When making a Biest faction it's said in the beginning that when selecting future kingdoms/regions, this is done by taking either the region or kingdom as a class trait, and removing all the old kingdom/region stuff.
In practice, does this mean that if I have Moon Ursine, and want a class to be from Avian Caverns, that I have to 'sacrifice' 2 class trait slots, which will result in that class losing the Moon region stuff, the Ursine kingdom stuff, gaining access to Cavern Region, en gaining the Avian statline (and pt cost)?
Or, does it mean that when one takes a trait from a kingdom/region that is different than the ones your faction started out with, you will gain the trait and lose the previous things (like when taking a trait from caverns, you lose the moon stuff)?
I know Regional Adaptability allows a faction to combine different regions, but I'm specifically looking for a way to get different regional traits on different classes, since I don't want to burden my sneaky archer dudes with the extra point costs of having an increased martial and melee damage stat.
When you select a new Biest region you do not have to select a new region and vice versa. Doing both through would require two class traits.
I read it as the first interpretation. I think in general it's difficult and/or inefficient to have Classes that are radically different from your base species.