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b-dog 06-10-2008 02:17 PM

Re: [DIY] DF Setting Information
 
Adventure Setting

Along a high mountain trail there is a pit with several children in it. The pit is extremely deep and the PCs can barely hear the chilren cry for help. If the PCs go to investigate they will need flight spells or at least a 100 foot long rope. The PCs will discover that the children are in fact Horde Zonbies (in DF2). Above there are 10 Rubezahl Dwarves armed with spiked walking sticks who will attempt to knock PCs who have not entered the pit into it. If they succede the Rubezahl will watch delightedly as the Horde Zombies eat the PCs.

The Rubezahl Dwarves were using their mimicry power and ventrilliquism to make the Horde Zombies sound as if they were real children. The Horde Zombies were walking on the mountain trail and the Rubezahls knocked them into the pit. Later they thought it would be entertaining to knock others into the pit and see the Horde Zombies eat them. There are a few magic items and some treasure in the pit from other adventurers who were knocked in at other times. The Rubezahl also have treasure but it will be very difficult to find their cave as it is well disguised and there are many traps within it.

b-dog 06-10-2008 02:57 PM

Re: [DIY] DF Setting Information
 
Adventure Setting

The evil wizard Hraskarr did such foul and wicked deeds in his lifetime that the great demon lord Malprinz rewarded him with an eternal afterlife of peace and indulgence. Hraskarr drifted through the afterlife in wonderful dreams. Before death Hraskarr built a great tomb within his fortress. This tomb was filled with the most beautiful treasures and decorations. Eventually some treasure seekers were able to break into his tomb and have stolen many of his great treasures. This act has awoken Hraskarr from his eternal sleep and now he is filled with hatred and evil turning him into a lichwight. He has summoned blight elves to help him exact revenge on humanity. The blight elves are sent to the surounding human settlements and they will kill the residents and Hraskarr will resurrect them as zombies, ghouls or even wraiths. Kings from the surrounding lands will beg for help in defeating Hraskarr, the blight elves and the undead.

b-dog 06-10-2008 03:26 PM

Re: [DIY] DF Setting Information
 
Chilblain Elves

These elves are often confused with Ice Elves as they both have pale white skin and white hair. They may be in fact the same type of elf but they are just differentiated by their nature as hese elves are malicious. They delight in killing life with frost and ice and hope one day to freeze the entire world. These elves use ice weapons and armor just as ice elves do but they also have the ability to freeze things with their mere touch, causing frostbite and pain to living creatures. This type of elf wars constantly with humanity and often freezes settlements solid.

b-dog 06-10-2008 03:54 PM

Re: [DIY] DF Setting Information
 
Adventure Setting

The PCs are at a tavern and it is late. They hear sound of whistling which is beautiful. They must make a contest of will rolls versus the whisting power of the whistlers or begin to dance and follow the whistlers. Some of the drunker patrons at the bar will get up and start dancing and following the whistlers who are outside. If the PCs are curious, when they look outside they will see 8 humanoids in black cloaks and witch like hats that conceal their faces. They walk in a straight line and lead the dancing people into the forest towards a trail. This trail leads toward their cave. Once the whistlers get the dancing people into the cave, the dancing people will climb into a huge back metal pot filled with water and vegitables. The pot has a fire at the base and the people will suffer severe burns from entering the pot unless prevented. If the PCs attack the whistlers, they will see that these are duende. The duende will attack with swords or their freezing claws. If the PCs win the battle, the duende will have treasure from past victims as the duende usually come to the city late at night trying to lure drunken people or the homeless into their cauldron.

b-dog 06-10-2008 04:13 PM

Re: [DIY] DF Setting Information
 
Adventure Setting

There is a small village next to a lake, possibly where the PCs stay during a trek to another adventure. Strange things have been happening in the village as people just seem to disappear and are never seen again. If the PCs investigate they will find nothing unusual until very late at night. The PCs will see a lone person leave their house and go to the lake and begin swimming, then they dive down to the bottom and are not seen again. If the PCs go into the lake to investigate, they will see nothing unless they scour the bottom of the lake. Deep under the muck of the lake lurks an ancient giant snapping turtle who has come to this lake in search of a better food supply. This creature has psionic mind control powers and will attempt to use them while biting with it's snapping mouth. The snapping turtle has been entering the dreams of sleepers and using it's mind control powers to lure them into the lake where he devours them.

b-dog 06-10-2008 05:30 PM

Re: [DIY] DF Setting Information
 
Adventure Setting

As the PCs stay in a town, they hear a screaming from a house nearby loud enough to wake them. If the PCs go to investigate the house where the screaming came from the door will be locked and no one will open it for a few moments. Finally an old lady will open the door and ask what the problem is. When they ask about the screaming she will say that she screamed because there is a giant rat in her cellar and she has bolted the door so it can't enter upstairs. She will tell the PCs she has no idea what to do because she has no money to pay someone to remove the giant rat. If the PCs decide to help the old woman she will lead them to the cellar and then two of her friends which are Illes trolls will lie in wait to attack. The old lady will revert to he normal form and attack as well. The body of the original old lady is in the cellar half eaten and unfortunately there is no treasure but there is some wine and cheese.

b-dog 06-10-2008 09:42 PM

Re: [DIY] DF Setting Information
 
Any advice or other ideas for this setting idea? If you could tell me what you don't like about this setting it would be useful. Thanks.

griffin 06-10-2008 10:08 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Any advice or other ideas for this setting idea? If you could tell me what you don't like about this setting it would be useful. Thanks.

Too many elves and not enough other races. The Poison elves I find especially uninteresting. "The Cookie Elves" were cited as an example of stuff I hate and reasons why there really needs to be some gatekeeper(s) to avoid really bad ideas. Picking up the joke and running with it pretty much poisoned the thread for me. According to the opening post that's now part of the settings canon. It's only an order of magnitude worse than Banestorm's Sahud.

There's some interesting material in the thread, but with no one working to maintain consistency and internal logic, the setting is doomed to failure. Most designs by committee have major issues. Where there's no leadership or central authority, things get worse.

griffin 06-10-2008 10:12 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
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.

Horrible name, uninspired entry. I'd prefer them not to be elves and to be something else entirely.

Captain-Captain 06-10-2008 10:25 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by griffin
Horrible name, uninspired entry. I'd prefer them not to be elves and to be something else entirely.

Besides, they have a name. Keeblers. Put them near ovens and let them do marketing.

b-dog 06-10-2008 10:39 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by griffin
Too many elves and not enough other races. The Poison elves I find especially uninteresting. "The Cookie Elves" were cited as an example of stuff I hate and reasons why there really needs to be some gatekeeper(s) to avoid really bad ideas. Picking up the joke and running with it pretty much poisoned the thread for me. According to the opening post that's now part of the settings canon. It's only an order of magnitude worse than Banestorm's Sahud.

There's some interesting material in the thread, but with no one working to maintain consistency and internal logic, the setting is doomed to failure. Most designs by committee have major issues. Where there's no leadership or central authority, things get worse.

Cookie elves are just a joke so I really don't think they will make the cut.

For me, if I was designing the game I would have a lot of different types of elves, dwarves, gnomes, goblins, trolls ect. The main reason is the fact that I like variety and I get bored fighting only drow and duergar. That is the reason I like to find myths and then try to make different types like rubezahl dwarves, poison elves, blight elves, duende, chilblain elves,ect. So for that reason it is good to have discussion.

As far as internal logic I don't know what to say. I could just write the history of a world I made but that would omit others contributions.

Is there anything you like so I could focus more on them instead of elves?

b-dog 06-10-2008 11:29 PM

Re: [DIY] DF Setting Information
 
Basic timeline

In the begining there was nothing but chaos and void. The gods arose from the chaos and created the universe and all of the planes of existance. Ancient gods awoke and attempted to break into the universe and destroy it but they were thwarted by the gods and banished to alternate universes. Many gods were slain during the banishment and the ancient gods were extremely powerful.

After this the ancient gods contacted the gods through dreams and created discord and evil in the world. This made the war among themselves and those gods who were evil were defeated were sent to the prison of Hell. Within Hell there opened a great pit called the Abyss that spawned countless demons. The evil gods and their servants became known as devils while those evil beings formed from the Abyss were called demons. All sought revenge on the mortal realm and began to pollute it through sin and evil.

The mortal realm was created and as it matured different lifeforms and races arose. First plants then tiny animals. Intelligent races arose ranging from colepoterans, crawderans and other insect people. After this fishmen, vausun and other races. Then the Sakyss and other lizardmen. The Sakyss ruled for many ages. During these times the ancient gods contacted many of the sentient creatures often giving them great powers. The gods became aware of this and built the barrior against the ancient gods much stronger.

Then came the age of birdmen and mammals. Humans, Simil (Ape-men), and other races came into being. Also during this time creatures from the faery realm can in great numbers; elves, dwarves, gnomes, goblin-kin, giants, dragons, medusae, and almost all fantastic monsters. The Sakyss enslaved or ate most of these creatures but some of the elves and halflings hid in forests and other natural areas, the dwarves and gnomes dug great mines, the goblin-kin hid in caves and most other monsters kept out of reach if possible. Many humans hid as well especially in the north.

Eventually the Sakyss declined in power and humans took their place. The humans grew in power and learned great magics. Some were quite wicked and summoned many demons and dark entities to the realm, as did many evil beings from the faery realm like the huldra elves, blight elves, poison elves, dvergar, rubezahl ect. These beings created temples and warred with their less evil cousins. There were many wars but the forces of good triumphed over the forces of evil and the forces of evil retreated to secret places or deep bleow the earth. The huldras, goblin-kin and dvergar lived in the faery underworld before they came to the mortal realm so they adapted easily, others had a more difficult time and had to remain hidden in remote locations instead of underground.

griffin 06-10-2008 11:40 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Cookie elves are just a joke so I really don't think they will make the cut.

There is no cut. So it is written, so it shall be! Someone writes anything that doesn't contradict some earlier posting - and it's in.

Quote:

For me, if I was designing the game I would have a lot of different types of elves, dwarves, gnomes, goblins, trolls ect. The main reason is the fact that I like variety and I get bored fighting only drow and duergar. That is the reason I like to find myths and then try to make different types like rubezahl dwarves, poison elves, blight elves, duende, chilblain elves,ect. So for that reason it is good to have discussion.
I'm all for variety, just right now there are too many different types of elves and not enough of anything else. I'm not a fan of the little fairy type creatures in fantasy, so I'm all for just squashing the Pocket elves. Even if I liked them - the name isn't very good.

Stuff that I'd like to see. Urban dwarves that are artificiers who live above ground. Contrasting with the more traditional dwarves who dwell below the surface of the mountains. Gnomes and how they are substantially different from dwarves. How different races have specific takes on magic and spell casting. I've always liked having dwarves standard magic being based around runes and enchanting. Tribes of racial weres - skin-turners would use witch craft and herbalist style alchemy.

I'd like to see kobolds that are weak individually but that exploit their numbers and travel in large groups and fight in packs, teams, etc.

I'd like to see the plains populated with centaurs, plains elves, Exalted Horses, and unicorns. I'd like to see them as allies and trade partners with some as enemies, but mostly they'd fight together against orcs, humans, and reptilemen.

Speaking of reptilemen I'd like to see variations that dwell in the swamplands and others that are desert dwellers. Perhaps reptilemen that roam the plains and have longer legs enabling them to run very fast.



As far as internal logic I don't know what to say. I could just write the history of a world I made but that would omit others contributions.

Is there anything you like so I could focus more on them instead of elves?[/QUOTE]

b-dog 06-11-2008 12:57 AM

Re: [DIY] DF Setting Information
 
Quote:

I'm all for variety, just right now there are too many different types of elves and not enough of anything else. I'm not a fan of the little fairy type creatures in fantasy, so I'm all for just squashing the Pocket elves. Even if I liked them - the name isn't very good.
Well, I have just been going through some of a small part of what I want to include. As for elves, I like them and they are magical enough to be interesting when they have different powers. Pocket elves were just an idea I had for an adventure.

Quote:

Stuff that I'd like to see. Urban dwarves that are artificiers who live above ground. Contrasting with the more traditional dwarves who dwell below the surface of the mountains. Gnomes and how they are substantially different from dwarves. How different races have specific takes on magic and spell casting. I've always liked having dwarves standard magic being based around runes and enchanting. Tribes of racial weres - skin-turners would use witch craft and herbalist style alchemy.
I haven't had enough time to get to other races in detail. The difference I see with gnomes and dwarves is that dwarves are bigger and stronger while gnomes are more magical. Gnomes have the power to meld with the earth as they are part earth elemental. Gnomes will be craftsmen on a smaller scale than dwarves. There are different types of beings too, like the Nisse, the Nains and the evil Tromes who are mixed with troll blood.

There are also many different legends of dwarves so I will use many different types. The Vasily live in farmlands and there are also others who live in cities and such. Dwarven magic is not like other magic in that dwarves are not mages but dweomerworkers. They forge magical items just with their innate skill not with enchantment. Dweomerworkers use the runes they forge from metal to focus their spell energy.

So far I haven't had time to look into weres yet but I will after the gnomes and dwarves.

Quote:

I'd like to see kobolds that are weak individually but that exploit their numbers and travel in large groups and fight in packs, teams, etc.
There are many of these kinds of creatures, like knockers, boggarts, and others I will get to them

Quote:

I'd like to see the plains populated with centaurs, plains elves, Exalted Horses, and unicorns. I'd like to see them as allies and trade partners with some as enemies, but mostly they'd fight together against orcs, humans, and reptilemen.
Centaurs are one of my favorite creatures so they will get good treatment.

Quote:

Speaking of reptilemen I'd like to see variations that dwell in the swamplands and others that are desert dwellers. Perhaps reptilemen that roam the plains and have longer legs enabling them to run very fast.
Reptilemen will also get good treatment. So far there are the Sakyss who have ruled the world for most of the time, but there will be other retilemen adapted to different environments.

Thanks for the suggestions.

Captain-Captain 06-11-2008 02:58 AM

Re: [DIY] DF Setting Information
 
I'd have figured elves were due for a hiatus after Elf Elves...

Any reason the pocket elves can't be pocket gremlins? (other than that movie)...

b-dog 06-11-2008 03:01 AM

Re: [DIY] DF Setting Information
 
Nains

Related to the dwarves and gnomes are the Nains. They are a little smaller than a dwarf and they live with along with humans. They often live in cities and work as craftmen or merchants. Others are servants at Inns, taverns, farms or noble houses. They are skilled blacksmiths but they don't have the same dweomerworking power as the dwarves do but a few exceptional ones may come close. Nains enjoy hard work and are well disciplined. They dislike goblinoids and giants. Some may become knights or scouts while others may become thieves. They tend to be less likely to use magic but there are a few wizard nains among them. They are naturally magically resistant.

The Cardinal 06-11-2008 08:02 AM

Re: [DIY] DF Setting Information
 
OK - I see that the "no editing no-how never" approach is difficult. Especially when it risks to send the setting down the silly drain.

So I've created a small wiki here - most of the content from this thread is (and will be) copied there, but I took the liberty to leave out quite a few elves/faeries, including all (well, almost all) "cookie elves" stuff.

A timeline is not in there yet - and anything in that direction should probably be kept vague and concentrated on creation myths and ancient stuff.

Please: keep posting to this thread - there's solid potential here and I'd like to prevent that from going to waste. :)

Collective_Restraint 06-11-2008 08:55 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Nains

These would be hard to differenciate from dwarves in french :) As Nain is the french name for dwarves :)

b-dog 06-11-2008 09:12 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by Collective_Restraint
These would be hard to differenciate from dwarves in french :) As Nain is the french name for dwarves :)

Yeah, but Nains are dwarves that are household servants in some myths so I was thinking that they could be a more urban dwarf like Griffen wanted. Nains can be described as a gnome as well so I decided to make a nain different than a dwarf, just elf are different from dwarves in games yet in myths they are considered the same beings.

Collective_Restraint 06-11-2008 11:03 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Yeah, but Nains are dwarves that are household servants in some myths so I was thinking that they could be a more urban dwarf like Griffen wanted. Nains can be described as a gnome as well so I decided to make a nain different than a dwarf, just elf are different from dwarves in games yet in myths they are considered the same beings.

I know, I was just wondering how I would call dwarves in french then :)

The Cardinal 06-11-2008 12:53 PM

Re: [DIY] DF Setting Information
 
The Bhaergales
Also known as the Bhaergish Highlands. This is an area of deep valleys and steep hills, covered with dark forests and riddled with small brooks and creeks.
Known for the many unexplored caves the Bhaergales lie in the northwest of the Land of Five Rivers, right between two of those great waterways.
Strangely enough, despite their rugged wooden terrain, there is little to no known faerie activity in these highlands. Instead they are mainly populated by humans, halflings, and some gnomes. They all live in tiny hamlets and villages scattered across the hills - but to "outsiders" they bear more resemblance to barbarians and woodsmen than to farmers and townfolk.
However, the bhaergish have used many of their small creeks to drive watermills, thus giving birth to a cottage industry of swordsmiths and knife makers. "Bhaergish Blades" are simple in look and design but almost of dwarven quality in sharpness and durability.
Adventurers often come here to aquire weapons or to explore one the hundreds of small ruins and ancient keeps which were erected here over the centuries - yet no single prince or nation could keep a claim on this land between the rivers for long.

younglorax 06-11-2008 01:59 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by Collective_Restraint
I know, I was just wondering how I would call dwarves in french then :)

Why not a francophone-friendly transliteration of the english word "dwarf"? ; )

b-dog 06-11-2008 02:27 PM

Re: [DIY] DF Setting Information
 
Nisse

These are relatives to the dwarves but they tend to live in rural areas, often among humans. They will often help farmers with heavy lifting jobs and they are skilled craftsmen. They are sometimes lumberjacks and other times animal herders. They are known to be strong and very protective of their communities. They can be delvers often becoming scouts, knights or even druids. They get along well with nains, vasily dwarves and regular dwarves. They dislike the goblin-kin and other evil beings.

b-dog 06-11-2008 02:45 PM

Re: [DIY] DF Setting Information
 
Slazzak Slan

This poison elf is an infamous assassin. He is described as looking like a plain wood elf who acts as a bard, often playing music for those he is ordered to asassinate. He has lived for a thousand years and has made victims of countless people. He wears make-up to counter his slight greenish coloration in order to appear as a normal elf. His ability to touch food and drink and make it deadly poisonous is well known among most assassins guilds and crime synicates. He will often use this power to pour wine or other spirits into a victims glass and quickly kill them. Other times he will sneak into a victims house and poison their food and drink. He has the ability to imbue his weapons with his deadly poisons too. Many people fear asking a crime syndicate to locate Slazzak to kill others due to the fact Slazzak will sometimes kill the assassination requester as well.

younglorax 06-11-2008 03:12 PM

Re: [DIY] DF Setting Information
 
The Talls

This humanoids are very tall, and incredibly skinny. The are not quite elves and not quite humans. They are extremely reclusive, and very few members of other races have ever spoken to them. The men of the race never grow beards and the women are never curvy, making it quite difficult to sex them by looking. Very few spottings are confirmed, as the Talls have an uncanny ability to slip out of sight when you turn for just a moment. It seems they mostly inhabit mountainous areas (where no dwarves are) or occassionally very dense forests (where no elves are).

Their settlements are not confirmed positively, but some there are sites that seem like they could have housed no other race: abandoned settlements of stone buildings in the mountains very tall ceilings and absurdly narrow doorways. The archaeological evidence suggests that they are masters of weaving like no other race -- occasionally looms are found that puzzle all but the most astute (dwarven) artificers, and impress even those. Very rarely a piece of cloth will be discovered, and despite the long decay of the rest of the site, it will still be intact. They seem to be very behind in metalworks, however.

There are stories of Talls leading lost travellers wordlessly to safety, and of swords being swung at them only to be stopped by their clothes as if by hardened steel -- but these are just that: stories.

very abbreviated template:
SM+1, ST-1, HP-1, Skinny, Loner, Stealth-16 (racial skill; can be increased)

Note on size: They are so skinny that their area (cross-section looking at them from the front) is about the same as an average human despite their height, but the rules say longest dimension.

b-dog 06-11-2008 04:52 PM

Re: [DIY] DF Setting Information
 
Trellyn

These bengs are three foot tall on average and have elven features. They live in small communities in forests and grasslands. They are somewhat reclusive but some will wish to become delvers. They are excellent shots with arrows and they move quickly and sliently. Some are very good mages learning their magic from elders instead of spellbooks. They can be most professions butthey are best suited at scouts, thieves, mages or druids.

b-dog 06-11-2008 05:06 PM

Re: [DIY] DF Setting Information
 
Hauflin

These beings are three foot tall and look like hobbits which is what they are. They live in meadows or glades and live a comfortable life. They prefer to eat and drink at regular times so they are not natural delvers. Some do delve thoough if they happen to have inherited some adventurous traits. They are typically scouts or thieves. They get along well with most dwarves and gnomes but they dislike goblin-kin.

b-dog 06-11-2008 05:11 PM

Re: [DIY] DF Setting Information
 
Dwerrow

These are also known as the deep dwarves. They live deep below the surface of the world in caves or complexes. They are very secretive compared to regular dwarves. They also have an affinity for magic, especially illusions. They are friendly towards dwarves and tolerate dvergar because they are neutral with respect to commerce. They are rarely seen on the surface world.

b-dog 06-11-2008 05:18 PM

Re: [DIY] DF Setting Information
 
Bodach

These faeries resemble large gaunt withered goblins. They are masters of shadows and darkness and they can assume shadow form at will. They are extrememly evil and delight in murder and mayhem. They attack with their razor sharp claws which drain life energy when they strike. They will only come to the surface at night as they detest bright light. These creatures are very powerful so it is best to use caution when they are around.

b-dog 06-11-2008 05:26 PM

Re: [DIY] DF Setting Information
 
Gnomes

These beings are relatives of dwarves but they are also closely related to earth elementals. They are shorter and smaller than dwarves but they have the ability to permeate the earth and even breath in it. They are often craftsmen working intricate machines but they can also be delvers too. They tend to be thieves or wizards when delving as they are not as physically powerful as their cousins the dwarves.

b-dog 06-11-2008 05:31 PM

Re: [DIY] DF Setting Information
 
Slyphs

These faeries are part air elemental and they have the ability to become insubstantial and fly through the air. They look somewhat like elves and they are magical. They can become delvers and they are usually wizards or druids.

b-dog 06-11-2008 05:45 PM

Re: [DIY] DF Setting Information
 
Quote:

So I've created a small wiki here - most of the content from this thread is (and will be) copied there, but I took the liberty to leave out quite a few elves/faeries, including all (well, almost all) "cookie elves" stuff.
Why not include a lot of faeries? They are interesting for some people and they can be deleted for others who don't like them. That doesn't seem very fair.

Quote:

A timeline is not in there yet - and anything in that direction should probably be kept vague and concentrated on creation myths and ancient stuff.
There needs to be some sort of timeline or the setting will not make sense.

Quote:

Please: keep posting to this thread - there's solid potential here and I'd like to prevent that from going to waste. :)

The Cardinal 06-12-2008 04:20 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Gnomes

These beings are relatives of dwarves but they are also closely related to earth elementals. They are shorter and smaller than dwarves but they have the ability to permeate the earth and even breath in it. They are often craftsmen working intricate machines but they can also be delvers too. They tend to be thieves or wizards when delving as they are not as physically powerful as their cousins the dwarves.

I like the idea - but this directly contradicts the DF canon on gnomes (DF3, p.10)!
Maybe we could re-name *this* variant "Deep Gnomes" or something like that, and turn them into relatives of gnomes instead of dwarves?!?

The Cardinal 06-12-2008 04:35 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Why not include a lot of faeries? They are interesting for some people and they can be deleted for others who don't like them. That doesn't seem very fair.

I only tried to excise the elves and fairies which seemed to be a bit too much on the "cookie elves" and "elf elves" side of things. The vast majority of them is still in there! No unfairness was intended, but IMHO we should try to preserve the *tone* of the DF series - which is more on the dungeoncrawlin' H&S side of things, and a lot less on the side of "Peter Pan presents the Great Book of Pixies" ;)

However, how about a less simple name for the Poison Elves - maybe Nightshade Elves? We could keep "Poison Elves" as their "street name"...


Quote:

Originally Posted by b-dog
There needs to be some sort of timeline or the setting will not make sense.

I agree 100%. I'd just like to
a) wait for more content before setting things in stone
b) try to keep the timeline open for lots of individual interpretations and modifications.

The Cardinal 06-12-2008 05:44 AM

Re: [DIY] DF Setting Information
 
The Earthblood Plains

South of the Horseshoe Hills, along the shores of the great Earthblood river, lie the vast expanses of the Earthblood Plains. This land of endless savannahs and low grassy hills stretches all the way down to the dry northern edge of the Sea of Dust.
While the grasslands farther to the west have longed be claimed by tribes of human nomads, and while the steppe to the east - dotted with the spiky ruins of ancient wizards' towers - has been the home of savage goblin-kin raiders and strange monsters for the past thousand years, the Earthblood Plains themselves are and have always been the home to the brave tribes of the centaurs and their allies, the noble Stormrider Elves.
The human nomads farther west also tell of large herds of incredibly beautiful and
intelligent horses. They call them "exalted" horses, and say that only one in thousand will be chosen by an exalted horse as its rider!
On the other hand the same nomads also tell of actual unicorns who live on the fertile plains of the Earthblood river - so it's maybe wise to take all those stories with several pinches of salt...

The Cardinal 06-12-2008 05:55 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by salmanq
Can some one tell me in little detail what is the exact meaning of the discussion doing on?

to create - as a collective effort of the members of this board - a some-what canon setting for the Dungeon Fantasy series (see also the first post of this thread) ;)


P.S.: the wiki has been updated and expanded.

The Cardinal 06-12-2008 06:38 AM

Re: [DIY] DF Setting Information
 
The Spellstone Coast

This is the name of the stretch of land where the Faery Forest reaches all the way to the shores of the western ocean. The name is supposed to come from the hundreds of large menhirs which line the beaches of this region. Most sailors fear the Spellstone Coast - but they all agree that they would fear it even more, if not for those tall old stones which "keep the evil spirits at bay and dim the eerie lights from the forest".
The Spellstone Coast also separates the western kingdoms with their busy harbor cities from the fierce barbarians of the Frozen North who live on the coast of the Everwinter Sea.

The Cardinal 06-12-2008 06:58 AM

Re: [DIY] DF Setting Information
 
The Bittermark

Some history books speak of a time when the lands today known as the Bittermark were fertile and green, all the way up to the dark green foothills of the Black Wall Mountains.
Those days are gone.
Now the area to the northeast of Otamia, between the lower Osten river and the Black Wall, is void of all remnants of civilization and culture. No farms, no green meadows, no towns, villages, or cities can be found there - only some ruins. For centuries now the Bittermark has become a home of kobolds, outlaws, goblin-kin, and wild minotaurs. Strange and fearsome monsters wander through the pale hills and barren plains, always ready to devour less formidable travelers...

younglorax 06-12-2008 07:33 AM

Re: [DIY] DF Setting Information
 
Can we possibly put together a very rough -- and definitely not yet canon -- map?

I'm having a little trouble piecing the geography together.

b-dog 06-12-2008 07:39 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
I only tried to excise the elves and fairies which seemed to be a bit too much on the "cookie elves" and "elf elves" side of things. The vast majority of them is still in there! No unfairness was intended, but IMHO we should try to preserve the *tone* of the DF series - which is more on the dungeoncrawlin' H&S side of things, and a lot less on the side of "Peter Pan presents the Great Book of Pixies" ;)

There is no tone in DF, I asked Dr. Kromm. This genre is supposed to just have monsters stuck in a dungeon with no logical story as to why they are there. Cookie elves are stupid, but fairies can act as a plot device and a barometer of what is going on around them. They can be the eyes and ears of a forest and explain what they have seen. Also, they can sort of add horrific elements to add some color and suspense. What happens when the PCs follow a trail and then they see dead fairy bodies all over the path? Or what if the fairies are undead or have been exposed to some Elder Entity and now have some alien features?

Also, as far as evil elves go and any other evil race for that matter, I feel there should be as many as possible because drow and duergar have been overused.



Quote:

However, how about a less simple name for the Poison Elves - maybe Nightshade Elves? We could keep "Poison Elves" as their "street name"...
Sure, that's fine. I just had an idea of elves that could poison stuff by touching it and the name doesn't matter.


Quote:

I agree 100%. I'd just like to
a) wait for more content before setting things in stone
b) try to keep the timeline open for lots of individual interpretations and modifications.
Fine.

The Cardinal 06-12-2008 08:23 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by younglorax
Can we possibly put together a very rough -- and definitely not yet canon -- map?

I'm having a little trouble piecing the geography together.


*really* rough:

http://df-setting.wikispaces.com/spa...age/df1try.jpg

The Cardinal 06-12-2008 08:46 AM

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!

The Cardinal 06-12-2008 09:03 AM

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 ;)

The Cardinal 06-12-2008 10:19 AM

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.

b-dog 06-12-2008 11:32 AM

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.

b-dog 06-12-2008 12:02 PM

Re: [DIY] DF Setting Information
 
Here are some other monsters. Omit Arachnia.

http://forums.sjgames.com/showthread...light=Arachnia

b-dog 06-12-2008 04:36 PM

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.

Captain-Captain 06-12-2008 08:10 PM

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.

b-dog 06-12-2008 09:36 PM

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.

The Cardinal 06-13-2008 05:12 AM

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!

The Cardinal 06-13-2008 06:02 AM

Re: [DIY] DF Setting Information
 
The Seekers

This is an order of philosopher monks who study and strengthen a force which all living beings carry within them - or so they say. The Seekers of the Inner Sun, which is their official name, were founded by a nameless northman known today only as the First Teacher. According to their oldest texts the First Teacher was born in the far northwest, on the coast of the Everwinter Sea, where he grew up to be an illiterate barbarian. However, he traveled south where he received many injuries while he worked as a bodyguard and mercenary. Somehow he learned to read and write and began to study natural philosophy and medicine - many historians claim that this was due to a long resting time, forced upon him by a severe injury. Later he began to travel all over the world, finally ending his journey at the World Tree where he meditated, trained, and wrote for seven years.
When he returned he posessed incredibly powers which he used to combat evil and, eventually, to found a monastery deep in the loneliness of the northern tundra, where he taught his wisdom to 40 worthy pupils.
Today the legendary first monastery is deemed lost, but there are dozens of younger monasteries strewn across the lands this side of the Sea of Dust.

Some sages claim that the arts of the Seekers bear an uncanny resemblance to certain powers travelers to the lands beyond the Sea of Dust have reported about - but the Seekers themselves, and some other sages, only reply that their abilities were first found in the voice of the World Tree, not in the religious teachings of some so-called prophet...

b-dog 06-13-2008 05:26 PM

Re: [DIY] DF Setting Information
 
Citadel Of Paralon

This is an outpost of paladins in the Aldeiron Mountains. The legend of this outpost starts with the founder, a shepherd named Yahseph. He lived in the time of the Great Demon Wars. This was a time after the age of the Sakyss where mankind became wicked and worshipped demons instead of the gods. Before this man prospered and was devout but all of the prosperity made mankind forget about serving the gods and instead they served themselves. They began worshipping demons and devils in order to gain luxory and power. In the end mankind recieved neither. The demons and devil lied and all of the things they gave and promised they took back. Demons and devils roamed the land and wars were endless. Mankind suffered greatly and they had to serve the demons or be killed. Only a few could escape this torment and those were people who managed to live in hiding. The gods did not intervene because they were angry that most of mankind no longer worshipped them. All hope seemed lost.

One day Yahseph, a pious man, returned home to his family only to find them brutally murdered. Yahseph and his family had no money and their death was just meaningless evil. Yahseph in desparation walked up a trail on Mount Paralon and went to a cliff and decided that he was going to end his life because he felt there was no reason for him to live in such a horrible world. As he started to jump off the cliff, he heard the voices of his wife and children begging him to stop. He turned to look and saw a vision of his wife and children standing next to a woman in a simple peasant robe and all were showered by a beautiful golden light. His wife and children said "We are safe now, we are with Palana." Then the vision disappeared and he went to a cave where the entire night his head was filled with visions of celestial beings and prophesies. He recordeed all he saw over a period of months and this became known as the Book of Yahseph.

In the Book of Yahseph it describes the time of the first gods coming into existance from the raw chaos. The gods decided to create a multiverse. As the gods began creating the multiverse, strange ancient gods of pure chaos came and began to corrupt the gods. These ancient gods were described as beings so hideous that a mortal would die or go insane by even looking at them. They seemed to have no form at all, just shifting masses of mindlessly evil chaos. The gods began to fight these ancient beings and the gods that had been corrupted by them. There was a great war and most of the gods died. Only Palana had the power to shunt the ancient gods into dimensional prisons. The other gods were able to help be putting the corrupted gods into a prison known as Hell. When the war ended the gods were victorious but Palana had disappeared and the gods assumed her dead.

Later the book tells of the mortal realm and it's creation. It talks of the first races created and how they turned wicked and began worshipping the ancient gods. Eventually these races met a terrible fate. After this mankind came into existance.

Yahseph decided to preach his message and give out his texts. Few of the people followed him as they were afraid of making the demons angry. Others thought it foolish to worship a dead god. But still Yahseph's following grew, mostly from those outcasted from society. This began to attract the attention of the demons and they sent out an army of demons, goblin-kin and evil men to defeat Yahseph and his followers. Yahseph and his followers had to retreat to Mount Paralon or be slain. They went to the cave of his visions and the built weapons and armor within it. Eventually the army of demons found Yahseph and his followers. There was a great battle and Yaseph and his followers were victorious. After this battle Yahseph and his followers called themselves the Knights of Palana or often just the The Paladins. Soon the Citadel of Paralon was founded as a base from which to attack the forces of evil. At first it was just a simple cave but later it was a fotress rebuilt many times. After Yahseph died the Paladins continued their attack on the forces of evil and the Knights of Palana grew in number throughout many lands.

Now the Citadel is a fortress that keeps watch on the forces of evil and also makes sure that mankind still follows the gods.

b-dog 06-13-2008 08:38 PM

Re: [DIY] DF Setting Information
 
Ancient Gods

The ancient Gods or Ancient Ones are a group of deities that have existed long before the gods, and possibly they have always existed They are beings of pure chaos that destroy order of any kind. For this reason they were attracted to the multiverse that the gods were creating. Their purpose is thought to be to keep the chaos of the universe from becoming ordered. The mere exposure of these deities causes corruption and decay. They have no description and they constantly change shape, usually forming truly hideous things. Their size is beyond mortal comprehension. They will cause mortals to die or go insane and the mere sight of them. They were the first corrupters of the gods, causing some to turn evil and fight against each other. Now most of them have been imprisoned but they are able to enter dreams of mortals to try to get the mortals to release them. They are thought to have contacted the ancient race called the sauwan, which are the fish men, and also the sakyss. The sakyss were almost able to release the ancient gods before their civilization declined.

The Cardinal 06-14-2008 04:44 AM

Re: [DIY] DF Setting Information
 
Neat! However, since it was alreasy mentioned that the Citadel of Paralon was in the vicinity of the Seldus Mountains, I've modified the wiki entry like this:

"This is an outpost of paladins in the Aldeiron Mountains, a small mountain range near the northwestern end of the Seldus Mountains."


OK? Yes? Then I might add:

The Aldeiron Mountains

A small mountain range to the northwest of the Seldus Mountains. Home to the famous Citadel of Paralon, and usually seen as the southwestern frontier of the lands known as the Western Kingdoms.

b-dog 06-14-2008 05:43 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
Neat! However, since it was alreasy mentioned that the Citadel of Paralon was in the vicinity of the Seldus Mountains, I've modified the wiki entry like this:

"This is an outpost of paladins in the Aldeiron Mountains, a small mountain range near the northwestern end of the Seldus Mountains."


OK? Yes? Then I might add:

The Aldeiron Mountains

A small mountain range to the northwest of the Seldus Mountains. Home to the famous Citadel of Paralon, and usually seen as the southwestern frontier of the lands known as the Western Kingdoms.

Yeah, the Aldeiron Mountains are next to the Seldus Mountains.

griffin 06-14-2008 06:02 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
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.

Can you expand on the Huldra-elves. I think I'm reading this as their hair color is jet black (in addition to their skin). How tall are they typically. Any particular body type? What language do they speak? Why does the lick of their tongues cause deformity? (Pretty gross that they go around licking people to begin with). Is their someplace in the thread where you describe faeries and indicate why faeries are into tricking people?

Are huldra elves magically talented/gifted? What demons do they serve? Did they play a major roll in the Demon Wars? By the way, when did the Demon Wars occur and what was the cause?

Time for more depth.

The Cardinal 06-14-2008 06:31 AM

Re: [DIY] DF Setting Information
 
The "Demon Wars" sound like they would make for a great "dark age of the ancient world" - in the style of the classic dark age between 1200 BC and 800 BC
http://en.wikipedia.org/wiki/Bronze_Age_collapse
http://en.wikipedia.org/wiki/Greek_Dark_Age

...so they should be set in an age about 3000 years before the present.


Maybe roughly like this (only using established content):


Sakyss
Sakyss War Against The Beings From Beyond
.
.
.
Elven golden age
.
.
...slow rise of humans and the humanoid races
..first great human realms
.
.Demon Wars!
.
rise from the ashes
.
.
. founding of Nothgord
.human empire of Ilroyne
.
.fall of Ilroyne
.
.
.?
?
.
.
.
.
.
.present

The Cardinal 06-14-2008 06:37 AM

Re: [DIY] DF Setting Information
 
P.S.: even if the canyon system known as "Hellmaw" predates the Demon Wars, it still seems likely that it gained this name based on what happened in these wars - maybe the canyon truly was used as some great dimensional beachhead from Hell?

b-dog 06-14-2008 07:22 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by griffin
Can you expand on the Huldra-elves. I think I'm reading this as their hair color is jet black (in addition to their skin).

Both their hair and skin is jet black.

Quote:

How tall are they typically.
They are a normal sized elf 5 to 6 feet tall.

Quote:

Any particular body type?
They tend to be thin and athletic.

Quote:

What language do they speak?
They speak huldra and common languages.

Quote:

Why does the lick of their tongues cause deformity? (Pretty gross that they go around licking people to begin with).
This is just from myths and stories I read about the huldrafolk. I just included it to kind of preserve the myth part.

Quote:

Is their someplace in the thread where you describe faeries and indicate why faeries are into tricking people?
No, but in faery tales, faeries often play tricks on mortals. The huldra are much more evil in their jokes. For instance what a huldra might find funny would probably get the death penalty in our society. Imagine it is someones birthday and they go to their front porch and find a beautifully wrapped present and a card saying "I hope you have a wonderful birthday." But when they open the present they find their mother's severed head inside. That is the kind of joke huldras play.

Quote:

Are huldra elves magically talented/gifted?
Yeah, they should have magery 1 and many darkness spells.

Quote:

What demons do they serve?
Huldras serve themselves, they will worship demons only for their own benefit. A few are different and will remain loyal but most care little for demons and if they can find a better demon with more power they will abandon the original demon they were worshipping for a new more powerful one.

Quote:

Did they play a major roll in the Demon Wars?
Of course, where ever there is misery and suffering there will be huldras. They sided with the demons to harm man.

Quote:

By the way, when did the Demon Wars occur and what was the cause?
After the decline of the Sakyss, man became the dominant race ofthe world. Man at first worshipped the gods and followed a moral code. Through this man prospered and later as a result of man's prosperity he no longer followed the gods because they took time away from his indulgences. Man found it easy to worship demons as they promised to give the same things as the gods with little effort on the part of man. Soon man had summoned many demons to the mortal realm and as demons normally do, they turned out to be lying and instead began to enslave mankind. The demons also warred against each other using men and goblin-kin as fodder. The result of this was that the world became a real hell on earth. This is when Yahseph, who was still devout to the gods, found the avatar of Palana and made a covenant.

Quote:

Time for more depth.
OK.

The Cardinal 06-14-2008 08:02 AM

Re: [DIY] DF Setting Information
 
Gomga Tarr and the Time of Skulls

More than thirteen centuries have come and gone since the so-called Time of Skulls.
The empire of Ilroyne was only a fleeting memory when the legendary Gomga Tarr, a giant among goblins, managed to unite the savage nomad tribes of the far eastern plains beyond the Earthblood Plains. His enormous army plowed through the plains on their way to the west, slaughtering whole clans of Stormrider elves and dozens of human nomad tribes. After the terrible defeat of the western armies at Pallor Pass, the large valley between the Black Wall and the Seldus Mountains, Gomga Tarr's forces poured into the Land of Five Rivers.

The next three years were a time of rape and slaughter which brought the fall of the Dhactylean princes and the defeat of the warrior tribes of the western coast...

...until the Day of Mystery. On the morning before a great battle between a few remaining western armies under the leadership of Verrick the Great - who would later found the first of the Western Kingdoms - Gomga Tarr disappeared.
Without a trace. And the goblin-kin hordes turned around their horses and warbeasts - and left to the east, never to return.
Until today no sage, wizard or priest could answer why this happened - and the goblin-kin nomads will kill any one who dares to ask.

b-dog 06-14-2008 08:13 AM

Re: [DIY] DF Setting Information
 
The Faery Realm timeline.

This is a magical realm populated with the alfar, dweorga, sidhe, titan, dragon and fomor races. The alfar gave rise to the elves, the dweorga to the dwarves, nains, nisse, vassily, hauflin and others. The sidhe never gave rise to any races but they interbred with man in the mortal realm. The fomor who gave rise to the goblin-kin, trolls. ogres and other evil humanoids. The titans gave rise to the giants and the dragons gave rise to more dragons and other monsters.

There was a war in the faery realm and this divided the alfar, sidhe and dweorga from the fomor. The war sent the fomor races to the underworld along with evil titans and dragons. This divided the faery races into the Seelie and Unseelie, with the Seelie being beautiful and the fomor being ugly.

The second war began when the Seelies divided between good and evil. The evil Seelies sided with the Unseelie fomor races but were defeated by the Seelies. This sent the Nightshade, Blight, Huldra and other evil elves to the under world or remote places in the faery realm. It also sent the Dvergar as well to the faery underground.

During the height of the Sakyss, they used great magic to call forth the ancient gods which eventually caused a great war with the things from beyond. This ripped open the faery realm and caused the elves, dwarves, goblin-kin, dragon, monsters and giants to come in great numbers to the mortal realm. Those faeries brought to the mortal realm from the Sakyss's magic became mortal. Soon the mortal faeries built cities of their own n the mortal realm. The elves in forests and other natural places, the nains and nisse built small settlements, the dwarves and gnomes built cities in the mountains. The goblin-kin, huldras, dvergars ogres dug tunnels and lived in caves. the giants went to where they were acclimated. The dragons and other monsters hid in deep caves.

After the great war, the Sakyss were still around but greatly weakened. They still enslaved all they found but soon resistance formed and they were driven underground and none has seen them since. The disappearance of the Sakyss allowed mankind to prosper and soon he became the domnant race in the mortal realm.

The Cardinal 06-14-2008 08:23 AM

Re: [DIY] DF Setting Information
 
Many millennia have passed since the days when the gates to the Faerie Realm were ripped open. Over time the boundaries between the worlds have grown stronger again, so that today only very few places - like the Faery Forest and the dreaded witchwoods - allow direct travel from the mortal realm to the world of faeries.

The Cardinal 06-14-2008 08:29 AM

Re: [DIY] DF Setting Information
 
A legend among dragons and dragon-blooded claims that dragons were not native to Faerie. Instead they were descendants of some common ancestor with the Sakyss who somehow stranded in Arcadia long before the rise of the civilization of the Sakyss. Arcadia then *changed* and formed them into dragons...

b-dog 06-14-2008 08:41 AM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
A legend among dragons and dragon-blooded claims that dragons were not native to Faerie. Instead they were descendants of some common ancestor with the Sakyss who somehow stranded in Arcadia long before the rise of the civilization of the Sakyss. Arcadia then *changed* and formed them into dragons...

Another legend could be that as the faery realm is a magical reflection of the mortal realm, dragons are the magical reflection of the Sakyss just as elves, dwarves, halflings and gnomes are magical reflections of humans.

b-dog 06-14-2008 10:43 AM

Re: [DIY] DF Setting Information
 
Fressa

This is the goddess of the moon and magic. She appears as a beautiful and mysterious woman often wearing white flowing silken robes. She is thought to have created the faery realm as the alfar, dweorga and sidhe follow her command. The titans and and dragons are thought to have been created by other gods but they have been placed in the faery realm and they do not seem to respond to her. The alfar, dweorga and sidhe serve the gods and prepare weapons and magical items for them.

The faery realm was corrupted by the ancient gods and this turned some of the original inhabitants into the hideous fomor who spawned all of the trolls, orcs, goblins, kobolds, ogres and other evil humanids. All of these beings were cast into the faery underworld.

Later the ancient gods corrupted the descendants of the alfar, dweorga, sidhe, titans and dragons turning them evil and cruel. The elves who were wicked were cast underground making the huldras, other evil elves who hid in the swamps of the faery realm were turned into nightshade elves, and those who hid in desolate and lifeless areas became the blight elves. The dwarves who were cast underground became the dvergar, while those who hid in the faery mountains became the rubezahl dwarves.

Eventually the faery realm was ripped open and the elves, dwarves and goblins went to the mortal realm and became mortal. They built new societies in the mortal realm but they still honor their faery ancestry. Almost all of the good elves, dwarves, gnomes, halflings and faeries that have come to earth have celebrations and festivals on the full moon in honor of Fressa. Even the dwerrow keep accurate calenders so they can tell when it is time for the full moon. The evil ones have no such concerns as they often worship demons and other dark entities.

b-dog 06-14-2008 01:11 PM

Re: [DIY] DF Setting Information
 
Huldra elf society in the mortal realm

When the huldras came to the mortal realm they basically ran for their lives from the Sakyss. They found caves and dug deep tunnels to escape. They had been living in the faery undergound so they were perfectly adapted to life in caves in the mortal realm. They always wear black as it is the color they love, it represents darkness and all things hidden. They have built kingdoms underground with castles of adamantine and forests of fungi and mushrooms in which to run their wild hunts. They associate freely with the dvergar as they often trade with them for weapons and crafts. They also associate with orcs, trolls, ogres and goblinoids usually using them as slaves. They still have faery blood so the like things that are darkly beautiful. Most other races are quite wary of huldras because they know the cruel pranks they can pull.

The huldras were quite impressed with the Sakyss and after they left the world many huldra scholars tried to uncover their magical items and books. From them they learned of the ancient gods. The huldras also learned of demons as well. It is thought that the fomor who were slain and sent to Hell contacted the huldras telling them of the demons. Ciocal may have been the main fomor they communicated with. They used this knowledge during the demon wars to help the demons enslave mankind and the other faeries. During these times many of the elves, dwarves, gnomes and halflings all hid to keep away from the demons. Mankind wasn't as lucky, most of mankind had to pay tribute to the demons or die. Many other men followed evil paths and cared nothing for others or morals. Eventually this evil was thwarted by the Knights of Palana so it forced the huldras into lives of crime.

The huldras often run crime rings and use other races to do the dirty work. But when it calls for assassinations, this is entirely the work of the huldras. They also have influence in human kingdoms through threats to nobility or even having the nobility be part of the criminal gang. Some also follow dark deities and demons and then start wars with the surface world. Mostly, they try to remain secret and unknown only occasionally exposing themselves to watch some attrocious joke they have played upon a hapless victim.

b-dog 06-14-2008 01:57 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
The "Demon Wars" sound like they would make for a great "dark age of the ancient world" - in the style of the classic dark age between 1200 BC and 800 BC

Yeah, that is sort of what I was trying to achieve. Sort of Sodom and Gomorrah type situation.


Quote:

...so they should be set in an age about 3000 years before the present.

Quote:

Maybe roughly like this (only using established content):
How about this?

Coleopterans and other insectmen arise and live hidden lives as they see little conflict with other races.

Crawderans and Vausun arise remain hidden during the time of the Sakyss.

Sauwan arise, ancient fish people who build great cities and worship the ancient gods. They are defeated by the Sakyss and then their island cities sink into the ocean


Quote:

Sakyss
Sakyss War Against The Beings From Beyond
.Faery realm is ripped open and elves, dwarves, halflings, gnomes goblin-kin, ogres, trolls and other monsters come in large numbers. Most live by hiding. Eventually the Sakyss decline. Man was primitive at this time.
.
.
Quote:

Elven golden age
Also dwarves and gnomes build great cities, nains and nisse build settlements. Halflings build towns in hidden glades. Goblin-kin become numerous but easily defeated. Huldras and dvergar begin to build their cities in deep caverns.
.
.

Quote:

..first great human realms
Nains and nisse go to human cities to work and live.

Mankind abandons the gods and instead worships demons. Huldras, Nightshade and blight elves help the demons as do the dvergar and goblin-kin
.
.
Quote:

Demon Wars!
Knights of Palana help to defeat many demons and other evils
Quote:

rise from the ashes
.
.
.
Quote:

founding of Nothgord
.human empire of Ilroyne
.
Quote:

.fall of Ilroyne
.
.
.?
?
.
.
.
.
.
.present[/QUOTE]

b-dog 06-14-2008 09:26 PM

Re: [DIY] DF Setting Information
 
Dragons

Some dragons are thought to have been born directly from the chaos just as the gods did. When the universe was being created most of the dragons settled in the faery realm. There were many different types of dragons and when the ancient gods came many dragons fought against them and many died. Many were also corrupted as well. When the ancient gods were imprisoned, the corrupted dragons had to hide deep in the faery underworld or deep in the faery seas or face the wrath of the gods. Many of the dragons and faeries were able to enter the mortal realm but they were not acclimated to it as the magical energy was much lower there. For that reason the dragons stayed in the faery realm until the faery realm was ripped apart. Then many dragons, many good and many corrupted entered the mortal realm. They began to acclimate to their environment but they had to sleep much longer than normal as a result of living in a less magical environment. It is thought that the reason dragons created the dragon-blooded was to guard their lairs as they slept. Others say that the dragon blooded were created as an army to attack cities to aquire more treasure.

During the demon wars evil dragons used the dragon-blooded a lot so they recieved a bad reputation. Most dragons used the dragon-blooded to protect their lairs from the armies of demons and other evil beings. After the demon wars few of the dragon-blooded remained due to the endless battles. Now dragons often employ already existing races to serve them as they much easier to replace.

b-dog 06-14-2008 09:40 PM

Re: [DIY] DF Setting Information
 
Lotan

This vile dragon was formed directly from the chaos and is rumored to have been born evil from the start rather than corrupted. He is a seven headed sea dragon that is capable of summoning huge storms and floods. He fought against the gods when they fought the ancient deities and after wards he hid deep in a cave at the bottom of a faery ocean. Completely detestable, he corrupts all in his company. He was released into the mortal realm when the faery realm was ripped open and he now sleeps at the bottom of the ocean. When he has rested enough he will promptly go a destroy a coastal city. Fortunately, he is extrememly magical and must sleep for very long periods of time before he has enough energy to attack again. Some beings in the mortal realm now worship him as he has the power to enter the minds of the dreaming and offer them false rewards.

b-dog 06-15-2008 07:32 AM

Re: [DIY] DF Setting Information
 
This is just a question about what you think. The idea I have in mind was the original world was semi realistic, life progressed just as in our world starting with microbes then plants, animals, simple to complex. Some of the first races were insect beings, then fish beings then dinosaur beings which are the Sakyss. The Sakyss were very powerful and the had a war with things from beyond so they Sakyss drew the magical energy from the faery realm and in the process ripped it open sending in the dwarves, elves, trolls, orcs ect. and also all of the fantastic creatures of legend including the dragons. As a result of the war, competion with the faery races and the cooling of the world the Sakyss declined and finally disappeared leaving only ruins. This allowed man to rise. Man learned from the elves and other faery races how to build societies and also he learned about the gods. After this man became prosperous and then no longer felt he needed the gods and this resulted in the demon wars. After this man rebuilt his society and from there we will need to come up with more ideas. What do you think?

b-dog 06-15-2008 08:32 AM

Re: [DIY] DF Setting Information
 
Sauwan

These ancient fish people lived before the Sakyss and built a huge empire with cities both underwater and on coastal lands. They worshipped gods from the faery realm and later they worshipped the ancient gods. They committed many evils following the ancient gods and summoned many unspeakable horrors. When the Sakyss arose they had great battles and eventually the sauwan all but disappeared. It is thought that their ancient cities have sunk deep into the oceans. Many sages wonder if they will eventually try to reclaim their power on the surface world now that the Sakyss are no more.

b-dog 06-15-2008 08:51 AM

Re: [DIY] DF Setting Information
 
Centaurs

The centaurs came from the faery realm and adapted easily as they were not as magical as most faery races. They typically went towards areas with plains and forests. They love to drink and often this becomes a problem when they become rowdy. They are very musical and many are bards. Most are warriors or scouts however. Archery is a favored skill among the centaurs with spears being a close second. Occasionally some will have a little of Chiron's blood in them and become a scholar, mage or druid. They live a simple nomadic life and hunt for food and sustenance. They have little in the way of literature as they tell to tell stories around their campfires instead of reading alone. In a band they will usually have a chief and a wise-man or scholar. Their bands are small enough that they have no real government and they tend to decide their course of action through a simple vote, with the chief having the ultimate say. The wise-men will often have magic to heal wounds, cure diseases and also know a little prophesy.

The Cardinal 06-15-2008 12:32 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
This is just a question about what you think. The idea I have in mind was the original world was semi realistic, life progressed just as in our world starting with microbes then plants, animals, simple to complex. Some of the first races were insect beings, then fish beings then dinosaur beings which are the Sakyss. The Sakyss were very powerful and the had a war with things from beyond so they Sakyss drew the magical energy from the faery realm and in the process ripped it open sending in the dwarves, elves, trolls, orcs ect. and also all of the fantastic creatures of legend including the dragons. As a result of the war, competion with the faery races and the cooling of the world the Sakyss declined and finally disappeared leaving only ruins. This allowed man to rise. Man learned from the elves and other faery races how to build societies and also he learned about the gods. After this man became prosperous and then no longer felt he needed the gods and this resulted in the demon wars. After this man rebuilt his society and from there we will need to come up with more ideas. What do you think?


Sounds good so far - IMHO. The insect-fish-reptile-mammal sequence also resonates well with the pseudo-setting that was hinted at in the old Fantasy Folk books!

The Cardinal 06-15-2008 12:36 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by b-dog
Another legend could be that as the faery realm is a magical reflection of the mortal realm, dragons are the magical reflection of the Sakyss just as elves, dwarves, halflings and gnomes are magical reflections of humans.


no problem - competing legends and historical theories are *good* for a setting that should be open to use and interpretation by many different GMs!

The Cardinal 06-15-2008 01:18 PM

Re: [DIY] DF Setting Information
 
The White Millenium

The so-called "golden age" of the elven people probably startet 1100 years after the Sundering - as the elves called the destruction of the walls between their homeworld and ours - with the founding of the legendary elven city of Nethôniel, the "Second Home". It seems to have lastet for at least 3000 years, but it surely ended with the coming of the White Millenium:
Overnight, for reasons unknown but thought to be related to some dark legacy of the Sakyss, a great and terrible winter came upon the world. Not even the most powerful weather magic could help against it, and so the continents began to drown in ice. The elves retreated into their great forests, protected by ancient faerie magic, and decided to wait for spring - however long it would take - for no winter was eternal.
They were right.
And wrong.
When the glaciers started to shrink and the lands turned green again, the elves ventured from their sanctuaries - but much had changed. The other races of faerie blood also had to survive, and survive they did, but all were changed by that and many held deep grudges against the "noble" elves. Dwarves, gnomes, and halflings had to hide in the bowels of the earth - but they managed to keep much of their old ways. The goblin-kin races, however, had turned into incredibly efficient and ruthless survival machines, sometimes more beasts than sentients, and their hate for the elves was strong.
But the strangest and most terrifying change, the one which told the elven lords that fate had set an end to their age of beauty and wonder, was the arrival of the creature called man.
Mankind was without a trace of faerie blood, yet its primitive tribes had magic-wielding shamans, and yet there had been no sign of human activity before the Great Winter. Men were fierce and fertile like orcs, brave like dwarves, and smart like goblins - but they could also be cruel like huldra elves, stupid like ogres and greedier than dragons! And not only did many of the old gods seem to like this race - no, they already had gods of their own!

To this day the elves are mystified and even frightend by the existence of mankind - many evil elves simple think that men are an abomination, an error that must be removed from the earth - but they keep this to themselves, and though some human sages know about the White Millenium, only a few have ever suspected the true reason for the reclusive elven ways *after* the Great Winter's end...

The Cardinal 06-15-2008 01:28 PM

Re: [DIY] DF Setting Information
 
Mayalla

Mayalla is, according to her secretive followers, the sister of Fressa. She is often depicted as a beautiful black-haired girl, wearing no clothes at all or only a silk cloak. She is the goddess of the moonless night, the new moon, of revenge and assassins - but not of murderers! Her gifts are cunning, grace, speed, and deadly beauty.

Captain-Captain 06-15-2008 01:29 PM

Re: [DIY] DF Setting Information
 
Orange Jack is a loathesome usually fatal (magical) disease which 'revives' the corpse as an undead, usually a zombie but at least one case of a vampire rising out of the corpse of an Orange Jack victim is chronicled, though there are reports the victim had been bitten by a vampire years earlier.

Orange Jack IS composed of the microbial undead, if the GM wants to go with a scientific basis for the disease, ectoplasmic extensions of a slain demon princess if not.

In either case, the disease generates an intense surge of necromantic magic as it consumes whatever lifeforce fails to depart with the soul. This innately can and usually does animate the corpse. Those whose souls are tainted with undeath are more likely to have their souls bound to the bodies by this necromantic surge. Thus an occasional Orange Jack vampire or Lich etc.

The skin of the victims is rendered bright orange by the disease. This will fade in the corpse after a couple of years of undeath, if the undead survives that long.

b-dog 06-15-2008 05:16 PM

Re: [DIY] DF Setting Information
 
Urzgruul

This demon was summoned during the demon wars and was able to hide from the Knights of Palana in his fortress in the Valley of Suranth. The Knights were never able to defeat him so he ruled the Seldus Mountain area for over a thousand years after the demon wars. He is worshipped by the huldras, goblin-kin and evil humans. He declared himself king of the demons when he was rumored to have been given a crystal crown, sceptre and chalice. A legend says that when he tried to use these items Celepheal and a host of celestials descended from the heavens and struck him down. These items are thought to be scattered within the Aldeiron and Seldus mountain ranges.

b-dog 06-15-2008 06:08 PM

Re: [DIY] DF Setting Information
 
Adazza

The is a huldra witch from the Tezlin forest. This area is quite swampy and she is rumored to have a tower somewhere in there. She is said to have helped Urzgruul during the demon wars and afterwards. She is also rumored to know something about his crytstal crown. Most avoid the Tezlin forest as it is teeming with horrible creatures.

b-dog 06-15-2008 07:43 PM

Re: [DIY] DF Setting Information
 
Nisroc

This the demon lord of all evil flying creatures. He appears as a humanoid with wings, a bird-like face and bird-like talons for hands and feet. He is often worshipped in high mountain temples. He was very active during the demon wars but was sent back to the Abyss by the Knights of Palana.


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