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b-dog 06-08-2008 01:32 AM

Re: [DIY] DF Setting Information
 
Blight elves 9 points

These elves are gaunt and pallid. They lair in blighted forests, abandoned ruins, desolate moores and sometimes dungeons. When packs of these elves set up residence they can cause famines and plagues. Their very touch will wither plants.

Choice Professions: Evil Cleric, Knight, Wizard, Thief
Marginal Professions: Druid

Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Doesn't Eat or Drink [10]; Magery 0 [5].
Disadvantages: Callous [-5]; Life Bane [-10]; Unnatural Features 1 [-1].

Captain-Captain 06-08-2008 02:36 AM

Re: [DIY] DF Setting Information
 
The Comet

Bards tell of a ghost ship, the Comet, lost more than two centuries ago, that is seen on nights of the new moon. Within two weeks of the ship's appearance severe gales will hit the region and ALWAYS, a ship in those waters will go to a sunken grave.

Captain-Captain 06-08-2008 02:51 AM

Re: [DIY] DF Setting Information
 
Blight Elves are accursed (but otherwise ordinary) Elves. According to their tales, they were trained naturalists, forest protectors who came to believe that men and elves shared the same ecological niche, and that Men were winning.

When they proposed getting the elves to adapt to terrains that they did not have to contest with humans, the Mad Empress of Elvenkind ordered them seized and had her magicians adapt them to the task of stopping the human threat.

In this, they have largely failed, though they have, in places, certainly hampered human expansion. The Mad Empress is five Elf Generations dead, and they are shunned by most other elves. And in due course the Blight Elves have drifted from the purpose that Monarch gave them. They still see Man as the enemy to take down, but the task of making human lands unhabitable by humans brings human armies to hunt them down. It drains their resources and diminishes their numbers for no apparent benefit to themselves. They blight lands that they are comfortable living within, since they have adapted to blighted environments.

A belief has flourished (or festered depending on your views) that each generation of humans produces an archetype, one who represents the race best in his or her person. They are sure, that if they capture this human and break his or her will and make this human a true slave to them, the human race will be destined to follow and become the servitors of the Elves the Gods meant them to be.

To this end most Blight Elf take human slaves. They take other non-elf races as slaves for labor or profit. Humans are taken for the purpose of breaking THE human of humans. All are selected on the indication that this human might be THE human. Those they determine aren't the One are soon worked to death. Those who might still be are kept (barely) alive and subjected to ploys to break them.

The Cardinal 06-08-2008 06:00 AM

Re: [DIY] DF Setting Information
 
A few sages cling to the theory that the greatest danger in the Faery Forest is the existence of certain large entry points into the Faery Realm - a world dominated by the giant continent Elvira and the fiendishly cunning so-called "cookie elves". They even believe that witchwoods often contain small outposts of this kind of elves, and that those outposts are the historical origin of the legends about "gingerbread houses" and lost children...
Most
real sages and wizards think this is hogwash and utter nonsens.

The Cardinal 06-08-2008 06:09 AM

Re: [DIY] DF Setting Information
 
In recent years more and more rumors have emerged about small hidden communities of Blight Elves living and scheming in and under the sewer systems of several large human cities. Some even say that they've started to cooperate with corpse-eaters and fir darrigs!

Another well-known legend about the blight elves tells about their great capital, the hidden city of Amzha-Qimhuun, the "Foul Fortress". It is said to lie in a remote and barren valley deep in the mountain range known as the Black Wall.

The Cardinal 06-08-2008 06:27 AM

Re: [DIY] DF Setting Information
 
The traditional home of the vasily dwarves are the plains to the north and northwest of the Horseshoe Mountains, an area they call the Voloi Mharg, the "Endless Home".
Their tribes fought many small wars with the humanoid nomads of the plains farther southwest, but only the goblin-kin nomads of the far eastern plains are seen by them as their hereditary enemies, as "Umgash" or "blood foes".

The Cardinal 06-08-2008 12:36 PM

Re: [DIY] DF Setting Information
 
Many historians claim that the tradition of most modern assassin guilds can be traced back to the noble houses of the ancient human empire of Ilroyne. Every one of these aristocratic clans controlled provinces and trade colonies of the empire - and every house had the right of high and low justice within its holdings, giving birth to a specialized group of "executives" in each house.
Over centuries these executives became highly skilled in the art of swift and discreet punishment - and those skills kept them alive and in demand long after the empire's fall...

b-dog 06-08-2008 12:49 PM

Re: [DIY] DF Setting Information
 
Duende 55 Points

These beings are a type of goblin that lure travelers away from safety by whistling a mystical song that causes beguilement and confusion. They have an ugly greenish-brown skin color and evil red eyes. Their hands end in icy claws which they use to rend their victims. They often wear hats and robes to conceal their identity. They lurk in forests, mountain areas and sometimes dungeons. They prefer to live in small groups of their own kind but they can sometimes be coerced or forced into forming alliances with goblins, orcs and ogres, especially if the leader is powerful. The mind control powers are additive with more duende whistling; the more duende whistling the more powerful the mind control.

Attribute Modifiers: IQ-1 [20];HT+1 [10].
Secondary Characteristic Modifiers: HP+1 [2]; Will+1 [5]; Per+1 [5].
Advantages: Claws (Sharp) [5]; Innate Attack (Freezing Claws +1 Damage) [5]; Infravision [10]; Mind Control (Bardic Whistling) [35]; Talent (Mind control +3) [15]; Teeth (Sharp) [1]
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Savage) [-10].

The Cardinal 06-08-2008 01:10 PM

Re: [DIY] DF Setting Information
 
Along the southern edge of the Sea of Dust runs a terrifying system of sheer endless canyons and deep gorges. The largest and deepest canyon there is commonly called the Hellmaw - a name that is also used for the whole area.
To the few human inhabitants of this part of the world the canyon is known as "Anas'ktulshai" or "The Wound of the World".
However, as hellish as this place may seem to many humanoids, among the desert lizardmen - even those living half a world away - it is actually considerd *holy*, and they believe it to be the origin of their species!

b-dog 06-08-2008 01:25 PM

Re: [DIY] DF Setting Information
 
Sakyss

This ancient race has long since disappeared. They lived long before man and even before the faeries came in large numbers to the mortal realm. They ruled during the age of the dinosaurs and ruled the world with an iron fist. When mankind and the faeries came to the mortal realm they were enslaved or eaten. Only those beings living in remote areas were spared the horrors of the Sakyss. Eventually their great civilization declined, some thought it was due to the strength of mankind and the faeries but others thought the dark deities of the Sakyss abandoned them. In any case the Sakyss have disappeared and haven't been seen since. Only the occasional remnant or artifact of their rule turns up. Many scholars say the Sakyss has been exterminated while others claim they are plotting a chance to return from darkest depths below.

They are described as looking like a theropod, possibly similar to a Deinocheirus. They a said to be able to run as swiftly as horses and their legs have a terrible claw on the toe. It is rumored that if the Sakyss merely tap this wicked claw upon the ground, a man's blood will freeze in terror, possibly this is a racial memory from the time of mankinds enslavement. They are extremely intelligent and masters of magic and psionics. From myths it is learned that a small legion of Sakyss can rip through great armies of warriors, leaving them disembowled or decapitated. Little else is known about them and many stories may be false but most stories say they now live in the deepest caverns below the earth.


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