Let's get real for a second. I think it's pretty obvious that this blog is kinda "furry". I consider myself a furry as well. Despite this, I have a sort of inherent dislike of things "trying too hard", the furry-fatigue saps my interest in a setting or piece of media. Things "too furry" ruin it for me; like a fantasy setting with humans, elves, and then ten different beastfolk race. I'm alright with humans only, I prefer a good mix, but I'm not alright with anthros only for fantasy unless it's for a very specific purpose. Stuff like Zootopia is fun for its visual gags and clever contrasting of species, but it's not really meant for high level worldbuilding. Beastars also gets a pass since its about its predator/prey dynamics and behavior with modern (Japanese) life. But stuff like Ironclaw I don't really gel with; I get the feeling like it's the most boring basic and low effort fantasy just with a furry coat of paint on top. (The artstyle doesn't help), but that's not really fair. It is 100% furry though; I just know it when I see it.
How do we define "furry"? The classic answer is anything involving anthropomorphic animals, ie; animals that walk upright and have humanoid features and usually talk or do behaviors outside of their normal natural behaviors, would be furry. But this isn't a sufficient definition; there are a lot of works of media featuring furries that are rarely considered furry. Redwall, for example, features exclusively anthropomorphic characters, but is rarely considered "furry" in itself; it is moreso one of the gateways into the furry fandom given its status as a children's book series.
There is a second shadow definition; roughly "would some fat guy jack off to this?". The more true you can see it, the more "furry" a furry thing is. But it's not really fair to write off anything because it's someones fetish, the Space Wolves Space Marines are 100% bait for a wolfaboo 40k enjoyer; but they're also still really fucking cool. So what it comes down to is a balance between the projected "self indulgent creator" something has, and the thematic value that can be extracted from its constituent parts.
But how "furry" is something and how can we create something of the right balance? It's not as easy as it first appears. There are tons of anthropomorphic animal people in fantasy and sci-fi fiction, but that doesn't automatically make them furry. In the same way you see a cool lizardman from Warhammer fantasy and can still say it's a little furry but it's much less furry then say a werewolf. "Werewolves are cool monsters though!" I know, but they're a "furry" monster. But a werewolf is still much less furry then a dog anthro, which is in turn less furry then a sparkledog. Part of this comes down to species, the presentation, and its role in the media work, story, or whatever else.
This
is by no means an exhaustive list, but here are some traits I've
narrowed down to signal if a anthropomorphic species, faction, or
character is furry.
- Mammals are more furry then other animal species. Canids get extra points.
- More rare species are more furry. Such as a maned wolf being more furry then a standard wolf.
- Unique coloration or markings; especially born with it. Heterochromia free space.
- Hybrids or extra animal body-parts are significantly more furry then a regular baseline creature of its real world counterpart species. Ugly or monstrous mutations are less furry; ie Warhammer Beastmen are less furry then a winged fox-wolf hybrid for example.
- Good aligned or at least positively viewed in its work. If they be subject to unfair treatment, then the audience is supposed to view it as them overcoming oppression/surviving being persecuted unfairly. They never deserve it. Overlapping trait with general Mary Sue profile.
- Usually magical; and closely related to nature and/or moral power systems. You're much more likely to see a "furry" character practicing chi manipulation or elemental magic then being imbued with cybernetics or using dark necromancy spells, for example.
- Cute, or at least drawn in a favorable way. Age range tends towards the young adult/author self-insert age, but almost never old/gray/haggard/scarred/etc. Disabilities, trauma, or other flaws are usually invisible or relegated to the aesthetic facial scar category.
- If violent; high level of proficiency, though rarely aggressive or domineering. "Hidden Badass" trope. Speed & Skill is usually preferred over brute strength, but this is dependent on species.
- Stereotypical traits of the animal species its based on, but rarely the more unsavory elements. ie; Bears are big, honest, love honey, and may hibernate but don't practice random infanticide for example.
- Sexual or romantic profile exactly as author's home culture; usually modern 2000s leniency towards homosexuality & casual sex; with mutual consent being most important factor as opposed to natural mating behaviors of its species or a more traditionalist culture. High degree of fetish content is specific to sexual content/porn, not that common in "normal" furry creation.
- Genders are almost always treated equally. Sexual dimorphism, if any, is regulated to appearance and is based solely on the host species.
So working backwards from this list, how do we create something "furry"? Well firstly, it must be adapted to its genre or host-work. Which leads me to part two.
Warhammer 40k & Faction Design
So 40k is a grimdark setting. Most of the races are engaged in genocidal wars with the other factions, meaning cooperation is very limited. While it's not "species = faction" given things like the Eldar vs Dark Eldar and the many, many human factions, but it's pretty close. The sole notable exception are the Tau, who are one of the few multi-species factions and are kind of meant to be the "tragic doomed good guy" faction in some ways. Even with this, some 40k fans think they're a bit toothless and don't fit with the general vibe of the setting; so our furry faction will have to be at least as bad as them, if not worse.
Disclaimer: I have never played or know anything about 40k besides what I read on wikis. So this entire exercise is just was wank as your own personal headcanon. If anything, maybe moreso, since there are probably other species or groups in 40k that deserve to be a faction way more then anything I could create; and that's valid. For this blogpost, I did at least do a little research, since the 40k game design element of this is what I'm least well equipped to handle in the "just making shit up" category.
Besides the grimdark element, each faction in 40k tends to have different unique traits. While there are many human factions that share similar aesthetics and technological basis, each Xeno species has a few traits across all of them that might work as a basis.
|
Species |
Human / Imperium |
Eldari / Dark Eldar |
|
Physical |
Humans |
Elf (Better humans) |
|
Tech |
Ancient, Bulky, Industrial |
Magictechish |
|
Aesthetics |
Iconography, Gothic, “Used Future” |
Organic but not biotech |
|
Gameplan |
Varies (Diverse) |
Fast & Mobile |
|
Magic/Psionics |
Chaos-susceptible, dangerous psykers |
High emotions need restraint |
|
Ideology |
Fascist Empire w/ Theocratic tone |
Independent & Conservative |
|
Species |
Ork |
Tyranids |
|
Physical |
Green, Big, Brutish, Fungal |
Insectoid; just Xenomorphs |
|
Tech |
Scavenged |
True biotech & natural traits |
|
Aesthetics |
Scrap, Chaotic, Tribal |
Limbs, splines, carapace |
|
Gameplan |
GO IN |
Swarm (big monsters sometimes) |
|
Magic/Psionics |
Gestalt belief-field |
Hive-Mind |
|
Ideology |
Tribal, “Might makes Right” |
Survival/Animal |
|
Species |
Tau |
Necrons |
|
Physical |
Various (Multi-Species) |
Machine, Skeletal |
|
Tech |
Automatons, Cutting-Edge |
Alienware Sarcophagi |
|
Aesthetics |
Mecha-inspired, sleek, utopian |
Egyptian, Terminator |
|
Gameplan |
Ranged shooters |
Tank Everything |
|
Magic/Psionics |
None |
Rewrite reality, Matrix-code |
|
Ideology |
Real Politik, Communistic |
Domination |
Ideally, any new factions would want to have something that's different about them to all the other factions in each of these categories, while keeping in mind the medium they're being designed for. For example, you wouldn't want to make an army more hoard-y then the Tyranids; trying to fit any more pieces on a board then that would just be annoying. Likewise a faction of giant flying space psychic space whales might also be cool; but would be awkward in the context of a tabletop wargame.
Quick side note: Only now reading this do I realize how little of the "each species has one biome" thing 40k actually does. It's refreshing, because it's probably my biggest pet peeve in sci-fi. But at the same time, it'd be rather unique to do something like it, given the all-encompassing nature of 40k's races; that sort of flavor is mostly reserved for individual factions or space marine chapters and the like.
Of course, the real answer of "what should the new faction of 40k be" is the myraid of unexplored factions and species already existent in the setting people have been wanting to see for a long time. They might be more deserving, and I'm sure your headcanon is more legitimate then mine. But this is just for fun; so what's a unique "furry" faction we could add distinct to the rest? (And if the Tau pissed off the neckbeards back in the day, oh boy).
The Fensi
Originating from their desert-dominated homeworld of Hassalude, the Fensi are a race of anthropomorphic canids similar in appearance to Fennec Foxes from earth. Their huge ears meant to help locate prey and cool off in the harsh desert conditions where they evolved are their primary distinguishing feature. After being born, Fensi kits quickly grow to a large size with long and disproportionately slender limbs, and die of old age in just a few short Terran years. However, due to a unique element of their culture, the Fensi can live much longer then their natural lifespan during which they slowly shrink in size. This confounds members of the other races, especially the Orks, but to the Fensi, the smallest among them are the oldest and richest, because of their access to Lux.
Lux is a unique substance cultivated by the Fensi. It's a type of specially processed water infused with psionic energy; farmed in special condenser farms and gardens by underclass workers. It can only be gathered on living planets, but seems to keep a store of all the psionic energy of beings who live within its water-cycle. Beyond being perfectly shelf-stable, drinkable, and resisting evaporation from the harsh desert wind, making it a trading currency to their early cultures; Lux is also known to infuse the drinker with an accumulation of psionic energy. While its original effects may have only been related to the health-benefits of good hydration, Lux has been so valued and singularly important in their capitalistic culture that it has become a vessel for value, power, and importance itself; the very drive to acquire Lux has made it more potent.
The Fensi culture is that of competition, hierarchy, and opportunity. While they have laws that protect individuals and private enterprise; their entire culture is about the accumulation of wealth (Lux) by the wealthiest that is often taken from the poorest. Because of their biology, young Fensi are the main laborers, using their big bodies to tend to the gardens and dig for insects to eat, eventually dying of old age in just a few short years if their lips never had a taste of Lux. Trade unions and mercenary armies make up the middle classes, to who which belong Fensi that are shorter and more stout in stature; similar in size to a regular Imperium human. Finally, the aristocrats of their race are the smallest of all, looking more like an upright talking fox instead of a powerful and dangerous Xeno. But this appearance can be deceiving, as these Fensi are the most powerful in their culture; with innate psionic protection and strength making them formidable foes.
Beyond their capitalistic traits, Fensi love art and luxury of all kinds. They prefer colorful clothing and dress, and even reflect this in their machines and military uniforms. Rare artifacts from other civilizations are traded freely and openly in Fensi bazaars and markets; with no regard for possible contamination by Chaos or restricted technology. While Slaanesh primarily gorges herself on the souls of the Elder; the much decadent Fensi upperclass may one day draw her eye.
Fensi tools, weapons, and even spaceships are all powered by Lux. This single-minded approach to resources has made their industry second only to the Imperium in grand scale. Unlike the Imperium however, the Fensi are very capitalistic. Their primary motivation to explore the galaxy and expand is profit and acquiring more Lux, first and foremost. Instead of exterminating another species on sight, they'd much prefer to barter and trade with them, but always to the benefit of whatever Fensi struck up the deal. Their power structure is colonial and imperialistic; establishing colonies on many worlds to suck up their "living water" using private mercenary armies and underhanded tactics to try and make a profit. They are willing to cooperate with many species in the galaxy, but only for the pursuit of wealth.
Fensi Factions
Whipsands Trading Co.
This corporation prides itself on being the largest and most expansive entity in Fensi space; creating monopolized worlds and many exploitive colonies on many foreign worlds. It is defended by its own private army; though it much prefers to expand through trade contract and hostile takeover over direct force whenever possible. It's most powerful members are the board of directors, who are the original founders of the company still alive since the very first of their race left their planet to explore the galaxy and gain profit from it.
Fensi Scouts- Light infantry sometimes found on foot or on the back of a younger long-limbed Fensi. These scouts are simultaneously skirmishers and skilled wilderness surveyors and prospectors, looking for watery oases in desert worlds or being bundled up to explore ice worlds.
Scout Gyrocopter- Fensi Scouts positioned in a flying machine, used for surveying the battlefield and taking weak, low damage potshots at enemies within a very long range. (I don't know 40k flying unit rules so I assume this would just be annoying and not OP)
Fensi Infantry- The standard Fensi infantry are middle-aged Fensi; shortened and stocky closer to human proportions. They wear elaborate costumes and fight in long line formations with their one-shot Lux Muskets. While not very mobile and not strong in melee, their mass shooting can be very deadly and they are well disciplined to be paid to keep order for the company.
Fensi Cavaliers- More heavily armored middle-aged Fensi with multiple carbines for a draw-and-fire approach. They ride on the back of large, younger Fensi.
Fensi Artillery- Powerful cannons using a variety of ammunition types. I imagine this as literally just a Napoleonic wars era type artillery cannon.
Cannonback- Artillery pieces put on the back of young Fensi, who carry them around to either fire a single inaccurate medium range explosive shot or can run into enemies to perform a kamikaze attack.
Fensi Grenadiers- Young Fensi wearing military dress and colorful uniforms, armed with shovels, axes, grenades, and Brewster style body-armor. Meant to break through enemy fortifications and act as a slightly heavier infantry. When each one is killed they drop live grenades as a small trick, taking out their own as well as enemies in melee range.
Bladetank- Large tanks powered by flywheels and Lux-devices; the entire outside is adorned with spinning blades and spikes. Primarily used as a method of breaking up worker revolts; it is a devastating vehicle made for melee combat and rushing into enemy infantry.
LuxWell- Large hovering shrine containing a large amount of Lux with many watering cans and urns besides, marked with company insignia. Designed as a sort of support unit that buffs nearby units (especially Elder Fensi). Kinda meant to be like a Tyranid Brain unit, but vulnerable if attacked directly.
Fensi Elder- Tiny Vulpera sized fox sitting on a self-propelled throne. (I like to imagine them in powdered wigs and frilly outfits, but anything regal and expensive will do). They are expensive in points and are usually named characters. They don't attack physically instead using psionic powers or telepathic suggestion to destroy opponents. Similar to the theme of slow but strong units reliant on positioning; the Fensi Elders would have turning rules but be extremely strong in close combat, having a death cone of attack in front of them you don't want to get funneled into.
Worker Union
Because of the Fensi's capitalistic culture, the majority of their population exist within an exploited underclass. With short lifespans and tech-enforced monopolies on all trade and property; a growing resistance is brewing in the Fensi's lower and middle classes. While much poorer then the Whipsands corporation, the newly created Worker Union attempts to make up for it in numbers and cooperation. In the grim darkness of the future; there is only class warfare.
Fensi Burrowers- Fensi prefer to live underground in burrows; some little more then a hole in the ground and others elaborate subterranean palaces. The first step to all are burrowers; shovel-wielding very-young Fensi given limited armor and no training or expectation of survival. These Fensi can be used to create emergency cover or tunnels on a battlefield, or thrown into the enemy as an expendable shock troop.
Farmer Militia- Small land-owning farmers who can only create a meager amount of Lux, constantly pushed to sell their properties or in competition to larger corporations. Armed with simple flintlock Lux guns and machetes used for cutting vegetation now act as cheap but flexible infantry.
Arsonists- Those who burn factories and plantations of the wealthy classes; repurposed as a regular unit. Luxfire hits a zone on the table and stays for a long time, but can be instantly snuffed by the controlling player as a sort of unique area-control tool.
Abolistionist- Cool Elder Fensi riding a motorcycle (maybe a monowheel or old timey-bike with one big and one small wheel), who is a much more mobile but less powerful version of the Fensi Elder. They'd move around the battlefield getting to do AoE blasts around them in a small range each turn, prioritizing hit and run tactics or maybe they could "reverse polarity" and suck enemies towards them making them really good when matched with artillery, which are of course way more expensive for this faction or you need to pull enemies into Luxfire, or something like that.
|
Species |
Fensi |
|
Physical |
Anthromorphic Animal-People (Foxes) |
|
Tech |
Retrofuturistic, Hand-Crafted, Hydraulic |
|
Aesthetics |
Desert Traders, Military Dress, Steampunk, Fantasy-Bazaar |
|
Gameplan |
Area Denial & Defensive Depth |
|
Magic/Psionics |
Wealth is Power |
|
Ideology |
Capital Exploitation & Colonialism |
Design Goals
Basically I was trying to make something a little different but still fit in the world of 40k. I don't think it fits very well into 40k in my opinion; too much like a historical fantasy and not sci-fi enough and without the brutal grimdarkness. Notice how most 40k races have at least some kind of conversion or massive survival tactic like Necrons being unkillable machines or Orks having a fungal lifecycle. The Fensi are perfect as one of those xenos the Imperium wiped out centuries ago at least, don't really know if it has the "juice" of a full fledged faction. They'd probably just be a Tau side-species if anything.
Design wise? I don't know enough about 40k factions to say what kind of gameplay is unique. But I think a faction focused on slow and restricted units (like flintlocks who have to reload for a turn, or area-denial artillery and so on) that are strong but very clunky to use are interesting in the context of modern firearms, psionic spells, hovertanks, and other 40k-ish staples. This could totally already exist in the game though and I just wouldn't know any better. Overall, I don't think it's very good, but was fun to come up with.

No comments:
Post a Comment