Re: [DIY] DF Setting Information
Ice Rats
Occasionally a slain Ice Demon's putrid remains do not dissolve completely into the void, and the disgusting tainted stuff. And sometimes it ends up in what we modern folk would call the 'Food Chain'. Perhaps the type of Ice Demon whose remains do this is rat like or perhaps rats are more demon like than other vermin. In any event, sometimes when the tainted food is eaten by a rat, particularly by a pregant rat, it breeds untrue and it's offspring are Ice Rats. Ice rats bear some resemblance to their rodent ancestors, but their features are sharper and one could say eviler. Ice Rats are smarter (+! IQ) than ordinary rats, have 4 extra HP and can generate a protective coat of ice armor (DR 3 several times per day (GM's decision on which Limited Use limitation goes to any given rat). In temperatures over freezing the DR drops a point every minute. In frozen areas it may last as long as an hour depending on how much excertion the rats do. (GM's discretion) They also do a burning (cold) that varies. Some do 2d+1 cold damage, the others do 1d+1 (2). Males usually, but not always do the 2d+1 attack, and the reverse applies to females. (GM note: They have the disadvantage of sadistic. One wereIcerat is known to have existed, and she's been dead over 150 years. It may be a demonic heritage, but Icerats rarely are found in the same swarm or area as other icerats, prefering normal rats as company and mates. The only known exception to this were the minions of the Were Icerat noted above. |
Re: [DIY] DF Setting Information
Evil Elemental
These foul beings are summoned from the most unholy of places, often thought to be from the realms of the ancient gods. They appear as a somewhat spherical mass of black essence that seems to suck and destroy the very light around them. They can also extend pseudopods of darkness to attack. Anyone touched by their pseudopods will be drained of their life energy and they may also be afflicted with evil disadvantages such as sadism, bully and other wicked behaviors. The evil emanating from these beings is incomprehensible to mortals. Merely looking at the creature causes fright checks. They are mindless in their evil and destructiveness. They will slay and corrupt all that surround them unless they are controlled using the proper evil elemental control spell. Often these creatures escape their masters after slaying them and wreck havoc until they are destroyed. Attacking these creatures only makes them stronger as the violence increases their power. Holy weapons and holy water do normal damage to these fiends. It is also rumored that healing spells will cause damage to them but this may only be rumor. |
Re: [DIY] DF Setting Information
The Peninsula of Ilroyne
The ancient empire of Ilroyne started out as an insignificant city-state on a small peninsula on the western coast. This peninsula, named Ilroyne like the city, was connected to the mainland over a long and narrow landbridge known as the Old King's Way. After the fall of the city a giant storm engulfed the peninsula, washing away the Old King's Way, and drowning the shining capitol of the empire beneath the waves... |
Re: [DIY] DF Setting Information
ELVES ELVES ELVESssss!!!!
ENOUGH !! with the Elves already. Brooklin Elves???!! |
Re: [DIY] DF Setting Information
It is said by Zothmoga a Sage from the city of Nothgord that Gomga Tarr did not disappear but had "two put to the back of his head" by a man from someplace called Nuyorciti. The man himself disappeared with Gomga Tarr's body and neither was ever seen again.
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Re: [DIY] DF Setting Information
The Demon Wars
The Sakyss who ruled the world were in decline. Most of humanity was enslaved but there were growing tribes in the frozen north who were free. They lived life as nomads and hunters far from the control of their former masters. What led to the decline of the Sakyss was unknown, some have thought that they must have been punished by the Ancient gods that they served, and others have said there may have been a war with beings from an unknown dimension. It was thought that during this period the Sakyss ripped open the Faerie Realm and released countless fantastic beings, creatures and monsters into the mortal realm. Within the confusion many of the faerie races hid to escape the wrath of the Sakyss. The elves and halflings hid in forests, the dwarves and gnomes in mountains, and the goblin-kin and shadow elves tunneled deep underground. Eventually the Sakyss were no more and the creatures of fantasy roamed the world freely. Humanity worshipped the gods and followed their commandments. The elves taught humanity magic and civilization, the dwarves taught them metal crafting, the gnomes other crafts. Humanity learned well and thrived. Heroes were born and defeated great dragons, hydras and other fantastic monsters. Great civilizations arose and humanity became the dominant force in the world. With the prosperity, humanity had time for delving into the magical arts. At first there were many sorcerer kings who were wise and just. They followed the gods and followed their codes. Cities were built beyond any imagining, with spires cast high into the sky. Magic was widespread and used daily. Wizards soon became as respected as the gods and later revered as gods. All that was desired could be made by wizardry and the role of the gods diminished. After time few people followed the gods and instead looked to sorcery for comfort and guidance. The gods were not pleased so they left humanity to its fate. As the power of magic grew so did the pride of wizards. Instead of benevolent rule they became tyrants and then they sought to usurp the power of other wizards. Wars began and great magics were released. Wizards scoured the land for any magical tome or artifact that would help them sustain their own power and also help them to seize power from others. Some may have found and translated some of the ancient texts of the Sakyss others say in their quest for power the wizards made pacts with demons and devils. Those who sided with demons soon became very powerful. These wizards brought in demon armies form magical gates and used them in wars against their rivals. Others brought armies of goblin-kin, trolls, ogres and undead under their service. The shadow elves and huldrafolk were also summoned to act as advisors and generals in their wars. Still the wizards sought more power and began to worship dark gods and demon lords. Many temples were built and some of the demon lords were brought to the mortal realm. Terrible creatures now roamed every street in every city. The people who had once revered the wizards as gods were now deathly afraid of them. The people revolted but it was no use, the wizards used goblin-kin, undead and demons to crush their rebellion. The wizards became more and more evil as a result of working with the dark forces and all of the great cities they built decayed into ruins. Wizards then built fortresses to protect themselves from other wizards and the demons they have brought into the world. The world became filled with savagery and unspeakable acts. Chaos and evil reigned supreme. Humanity was turned into cattle and slaves. Those left in the city lived their short lives in misery only to be eaten by demons or worked until they died. There were continual wars and demon lords now sat on thrones in place of the wizards. Goblin-kin, ogres and trolls gave orders to humanity who were in turn given orders by shadow elves, huldrafolk and demons.A few of humanity managed to escape and live in isolated communities far away from the demons who prowled the land. Eventually a new religion was founded and based on a covenant. The Knights of Palana defeated the forces of evil and drove them deep back underground or returned them to Hell. Humanity rebuilt it's cities but remained more faithful to the gods. The ruins of the Demon Wars are buried in the earth but there is rumored to be magic of all sorts should the lucky adventurer find them. Monsters have often collects the artifacts due to the precious metals and gems they were made with and the magical glow the surrounds them. Some whole towers and buildings are rumored to be underground and excavated by monsters and goblin-kin. There are also ancient temples that have been reopened to serve the dark gods once more. |
Re: [DIY] DF Setting Information
DMT Machine Elves
There's a whole bunch of Elves waiting on the Other Side, saying "How wonderful that you're here! You come so rarely! We're so delighted to see you!" They're like jewelled self-dribbling basketballs and there are many of them and they come pounding toward you and they will stop in front of you and vibrate, but then they do a very disconcerting thing, which is they jump into your body and then they jump back out again and the whole thing is going on in a high-speed mode where you're being presented with thousands of details per second and you can't get a hold on [them ...] and these things are saying "Don't give in to astonishment", which is exactly what you want to do. You want to go nuts with how crazy this is, and they say "Don't do that. Pay attention to what we're doing". What they're doing is making objects with their voices, singing structures into existence. They offer things to you, saying "Look at this! Look at this!" and as your attention goes towards these objects you realise that what you're being shown is impossible. It's not simply intricate, beautiful and hard to manufacture, it's impossible to make these things. The nearest analogy would be the Fabergé eggs, but these things are like the toys that are scattered around the nursery inside a U.F.O., celestial toys, and the toys themselves appear to be somehow alive and can sing other objects into existence, so what's happening is this proliferation of elf gifts, which are moving around singing, and they are saying "Do what we are doing" and they are very insistent, and they say "Do it! Do it! Do it!" and you feel like a bubble inside your body beginning to move up toward your mouth, and when it comes out it isn't sound, it's vision. You discover that you can pump "stuff" out of your mouth by singing, and they're urging you to do this. They say "That's it! That's it! Keep doing it!" |
Re: [DIY] DF Setting Information
Cannapillars
Cannapillars are caterpillar Faeries that treasure, grow and smoke Cannabis sativa. They look like giant stuffed caterpillars, all fuzzy and soft, with human faces and big stupid grins. They have a magical smoke they can blow on beings, after which the inhaler must make a will roll to do anything other than sit around and feel fine, and another will roll at -4 to do anything violent. The effect lasts 2 hrs. If the victim is presented with yummie looking food, he must resist Will-4 to avoid eating *all* of it. In times of great stress, Cannapillars have been known to metamorphize into Nymphs and/or Faerie Dragons. (sorry, the cookie elves got to me...) next, Peyote Trolls, Poppy Morphites, Nightshades, Red Caps, MorningGlories, Psilosapiens, Spice Sprites and the Sage Queen. |
Re: [DIY] DF Setting Information
The Voids
Some times people commit suicide because of failure to acquire something they desired. The destruction of an enemy, marriage to a particular person, or obtain a post of great prestige. Whatever the unattainable goal, their desire is so strong that the next life cannot pull them off the mortal plane. But unlike ghosts of legend, they are not bound to a particular place. In shrugging off the pull of the hereafter, these spirits severed their ties to Heaven and Hell and are unboud spirits. For the most part, other than attempting to obtain what they desire, such spirits are at best nuissances. However, in their wanderings, they occasionally collide and like drops of water on a waxed table, they merge into one. Again and again. This process anihilates their respective personalities. The things that each individually desired are obliterated from their collective consciousness. Their commonality, the WANTING remains and grows ever stronger as more such spirits are consumed. What is left ultimately is an entity that wants whatever attracts it's attention. Which it tries to take and absorb into itself. Traits: ST 0 DX 10 HT 10. IQ tends to end up being the average score of the individual spirits. Typically 10, but concievably any number suited for the race(s) whose souls generated it. Their perception dwindles, a shock effect of the merging. IQ -3. Their Will is IQ-3 plus 1 per soul in the gestalt. Thus an IQ 10 Void with 9 component members has a will of 7 (10-3) + 9 or 16. They have FP equal to HT + the number of spirits in the gestalt. The example above would have a base FP score of 19. They have the Walk on Air advantage along with the usual incorporeal undead traits. They also have a corrosion attack (Disintegration Jet) range 1 to 4 hexes with a fatigue cost equal to hex range. It does dice of damage -1 per point of fatigue |
Re: [DIY] DF Setting Information
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