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Old 11-02-2020, 05:52 PM   #81
Rolando
 
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Default Re: Ideas for Yrth

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Originally Posted by Gold & Appel Inc View Post
Not quite the same scale as a troop ship, yes, but surely it's been thought of. Maybe a really big carpet...
Yes, the magic and artifacts exist. It just haven't changed the world too much... yet.

I think some mages guilds may have teleportation rings/portals and other instant communication facilities too. I can see these guild houses selling the services to kings, nobles and the multiple imperial offices.

In my campaign I describe Megalos and other big cities as a bit more magical and fantastic than the typical medieval or renaissance fantasy city, only Caithneese looks really medieval. But lots of flying vessels is not yet a thing in my campaign.
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Old 11-04-2020, 04:12 PM   #82
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Default Re: Ideas for Yrth

If you're doing Flying Ships for Yttarria, I suggest alchemically treated wood as the basis of the ships (to make them affordable for Yttarria) and that you steal the look/design from the Martian Kites in Space 1889. Those designs are beautiful and richly dramatic.
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Old 11-06-2020, 04:36 AM   #83
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Default Re: Ideas for Yrth

Do you guys like the idea of importing aspects of the Dungeon Fantasy line into Yrth?
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Old 11-06-2020, 06:49 AM   #84
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Do you guys like the idea of importing aspects of the Dungeon Fantasy line into Yrth?
I worked on that a long time ago in my Custom Banestorm thread. The big obstacle I ran into was working out how divine magic worked. At least now I found this website: https://bira.github.io/octopus-carni...n-fantasy.html

Basically, the quick fix is to just take the Cleric and Druid, replace their Power Investiture with Magery, and then just allow all three "classes" to pick whatever spells they want. Just justify specialized spell lists as job training.

Here are two of the threads I did for Dungeon Fantasy in Banestorm:
-http://forums.sjgames.com/showthread.php?t=37079 "Classes"
-http://forums.sjgames.com/showthread.php?t=36628 DF3 Races

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Old 11-06-2020, 04:27 PM   #85
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Default Re: Ideas for Yrth

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I worked on that a long time ago in my Custom Banestorm thread. The big obstacle I ran into was working out how divine magic worked. At least now I found this website: https://bira.github.io/octopus-carni...n-fantasy.html

Basically, the quick fix is to just take the Cleric and Druid, replace their Power Investiture with Magery, and then just allow all three "classes" to pick whatever spells they want. Just justify specialized spell lists as job training.

Here are two of the threads I did for Dungeon Fantasy in Banestorm:
-http://forums.sjgames.com/showthread.php?t=37079 "Classes"
-http://forums.sjgames.com/showthread.php?t=36628 DF3 Races
This is interesting and since Dungeon Fantasy is an important line, making the Yrth setting useable with Dungeon Fantasy is good for all GURPS fans.
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Old 11-06-2020, 04:31 PM   #86
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This is interesting and since Dungeon Fantasy is an important line, making the Yrth setting useable with Dungeon Fantasy is good for all GURPS fans.
A Dungeon Fantasy: Adventures on Yrth supplement would make for a fun addition to the line. Too bad Pyramid Vol.3 was canceled, that would be a good place for it. It did give us the "Monster Hunters on Merlin (Technomancer)" set of articles.
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Old 11-06-2020, 06:44 PM   #87
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Default Re: Ideas for Yrth

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Originally Posted by LoneWolf23k View Post
I worked on that a long time ago in my Custom Banestorm thread. The big obstacle I ran into was working out how divine magic worked. At least now I found this website: https://bira.github.io/octopus-carni...n-fantasy.html

Basically, the quick fix is to just take the Cleric and Druid, replace their Power Investiture with Magery, and then just allow all three "classes" to pick whatever spells they want. Just justify specialized spell lists as job training.

Here are two of the threads I did for Dungeon Fantasy in Banestorm:
-http://forums.sjgames.com/showthread.php?t=37079 "Classes"
-http://forums.sjgames.com/showthread.php?t=36628 DF3 Races
My own thought for Druids and Clerics (and similar DF specialist casters) in Yrth is to treat them as specific Magical Styles. Individual orders have their own styles and spell-lists, some of which may overlap a lot (e.g. many religious orders having Turn Zombie, Remove Curse, and various Healing spells). Of course, I'm not practiced at creating spell-based magical styles, but the DF books do helpfully provide spell lists, already separated into levels.
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Old 11-07-2020, 07:05 PM   #88
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Default Re: Ideas for Yrth

The first book did not mention Fair Folk. It mentioned elves but those are more like romanticized hunter-gatherers than babynapping spooks. Maybe the Dark Elves were how those legends came about and maybe they are still active kidnapping mortals for evil witchery?

I sort of remember sea-elves. Do you have mer-folk (shapechanging perhaps), Selkies and all that sort?

There might be ghazzi or cossack like tribes on the borders between empires.
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Old 11-09-2020, 09:14 AM   #89
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Default Re: Ideas for Yrth

I've always wanted to run a game in Yrth about reversing the banestorm. Its the perfect excuse to take deep dives into the lore are tour the continent as you compile ancient secrets and magical research.
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Old 11-09-2020, 09:59 AM   #90
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I've always wanted to run a game in Yrth about reversing the banestorm. Its the perfect excuse to take deep dives into the lore are tour the continent as you compile ancient secrets and magical research.
But who is doing the Reversing and to what goal? Maybe the boss is a good guy or maybe he's a monster. It's a good set up for a twist ending.
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