Re: [DIY] DF Setting Information
Did you use a program to make the map?
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Re: [DIY] DF Setting Information
yep, as mentioned: Fractal Terrains Pro
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Re: [DIY] DF Setting Information
Notes on the faerie races that have entered the world. All faerie races have magic flowing through their blood to some degree so a certain percentage will have the innate Magery advantage. 1 in 5 goblins, kobolds, witchclin, borwnies will have magery 0 and will know 1 to 4 spells. 1 in 15 orcs, ogres, hobgoblins, fir darrigs, illes will have magery 0 and know a few spells.
The innate spell list is: Tickle, Clumsiness, Itch, Touch, Spasm, Extinguish Fire, Retch, Nauseate, Thirst, Hair Growth, Strike Deaf, Fumble, Strike Blind, Invisability, Fog, Illusion, Deflect Missle, Darkness, Gloom, Glow, Hide, Light, Color, Choke, False Tracks, Hide Path, Blossom, Blight, Wither Plant, Rain of Nuts, Animate Plants, Tangle Growth, Conceal, Pollen Cloud, Poison Food, Decay, Cook, Foul Water, Create Food, and Fool's Banquet. This is not a complete list and there are some of the faerie races that become mages and know many other spells. This is just a list of possible powers the fae races may innately have. |
Re: [DIY] DF Setting Information
Drifters
The history of the group of families and clans known as Drifters goes back at least a thousand years and is probably somehow linked to the Time of Skulls. Drifter clans own large lighter-than-air vessels which use hot-air and magically treated materials to gain the necessary lift. The clans travel with their airships following the seasonal pattern of winds over the lands west of the Black Wall Mountains: In autumn and winter they drift to the south and west, along the northern edge of the Seldus and Aldeiron Mountains. During spring and summer they travel north and east until they reach Nothgord and the Graumaer Sea and turn south again. Drifters are merchants, entertainers, smugglers, conmen, and vagabonds - "drifters are grifters" - but they are also a valued source of news from faraway lands. Most drifter clans consist of halflings or gnomes. Even the members of the few human drifter clans are known for their small stature and slight build. |
Re: [DIY] DF Setting Information
The Hungry Halls
This is a vast cavern system, also known as the Crawling Caves, that stretches for hundreds of miles beneath the western half of the Karpatak Mountains. History books tell of the time of the empire of Ilroyne when the upper levels of the Halls were nothing but great silver mines, fueling the economy of the empire. But even then the lower natural caves were left unexplored - just guarded - and today only the most foolish or greedy venture in there at all... |
Re: [DIY] DF Setting Information
The Note
When the demon Nykwonadak's priestess Grenya tortured her captive, the Bard Xemveer, he sang. He didn't reveal the location of the Prince Denairon, he sang a song of destruction, putting a chunk of his soul into his song, he hit and sustained a note that resonated with the crystaline roof of her temple and shattered it raining doom on himself as well as the priestess and her retinue. However with a piece of his soul in the song, it didn't end with the Bard's death. It travels the vast underground matrix of tunnels and dungeons and mineshafts, several thousand miles in length. The note is usually unheard, but when circumstances remind it of it's mission it lashes out with Xemveeer's power. It's empathic able to pick up feelings and often the anguish of the tortured or the sadism of some one will remind it of it's 'mission'. (GMs: this goes further. Achitecture similar to Grenya's temple will also trigger it to attack, indeed it's rudimentary intellect will respond to almost anything that gets it's attention by attacking.) The Note has a 20d 8 hex area effect Corrisive blast (only vs crystaline (which includes quite a few types of rock). It lasts 10 seconds and the Note can do three of them before fatiguing itself too much. It generally just moves on after that. It is insubstantial and thus very hard to contain. Rock or crystal that is rendered 'destroyed' by the Corrisve attack becomes small very sharp shards of whatever material it was. Additonal rock often crashes down due to the sudden absence of support, often within minutes of the destruction and sometimes immediately. |
Re: [DIY] DF Setting Information
The Three Terrors
This usually refers to three notorious villains who left their marks upon the known lands some 900, 600, and 300 years ago - leading some to the belief that a fourth terror will soon appear. The First Terror was a being titled the Prince of Winter. He - or it - first appeared about 900 years ago in late autumn, riding with thousands of strange beastmen from the Frozen North over an unusually early frozen Graumaer Sea. The name of the Prince is not known, as is his actual appearance. All describtions only talk about a tall dark figure in a large grey cloak. He fought with a legendary magical whip made from bones. The whip was called Frostwurm - and like its master it vanished after a winter that had lasted 9 months, leaving Otamia in ruins for years to come. No battle preceded the disappearance of the Prince and the retreat of his beastmen, but legend tells of a group of brothers who used a weird weapon from the distant south against him, only to also die in the assault... |
Re: [DIY] DF Setting Information
The Witchcave Theory
A few wizards and mundane sages believe in the existence of subterranean counterparts to the dreaded witchwoods. Like the witchwoods these cavernous complexes - sometimes just referred to as dungeons - are somehow linked to the darker aspects of the Faerie Realm. This connection turns them into almost living, shifting entities, capable of growth and sudden change, which often contain whole tribes of goblin-kin, weird monsters, and traps - but also large amounts of treasure, including powerful (or cursed!) weapons and armor that, strangely enough, none of the other denizens tend to use... |
Re: [DIY] DF Setting Information
The second Terror was a man called Changeblood, though his real name was probably Traan Volverson, and he was born six centuries ago among the barbarians on the coast of the Everwinter Sea. For almost 20 years his barbarian fleet plundered and pillaged the Western Kingdoms, even threatening the city states of the Dhactylean Peninsulsa, and sinking ships from as far away as Phy Nezhiar.
Changeblood was known for his strange black helm, an item often titled the Sea Crown, and his double-headed red battleaxe, made from an unknown metal and named Sorge. Changeblood and his flagship were never seen again after a great storm had hit his fleet near the (then) small town of Pearl Haven... |
Re: [DIY] DF Setting Information
The Scarring
In the year before the Fall of Ilroyne a strange sign appeared in the skies: On a clear winter night some kind of great bright flash, like a lightning bolt, could be seen on the full moon. During that night more and more of those flashes were witnessed - as were some types of blackish cracks on the moon's surface which seemed to grow in numbers and size. When the full moon rose again the next night the flashes were gone. But across a good third of the moon's silver disc now ran a giant deep black crack, like some distant canyon or hideous scar. Astronomer's all over the known lands marked the night of this event, now simply called the Scarring - and 207 years later the famous Gelmayne of Nothgord used it as the starting point of his new calendar, so that today we live in the year 1759 GC (of Gelmayne's Calendar), or 1759 AS (after the scarring). |
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