Anthropomorphs

The locals were originally human, but at some point became anthropomorphic, either as an ancient furry colony, a group of animal-worshiping sectarians, or gengineers who just happened to find animal elements most convenient for surviving on the world. Depending on the skill of the original gengineers, their feral forms may or may not work as well as their original human bodies, or may come with drawbacks inherited from their animal elements.

Enemies

dice: [[anthropomorphs^enemies]]

dice: 1d3Enemies
1Anthro-supremacist local
2Native driven by feral urges
3Outside exploiter who sees the locals as subhuman creatures

Friends

dice: [[anthropomorphs^friends]]

dice: 1d3Friends
1Fascinated genetic researcher
2Diplomat trained to deal with normals
3Local needing outside help

Complications

dice: [[anthropomorphs^complications]]

dice: 1d3Complications
1The locals consider their shapes a curse from their foolish ancestors
2Society is ordered according to animal forms
3The locals view normal humans as repulsive or inferior

Things

dice: [[anthropomorphs^things]]

dice: 1d3Things
1Pretech gengineering tech
2A “cure” that may not be wanted
3Sacred feral totem

Places

dice: [[anthropomorphs^places]]

dice: 1d3Places
1Shrine to a feral deity
2Nature preserve suited to an animal type
3Living site built to take advantage of animal traits