Fantasy Races and Factions (Now for 1.6!)

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Author: camdnbems

Last revision: 22 Jan at 19:43 UTC

File size: 319.91 KB

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Description:

A collection of fantasy based xenotypes and factions I made with the help of Alpha Genes!

There’s currently 15 xenotypes and 15 factions:

– Bugbears, a race of giant goblinoids. Bugbears are large and strong, but not good at much else. Bugbears are very aggressive and sadistic, and very solitary. There are very few occasions where there are groups of bugbears, and almost all of them are under Hobgoblin command.

– Dwarves, a race of short, stout humanoids. Unlike the similarly sized halflings, dwarves are very strong relative to their size. They are masters of mining, construction, and craftsmanship. Dwarves also age at a slower rate than baseline humans and thus recover from wounds more slowly.

– Elves, a race of tall, slender humanoids. Elves live much longer than baseline humans, and thus are slower to learn and adapt, preferring the old ways. While they may learn slowly, they are naturals at socializing due to they almost universal beauty.

– Gnomes, a race of short, incredibly smart humanoids. While being Very physically weak, They are great craftsmen and even better scientists and doctors. And while they are practically useless in melee combat, the gnomes are very good with firearms.

– Goblins, a race of small green goblinoids. Goblins on their own are quite weak and frail, but make up for it by sticking to large groups and use their brains to create dangerous (especially to themselves) weapons. If given the chance, goblins can become very skilled (albeit scrappy) scientists and engineers.

– Halflings, a race of short humanoids. While being Very physically weak, They very hardy, being practically immune to Disease, pollution, and food poisoning. They are also very good at simple living, being naturals in all things cooking and farming.

– Harpies, a race of half human, half bird, all female, fey. Harpies tend to raid villages and cities to kidnap subjects for breeding. Harpies are fairly weak, but they are very fast and thus able to use hit and run tactics to great effect.

– Hobgoblins are larger, red goblinoids. Hobgoblins are highly militaristic, able to use both guns and blades very effectively without much training. They don’t have much otherwise that sets them apart from baseline humans, except their fast healing and ability to eat almost anything that they share other goblinoids.

– Kobolds are a small, dragon like folk. While resembling dragons in form (minus the wings), they are distinctly different, lacking the size, strength, and fantastical abilities like breath weapons. Where they make up for that is in their resilience. While a single kobold is weak, kobolds live and work in great numbers to build technology and cities that even the dwarves are impressed by.

– Ogres are some of the descendants of the ancient giants. These giantkin are huge, lumbering, and incredibly strong. A key difference between ogres and the other giantkin is their hyper aggressiveness and penchant for cannibalism. Ogres have the peculiar ability to absorb some of the power of other sentient beings they devour.

– Orcs, a race of big tough humanoids. Orcs are lean, mean, fighting machines. They can take all of the hits you throw, and still give more back. Due to their focus on strength and combat, they can carry more than the average human dreams of, but lack in more skilled areas like cooking or social interaction.

– Pixies, a race of tiny human-like fey. Pixies are masters of psycasting, and are immensely weak physically. Pixies are also good with plants and animals, including other sapient species.

– Satyrs, Fey creatures who are half goat, half human. Being fey beings, they have innate psychic abilities and the ability to commune with animals, being able to call them to aid. They are also quick runners and are very good in melee combat.

– Trolls, Trolls are a branch of giantkin, being less aggressive and combative than ogres but still being very tough. Trolls make up for less strength with insane regeneration abilities.

– Zombies, A sapient creature who has been brought back, or came back, from the dead. Zombies are slow, and don’t have much combat prowess, but can only be killed by destroying the brain. Zombies can create more zombies by biting living victims (gene implanter).

There is a primary faction for most of these races, as well as a menagerie for the "monstrous" and "non-monstrous" xenotypes, in case you don’t want to have 10 different factions to get full access to the different xenotypes.

NOTE FOR OTHERS INTERESTED

Clearly, I have not been the best at keeping this updated or working on it. I’m just someone who stitched this thing together based on what I could find in steam guides.

If anyone reading this would like to take this hodgepodge of code and polish it up some, tweak a couple things, or add your own ideas, you have my FULL permission. My only stipulation is that you let me know and credit the pieces taken from here.

Future plans:
– Redo the artwork for xenotype and faction icons
– Add a couple new races and genes; Ents and Gnolls!
– Rework some races with new genes once I figure out how make them

Changelog:

Release: Jan 22, 2023
– First release of the mod on steam.

Update: Feb 7, 2023
– Changed defs to use "_" instead of "."
– Fixed most of the faction colors

Update: Feb 27, 2023
– Added new xenotypes: bugbear, pixie, harpy, and zombie.
– Added new xenotypes to existing factions and made new factions for zombies and harpies.
– Added new genes related to aging: Dwarven, Elven, Gnomish, Goblin, and Halfling aging. Added these new genes to the respective xenotypes.
– Added new genes related to size: Giantkin and tiny. Swapped "larger" gene for "Giantkin" gene on trolls and ogres.

Update: Jan 22, 2026
– Updated to 1.6
– Added new xenotype: kobold
– Updated steam images and description to reflect added xenotypes

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RimWorld - Biotech
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Alpha GenesSteam Workshop
Vanilla Expanded FrameworkSteam Workshop