Friday, March 27, 2026

Animal Men

    Index

The Species
PC Species 
The Imperial Species
Appendix: Trade Goods
Appendix: Encountering a Polity
Appendix: Travelers
Appendix: The Supernatural
Appendix: Imperial Species Numerical Index
Appendix: PC Species Numerical Index


The Species

The Imperial Species have achieved preeminence in the world through the creation of subterranean fortresses and a generality of bioform. There are nine imperial species:

The Amphibian Men
The Antmen
The Bat men
The Cave fish men
The Cave swallow men
The Olm men
The Reptile men
The Rodent men
The Serpent men

Player characters are never members of the Imperial Species. Instead, they belong to one of the PC Species.

Only about 1 in 60 PC species possess significant empires, and none of these are as powerful or widespread as those of the Imperial Species.

PC species live in the shadow of Imperial Species cities and fortresses, varyingly enslaved by them, at war with them, trading with them, serving them as auxiliaries, or in some cases living within them as provisional citizens. 

There are many cities and fortresses belonging to PC species, some with one species as hegemon, others with a riotous mix. The arc of fate, however, bends ever towards the Imperial star. 


PC Species


Most animal men are 5'-8' tall.

In true OSR spirit they are in no way balanced from an ability perspective, nor in what they can eat. Carnivores are carnivores. Insectivores are insectivores, and insect men are thinking beings.

Contending for morality against strong instincts, just like us, with the complication of obligate carnivory in a world without non-thinking meat.

Aardvark man



The aardvark men do not present a unified polity, but are everywhere at war with the antmen, who pursue aardvarkian genocide when they have lulls in their internecine struggle
Aardvark men create roomy homes under the earth, prefer to emerge and socialize at night
They grow a single crop to supplement what they take in raids and ambushes against the antmen, the aardvark man cucumber; its exterior resembles a round, slightly malign-looking avocado. Even if their subterranean homes go unnoticed, the presences of these cucumbers or their remnants are a good sign of aardvark man activity, and antman long-range reconnaissance patrols are trained to identify them
Antmen teams who wipe out an aardvark man burrow may booby-trap it to catch returning friends and family
Some superstitious thieves and seducers wear portions of an aardvark man
Call one a snootpig and get bashed
Really strange teeth 
Have elephant man friends more often than chance would allow for poorly-understood reasons

Enmity (Antmen), Affinity (Elephant Men), Burrow 3'

Adder man


Painful, nauseating bites
Warning hisses
Warriors accept others' jokes that they're adding to the death toll
Common, often work as mercenaries or bounty hunters, not particularly distinguished, kind of like Rodians 

Bite damage inflicts ongoing Disadvantage

Albatross man


Huge wings
Thought to be the reincarnated souls of land animal men dead at sea, with weather and luck effects
Vagrants roam far and wide
Form colonial enterprises
Prefer the open ocean but will deign to overfly the coasts
Love to dance, meet partners this way. Divorce is rare
Regarded as harmless. On an individual basis, this may be as incorrect as regarding a mosquito woman as evil

+2 Str, Flying

Alligator man


Death roll
Big boys fly solo, smaller ones band together
Powerful bite, but you can hold his mouth closed bare-handed
Form bellowing choruses and hold spring dances
Benefit from the fearsomeness of saltwater crocodile men by association, though someone seeking to diminish an alligator man may make a comparison
Find it hard to jump when on land; can jump upwards from water pretty effectively
No cultural boundaries around cannibalism
Sometimes like to let people they've killed rot a bit to make them easier to eat
Forced the nutria men into extinction

Bite applies Grapple, can Death Roll a grappled foe for 3d6 damage next turn, cannot bite if grappled by opponent

Anaconda man


Can crush bones using its neck while grappling. This power generalizes; can strangle an elephant man
Can wait in the water with nothing but eyes and nostrils exposed 
Can eat prey larger than the size of its head, though very sluggish when digesting a sizeable animal man 
Have monthlong orgies with up to 12 dudes and a single female. Females may cannibalize a small male after giving birth; they are usually quite large but can lose up to half their weight postpartum. Females don’t technically need a male to get pregnant but produce much larger litters after mating
Normally carnivorous but known to be persuaded away from it by really good bakeries

+4 Str, Advantage to stealth in water, can Crush for 3d6 during grapple

Anole man


Neat dewlap, use it to subtly communicate
Changes color though not with the readiness of a chameleon man. Shadows that fall across the anole man can temporarily imprint themselves in its coloration 
Males are aggressive and obsessed with a convict’s conception of respect; known to swing on their own reflections in mirrors when their gaze lingers 
Anole men don’t care for their young and adult anole men may eat anole children they find; this contributes to the hardcase attitude

Speak Language (Anoledewlapi), Stealth Advantage while stationary with 2-round initialization

Armadillo man


Defensive curl
Can roll around
Historically employed to tank missile fire during assaults on insect man colonies. In turn, antmen call pink fairy armadillo men “walking nigiri” and tend to eat them immediately when captured, as they almost always mysteriously die anyway after a few days in captivity
Prefer to be called “turtle-rabbit men” because armadillo is kind of diminutive 
Prone to nonfatal leprosy. Armored creatures who feel reduced pain and have little to lose can be difficult to stop

+4 Natural AC, 60’ roll

Axolotl man


Amphibious
Seem innocent and trustworthy; adults are still neotenous in a biological sense
Can regenerate gills, limbs, and parts of their eyes and brains. Occasionally grow extras of whatever was maimed. Can accept transplants from other axolotl men with no problem
Natural camouflage, though it's most useful in water
Not strong, though can grow and grow and grow throughout their lifetime
Commonly die from bowel obstruction
The only people to have an affinity with olm men, and the only to be accepted as permanent residents

+3 Cha, -2 Str until age 30, Affinity (Olm Men), Advantage to Stealth in water, Recover from any physical stat damage between adventures 

Aye-aye man


Highly intrusive, dextrous fingers
Agreeable but very zany
Loves to explore tight, tubular spaces with a strange, super-dextrous finger that it has on each hand; usually have to learn that other people don't like this. Can situationally be used to pick locks 
Loves to eat insect man larvae but will also eat fruit 
Can chew through wood fortifications; uses this to break into insect man homes and devour their children. Some insect men hate and fear attracting them so much that they refuse to refer to aye-aye men directly, and instead of finding them weird and charming, despise them as freakish spider-handed psychopaths
Majorly pick their noses with that finger
Women have nipples in their groin
Crucified by the roads by insect man empires 
Echolocates
Thought to be bad luck by some empires, probably because of the fingers; executed and hung up as a ward 

+2 Cha (-2 with all insect men), Advantage to lockpicking, Burrow Wood 1’, Blindsense 30’

Badger man


Berserkers
Skilled spelunkers
Lustrous stripes
Build red castles, volcano fortresses, and vast burrows with up to 50 exits. Very particular about cleanliness in their domiciles
One of the few peoples able to forge steel, using the unique stones and magmatic conditions of their fortresses
Keep their domiciles clean, utilize outdoor latrines 
Narsty cream from around the butthole
Love to scratch a tree
Omnivorous
Like to eat motherfuckers by turning them inside out first
Extremely matrilineally hierarchical. Dominant sows suppress the breeding of subordinate sows and may kill their children. Males are generally monogamous; females somewhat less so

+3 Str, +1 Con, Berserk as Barbarian

Bark scorpion man


Six arms, two pincers
Immune to pain, stunning, fear and paralysis, never sleep, possess extravision, leading to a psychiatric state approaching cyberpsychosis 
Debilitating sting
Bioform incentivizes being the Predator more than interspecies cooperation

Six arms (up to six attacks with compounding penalties as normal main-gauche attacks), immune to pain, stunning, fear and paralysis, never fatigued, extravision 60’, sting attack inflicts ongoing disadvantage, Berserk as Barbarian

Barn owl man


Annihilates rodents
It can hear you 
Head on a swivel
Tears people apart and eats them piece by piece 
Solitary, prone to being bum rushed by crow men if not careful
Absolutely terrifying threat display when cornered, hunching up, swaying, emitting an earsplitting hiss

+2 Str, Flying, Blindsense 20’

Beaver man


Build dams and lodges; underwater access with a surface sanctuary inside. Also construct mighty canals to float material to their structures 
Sexually monogamous
Reputed for conscientiousness but they’re just doing what they love 
Assassinated for their furs, testicles, and delicious fatty tails
Can waterproof things with their castoreum
Visual part of brain is not that big

Burrow Wood 2’, Can't differentiate objects at 60'+

Beetle man


Devastating pincer attack
Can prise things pretty handily
"Jousting" culture; when they meet on bridges and narrow paths, they try to throw the other off. They'll accept challenges from other species too, but it's not required to win their respect. Some appreciate the gesture, most find it pretentious
Armored fliers

Natural pincer attack 2d6 damage and automatically applies grapple, Flying, +3 Natural AC

Black bear man


Really strong but more of a thief than the grizzly bear man. Fairly intelligent, more versatile than the grizzlies, but still mogged by them socially 
Sense of smell is 7x more sensitive than a dog
Loves mead and the udders of lactating females 
Promiscuous. Females get short-tempered after sex 
Develop a fecal plug during hibernation; expelling it upon awakening is the most satisfying shit anyone will ever take 
Raid the nut caches of squirrel men 

Black bear man bodyguard and bluejay man ward

+4 Str, +1 Int, +1 Con, Advantage to Stealth in liminal conditions, Darkvision with respect to organic beings from scent

Black mamba man


Deadly paralysis poison
Long-range strike
Aggressive instincts, almost a berserker
Your black mouth makes people cautious; many will know what you can do to them

Ssssuccessful Bite (2-square reach) inflicts Paralysis which will kill in 4d4 hours if left untreated

Bluejay man


Noisy, bold, intelligent, beautiful, and aggressive
Willing to fight predators, and not just bird men of prey
Can imitate hawk men

+1 Int, -1 Wis, +3 Cha, Flying

Bobcat man


Short tail; better able to hide mood
Solitary, territorial instincts, though guys are less standoffish towards one another than many cat man species
Can go longer without food than most carnivores

+1 Dex, -1 Cha

Brown recluse spider man


Webs
Six arms
Immune to pain and fear
Incapacitatingly-painful bite
Bioform incentivizes multiclassing to Assassin
Negative charisma

+1 Dex, -2 Cha, Six arms (up to six attacks with compounding penalties as normal main-gauche attacks), Spin Web (5’), Bite inflicts Paralysis, Immune to pain and fear

Bushmaster man


Asphyxiating poison, 90% fatality
Don’t handle stress very well, tend to have breakdowns (or lash out)
Sometimes kidnapped to be milked for their venom, but this doesn’t tend to last very long
Hard to spot in fallen leaves

Berserk as Barbarian, Victims of bite must save vs death DC20, Advantage to stealth on forest floor

Bushtit man


Talkative
Smol
An enemy of spider men
Make hanging nests that look like big wooly lungs

-1 Str, -1 Con, -1 Wis, +1 Cha, Flying, Animosity (All non-jumping spider men)

Buzzard man


AKA turkey vulture man
Instincts give banditry an allure
Defecates on own legs to cool down
Can projectile-vomit super foul rancid meat 
Generally unpleasant to eat

-3 Cha, Flying, Vomit ranged touch attack (10' reach) inflicts disadvantage for d4 rounds

Capuchin man


Smart and outgoing despite flat affect
Prone to thievery
Excellent with money despite short-term time-preference
Skilled riders, musicians, masseuses, and showmen

+3 Int, +2 Cha, +1 to Bardic performances, 10% Trade Bonus, Advantage to pickpocket

Capybara man


Very calm
Good swimmers
Large
Bask in hot springs

+1 Con, +2 Wis, +2 Cha

Cardinal man


Beautiful and striking
Don’t get too close when he’s chirpin
Divorce is common
Fecal sacs from nestlings are a valuable trade good in some empires

+2 Cha, Berserk as Barbarian

Cassowary man


Flightless
Big casque
Eviscerating claw and will kick you while you’re down
Wicked headbutt
Murderous instincts, lot of Mos Eisley cantina-type bullshit

2 natural attacks as club and dagger

Chameleon man


Changes color
Stereoscopic vision; can observe multiple objects simultaneously, full 360 degree vision
Males are highly ornamented
Ballistically-projected tongue; its material produces force in excess of what muscle can achieve, allowing them to take out eyes at close range
Prehensile tails useful for gripping, though not dexterous enough to swordfight with

+2 Cha, Advantage to Stealth, 360 degree vision negates most surprise unless sprung from within 15', can hang from objects using tail, Tongue attack can inflict disadvantage for d4 turns and permanent blindness on natural 20 to hit

Cheetah man


The fastest
Also stealthy
Uses its tail as a rudder to execute quick turns
Can eat dozens of pounds of food in a sitting
Very light

+1 Dex, -1 Con, 90’ movement, Advantage to stealth in tan grass environments, bite attack applies grapple and strangulation

Chinchilla man


Super luxuriant coat
Very agile jumpers
Can blast urine or detach fur as defense mechanisms
Neurotic, prone to convulsions

20’ jump, urine blast attack inflicts disadvantage for d4-1 turns 

The Stages of Life: A Chinchilla Man's Journey

Chipmunk man


Can store all kinds of things in its cheeks
Accomplished crooners (and strippers...)
Construct burrows
They’re rodents and people who are envious of their charm don’t let them forget this. The rodent man empire occasionally attempts to court chipmunk men as a kind of charismatic example of the set, but have limited success with anyone but the most bitter or mercenary chipmunk men

+2 Cha, +2 to Bardic performances

Coati man


Instinctually curious
And acquisitive
Can smell things underground
Males are about twice as large as females, but females operate an amazon system where they live in communities with the children and adult males are invited in periodically and conditionally for mating 
Can climb down surfaces head-first
Smart 
Good at fighting, slight natural armor in thick hide 

+1 Dex, +1 Int, -1 Wis, +1 to hit, +2 Natural AC, +4 to Pickpocket checks

Cockatiel man


Flying and nomadic
Majestic crest
Loving

Enjoy banging their beaks on things and flipping over objects

+3 Cha, Flying

Copperhead snake man


Nasty nausea poison. Bites you then falls back and waits for you to go down
Extremely effective camo in red clay or dead leaves
Moonshining and drug dealing are traditional, hereditary activities in isolated copperhead snake man communities

Bite attack inflicts Disadvantage for d6 Rounds and then Paralysis thereafter, Advantage to stealth in dry hills and dry woods

Cougar man


Instincts pressure towards ambush
Adaptable
Serious leaping ability (like 18’ straight up)
On the Carnivore Diet
No one hunts them, but they regularly beef with other predators
Willing to share kills with other cougar men
“Copulation is brief but frequent”

+2 Wis, 30’ jump (including upwards)

Coyote man


Sui generis howling
Instinct for aggression toward gentle creatures 
May eat carrion and some vegetation
Highly monogamous, not a lot of infidelity
Coyote man gangs tend to harass intruders and engage in light brawling as opposed to murdering them (“Ayyyy! Get the fuck outta heah! Eeeeeeyip!”)
Historically ally with badger men

Affinity (Badger men)

Crab man


Pincers
Detachable limbs
Deliciousness with melted butter
Some empires enslave them to repeatedly harvest their arms
Walk crabwise
With black pepper so shiok
Fight each other constantly and will snib you too

2d8 Natural Attack, +4 Natural AC

Crow man


Intelligent yet prone to mob mentality
Socially marred by scavenger instinct
Love carrion 
Tend to be pigeonholed (crowholed?) as skilled thieves and con artists

+1 Dex, +2 Int, -2 Wis, -2 Cha, Flying

Cuttlefish man


Can change color
W-shaped pupils, no blind spots
Produce damaging venom, contain deadly poison
Internal shell (cuttlebone)
Intelligent
Instant color changing
Communicate through skin coloration, texture, posture, and movement

+3 Int, 360 degree vision, Advantage to stealth in water, natural attacks deal d12 Venom damage, DR/5 Slashing, +2 Damage taken from piercing/bludgeoning attacks

Damselfly man


Love to soak in pools
Naturally get along with capybara men
Instincts invite towards predation
Males have two sets of genitalia, females sometimes eat males; caveat emptor
Flying, but not renowned for maneuverability

Flying 20’, Affinity (Capybara men)

Deer man


Males have big racks
Slitted pupils with superior motion detection
Roughly 1 in 10,000 females are horned freemartins
Favorite foods are generally found at the forest’s edge (“woody shoots, stems, and leaves of woody plants as well as grasses, cultivated crops, nuts, berries, and wildflowers”)
Can sprint at 40mph
Fast, great at leaping over things 
During the rut, guys run around fighting each other and pursuing females for sex until their physical condition degrades so much that they actually can’t go on

60’ Move for one turn, 45' thereafter, Advantage to Initiative roll

Desert tortoise man


Heavily armored
Often live like hermits in shelters on the high desert. Many almost never leave but may welcome harmless visitors
Individual desert tortoise men can have up to 25 separate burrows across a region, and may lease portions of their burrows to other creatures
Culture more permissive of bisexuality and homosexuality than other tortoise and turtle men
Can go a year or more without access to water
Eat some soil for calcium
Long lifespan (except for adventurers)

15’ Move, Burrow 3’, +6 Natural AC

Dingo man


Fast and hardy
Their culture tends to instill the belief that only really impressive people should breed, male and female. They have this in common with the wolf men, but there's no affinity. You can get to know a dingo man and have a normal relationship; this is usually not the case for wolf men
Highly dexterous for a canid
Known for vigilante actions against predators, and for their war with the kangaroo men, in which groups of dingo men chase lone kangaroo men into ambushes, and kangaroo men triangle-choke dingo men to death
In dingo man communities, generally only the dominant pair breed, and everybody else helps raise their children. Everyone else can breed if the community breaks up

+2 Dex, +2 Con, 35’ Move

Dragonfly man


Instinct leads one towards Assassin multiclassing
Expert fliers
Emerge from exumia
Project a feeder at ballistic speeds like an internecivus raptus
Have to dig out other guys’ nut while making love due to promiscuity and delayed fertilization 
See things in slow motion

+4 Dex, +4 AC to Ranged Defense, Flying, Grappling attack at +4 (deals d4 additional damage), Advantage to Initiative

Eagle man


Proud
Dive attack
Relatively large
Strong legs, big talons
Eyes are way bigger than human eyes, super-capable vision

+2 Str, +2 Cha, All movement detected up to 150’, Flying, Advantage to attack when diving at least 15’

Echidna man


Affinity for the mother of monsters
Spined
Snooted
Inveterate foes of the ant men 
Huge, spined, four-headed penis 
Very timid except when dispatching ant men or laying pipe

+2 Natural AC, +6 when attacked from behind, Animosity (Antmen)

Elephant man


Huge
Intelligent
Practically a one-man siege engine
Big tusks on males
Periodically go berserk, musth means testosterone spiking 60x-140x above baseline

+7 Str, +2 Con, +3 Int, +1 Cha, Racial Affinity (Aardvark Men), Berserk as Barbarian during musth

Elephant seal man


Big
Amphibious
Oleaginous
Carnivorous
Big ole proboscis on bulls
Capable of being earsplittingly loud
Females have super fatty milk
Alphas usually have a right-hand man who guards the alpha's admirers (and tries to bone them when the main man's busy)
Guys called "super weaners" get huge by suckling off multiple adult females by any means necessary as adolescents

+3 Str, -1 Dex,+3 Con

Elk man


Guys have giant racks
Just huge in general
Hoof strikes can break your bones through armor
Effective buglers
Bulls' instincts make them enjoy sparring and wallowing in their own piss, which cows love. Elk men call this "self-annointing"
Bulls' instincts tempt them towards extreme romantic possessiveness

+5 Str, Natural Attack as warhammer that reduces AC by 2

Emu man


Fast
Inquisitive
Super rugged
Can spill guts with a claw-kick
Like to eat charcoal, swallow stones as well as small, blunt metal objects
Testicles grow 2x in size during breeding season, males act like they're juicing

+4 Con, 50’ move, natural attack as short sword

Firefly man


Fly
Glow
Some female variants fly, glow, and then eat incoming males
Taste extremely nasty if you aren’t a firefly woman, due to a defensive steroid. Some firefly men who don’t have this function murder and cannibalize those who do to get it into their body
Glow is due to luciferase working of luciferin 
Prized as communicators 
Not all firefly men can glow, but firefly man PCs always have the option of being able to

Flying, Glowing

Fly man


Love to wank their snoots; generally have to be socialized out of this if adapting to other civilizations. Luckily, you will never be judged by a fly man for blasting snot and eating your boogers
Love to eat doo doo, though they also enjoy honey. Yak on food then slurp it up. Blow out big gray bubbles of digested food and suck them back in repeatedly
Not bad guys, their bioform is just a hindrance for socialization with most species. Great at dodging, perhaps as a consequence
^Tsetse fly men and blow fly men are the exception; the former will bite the fuck out of you and pass off disease (as Contagion), the latter will kidnap you and lay eggs in your body

-4 Cha, +4 natural AC

Flying squirrel man


Wingsuit gliders, can go 500m if gliding from a tree, higher if starting from a cliff or tall building. Can gain some lift 
Tail acts as an airfoil and air brake 
Charismatic
Weak
Can't fire or drop things from the air while flying
Omnivorous

-2 Str, -1 Wis, +2 Cha, Glide 40’, check Dex against DC to maintain altitude after 500m, checking and doubling DC for each additional 250m, dropping 30’ if failed

Fox man


Clever
Immune to traps
Can spring really far
Wiener bone feeds casanova myth

+1 Dex, +2 Wis, +2 Cha, Double Advantage to Detect Traps, 15’ jump

Gazelle man


Super fast sprinters
Dainty pallette
Eyes are regarded as having a certain appeal

+2 Cha, 60’ move

Giant tortoise man


Hard to Kill
Don't reproduce often and tend to just drum on their partners during sex
Can go a year without water

15’ move, +6 Natural AC

Gila monster man


Fearsome reputation
Venomous bite; not usually fatal, but extremely painful and makes the victim very ill
Sluggish
Has bumps all over skin which contain tiny spherical bones
Likes to eat people alive, headfirst

25’ Move, Bite inflicts ongoing Disadvantage, +2 Natural AC

Giraffe man


Whip their heads back and forth with their little stubby horns (which can Anton Chigurh your brain)
Can reach high things
Weirdly graceful

+1 Cha, 10' reach natural attack as morningstar

Grackle man


Extremely attentive
Good at wresting things away from other people, especially food
Know how to crack open hard objects
Tradition of alchemy passed down within the species, particularly using the liquids of insect men
Call is very loud and sounds like a power line
Can interpret magnetic and electromagnetic fields

+2 Wis, +2 Grappling (Advantage if grappling away food), Flying, Professional Skill: Appraise Magnetism (Wis)

Grasshopper man


Megajump
Megakick
Moults five times before adulthood, so grasshopper man settlements are like statue gardens with the subjects being the inhabitants during their youths
Beware: when grasshoppers form true cities, they change color and become locusts. For this reason, other species tend to band together to scatter grasshopper man settlements which get too large. As a corollary, many polities try to welcome grasshopper men so that revanchism doesn't become their guiding principle, and some cosmopolitan and highly-complex empires even employ acridologists
Decent natural camouflage
Can stun through wing-flash when jumping
More susceptible to horrific parasites than many species
All-round vision
Light natural armor
Decent natural musicians; many songs of lamentation for lost territories and ancient days of conquest

Jump 30’ (viewers check Wis vs DC5 or be blinded for d4 rounds), Natural Attack can send Medium creatures up to 20’, +1 to Stealth, +1 Natural AC, +1 to Bardic Performance

Gray langur man


Look kind of severe, but are actually friendly and talkative. Tend to be light-fingered
Expert brachiators
Some groups have a normal prestige hierarchy, but many are dominated by dictators

+2 Wis, +2 Cha, Brachiate 30’, +2 Pickpocket, +2 Lockpicking

Gray squirrel man


Expert climbers and leapers
Prolific but not particularly good close fighters; the few powerful squirrel man states tend to rely on bow-armed rangers
Tragic, intractable ethnic feud with red squirrel men, in which the red squirrel men have gotten a worsting
Intelligent, with great memory, but susceptible to traps due to irresistible curiosity

Gray squirrel man petty king and ranger

+1 Dex, +2 Int, -2 Wis, -1 to melee attacks, +2 to ranged attacks, double rate of Climbing, double fall height before taking damage

Great horned owl man


"The tiger of the air"
Tend to be murderous and imperious. Can be pleasant in the short term, but will generally resort to violence if they don't feel like they're getting what they want
Decent natural camouflage
Silent flight, can fly super slow
Not actually horned, just epic feathers
Huge eyes, has night vision
Not afraid of shit, will fight bear men
Will eliminate other predators in their zones

+3 Str, +2 Cha, +2 Stealth, Flying (minimum 5’ move), Immune to Fear/Terror

Green tree frog man


Ribbit
Jump and climb
The men like bigger women
Decent wrestlers but tend to have low morale
The men literally fuel their songs with testosterone. They are in demand as cabaret singers. Tom Jones-level promiscuous

+2 Grappling, +4 to Bardic Performances, 40’ jump

Grey parrot man


Highly intelligent 
Language experts
Very long-lived, giving them time to accumulate languages and experience
"Rather secretive personalities"
Monogamous
Often enslaved by empires for their abilities as linguists, become equivalent of protocol droids for various provincial conquerors 
Tend to be good dudes

+4 Int, Choose 4 additional languages (PC or Imperial), Flying

Grizzly bear man


Massively fast and strong
Can be very friendly, but a specter hangs over their reputation; small groups traveling with grizzly bear men have been known to be massacred by their giant guardians
Prone to strong-arm robbery; power and opportunity, the test of morality
Respect cougar men, who are generally willing to fight them, even if the cougar men will probably lose
Vulnerable to being dug out and murdered when hibernating

+6 Str, +3 Con, +2 Cha, 40’ Move, Berserk as Barbarian, Advantage to Intimidate checks

Groundhog man


Yes, good meteorologists
Excellent burrowers, make Viet Cong-style tunnel complexes
Notably promiscuous
Highly intelligent and social, make good work-crews after they've had a few fights to figure out the pecking order
Cultivate clover
Have a good bite
Love to whistle

+2 Int, +1 Cha, d6 Bite attack, Burrow 5’

Hamster man


Kind of awkward and nervous but endearing in their own way 
Hyperextensible cheek pouches
Bad eyesight
Love to eat peanut butter, even when it gets stuck in their cheeks
Love to eat their own fermented shit, but unlike e.g. fly men they tend to eat shit behind closed doors. Some only do it on holidays
Very solitary, very stressed out by other people. Will tolerate other species who don't try to bully them, but will invariably flip a switch and throw down with other hamster men if forced to spend time together

+1 Cha, can’t make out objects past 60’, Animosity (Hamster men)

Hare man


Very fast, very independent
Hare man polities build unique, impressive megalithic skystructures, but have a maligned reputation for collaborating with predators, sacrificing a few hares to the predators in exchange for elite predator shock troops. These polities are very often resisted by lone hare man heroes
Individually, the hare men produce some of the best fighters in the world due to their mobility and their ability to launch devastating running double-kick attacks, though most hare men warriors have not mastered this and are much more vulnerable; it is very dangerous to get this attack wrong
Also decent boxers, believe it or not. They are the only mammal with a jointed skull, helping them absorb blows

40’ move (running and/or jumping), DR/1, 2d6 damage running kick natural attack that sends medium creatures up to 30’ if the hare man has moved at least 25’ (natural 1 inflicts 2d6 damage on attacker) with critical damage if they're sent into a solid object

Harp seal man


Pretty big
Good vision
Gregarious and promiscuous, prefer to screw underwater
Rich families of other species love to adopt their pups, as they are regarded as charming, though the kids eat a lot and get big
Tend to vagrancy or just becoming ramblers

+2 Str, +2 Con, +1 Cha, Detect Motion to 60’

Hedgehog man


Prickly pears
Can defensive-curl and roll; some are faster than others
Difficult for scent-based predators to detect, as they rub counteracting scents on themselves; also, some put poison or shit on their spines for a nasty surprise
Limited immunity to some snakebites
Unreformed thug hedgehog men may try to kill male baby hedgehogs to lessen competition
Love shitty food and alcohol, prone to liver disease

-1 Con, +2 AC (+6 when being attacked from behind or rolling), 20’ roll (on average, the fastest can move up to 60'), snakebite has only 75% chance of affecting a hedgehog man

Hippo man


B I G
Cannot be predicted
Cannot jump
Look chonky but it's all muscle
Secrete a natural sunscreen
Take giant shits while whipping their tails around, spreading the muck. "Its function is not well understood"
Crush lion and crocodile men
Tolerate certain harmless species who will clean them of parasites
Very few engage in nonviolent professions
Some empires have dedicated Hippo Squads in their internal security forces, as in squads selected and equipped to bring down recalcitrant hippo men

+8 Str, -2 Dex, +4 Con, Berserk as Barbarian, Advantage to Intimidate checks

Hoary marmot man


Whistling loud and merry
Life is simple, young man; get fat and hibernate 
Bask when not hibernating
Establish far-flung colonies
Love to eat flowers

+2 Cha

Honey badger man


Fearless and tenacious
Berserker
Thick, super-loose skin
Face built to take lacerations
The smell of its anal pouch is "suffocating"
Have won fights with lion men
They do love honey
When they eat a creature they eat everything
Well-socialized honey badger men can be alright, but ones from the frontier will kill random people just to prove they don't give a fuck
Honey badger men with rabies approach the demonic

+3 Str, +2 Con, -2 Wis, DR/3 Slashing, Berserk as Barbarian

Hornbill man


Have great bills
Fused vertebrae just to carry the bills
Tend to have good relationships with other species but will bash you with the bill
Good parents

+2 Con, Natural attack as bill, Flying

Horseshoe crab man


Nice and armored
Not actually crabs. Almost arachnids
Forged mighty empires in prehistory but have no cultural memory of this, their fastnesses hurled down by the mimetaster men, who have themselves vanished
Blue-blooded
Profound nightvision
Hard to spot in sand

+4 Natural AC, Darkvision, Advantage to Stealth when stationary in sand

Hyena man


Females have most of the testosterone and a pseudo-penis, mate by docking
Jaw is so strong they can break your neck with a single bite without piercing the skin
Males have no baculum because the females would probably break it
Produce white cream from their ass, smells like boiling soap for marking territory

Deadbeat dads
Can survive rabies, have specific antibodies against herpes
Good at avoiding traps
Love fresh meat, will eat carrion
During ceremonial clan-greetings, individuals stand back-to-back, bend over forward and lick each others' ass and balls. If you get a boner it means you're the submissive one; that goes for males and females
Powerful clans like to request emissaries from Imperial civilizations, mostly to challenge their prowess at the clan greeting
Lion men rob them remorselessly, except when groups of hyena men can bum rush a lion man
Instincts make most hyena men into assholes, but they have a keen social intelligence nonetheless
Squads of mercenaries are in high demand; often work as grave robbers when unemployed
The guys are brutal to each other, but they like dominant women
Newborn cubs may attack and kill each other, and then try and eliminate rivals as they grow up
Beef between hyena men tends to manifest in attempts to murder each others' children
The least desirable possible neighbors due to the hooting and hollering whenever they eat
Nepotistic society
Nutty laughter
Basically drow crossed with derro

-2 Cha, Advantage to Detect Traps, successful Bite attack (2d6 damage) applies Grapple and Strangulation

Ibex man


Both genders have horns and beards, though the bucks' are the largest
Can wrestle using their horns
Great at navigating cliffs, can easily evade most terrestrial predators there
They smell the ass, there's piss, the lip curls up -> it's good
The horns of the guys from the mountains get truly ridiculous

2d6 ram attack if the Ibex man has moved at least 15’, +2 to Grappling

Iguana man


Dewlaps
Great coloration
Generally a popular species
Good long-range vision
Promiscuous. Women tend to be the landowners. For males, changing color is part of being sexy

+3 Cha, Advantage to Stealth while stationary

Impala man


Can jump like crazy for a mammal; great at jumping away from danger
Males can throw you with their horns
Excellent acrobats
Males tend to be very proud, though if his partner wants another guy to hit it after he's done, he's cool with that

+2 Dex, Advantage to Dex saving throws, +2 to Grappling, +4 to Acrobatics

Jackal man


Great overland rovers
Love to fight
Can crush your skull with their jaws
Monogamous, and male and female lovers will fight back-to-back
Cackle when cornered

+2 Con, +1 Cha, d12 Bite attack

Jaguar man


Big boys
They fears no one
Can bite through the shells of turtle men, but prefer to put a fang through your skull
Eat your heart and lungs first
Well-camo'd in the shadows

+2 Str, 2d8 Bite attack (ignores armor), Advantage to stealth underwater and in shadowy areas

Jumping spider man


Universally beloved
Great vision
Nimble jumpers
Make silk tents
Assail the antman empire
Defeat evil spiders and valiantly inhabit their webs
Enjoy nectar
Immune to pain
Cannot be stunned
Do a wonderful dance
…And They Shall Know No Fear

Jumping spider man hero

+4 Str, +2 Dex, +2 Con, +1 Int, +2 Wis, +8 Cha, 60’ jump, Can make an attack with up to 6 weapons per turn suffering -1 to hit per each previously executed attack, Ultravision, Web 10’ once per round, +6 to Bardic performances, immune to stun and pain, immune to fear and terror

Kakapo man


Cannot fly
Kind of fat and getting fatter on average every year
Need male role models but kakapo dads have checked out
Guys gather at conventions and show off in various ways; females who are interested in reproducing come by and pick out someone they find impressive. Alas, more and more kakapo women are choosing to mate with worldlier grey parrot men, cleverer kea men, or more fun lorikeet men

Kangaroo man


Leaps and bounds
Yoked
Can balance on their tail, punch and kick you simultaneously, then triangle-choke you to death
Foul-mouthed
Men don't produce sperm when the weather's too dry
Operate mobs in some cities

+1 Str, two natural d6 attacks, +3 to Grappling

Kea man


Excellent scientists and engineers, less so administrators
Can't leave traps alone due to curiosity but capable of dodging their effects
Very social and humorous, tend to be a naively trusting, don't do well alone
As a corollary to being trusting, they have an instinctually hazy view of property rights and will often walk off with things they really like
Love to eat pure fat

+4 Int, -2 Wis, +3 Cha, Advantage to physical Saving Throws, Flying

Kestrel man


The animal man attack helicopters; hover and dive
A lot of people like their coats
Discourse tends to be sort of ratchet
 
Flying (don't need traverse to remain airborne), +d6 Damage when diving at least 15’

King cobra man


Not to be fucked with
Can sniff you out
Swallows you whole
Won't come after you unless he's hunting, but keep your distance
Deadly neurotoxin
Kill and eat other snake men 

Blindsense 30’ from scent, Save vs Death when bitten (ongoing disadvantage if successful)

Kingsnake man


Sort of the flashier runner-up to the king cobra
Also eats other snake men
Nonvenomous, maybe brightly colored to make up for this
Twice the crushing power relative to body size over python men though

3d6 Damage per round to grappled foes

Kiwi man


Hairlike feathers
Bad vision, can get by even when blind
Monogamous, like to sing duets with their partner
Stronger than most bird men due to being flightless and thus not hollow-boned
Tend to be aggressive though not great fighters
Kind of endearing to decent people

+2 Cha, +1 to Bardic performances, Can’t distinguish objects at 60’

Koala man


Love eucalyptus
Sleep up to 20 hours a day
Asocial
Sort of inbred
Has one of the smallest brains in proportion to its body of any mammal, also smooth. Fills only 61% of its cranial cavity, the rest is cerebrospinal fluid
Needs routine, if its things are out of place it will take a long time to get its shit together and may give up
Carry young on their back; both will gaze at you expressionlessly like that dumbass bear 
Don't ask how mom feeds joey
Koala men on the frontier will eventually chew their teeth down and starve to death
Loud bellowing can still scare the shit out of predators 

-3 Int, -3 Wis, 20’ Movement, Advantage during surprise rounds from bellowing

Leech man


Well, what can you say about these guys? Tend to stick with their own; rejection is a bitch. Those cast out of their own civilizations often join bandits
If you're captured by a frontier community, prepare to be sucked to death (after a shave if you're e.g. a bear man)
Their horrific voices do not help
Secrete an anticoagulant
However, leech men who are partial to other civilizations have found work in the world's few standing hospitals, paid partly in blood, or as medical aides to nobles or merchant lords, often paid in less ethical ways
Don't really need to eat that often
“Leech man” is a colloquial descriptor as they're hermaphroditic; those who lack wieners hypodermically inject their semen

-3 Cha (except among other leech men)

Leopard gecko man


Thick, fatty tail. Can detach it if it needs to, but replacement tails will never be as impressive as the original
A popular, silent presence in imperial courts 
Get along with other species better than other leopard gecko men

+1 Cha (except with own species)

Leopard man


Decent wilderness camo
Solitary, though leopard men still typically visit their mothers throughout their lives
Stealthy and murderous
Hang eviscerated kills from trees

+2 Dex, +4 to Stealth checks in natural outdoor environments

Leopard seal man


Massive jaws
Powerful arms
Oppressors of the penguin men

+4 Str, +3 Con, 2d6 Bite attack

Lion man


Tend to hold lofty ambitions, though many are hurled down by sleep
Egalitarian within groups of lion men
Buff
Not quite as big as tiger men, but more worldly on average
Those who aren’t part of a pride tend to wander nomadically
Surprisingly fast
Relatively bisexual
Some live off lioness women like indolent quasi-pimps
Famed for infanticide

+4 Str, +3 Con, 45’ sprint (once per combat) 2d6 Bite attack

Lion tamarin man


Little guys, big manes
Great jumpers
Big climbing claws
Aggressive
Legalistic and hierarchical approach to reproduction; typically, in a group of them, only the highest-ranking male and female can breed

+2 Cha, 15’ Jump (including straight up)

Lizard man


Enemy to fly men, spider men, and insect men, being obligated to eat them
Less bound by thermodynamics than most reptiles
Able to incubate eggs inside and then give live birth, further cutting them off from the fellowship of so many reptillians forever
More prone to identity crises than most peoples

Loon man


Kind of clumsy, specialize in long-distance flying
Neat coloration
Prone to serial monogamy
Expert diver, can take the fight to submerged amphibians
Can stab your face with their face
A loon man is never unarmed

d8 Natural Stab Attack

Lorikeet man


Very colorful
Tend to be playful
Sometimes enslaved just for their aesthetics
Observers generally can't tell males from females 

+4 Cha, Flying

Louse man


Imagine if you encountered aliens who had an instinctive distaste for you because they were spawned in deep space but you were born on the surface of a Class M planet, and thus regard you as a kind of parasite by your very nature
That is how louse men feel about the way others view them
The trouble is that most louse men don't have any choice except to attach themselves to some flesh and succ
A few can subsist on hair, but not the majority
Certain philosophical louse men have joined monasteries and become living statues, wasting away voluntarily 
A few have attempted to work at hospitals, but most have been outcompeted by leech men and been forced to work hand-to-mouth as orderlies, receiving small amounts of blood as a result. There is no refrigeration, if people weren't medically bled on specious grounds then there would be no such food
One or two have renounced their former lives of hunt-parasitism and befriended benefactors who've provided them with brain-dead individuals to suck blood from
The vast majority have not subjected themselves to such crippling compromises and live as their ancestors did, capturing people and using them as blood slaves
Nature is cruel; wherever we lack relevant technology she forces cruel compromises on us, some more so than others

-4 Cha (except among louse men)

Lynx man


Extremely rare
Reputation as narcotraffickers
Ambushers; “traditional” wilderness lynx men might kill dozens and dozens of people per year- many will cannibalize fellow lynx men
Fight wolf men for raiding rights 

+2 Dex, Advantage to Stealth checks

Magpie man


It’s not that you have to be a thief, it’s that skill and interest have a compelling channelizing effect
You are profoundly intelligent, however intelligence is orthogonal to impulse. Impulse may win out against reason. Desire often wins out against reason
You can sing beautifully; that’s one way to gain coins (them being shiny is less important than reputed)
Or you can do what people will expect you to do
Pica pica
Their mate-attraction is done a little bit more suavemente than most bird men

-1 Str, +3 Int, -3 Wis, +3 Cha, +3 to Bardic performance, Advantage to Pickpocket, Advantage to Lockpicking, Professional Skill: Numismatist (Int)

Mandrill man


Tend to be memorable 
Travel in hordes
Big teeth, enjoy fruit but will eat insectoids and other meat 
Dominant male has the lushest colors and the fattest ass

+2 Cha (dominant male has +4)

Mantis man


Flying, ambushers; may be very skilled at blending into foliage
Bitin’ Off Hedz
Yes, females sometimes eat mantis men after sex; sometimes this happens in a frenzy, sometimes it’s premeditated murder, and it also occurs at some temples on the part of priestesses or hierodules. It has even happened to non-mantis men. For some mantis men, this is a holy terror; for others, it is the ultimate fetish
Part of this paradigm is that if they’re having sex and she bites off his head, his body will fucking jackhammer her
One of only a few species with fully restricted manual dexterity, further reducing the allure of nonviolent work (besides reaping, which some mantis men commit to in a stone cast against biological determinism)
Prone to bluffing but also fully capable of ripping people apart with those raptorial arms
Great eyesight

3 Natural 2d6 Attacks, Cannot hold objects except little things on the tip of the scythe, Flying 20’

Masked lovebird man


The love part of their name is relevant in the sense that they're less aggressive than many bird men and have intimate pair bonds both with their mates and with members of the same gender.
The "masked" part is metaphorically accurate in the sense that their pair bonds often dissolve as soon as they are no longer in the same location

-1 Str, +2 Cha, Flying

Mink man


Silky; some ruthless creatures kill mink men just to have their furs made into clothing
Carnivorous
Aggressive, particularly to other mink men. General bad attitude precludes +1 Cha

+1 Dex

Monarch butterfly man


Glorious
Possesses true color vision
Loves sugar
Loves to drink moisture off corpses
Many creatures who aren't specialized to eat monarch men will vomit upon swallowing their flesh. Eating monarch butterfly man caterpillars can stop the heart. In any case, monarch butterfly men taste absolutely foul

+4 Cha, Flying

Mongoose man


The Punisher for snake men
Has mutations to neutralize snake venom
Scorpion stings are similarly ineffective
Massively skillful dodger

+2 Dex, +2 Con, +3 Natural AC (Evasion), Advantage to Dex saving throws, 90% chance of negating venom (tested only once per type)

Monitor lizard man


Powerful
Eat people alive and often whole
When it’s eating you, it will ram you into a tree just to get you down its throat
Highly intelligent. Run cooperative confidence schemes whose invariable outcome is to devour the victim or its eggs/children
Bloody saliva due to naturally-gingival gums
Natural chainmail in the form of osteoderms

+3 Str, +3 Int, +2 Cha, Will start eating you if succeeding on a Bite attack (counts as Grappling + Strangulation), Natural AC begins at 16

Moon snail man


Actually pretty predatory; eats crab men by enveloping them and drilling their shells with its radula, which is an acidic, toothed, chitinous ribbon, then puts through a proboscis
Have developed specialized tactics for taking on crab man warbands, receding from and emerging from shells; know how to apply this to gradually infiltrate and outflank other enemy formations from within, as well
Slow
Armored from the rear

+1 Cha, 20’ movement, +10 Natural AC when attacked from behind or when curled up inside shell

Moose man


Gigantic
Deadly ram
Velvety antlers (can amplify sound around the ear)
^Drop off in the fall, regrowing over five months for the next mating season
Can eat up to almost 1/10th of its body weight every day
Having its schnoz bitten can immobilize it with pain
Like to throw their weight around; more violent though less murderous than bear men and wolf men
Females loudly protest when courted by small males, attracting the big dogs

+5 Str, +1 Con, 3d6 Ram attack if the moose man has moved at least 20’, Paralyzed by successful Bite attacks

Mosquito man


SUCC
Need only sense the tiniest change in air humidity to find you; sometimes hire themselves out as finders of hidden undesirables, such as aardvark men for the antmen
Spread horrific disease to people they don't kill; among other things, be careful grappling a mosquito woman, as she may give you malaria
Fairly susceptible to ambush; pitied by fly men
The males are amiable if unambitious sugar freaks
Not all of the females engage in unrestricted predation, and most can drink nectar, but we're dealing with a bioform and set of instincts that powerfully incentivizes predation. While females can drink nectar, sucking blood is a prelude to egg-laying; for some it is a necessity, for others it is an enhancement
Lay rafts of eggs in the water. Breed like mad
Mosquito saliva is an anticoagulant
The biggest mosquito men (elephant mosquito men) don't drink blood; their larvae can eat other mosquito larvae

-1 Str, -1 Dex, -2 Con, -1 Wis, -1 Cha, Flying, Disadvantage to Initiative, Ultravision for organic beings at 180’, 25% chance of Contagion from mosquito woman Bite attack 

Moth man


Mysterious and handsome
Some moth men, like the luna moth men, are extra mysterious because they do not have mouths. They live off what they consumed as caterpillar children
Bad romance with fire
Help themselves to the agriculture of sedentary, self-focused people, justifiably aiding the moth men in their quests
Some moth men prefer to eat clothes
The moon to the butterfly's sun
Moth silkworms produce precious silk; so precious that the children are sometimes enslaved by ruthless empires. Cooked silkworms are regarded as a delicacy by some, and "killing the golden goose" for food is highly conspicuous consumption
Suddenly spreading their wings can scare the shit out of attackers if they're not expecting it, like you open a door and there's a giant pair of eyes looking at you

+4 Cha, Flying, Advantage to Initiative in dark or confined spaces

Mountain goat man


Horny
Extremely sure-footed
Ram speed
Both males and females have beards, like dwarves
Generally pretty aggressive

2d6 Ram attack if he’s moved at least 15’ with 4d5’ knockback against Medium creatures

Muskox man


Burly
Powerful scent during mating season
Valuable wool, which some will trade for salt licks
Need to get fat in order to conceive
Express interpersonal dominance by acting like they're coming on to you
Skilled defensive formation fighters

+3 Str, +4 Con, +1 Int

Narwhal man


The tusk is really long, like 1/3 of the body length or more
Lancing is one of the best ways to kill large monsters, assuming you're on-target
Very occasionally develops double tusks in an over-under pattern
Bulls will rub their tusks up against one anothers' as a way of ascertaining where they stand vis a vis one another; someone defecting on this paradigm is regarded as deeply pretentious, but this is sometimes necessary for less-developed males in order to get important things done 

+4 Str, +4 Con, 4d6 Ram attack requiring 20’ move 

Nautilus man


Expert sailors and navigators
Many long, extensible appendages in head, which can grasp so tightly they'll break off of the nautilus man before they come loose of an object
Beak for devouring crustacean men
Basically illithids without the mind powers, and not nearly as evil
Moves using jet propulsion while underwater
Does not suffer the bends
Brain structure is very different even than other cephalopods; good short term memory, poorer long-term memory (except for navigation, which they do more by instinct than anything)
Very long-lived
Sometimes murdered for the nacre
Females have two reproductive organs which have never been explained to anyone

-2 Int, +3 Wis, +4 Grappling, 3d6 Beak attack when successfully Grappling, 60’ movement underwater

Ocelot man


Stinky
Surly
Appealing coats but no touchie
They don't play social dominance games, they just fight
Unreconstructed ocelot men just creep around looking for people to murder

+1 Str, +1 Dex, -2 Cha

Octopus man


Highly intelligent… almost diabolical
Most men go into a coma and die after ejaculation; females do the same after laying eggs, as their cells die off and don't replace, but over a longer period of time
Gardeners
All are venomous. Blue-ringed octopus men are super venomous
Calling one a sucker can lead to knifing
Spews ink; also good for e.g. writing and tattooing
Change color chameleon-style

+6 Int, mild venomforms cause ongoing disadvantage on successful natural attack, major force save vs death with disadvantage on success, Inky Cloud once per day underwater, Advantage to Stealth underwater

One-humped camel man


Big
Dangerous kick
Have worked as desert porters for thousands of years
Inflates his palate and sticks it out of the side of his mouth to flirt

+4 Con, -1 Cha, d12 Kick attack

Opossum man


Unrepentant scavenger 
Regard everybody as super prissy about their food 
Moms can give birth to up to 20 kids at once, but they can only wean 13, so…
Ancient alliance with the wombat men sometimes informs the coalescence of criminal gangs
Automatic reaction of playing dead or sick when threatened; translates to being skilled at even administratively faking their own deaths. When playing dead they smell like absolute shit
Love steak and kidney pie; have been known to commit crimes to attain it 
Most are immune to several kinds of snake venom

Affinity (Wombat men), Advantage to Stealth when playing dead in contexts where one or more deaths are expected, 50% chance of being immune to snake venom (test once per type)

Orca man


Huge, murderous dolphins
Equal to elephant men size wise, and exceeded only by sperm whale men
Apex predators
Very stable, matriarchal groups 
Some of the longest-lived people on earth

+6 Str, +6 Con, 3d6 Bite attack

Oriole man


Great coloration and profile
Fond of grapes
Culturally value monogamy but are known for infidelity
Can turn on a dime, particularly proficient at bashing people into things
Can stab you with their beak and then open it

-1 Str, +2 Dex, +2 Cha, +2 Grappling, d10 Beak attack, Flying

Osprey man


Rapacious
The bane of aquatic peoples who like to surface
Basically function as an anti-submarine aircraft
Amazingly good grip
Go on military campaigns with other species to record clothes and flags as part of their culture. Serve vexillological and heraldric advisor function for supported commander
Can go in and out of the water without reducing aerodynamic qualities
Occasionally polyandrous

+1 Str, Negate opponents’ aquatic stealth Advantages, +4 Grappling, Flying

Ostrich man

  
 

The fastest bird-man on land
Deadly kick
Great eyesight
One of the only bird-men with external genitalia

-4 Wis, 75’ Move, 2d6 Kick (+d6 after 20’ movement), Motion Detection to 120’

Otter man


Charismatic and fun-loving
Distinctive spraints
Some empires execute them for their skins and tails, facilitated by a memetic belief that certain otter men are self-interested shapeshifters

+4 Cha

Panda man


Thrive only in a few highly unusual forests where there are at least two varieties of bamboo
Eat bamboo shoots but have the digestive tract of a carnivore, making this super inefficient
Born with sterile intestines so they have to eat their mothers' shit to be able to digest vegetation
Shits up to 40 times a day
Eats a vast quantity of cyanide and has specific adaptations against it
Can eat meat just fine, but generally subsist on bamboo in their home forests
Use manure to warm themselves
Really narrow window every year where they're interested in sex

-2 Int, -2 Wis, +2 Cha (unless caked in manure)

Pangolin man


Heavily armored
Sometimes gild their scales
Super long tongues
Traffickers assassinate them to sell their scales to idiots who use them in folk medicine

+4 natural AC

Parakeet man


Locquacious but not regarded as being as handsome as many parrot men due to their ill-defined heads
Very social, regurgitate food into friends’ mouths even as adults
Females are stereotyped as disagreeable homebodies, males stereotyped as engaging in homosexual conduct while out on the range, these things are linked in jokes

-1 Str, +1 Cha, Flying

Peach-faced lovebird man


Reputed to be loving and/or skilled lovers, both of which disappoint people in cases where they're not true
They do sleep face-to-face
Definitely look like they're blushing
Eat a lot, bathe a lot, exercise a lot

-1 Str, +1 Con, +2 Cha, Flying

Penguin man


Great in the water
Great at sliding
Decent at hopping, relatively awful at walking
Many adaptations for deep diving

"Strangers come and go to our village, sir. If he is hiding here, you will surely find him if you look around."

+1 Cha, 20’ land movement

Peregrine falcon man


Top speed 240mph diving; aerodynamic adaptations so that the speed does not cause tissue damage 
Some experience a sympathetic transmission of the psychic radiance that corpses they devour have been steeped in, giving them a broader set of affects and interests than might be assumed for an apex predator
Chest muscles are 20% of their body weight
Falcon Punch: literally take out other bird men by diving at them and punching with a curled claw. They do this just for practice sometimes. This is a real thing

+3 Str, Natural attack as warhammer, Diving attacks (20’ drop or more) do double damage per 20’ dropped, can drop up to 80’ per turn, Flying

Platypus man


Equipped with advanced electrosensors
Males have spurs with extremely painful venom (females have spurs but lack venom)
Pronounced webbing on front feet. Knuckle-walks on land
Duck-billed, beaver-tailed
Carnivore and needs to eat 20% of its weight each day

20’ land movement, Blindsight 60’ underwater, male’s natural attacks cause ongoing disadvantage

Polar bear man
   

Hypercarnivore
Big unit
Solitary
Super sharp teeth
Aquiline nose
Fat reserves allow months without food

+6 Str, +5 Con, 2d10 Bite attack

Pond turtle man


Hard To Kill
Laid back but likes to eat insect man flesh, as well as aquatic men
Kill people to feed to their children, who become more omnivorous later in life
Delicious flesh and eggs, though their habitats are well-secreted

+5 natural AC, 20’ land movement

Porcupine man


He's hard to love he's hard to love, he don't make it easy
Good climber
Don't Tread On Him
Herbivore, can eat bark
Still eaten despite thornage; "delightful only to a lover of strong cheese"
Shivering, teeth clattering = keep your distance
Can stink and look like a skunk, but can't match the skunk in rancidness
Luckily, quills are lightly antibiotic
Strange affinity with capybara men and beaver men

Affinity (Capybara men), Affinity (Beaver Men), +2 Natural AC, +6 natural AC from behind

Puffin man


Like to take over burrow-space from rabbit men
A hunted people on the continents, yet vastly prolific on certain remote islands; even there, sometimes raided by other bird men
If you're lost at sea, these guys are your salvation
Spend most of their days preening; have a specific gland for this that oils them up
Countershaded color scheme, hard to see them from above or below
Can attack watery people in one-minute dives
Excellent burrowing engineers
Loves the herb

+1 Int, -2 Wis, +2 Cha, Flying, 1' Burrow

Python man


Sadly nonvenomous
They do have black teeth that help fix prey in place
Huge
Sssssssuffocate you or stop your heart through pure pressure
Eat everyone
Killed to make gaudy clothes
Some polities believe that the blood of python men can propitiate witches
Commonly believed that python fat has analgesic qualities; snake oil is traded

+2 Str, +4 Grappling, Grappling automatically applies Suffocation

Raccoon man


Highly intelligent; excellent memories
"In a study by the ethologist H. B. Davis in 1908, raccoons were able to open 11 of 13 complex locks in fewer than 10 tries and had no problems repeating the action when the locks were rearranged or turned upside down."
Yes, many engage in thievery, though also excel in most other professions involving small mechanisms, such as clockmaking. Others have reclaimed the thief identity and behave proudly about it, even though raccoon men are not without a conscience
Those who do steal are sneak-thieves or armed robbers, not social thieves; there is too little trust for the latter
The males form little rival gangs, meeting at their latrines; females shack up together, and the gangs compete for their affections (often culminating in orgies)
Prefer their food be soaking wet
Friends with skunks
Sometimes arbitrarily confined by polities and imperial species; often end up disappeared and made into fur coats and hats, their baculums made amulets
Can be very charming when they want to be
Do not like to be told what to do; generally only capable of being employed in imperial civil services if made eunuchs while young
Excellent night vision

+4 Int, +1 Cha, Advantage to Lockpicking, +4 to Stealth, Darkvision, Affinity (Skunk men)

Rat man


Populous; if there’s a die-off through war or starvation, they’ll just increase their breeding rate til they’re back at previous levels
Extremely long tails
Can give warnings through ultrasonic emissions
Those who don’t live as scavengers actually have very nice fur
Males can have multiple orgasms like females of other species. Females prefer men they don’t know, and “Females also prefer to mate with males who have not experienced social stress during adolescence, and can determine which males were stressed even without any observed difference in sexual performance of males experiencing stress during adolescence and not”
Very friendly and playful, and take care of the old, though they otherwise don’t generally make other sacrifices for other rat men
Somewhat impressionable; sometimes turn to crime and piracy when associating with unscrupulous weasel and stoat men
Often confused with rodent men by unsophisticated people; the rodent men are far more organized
Some polities keep horrific hidden chambers at their cores where foreign species are subjected to plague-treated louse man woodwoses carrying various strains to test their effects; several rat man polities have been turned into skeleton-filled ghost towns as a result of mishaps in these chambers, louse men dispersing to find new feeding grounds. Some say that this began as a tragic response to some foreign empires capturing rat men and using them in sick experiments- a practice which continues to this day

+1 Cha, Speak Language (Ratsonic)

Rattlesnake man


Has an organ that can sense radiation at short range; thus they can maneuver on you based on your thermal radiation when it’s dark as hell
Tend toward heavily-armed libertarianism 
Sometimes used as pit fighters when held captive by empires, or milked for venom. This venom literally destroys flesh. Some varieties are neurotoxic
Heads can reflexively bite you even an hour after being cut off
Great sense of smell
Make for charismatic performers
Love to sink their fangs into soft, furry flesh. Give their children stuffed animal men resembling mink men etc
Eats you headfirst; can digest bone
Baby rattlesnake men are considered an utmost delicacy by many peoples, though even newborns can kill with their bites

+2 Cha, Ultravision 30’, Bite attack deals 2d6 damage ongoing for 2d6 rounds

Raven man


This grim, ungainly, ghastly, gaunt, and ominous bird of yore
ebony bird beguiling from the Night’s Plutonian shore
Smart if somewhat distant
Good fighters
Tend towards monogamy, though infidelity happens
Extremely long-lived when they don’t live too rough
Traditionally used by some empires as the bearers of bad news
Enjoy numismatics

+2 Dex, +2 Int, Flying

Red panda man


More like a raccoon man or weasel man than a (giant) panda man; however, still loves bamboo
Anal glands make them smell like pepper
Like the giant panda, it has the intestinal tract of a carnivore, but nevertheless eats vast amounts of bamboo and defecates relentlessly, but the digestion process of a red panda man is twice as effective as a giant panda man so they’re less pathetic

+1 Str, +1 Con

Red squirrel man


Losing the ghastly, deleterious race war with the gray squirrel men despite being more charismatic. They are also superior archers but are being out-resourced, out-bred, and logistically out-done in the long term, and certain gray squirrel man pathogens don’t affect the grays but kill the reds, further contaminating the possibility of cohabitation
Gallant but unfocused
Murdered for its pelt
Tolerant and non-territorial towards non-gray squirrel men, sometimes to their detriment
Great climber, naturally

+2 Dex, -2 Con, -2 Wis, +3 Cha, +2 to ranged attacks, double rate of Climbing, double fall height before taking damage

Red-winged blackbird man



Have Germanic epaulets though the above image omits them
Highly security-oriented; willing to go out and attack predators in their nests
Have their centers of power in fortified marshes, but practice extensive agriculture in the open
War against insect men, devouring their carcasses
Extremely promiscuous, very populous. Within the society, a guy will try to safeguard up to ten women, but they will freely mate with others if they get the chance 
Their polities are rich with stored wealth and often violently targeted by raccoon man robbery squads

-1 Str, Flying

Rhesus macaque man


Aristocratic age-inverse matrilineage
Females outnumber males 4-to-1 in polities; males who remain tend to become despotic, using the few younger males they tolerate as flunkies and gofers, yet the females still prefer outsiders to the local dominant male. Beware: “Top-ranking female rhesus monkeys are known to sexually coerce unreceptive males and also physically injure them, biting off digits and damaging their genitals.”
“An archaic name for the rhesus macaque, in use in the 19th century, is "bruh".”
Found in all kinds of biomes
Certain thieves and mountebanks have given them an outsized reputation for mischief, harming their integration into certain imperial polities
Intelligent and emotionally intelligent; doesn’t mean they’re always kind
Make for good physicians
Sometimes have an extremely dangerous herpes variant that doesn’t affect them but will affect other species
Like to groom deer men. Not that kind of groom

+2 Dex, +2 Int, +2 Cha

Rhinoceros man


Coming Through
Big boys, small brains
Armored
Potentially dangerous but not nearly as congenitally-short fused as hippo men
Killed for their horns on behalf of nitwits who grind them up to try to achieve erection
Don’t have teeth at the front of their mouths, sound like Mike Tyson

+7 Str, +4 Con, -3 Int, +4 Natural AC, 3d6 Charge attack after 20’

Roach man


Always universally despised simply for squatting absolutely everywhere and eating absolutely anything, the roach men have had enough and are now forging an empire at the edge of the sword
Can settle almost anywhere, from the arctic to the tropics, setting up vanguard polities devilishly well-hidden inside of or at the hem of other polities
Despite being individually laid-back, with distinctive individual personalities, they are highly capable of collective action and form societies with complex divisions of labor. It can be disturbing to see your roach man friend suddenly and uncritically go along with the roach man group's decision
Extremely kind and communicative to one another; very opaque to outsiders, which compounds their unwelcomeness
Not as known for atrocity as the primary imperial species; if you can accept their suzerainty and constant presence, you may live within their empire, even if you once fought them 
Not great fighters and easily blinded by sudden increases in light, but extremely willful in the long run
Love rotting wood and leaves; will import fresh material to home-rot

Roach man imperial soldiers and administrators

+1 Con, -2 Cha (other species)

Saltwater crocodile man


Huge, prolific, generally-unreconstructed ambush predators
Easily retreat into the water after attacking coastal villages or ranging slightly inland to catch someone unawares, unless they have swallowed prey whole in a fit of gluttony; many who are killed are found in this state
Lethargic; majorly constrain all but the most organized civilizations along warm sea coasts, but don’t actively destroy them
Fortify mangrove swamps into shantytowns of death; however, these are assemblies of convenience, and saltwater crocodile men almost never cooperate on any level beyond basic barter and simply not fighting
Even those who integrate with other societies tend to leverage their intimidation
Can death roll after a successful bite attack. They have the strongest bite of any living species. Their jaw muscle is nearly as hard as bone. However, their jaws can be held shut
Fighting them is a major source of pay for amphibious and aquatic mercenaries
Hatchlings fight each other to the death; 1% survive to adulthood, which usually creates a complex in survivors 
Their skin is a trade good

+4 Str, 4d6 Bite attack, Bite counts as grapple check, can Death Roll a grappled foe for 4d6 damage, cannot bite if grappled, Advantage to Intimidate checks

Skink man


Small, short-legged; not being distinguished by your bioform, you will have to distinguish yourself by your deeds
You have no venom, no poison, and you are retiring by nature. Yet most skinks are carnivores. You are an enemy to all insect empires. You have many predators. Your only defense is that skinks are natural subsurface engineers
Life will be a war. Your people stand alone

+1 Int

Skunk man


PSSSSSSSSSS
Will blast you
Commonly hired as petty mercenaries for acts of social revenge
Charismatic to people who don't realize they're dealing with a skunk man
Dads are deadbeat. Moms are trigger happy
All kinds of administrative applications. The Bat Men have a prison where political prisoners and enemies of the state are blasted from a porthole in the tops of their cells on a daily basis

+2 Cha if not identified as skunk man, Blast attack (15’ cone) causes ongoing disadvantage for 1d4 rounds and reduces target Charisma to -6 until long rest

Sloth bear man


Lately at war among the antman
Specialized to reave against insect men, but traditional specimens are willing and able to tear up anyone; generally if they get you, they won’t kill you outright, but just suck and chew on your mangled body til you expire
Also enjoy fruit and sugarcane 
Rough-looking
Not stealthy, but fast
Regurgitate masses of half-digested fruit and honeycomb when feeding young; these conglomerations are considered a valuable delicacy by other species
Predisposed to aggression, but kind and playful with their children

+1 Str, -2 Cha, 35’ movement, Animosity (Antmen)

Sloth man


Charismatic, when not entrusted with responsibility
Generally only go on adventures when forced; descending from the trees roughly once a week to take a shit is adventure enough for most sloth men
They don’t need marijuana; but they like it
10-20% less muscle mass than other mammals by body weight; “almost helpless” on the ground
Can move up to 15 feet per minute if endangered by a predator
Motionless 90% of the time
The only mammal men that don’t have seven cervical vertebrae; if manatee men existed, they wouldn’t either, but there’s no such thing
Ambition challenges sloth men, and those who carry out grand schemes in the world successfully have absolutely steely personalities. Many begin journeys and are simply defeated by their restfulness
Most host symbiotic algae, which camouflages them. Moth men can fertilize this algae, which is an odd sight
If you kill one with an arrow, he’ll probably just keep hanging there

+1 Cha, 5’ movement, Advantage to stealth when stationary in the trees

Slug man



Rulers of a distant city-state
Love opium and literature
Excellent merchants
Served by renegade roach man mercenaries and crab man slaves, both of whom are occasionally devoured for failure

+2 Int, +2 Wis, Cha sort of balances out to +0, 20% trade advantage

Snail man


Practical, some sell old shells as art for imperial pagodas and such. However, certain polities seize them by force, serving the snail men’s flesh in parsleyed delicacies, their flavor like a wet, mossy forest wrapped up in buttery fire
Can seal themselves in their shells and wait for better conditions
Have radulae to rip up prey like a bandsaw, albeit very slowly. Some snail men will kill and eat other snail men
Can't absorb pigments while eating, so their shit is multicolored
Enslaved and murdered for meat, mucous (for topical application), dye (in some cases)
Massage aficionados
Don't assume their gender
Interspecies romances are complicated by snail man suspicion of foot fetishists

20’ movement, +10 Natural AC when attacked from behind or when curled up inside shell

Snapping turtle man


Notorious for castrating foes
Surprisingly mobile neck, very accurate bite, which gets more powerful with age
Sharp claws, though mostly good for digging, climbing, and holding objects
Prone to fighting when on land, underwater they feel they have less to prove
Snapping turtle women can use sperm for multiple seasons after receiving it
Hibernate under ice and mud, can take in oxygen through membranes in their mouth and throat; if this doesn't work they can burn sugar and fats without oxygen, though this is not good for them
Sort of lionized by other turtle men, who tend to justify snapping turtle mens' misdeeds 
Alligator snapping turtle men have ridges of gothic armor projections down their backs

20’ land movement, 3d4 Bite attack with +3 to hit, +5 Natural AC, 3’ burrow

Snowy owl man


Charismatic; other species like them more than horned owl men, for example, but snowy owl men are not so highly regarded by other owl men, as their flight is not perfectly silent, and they have a rough barking speech rather than a mellifluous hoot
Prefer to be nocturnal
Love polygons
Very good actors
Breed in far northerly climes but fare considerably south
Extremely stealthy in the snow
Fully immune to cold short of being immersed in arctic water or hard vacuum
Like to hang out in built-up environments, such as penguin man basking fanes and depopulated crow man towerscapes
Big brained
Nasty tendency to fly into field hospitals in wartime and hermitage hospitals in peacetime to carry off injured patients for eating
Some serve as high-prestige Imperial couriers, observers, and manhunters, as they can spot small movement up to a mile away; others sweep down from the arctic tundra to murder by night. Tend to scatter torn-apart victims in dramatic fashion

+1 Str, +2 Int, +4 Cha (+0 among other owl men), +3 to Bardic performances, Advantage to stealth in snowscapes, Flying

Sparrow man


Love to take dust baths, most middle-class sparrow man homes will have these
Popular singers, have professional choirs
Buy seeds wholesale, also like to eat insect men
Thought of as being massive horndogs, this is an exaggeration
Several famous examples as court favorites in Imperial Species monarchies and dictatorships

+2 Cha, +2 to Bardic performances, Flying

Sperm whale man


Everyone would have jokes except these guys are huge, like the hugest
Break the normal 5'-8' formula for animal man size
Capable of busting down the undersea temples of the amphibian men, which makes them their inveterate enemy
Deep deep dives still stress the sperm whale man's body, and ascending too quickly can cause potentially-fatal decompression sickness
Ethnic beef with orca whale men, who try to get at their children. Sperm whale women train to fight in formation around the young 
Capable of eating pretty much anyone alive in a single bite. If you are swallowed, you will first enter a tough, muscular, blade-resistant stomach that will crush you, and then you will go into a second stomach that will digest you (and may be filled with weapons and squid man beaks)
Its echolocation is the loudest sound made by any animal
Built for ramming, but also capable of tearing you apart with his arms
Some sperm whale men are heartless pirates, sinking ships, devouring sailors and passengers in the water, and collecting choice cargo in huge nets for resale. Some serve as privateers, being more selective with targets for ethical, ideological, or mercenary reasons. Either way, they are capable of attacking and sinking even ships that are much bigger and heavier than them
Attacked even by non-amphibian men for their spermaceti and ambergris (the latter produced by the irritation of squid man beaks stuck inside the gut). They will trade ambergris, but not spermaceti
Some of them kind of own being hunted men, behaving like sexy outlaws, imagining the blaze of glory when their enemies finally close in
Dead sperm whale men who wash up on land sometimes massively detonate after a period of decomposition
Sperm whale women live together, the men live apart in a koyros where the older guys shape the younger, wilder ones. The bulls get less and less social as they age

+10 Str, +3 Con, triple damage ram attack if moved 30’, triple all damage to structures and ships, Bite attack inflicts Swallow Whole (as +10Str grapple, 2d4 damage per round, 20AC interior), Animosity (Orca men), Animosity (Amphibian men)

Spider monkey man


Extremely handy with their tails, great for climbing, can perform most tasks (including swordfighting) with reduced dexterity
The brown spider monkey men are dying out and have a haunting blue-eyed gaze
Love fruit and flowers, will eat leaves and insect men
Very intelligent and socially adept
A spider monkey man who genuinely likes you (as a friend) will probably get face to face with you, wrap his arm around you, and juggle your balls while speaking to you. Those who wander abroad know not to do this but generally feel that foreigners are quite cold
Very accurate jumpers
"Female spider monkeys have pendulous and erectile clitorises long enough to be mistaken for a penis"
Spider monkey men lack wiener bones and are clowned on as weak-sauce motherfuckers by mandrill men et al, who are way stupider but do have the baculum

+2 Dex, +3 Int, +2 Cha, can attack with a weapon held in tail as offhand

Sponge man


Have a kind of complex where they see all other creatures as latecoming and somewhat redundant developments in life, as slightly charming if tragic creatures flailing about for an elusive perfection
Build residential reefs underwater
Their basic cells can transform into whatever kind of cells are needed
Most are not symmetrical
Like to stay rooted later in life
Don't need much, don't want much
Other species call them sponge men but they're hermaphroditic; one will blast sperm into the water and another will catch it in the eggs. These two may play switch depending on the time of year. The resulting little sponge babies float off to grow up somewhere else
Rarely preyed upon; sometimes subjugated by amphibian men
If a sponge man has a piece knocked away, it may settle down and gradually grow into a new sponge man with a fraction of the old one's personality as its starting point; the personality is likely to diverge from there 
Most sponge men suck in water to draw off nutrients (sounds like "WHRHERRRRRRRRRRRRRREHREREGGRLGLBBBLLGLLLBLLLHHHHHH" if you are nearby) but there are also carnivorous sponge men
Much of their biomass either consists of microbial symbionts (up to 50% of the sponge man's mass) or nonliving jelly called mesohyl between cell layers
Coralline spongemen are basically covered in silica that's as hard as rock, though somewhat brittle. They usually have the same attitude as other non-carnivorous sponge men, though, just a bit more confident
Despised by the octopus men, though the sponge men don’t realize this

+1 Natural AC, DR/5 Bashing, Affinity (Squid men)

Squid man


Can blast ink
Excellent grapplers, can stab you with their beak (and then chew you and radula you and toxic saliva you, depending on the subspecies of squid man)
Jet propulsion with their face 
Highly intelligent and cooperative (with each other)
Active camo; color change can also be used at a distance for silent communication
Their legends tell that someday, giant beasts partially resembling squid men will rise from the deep to devour the sperm whale men and drive the amphibian man empire from the seas
Some deep sea squid men have eyes in two different shapes, a big one to look up and a small one to look down
"deep-water squid have the greatest known penis length relative to body size of all mobile animals"

+3 Int, Ink Cloud while underwater, d8 Beak attack, 40’ move underwater, Advantage to stealth while underwater, Animosity (Sperm whale men), Animosity (Sponge men), Animosity (Amphibian men)

Stoat man


Changes coat in summer and winter, granting excellent year-round camouflage
Hunted for fur by empires and merchants; this drives them further into the outlaw lifestyle
Notorious for stabbing people in the back, though this is a cultural stereotype; stoat men are more than capable of throwing down with much larger and heavier opponents due to their ability to dodge
Many become capable assassins simply by dint of murdering people for food in the wilderness
Outstanding climbers and sneak thieves
Being overweight is considered the height of personal vice and moral failure in stoat man culture
Do a striking war dance, just like weasel men, which means they're sometimes featured in mixed auxiliary units for use on the imperial parade ground
Promiscuous, and fathers don't raise their young; they are renowned for their coital endurance, however
Have serious wakes when somebody dies

+2 Dex, +2 Natural AC (Evasiveness), Advantage to Stealth in natural environments

Swan man


Terrific wandering knights; swan men go about doing chivalrous deeds for ladies of every species, even hyena women. They prefer not to reveal their names, as it's considered very crass and as screwing up the game for others for one to seek individual recognition for one's deeds; most swan knights will accept the favors of an admiring lady, however...
Meanwhile, swan woman maidens sometimes meet men of other species while bathing and have relationships with them, until the swan woman must mysteriously depart
One of the most culturally cohesive and deterministic societies, at least for those who wish to participate in the prime masquerade; there are swan man shopkeepers and aquaculturists, but most tend to romanticize the life of the tales
Swan knights and swan maidens who grow out of their venturesome riverine promiscuity settle down with one another, thereafter remaining monogamous in almost all cases
Swan men are huge and powerful for bird men, though they still cannot compete for sheer power with e.g. bear men
Though swan men have a reputation for chivalry and gentility, they can be as dangerous as any murderous bandit to those who stumble upon their wilderness homes, should there be cygnets about
They like oilseed rape
Enemies of corvid men, who go after their eggs and young
Some empires seek swan men as high-status meat; both for the deliciousness and for the symbolism of defeating them
While most bird men cannot shut the fuck up, the swan men can be appealingly reticent or laconic

+3 Str, +4 Cha, Flying, Animosity (Crow men, Raven men, Magpie men, Bluejay men)

Tapir man


Heavily probosc'd
Eat vegetables, chill in rivers, wallow in mud pits
Enjoy berries
Not socially aggressive but capable of ripping your arm off in their teeth
Pretty damage-resistant, surprisingly fast
Despite the snout, most tapir men live lives that almost any species would recognize as being close to the civilizational "norm" or average, cultivating crops around a city or among villages, enjoying the countryside, and occasionally forming militias or serving in an overlord's armies as medium infantry
"males have long penises relative to their body size.[20][21][22][23][24]"

+1 Dex, 35’ Movement, +1 Natural AC, Bite 2d6

Thrips man


Like to get up in your face to examine you
Feathery wings, don't fly very well
Like to eat mushrooms and other fungi
Rarely join other societies, just don't enjoy it
Considered kind of adorable by some
Not all that aggressive on a polity/geopolitics level, though their communities sometimes have professional soldiers and may occasionally raid crops
May bite each others' throats out in mating disputes (this takes them a minute)
When they eat a mushroom it sounds like someone drinking through a straw from an almost-empty glass 

+1 Cha (-2 when becoming nosy), 20’ flight

Tick man


Another rough hand to be dealt; most tick men seem extremely alien to other species
They do not make noise, either vocalizations or bodily instrumentation a la crickets. They are intelligent but communicate with one another through contextual movements. Their faces are considered horrific by other species, and so they are rarely socially-integrated, except as a method of execution in some empires, kept in pits and fed on disfavored subjects
Tick men are how they are, and most of them choose to play the hand they've been dealt, kidnapping people and drinking their blood. Take it how you want it
Some tick men and women like to fuck while simultaneously draining your blood
Megastretches as it drinks a shitload of blood
Imposes an anticoagulant
Really don't have to eat that often but may drink from you for ten days
Go questing for blood, arms raised and outstretched like a heliotropic chevalier
Can give you shitty and obscure diseases even if you escape. Lyme disease majorly screwing up your body in a variety of ways, deadly fevers and bleeding into your skin, paralysis, allergy to red meat which is bad news if you're a carnivore, though you can still eat reptile and bird men
The hematophage is older than you know. I prefer counting from the emergence of one integral anomaly to the emergence of the next, in which case this is the sixth version

-4 Cha (among other species), Speak Language (Ixodaesia), 25% chance of Contagion from Bite (flat 10% chance of alpha-gal syndrome which is not as based as it sounds for predator bioforms)

Tiger man


Enormously big and strong; they can be extremely fun and gregarious when they're well-fed and in a good mood, but are, of course, one of the most dangerous weapons platforms on the planet when this is not the case
Unreconstructed tiger men are some of the most effective highway killers: extremely fast, strong, and cunning, though they will only ambush or sprint to get you; if you can get some good distance on them, they'll tend to relent rather than trying to run you down overland
One of the most common inspirations for the representation of demons in other species’ mythology
Polygamous, though tiger people lovers rarely cohabit in any meaningful sense
Certain empires like to have tiger men in prominent positions (that do not threaten the regime), like lieutenant generals or as royal bodyguards
Has the death-bite neck clamp, though his right cross alone can break your skull
Can eat a fifth of their body weight in a sitting
Males and females get along well, but males and males or females and females don't, though fights are rarer than one might think. They get testier when competing for a mate's attraction, but may still be willing to share food and space with one another as long as there's a clear pecking order
Dads don't do much for their kids besides visitation unless the mom dies, in which case he may step in. They have the big cat man "kill other people's kids" instinct, though this is suppressed by civilized tiger men, sometimes manifesting instead as extreme psychological cruelty towards children
Can be heard roaring a couple miles away
Skins are very valuable to imperial and warlord-types

+5 Str, +1 Con, +3 Wis, +2 Cha, 60’ one-round sprint, 3 natural attacks (longsword/longsword/3d6 bite), Advantage to stealth when among undergrowth

Toad man


Tend to be charmingly selfish
Adroit politicians in empires that allow them
Less-polished toad men tend to simply serve in imperial bureaucracies. Generally fed on chopped-up prisoners
Great variety of physical manifestations
Their conspicuous overconfidence belies the fact that they are very good at positioning themselves to avoid danger, both physically and in a planning sense. Some are quite capable of actual bravery, however
Sheds its skin in tatters, eats it as it comes
Prefers the land but can swim along deep waterbeds at surprising depths for lengthy periods
Prefer to hibernate, but those working for empires can't always do this
A common, brutal attack by bird men involves piercing a toad man's skin and eating his liver, which may eventually cause him to burst
Prone to developing intense (and intensely temporary) hobbyist interests
Have nasty orgies in a big rolling ball. When mating one-on-one, the smaller male gets up on the bigger female's back, which most other species find hilarious
Some have poisonous skin, further cementing their position as friends-not-food; others produce psychedelics, which most are more than happy to sell, and isolated toad man shamans may take imperial late bloomers on guided meditation retreats for pay. Making up mythological stories and spiritual progression matrices for paying customers is a kind of competitive art form among rural psychedelic toad men, whose clients often regard them as possessing an unlimited, uncorruptible spiritual insight 

-1 Str, -2 Dex, +2 Con, +3 Int, +3 Wis, +3 Cha

Two-humped camel man


Spit in your face (and it's partially barf)
Serve as porters in remote climes
Huge and extremely strong from a carrying perspective; all-told, the best overland transporters in the world
Can deal with extreme cold and heat
Big, fat, pert, "plump and erect" humps when well-fed, deflated and sag to the side when hard up
Great sense of smell
Some empires inhabiting rough regions have dedicated corps of two-humped camel men for logistics or state trading programs
Will eat pretty much anything when there's no food, including bark and camping equipment
Two-humped camel men get nasty attitudes during mating season. They like to finish fights by sitting on each other

+2 Str, +6 Con, -2 Cha, Spit (ranged touch attack, disadvantage for d4 rounds), d12 Kick attack

Vulture man


Haunt battlefields, both for meat and for equipment to sell secondhand
Sometimes work as grave robbers, also contributing to their scavenged resale businesses
Piss on themselves, which kills microbes gathered by wading through dead bodies
Some empires, and some people in general, think that since vulture men are so resistant to foul conditions, they must have superior vital force or some such in their flesh. These people kill and eat vulture men for these effects, which is not always a good idea. However, sometimes vulture men sell disfavored comrades to such people
Generally don't raid people who are doing well, but may assault wounded stragglers or starving communities
They eat until they can barely sit up straight and then just lay there in a food coma until they're ready to move
Can safely eat decaying carcasses full of botox, hog cholera, and anthrax

+3 Con, -3 Cha, 90% chance of negating Contagion, Flying

Walrus man


Extraordinarily dense and heavy for their height, make for dangerous bouncers and other guards of static positions
Super ugly but have the biggest baculum-dicks on the planet; most are raised to take jokes about this good-naturedly, and a few work as exotic dancers in decadent imperial polities
If you kill one of these guys you can eat for a long time, which means most have acquainted themselves with the arts of war. The cave swallow man empire once used a number of walrus man captives as blubber torches for a religious festival; given the walrus men's cold northern environ, this has become a dark legend in their community
When dealing with a group of walrus man, 99% of the time you can tell who's the top dog based off the tusk size, which all members of the group will think is natural
Can extrude its eyes to see in front and behind it, though vision is relatively short-range
Their whiskers have blood and nerves
Get together to sing and recite poetry; the women choose who they want to sleep with based on this (though guys can be chased away from the circle, but too much of this is considered bad form). Only give birth every couple years
Can be very sleepy; their legends often have to do with a walrus man falling asleep on an iceberg and drifting to distant lands, subsequently using their great strength and size during adventures

+4 Str, -1 Dex, +4 Con, +1 Cha, 20’ movement, +1 to Bardic performances

Warthog man


The tusks can be literally razor sharp
Surprisingly, they do not have any subcutaneous fat. They wallow in mud when it's hot and get close together when cold
Natural sprinters, very dangerous over short distances. However, they generally actually prefer to run away, unless it's mating season
Sometimes form friendships with mongoose men and various monkey men, who help them groom themselves
Can be violent, but notable for taking care of orphans

+1 Str, +1 Con, 45’ sprint (one round per combat), 2d6 tusk attack 

Weasel man


Commonly live as pirates
Calling one the traditional imperial species appellation of 'least weasel' will almost always lead to violence unless the weasel man is heavily cultured and/or outnumbered
Imperial species tend to have superstitions around weasel men; some shun them for causing various forms of bad luck, others dictate their simultaneous social shunning and protection from violence
Prefer to jump literally everywhere but can suppress this when trying to interact with foreigners
Look very appealing but truly reek; their undesirability as neighbors has increased their standoffishness, on average
Tend to squat in empty houses, dragging their asses all over everything to mark it. They like to line their sleeping areas in the skins of people they've killed
Do the epic war dance shared with stoat men
If he's not that hungry he will at least eat your brain
Thought to be effective at slaying large beasts like minotaurs, either by being hard to hit or by slithering halfway up their assholes and cutting everything to shreds

+2 Dex, +2 Natural AC (Evasiveness), -1 Cha (among other species) from scent

White stork man


The white stork men were once employed by the olm man empire to transport babies between cavern complexes; this reputation has stuck. White stork men are, however, carnivorous, and when getting lost or unable to find thermal updrafts to soar on, there were too many incidents of cargocarnivory and the olm man empire finally cancelled the contract
White stork men once had a reputation for returning lost children to their homes; this has actually gotten more true over time, as white stork men mostly just killed and ate children they found in the past, but now many will try to live up to the legend, given how their reputation has declined in other ways
White stork man parents are known for exposing children they find inadequate, further cementing the natal black legend
Tend to travel long, long distances every year, so still commonly employed as couriers and long-distance deliverymen
Like to hang out in big open areas; major picnickers
Like to shit on their own legs to cool them down and give them the nice pearly white aspect
If you befriend one he'll preen you
White stork men are regarded as practicing extremely strong filial piety, to a degree that other species can find shaming or intimidating, but this is overstated
Some empires will let white stork men establish homes for seasonal use in or around their polities; seen as a useful conduit for information and small items. Some of these have an integral trade post that anyone friendly to the host empire can visit 
White stork men, being sometimes-couriers, are sometimes also shot in transit; those who survive may retain the arrow as a keepsake, or sell it as a good-luck talisman and curiosity in a far-off land
Their long-distance travel and broad observation mean that some groups of white stork men engage in piracy of vulnerable ships, descending upon them, selling their cargo at a steep discount, and continuing on their journey
Tend to pair bond and raise children monogamously in the long term, though high amounts of long-distance migration means that infidelity can be depressingly common

+2 Con, +1 Cha (+3 among people who know nothing of white stork men), Flying

Wild boar man


Love a wallow
Most bands engage in constant border warfare around their prize acorn woods. Some empires have attempted to enslave them for meat; more common are imperial hunting raids, which often result in the deaths of imperial notables
They are spreading
Matriarchal, groups of mothers are led by an ancient matriarch. The guys tend to live away from these groups, chilling with each other or being solitary. The guys' nuts double in size during the breeding season and they get much more involved. Guys will fight each other and try to bite each others' dicks off; a dude may die of wounds after breeding season, but if successful will have gotten down with up to a dozen ladies
Dangerous charging gore attack
Berserkers
Great at digging and rooting using the face
Love a fruit and a scavenge
Adorable piglets, blinking among the spring flowers. Unfortunately a wild boar man's upbringing is very deterministic; those who drink more milk and eat more get bigger and hardier, and then tend to win mating contests and prestige as warriors
Males have a big sexy mohawk-mane, as well as a wiener bulb that catches some urine and stinks
Low-intensity warfare against boar men is a common proofing activity for aristocratic warriors of other species; individual boar men can be very dangerous, but often forgo cooperation
Extreme variance in size; most are average size for animal men, but the biggest bruisers can reach 600lbs or larger; these guys are some of the strongest, most dangerous fighters there are, but this takes a *lot* of size, food, and wellbeing to attain, and is more common for boar men living as mountain men than for professional warriors
Many cultures have the killing of a wild boar man as a traditional attribute of a hero
Amazing sense of smell, great hearing, very poor eyesight
Hate the wolf man
Dramas no one will ever know of; boar man communities on the edge of the world being preyed upon by a tiger man, taking them out one by one over the course of the weeks, lore and practices developing organically around the foe
Captured by certain empires, held in prison complexes that are connected to the polity's sewers and outhouses to provide sustenance to the wild boar men, who are periodically shot down and reeled up for meat

+1 Str, +1 Con at age 10. Additional +1 Str and +1 Con per 7 years of life. 2d8 attack on 15’ charge, Berserk as Barbarian, 3’ Burrow, Animosity (Wolf men)

Wolf man


Highly effective pack hunters, launch complex staged ambushes of travelers
Have a notoriously difficult time socializing with non-wolf men. Their social interactions with outsiders tend to be framed explicitly in terms of dominance and submission, and they are highly, dramatically demonstrative, which people tend to find hard to take for long
Will eat anyone, anytime, anywhere; will also eat fruit
The wolf men would be extremely dangerous if they ever formed a large army, but they feud constantly against one another, and most wolf men who die by violence are killed by another wolf man
Utterly brutal, Social Darwinist group dynamics; weak or injured members may be murdered and cannibalized. Naturally, they have completely merciless attitudes towards outsiders
Wolf man packs are highly prized as mercenaries, particularly for hunting enemy ground reconnaissance and skirmish elements, though are extremely disagreeable and prone to switching sides if disrespected or used thoughtlessly
Packs are often oriented around a breeding pair, who get the lion's share of food and plunder
Not superior fighters alone relative to many predator species, just highly effective in groups
Sometimes use teams of coyote men for long-range reconnaissance. Only the most effective and nigh-psychopathic warriors of other species ever actually join wolf man packs
Highly intelligent but congenitally fierce and disagreeable outside of established pack dynamics. An especially agreeable wolf man might get sick of the dynamics in his pack and go attempt to be a scribe in an imperial polity or something; people like this are often sadly defeated by their explosive tempers and simmering contempt for most creatures' seeming frivolity and lack of focus 
Tend to massacre whole communities of farmers and pastoralists
Literally biting someone's face off (usually takes multiple tries) is a calling card of wolf men who don't have time to fully eat a victim
Howl brutal poetry at night to warn off interlopers, but go silent and use physical signals during operations
Deadly grapplers as they're adept at clamping your throat, rendering you unconscious in moments. Their bite will break bones
Large packs like to assault outposts belonging to other polities and use them as bases of operations
Wolf men who cannot be bought off or otherwise corralled by Imperial Species are hated and feared, hunted by large forces of infantry with flying auxiliaries to attempt to track them; these counterinsurgency campaigns are usually successful in the long term, but sometimes result in large military forces being totally destroyed in ambushes by multiple coordinated wolf man packs
Wolf women sometimes get the urge to suckle very young members of other species; such individuals go on to found warlike polities more often than random chance would allow
Their pelts are prized as cloaks by Imperial Species leaders and as headdresses by professional skirmishers
Rabid wolf men are figures of folklore

+1 Str, +1 Dex, +2 Int, +1 Wis, +3 to Grappling, Bite attack applies Grappling/Suffocation

Wolverine man


Big, powerful flesheater; they like to go after targets that are bigger than them, and bringing down someone like an elephant man or elephant seal man is highly prestigious among them; not among their society, as there isn't much social organizing, but within the chain of rumors passed along by campfire talk. Unresconstructed wolverine men are utterly unscrupulous, however, and will burglarize homes to devour children, or travelers suffering frostbite (they have a special horizontal tooth deep in their mouths to help them rip off frozen meat)
Extremely powerful bite
Regarded as extraordinarily gluttonous, but this is only sometimes true; however, they do tend to eat with fearsome intentionality
Targeted for their fur, which is extremely good against frost
Ultra gnarly anal scent used to mark territory
Successful guys have relationships with several women, while other guys are left as incels; fathers have strong bonds with their kids, though

+2 Str, +2 Dex, +2 Con, -1 Int, -1 Wis, +1 Cha, Bite applies Grapple, Berserk as Barbarian

Wombat man


Once controlled a much larger empire, aided by opossum man tax collectors, but the wombat men are said to have been cursed early in their history, and the empire fell apart from their selfishness. The cultural memory of this has traumatized many wombat man, who treat armed robbery as their ancestral right
Wombat man imperial ruins still contain many ferreted (opossum'd) treasures
Dig homes and facilities with their teeth and claws 
Shit cubes which they arrange to attract mates. “It is believed that the cubic shape makes them more stackable and less likely to roll, which gives this shape a biological advantage”
Aggressive but herbivorous 
Tough ass made of cartilage; can be difficult to backstab 
Small eyes, very fat

+1 Dex, +1 Con, Burrow 2’, +3 AC from behind, Affinity (Opossum men)

Worm man


Prefer to eat dead leaves and topsoil; will also eat insect man corpses and shit. Rarely when you are about to defecate a worm man may pop his head up amicably
They are cosmopolitan and are willing to interact with pretty much every civilization, except that they tend to avoid bird men
They are almost impossible for Imperial Species to account for and police, and so are mostly left alone (or attacked where seen but not hunted for), save a few historical grand gestures involving engineered flooding
Adept burrower, sometimes used to scout besieged fortresses
Loves the rain
Has a hydrostatic skeleton 
Construct vertical houses beneath the earth, accessible only by burrowing. They are more common than they seem, preferring to visit the surface during wet weather
Get lazy when it’s warm and dry
Create fungal middens

Burrow 5’, DR/3 Bludgeoning, Animosity (All bird men)

Wren man


Songs appeal to dilettantes 
Attracted to the caves of the Bat Men and the Cave Swallow men; often serve them as heralds, troubadours, and auxiliaries. Despite enjoying insect man flesh, wren men often serve with antman armies, as well 
Small-bird Napolewren complex 

-1 Str, +2 Cha, +2 to Bardic performance


The Imperial Species

The Amphibian Men
  

The amphibian men chisel out exotic undersea temples and come to nearest surface communities to establish divine suzerainty. Little is known of them beyond this. They communicate in cryptic, malevolent poetry and compel from their subjects auxiliary military service and an annual sacrifice of individuals to be brought under the sea.

The amphibian men establish new temples in territories that they overtake, to new interpretations of existing gods. These temples are built from exotic seastone. Local doctrine is always modified to suit the centrality of the amphibian men. A lion god made into a molten sea lion icon, mutagenic sputum transforming his rivals’ children into servile jellyfish nimbuses. Crab men reduced to harvester peonage, dredging algae and seaweed from the littoral main for the amphibian men, their crab gods extended to impossible widths, given strange spines like chitinous thorn trees, doctrines warped to favor the ostentation of unclicking idols rather than warmcolored crabshell as the old culture decreed.

Their weapons, forged underwater, are strange, wavy, and impractical-seeming. Amphibian men are not the most effective fighters on the surface, but have a basically unlimited strategic resilience.

The true extent of their empire or its unity is unknown. Different amphibian man suzerains have been observed going to war with one another, hurling their surfacer subjects against each other as well.

Surfacers integrated into their armies or puppet governments may never approach their underwater temples, except as annual sacrifices. 

-1 Dex, -1 Cha, Animosity (Sperm whale men)

The Antmen


There is no single antman empire despite the wide distribution of the cities and fortresses.

Every antman polity has the destruction of everg other antman polity as its aim.

An antman fortress might demand tributes of raw material from surfacer communities, or occupy them directly to take what is needed, but the objective of an antman fortress is never omnidirectional conquest. It is always the destruction of the nearest antman polities. 

Between campaigns, the antmen raid each other for infants and adult antmen to use as slaves. They sometimes slave raid other species as well, but have little regard for them as slaves and enslave them more often out of punishment than as reliable laborers. Occasionally there are massive rebellions by the slaves.

The antmen are the most open of Imperial civilizations to non-antman foreigners. One may participate in antman civilization if one is willing to contribute to the monomaniacal goal, as a second-class citizen. 

Outsiders can rise to high positions in antman strongholds only on a case-by-case basis. Otherwise, general residents of foreign extraction are prevented from attaining too much influence despite the value of their labor, as they never share the antmen's focus on internecine warfare to a sufficient degree.

However, as a comparison of foreigner-permissive empires, the roach men tend to be warmer to outsiders but the antmen actually allow them to hold high-level positions. The roach men do not.

Antman religious festival procession

Antman fortresses can actually be a welcome sight, assuming their struggles are going well. One may find trade posts open to outsiders, even lodging. If a fortress is losing, however, one may be enslaved for the war effort, or killed as probable spies by the fortress’s paranoid leadership. Best to ascertain their dispositions.

The antmen are one of the most common employers of mercenaries and auxiliaries of other species. Experienced warriors think twice before committing to a gleaming antman contract; the scale of their battles means that small mercenary bands are decimated more often than in the brushfire wars and skirmishes of smaller-scale polities.

Antmen fortresses absolutely do make war on other imperial species, and on the “savage species”; however, they always prefer to assail other antmen first. All other species can wait; all other species will be an afterthought once one antman culture stands triumphant.

Besides other antmen, the antmen are most principally concerned about the aardvark men, who are more of a feared apparition to them than anything. The aardvark men do not present anything like an existential threat to the antmen. Aardvark men have only totally destroyed an antman colony twice.

Antmen mass-produce weapons, but these are intended to leverage their great strength and four upper extremities, and are prized mostly for melting down by other species. Antman leaders and blademasters sometimes wield four short swords or daggers, and these can be highly well-made and ornate.

Their high average strength makes antmen armies particularly dangerous; the larger the engagement, the greater a chance for a small, consistent advantage to tip the scales, and there will never be an e.g. grizzly bear man force capable of matching an antman army in numbers.

If the antman polities ever unified they could probably take over the world, this will never happen. They regard the idea as anathema, with the different colonies so obviously having different interests.

In a bit of lexical obscura 'antman' is always a single word.

+3 Str, +2 Con, -1 Wis, Burrow 1’, Animosity (Aardvark men), Animosity (Aye-aye men), Animosity (Echidna men)

The Bat Men


Vampire bat men have come to dominate the bat man empire. Struggles within the empire are mostly between the non-vampiric bat man followers of rival vampire bat man potentates, though the bat man polities themselves are largely united against foreign powers. Internecine struggles occur within the confines of their cavern-cities rather than in the spaces between.

The bat man empire launches brutal raids on insect man polities, carrying off as many unprepared victims as possible before taking refuge in their elevated caves, ready to fend off any reprisal attacks; they do the same against mammals, but at greater intervals, as these are only necessary to feed the ruling class.

The vampire bat men tend to dwell in the deepest recesses of their cavern-cities, sitting with maps and styluses, muttering, working through calculations of wind and rain and elevation in their ravishingly-geometric minds, stopping only to drink from the blood of bound captives placed at intervals around them. The ultimate raid-sages, they depart their darkened desks to lead their people in the attack. 

Some bat man polities maintain orchards in the lowlands near their caves. One should beware if stumbling upon a rich, high-walled orchard that has been heavily fertilized but is seemingly unguarded.

There are fruit bat man villages in the hills around some bat man cavern-cities. They are regarded from the metropole as lovable, dopey layabouts, and the fruit bat men are indeed amiable to outsiders. Nevertheless, the imperial bat men will viciously defend their country cousins, who will dutifully in turn pass on information about travelers to the mother cavern. The vampire bats there will make a cold assessment whether to trade with the passersby, ignore them, or kidnap them as food. 

Foreigners are generally allowed to enter bat man polities for trade, but must leave well before the community's sleep period, as they are far too noisy. They will find huge stalactites carved into upside-down skyscrapers pointing into chasms filled with huddled insect men, mammal men, or fruit.

There are a few insectivore-dominant bat man polities on the imperial periphery. These are very friendly towards non-flying, non-insect, non-troglodytic foreigners, seeing their presence in the region as pure upside. They will be gradually co-opted by the vampire bats.

Vampire Bat Man: +4 Int, +3 Wis, -3 Cha, Flying, Ultravision 120’

Insectivore Bat Man: -1 Str, +1 Dex, Flying, Ultravision 120’, Animosity (Cave swallow men)

Fruit Bat Man: -1 Int, -1 Wis, +1 Cha, Flying

The Cave Fish Men


Cave fish men are careful not to antagonize other aquatic polities. Instead, they sponsor predation on surface ones, as they're extremely difficult for surfacers to permanently remove. The olm men are ancestral enemies of cave fish men and tend to champion the surfacers' cause in this.

This predation takes the form of highly defensible (and highly aquatically-trapped) wharf-fortresses with berths and services offered to privateers. These privateers bring the cave fish men food (i.e. prisoners and foodstuffs captured from cargo holds), which the cave fish men trade for valuable ores mined from beneath their caverns. This arrangement allows the cave fish men to dedicate most of their population to mining, which helps prepare them for the stress and coordination of standing off aquatic invasions 

Cave fish men offer other incentives to privateers. They will copper-body your galley, which is an almost unheard of service elsewhere but very reliable from the cave fish men. They will conduct highly-efficient repairs at the waterline (and tend to have drydock facilities for more extensive work; they will use pulleys to haul your ship out of the water from their positions beneath it) and often keep huge quantities of plundered trade goods and ship components warehoused in their caverns, to trade at further profit to privateers in need and unscrupulous merchants.

In addition to cave fish man wharf complexes, they also inhabit some isolated fissures. These are extremely difficult for foreigners to detect, and are used as listening posts to spy on water traffic and collect intelligence from paid-off surfacers in the area. Cave fish men tend to secretly hate all other species, so these are sometimes used as residences and vacation homes for those tired of dealing with privateers and informants. Crystalline vugs are particularly prized for this purpose.

Cave fish men sometimes share space with the bat men, as they don't require one another's terrain and the cave fish men have great use for guano.

-1 Str, +2 Int

The Cave Swallow Men


The cave swallow men operate vast sanctuaries designed to strip as much lucre off of members of other species as possible, each resplendent with gambling halls, brothels, drug sanctuaries, donation-oriented temples, boarding houses, taverns, masseuseries, and a plethora of other services aggressively marketed towards temporary and permanent foreign residents.

The cave swallow men ruthlessly enforce order in these places, and in times of invasion and siege, brutally conscript and marshal all outsiders in their fortresses, using their flight and knowledge of their fastnesses to massacre everyone who will not comply with their draft order. Draftees are not expected to engage in complex maneuvers, but to hold static fortifications while the cave swallow men relentlessly skirmish the attackers.

The bat man empire is the inveterate foe of the cave swallow men, competing for desirable caverns and cliff face shelters; their attacks are also much harder for the cave swallow men to resist than ground invasions, which they are extensively prepared for.

Cave swallow man vice sanctuaries have levels for all wealth categories; the bottoms, where guano tends to accumulate, are ramshackle affairs offering degrading entertainment and bargain basement hovels, and unsafe (but palatable and abundant) food in buffets and open-plan barbecue pits. Slaves are bet upon in fighting pits, with cave swallow man bookies only too happy to let piss-proud foreigners step into the ring for a bet.

The highest reaches of a vice sanctuary are places of ravishing beauty, perfectly tailored (sometimes tailored per species) for their guests, with amenities seen elsewhere only in imperial metropoles for the exclusive use of the core race’s rulers. The top layers of a cave swallow man vice sanctuary are also the only places where one might be waited upon by actual cave swallow men; in lower levels, including the middle-class areas, the staff are debt slaves and foreign professionals.

The cave swallow men are very judicious in selecting elements of charm for the upper quarters. If the roach men decided to host entertainments for their non-roach man subjects, they might carelessly retain poetasters and windbags. The cave swallow men do not make such mistakes.

The cave swallow men want to attract visitors and so their use of violence within their vice sanctuaries is very situationally deployed. They will intervene to prevent violence between guests, quickly on the middle and upper layers, more haphazardly below, though they don't want foreign robbers to operate anywhere in their caverns (they pay off informants and foreign swordsmen to act on their behalf in the lower quarters, in addition to posting their own security personnel).

They promptly force those who default on immediate payment for bets and services into debt slavery, which provides most of their labor force. They try not to use conspicuous force against their debt slaves, but a debt slave who refuses to perform in his or her role will be taken behind closed doors, slaughtered, and served to guests in the lower or upper quarters depending on the prestige of the meat.

While the conditions of debt slavery massively favor the cave swallow men from a labor-profit perspective, it is structured so that most defaulters will not fight to the death rather than be taken, though many don't factor in the chance of being forced into the brothels when they decide to surrender. Those who are not killed or forced into the cave swallow men's worst forms of slavery can expect 10 years of servitude with three square meals a day, the chance to rise to service in the middle class quarters, and only occasional torture for underperformance.

If running out of meat, cave swallow men will occasionally raid isolated communities (or rival imperial species), but they try hard to avoid too much of this. They will, however, kidnap or kill and butcher people whose body parts they associate with healing and virility. Traders and kidnappers know that if they can get their hands on beaver man testicles or rhino man horns, bringing them to cave swallow vice fortresses will net them a handsome profit. 

The cave swallow men are highly hypochondriac and believe deeply that eating the flesh or byproducts of a variety of other species can cure vague ailments or add to their libido and sexual prowess; of course, in many cases, the exact opposite is true. When outsiders have laid hands on beaver man testicles or pangolin scales, they will chart a course for the nearest cave swallow man polity. The types of people who kill innocents for this purpose tend to go with the vice fortress's pleasures in mind, and usually leave with empty pockets to hunt again, fuelling their hedonism with the blood of the unsuspecting.

The cave swallow men employ professional gamblers to skin high rollers (and luckless common gamblers) at competitive games. These men are trained in swordsmanship behind the scenes if they are not already skilled, and are expected to defend what they win from irate guests in the lower levels, while passing much of their winnings to the cave swallow men. They are also given financial incentives to find and eliminate foreign robbers seeking to prey on guests, and foreign criminal networks and gamblers' rings attempting to parasitize the system.

The more polished of these gamblers are occasionally brought to the upper levels to skin moneyed whales (not literally), but are never armed during this service; if needed, the cave swallow men will step in.

There are cave swallow man fortresses and garrisons which do not serve as vice sanctuaries; these tend to be quarried into cliff faces, totally inaccessible to most ground-walkers. However, the polities with large cave swallow man populations are always vice sanctuaries.

Cave swallow men fill their uppermost chambers with a faint, melodious warbling glissando.

-1 Str, +1 Int, +1 Cha, Flying, Animosity (Bat men)

The Olm Men


The remotest and most alien Imperial Species, and the least aggressive towards surfacers. They take and hold the caves that they want, and if you don't occupy or sit on top of one, then you are not likely to become an object of their aggression. They will think of you as a source of odd trade goods, at best.

They war with the cave fish men, the cave swallow men, and the amphibian men, but have ancient non-aggression pacts with the other Imperial Species that no one has ever seen a reason to violate.

The Olm Men are the most united Imperial Species, possessing complete isopolity across cavern complexes and a shared foreign policy, though they rarely send large armies to embattled complexes, content to reclaim them once the enemy's paradigm has changed; isolated cave complexes possess no intrinsic threat to each other once occupied, save the reduction in transmissible resources, yet they rarely have reason for the transmission.

Olm man portalguards

They are the least interested of all the imperial species in integrating surfacer subjects. Surfacers never play a role in olm man governance and are not allowed to establish permanent trade posts or embassies in olm man territory. However, foreigners will also never experience unprovoked hostility from olm men, who do not hunt randomly (they can go ten years without food).

While the olm men will butcher defeated groups of insect men, and will seize stockpiles of cave fish man eggs, for basic sustenance the olm men maintain ruthless breeding programs for crab men and snail men, rearing them in purpose-built sub-aquatic dugouts intended to replicate idyllic prelapsarian crab man and snail man environments.

Teams of olm man abductors go into the crab man synthetic hamlets to harvest them using armor-piercing harpoons, and in the captive snail man communities, baroque cultic synthetic traditions are imposed and cultivated, with periodic culls of snail men seen by the victims as necessary divine honors. These captive communities are never accessible to outsiders except by traveling through the entire olm man cave complex and breaking in.

The olm man empire maintains a few synthetic-culture blacksites for members of other species, as well, though they are not used as food. Rather, subjects are studied and queried in times of geopolitical confrontation in an attempt to understand the underpinnings of foreign species psychology. 

Foreigners (including visiting crab men and snail men) are well-treated in olm man polities, and can expect to receive free treatment of wounds and enough food to see them to the surface, but they are not accommodated by the society in the long term. If they make themselves a nuisance they will be exiled at best, tied up and left for angry crab men at worst.

+1 Dex, -1 Con, +1 Int

The Reptile Men


The reptile men are amoral artists of ostentation, as if the crab men were able to direct their violence outward. They bedeck themselves in glittering armor of exotic extraction, forge or seize magnificent or bizarre weapons, and test themselves in fatal bouts against unwilling and unready surfacers.

Every engagement is a big game hunt to the reptile men, a colonial reaving against foes who may be armed but are unprepared for their sudden onrush. When beneath the earth, the cold-blooded reptile men dwell around warm magma flues beneath the earth and arise through freezing tunnels where their veins constrict and send them into strange visions, fugues, melancholies, and manias. 

They arrive on the surface and their new vision-personas blossom in the sun, seeds sown by the freezing dark booming to full-on psychological possession, and in these personas, with these visions and intimations, bands of reptile men make their cruel war. They feel they are kings, prophets, reborn antediluvians, religious figures lost to time and space, and they exercise their natural right upon the surface. Bands of murderous neurotic megalomaniacs and brutal argonauts in a cosmos of psychic warpfire, red-eyed reavers living the fantasies of their sun-fired egos. 

Reptile man warriors

Reptile man polities on the surface are always built around these personalities; alliances of kings with their prophet-advisors and hero retainers, their all-knowing sages and brilliant blacksmiths. Normally these associations rule over a handful of confused and degraded surfacers, but the largest have snowballed to rule thousands and thousands of subjects. The reptile men are bad masters if baited or defied, but “the robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated” and clever and/or unscrupulous surfacers are able to scrape a living within their domains, though are sometimes corvéed for labor, expropriated, or drafted as audiences for decadent plays.

The reptile man metropoles abide beneath the earth, forging grand, odd weapons and armor for their expeditionary exiles. The reptile men there are more reasonable if more alien, and someday may fasten a handle upon their weirdling colonies.

+1 Str, -1 Wis

The Rodent Men


The rodent man empire has a strange cultic prestige system. Rodent men are rated by how much food they bring to the empire, but only through theft from other beings, which creates a kind of constant low-level warfare.

Rodent men are glad to raid caravans or to bring back loads of carcasses after successful battles, but the greatest prestige event of all (regarded as the highest level of sophistication) is for an individual to steal high-quality, high-value delicacies. The individual lays these on the altars to the rodent man gods, returning after a day or two to devour them.

The rodent men admire thieves of other civilizations; they sometimes pay a commission for famous thieves to reside in rodent man polities and bring them delicacies from abroad, or to regale dinner clubs with their stories. This has resulted in a few mass poisonings.

The rodent men sometimes attempt to bring less-generalist forms of rodent men into the fold of their civilization, but have been mostly unsuccessful so far.

The rodent men are glad to allow surfacers into their polities if they are willing to behave themselves, unless they are expecting an attack and wish to keep out spies. Rodent men do not expect politeness, but they do expect consideration for their statues and temples.

Rodent man commanders delight in stealing the harvests of foreign polities, engaging in brutal chevauchees where they strip the countryside of everything their enemies could eat, bypassing fortified population centers, glad to let them gradually starve.

The massive surplus of food in the rodent man civilization has allowed them to maintain a huge population, of which a great many can be called up for the defense of warrens. They are not practiced warriors, but have numbers and ferocity enough.

-1 Str, +1 Dex, Advantage to Stealth while underground 

Serpent Men


The serpent man empire is oriented towards establishing the complete interpersonal dominance of serpent men over every other species. Serpent men are to be revered and obeyed in all things; not brainlessly, but slavishly.

Important serpent men may have dozens of surfacers as part of their retinue and staff, and this is part of their prestige among lower-level serpent men, but any surfacer servant who treats their lord with insufficient respect can expect to be stripped naked (likely by their peers) and swallowed whole by their lord.

Serpent man soldiers are competent, though tend to focus on lightning-fast weapon strikes more than coordinated strategy. Serpent man warriors and aristocrats compete to see how many members of other species they can swallow whole in a season.

Much of the serpent man empire's economy is dedicated to creating ornate, bejeweled statues of the serpentmen in their underground redoubts, and similar edifices of glory. By and large their economy is fed by tribute from subjugated foreigners. A party who enters a surfacer community and finds statues of serpentmen is likely in mortal danger of being seized and driven before the serpent men, some taken as servants, others devoured alive.

Foreign emissaries are allowed to reside in the serpent man empire, but will risk death or comprehensive maiming if they behave imperiously; this has been the germ of many serpent man wars.

99% of serpent men would rather die than surrender, but are certainly capable of running away to save their own scales.

+1 Dex, -1 Int

Appendices

Appendix: Trade Goods

    Staple
Dried insect man corpse shake
Preserved animal man meat

    Semi-precious
Aardvark man portions (for amulets etc; the antmen also might pay one a bounty)
Alligator man skin
Badger man pelt
Badger man steel
Bat man guano
Beaver man tail
Beaver man castoreum
Beaver man testicles
Bushmaster man venom
Cardinal man nestling fecal sacs
Chinchilla man pelt
Cheetah man pelt
Leopard gecko man tail
Mink man coat
Moth man silk
Moth man silkworms (economic engine or delicacy)
Muskox man wool
Nautilus man nacre (it is always blood nacre)
Treated ocelot man coat
Otter man pelt
Otter man tail
Ostrich man feathers
Pangolin man scales
Platypus man tail
Polar bear man pelt
Pond turtle man eggs
Python man blood
Python man oil
Raccoon man pelt
Raccoon man baculum
Rattlesnake man venom
Baby rattlesnake men
Red squirrel man pelt
Red squirrel man tail
Rhinoceros man horn
Saltwater crocodile man skin
Snail man shell
Snail man mucous
Snail man dye
Sperm whale man ambergris
Sperm whale man spermaceti
Stoat man summer fur
Stoat man winter fur
Tiger man hide
Psychedelic toad man ichor
Walrus man tusks
Wolf man pelt
Wolverine man pelt

Ruthless polities may also buy the following captives:

Aardvark men (insect men only, antmen especially)
Aye-aye men (sold to insect men)
Chinchilla men
Firefly men (as signalers)
Grey parrot men (as linguists)
Leopard gecko men
Lorikeet men
Mink men
Mantis men (for species that harvest grain)
Moth men (villains)
Monarch butterfly men
Muskox men
Oriole men
Pond turtle men (for eating)
Porcupine men (odd delicacy/prestige dish)
Python men (for special skin harvesting)
Raccoon men (co-opted for dirty dozen missions)
Rattlesnake men (for venom or their children as a delicacy)
Slug men (prized as advisors)
Skunk men
Snowy owl men
Two-humped camel men
One-humped camel men
Toad men (prized as administrative slaves, tend to rapidly become influential freedmen)
Swan men (make the centerpiece of some morbid feasts)
Wild boar men (imperial waste disposal)

    Fallen Civilization/Precursor ruin site treasures
Grasshopper men: Endless statue-mummy complexes; the mummies are often wrapped in valuable silks and jewels and filled with treasures and tools to go to the shedder when he or she gets to the afterlife.
Crow men: Tall, crumbling, narrow stone towers with treasures secreted at their tops. Often have hidden spikes and deadly traps against avians attempting to enter from the air.
Horseshoe crab men: Extremely alien undersea thermal fanes, have weapons and armor forged of ore formed naturally from aquavolcanic runoff meeting seams of ore broken up from deep beneath the earth by tectonic activity. These items have unusual characteristics like being unbelievably light or channeling ambient electricity.
Hare man skytoucher megaliths: Require epic feats of jumping to surmount, have shrines to warrior hares that carry badger steel weaponry sometimes gifted to hare man heroes.
Wombat men: Loads of ancient coinage in tax fortresses and state treasury vaults.


Appendix: Encountering a Polity

You can roll on the following tables when the PCs encounter a settlement, or a group of people associated with a settlement.

Polity Dominance Status
d4
1: Freehold: There is no dominant species here per se, the populace is a mélange of species. The nature of power here may or may not still have species-associated factors
2: Imperial Species
3-4: PC Species

Note: Roll or select on the following tables based on your judgement about the underlying species. For example, if you rolled a hamster man polity, it's probably just a hamlet or a trade post involving a single family who take steps not to get on each other's nerves. Roll instead if the interpretation should be more open-ended.

Scale
d6
1: Hamlet
2: Outstation (trade post/wilderness "factory", or observation post depending on species proclivity)
3: Village
4: Town
5: Fortress
6: City

If Imperial, characterize the polity's Disposition and Rule per the relevant Imperial species entry. Otherwise:

Disposition
d4
1: Insular
2: Mercantile
3: Expansionist
4: Crisis: The polity is currently undergoing an existential crisis which will depopulate it if not resolved. The players may find the place is in a state of chaos and carnage, or it may be dead silent as the people gather at the central hall to figure out what to do and assign food reserves and responsibilities

Rule
d4
1: Distributed: Informal control of state resources based on affiliation and negotiation e.g. aristocratic oligarchies, peasant republics, voluntaryist tribal confederations 
2: Centralized: Formalized state apparatus governs based on precedent and officeholder perception of state interests
3: Despotic: Absolutist personal rule, 50% chance of de jure, 50% chance of de facto 
4: Totalitarian: 50% chance of an established tyrant, 50% chance of rule by faction


Appendix: Travelers

Wilderness travel is dangerous not only for its natural hazards but also:
-Solitary predators seeking to ambush you, sometimes assisted by complex traps and/or gustatorily-disinterested hirelings (an easygoing fruitarian may be in the employ of predators in a nearby gulch).
-Bandits seeking to rob you, kidnap you for ransom, or kill you; if they do the latter, they'll butcher you and sell your meat to carnivores (or insectivores as the case may be).
-Tribes who raid by tradition or have ongoing dietary uses for you, such as mosquito men or leech men.
-Imperial Species military sections raiding for slaves, sacrifices, forage, or plunder.
-Unemployed mercenaries or deserters who may rob you for everything you're worth, burning you over a fire if they think you’ve got something hidden away, or will attempt to dragoon you into their formation.

Any given polity may also have the following example traveler types out and about to be encountered by the players, though these are more commonly seen from PC species polities than Imperial Species ones:
d10
1. Caravan
2. Migrants
3. Delegation
4. Prospectors
5. Pilgrims
6. Surveyors
7. Sightseers
8. Explorers
9. Missionaries
10. Roving adventurers

The only PC species with significant empires are the roach men, the crab men, the red winged blackbird men, and the crow men, though the latter have arguably already fallen.

The roach man empire is the only one rapidly expanding. The red winged blackbird men are holding their own, but the crab man empire is sinking in a storm of internal violence, jewel-encrusted crablords with their gilded, fur-wearing retainers maiming each other in Cancer's glittering halls.

The crow man empire has receded vastly through administrative decay, a few rumps surrounded by towerscapes devoid of the crow men's influence save the traps they left behind.

    Nonpolity Locales 
You may run into inhabited sites that are not polities. Here are some examples. Roll a d4 and then roll on the respective table.

    1
d10
Antman tunnel fortress nexus
Cave swallow man industrial wharves
Bluejay man beauty annex
Alligator man corruption pit
Dragonfly man assassination chambers
Octopus man breedstock factory
Vulture man corpse warehouse
Badger man mountaincore millstone
Amphibian man imprisoned islands
Serpent man experimental hell

    2
d10
Magpie man brilliance chamber
Lorikeet man eros grove
Mongoose man snakehead hall
Hyena man hyperfertilized corpsefield
Aardvark man grand insect man grinder
Lynx man frontier furrier
Grizzly bear man hall of smoking corpses
Hare man stone slab skypalace
Wren man temple of power mantras 
Squid man cachalot carcass

    3
d10
Reptile man delirium chamber
Bat man guano furnace
Grasshopper man lamentory scriptorium
Snowy owl man playhouse
Raccoon man mechanist academy
Beaver man water clocktower
Snapping turtle man testicle trophy hall
Moth man plotter's redoubt
Giraffe man canopial drumscape 
Capuchin man capitulator's abbey

    4
d10
Aye-aye man spyhole
Tapir man debtor's sanctum
Wombat man flue gas forge
Leech man death oracle
Porcupine man boozehaven
Walrus man engraving clinic
Ocelot man scalpery
Beetle man balustrade labyrinth
Rodent man criminarium
Cardinal man well of songs


Appendix: The Supernatural

Whether anything supernatural exists in the world is left to the GM. Certainly minotaurs and tiger demons feature in many of these cultures' folklores. Personally I would include minotaurs, Dwarf Fortress's foul blendecs as a very rare liminal terror, and probably nothing else at first.













Appendix: Imperial Species Numerical Index
 
RNG 1-9:
1. Amphibian man
2. Antman 
3. Bat man 
4. Cave fish man 
5. Cave swallow man 
6. Olm man 
7. Reptile man 
8. Rodent man
9. Serpent man 


Appendix: PC Species Numerical Index

RNG 1-181: 
1. Aardvark man 
2. Adder man 
3. Albatross man
4. Alligator man 
5. Anaconda man 
6. Anole man 
7. Armadillo man 
8. Axolotl man 
9. Aye aye man 
10. Badger man 
11. Bark scorpion man 
12. Barn owl man
13. Beaver man
14. Beetle man
15. Black bear man
16. Black mamba man
17. Bluejay man
18. Bobcat man 
19. Brown recluse spider man
20. Bushmaster man 
21. Bushtit man 
22. Buzzard man 
23. Capuchin man 
24. Capybara man 
25. Cardinal man
26. Cassowary man
27. Chameleon man 
28. Cheetah man 
29. Chinchilla man
30. Chipmunk man 
31. Coati man 
32. Cockatiel man
33. Copperhead snake man 
34. Cougar man 
35. Coyote man 
36. Crab man 
37. Crow man 
38. Cuttlefish man
39. Damselfly man 
40. Deer man 
41. Desert tortoise man
42. Dingo man
43. Dragonfly man
44. Eagle man 
45. Echidna man 
46. Elephant man
47. Elephant seal man
48. Elk man
49. Emu man
50. Firefly man 
51. Fly man 
52. Flying squirrel man 
53. Fox man 
54. Gazelle man 
55. Giant tortoise man 
56. Gila monster man 
57. Giraffe man
58. Grackle man 
59. Grasshopper man 
60. Gray langur man 
61. Gray squirrel man
62. Great horned owl man
63. Green tree frog man 
64. Grey parrot man
65. Grizzly bear man
66. Groundhog man
67. Hamster man
68. Hare man 
69. Harp seal man
70. Hedgehog man 
71. Hippo man 
72. Hoary marmot man
73. Honey badger man 
74. Hornbill man 
75. Horseshoe crab man 
76. Hyena man 
77. Ibex man 
78. Iguana man
79. Impala man 
80. Jackal man
81. Jaguar man 
82. Jumping spider man
83. Kakapo man 
84. Kangaroo man
85. Kea man 
86. Kestrel man 
87. King cobra man
88. Kingsnake man
89. Kiwi man 
90. Koala man 
91. Leech man 
92. Leopard gecko man 
93. Leopard man 
94. Leopard seal man 
95. Lion man 
96. Lion tamarin man 
97. Lizard man
98. Loon man 
99. Lorikeet man 
100. Louse man
101. Lynx man 
102. Magpie man 
103. Mandrill man
104. Mantis man 
105. Masked lovebird man
106. Mink man 
107. Monarch butterfly man
108. Mongoose man 
109. Monitor lizard man 
110. Moon snail man 
111. Moose man 
112. Mosquito man 
113. Moth man 
114. Mountain goat man 
115. Muskox man
116. Narwhal man 
117. Nautilus man 
118. Ocelot man
119. Octopus man 
120. One humped camel man
121. Opossum man 
122. Orca man 
123. Oriole man 
124. Osprey man 
125. Ostrich man 
126. Otter man 
127. Panda man 
128. Pangolin man 
129. Parakeet man 
130. Peach faced lovebird man 
131. Penguin man 
132. Peregrine falcon man
133. Platypus man
134. Polar bear man
135. Pond turtle man 
136. Porcupine man
137. Puffin man 
138. Python man 
139. Raccoon man 
140. Rat man 
141. Rattlesnake man
142. Raven man 
143. Red panda man
144. Red squirrel man
145. Red winged blackbird man 
146. Rhesus macaque man
147. Rhinoceros man
148. Roach man 
149. Saltwater crocodile man 
150. Skink man 
151. Skunk man 
152. Sloth bear man
153. Sloth man
154. Slug man 
155. Snail man
156. Snapping turtle man 
157. Snowy owl man 
158. Sparrow man 
159. Sperm whale man 
160. Spider monkey man
161. Sponge man
162. Squid man 
163. Stoat man 
164. Swan man 
165. Tapir man
166. Thrips man 
167. Tick man
168. Tiger man 
169. Toad man
170. Two humped camel man
171. Vulture man
172. Walrus man 
173. Warthog man 
174. Weasel man 
175. White stork man
176. Wild boar man 
177. Wolf man 
178. Wolverine man 
179. Wombat man
180. Worm man
181. Wren man 

___




Art - First Run