacity.

They accomplish this by having a greater level of organization and cooperation than any other species. They specialize much more than other species and their birth classes are typically more extreme, even going so far as to have an entire birth class dedicated exclusively to group efforts. This class, called "villager," is actually one of the weakest birth classes there is in terms of ability--which means they take very little energy to grow and are thus reproduce very rapidly. In fact, Villagers grow faster than many monster species do. In most larger villages, a majority of all girls are Villagers (this majority rises as the size of the city increases. In a village of 30 people, as few as 30% might be villagers, but in a city of 1000, as much as 90% could be. On planets where almost the entire population is human, the numbers can approach 99% or higher.)

Villagers have weak physical and magical powers and are considered a form of crafter. Their abilities are primarily concerned with growing food and creating objects such as weapons, armor, clothing, and buildings. They are not nearly as fast or as powerful as a regular crafter birth class, but can often make up for this with their sheer numbers.

Villagers are the reason girl villages need so much protection. Most of them cannot stand up to a monster on their own, and many are too weak to even contribute to a fight without training. Villagers represent a free meal to any monster who happens upon them, which is why so many girl villages employ their greater classes--warriors, mages and so forth--as guards to protect them. While most species are fairly autonomous and use their powers to hunt for prey, most humans use their powers to protect their fellow humans against predators and receive food and support in return.

Villagers actually have a secondary, vestigial birth class which can be activated if the villager is suddenly flooded with energy. The best way to flood them with this energy is for them to eat another high-energy creature whole (such as a greater monster or another girl). If this happens, the villager essentially gains the powers of a full birth class. (This may take place gradually, as the first meal will not always provide enough energy all on it's own.)

This is very difficult for a villager to accomplish, however, since they're at a disadvantage against everyone and everything that could provide that much energy. Even beasts such as snakes and frogs are very dangerous for villagers to try to hunt. Generally the only plausible way for a villager to make a meal out of another creature is for her to swallow another villager, which is obviously frowned upon by the rest of the village. (Though some of the more savage clans see it as less of a sin than others, and with enough preparation the deed can be carried out in secret...)

One important note regarding villagers is that they will only spawn from spores produced by other girls. While monsters, angels, and other species' spores can end up growing into girls, they will never have the villager birth class. (This is largely an evolutionary adaptation; it ensures that villagers will always have at least a fwe non-villager girls nearby to protect them.)

In spite of their weakness, there is generally no prejudice against Villagers. First off, many cultures don't even know that birth classes exist--they just think that some people have natural talents at certain things. Secondly, Villagers are generally the majority in any large town or city, control much of the economy, and usually determine the city's culture. Lastly, and perhaps most importantly, one cannot immediately tell who is a Villager and who is not--physically, they could be mistaken for any other birth class, as they do not look any different. A Villager in platemail could easily be mistaken for an Amazon or a Valkyrie.

For their part, Villagers are glad they're not one of the "combat" classes. Villagers have a much stronger fear of monsters than other girls do and are glad they don't have to go out and intentionally face them. Aside from this and their lack of inborn skills and strengths, villagers are identical to normal girls, and there is nothing stopping a villager from learning the same abilities as any other class through practice. They can become just as powerful as anyone else, and eventually moreso if they put forth the effort. In fact, one of the most dangerous things to a girl born with extreme power is a villager who had to earn hers, because she will be more cunning, more experienced, more tenacious, and have greater will because of it.

In spite of the protection of warriors and other classes, villagers are often in danger. Keeping a town's economy running requires venturing outside for many resources, meaning there are many opportunities for a villager to be snatched up and eaten. Huntresses do their best to keep the area clear of monsters and large groups are often accompanied by warriors, but monsters breed almost as fast as villagers do and many monster tribes are fully capable of raiding in large enough numbers to overwhelm the defenders. Sometimes a group of monsters will grow large enough that they can raid the village itself, feasting on anyone who cannot flee, hide, or fight back.

It is believed that there is an opposite to the villager class--a "Hero" class that is born with far more powerful abilities than normal. While the nature of this phenomenon is a matter of great debate, it has been observed that some girls seem to be born not only with exceptionally powerful abilities, but with abilities that defy explaination, such as responding to healing magic even after they've been completely digested. These heroes' powers may be the result of genetics, or they may be gifts from the goddesses. Everyone has a different opinion, and some believe that it could well be both. These heroes seem to be very rare but, paradoxically, are often born in groups very close to one another, suggesting it may indeed be genetic.

Some girls are capable of laying eggs directly and of concieving and bearing live young. They do this by housing an egg inside a uterus-like organ inside their bodies. This uterus can hold and nourish another life form for several months; more than enough time to hatch an egg. Conception takes place in a variety of different ways; some girls simply concieve at random or after lovemaking, making eggs within their own bodies and subsequently hatching them, while others lay smaller, harder eggs which are inserted into another girl's uterus to be grown, giving the egg two direct genetic parents. (Often, mates will both create an egg simultaneously and then "Swap," with each inserting her mate's egg into herself.) Most girls are actually capable of multiple means of conception, able to create children from spores, eggs, or even magic.

The flexibility of their reproductive system is sometimes abused, however. Some inhuman species have been known to hijack a girl's reproductive system to grow their own young. Some monsters (particularly space monsters) have been known to implant their eggs or their living young into a girl's uterus. A woman's uterus will generally nourish and grow any creature inside it, having no way to know what it's owner wants. Unfortunately, girls cannot voluntarily push things out of their uterus once they have started to grow; they can only be expelled once the birth process has been initiated. Thankfully, women are saved from having lifelong parasites by the fact that their body will automatically initiate birth after a certain period of time, regardless of the creature inside. Girls who have considerable experience and self-control can also turn this on the would-be hijacker; the uterus can not only nourish young, but it can also shuttle them into the stomach or genetically reconfigure them, hijacking the hijacker by turning it's young into a human hybrid that will generally be loyal to the mother.

The children born from human parents follow the pattern of live births from normal eggs; they are typically comparable to adults in all but size and experience. There are no "infants;" newborns are sometimes small and childlike in stature, but there will be nothing to distinguish them mentally from any other newborn.

Live births are one of the most consistant ways to intentionally make a hybrid; inserting an egg from another humanoid race (Demons, Angels, Fae etc.) will almost invariably result in a hybrid child with traits of both species. Sometimes even non-humanoid hybrids can be made, such as by inserting a snake egg into a girl. This might result in the girl simply giving birth to a snake, a girl, a naga, or it may create a girl with scales and a forked tongue. It might even be something as strange as a serpent with arms or as simple as a snake who can speak and cast spells.

The typical gestation time for a live birth is typically one-half that of an egg; thus, one girl giving birth to another typically only takes a week or two. If the mother has an unusually high amount of energy (because she is recieving a large amount of nutrition, for example) this time can be even shorter.


 

Notable Girl Species

Lexians

The most common Girl race, Lexians are the ones most people think of when they hear the term "human." Lexians are the most common because they can thrive in almost any environment and also have the strongest class genetics. Most Prime species have birth classes, but while a normal sorceress may only be able to summon a candlelight on her first try, a Lexian sorceress may well be flinging firebolts right out of the egg. They are also unusual in that their birth classes change to suit the environment, either counteracting dangers or exploiting opportunities. Lexians born in areas with high concentrations of magical power are more likely to be magic users, whereas Lexians born in sweltering jungles are more likely to be huntresses. The most well-known birth classes, along with the most well-known clans, are most pronounced among the Lexians.

 

Auterie

Auterie reproduce more quickly than Lexians but their birth classes are proportionally weaker. The most common birth classes for the Auterie are classes that rely on stealth or mischief; the most powerful Auterie are typically witches, assassins, rogues and saboteurs. Part of this is doubtless because the Auterie are exceptionally clever and intelligent; in this respect they regularly meet and even exceed the Lexians. In fact, the Auterie produce some of the sharpest minds in the galaxy.

Auterie are unusual in that they compulsively secrete honey when they think they are about to be eaten. Auterie honey is a strong, quick-acting narcotic, similar to Shior'Tass honey, and the resulting distraction gives the more cunning ones an opportunity to get away. On the other hand, if they miss the opportunity, or the distraction isn't enough to loosen the predator's grip, they will be all the more eager to send the hapless Auterie down their throat.

There is some speculation that the similarity between Auterie and Shior'Tass' honey is genetic, especially since the Auterie are one of the only non-tiny races that the Tass seem willing to talk to. In fact, the two seem to be co-conspirators more often than they are enemies, and considering how incredibly xenophobic the Tass are towards other "normal-sized" races, it's almost impossible not to suspect a connection between them.

Auterie belong to the same clans as Lexians in a general sense, but they almost always form a sub-clan for themselves, even when they consider themselves part of the main clan. There are a few exceptions, notably the Black Crescent and Mecki clans, but for the most part Auterie tend to stay in the background and let their Lexian sisters worry about the day to day business. That's assuming they're lucky enough to be with Lexians; it is all too common for them to find themselves sharing a habitat with Daiza.

Auterie tend to be eccentric and have a few abilities that other girls do not have. For example, they are capable of siphoning a small amount of another creature's energy simply by being in close contact with them rather than having to eat them. They do this numerous ways--touching, biting, sex, laying on top of someone while they sleep. With practice and some magical boosting this ability can become dangerous or even lethal. The reverse is also true; Auterie with an excess of energy can share it with others. This is an invaluable trait in adventuring parties that include non-humans, as it can actually sustain non-human creatures, reducing or even eliminating the need for them to eat other living beings. This can be quite important when a group needs to conduct business with groups that might hold a grudge if one of them gets eaten. This is not a perfect solution, however, as it merely diverts the costs of feeding the party elsewhere; an Auterie who is making up for a hungry friend needs a ridiculous amount of food, which is part of what gives this species a marked reputation as gluttons. Auterie will almost never turn down food, and since they will typically "give away" excess energy if their own reserves are full, they can actually keep eating almost indefinately. (In fact, in places such as Brightwind, especially ravenous Auterie are often required to have an angel in their belly at all times, just to make sure they don't starve all the other angels)

Whether they are draining energy or giving it off, being in close contact with an Auterie induces a much reduced version of their honey's narcotic properties, making the sense of being with an Auterie very pleasant regardless of whether she's giving or taking. (This might make them popular in Faneglut if demons didn't consider it demeaning to even acknowledge that human races weren't all just one big faceless rabble.)

 

Semestia

Semestia are recognizable by their exaggerated curves and the subtle sheen on the surface of their skin. They typically have unusual, exaggerated proportions, such as extremely large breasts or broad hips with very narrow waistlines.

The Semestia's strange visual proportions arise from the fact that their digestive tracts are considerably extended and capable of doing things that normal girl species cannot. The most prominent ability is "breast vore;" the ability to ingest creatures through their nipples and absorb them within the breast. This is unique primarily because it does not require actual digestion.

Semestia, like the Latiyce, are capable of meta-absorption. In the case of the Semestia,

Daiza

Of all the Girl races, the Daizas have the most trouble surviving off of normal food. It can be done, but they do not enjoy it; they are one of the few girl races that actually feel the lack of living food even if they have sufficient normal food. They rarely have to, however, for their spores are biased towards producing members of their favorite prey species: the Auterie.

As they are both Girl species, Auterie are not naturally frightened of Daizas, and the Daizas make sure to hide the fact that they make regular meals out of the Auterie. They are very similar to the Maizer clan in this respect; in fact, it has been said that a Daiza is simply a Maizer who was born in the wrong clan. (They share other characteristics as well, notably the ability to become fat. Not all Daizas get fat, but those that do can get fatter than almost any other girl is capable of.)

The Daiza have found the most convenient way to keep their steady stream of meals is to keep large groups Auterie captive. They can't be overt about this, of course--they don't want to fight an army of Auterie prisoners. Instead, they confine them in places which are supposedly for their own good, most commonly masquerading as schools. They typically tell the Auterie that the school is sealed off to prevent monster attacks, which is usually at least half true--it's sealed off, and while there are often monsters outside, the threat they pose is generally highly exaggerated.

Of course, the Daiza don't bother to put much effort into the educational aspects of this masquerade, and many don't even put that much effort into the security either. Girl-eating creatures that lurk in dark places often manage to sneak into the "schools," hiding in lockers and bathrooms to snatch unwary prey.

Even though this is the simplest way for Daiza to feed themselves and it is a fairly common phenomenon in isolated areas, Daizas are fairly normal elsewhere. Those who prey on their fellow humans carry out their deceitful predation with varying degrees of finesse, but many of them simply choose to feed on monsters instead.

 

 


Giantesses

Nearly all creatures in Ishara have a tiny version and a giant version, but giant humans have the unique distinction of keeping the name "Giantess." This is partially because the human archtype has the largest number of giants and tinies, but the fact that they are infamous for being nearly indestructible has a lot more to do with it. Human giantesses maintain their species' extreme regeneration with the already potent advantages of tremendous size, making them all but undefeatable. It takes an army to bring down a giantess, and even then, it had better be a powerful army, and they'd better know how to fight her. Armies that simply throw firepower at a giantess and expect her to die are likely to get crushed, knocked over, thrown around, played with, and eaten.

Luckily for civilization, Giantesses are wanderers by nature. They don't like to feed in the same place for long (and if they did, it would quickly run out of food anyway). They will typically attack a particular place only once, then move on to find another feeding ground. They are also only common on larger planets; this is fortunate because smaller worlds would quickly become depopulated by these monstrous predators.

Feeding Habits: Giantesses are known for two things: Foraging and rampaging. Foraging is when they wander about, looking for one or two unlucky girls to satisfy their hunger pangs. Rampaging is when they march into downtown looking for a good time or a really big meal. They can eat dozens of girls during such rampages, and escaping from a Giantesses' stomach is generally considered impossible. Any resistance just leads to even greater devastation, which is not to say that most societies don't try it anyway (often, when a giantess shows up, it's their first experience with one. Just as often it's also their last).

Like most humanoids, Giantesses can derive greater sustenance from inanimate food than other species would, but since they are so large, it takes quite a bit to satisfy them--more than your typical sparse forest can provide. Likewise, eating a full-sized human only gives them as much nutrition as a normal human eating a mouse. If they have a high supply of plant and fruit foods (which requires quite a dense forest), they only need a few girls or monsters a week. If the vegetation is more normal, they often must consume several girls per day. It is not uncommon for a small village to suddenly be found completely devoid of life, with gigantic footprints the only evidence as to the fate of it's poor inhabitants...

Mating Habits: Giantesses are rare, so it is rare for them to find mates. Typically giantesses grow from the spores of normal-sized humans (and most spores from a giantess will grow into normal humans.) Since mates are typically not forthcoming, most giantesses primarily masturbate--often using members of smaller races as aids. Giantesses often "play" with their meals in such a fashion before eating them.

Special Powers: Giantesses have all of the powers of a normal girl, scaled to match their enormous size. Giantess Amazons can level skyscrapers with a single kick, and giantess sorceresses can fling fireballs that can incinerate a city block. However, the natural physical power of Giantesses means most never bother to develop their magical abilities because they do not need them.

So, as we've stated, fighting a Giantess is hard. However, she still has the same vulnerabilities as a normal girl. If a giantess gets too cocky and remains under fire for long enough, even her seemingly inexhaustible supply of hit points will run out. And if a bunch of alchemists get together to mix enough shrinking potion to actually get her down to human size, well...


Demigirls

Demigirls are hybrids which have some monster characteristics but are genetically more human than monster. The most common types of Demigirls are bunnygirls, catgirls and mousegirls. 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. However, because many humans consider them monsters and many monsters consider them human, it is more common for Demigirls to form their own societies with other Demigirls. Some Demigirl cities have only a single type of Demigirl (Catgirls or Mousegirls, for example) but it is not uncommon to encounter a mix of two or more.

Demigirls are very playful by nature and are typically friendly to most other creatures. They appear to be human except for one or two features, the most common of which are ears and a tail. They also share most of the genetic characteristics of normal girls, including an affinity for non-living food and the existance of the Villager birth class. Unfortunately, because they also possess monster genes, they have very little natural fear of monsters and this can make them easy targets. This is part of what gives them a reputation for being naive.

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 eat small creatures like bunnies and mice. A few are more aggressive, however, and are more than happy to hunt full-sized creatures. Catgirls in particular are fond of eating mousegirls...

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.

Special powers: Demigirls have abilities similar to those of humans, though due to their hybrid monster nature, they are slightly less powerful but also reproduce more quickly. They typically have all of the regenerative capacities of a human, meaning they cannot be killed except by digestion.


Dryads

Though it is most common for plants and animals to drop spores that grow their own kind (plants drop plant spores, animals drop animal spores) it is possible for the spores from one to sprout into the other. Plants and animals are actually genetically compatible in a general sense--it is simply uncommon for their genetics to activate at the same time. When they do, a Dryad is what results.

Dryads are part animal, part plant. They typically take the form of a fae, girl or monster who has traits and features drawn from a common plant, but sometimes the plant side will be dominant and they will appear primarily as a plant (typically a carnivorous one) with a small number of girl features, most often a torso, arms, and head. (These types are, in essence, plant-taurs.)

The nature and abilities of Dryads vary wildly as there are so many possible combinations. Most commonly, however, a Dryad will attempt to develop abilities that enhance her natural advantages or method of feeding. A flower Dryad may simply learn seduction so that she can gain the animal energies she needs through sex; A venus flytrap Dryad, on the other hand, is likely to try to learn illusionary magic in order to hide the obvious danger lurking around her.

Dryads are equally common in all of the planes, but their nature will reflect the plant life in that area. Thus, the dark, twisted carnivorous trees of Faneglut will give rise to bramble-thorned, dark-skinned Dryads, whereas the Dryads in Brightwind will be bedecked with flowers, cherubic faces and glistening leaves--some even have wings.

Dryads are often mistaken for Deceptors, since they often look the same (an obviously carnivorous plant with humanoid parts). Most people are not capable of distinguishing the two and may not even realize there is a difference. There is an easy way to tell for those who are in the know, however--Dryads can carry on a conversation, whereas Deceptors cannot. (Deceptors are true plants; they cannot think or speak aside from a few predetermined phrases, if that.) If a plant is talking to you intelligently, it is usually a Dryad (otherwise it is an earth elemental, nymph, or similar creature that resembles a plant).

Feeding Habits: Most Dryads need to eat other creatures to survive, and the manner in which they do so depends on what special traits are dominant. A Dryad who is half Bileweed might be able to spit digestive juices at her enemies and grab them with her vines, but a Dryad who is half tree will have to use her arms and eat with her mouth. A Dryad who is mostly human may be able to swallow people normally in addition to having a few slime vines growing out of her back that she can use in a pinch.

All Dryads have some sort of digestive tract at least nominally capable of processing a normal creature, but sometimes their options for doing so are limited. A Dryad grown from an idle or flowering plant is likely to have a very weak digestive tract--she may not even be able to fit human-sized prey down her throat without magical help, and digesting it could take days or weeks. A Dryad grown from a Bileweed, on the other hand, is more than capable of swallowing and comfortably digesting human prey. The flipside to this is that Dryads grown from the more carnivorous types of plant also have a harder time fulfilling their energy requirements. Dryads inherit their metabolisms from their plant type; while a girl who is half wildflower can't live on sunlight alone, she needs a lot less food than a girl who is half Girlcrunch Plant. Generally, the more animalistic and carnivorous the Dryad, the more energy it needs from eating.

Some Dryads can live without having food at all; often, the energies they need can be obtained by contact with animals or, interestingly enough, by animal waste products. Animal waste tends to contain things the animal already has an overabundance of, which is often exactly what a plant needs. The spiritual components of this waste quickly dissipate, however, so most Dryads prefer it fresh--something other creatures find very disturbing.

Mating Habits: Dryads are in an awkward position when it comes to mating, as it is often unlikely for them to ever encounter another member of their "Species." Sometimes a stable species of Dryad will form and mating is not a problem, but many Dryads are unique and thus don't have anyone to mate with by default. They must entice other races to have sex with them. This is easier for some Dryads than it is for others; while a Dryad who is human except for green skin and leaves for hair will have little trouble finding a mate, a Dryad who resembles a girlcrunch plant will find it very difficult to convince potential mates of her good intentions (most girls will simply assume it's a trap). Thus, most Dryads mate on a "Take what you can get" basis--some even resort to treating mates as just another kind of prey, capturing them against their will. Many even treat mates and meals interchangeably, having sex with their prey just before they eat it, or even as they eat it. In some cases, they may even be having sex with the creature as they're digesting it!

Special Abilities: The magical abilities of Dryads ranges from anemic to powerful, as do their combat abilities, according to their exact species. The one ability they often do have in common is the ability to manipulate the energies inside other plants. For some, this means little besides helping the flowers to bloom; for others, it means they can force the trees themselves to sieze a girl and hold her tight.

Notable Dryad Species:

Pitchettes

Pitchettes are a common form of Dryad that consist of a humanoid body mounted along the spine of a carnivorous pitcher plant. Most pitchettes are rooted in the ground and are easily recognizable; as such, most must use aggressive means of obtaining prey. There are generally two ways: Brute force and mental compulsion. The pitchettes that use brute force simply have vines that they use to drag their prey towards them and shove them down into the sac of digestive juice below, generally using a strong, muscular petal or more vines to try to hold them in. Most of these employ paralytic agents in their digestive juice to stop the victim from struggling as well. Those that use mental compulsion will mask it behind friendly chit-chat, trying to hide from the victim the fact that they are being mentally compelled to approach. They generally reassure their victims that they only feed on critters, since a girl is big enough that they could simply step out of the pitcher (which is usually true). What they don't mention is that they have mental powers, and that those powers are amplified many times over if you are touching their skin. Once a victim has made physical contact with the pitcher plant, it can become almost impossible for them to resist--they literally stand there while they are digested, sometimes wriggling weakly under the iron grip of the Pitchette's mental powers. If a victim is still resisting, they will often use sex as a distraction to further weaken their ability to escape the pitchette's grasp. One final way that many pitchettes use is to rely on chemicals alone; their digestive juices can contain narcotic-like substances that induce extreme pleasure in anyone who is immersed in them, and this can cause a girl to willingly place herself inside the pitchette temporarily, confident that she can simply step out if the juices start digesting her. What she won't know is that these same juices have a delayed-action paralytic agent that activates when it has reached a certain level of saturation in the target's body, meaning they will go from perfectly mobile in one moment to utterly unable to move the next.

Pitchettes generally have one of two types of digestive sac. One is fleshy and acts somewhat like a normal stomach; the other is waxy and plantlike, and relies almost entirely on it's powerful acids and enzymes to break down and absorb it's prey. Both have their advantages and disadvantages, and both suffer from the disadvantage that they usually have an open top.

Lady Lillies

Lady Lillies are similar to Pitchettes, but with two major differences. Their digestive pitcher is underground, where it cannot be seen, and the slippery tube that leads into it is hidden by a very unique set of flowers that are meant to resemble evening dresses. These flowers also extend over the creature's chest, making the flowers look like clothing. To those unfamiliar with Lady Lillies, they will simply look like a well-dressed woman standing in a forest. The lilly will becon the person over using one of any number of ploys, and once the prey is in front of the lilly, the lilly will use hidden vines under the target's feet to trip them into falling into their digestive sac. Most of them will then close their hidden "throat" overtop of the victim to prevent escape.

Black Crabs

One of the most unusual of Dryad species, Black Crabs resemble a black-shelled, crab-like centaur that has been rooted into the ground. Their human torso is approximately twice as large as that of a normal human, and the crab body beneath is almost twice the size of an elephant. They possess between three and twelve hollow claws with multi-segmented arms that specialize in burrowing through the ground. The arms on these claws are extremely long, sometimes up to one hundred meters in length, and can also retract to approximately one-tenth of their maximum length. They are actually meant to capture prey, not fight it; when the claws are closed, they form an airtight chamber just large enough to accomodate a normal human. The Black Crab's claw will generally shoot up from the ground around the target and close around them before they even realize anything has happened. Once they are trapped inside, it will burrow back underground and take the prey backto the Black Crab.

The insides of the claws are actually quite fleshy, and contain several long, stretchy tentacles that can be used to restrain the target after the claw has been opened again. Many black crabs find much more creative uses for these tentacles, however; in fact, they seem to take delight in using these tentacles to sex up girls they have captured, sometimes going so far as to leave them inside being ravaged for hours at a time. Many seem to have an almost dominatrix-like mindset, and some will use fear of being eaten to blackmail their prey into doing their bidding--usually sexually pleasuring them in one way or another. Regardless of whether the prey obeys, they almost invariably end up being eaten anyway.

In addition to their human mouth, Black Crabs have a large maw in the front of their shell. They can also swallow prey through their claws, but most prefer not to. They would rather bring their prey to them first, whether to get a good look at them, get them to pleasure their sex organs (which Black Crabs have a hard time doing themselves, owing to the tremendous size of their claws) or even just taunt them before eating them. Some will go so far as to dangle prey above their mouth as their tentacles slither in and out of the prey's sex, savoring the combination of fear and sexual excitement their prey is emitting. One trick they seem to have picked up from succubus society is telling their prey that they will be swallowed as soon as they orgasm, then waiting to see how long their hapless and terrified meal can hold out under the relentless sexual onslaught of their slimy tentacles.


Shior'Tass

Shior'Tass, or Tass, are an offshoot of tiny humans which are unique in that they are always tiny-sized. They are slightly taller than normal tinies, but are still never bigger than three inches. They are distinguishable primarily by their tufted tails, which normal tinies do not possess. They are an aggressive and sometimes paranoid race; while Tinies seek to live in peace, hiding from larger races, the Tass often attempt to destroy them outright. Tass can often be seen building elaborate traps and attempting to assassinate normal humans, innocent or otherwise. (Most Tass don't know human culture well enough to know that not all humans are predators--in fact, Tass tend to assume anything over four inches high is a monstrous abomination.)

This is very difficult for them to do, however. The Tass are not a terribly advanced people; most fight with improvised weapons stolen from larger species, such as fangs, sharpened hatpins and the occaisional plastic cocktail spear. Even their gigantic siege weapons have great difficulty in causing anything more than serious annoyance to a full-sized girl. In the very rare event that the Tass manage to seriously injure a girl, they will discover they still can't kill her because, unbeknownst to them, girls can only be killed by digestion! (This is largely true of the Tass race as well, which is the only reason they survive their attempts.)

Some of their paranoia is well-founded. The Tass are hunted by larger creatures considerably more often than tinies, for two primary reasons; one, their skin is reported to taste better than just about any other creature there is (and that is saying something), and two, eating them tends to promote a "Distinct Sense of Well-Being." (In other words, eating them gets you high as a kite.) This effect seems to be tied to the energies of their flowstar chakra (their "Hit Points"), so Tass who have suffered substantial injury before being eaten will not produce it or will generate a weakened effect. This places the Tass in a highly ambiguous position where most creatures prefer to swallow them whole without even "softening them up" first.

Though they are outrageously racist and distrustful of "Freakytalls" (their term for anything over four inches tall), Tass get along well with other small races such as tinies and clover angels, provided the latter don't "fraternize with the enemy." Tass aren't stupid, though, and a very few Tass tribes do have regular contact with other species that isn't purely violent. Sadly, this contact often takes the form of a double-edged deal. The most common relationship is one of protection or vengeance; a Tass tribe will ally itself with a Naga Tribe or a Demon Fane in order to protect it's members, but in exchange, regular "sacrifices" are expected to be made. Often as many as ten Tass a week will be offered up to a Naga tribe to be eaten alive, their deaths helping to preserve their sisters' lives.

Feeding Habits: Tass are a much more aggressive race than most other tiny people, so while they can survive on normal food, they often hunt "gigantic" prey like mice, lizards and even small snakes. A few have even ensnared and defeated bunnies. Tass hunters are very brave, calculating, and skilled, because if they're not, they become shit at the end of their first hunt. Tass also farm fruits and nuts, often building their villages around a grove or a fruit tree.

Mating Habits: Tass mating habits are similar to those of normal humans (i.e. they vary by tribe and culture).

Special Powers: Tass have no special powers to speak of, though they are capable of magic that is roughly commensurate with their size and birth class. (Comparatively few Tass are born as mage classes, however. The most common birth classes for Tass are hunter and amazon.)


Ogresses

Though quite a bit smaller than giantesses, Ogresses are no less dangerous if only because there tend to be a lot more of them. While a Giantess attack is a rare and terrifying event, Ogresses can potentially lurk anywhere, and a tribe of them could attack a small village completely without warning.

Ogresses have little talent for magic, but make up for it by being extremely strong. They are thickly built and rippling with muscle, stand two to three times the height of a normal girl, and--like most creatures of the girl archtype--must be digested to be killed.

But for all these advantages, they are also easy to outwit. Because their frontal assaults are often successful with no planning whatsoever, they have a tendency to get sloppy. While they are not stupid per se, their overwhelming strength gives them so much of an advantage that they never bother to learn anything else. Because of this, ogresses often fall prey to simple, well-planned ambushes or fighters who are skilled enough to consistantly dodge their attacks. Since they have no magic they are easy to hold prisoner (provided the chains are strong enough) and their captors--often lacking anyone with a belly large enough to accomodate these bestial women--will often trade their freedom for a promise never to attack them again (or a promise to attack a rival city). The other option is for shrinking magic to be used; while it is difficult to shrink a creature as large as an ogress, it can be accomplished by a group of mages or alchemists who have time to combine their power.

Luckily, ogresses are not terribly common and they will prey on Monsters as readily as they prey on girls. This often means that villages will be safe from ogress attack so long as they don't deplete the local monster population too heavily, giving them the awkward choice of dealing with lots of monsters or a smaller number of far more powerful ogresses...

Ogresses have weak birth classes, if any at all. Their size and strength typically makes magic or special skills unnecessary; in fact, there has been some speculation that Ogress actually is a birth class, and that this is why they do not manifest any other abilities.


Tiny Beasts (Critters)

Just as tiny versions of the humanoid races exist, smaller versions of most beasts exist, such as tiny snakes, birds, lizards, or even dragons (though a "Tiny" dragon is still larger than a human and is typically called a Wyvern). A few races are almost always small, such as bunnies or mice.

These creatures fill an ecological niche in Ishara. They predominantly serve as food for larger races; while a bunny may not be as nourishing as a full-sized girl, they are a lot easier to subdue. Most tiny beasts also multiply like crazy, making them easy to find. Typically, it is the girl races who feed on minor beasts and animals, as they can easily live off of them. Monsters and other races, on the other hand, will at best supplement their diets with critters. They strongly prefer to dine on the much more satisfying greater races like girls and other monsters. A Naga can easily satisfy herself for days by eating a single girl, but that same Naga may need to literally stuff herself with mice to get the same effect. (Which is not to say that many of them don't do this. Nekos and Catgirls in particular have a reputation for stuffing themselves full of mice.)

Tiny beasts subsist on three things: Ambient energies, plant life, and one another. Tiny beasts use far less energy than any other type of creature, allowing them to survive with very little food. A snake that swallows a mouse may live off the energy it provides for weeks, whereas a few blades of grass will often satisfy a bunny for an hour or two. Minor beasts can eat just about anything, but most prefer grasses, nuts, and fruits.


Space

Planets and stars are far smaller in Ishara, but conversely, there is also a great deal more pressure and matter in the space between planets. Practically any species can live there, provided it has sufficient energy--their spirit bodies will generally protect them from any environmental hazards that might exist. Creatures must have their own mobility in order to make any headway in space, and this proves to be the greatest threat to normal girls--while they can survive in space, without a means of transport they will simply drift until they intersect a planet or--much more likely--are found by a hungry space monster.

Planets typically have a single name. However, there are millions of worlds in Prime, and as such, it is inevitable that many planets (and many stars) would have the same name.

If there is more than one planet with the same name within a general area, they are referred to in tandem with the name of the star closest to them. Stars are often named in groups and, as such, are typically given two names; a star name, which determines which constellation it is in, and an adjective describing the specific star, typically one that is based on their color. For example, if a contellation called Cassandra had two stars that were red, one might be called Cassandra Ruby and the other Cassandra Rose. If there was a nearby planet called Zerth, it's full name would be Cassandra Zerth. (Cartographers never give two nearby planets the same name, so it would not necessary to state which Cassandra star Zerth was closest too--merely that it was closest to the Cassandra constellation.)

Space Monsters

The space between planets is pressurized, meaning there is no vacuum. As such, many creatures live in space; most notably Space Monsters.

There are many varieties of space monster, constituting a range of species almost as rich and varied as those of planetside life. They range in size from small batlike creatures to enormous, planet-swallowing leviathans. Much of the population is between giantess and city-sized; in fact, space monsters are one of the few kinds of creatures that can comfortably feed on giantesses (or could, if they were capable of landing on planets--most cannot simply because they have no terrestrial means of locomotion).

Space monsters are similar in appearance to other Isharan creatures--in a way, they represent a further step in size from giantess. However, unlike normal giant creatures, who are very similar to normal creatures in every aspect except size, space monsters require several specialized adaptations for life in space. First of all, all space creatures must possess the innate ability to fly, and must be able to do so for prolonged periods--otherwise they would be too vulnerable to other space monsters and/or would be unable to hunt their own prey. Second, space has an unusual mix of magical energies, owing to the lack of plant life and the absence of a planet (planets have leylines and chakras of their own which alter the magical energies on their surfaces). This requires them to have a different magical metabolism in order to function. Third, the lack of natural resources with which to build weapons and armor has required that they evolve their own natural defenses and weaponry. And, lastly, their sheer size requires their bodies to function in a different way; giantesses seem to represent the upper limit as to how large a creature can become without altering it's body's fundamental mechanisms. This also means that space monsters are not as genetically compatible with smaller species as giantesses are.

The way a space monster hunts, feeds, and reproduces is generally dependant on it's size. Owing to a lack of soil and planetary energy, it is more difficult for eggs to mature on their own. It is generally more efficient for space creatures to mature eggs within themselves using energy taken from digested prey. This means that most space monsters directly give birth to broods of smaller space monsters.

Unfortunately, it would prove very difficult for a space monster to mature an egg for a creature substantially larger and more powerful than itself. As such, the creation of larger creatures requires an alternate strategy. Every so often, a space monsters will seed a planet with eggs. These eggs will burrow deep into the ground and begin to gestate. As one would expect, large space monsters require a large amount of space and energy to grow. As such, they grow deep underground to ensure they have enough space, and they send feeding appendages to the surface to ensure they have enough energy. These appendages take many forms, but one of the most common is the "Groundmaw." These are circular holes in the ground that lead directly into the monster's underground stomach. They ensnare prey in various ways; they often have teeth or tentacles, and some use mind control, illusions, or even simple lures and disguises in order to entrap prey. Some groundmaws are capped with "mouths" that are meant to resemble mundane and harmless creatures such as plants, and will attack and eat anything that comes close.

As the space monster's groundmaws catch more and more prey, it grows until it is many times the size of the space monster that implanted it. Once it has completed it's development it will tear itself free from the earth and fly off into space. This will cause significant grief for anyone living directly above it; Often the big chunk of earth the space monster was slumbering beneath becomes it's first meal, along with anything or anyone living on it. Generally, though, by the time a space monster is ready to hatch, the ground above it is so infested with groundmaws that few sane people still live there anyway.

The only other way for a space monster to give birth to a larger one is through an egg sac which is carried with the monster. Only a few specialized space monsters use such means of reproduction as the bulky sacs tend to give them a disadvantage in combat against other space monsters (not to mention starships).

Another difference between space monsters and normal creatures--and another reason that space monsters get so large--is that space monsters constantly grow. The more a space monster eats, the larger she gets. The growth is fairly slow, particularly with those that are already big, but a space monster that lives long enough can become truly collossal in size. These creatures become terrifying for several reasons; first, they are capable of spawning extremely large space monsters within themselves, and second, many become capable of swallowing entire planets whole, digesting the entire population over the matter of a few terrifying days. What's more, such enormous creatures are very difficult to kill. Entire battlefleets can be devastated before such a beast shows any signs of injury.

The presence of such a large creature typically creates what is called a "brood zone." With so many enormous monsters being spawned and, in turn, giving birth to enormous numbers of smaller monsters, the number and size of the monsters will make space travel practically impossible. Those brave or foolhardy enough to take a ship through a brood zone will face an endless gauntlet of hungry space monsters that grow increasingly more dangerous as they near the brood zone's center. Anyone who does travel from planet to planet in such a zone can expect to be in combat for the entire trip.

The diets of space monsters are very indiscriminate. They can digest almost anything, and as a result, they are willing to eat almost anything. They far prefer living prey, as all creatures do, but they are fully capable of digesting asteroids and other space trash. However, asteroids and such are equivalent to fruit and nuts to a normal creature; they can temporarily sate a hunger pang with them, but to survive, they must eat living prey sooner or later.

Their most common meals are starships and other space monsters. Many otherwise planetbound species find planetary exploration and exploitation to be extremely alluring, and unimaginable riches and secrets can be found by those cultures brave enough to enter the stars. Planets with no native animal life often have vast, untapped reserves of valuable minerals and metals created as biproducts of the planet's metabolism. However, every ship that leaves the relative safety of it's home planet is a tantalizing target for space monsters. The acids in their cavernous bellies are fully capable of dissolving even the most heavily armored hull, and this generally does not bode well for the crew inside. To survive, they must either fight the space monster or outrun it.

Notable Space Monster Breeds

Broodlords

Broodlords are unusual in that they take the majority of their prey from planet surfaces rather than eating other space creatures. Broodlords are truly gigantic, often dwarfing the cities they raid for victims. A typical broodlord has row upon row of long tentacles that it can extend from it's underbelly. These tentacles are several feet thick, can be up to a mile long, and end in a slavering, muscular maw. A broodlord will feed by entering a planet's atmosphere, hovering low over a populated area, and sending these tentacles to find prey. The tentacles will slurp up any creatures they find and peristaltic muscles along their length will suck them up into the broodlord's body. From there, a complicated maze of fleshy tubes and sphincters will conduct the prey to an appropriate place.

Broodlords actually have several different kinds of "stomachs," and each one serves a slightly different function:

Storage Sacs: While most creatures store excess energy as honey or fat, broodlords simply keep the leftovers from their meals intact. Rather than digest all of the prey they catch, they digest as many as they need and funnel the rest into cramped, fleshy sacs that line the insides of the creature's gut. These sacs secrete a thick slime that sedates the creature inside, rendering it weak and docile until the broodlord decides to digest it. At this time, the broodlord can digest it right in the sac by secreting digestive enzymes into it, or it can funnel the occupant into another stomach elsewhere.

Slime Chambers: These tube-like cocoons can each house a single creature, which is held in place by malleable muscles that act much like fleshy shackles--they engulf the limbs of the creature and induce suction along their surfaces, preventing the creature from moving. The chamber will slowly fill up with a thick, greenish slime; this slime is similar to digestive juice, but is much slower-acting. The idea is to keep the prey alive as long as possible as it digests, in order to allow it's spirit body to continue to absorb ambient magical energy which the broodlord can, in turn, absorb from her via the slime. Generally, the prey inside will be digested at roughly the same time the chamber fills up. At that point, the nutrient-rich slime will be funnelled into other areas of the broodlord's body for absorption. This slime is often used to feed the brood ladies which some varieties of broodlords spawn.

Flesh Organ: Unlike the other digestive organs in a Broodlord, these large, fleshy sacs are filled with many, many creatures--preferably enough to pack it from floor to cieling. They secrete a liquid that is even more slow-acting than the slime chamber enzymes; in fact, they are as much a lubricant as they are a digestive enzyme. They primarily absorb magical energies, which they amplify by causing the creatures within to orgasm. This is why they are packed in so closely with one another and why the enzyme acts as a lubricant; the Flesh Organ is meant to force the girls within to rub against one another for long periods of time. The churning movements of the flesh organ reflect this--they are more intended to promote and enhance sex than they are to actually digesting the creatures inside.

Stomachs: The Broodlords do have a number of stomachs that function much like those of a normal creature. These are larger than a normal stomach, but not by that much. They typically digest three to five creatures at a time, but can hold as few as one or as many as a dozen. They have extremely strong muscles, meaning those within are typically broken down and digested very quickly.

Grinders: This series of organs runs along the broodlord's underbelly and is optimized for processing metal, asteroids, and other inorganic matter. Due to it's specialized nature, the stomach walls are bumpy and rough, and the acids are highly concentrated. The broodlord uses these materials to provide for it's physical needs while it sates it's magical metabolism with it's other stomachs. Every so often, however, an unfortunate girl will find herself squeezed into this section of the broodlord. As anyone who finds themselves in this situation will be churning between boulder-sized chunks of rock and acids meant to bore through metal, she can expect the rest of her life to be both terrifying and very, very short.

Amoebas

Amoebas are a unique brand of monster that are fairly common in space. They are unusual primarily in that their entire bodily structure is composed of gelatinous elements. There is no solid matter inside them. Instead, their flesh and internal organs are composed of thick slimes that are separated from one another by enzymes and membranes that ensure that the unique parts of each "organ" remain in their proper places. What distinguishes them from giant enzymes and slimes found on planets is that they actually have organs in the first place.

The primary advantage of these gelatinous organs is that amoebas are immune to all but the most powerful of kinetic weaponry. The damage caused by cannon shells and bullets is of no consequence, as the gelatinous organs will simply flow back into their original configurations.

Extremely powerful kinetic weapons can damage them, however. While amoebas can simply absorb normal kinetic damage, anything that causes major shockwaves to move through it's body will cause the gelatinous tissues to spray into one another and, to some extent, out of the amoeba. This damage is more difficult for it to repair.

Likewise, explosives of low yield will do very little damage, but high yield explosives can damage or even destroy an amoeba.

Energized particle weapons (plasma bolts, ion beams etc) will typically have their full effect, whereas the effect of lasers is somewhat unpredictable since amoebas are often at least partially translucent or transparent.

Amoebas feed primarily by simply engulfing their targets. Their entire bodies contain digestive enzymes that liquify anything they come in contact with and convert it into nutrients for the amoeba. Materials that have been broken down are often channelled into dedicated digestive organs, but even the outer skin of an amoeba is capable of digestion. This means that even a small amoeba poses a threat to a starship, as it can attach itself to the ship and begin dissolving the hull.

Amoebas digest a much smaller percentage of their meals than most space creatures, since they do not make much use of solid matter. They typically only absorb organic, fleshy tissues and then discard or destroy the rest.

Cone Crabs

These spaceborne crustaceans are uniquely adapted to fighting and eating armored targets. They attack using a long tongue with an armor-piercing tip. This tip expands like a grappling hook once it pierces it's target and pulls it into the cone crab's mouth. At this time, huge, claw-like mandibles chew and punch holes in the target as it is drawn through the mouth and into the cone crab's belly. While this does little but weaken other space monsters, it is devastating to starships as their armor will be riddled with so many holes that the entire ship will begin to fill with acid the moment it reaches the cone crab's stomach.

Cone crabs have two stomachs. The first one is optimized for dissolving and absorbing organic matter, such as other space monsters or your typical starship crew. The second is designed for digesting and absorbing metal--particularly the stronger kinds. After a meal has spent a certain amount of time in the first stomach, it is moved into the second where the cone crab begins digesting it's metal components. The strongest materials are built onto the tips of the mandibles and tongue to ensure their ability to pierce the armor of future meals, while the rest is added as armor on the crab's head and it's cone-shaped shell. Thus, cone crabs which feed in areas with a lot of starship traffic tend to be stronger than those who feed in monster-controlled areas (these do not have access to metal cannot sharpen their mandibles or strengthen their shells, so they are referred to as "softshells.") Sometimes cone crabs will eat asteroids or other objects with high metal content in order to strengthen themselves, but objects with a high enough concentration of metal are hard for them to find (they have to be able to see the metal on the surface).

Sac Spiders

Sac spiders are vaguely spiderlike creatures consisting of an abdomen with a mouthlike opening on one side and a set of four long arms on the other. Each of these arms ends in a claw with a powerful pulse ion burner.

The sac spider feeds by projecting a weblike material from it's mouth and pulling it's target to it. If the target is a starship, it will begin attacking with the pulse ion burners inside it's claws, destroying all of it's weapons so that it can feed safely. If it is another space monster, it will grab ahold of it's limbs using it's claws for long enough to swallow the creature.

Sac spiders swallow their targets by pushing their stomachs out of their bodies and using them to engulf their targets. During this process, tendrils from deeper inside the sac spider will move into the target and assist in digestion by absorbing nutrients or swallowing smaller pieces that can be digested inside one of the sac spider's many internal secondary stomachs. In the case of a human-sized sac spider, the tendrils will generally just wrap around the person inside and go all hentai on them. In the more common case of a starship-sized sac spider, the tendrils will actually seek out and swallow any crew that the tendrils can reach so that they can be digested inside the sac spider itself.

Once all meaningful nutrients from the target have been absorbed, the stomach retracts back into the sac spider and the slimy remains of the meal will simply be left floating in space.

Sac spiders' primary defense is their speed. They cannot take much damage and have no long-anged weapons, though the ion burners on their claws are very powerful at close range and can incapacitate most foes in short order. Likewise, the claws themselves are very strong and can pin down most other space monsters for at least as long as it takes for the sac spider's stomach to wrap itself around them.

 

Sac Mothers

Sac mothers are a broodlord form of sac spider, with typical specimens being 0.5 to 2 kilometers long. Sac mothers maintain enormous networks of webbing and can shoot it across considerable distances. Unlike the small, simple sac spiders, sac mothers have large and complex bodies consisting of many different segments, the end of which is actually a human taur.

The webbing created by sac mothers comes in two kinds: One is a thick, white, sticky webbing similar to that used by sac spiders. The second is a transparent, silk-like webbing which is used as more of a sensory organ. When something touches this webbing, the sac mother and her sticky webbing move towards it. The webbing arches around the target in an attempt to trap it.

Once a creature is trapped in the webbing, sac spiders will begin to swarm over it. If it is small enough, a sac spider will engulf it with it's stomach and either digest it on the spot or carry it to the sac mother. If the target is too large, the sac spiders will disable it with their claws and then drag it to the sac mother. Once a target has reached the sac mother she will simply take it in her hands and swallow it. If her normal belly is full she has several external and dozens of internal secondary stomachs identical to those of normal sac spiders.

Sac mothers spawn sac spiders directly and will spawn them in multiple sizes, ranging from human-sized to mammoths about 1/3 of the size of the sac mother herself. These enormous specimens serve as the mother's personal bodyguard.

 

Frogspheres

These unusual specimens resemble dark, fleshy orbs that float through space. Small black eyes dot their surface at irregular intervals. Upon close inspection, small sphincters can be seen across it's entire surface. These sphincters contain one of two things: a long, sticky tongue, or a long, poisonous spike.

Whenever they sense a potential meal nearby, one of the sphincters on their surface will open and a tongue will lash out, siezing the target and yanking it down into the frogsphere's body where it is channeled into it's stomach. Approximately half of the sphincters on the frogsphere are of this type.

Because these tongues must be large enough to snatch the prey and pull it through the sphincter, frogspheres tend to feed on considerably smaller creatures. A 100-meter Frogsphere may feed on creatures the size of normal humans. They rarely attack starships as a result, with the dramatic exception of fighters--frogspheres are a flying nightmare for fighter pilots because a frogsphere can snatch them up three and four at a time, ingesting entire fighter wings in a matter of minutes.

If another creature attacks or tries to eat a frogsphere, it will fire long, razor-sharp spikes out of the other half of it's sphincters. Each of these is impregnated with a powerful, though short-acting, poison. After a short time it will retract these spikes and, if the attacker is still upon it, it will fire them out again.

Dewstars

These plantlike space monsters consist of a central sphere and dozens of long tendrils which end in blobs of thick, sticky acid. When attacking, dewstars attach these tendrils to their targets and the acid blobs begin dissolving the target. As the target liquifies, the dewsphere channels the liquid through the tendrils and into it's digestive organs. The tendrils have "mouths" which suck this liquid in and are also capable of sucking in small creatures directly (such as humans). When attacking a starship, it is most common for dewstars to use the acid blob on a tendril to burn through the hull, then use the exposed mouth on the tendril to suck up any crew in that area.

The most dangerous thing about dewstars is that they are able to teleport. One moment they could he half a mile away, and the next, they could be wrapping your ship in their tendrils. Even if the dewstar is subsequently killed, the acidic blobs will continue to eat through the hull (and potentially the crew) for quite some time.

The weakness of the dewstar is that, aside from their tough, fibrous skins, they have no defenses. Some have a few secondary means of attack, the most common being a stinger bearing a paralytic poison for use against other space monsters.

Spacefaring Cultures and Space Combat

Creating a starship is largely a matter of ingenuity and determination. Potentially anyone can create one; it's just a matter of skill and time. Starships typically hold a mix of magic and technology, as determined by who creates them. A group of sorceresses may get together to craft an entirely magical space vessel, whereas a group of engineers may craft an entirely technological one. Even alchemical ships have been known to exist. Most ships, however, are a mix of these things, with magic being used to serve some functions and technology serving others.

Space combat can be an unpredictable thing. While technology is limited as far as what effects can be produced, technological items are also much easier to produce in large numbers. Magic, on the other hand, can provide all manner of exotic abilities for a spacecraft, giving it powers that technology cannot duplicate, but magic requires the dedicated attention of skilled enchanters.

Most planets have at least a few groups that travel to other worlds and back, but there are also areas where entire planetary cultures revolve around space travel. In these areas, starships are mass produced by engineers and enchanters and interstellar empires are formed. These empires range from a few worlds to thousands. Some are even large enough to destroy broodzones and produce titanic warships so large that they can even rival the power of the nightmarish planet-eaters that so easily destroy lesser fleets.

Space combat is a very different thing depending on whether it is between monsters, starships, or a mix of the two. When monsters fight, it is often at close range or even melee, as both will be attempting to devour the other. When a monster fights a starship, it is the reverse--the starship will be attempting to maximize the distance at all times, fighting at just the edge of it's weapons range in an attempt to wear the monster down and destroy it without being eaten. The monster, of course, will be attempting to close this distance so it can eat the ship. Battles between starships are often straight-up dogfights, whereas battles with large numbers--whether ship on ship or ship on monster--are strategic affairs with too many subtle complexities to describe here. What can be said is that battle damage is a much different thing depending on who is fighting who. Against a space monster, significant engine damage can spell immediate doom, whereas the loss of shields or weapons systems can be survived. Against another ship, engine damage may only mean a disadvantage in maneuvering, but losing shields places the ship in mortal danger and losing weapons renders the ship all but defenseless.

The designs of ships is also a significant factor, whether they are better against monsters or other starships. Starships with well-sloped armor can more easily deflect spikes and cannon weapons alike, and may help the ship squirm it's way out of a creature's maw--or it may make them that much easier to swallow. Such ships are also harder to manufacture. Boxier ships with thicker armor can deflect or absorb most weapons fire but will inevitably succumb to acid if they are swallowed, making them excellent against other starships but very poor against monsters unless those monsters are smaller than they are.

Many cultures employ fightercraft, finding them a very effective way of combating monsters and starships alike. Fighters are fast enough to evade most large monsters and most of their natural weapons, and if a fighter is eaten, it is not a serious loss to the fleet. Ships with large weapons designed to deliver killing blows to other capital ships and large space monsters find it very difficult to hit fighters.

On the other hand, some enemies are very deadly against fighters, even when they are in large numbers. Swarms of smaller space monsters are often just as fast as they are and are just large enough to swallow them. Starships can be equipped with flak and buckshot weapons making it far easier to hit them, and space monsters that employ webbing or froglike tongues spell almost immediate doom for fighter squadrons. Commanders must be cautious in what ships they deploy according to the enemy they are facing.

 

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