I was poking around old posts of mine, and discovered this one, from almost five years ago. The point of it was reimaging past assets that no longer quite fit into the DFX setting (which, at the time, was still at the DH5 level). Porto Liure had been a major asset that I'd done quite a bit with, and with some supplemental help from stuff like the Green Ronin Freeport book or the Privateer Press Five Fingers book (or even a few other products of pirate-like cities in various D&D products over the years), but it really belonged quite strongly to the DH4 version of the setting, and never really completely found any kind of place in DH5, which became the DFX setting after an effort in rebranding. Now that the Corsair Coast is going to be officially "Terassan" in ethnicity, Porto Liure, of course, has a new home in DFX, bringing one of my older assets back into play. I feel like I'm gradually getting there with all kinds of stuff. Baal Hamazi was incorporated as a third region, when DFX was originally supposed to be Timischburg + The Hill Country. Kurushat kinda sorta makes an appearance in the form of Lower Kurushat, although exactly how much of this will actually be renewed details from DH4 is unknown still. The Plateau of Leng has been back, and has some of the Forbidden Lands vibes... and details. Although many of them were shameless pastiches of Lovecraft to begin with.
I do need to spend some time deciding how the various cities of the old Terassan Empire can figure in the new Corsair Coast paradigm. Most of them can be converted to Barbary-style city-states easily enough, by removing any lingering Imperial trappings from them, I suppose. In some ways, this makes them all analogs to Porto Liure, but I want Porto Liure to stand out still. I actually doubt that I'll do too much with the other city-states, or have much interest in utilizing them. Calça was probably the only one that I still had a lot of interest in, and possibly Baix Pallars, but everything interesting from Calça has largely already been pilfered and added to the Hill Country. Baix Pallars as a pseudo-civilized place falling into colonial ruin, like the waning years of the Crusader States or European colonial empires amongst Third World savages could possibly still restore this as an idea, but I'm not entirely sure how. Maybe, as I start to work out exactly how the Terassans are related to the Tarushans, and I'm sure that it is somehow, means that I can sandwich the part of the Terassans between the Hill Country and Timischburg on the southern part of their border, with the Terassans stretching further south from there into the Corsair Coast; and maybe that's where Baix Pallars can still fit. Maybe Eltdown is the northernmost outpost of the Pallarans, even; a kind of Bree farther removed from the more southerly bastions of their distant relatives like the mountainfolk of Gondor or the Dunlendings.
Anyway more to come on that. But speaking of shameless pastiches of Lovecraft (and Warhammer) I want to discuss briefly the Master of Vermin, one of the more notorious Heresiarchs of my setting, and his greatest (or worst) creations in the setting, which seethe outwards from Leng at times, the ratmen. Starting with wererats, an already rare monster in the setting, Master of Vermin experimented on ways to "mass produce" more of them. This didn't work out exactly as planned, but from his perspective, it no doubt is actually better. In trying to create "mass produced" wererats, he got, instead, two varieties of man-rat hybrids, as noted below:
Ratmen are about four feet tall, and look like hunched humanoids with rat tails, rat heads, rat fur and clawed hands and feet. For those of you familiar with skaven, they are basically exactly that, except without some of the specifically skaven clan politics and stuff. But there was an unusual side-effect of the creation of the ratmen; whereas the ratmen are mostly human-like with rat heads, for each ratman created, there was also a rat thing, ratling, or brown jenkin, named after (allegedly) the first one. These are like large rats who have human-like faces and hands. Not really intelligent, ratlings or rat things, are, at best, somewhere between smart dogs and toddlers at their most intelligent; they can understand simple commands and even communicate extremely simple concepts, but they aren't really able to rise much above that. They do have their uses, however, as spies, and as familiars. And even, to the ratmen, as a food source. Mostly ratlings, if they can do so, like to leave the communities of ratmen, and create their own packs somewhere else, but they are still rare and horrifying when found in human or near human lands.
I don't think that I actually have rat thing or ratling stats in the game, although I did find them on a blog post, where I think I just took regular giant rat stats, maybe made a minor modification or two, and called them nuzzle rats, based on H. P. Lovecraft's own repeated description of Brown Jenkin "nuzzling horribly". I don't like that name anymore, so I won't reuse it, but giant rat stats are good. Even though giant rats are described as the size of a large dog, the stats are still fine for a rat-sized, but more dangerous than a rat like creature.
Speaking of familiars, I do briefly talk about the animal companion player feat as a way to get familiars, but that doesn't really explain much of what they are. I imagine that the player (and only the player) that has a familiar or animal companion can communicate with it, more or less like a person, although simpler (unless the GM allows you to take, say, a person as an animal companion) and it acts kinda sorta like an NPC that's semi under the control of the player that has it as a class feature. From a "cosmological" perspective, familiars aren't exactly just the animal that they were before they were picked as a familiar; they get "augmented" by some kind of spirit from beyond which is what makes them familiars.
Keep in mind; I don't have cozy, nice wizards in DFX. Magic is witchcraft, pure and simple, or transhuman scary sorcery. Familiar spirits that take over and possess the bodies of some animal are evil creatures, and for the most part, people who use magic are evil as well. Occasionally there is a "good" sorcerer who tries to use the tools of the enemy against him, which is where PCs using magic comes in, but that's usually a pretty iffy bargain to make, and the sorcerers who do this are usually biding their time, using it as little as possible, hoping to get through life before corruption catches up to them.
But given that PCs are often reckless or desperate or both, I imagine that plenty of characters can use magic and even have familiars without being "evil"... but it's a slippery slope and they're already sliding on it.