Setting:Dungeons & Monstergirls

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A Dungeons & Dragons 5th Edition setting revolving around a D&D-type fantasy world populated by Monstergirls. Although it needs heavy design & development progress, it aims to provide both fully functional 5e stats for iconic MG races, like the Slimegirl, Catgirl, Lamia, Harpy or Mermaid, and reskinned fluff for monstergirls based on iconic D&D humanoids and monstrous humanoids, like elves, halflings, dwarves, orcs or gnolls.

Looking to expand with help from other anons. Will keep adding & refining fluff and crunch until it's acceptable, but always looking for new input, ideas or advice on the Discussion page.

Not to be confused with the Monster Girl Encyclopedia.

Design & Development Material

Fluff

Assorted Ramblings

In this world, monstergirls are the native organisms. There are "real" monsters, mostly dire beasts, giant bugs, killer plants - stuff that is basically "nature turned up a notch - but the conventional fantasy races are all MGs. So busty amazonian cowgirl Minotaurs, shortstack Dwarfesses, loli Halflings, hyena-girl Gnolls, Orcesses, all that stuff.

Humans are intruders to this world, in the form of magical colony-vessels - think "flying cities" - that have landed here in the last couple of generations. Why they're here, and if they're here on purpose, I haven't settled on yet.

  • It was commented in the thread on /tg/ that this presents humans with too much of an implied advantage, so this needs to be changed to something that emphasizes humans are just part of the population, they're not conquering the entire world. At the least, even if there are humans who want to do that, they haven't succeeded yet. Portals instead of whole cities were suggested.

Humans and MGs are interfertile. The result is equally likely to be a human son or an MG daughter - there is a slight bias towards daughters in births, but we're talking 53% female to 47% male, and many species produce litters.

  • This, incidentally, means that half-human type races can exist in MG format, if they can be suitably distinguished from the whole "watered-down X" approach. As noted below, the half-orc rudimentary fluff I have is that they represent orcs who've given up the raid, rape and pillage lifestyle for a more diplomatic one. The half-elves are proving harder to figure.
    • Got a suggestion that "half-elves" might basically be walking aphrodisiacs. Something about their nature basically makes it that humans & elves are more likely to want to fuck each other if there are half-elves living nearby. Needs some work, but it could be a basis, I think.

MGs don't need sex with men; they've survived since the dawn of creation because they have their own unique methods of asexual procreation, all based on what species they are. For example, the dwarves all have methods relating to their craftsmanship focus; Mountain Dwarves feed precious metals into "clan-kerns" (magical stone wombs) to spawn new daughters, Hill Dwarves brew a sacred mystical beer that makes them pregnant when they drink it, and Dark Dwarves literally sculpt their daughters from rare metals only found in the Underdark.

MGs and Humans fuck for one reason; it feels good. There's no driving need for either side to breed with the other, it just works out that some folks like the exotic.

Dwarf: Shortstack human-like MGs known for their mastery of craftsmanship. Found wherever the land will support them. Breeding is skill-related; see subraces.

  • Mountain: Found in high mountains, they are the source of the dwarven stereotype as miners and craftsmen. Tough, loyal and hardy, they are driven and enthusiastic, prizing the motto of "work hard, play hard". Their incessant mining is vital; only precious minerals can fuel the Clan-Kerns, the mystical stone wombs carved from mountain heartstones that produce the next generation of Mountain Dwarves.
  • Hill: Dwelling on gentler slopes and terrain than their Mountain Dwarf sisters, they are much more surface-bound, and typically trade food, clothing and medicine to the Mountain Dwarves for good weapons. More laidback and easy-going than Mountain Dwarves; tend more towards a strongfat sort of build. Master brewers and alchemists; they use a sacred mystical booze to impregnate themselves with daughters.
  • Deep: Grim, hard-working, diligent, perfectionist dwarves. Always /fit/ in physical build. Culture is all about working your hardest, because they need to in order to survive; the Underdark is dangerous. Morever, they literally sculpt their babies from a rare mineral found in the depths, and if it isn't *perfect*, the ritual to make it into flesh & blood won't work.

Elf: Used to be the setting's major bigshots, but were slowly sinking into obscurity. Humanity's arrival has shaken things up, and ironically provided a revivifying jolt.

  • Eladrin: Oldest and rarest of the races, mostly withdrawn into the feywild. Gloomy, gothic bitter snarkers; they belittle all other elves because they know that they're all screw-ups who only came into being because the eladrin fucked up in the past. Often become adventurers to make a mark on the world, to do the great feats that will make others remember them.
  • High: The Asari of the setting.. at least, in their own minds. In reality, falling into a descending cycle of decadence, intrigue and stagnation that means their empire was already crumbling before humans showed up. Can be kind of arrogant pricks, but their idea of "worth" isn't inherently aligned with "you're an elf", so they're the quickest to play nice and sincerely mean it.
  • Wood: Elves who fled to the wilderness after the Great War and have degenerated since, losing most of their arcane magic and descending into barbarism. Isolationist, feral and xenophobic. The unfun ones.
  • Dark: Underdark-dwelling hedonistic demon-worshippers. Revere a patron goddess who is basically the bastard daughter of a drunken threesome between Lolth, Calistra and Slaanesh. Not into backstabbing and random slaughter, but big on parties and fun, so long as someone else is picking up the tab. Actually do send emissaries and the like up to the surface, though they have a deserved reputation as sleazy and dangerous to fall for.

Halfing: Loli MGs, these little scamps can be found everywhere, and were practically the world's humans before humans arrived.

  • Lightfoot: The vanilla halfling, pretty much. Like open forests and prairies, living the traditional halfling lifestyle of farming, sleeping and eating. Good at hiding.
  • Stout: Swamp & river-dwelling oppai loli halflings. Don't necessarily speak with a "gumbo" accent, but do have a N'awlins theme. Like eating super-spicy food. Tradition amongst Stouts is that when a gator eats one of them, her family must avenge her by catching it, cooking it and eating it. Some like to prove their "manhood" by handling poisonous snakes, spiders and creepy crawlies, which they also consider a delicacy.
  • Ghostwise: Feral forest-dwelling halflings. Get along well…ish… with wood elves. Afraid of "bigfolk", so they use their telepathy to train killer beasts as guardians and labor-beasts. The stereotypical ghostwise tribe rides to battle on the backs of baying wolves.

Dragonborn: Proud, aggressive, take-charge, ambitious dragon-girls. Have long tails and tiny wings; don't point out that they can't fly, it's a sore spot. They are "true dragons", but they're the weakest of the breed, and this incenses them; their stereotypical racial obsession is with finding a way to transcend and become a true dragon. Possibly a curse-spawned variant of the original dragon-girls. Have a relationship with kobolds akin to that between a hot teenager and her annoying little sister who idolizes her.

Gnome: Buggered if I know. Never been much for gnomes. Have the Rock, Forest and Svirfneblin subraces.

"Half-Elf": Again, no idea.

"Domesticated Orc": Orcs who realised that, while humans were hot and fun to fuck & fight, they also had really, really nice stuff, and that they could get what they wanted by stopping with the raiding & slaving and just asking instead. Also descendants of orcs who decided it was more convenient to live with humans than to keep picking fights. Ladette types equally notorious for their huge appetites for fighting/drinking/eating/fucking and for their undying loyalty. Possibly a P'orc (pig-girl orc, ala MGE) body-basis? I haven't done P'orcs before.

Tiefling: The bottom of the fiendish foodchain, the sort of fiends that even imps could kick around. Fled en masse to the mortal world, where they are (comparatively) more of a big deal. Possibly subrace division based on the Feral, Devil's Tongue, Winged and Hellfire options from the SCAG? Maybe the Abyssal Tiefling variant too?

Draft Racial Fluff

Gnome
The gnomes are one of the stranger "demihumans" of (Abode). Small humanoids, they could easily be mistaken for human girl-children, were it not for their exotic coloration, the distinctive knife-like elongated ears they share with elves, and the very unchildish bosoms that every mature gnome sports.
As a general rule, the gnomish disposition is a strange portamanteau of childishness and maturity - rather like their body, as is constantly noted. They tend to be free-spirited and fun-loving, but also quite thoughtful and introspective. The precise tendencies vary between subspecies, as is the norm for demihumans.
The origins of gnomes is a mystery. Eladrins sometimes speculate they may be some particularly degenerate strain of their own elfin family tree. Others postulate that they are dwarves or halflings who became enamored with pure sources of magic, leading to their more fae nature.
If the gnomes know, they aren't telling. They certainly don't care, and most laugh at anyone who finds it important.

Forest Gnome:

Forest gnomes are the largest of their kin, readily distinguishable by their "foresty" coloration - skin tones in earthen or bark-like shades of black, brown, yellow or red, animalistic irises of yellow, brown or orange, and green hair - and their somewhat claw-like nails & pronounced teeth.
Forest gnomes are a sylvan breed of demihuman, most comfortable in dense forest, thickets or even high grassland if they must. They have a reputation as both tricksters and caretakers. Forest gnomes, like wood elves, respect their homes and see to care for them, though not to the extent of obsession; they seek to avoid over exploitation, not sensible use. At the same time, though, they love to pull pranks and make mischief, making them notorious amongst travelers. Riddles, jokes and songs are serious business amongst them, and they often become merchants or bards.
Forest gnomes without access to men breed through ritual magics. One or more prospective parents digs a shallow burrow and prepares a nest of leaf-litter. Into this nest, she places a magical poppet, a baby-doll woven from leaves or animal fur and stuffed with a combination of animal bones & teeth, her own hair, and her own blood. The burrow is then sealed and left for nine months, after which the gnome returns and digs it open, finding a howling baby gnome inside ready for her first drink of mother's milk.

Rock Gnome:

Shortest yet bustiest of the gnomes, rock gnomes are famous for their vividly bright hair and eye colors, often in unnatural shades of human-like colors or just in colors no human girl has ever sported, such as blue hair or pink eyes. Rock gnomes are, in their own eyes anyway, the smartest and brightest of all the gnomes. Quick-thinking, intellectual, they are natural academics, with a racial fascination with magic, alchemy and technology. Every rock gnome at least dabbles in some field, if only as a hobby or for intellectual stimulation. Many rock gnomes follow a Life Quest, a particular experiment or theorem they are driven to complete; what this is varies from gnome to gnome, but is always grand in scale. Developing flying machines, elixirs of youth, portal spells, it doesn't matter.
Rock gnomes have a reputation as the most arrogant and hotheaded of their kin. They commonly braggadocios, and even those who don't flaunt their own brilliance are quick to look down on those who they judge are acting "stupid". To say nothing of exploding in rage at those they think aren't giving them credit. Their personalities can make them quirky sages - or full-fledged mad scientists - but never at the cost of their efficiency. A rock gnome may get so caught up that she forgets about little things like "should I do this?" or "what might happen if X occurs?", but she never loses track of her need to make something work.
Rock gnomes may have wildly different opinions in regards to "the proper" aesthetics, but full-fledged aversions to one of The Three Arts are almost unheard of. You are more likely to encounter rock gnomes arguing over whether atompunk or steampunk is superior than over whether magic or technology is better.
Rock gnomes literally build their daughters, unless they score a human spouse, but how they do so varies wildly. All that it requires is that the gnome wishes it to happen, with the precise methodology coming to her based on her own mystical intuition. One rock gnome may build a mechanical womb that produces daughters when she turns it on. A second may self-impregnate with an alchemical elixir - or a "specially designed" artificial phallus. A third may literally conjure a new daughter into being with a magic ritual she dreams up. The end result, and the root cause, is always the same.

Deep Gnome (Svirfneblin):

The most mysterious and enigmatic of their kin, svirfneblin live in the depths of the Underdark, busily mining and harvesting cave-beasts and fungi to serve. They tend to be grimmer and more reserved than other gnomes, especially when they meet strangers. Aside from their skin and hair, which comes in stone-like shades of gray, black and white, svirfneblin are easily recognized because they have very large, sexual bubble-butts as well as full, womanly breasts, to say nothing of being unusually fit-looking for their childish frame.
Svirfneblin claim their butts were given to them as a way to make hauling things around easier. Whilst somewhat based in fact, this displays their dry sense of humor. Like Mountain Dwarves, svirfneblin have a "work hard, play hard" philosophy, and whilst not extremely exuberant, they still relish the chance to relax and unwind at the end of a day's efforts.
Svirfneblin are shy and gentle demihumans, who prefer to avoid conflict. If they must fight, they are surprisingly vicious, as they believe in putting an end to things at once. Corner a svirfneblin, and she will crush your kneecaps with a hammer before putting her pick through your skull, never even stopping for a moment in the process. Fortunately, they'd rather use their magical abilities to avoid having to do that in the first place.
Svirfneblin are avid miners of gemstones, as these are a key part in their reproductive cycle; they fashion the best gems into enchanted dildos, which are used to fertilize a svirfneblin who wishes to conceive.
Elves

Slender, graceful, sylvan demihumans, elves are a magical breed most easily distinguished from humans by their distinctive ears, which are elongated and thin, almost like fleshy knife-blades. There are several distinctive varieties of elf, each with her own unique powers and tendencies, but humans in general tend to lump them together under the "annoying, but potentially dangerous" category.

Eladrin:

Rarest of all the elven breeds, eladrin claim to be the first of them as well; if the stories they spin are true, then all other elven races are mutated offshoots of their own once-noble people.
Eladrin do not even well on (Abode), but instead in a parallel plane, the Feywild, where they inhabit the crumbling ruins of once-mighty cities and beautiful noble estates, the signs of a formerly great empire that has crumbled with age, decay and war. Often only a handful of eladrin clans - perhaps no more than a hundred or so elves in total - will inhabit a city once made to house thousands of elves, and even the manor houses and forts they cling to tend to be preserved more by ancient, decaying magic than by the vitality of the elves living within.
The doom of the eladrin came with the great Faewars, when their shining empire was besieged by the dark forces of the Formorians and other malevolent fey. Although the eladrin ultimately toppled their enemies, the war was bloody and the victory Pyrrhic, for it shattered their empire and left them pushed to the margins. Their territories are now little better than flickering candles of light in an endless dark forest, with wild fey, monsters and rampant nature swallowing what was once beautiful and pristine. Their numbers too few to influence the fate of the Feywild anymore,
Eladrin are distinctive amongst their kin; taller even than the high elves, their eyes are clearly inhuman, solid orbs of faintly luminescent bright color that stand out all the more against their pale skin and hair. Eladrin look more dead than alive at a casual glance, their predilection for clothing colored in black and near-black dark blues, greens, reds and purples only emphasizing their striking looks.
As one might suspect from their looks, eladrin tend to be a morbid and dismal species. Those not claimed by ennui or grief tend to be sullen and withdrawn, going through life with a bitterly cynical outlook. They are a dying race, and this colors their attitudes; though few are willing to just lay down and die - those who would do so having already done so by now - they have little fear of death, and often equally little care for life. Dry, cutting witticism and sarcastic quips come to their tongues easily, and most display a macabre taste in decoration and apparel; having resigned themselves to extinction, they consider it fitting to surround themselves with reminders of their inevitable fate.
Some may ask why, then, these eladrin continue to cling to life. Many would honestly admit their rationale as pure spite; they don't want to give death the satisfaction of claiming them so easily. Many others instead find a meaning in adventure. Their rationale may differ - some do it to carve a legacy that will be remembered, others seek a worthy death, others still take a dark pleasure in the spilling of blood and the cries of the dying - but ultimately, it gives them something to cling to, distracting them from their inevitability.
It is unknown how eladrin reproduce asexually. Indeed, it is commonly believed that they cannot procreate anymore; whether their sacred birthing sites were destroyed in the Faewars, or their sterility is a dying curse from the Formorians, who can say? What is known is that only through mating with humans can these elves still procreate, meaning humanity's arrival is the first sign of hope that eladrin have seen in a long, long time.


High Elf:

High elves are the most common and prolific of the elfin substrains, with an empire that is one of the major forces on (Abode). Unlike their eladrin progenitors, their power is concentrated on the material plane, and whilst they have footholds in the Feywild, they are tenuous and exert little influence.
Though the high elves claim glorious origins as the chosen heirs to the eladrin, the truth is hardly that glamorous. As the high elves profess, they are descended from eladrin nobles - wizarding clans whose skill at spellcraft was instrumental in the great Faewars. Although they were loyalists who stayed true to their allies throughout the war - something that can hardly be said of their wood elf cousins - the modern high elves were not the glorious revivalists at the end of that terrible butchery. Rather, they are the descendants of refugees; those clan-members who were considered too valuable to risk losing, or incapable of contributing to the fight, such as the last scions of once-noble houses, pregnant women, children, the sick and the lame, were herded through the feygates and stranded in the material world, left to survive whilst their comrades fought, bled and died to the last to slay the Formorians.
Now, generations later, high elves cling to their "grand history" as a cloak against what has befallen them. Although they have carved out an empire of their own to admire and respect, they know they are a shadow of their origins. Though still notably taller than a human, another reason for their name, high elves are smaller and frailer than their kin. Though talented mages, such that all high elves are born knowing how to shape magic into the form of a cantrip, they can no longer step between worlds at will. And though their lifespan is immense, over a thousand years, they still age and die, whereas their eladrin mothers are eternal until slain.
As one might tell, high elves struggle with a potent cocktail of an inferiority complex and arrogance. They tend to strut and preen, flaunting their achievements and their skills, but always secretly wrestling with the guilt as to whether or not they are really good enough. Perhaps because of this, high elves are surprisingly welcoming to other races. Though part of this is because of a common vulnerability to ego-stoking, that does not change that high elves are still quick to respect and admire one's skills and deeds; race means almost nothing to do. After all, their own racial history is, no matter what they say, something they consider shameful.
Though they are typically fair skinned, high elves are nowhere near as pale as eladrin. Their eyes and hair, in particular, tend to be vividly colorful, from more human like blondes and blues to exotic colors like reds and pinks. Their inhuman nature shines through, though; blue hair and golden eyes is as normal to high elves as the reverse is. High elves have a fondness for bright colors, typically wearing beautiful garb designed to be as colorful as possible, though without clashing.
High elves breed by establishing manawells, places where geomantic rituals cause magical energy to colaesce into a semi-solid, liquid-like form. A high elf who wishes to bear a child bathes naked in the manawell, drinking deeply and allowing its energy to seep into her womb, where it quickens into new life. It is possible that this is derived from ancient eladrin methods, and that it is subtle differences in the ambient magic of (Abode) compared to the Feywild that results in their racial differences.

Wood Elf:

The shame of the elfin races. Even the drow are accorded more respect than the wild elves are. During the great Faewars, a significant number of eladrin fled the Feywild entirely, abandoning their kin and allies to hold the line and retreating to the primal wilderness of (Abode), hiding in regions that reminded them of the home they had forsaken. To this day, their treachery has neither been forgiven nor forgotten. Eladrin will have nothing to do with them, and it's not unheard of for particularly bitter eladrin to become "elfslayers", hunting their degenerate kin in retribution for ancient grudges. High elves are not so vehement, but make their disdain for their "cousins" clear, treating them as an embarrassment to the family and making it clear that the relationship is distant. Drow have been known to hunt the wood elves for sport.
The reasons why do not matter to wood elves. They only see it as more reason why they cannot trust outsiders. Shame, guilt and the desperate struggle to survive has eaten away at their race, leaving them a feral shadow of what they were; few wood elves remember more than corrupted tales of the Feywild, and fewer still openly admit how they came to dwell in the forests. They just know that those who are not "of the people" are dangerous, and more than likely enemies, and that they should hide from them if possible, kill them if not.
Wood elves are a degenerate strain of elf. Shorter than the average human, and wiry in build, they have earthy-hued hair and eye colors, with skin coloration determined by their home environment; though the iconic forest-dwelling wood elves would be pale skinned, in adaptation to the limited light, a tribe that instead ekes out its existence in a parched rocky landscape would be dark-skinned. They have no inherent magical powers, and the shortest lifespan of their kind, averaging about 600 years, although most don't live that long, due to the difficulties of surviving in the wilderness. But they are quick and hearty, and skilled hunters, and so they thrive.
Wood elves are best characterized by their xenophobia and their loyalty. They hate and fear anything that is not "of the tribe" and are devoted heart and soul to anyone who is. They do not seek conflict, seeing it as wasteful, but if there is no option, they are merciless killers. Many wood elf tribes have earned terrible reputations as cannibals and headhunters, for their division of the world means that they see little difference between demihumans and the beasts they normally hunt; a kill is a kill, and so they happily make use of meat, skin, sinew and bone from any source.
That said, it's not impossible to win the friendship of a wood elf, or even a whole tribe thereof. Furthermore, there are always restless spirits and outcasts, even amongst the wood elves. So it is that tribes are willing to live in peace with neighbors who respect their dominion, and lone souls may dare to brave the greater world beyond their home, willing to see what they can see.
Wood elf clans and tribes always center their home around a particular location; typically beginning life as a great menhir or a huge tree, wood elves use mystical rituals involving a blend of arcane and druidic magics to imbue these "clan-hearts" with the ability to serve as the source for new generations of wood elves. A clan-heart is fiercely guarded, but highly distinctive, appearing organically reshaped into a semblance of a voluptuous, fertile feminine form. Wood elves prime these breeding sights with donations of food and gear, sacrifices that prove the tribe is doing well enough that it can support new mouths to feed. Only when the critical mass of these sacrificial offerings builds up does the clan-heart give new life into the world.

Drow/Dark Elf:

When the ancestors of the high elves learned that the Faewars were over - and more importantly, what they had cost - despair and nihilism took over. Many of the survivors, even some of the first generations of high elves, abandoned their principles, seeking to quell the emptiness inside with hedonism and debauchery. This was understandable to the other survivors, if a little disheartening, and tactly accepted... until the first appearances of the hell-clubs. More and more of these degenerate elves, driven to greater extremes in their search for stimulation and distraction, were bargaining with the forces of the netherworlds, summoning, cavorting with and even worshiping fiends.
This was more than their kinfolk could stomach, and so these drow - dark ones, in the elvish tongue - were violently driven from their homes. Refusing to abandon their dark pacts or their pursuit of hedonism, the drow turned to the worship of the mighty Demon Princesses, swearing more foul oaths in order to survive as they plunged into the Underdark. They, they thrived, degenerating into the infamous race they are today.
The drow culture is one of rampant perversion, licentiousness without restrain, and hedonism upheld as a virtue. Inseperably intertwined with the fiends they have chosen to take succor from, drow are held at arms' length by any race with common sense. Whilst it is true that they are not so foolish as to openly attempt to subjugate, enslave or defile all other races, with a shamelessly mercantile approach to diplomacy, it's equally true that they will not hesitate to spirit away those they think will not be missed, or otherwise take advantage of any situation that can be bent the way they wish.
With their fiery eye colors, white hair and ebon-black, dark blue or deep purple skin, drow are instantly recognizable from any elf. Older drow often pick up a rather attractive layer of curviness, the legacy of centuries of hedonistic indulgence. Amongst the youngest or the most disciplined, this manifests as particularly full, luscious breasts and buttocks - something that makes high elves very jealous. The most wanton can develop an almost orcish physique; not dripping with folds of flesh, but with a pillowy softness that makes them surprisingly pleasant to cuddle... as risky as that might be.
Dark elves have a wide variety of rituals for spawning, when they have a need. Many of these actually make use of hosts to carry their progeny to term, another reason why they are such avid slavers.
Orc
Rowdy, tough and wild, orcs thrive in the wild places of the world, deliberately pitting themselves against the toughest and the harshest environments tha they possibly can. Orcs take great pride in their ability to survive, and whilst not so stupid as to deliberately sabotage themselves - no orc would throw away a perfectly good hunting knife, no matter how much someone might try to taunt her by claiming that "it's for sissies" - they consider their ability to thrive in even the worst situations.
Although known for their aggressive attitudes and their love of fighting, orcs are just creatures of passion in general. They hate and rage with all their might, but they also laugh and love with the same ferver, making them devout partners and loyal companions. Though looked down upon by many as stupid brutes, those willing to give orcs a chance to prove themselves will find there are few better allies.
Orcs are a strange looking demihuman breed, at a casual glance. Essentially, they resemble a hybrid of woman and pig, their humanoid appearance marred by the presence of large, floppy pig's ears jutting from the top of their head and a curly pig's tail emerging from the base of their spine. Small, but sharp, tusks emerge from their lower jaw, peeking between their closed lips in a surprisingly cute fashion. The most non-porcine attribute about them is their skin; orcs are famous for their green skin, born with a bright grass-like hue and darkening as they age. The oldest orcs can be so dark as to be near-black, and these are the most dangerous of their kind; orcs can live about 120 years, but their lifestyle kills most of them off before they reach a third of that age, so an orc who has survived that long must be dangerous indeed. The orc physique is a final oddity; their love of physical indulgence fighting a constant battle with their love of fighting and being active. Generally, orcs are extremely curvy demihumans; never obese, but with full breasts and buttocks, wide hips, pillowy potbellies and a general fertile lushness to their frame. However, under that softness lies steel-hard muscles, and those who think an orc is just some harmless chubby girl rarely live to regret it.
Incidentally, the pig thing is something to be polite about. An orc can tolerate, even appreciate, a lover who likes to make harmless jokes about bacon - orcs rather enjoy the taste of pork themselves. But a complete stranger making pig-calls or pulling an orc's tail is likely to get their jaw broken.
The orcoid love for battle and thrills has more to it than just their being adrenaline junkies, although that is certainly the case. Orcs actually need extremely high levels of adrenaline in order to breed, the massive rush of chemicals triggering their self-impregnation. The stronger the adrenal rush, the more potent the reaction, and the larger the litter they can produce. It should be kept in mind that this isn't easy; an orc adventurer beating up a band of lowly goblin bandits will probably not fall pregnant. One who has just taken down a mammoth or a T-rex with her bare hands certainly will be pregnant.
Consequently, this has led to the tradition of "scar-brides". In essence, orcs do not normally marry, with their children being raised by the whole tribe, but an orc who respects an individual greatly may invite them to impregnate her. The mother-to-be consumes an herbal remedy produced by the tribe's shamans and then duels; when her flesh is cut, her adrenaline is magically enhanced, allowing her to reliably get pregnant at will. Scar-brides are under no enforced bindings, but culturally group together into ties of loyalty, trust and friendship that essentially equate to marriages - usually rather open and/or polyamorous group marriages, but the sentiment is there.
Dragonborn
(Kobolds adore them, and dragonborn are protective of them)
(Cursed progeny of true dragons)
(Proud of their history and themselves)
(Hoard treasure because they need it; gorge themselves on belly-bulging loads of loot to create daughters)
(Type of treasure eaten = type of dragonborn spawned)
(A kobold can theoretically ascend into dragonborn status)
(Dragonborn yearn to ascend to the status of true dragons)
Tiefling
(Lesser fiends that have adapted to survive in the mortal world)
(Mostly the legacy of summoning done by the drow)

Setting Designing

Hmm… I was beating around the bushes on my morning walk, and I realised, I've been doing the same thing in regards this setting, haven't I? In other words, before I get all carried away with races, I should be working on the world lore, shouldn't I? In that case, here's a grab-bag of ideas I had whilst I was on walkabout that I figured I better share whilst they were still fixed in my mind.

  1. 1: The current name I have for the actual material plane of this setting is Gaia. Anyone got any better ideas?
  1. 2: I got to thinking; what if the reason humans are on Gaia is because they lost their own world? The current thought in my head is that "Terra", the human world, was assaulted by the Far Realm, with plagues of aberrations unleashed from Cerebrotic Blots until, eventually, the planet itself began to dissolve into the Far Realm. Humanity's survivors fled through portals, and some - not all, but enough to survive as their own culture on Gaia - made it to this monstergirl-inhabited world.
  1. 3: If the Far Realm destroyed Terra, then Gaia could be next on the list. It's not the only campaign hook for the setting, but it would be a prominent one.
  1. 4: Under the above ideas, most aberrations in this setting would be their iconic selves, serving as faces for punching. However, that doesn't mean that "Aberration-Girls" wouldn't be a thing as well. Nobody really knows where they come from - are they aberrations mutated by exposure to Gaia's energies, sleeper agents, or some unexpected quirk of the Far Realm. Whatever they are, they're a wild card; unlike normal aberrations, they have free will, and can choose not to support the Far Realm. Plus, they've got a believable excuse for not having the full realm of aberration powers, making them viable as a player race without the player feeling gypped (hopefully).
  1. 5: On the above line of thought, really, dragons and giants probably can't be made into viable PCs races. They're just too strong. What I'm thinking, then, is that in the Gaia setting, Dragons are more like the Dragon-Kings of Athas; they are Kobolds and Dragonborn who have pursued paths to power and mutated into mightier states, the equivalent of a 4e Epic Destiny. This makes Gaian Dragons very, very powerful (the equivalent of level 21 at the minimum) and very, very rare.
  1. 6: Similarly, perhaps the best way to handle the giants in Gaia would be a race & subrace approach closer to the one used in Monster Musume?
  1. 7: For the gods, this isn't an area I normally take a lot of interest in, but I know it needs to be done, so I'm hoping folks wouldn't mind helping? What I do have in mind is twofold. Firstly, all native deities are female, reflecting that the sentients of this world were all-female until humanity arrived. Secondly, there's only only one particular group of gods; though they do divide into "sub-pantheons", that's based on common areas of interest/influence. What gives the feeling of there being more, though, is that different goddesses are worshipped under different names in different areas. For example, the "Dark Mother" goddess might be known as Lamashtu in one area, Yeenoghu in another, and Shub-Niggurath in a third.
  1. 9: Finally, there's the matter of the setting's cosmology. I'm not a huge fan of the Great Wheel ordinarily, but I'm really thinking it's not that good a fit for a setting like this. I could go with the World Axis, but if people are willing to help, I'd rather custom-build the cosmology for this setting.

Crunch Musings

Slimegirl Crunch Development

Tricky matter, here. As anyone who's ever looked at the Ooze entry in the Monstrous Manuals knows, it's quite obvious that D&D slimes share a lot less in common than one might think. Ignoring the Gelatinous Cube, which is a deliberate outlier, the only thing the 5e Black Pudding, Gray Ooze and Ochre Jelly have in common is the Amorphous trait and immunities to mind-altering effects, blindness, exhaustion and being knocked prone. Black Puddings are immune to acid, whilst the other two only resist it. Black Pudding and Ochre Jelly have the ability to climb, whilst the Gray Ooze doesn't.

So, a slimegirl race can't take a whole heap of encouragement from the existing 5e oozes. Which leaves the big question: should it go for a subrace approach? If yes, what might the subraces actually be? How do you distinguish them?

Lamia Crunch Development

This will be tricky because it's the first 5e race that doesn't configure to the standard bipedal body format. 5e is generally light on the racial penalties, with only the drow & duergar's sunlight sensitivity (and technically the aarakocra's "you can't fly in heavier armor") counting. So that raises the question; should lamias get some kind of penalty for their snake body, perhaps not being able to use Foot slot items, or should that be skipped - Foot magic items restyle themselves into heavy anklets that the lamia can slip onto her tail, for example?

There's a Pathfinder lamia race that has its stats on its wiki, so that might be raidable for further insight, or there's always the "make it up from scratch" approach.

Hmm... should there be a subrace approach to this race, or not? Lamias do come in a wide variety, after all; you can't say there's no difference between a cobra-girl, a rattlesnake-girl, a viper-girl and a python-girl, right?

Harpy Crunch Development

This is a trickier race to develop for 5e. We have an example of a flying race in the Aarakocra, and arguably you could just reskin those from "humanoid bird" to "cute birdgirl" and have a fully-functional harpy. On the other hand, that's ignoring the D&D harpy's traditional affinity for charm magic. That's not so hard to replicate, just give the aarakocra spell-like abilities as per the Devil's Tongue Tiefling (Vicious Mockery at-will, Charm Person 1/day at level 3, Enthrall 1/day at level 5), but there's still a problem of balance.

Namely, how do we make it so that non-magical harpies are equivalently worthy with the spellcasting ones? Or should we not bother with the subraces and presume that only magical harpies exist?

Gazer/Beholder-Girl Crunch Development

Alright, most of the "Gazer" (Beholder MG) seems fairly straightforward to me. However, as all /tg/ fans are aware, the traditional answer to "why haven't beholders conquered everything?" is "because they're busy killing each over over their mutability". With this in mind, and with the High Elf and Abyssal Tiefling as examples, I was wondering: what if, in addition to having spell-like abilities of the standard array (cantrip at level 1, first level at level 3 and second level at level 5), Gazers actually have different options for spells? This way, the chance of any two gazers having the exact same array of powers is very low, which relates to the lore of Beholder mutability.

Any opinions on this? I think it's a great idea, I just need to figure out what spells are actually on the Gazer's list.

Crunch

Catgirl Draft Racial Profile

Alright, let's try something easy to start with. Catgirls as a 5e race…

Now, from my experience, and I'm not an expert, catgirls most iconically fall the design ofthe iconic cutesy kitten girl. However, "big cat" inspired catgirls are also a thing, and these are usually depicted as strong warriors, in contrast to the ditzy cuteys. I don't think intelligent or magical catgirls are commonly a thing… but, cats do have a strong association with magic and cunning in folklore, so that a "catgirl witch" race makes sense to me.

Generally, catgirls are portrayed as agile and graceful (if prone to "cute" attacks of clumsiness), so I'd say a default of +2 Dexterity and +1 to either Charisma, Strength or Intelligence depending on sub-breed. Although… catgirls generally tend to focus less on the "feline agility" side of things, so maybe reverse that to +1 to Dex and +2 to the sub-breed ability?

Catgirls generally tend to have superior night vision and enhanced speed over humans, to my admittedly limited knowledge. So that makes for Low-light Vision and Movement 35 feet.

Cargirls have their claws, of course, so swipe that from the Aarakocra race.

Need at least one other major racial ability… hmm, cats tend to be very quick to react and/or hard to surprise, don't they?

After that, it's a matter of figuring out the sub-breed powers. I figure we want "cutesy" for the housecat, "feral" for the wildcat and "mystic" for the witchcat. These should be more fluff-inclined.

I'm open to other people sharing how they think a catgirl should be built, but heres my kneejerk first draft production, based on the thought process I just outlined:

Catgirl, 1st draft:

Ability Score Modifier: +1 Dexterity
Size: Medium
Speed: 35 feet
Vision: Low-light
Cat's Claws: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Quick as a Cat: When rolling your Dexterity to make an Initiative check, roll twice and take the higher result.
Best in Breed: You belong to one of the three distinct breeds of catgirl; housecat, wildcat or witchcat. The rest of your racial abilities are determined by which breed you belong to.

Housecat Breed:

Ability Score Modifiers: +2 Charisma.
Ne-kowaii: You have Advantage on Charisma (Persuasion) checks.
Kitty's Luck: You increase your AC by +1. Additionally, if you have the Lucky feat, you regain your Luck Points at the end of a short rest instead of at the end of a long rest.

Wildcat Breed:

Ability Score Modifiers: +2 Strength
Born to the Hunt: You have Advantage on Intelligence (Nature) checks. You also have Advantage on your passive Wisdom check to avoid being Surprised.
Big Cat's Claws: Your Cat's Claws do 1d6 slashing damage instead of 1d4 slashing damage.
Purrfect Ambush: Other creatures have Disadvantage on Wisdom checks made to detect you when you are using the Stealth skill or when you are attempting to Surprise them.

Witchcat Breed:

Ability Score Modifiers: +2 Intelligence
Cat Magic: You know 1 cantrip of your choice from either the Wizard spell list or the Warlock spell list.
Wise as a Cat: You have Advantage on Intelligence (Arcana) checks.

Slimegirl Draft Racial Profile

Ability Score Modifier: +2 Constitution, +1 Dexterity
Size: Medium
Speed: 25
Amorphous: You can move through a space as narrow as 1 inch without squeezing.
Corrosive Touch: Your unarmed strikes can deal either bludgeoning damage or acid damage.
Gooey Frame: You have Resistance to Acid damage. Once per short rest, you may grant yourself Resistance to Slashing, Piercing and Bludgeoning damage for 1 minute.
Adhesive: You have Advantage on Strength checks made to Grapple a target.

Lamia Draft Racial Profile

Ability Score Increase: +2 Charisma, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Darkvision
Snake Body: A lamia has a Climb Speed of 20 feet and a Swim speed of 30 feet. A lamia can Crawl at its normal speed. A lamia cannot use magical items based on footwear, such as Boots of Elvenkind.
Crushing Coils: A lamia may attempt to grapple a creature that is no more than two sizes larger than itself, and has Advantage on the Strength (Athletics) check to successfully grapple the target.

Harpy Draft Racial Profile

Ability Score Modifier: +2 Dexterity
Size: Medium
Speed: Your base walking speed is 25 feet
Wings: You have a Fly speed of 30 feet. You cannot use this fly speed if you are wearing Medium Armor or Heavy Armor.
Talons: Your Unarmed Strikes do 1d4 + Strength slashing damage.
Sub-Race: Choose between the Warwing or the Soulcaller subrace.

Warwing:

Ability Score Modifier: +1 Strength
Raking Claws: Increase your Talons damage to 1d6 + Strength damage.
Mighty Wings: Your Fly speed increases to 50 feet.

Soulcaller

Ability Score Modifier: +1 Charisma
Harpy's Song: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a second-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them.

Official Material

Fluff

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Crunch

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