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The Cardinal 06-06-2008 10:12 AM

[DIY] DF Setting Information
 
Since a single "canon" DF setting is probably both unlikely and counterproductive - how about creating a loose collection of "pseudo-canon" factoids, each describing a single aspect of the same nebulous setting?!

The inspiration for this is of course the PoL (Points of Light) setting for the new D&D4e - a collection of *those* factoids can be found here.


The rules for this endeavour here are simple:

- everything from the DFs is canon: races, classes, magic, monsters, etc.
- anyone may post
- don't contradict previous posters



Example:


Hell Gnomes: While doomchilds are the reason for most reports about them, hell gnomes are more than just legends. They were created in the same conflict that saw the birth of the dragon-blooded. However, they were not the work of dragons...


.

griffin 06-06-2008 07:08 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
Since a single "canon" DF setting is probably both unlikely and counterproductive - how about creating a loose collection of "pseudo-canon" factoids, each describing a single aspect of the same nebulous setting?!

The inspiration for this is of course the PoL (Points of Light) setting for the new D&D4e - a collection of *those* factoids can be found here.

If by inspiration you mean develop a separate and unique setting in similar fashion than fine. If on the other hand you want the setting to be similar to the Points of Light setting, that is a bad idea. If you're going to develop a fleshed out detailed setting, make it unique, not some cheap knock off.

Quote:

The rules for this endeavour here are simple:

- everything from the DFs is canon: races, classes, magic, monsters, etc.
- anyone may post
- don't contradict previous posters
What happens if a poster just goes way off the deep end and posts something that just isn't in keeping with the genre or doesn't mesh well with Dungeon Fantasy. For instance, Sahud is Banestorm's weakest link. It's not as bad as it was in previous iterations, but it's one of the parts of the Banestorm setting were someone should have just said NO!

b-dog 06-06-2008 07:56 PM

Re: [DIY] DF Setting Information
 
Huldra-elves

These are nasty elves with jet black skin and hair along with red eyes. They are tricksters and delight in cruel jokes. They prefer to remain hidden during the day, usually in caves but at night they will often come into towns and make mischief. The lick of their toungue causes a deformity, possibly crippling the person recieving it. Most huldras prefer to deceive others instead of merely killing them as they have strong faery blood. Their tricks can be quite horrific though, often cause severe injury or disfigurement. A few will follow dark cults or serve demons. They slpit from the elves in the Faery Realm when they sided with the trolls, orcs, goblins and shadow elves.

Dvergar

These are dark dwarves with corpse white skin and black hair. They are incredibly selfish and cruel. They are great weapon forgers and craftsmen. They often mine for minerals, gems and metals but they find it easier to merely steal. Their lairs are known to house horrible traps and tricks to deter any from entering their lair. They also split from regular dwarves in the faery realm. In the mortal realm they live deep below the earth but sometimes they come to the surface to take items that they want.

laserdog 06-06-2008 09:11 PM

Re: [DIY] DF Setting Information
 
Flame Lich:

These undead spirits keep their essence in a continuously burning flame, lit from a flame older than the first man. Their bodies resemble a charred corpse, and they leave ashen foot prints when they choose to walk. They are constantly on watch for stray humans so that they can keep up their supply of tallow candles.

They wield powerful magics, almost always employ or dominate protective lackies, and as long as their flame is lit they can reform a new body within 24 hours of their previous one being destroyed...

Captain-Captain 06-06-2008 10:54 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by griffin
If by inspiration you mean develop a separate and unique setting in similar fashion than fine. If on the other hand you want the setting to be similar to the Points of Light setting, that is a bad idea. If you're going to develop a fleshed out detailed setting, make it unique, not some cheap knock off.

I think what he's doing is going "Open Source". Anything posted here is fair game for anyone else's DF game. The don't contradict rule is straight out of the RPG.net setting creation 'rules'. You can add details to X. You can't contradict what's been previously posted. To cite an example of one from a different board, Poster 1 defines Elves as these bad muthas who came out of nowhere to rule the known world. A later poster decides elves are these really wimpy folks who exist as sex slaves.

Direct contradiction, it's out. Had the poster picked any race not yet described, that race would be hosed by it's definition.

Quite simply, if a lame post about X shows up ahead of this outstanding post about X and they don't mesh, buh bye second post.

I would suggest that if you absoultely HAVE to counter a previous post, mark it as

*****NON-CANON*****
<text>
*****NON-CANON*****

Captain-Captain 06-06-2008 11:09 PM

Re: [DIY] DF Setting Information
 
Brain Slimes are intelligent Slimes. They attack and consume a body to reproduce as other oozes, however the 'parent' ooze absorbs the victim's brain and gets for 24 hours all mental abilities of the meal. While lack of hands and speaking organs limit spell casting, any spell the victim could have cast without gesturing or words can be cast by the ooze.

The Slime's metabolism seems to recognize mental disadvantages as 'unhealthy' and rapidly excretes them. Thexe excrements are useful for alchemists making 'hostile' potions related to mental disadvantages.

The other slime is an intelligent slime as well. It's not only ravenously hungry, it's CURIOUS.

Gods help you if it consumes someone with Modular Abilities with Retention. It will lose the Modular ability in 24 hours, but RETAINS whatever the trait the Modular Ability mimicked and retatined. (For game mechanic purposes, assume a senior Intelligent Slime has 3 unspent CP and gains one per consumed victim). Some of these Slimes have been known to achieve IQ scores of note. Several have managed to retain a modular abilities with Retention trait.

Those that reach a high enough IQ can negotiate. Untill they get experience in negotiating (either from negotiating or from a previous meal), lying and deceit in general may be beyond them.

They do not, (thankfully) have the erupting slime's ranged attack, though the fear is one of these may consume the other and gain the best of both. Otherwise use the stats for Erupting Slimes on DF2.23

ST: 0 HP: 10 Speed: 6.00
DX: 12 Will: 0+ Move: 1
IQ: 0+ Per: 10+
HT: 12 FP: 12 SM: 0
Dodge: 9 Parry: N/A DR: 0

b-dog 06-06-2008 11:11 PM

Re: [DIY] DF Setting Information
 
Hsaing

These are serpentmen with snake heads, scaled bodies and a long snake tail in place of legs. They inhabit underground lairs and often make rounded tunnel labyrinths and mazes to keep intruders away. They love luxory and indulgence. Their personal tunnels are often made with elaborate mosaic tiles and fine art. They are unfortunately lazy and do not wish to work for a living so they instead gain wealth through crime or dealings with dark deities. Often they run syndicates using other races as grunts. They are known to be decent warriors but they are better mages, scholars and clerics.

b-dog 06-06-2008 11:27 PM

Re: [DIY] DF Setting Information
 
Grigs

These are a type of elf with grashopper hind legs instead of normal elf legs. They have the ability to jump quite far and they are natural bards. They often live in meadows with strong faery magic. They play their music during the day and then rest at night. They are somewhat lazy but they often entertain other faeries such as elves, pixies, leprechauns, and nymphs so they are often aided with food and shelter. They are normally good natured and have a strong connection to nature as elves do.

b-dog 06-06-2008 11:36 PM

Re: [DIY] DF Setting Information
 
Orculli

These are cloud giants that delight in feasting upon sapient flesh. They are about 15 to 20 feet tall with muscular bodies. They often fly their cloud castles toward villages and then descend to the ground with long ropes. They capture their prey in bags and then carry them up to their cloud castle to cook them. They are brutes who have no concern for those who are smaller and weaker than them.

b-dog 06-06-2008 11:46 PM

Re: [DIY] DF Setting Information
 
Pocket elves

These are tiny elves that are about 3 inches tall. They often live in gardens and heavily flowered areas. They usually hide inside flowers but sometimes they will try to hitch a ride on a passing stranger. They are agile climbers and they will often climb up to a persons ear to whisper suggestions. These elves have mind control power through their voices and they will often command persons to do their bidding. Many of the elves are decent beigs, but a few are quite malign and enjoy creating havoc.


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