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b-dog 06-15-2008 07:52 PM

Re: [DIY] DF Setting Information
 
Ophis

The head of the corrupted celestials. He is now in Hell and worshipped by the Hsaing and Nightshade elves. He is a devil in charge of poison and serpents.

The Cardinal 06-16-2008 06:41 AM

Re: [DIY] DF Setting Information
 
Phy Nezhiar

This great city-state grew from an ilroynean colony called Hy Neshay, "Horse Harbor". It lies on a large rocky island – called Ul Morashu, "The Grandpa", by the natives – in the middle of the Earthblood River delta. The delta of the Earthblood covers an area of almost 2000 square miles, several days of travel to the south of the Pallor Pass and east of the Seldus Mountains.
Phy Nezhiar is one of the wealthiest places in the known lands. Over the last 500 years the city accumulated vast riches from trade with thoroughbred horses (descendant from horses from the plains to the northeast), spices, slaves, gold, silk, and gems from the east and south, and wine, wool, steel, amber, furs, and yet more slaves from the northwest. The inner city is encircled by a 60' granite wall that has never been breached. Rulers of this city-state are a group of nobles from the 20 leading families who form a council called the Golden Choir. Every 10 years it elects a leader – called Solon – from all registered merchants of the city.
The city is famous – or notorious – for its horse races, brothels, markets, and thieves. It is also known as the only place where House Chrysanthemum is not allowed to trade. For unknown reasons the Golden Choir declared a law that punishes any operative member of the house with death by torture should he be caught inside the city or harbor – and that law is now five centuries old!


The Cardinal 06-16-2008 07:14 AM

Re: [DIY] DF Setting Information
 
another rough historical sequence - no real timeline yet:

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



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

The Sakyss appear and build their first cities.
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.

The Sauwan are defeated by the Sakyss and then their island cities sink into the ocean.

The Sakyss reach the peak of their civilization.

Sakyss wage The War Against The Beings From Beyond. During that time the Sundering occurs: The Faery realm is ripped open and elves, dwarves, halflings, gnomes goblin-kin, ogres, trolls and other monsters come in large numbers to the world of mortals.At first most live by hiding.
Decline of the Sakyss.

Elven golden age.

The White Millenium

The rise of mankind. 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.
Knights of Palana help to defeat many demons and other evils.

Slow rise from the ashes.


Nothgord is founded.

Ilroyne is founded.

The Empire of Ilroyne.
Phy Nezhiar is founded as an imperial colony named Hy Neshay.

Fall of Ilroyne.



The Time of Skulls





Present

The Cardinal 06-16-2008 01:05 PM

Re: [DIY] DF Setting Information
 
The Kramay Land Bridge

The lands directly south of the Hellmaw are known as the Qhal-Qevir, the "Saltwastes". It is an area of brutal heat, thorny hills, dried-out lakes, and salt deserts. Further to the south begins the long mountainous land bridge of Kramay which is home to the Ivory Princes - notorious for their personal harems - and their many small nations and city-states.
Then, almost a thousand miles south of the Hellmaw itself, the Kramay land bridge ends with the Begani Savannah which lies at the northern edge of the great continent of Dhambria and borders on the mysterious Kutumba Jungle.

The Cardinal 06-18-2008 04:56 AM

Re: [DIY] DF Setting Information
 
Ebram & Gulna

These two gods, husband and wife, are the patrons of households and families. They are often depicted as small and stocky, with Ebram wearing a full beard and Gulna with braided hair, and many of their icons show them as an actual dwarven or halfling couple. Indeed the majority of their more devout followers seem to be dwarves, gnomes, or halflings - especially nains and nissins.
Ebram is also the god of masons and carpenters, and of housebuilders in general. He is usually shown with a hammer and a steel square.
Gulna is also the godess of cooks and bakers, of midwives, and gardeners. She always wears some kind of apron, a knife, and a spoon.

The Cardinal 06-18-2008 05:33 AM

Re: [DIY] DF Setting Information
 
Corros & Asdhara

The two - competing - gods of war. They are said to be twins, even though Corros is always shown as a hulking northern warrior with red or blond hair, yet Asdhara is depicted as a beautiful dark-skinned amazon princess from the realms of the Ivory Princes and the Kutumba jungle.
Corros is the god and patron of courage and the bloody work of war, of berserkers, gladiators, champions, and those who lead from the front. His weapons of choice are heavy swords, axes, and warhammers - or his strong hands.
Asdhara is the goddess of tactics, strategy, and the art and beauty of war. She is also the deity of hunters and trackers, of some martial artists, of generals, of duelists, and some dancers. Her favored weapons are spear, bow, longknife, shortsword, net, buckler, and
knowledge!

The Cardinal 06-18-2008 09:26 AM

Re: [DIY] DF Setting Information
 
Ur-Trees

Ur-Trees are great ancient trees that can be found all throughout the known lands. They are always a meeting place for local druids - and many of those say that all Ur-Trees, even though they can be of any species of tree, have grown from a seed of the Worldtree.

b-dog 06-18-2008 07:00 PM

Re: [DIY] DF Setting Information
 
Eredell

This land is surrounded by the Karpatak Mountains. Within the valleys are many fertiile fields and it is home to many small farming communities. The people who live here are very superstitious as the area seems to have a large number of undead and werewolves. Few people venture forth at night and most adorn their house doors with holy symbols to keep away the evil. Goblinoids are few in this region, possibly because they fear King Dravuk, a terrible king that lived during the Demon Wars. King Dravuk's castle still stands but none venture toward it as King Dravuk was said to be a sorcerer of tremendous power. He was rumored to have slaughtered countless victims during the Demon Wars and was thought to have been rewarded for his evil deeds by becoming a vampire. No one has attempted to rule the land as they know somehow King Dravuk is still ruler. Still none have ever seen him but all respect him and they hope in return King Dravuk respects them.

The Cardinal 06-19-2008 07:20 AM

Re: [DIY] DF Setting Information
 
The Karpatak Mountains

This mountain range, while lacking the towering peaks of the Black Wall and the Seldus mountains, is known for its impressive - some say intimidating - vistas of deep gorges, dark pine forests, rocky cliffs, and steep waterfalls. The Karpatak run from the south, where they touch the foothills of the Seldus and the Aldeiron mountains, to the north, where they almost manage to reach all the way to the Graumaer Sea.
The foreboding nature of this area, coupled with the lack of secure highways and decent roads, is the main reason for the infrequent travel and trade between the Land of Five Rivers and the Western Kingdoms both of which are separated by the Karpatak Mountains.
Natives of this region claim that during the Time of Skulls even the goblin-kin hordes could not or would not invade their mountains, leaving them like an island in a sea of death and destruction.

The Cardinal 06-19-2008 08:12 AM

Re: [DIY] DF Setting Information
 
The Hidden Sea

Known only to some travelers and the races and people of the plains around the Horseshoe Mountains, the Hidden Sea - or the Morning Sea as the nomads of the western plains call it - lies between the northeastern half of the Black Wall Mountains and the beginning of the northwestern plains. It is the largest inland sea in the world, larger even then the Graumaer, but there only a few tiny villages of fishers and farmers on its eastern shores.
However, the people who know about the Hidden Sea also know hundreds of tales about it - and sometimes great fields of submerged ruins can be spotted in its depths...

The Cardinal 06-19-2008 09:09 AM

Re: [DIY] DF Setting Information
 
The Forbidden Realms

Beyond the Sea of Dust and the goblin-kin infested eastern plains begins the so-called Silk Bridge. This is a land bridge which connects the legendary Forbidden Realms, also known as the Silk Lands, to the main continent.
The Silk Bridge is home to fabulous merchant cities, each protected by great walls, each ruled by its king or merchant prince.
Technically speaking, however, this land bridge is only a peninsula since the border to the Forbidden Realms is formed by a giant canal - over 1000 feet across - which cuts straight through the land bridge from north to south and so blocks all unwanted travel farther east.

The Cardinal 06-19-2008 10:05 AM

Re: [DIY] DF Setting Information
 
a rough map prototype (with all data up to this point) can be found here:
http://df-setting.wikispaces.com/spa.../dftry1abc.png

younglorax 06-19-2008 12:21 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by The Cardinal
a rough map prototype (with all data up to this point) can be found here:
http://df-setting.wikispaces.com/spa.../dftry1abc.png

Cool! What program did you use to generate that?

The Cardinal 06-19-2008 12:26 PM

Re: [DIY] DF Setting Information
 
Fractal Terrains Pro

b-dog 06-19-2008 07:29 PM

Re: [DIY] DF Setting Information
 
Brownie 30points

These faeries have brown skin and hair color and wear brown clothing. They help out around houses and farms and often live with humans. They are around three feet tall and need little in the way of food. They can turn invisable at will. A few will become dungeon delvers, typically becoming thieves or scouts.

Attribute Modifiers: ST-4 [-40]; DX+1 [20]
Secondary Characteristic Modifiers: SM-2; Basic Move-1 [-5]
Advantages: Invisabilty (Can Carry Objects, No Encumbrance +10%, Switchable +10%) [48];Reduced Consumption 3 [6]; Silence 2 [10]
Disadvantages: Appearance (Unattractive) [-4]; Hidebound [-5]

b-dog 06-19-2008 07:56 PM

Re: [DIY] DF Setting Information
 
Huldra Elf 80points

These elves are quite nasty and cruel. They enjoy causing misery and suffering. They tend to live in underground lairs but also are known to live in dark forests. Their appearance is dark; their skin color is deep brown to black and their eyes range from yellow orange to red. They are somewhat taller than humans and they are somewhat thinner as well. They often wear black cloaks and dark clothing.

Choice Professions: Cleric, Scout, Swashbuckler, Thief, Wizard
Marginal Professions: None

Attribute Modifiers: ST+1 [10]; IQ+1 [20]; DX+1 [20]
Advantages: Affliction (Deformity by Lick) [Unknown], Magery 1 [15]; Silence 2 [10],Magic Resistance (Improved) 2 [10]
Disadvantages: Callous [-5]

b-dog 06-19-2008 08:58 PM

Re: [DIY] DF Setting Information
 
Trelf 72points

These faeries are the result of an ancient mixing between elves and trolls. They often appear like ugly elves that are quite large and have long claws. They live mostly undergound or in dark forests. They are quite intelligent and cunning. Fortunately they are very hateful and will not live together in large numbers. They will tend to trust only members of their own families. Their skin color ranges from an ugly color of greenish brown to grey. Their mouths have sharp fangs within them and their eyes have a reddish glint. They are quite tall being around seven feet tall and their frame is very thin, almost gaunt. Their faces are elfin except they have long sharp noses and predatory eyes. They are quite fond of magic and many become fearsome mages. They typically use trolls as slaves and will usually be found with them. They are known to haunt roadways and the sight of a tall thin figure in a dark cloak causes much dismay among travelers.

Attributes: ST+5 [50]; HT+1 [20]
Advantages: Claws (Sharp) [5]; Discriminatry Smell [15]; Magery 0 [5]; Night Vision 5 [5]; Regeneration (Regular; Not vs. Fire or Acid, -20%) [20]; Resistant to Metabolic Hazards (+3) [10]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-4]; Bad Temper (12) [-10]; Sadism [-15]; Vulnerability (Fire x2) [-30].

b-dog 06-20-2008 12:09 AM

Re: [DIY] DF Setting Information
 
Eidris

This is a large island off the coast of the Faery Forest. It is an area with a naturally high mana level and for some reason during the Sundering many of the sidhe faeries ended up here. Most returned back to the faery realm but quite a few intermarried with the local human tribes before they returned so there are quite a few humans with sidhe blood here. This island also has many druids and the goddess Brigit has a strong following here. There are also many elves and other faery races that live in the forests.

Captain-Captain 06-20-2008 01:17 AM

Re: [DIY] DF Setting Information
 
Barchund Wood.

Ages ago a Forest Gnome Artificer discovered how to alchemically activate the sap of the barchund shrub into a potent sleep drug that is activated by contact with warm blood. He sold the secret to the local Pine Pixies thinking it would let them protect themselves. Within two Generations, the Pine Pixies ruled the forest with a glove of orichaleum! No one passes through the forest without paying high tariffs. Even the proud Elves kneel before their Pixie Masters.

A pixie Barchund arrow has skill 15 for Contest purposes. Multiple hits require multiple Contests. If the Defender wins, that arrow's magic fizzles. Since it's not uncommon for a target to take half a dozen arrows, going unconscious is the general result except against the hardiest of targets.

A typical arrow can be converted into a sleeping potion by an alchemist. Since most of the work is already done, the process takes an hour and requires warm blood, assuming an alchemy lab is available.

Pine Pixies.
ST 3
DX 13
IQ 10
HT 10

Size Modifier -3

Traits: Flight (winged), Personal Invisibility, Area (1 hex) Invisibility. Dread: Being out in the open. (This may be the only reason they haven't conquered everyone already!)

Pixie archer squads close in invisibly, preferably from above and behind, attack without much warning. Two or more of the squad will use the area version of their invisibility to return the attackers to Invisibility as their action so only very good visual perception checks will let them be seen.

they weill negotiate, though they tend to give orders. A quiver holds 20 arrows. Captured Pine Pixies can be ransomed. If the captives have NOT been harmed out of honorable battle, the negotiations are usually honored.

The Cardinal 06-20-2008 07:33 AM

Re: [DIY] DF Setting Information
 
Here the raw topographical map, including the island of Eidris and the Bhaergish Highlands but without names etc.
http://df-setting.wikispaces.com/spa...wimage/df2.png

And the same area in another projection (WagnerIV, an equal-area projection)
http://df-setting.wikispaces.com/spa...age/df2wIV.png


The latitude/longitude grid ends/begins in the north and south at 30° and progresses in 10° increments.

talonthehand 06-20-2008 10:52 AM

Re: [DIY] DF Setting Information
 
Did you use a program to make the map?

The Cardinal 06-20-2008 11:30 AM

Re: [DIY] DF Setting Information
 
yep, as mentioned: Fractal Terrains Pro

b-dog 06-20-2008 08:31 PM

Re: [DIY] DF Setting Information
 
Notes on the faerie races that have entered the world. All faerie races have magic flowing through their blood to some degree so a certain percentage will have the innate Magery advantage. 1 in 5 goblins, kobolds, witchclin, borwnies will have magery 0 and will know 1 to 4 spells. 1 in 15 orcs, ogres, hobgoblins, fir darrigs, illes will have magery 0 and know a few spells.

The innate spell list is: Tickle, Clumsiness, Itch, Touch, Spasm, Extinguish Fire, Retch, Nauseate, Thirst, Hair Growth, Strike Deaf, Fumble, Strike Blind, Invisability, Fog, Illusion, Deflect Missle, Darkness, Gloom, Glow, Hide, Light, Color, Choke, False Tracks, Hide Path, Blossom, Blight, Wither Plant, Rain of Nuts, Animate Plants, Tangle Growth, Conceal, Pollen Cloud, Poison Food, Decay, Cook, Foul Water, Create Food, and Fool's Banquet.

This is not a complete list and there are some of the faerie races that become mages and know many other spells. This is just a list of possible powers the fae races may innately have.

The Cardinal 06-21-2008 10:58 AM

Re: [DIY] DF Setting Information
 
Drifters

The history of the group of families and clans known as Drifters goes back at least a thousand years and is probably somehow linked to the Time of Skulls.
Drifter clans own large lighter-than-air vessels which use hot-air and magically treated materials to gain the necessary lift. The clans travel with their airships following the seasonal pattern of winds over the lands west of the Black Wall Mountains: In autumn and winter they drift to the south and west, along the northern edge of the Seldus and Aldeiron Mountains. During spring and summer they travel north and east until they reach Nothgord and the Graumaer Sea and turn south again.
Drifters are merchants, entertainers, smugglers, conmen, and vagabonds - "drifters are grifters" - but they are also a valued source of news from faraway lands. Most drifter clans consist of halflings or gnomes. Even the members of the few human drifter clans are known for their small stature and slight build.

The Cardinal 06-22-2008 05:02 AM

Re: [DIY] DF Setting Information
 
The Hungry Halls

This is a vast cavern system, also known as the Crawling Caves, that stretches for hundreds of miles beneath the western half of the Karpatak Mountains. History books tell of the time of the empire of Ilroyne when the upper levels of the Halls were nothing but great silver mines, fueling the economy of the empire. But even then the lower natural caves were left unexplored - just
guarded - and today only the most foolish or greedy venture in there at all...

Captain-Captain 06-22-2008 11:00 AM

Re: [DIY] DF Setting Information
 
The Note

When the demon Nykwonadak's priestess Grenya tortured her captive, the Bard Xemveer, he sang. He didn't reveal the location of the Prince Denairon, he sang a song of destruction, putting a chunk of his soul into his song, he hit and sustained a note that resonated with the crystaline roof of her temple and shattered it raining doom on himself as well as the priestess and her retinue.

However with a piece of his soul in the song, it didn't end with the Bard's death. It travels the vast underground matrix of tunnels and dungeons and mineshafts, several thousand miles in length.

The note is usually unheard, but when circumstances remind it of it's mission it lashes out with Xemveeer's power. It's empathic able to pick up feelings and often the anguish of the tortured or the sadism of some one will remind it of it's 'mission'. (GMs: this goes further. Achitecture similar to Grenya's temple will also trigger it to attack, indeed it's rudimentary intellect will respond to almost anything that gets it's attention by attacking.)

The Note has a 20d 8 hex area effect Corrisive blast (only vs crystaline (which includes quite a few types of rock). It lasts 10 seconds and the Note can do three of them before fatiguing itself too much. It generally just moves on after that. It is insubstantial and thus very hard to contain.

Rock or crystal that is rendered 'destroyed' by the Corrisve attack becomes small very sharp shards of whatever material it was. Additonal rock often crashes down due to the sudden absence of support, often within minutes of the destruction and sometimes immediately.

The Cardinal 06-23-2008 08:18 AM

Re: [DIY] DF Setting Information
 
The Three Terrors

This usually refers to three notorious villains who left their marks upon the known lands some 900, 600, and 300 years ago - leading some to the belief that a fourth terror will soon appear.

The First Terror was a being titled the Prince of Winter. He - or it - first appeared about 900 years ago in late autumn, riding with thousands of strange beastmen from the Frozen North over an unusually early frozen Graumaer Sea.
The name of the Prince is not known, as is his actual appearance. All describtions only talk about a tall dark figure in a large grey cloak. He fought with a legendary magical whip made from bones. The whip was called Frostwurm - and like its master it vanished after a winter that had lasted 9 months, leaving Otamia in ruins for years to come. No battle preceded the disappearance of the Prince and the retreat of his beastmen, but legend tells of a group of brothers who used a weird weapon from the distant south against him, only to also die in the assault...

The Cardinal 06-24-2008 08:22 AM

Re: [DIY] DF Setting Information
 
The Witchcave Theory

A few wizards and mundane sages believe in the existence of subterranean counterparts to the dreaded witchwoods. Like the witchwoods these cavernous complexes - sometimes just referred to as dungeons - are somehow linked to the darker aspects of the Faerie Realm. This connection turns them into almost living, shifting entities, capable of growth and sudden change, which often contain whole tribes of goblin-kin, weird monsters, and traps - but also large amounts of treasure, including powerful (or cursed!) weapons and armor that, strangely enough, none of the other denizens tend to use...

The Cardinal 06-25-2008 04:53 AM

Re: [DIY] DF Setting Information
 
The second Terror was a man called Changeblood, though his real name was probably Traan Volverson, and he was born six centuries ago among the barbarians on the coast of the Everwinter Sea. For almost 20 years his barbarian fleet plundered and pillaged the Western Kingdoms, even threatening the city states of the Dhactylean Peninsulsa, and sinking ships from as far away as Phy Nezhiar.
Changeblood was known for his strange black helm, an item often titled the Sea Crown, and his double-headed red battleaxe, made from an unknown metal and named Sorge. Changeblood and his flagship were never seen again after a great storm had hit his fleet near the (then) small town of Pearl Haven...

The Cardinal 06-26-2008 06:44 AM

Re: [DIY] DF Setting Information
 
The Scarring

In the year before the Fall of Ilroyne a strange sign appeared in the skies: On a clear winter night some kind of great bright flash, like a lightning bolt, could be seen on the full moon. During that night more and more of those flashes were witnessed - as were some types of blackish cracks on the moon's surface which seemed to grow in numbers and size.
When the full moon rose again the next night the flashes were gone. But across a good third of the moon's silver disc now ran a giant deep black crack, like some distant canyon or hideous scar.
Astronomer's all over the known lands marked the night of this event, now simply called the Scarring - and 207 years later the famous Gelmayne of Nothgord used it as the starting point of his new calendar, so that today we live in the year 1759 GC (of Gelmayne's Calendar), or 1759 AS (after the scarring).

Captain-Captain 06-30-2008 12:00 AM

Re: [DIY] DF Setting Information
 
Ice Rats


Occasionally a slain Ice Demon's putrid remains do not dissolve completely into the void, and the disgusting tainted stuff. And sometimes it ends up in what we modern folk would call the 'Food Chain'. Perhaps the type of Ice Demon whose remains do this is rat like or perhaps rats are more demon like than other vermin.

In any event, sometimes when the tainted food is eaten by a rat, particularly by a pregant rat, it breeds untrue and it's offspring are Ice Rats. Ice rats bear some resemblance to their rodent ancestors, but their features are sharper and one could say eviler.

Ice Rats are smarter (+! IQ) than ordinary rats, have 4 extra HP and can generate a protective coat of ice armor (DR 3 several times per day (GM's decision on which Limited Use limitation goes to any given rat). In temperatures over freezing the DR drops a point every minute. In frozen areas it may last as long as an hour depending on how much excertion the rats do. (GM's discretion) They also do a burning (cold) that varies. Some do 2d+1 cold damage, the others do 1d+1 (2). Males usually, but not always do the 2d+1 attack, and the reverse applies to females.

(GM note: They have the disadvantage of sadistic.

One wereIcerat is known to have existed, and she's been dead over 150 years.

It may be a demonic heritage, but Icerats rarely are found in the same swarm or area as other icerats, prefering normal rats as company and mates. The only known exception to this were the minions of the Were Icerat noted above.

b-dog 06-30-2008 05:33 PM

Re: [DIY] DF Setting Information
 
Evil Elemental

These foul beings are summoned from the most unholy of places, often thought to be from the realms of the ancient gods. They appear as a somewhat spherical mass of black essence that seems to suck and destroy the very light around them. They can also extend pseudopods of darkness to attack. Anyone touched by their pseudopods will be drained of their life energy and they may also be afflicted with evil disadvantages such as sadism, bully and other wicked behaviors. The evil emanating from these beings is incomprehensible to mortals. Merely looking at the creature causes fright checks. They are mindless in their evil and destructiveness. They will slay and corrupt all that surround them unless they are controlled using the proper evil elemental control spell. Often these creatures escape their masters after slaying them and wreck havoc until they are destroyed. Attacking these creatures only makes them stronger as the violence increases their power. Holy weapons and holy water do normal damage to these fiends. It is also rumored that healing spells will cause damage to them but this may only be rumor.

The Cardinal 07-01-2008 05:38 AM

Re: [DIY] DF Setting Information
 
The Peninsula of Ilroyne


The ancient empire of Ilroyne started out as an insignificant city-state on a small peninsula on the western coast. This peninsula, named Ilroyne like the city, was connected to the mainland over a long and narrow landbridge known as the Old King's Way. After the fall of the city a giant storm engulfed the peninsula, washing away the Old King's Way, and drowning the shining capitol of the empire beneath the waves...

DoctorRomulus 08-05-2008 02:45 PM

Re: [DIY] DF Setting Information
 
ELVES ELVES ELVESssss!!!!

ENOUGH !! with the Elves already.

Brooklin Elves???!!

DoctorRomulus 08-05-2008 03:16 PM

Re: [DIY] DF Setting Information
 
It is said by Zothmoga a Sage from the city of Nothgord that Gomga Tarr did not disappear but had "two put to the back of his head" by a man from someplace called Nuyorciti. The man himself disappeared with Gomga Tarr's body and neither was ever seen again.


Quote:

Originally Posted by The Cardinal
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 11-27-2008 08:52 PM

Re: [DIY] DF Setting Information
 
The Demon Wars

The Sakyss who ruled the world were in decline. Most of humanity was enslaved but there were growing tribes in the frozen north who were free. They lived life as nomads and hunters far from the control of their former masters. What led to the decline of the Sakyss was unknown, some have thought that they must have been punished by the Ancient gods that they served, and others have said there may have been a war with beings from an unknown dimension. It was thought that during this period the Sakyss ripped open the Faerie Realm and released countless fantastic beings, creatures and monsters into the mortal realm. Within the confusion many of the faerie races hid to escape the wrath of the Sakyss. The elves and halflings hid in forests, the dwarves and gnomes in mountains, and the goblin-kin and shadow elves tunneled deep underground.

Eventually the Sakyss were no more and the creatures of fantasy roamed the world freely. Humanity worshipped the gods and followed their commandments. The elves taught humanity magic and civilization, the dwarves taught them metal crafting, the gnomes other crafts. Humanity learned well and thrived. Heroes were born and defeated great dragons, hydras and other fantastic monsters. Great civilizations arose and humanity became the dominant force in the world. With the prosperity, humanity had time for delving into the magical arts. At first there were many sorcerer kings who were wise and just. They followed the gods and followed their codes. Cities were built beyond any imagining, with spires cast high into the sky. Magic was widespread and used daily. Wizards soon became as respected as the gods and later revered as gods. All that was desired could be made by wizardry and the role of the gods diminished. After time few people followed the gods and instead looked to sorcery for comfort and guidance. The gods were not pleased so they left humanity to its fate.

As the power of magic grew so did the pride of wizards. Instead of benevolent rule they became tyrants and then they sought to usurp the power of other wizards. Wars began and great magics were released. Wizards scoured the land for any magical tome or artifact that would help them sustain their own power and also help them to seize power from others. Some may have found and translated some of the ancient texts of the Sakyss others say in their quest for power the wizards made pacts with demons and devils. Those who sided with demons soon became very powerful. These wizards brought in demon armies form magical gates and used them in wars against their rivals. Others brought armies of goblin-kin, trolls, ogres and undead under their service. The shadow elves and huldrafolk were also summoned to act as advisors and generals in their wars.

Still the wizards sought more power and began to worship dark gods and demon lords. Many temples were built and some of the demon lords were brought to the mortal realm. Terrible creatures now roamed every street in every city. The people who had once revered the wizards as gods were now deathly afraid of them. The people revolted but it was no use, the wizards used goblin-kin, undead and demons to crush their rebellion. The wizards became more and more evil as a result of working with the dark forces and all of the great cities they built decayed into ruins. Wizards then built fortresses to protect themselves from other wizards and the demons they have brought into the world. The world became filled with savagery and unspeakable acts. Chaos and evil reigned supreme. Humanity was turned into cattle and slaves. Those left in the city lived their short lives in misery only to be eaten by demons or worked until they died. There were continual wars and demon lords now sat on thrones in place of the wizards. Goblin-kin, ogres and trolls gave orders to humanity who were in turn given orders by shadow elves, huldrafolk and demons.A few of humanity managed to escape and live in isolated communities far away from the demons who prowled the land.

Eventually a new religion was founded and based on a covenant. The Knights of Palana defeated the forces of evil and drove them deep back underground or returned them to Hell. Humanity rebuilt it's cities but remained more faithful to the gods. The ruins of the Demon Wars are buried in the earth but there is rumored to be magic of all sorts should the lucky adventurer find them. Monsters have often collects the artifacts due to the precious metals and gems they were made with and the magical glow the surrounds them. Some whole towers and buildings are rumored to be underground and excavated by monsters and goblin-kin. There are also ancient temples that have been reopened to serve the dark gods once more.

tantric 11-27-2008 09:17 PM

Re: [DIY] DF Setting Information
 
DMT Machine Elves

There's a whole bunch of Elves waiting on the Other Side, saying "How wonderful that you're here! You come so rarely! We're so delighted to see you!"

They're like jewelled self-dribbling basketballs and there are many of them and they come pounding toward you and they will stop in front of you and vibrate, but then they do a very disconcerting thing, which is they jump into your body and then they jump back out again and the whole thing is going on in a high-speed mode where you're being presented with thousands of details per second and you can't get a hold on [them ...] and these things are saying "Don't give in to astonishment", which is exactly what you want to do. You want to go nuts with how crazy this is, and they say "Don't do that. Pay attention to what we're doing".

What they're doing is making objects with their voices, singing structures into existence. They offer things to you, saying "Look at this! Look at this!" and as your attention goes towards these objects you realise that what you're being shown is impossible. It's not simply intricate, beautiful and hard to manufacture, it's impossible to make these things. The nearest analogy would be the Fabergé eggs, but these things are like the toys that are scattered around the nursery inside a U.F.O., celestial toys, and the toys themselves appear to be somehow alive and can sing other objects into existence, so what's happening is this proliferation of elf gifts, which are moving around singing, and they are saying "Do what we are doing" and they are very insistent, and they say "Do it! Do it! Do it!" and you feel like a bubble inside your body beginning to move up toward your mouth, and when it comes out it isn't sound, it's vision. You discover that you can pump "stuff" out of your mouth by singing, and they're urging you to do this. They say "That's it! That's it! Keep doing it!"

tantric 11-27-2008 09:19 PM

Re: [DIY] DF Setting Information
 
Cannapillars

Cannapillars are caterpillar Faeries that treasure, grow and smoke Cannabis sativa. They look like giant stuffed caterpillars, all fuzzy and soft, with human faces and big stupid grins. They have a magical smoke they can blow on beings, after which the inhaler must make a will roll to do anything other than sit around and feel fine, and another will roll at -4 to do anything violent. The effect lasts 2 hrs. If the victim is presented with yummie looking food, he must resist Will-4 to avoid eating *all* of it. In times of great stress, Cannapillars have been known to metamorphize into Nymphs and/or Faerie Dragons.

(sorry, the cookie elves got to me...)



next, Peyote Trolls, Poppy Morphites, Nightshades, Red Caps, MorningGlories, Psilosapiens, Spice Sprites and the Sage Queen.

Captain-Captain 11-27-2008 09:21 PM

Re: [DIY] DF Setting Information
 
The Voids

Some times people commit suicide because of failure to acquire something they desired. The destruction of an enemy, marriage to a particular person, or obtain a post of great prestige.

Whatever the unattainable goal, their desire is so strong that the next life cannot pull them off the mortal plane. But unlike ghosts of legend, they are not bound to a particular place. In shrugging off the pull of the hereafter, these spirits severed their ties to Heaven and Hell and are unboud spirits.

For the most part, other than attempting to obtain what they desire, such spirits are at best nuissances. However, in their wanderings, they occasionally collide and like drops of water on a waxed table, they merge into one. Again and again. This process anihilates their respective personalities. The things that each individually desired are obliterated from their collective consciousness. Their commonality, the WANTING remains and grows ever
stronger as more such spirits are consumed.

What is left ultimately is an entity that wants whatever attracts it's attention. Which it tries to take and absorb into itself.

Traits: ST 0 DX 10 HT 10. IQ tends to end up being the average score of the individual spirits. Typically 10, but concievably any number suited for the race(s) whose souls generated it. Their perception dwindles, a shock effect of the merging. IQ -3. Their Will is IQ-3 plus 1 per soul in the gestalt. Thus an IQ 10 Void with 9 component members has a will of 7 (10-3) + 9 or 16.

They have FP equal to HT + the number of spirits in the gestalt. The example above would have a base FP score of 19.

They have the Walk on Air advantage along with the usual incorporeal undead traits.

They also have a corrosion attack (Disintegration Jet) range 1 to 4 hexes with a fatigue cost equal to hex range. It does dice of damage -1 per point of fatigue

Captain-Captain 11-27-2008 09:23 PM

Re: [DIY] DF Setting Information
 
Quote:

Originally Posted by tantric


next, Peyote Trolls, Poppy Morphites, Nightshades, Red Caps, MorningGlories, Psilosapiens, Spice Sprites and the Sage Queen.

What??? No Order of the Knights Lysergic with Tabards of Orange Sunshine?

tantric 11-28-2008 03:39 PM

Re: [DIY] DF Setting Information
 
Actually,

the Knights A'Rave, the psychedelic parody of the Faerie Raede, is the more common manifestation. MorningGlories represent the lysergic acid derivatives. The SpiceSprites represent MDMA, etc as seen in PHiKAL under "essential amphetamines". Sassies, Dillies, etc.


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