Re: [DIY] DF Setting Information
Quote:
*really* rough: http://df-setting.wikispaces.com/spa...age/df1try.jpg |
Re: [DIY] DF Setting Information
@b-dog: good point regarding the faerie question!
Some missing elves, fairies and monsters have been added to the wiki! |
Re: [DIY] DF Setting Information
Sooner or later we'll need to tackle the question of gods and religion.
Several gods with specific "spheres of influence" are a staple of Dungeon Fantasy - as are some race-specific gods or pantheons. Any ideas? We should at least have a god/goddess of War, Combat Life, Healing Death other good portfolios would be: Fire Water Weather/Air/Storm Nature Animals Plants etc. ...in fact the various kinds of powers from GURPS Powers are probably a decent guideline for this ;) |
Re: [DIY] DF Setting Information
Nothgord
Nothgord is the largest and possibly oldest city in the Land of Five Rivers. Also known as the City of Spires, Old Noroth, Noroberg, the City of Gargoyles, or "The-Grey-Mountain-By-The-Water" it has existed - in some form or another - for more than two milennia on the south shore of the Graumaer Sea. |
Re: [DIY] DF Setting Information
Adventure Setting
As the PCs follow a path through a forest, they become surrounded by pillywiggins. The pillywiggins ask for help from the PCs as they need help with hideous insects capturing them while they sleep in their flower houses. If the PCs agree to help the pllywiggins will show them a rotted old tree that the insects are taking their friends to. The tree has a supernatural force field around so it can't be broken open. It also has a powerful obscuring force upon it as well so no knowledge can be gained from the tree by magical or psionic means. The pillywiggins will ask that the PCs be shrunk so they can investigate the tree from the tiny holes borrowed into it by the insects. If the PCs agree, then the pillywiggins will shower them with faery dust and they will shrink in size. When the PCs become small they will encounter snakes and other natural horrors along the way to the tunnels in the tree. When they get inside the tunnels they will notice that there are termites with one hideous alien eye in the center of their heads. The same thing is true of other insects like centipedes and beetles. As the PCs work their way throught the tunnels they will find a rotted corpse within the middle of the tree. Within the braincase are hideous grubs that seem to be of an unworldly origin. This will require Fright Checks for players. Some of the grubs are in pupal stage and are ready to hatch while the mother is there to defend her brood. The background to the story is that an evil mage named Zarek summoned a sklion, a wicked brain boring beetle-like creature from beyond Time and Space. Zarek was attempting to cause great plagues across the land with the sklion and become ruler, unforunately the sklion ate his brain instead as it was ravenously hungry. The sklion then controled the corpse making it borrow into the rotted tree and then put up a force field and an obscuring power. Once the grubs had eaten the brain of Zarek, they began to control the insects within the tree and get them to bring back other sentient brains upon which to feed and the pillywiggins were easy pickings. If the sklions hatch they will cause great plagues accross the land and they have alien powers that are quite strong. |
Re: [DIY] DF Setting Information
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Re: [DIY] DF Setting Information
Palana
This goddess is thought to be the mother of all goodness. She was born from the chaos and gave birth to the celestials. When she and the other gods created the multiverse they were attacked by ancient gods of chaos and evil. The ancient gods sowed discord among the gods and began destroying the multiverse. The gods warred against the ancient gods and the gods who were corrupted by them. Almost all of the gods were killed in this battle but Palana was able to imprison most of the ancient gods and corrupted gods before she was slain. Her holy book was communicated to prophets by celestials. Worshippers of Palana can not commnicate with her as she has passed from existance but they can use power investiture to cast spells and use abilities like other holy clerics and holy warriors. They are just using the power of good as opposed to her direct power. Folllowers often follow a walk of faith that during the end times she will return and gather an army of celestials to defeat the forces of evil. They believe that she is holding the ancient forces of evil until the last souls are born and afterwards she will take all of her followers to heaven. Her symbol is a woman dressed in a simple peasant robe surrounded by a nimbus of golden light. She represents sacrifice, asceticism, protection, honor, charity, forgiveness and motherhood. Followers can be quite devout and sometimes fanatical. They feel that doing good deeds and defeating evil will give Palana the power to return. |
Re: [DIY] DF Setting Information
The Fallen
These were Great Air Elemental Lords who once prowled above the clouds. Apparently, their King learned of a magic in the last decade which can be used to permanently solidify Great Elementals. The process takes several days and the fallen generally will be forced to earth before it is completed. A few are kept imprisoned up in the sky unitl the process is finished and then executed by being freed and subjected to the force of gravity. The retain many of their elemental abilities specifically mastery of Air College spells OR the ability to create and control air in various means. The specifics of each fallen vary greatly. In general if designing them as if they were player characters budget their racial traits on 800 positive 300 negative. Earth Elementals retain their hostile relationship to the fallen with a vengeance. Earth Elementals will cite "the Pact" and make the claim (not disputed by the Fallen btw) that they have the lawful right to slay these tresspassers. Although individually powerful most Fallen do not last long after becoming grounded. Adventure seed: The PCs hear stories of magical events taking place on Demonfang Peak, the tallest mountain on the southern border of the Kingdom they're in. Rumors abound of demons being summoned and running amok. The truth is Arlarel, a Fallen, has set up a defensive perimeter at the peak of the mountain. She is as far from the elementals home as she's able to get, but the high Elemental Earthen Lords have old scores to settle with her and have unleased a sizeable force of their troops to destroy her. So far she's sent two cohorts of elementals to defeat. The PCs should encounter the survivors of the second cohort on they way up. These elementals clearly must have been the 'demons' reported. Arlarel's great power is a corrosive attack that affects Earth Elementals and created stone etc. A tactics roll if the PCs either get enough details from the Earth Elementals or can survey the battle scene itself will reveal that masses of charging elementals have been urinating their existences away against a fast shooting area affect attack (a modern day analogy would be pikemen charging a recoiless rifle that fired a shell each second, every second for as long as they were making targets of themselves). If the PCs negotiate with the surviving Earth Elementals they may be offered the job of attacking Arlarel on the basis her attack won't affect mortals. The pay will be a substantial amount of uncut unpolished gemstones and valuable ores equal to each PC's weight (the actual value will be roughly between $1300 and $1800 per PC). An examination of the corpses of the slain elementals will reveal a fair amount of gold and silver and with appropriate skill checks other valuable earths as well Arlarel's attack destroys the base earth components of the elemental and does less damage to nobler earth components. The elemental dies but unless the damage is enough to disintegrate it, the remains are somewhat processed valuable materials. Regardless of any deals made, if they press on to Arlarel's lair she will attempt to negotiate her own deal. She has been in contact with Water Elementals and arranged to have a place on a 'floating island' in the triangular sea. If she has a measure of time, she can transport herself to that sanctuary. She will offer the PCs about $500 each and a Tome on elemental facts. For Book Learned Wisdom purposes, it can be used as any of up to 8 1 pt primers, 4 two point text books or a Thesis of 3 to 8 pts as the writings are magical and not necessarily the same when used at different times. (Basically this one book functions as if it were many elementally themed books.) If the PCs take her side they will have to fight the Earth elementals. She can take them with her but this will lengthen the time needed to prepare her escape and she will be reluctant to risk her life this way. If the PCs have their own way to escape the Earth Elementals things will go better. Or course if the PCs took the Earth Elementals offer then switched sides, they gain Elemental Lords of Earth as Enemies on a 6- less (-20 pts since the Elemental Lords of Earth are POWERFUL). Betraying the Elementals this way constitues a roll of 6- occured immediately after betraying them. If the PCs survive, roll dice on subsequent adventures. These are 'aqcuired' disadavantages and can be worked out through CP expenditure or roleplay. But until they are worked out, the PCs should keep an eye out. |
Re: [DIY] DF Setting Information
Celepheal
Celepheal leads the celestial army. He will follow other good gods but his main allegence is to Palana should she ever return. He is described as a beautiful winged being that can manifest at any size but is often over 12 feet tall. He swings a two handed flaming sword with incredible skill. He is said to call the celestial army at the end times and lead them into the final war. His symbol is the flaming sword and many holy warriors and holy clerics wear it. |
Re: [DIY] DF Setting Information
Iaehannum, the Bleeding Darkness
According to the followers of his dark cult, Iaehannum was the slayer of Palana. However, he himself received terrible wounds during that battle, maiming him for all eternity. Iaehannum is usually depicted as a giant humanoid four-armed warrior with two heads - but his right head was severed and is missing; only an eternal black flame burns on his neck. And where his lower left hand was there is now a wicked-looking hooked blade of greenish steel. His right leg now ends in a giant red claw of some great beast, and right across his muscular belly runs an ever-bleeding cut which - according to legend - he received from Palana herself. His followers believe that Iaehannum fought only for freedom and was driven into a mad rage by the so-called forces of good. He is only weak in this world because of his ever-bleeding wound - but if he receives enough blood sacrifices, especially from followers of Palana, then one day he'll be able to lead his children into battle and to greatness again! |
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