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Old 11-05-2020, 02:15 PM   #11
LoneWolf23k
 
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Default Re: [Banestorm] Fleshing out the Djinn Lands

6) There are two options for Djinn, as seen in the book. Either a castle inside an high mana area, with a nearby low-mana area where they're hiding their bodies inside, or a forteress inside a low-mana area, with their bodies hidden in the basement.

So, let's say Alinar has the "Djinn Castle in High Mana area" option, living in a palatial estate with the best magically-provided amenities. His body, however, is hidden in a catacomb at the lowest level in a nearby (say, 7-8 Miles away) forteress that houses one of his personal armies. There are three other such forts, that Alinar uses as decoys.
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Old 11-07-2020, 07:36 AM   #12
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Default Re: [Banestorm] Fleshing out the Djinn Lands

Honestly, this is just me riffing on the concept of the Djinn, but I like to think that the Host-Spirit bond tends to vary from Djinn to Djinn. Some Ascended Ones basically dominate their hosts completely, others basically let the Host take the wheel and are just along for the ride, but most engage with their hosts more or less as equals.

Come to think of it, the relationship between Talion and Celebrimbor in Shadow of War represents how I'd handle the relationship for most Djinn; the two beings conversing over topics, and occasionally having divergent goals, but ultimately cooperating because the union is to their benefit.

...at least until the spirit can find a potential Host more willing to go along with its desires.

For this purpose, I'm also considering that in addition to being tied to their former bodies, the Ascended Ones would also be tied to a focus item that must be in their Host's possession for, well, actual possession to happen; a ring, a crown, an amulet, etc.
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Old 11-07-2020, 04:56 PM   #13
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Default Re: [Banestorm] Fleshing out the Djinn Lands

My idea for the Djinn Lands is to preserve the 'vast desert with mighty wizards living in towers' schtick by making them Threshold Magic Users. Probably the only ones on Yrth.

Maybe they come from across the oceans where wars between them destroyed their homeland.

Maybe this area is the only one with the right alignment of mana flow to allow the use of Threshold Magic. Perhaps the use of Threshold Magic drains normal mana from the area.

But whatever the truth we end up with a bunch of immortal, very powerful and ever so slightly On The Edge wizards living each in their tiny magiocrac (or theocracy with an actual resident god if they feel they can get away with it).

People who can't do Threshold Magic are tolerated as worshippers/ servants/slaves. Occasionally there are disputes and duels between the Djinni as they fight for useful locations.

Not a nice place to live.

The only reason I don't think this as brilliant as I normally think my ideas is that I don't see any way to exploit it for adventures. Mind you, the same can be said of the Djinni in BANESTORM.
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Old 11-07-2020, 05:00 PM   #14
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Default Re: [Banestorm] Fleshing out the Djinn Lands

I don't know if this has been mentioned, but with the release of (D&D 3E) Eberron setting, don't they seem a lot like the Dream/Psionic beings that rule over most of an island continent? (Not that familiar with Eberron...)
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Old 11-07-2020, 06:57 PM   #15
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Default Re: [Banestorm] Fleshing out the Djinn Lands

Quote:
Originally Posted by LoneWolf23k View Post
So, one thing that's always puzzled me in the Banestorm setting, has been the Djinn Lands. The Mysterious land in the south-east of Ytarria ruled by "Djinn" who are actually powreful human mages, each with their own castle in a small high-mana area. Who actually turn out to be the vessels for Ascended Elven super-mages.

There's never been that much detail about what Djinn Land society is like, aside from the idea that the Djinn rule over a population of wandering tribesmen, in a manner that reminds me of the Goa'uld from the Stargate universe. Only somewhat nicer. We do find out the Djinn occasionally engage in proxy wars with each other, via their numerous tribal servants.

But I think this could use more fleshing out. For one thing, we don't have a single example of a named Djinn. For another, we don't get much information on the various tribes in service to the Djinn. So, let's riff on ideas for the Djinn Lands.

To get started, let's name a Djinn. Should the name be a composite of the Ascended One's name and the human host? Should the host simply adopt the Ascended One's name? Would the Ascended One even use it's original Elven name, or would it have adopted a new name to represent it's new state of being?
Knock yourself out. I always thought that the place should have real jinn in it anyway. Besides the human mages are so annoyingly mundane, making magic elevators for hotels and all. Jinn work better. In fact make it haunted by a lot of stuff.
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Old 11-08-2020, 04:18 AM   #16
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Default Re: [Banestorm] Fleshing out the Djinn Lands

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Originally Posted by Michael Cule View Post
But whatever the truth we end up with a bunch of immortal, very powerful and ever so slightly On The Edge wizards living each in their tiny magiocrac (or theocracy with an actual resident god if they feel they can get away with it).

The only reason I don't think this as brilliant as I normally think my ideas is that I don't see any way to exploit it for adventures. Mind you, the same can be said of the Djinni in BANESTORM.
Well, if Wizard A comes out of his tower and moves on Wizard B in order to get B's shiny, that's a change not only in the balance of power but in the mana flow, and Wizards C to Z will get upset about it. Nobody does well out of wizards getting upset. So what wizard A needs to do is hire some deniable specialists…
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Old 11-08-2020, 06:23 AM   #17
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Default Re: [Banestorm] Fleshing out the Djinn Lands

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Originally Posted by Michael Cule View Post
... each in their tiny magiocrac
"Thaumocracy"?
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Old 11-08-2020, 10:30 AM   #18
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Default Re: [Banestorm] Fleshing out the Djinn Lands

Really we need to redefine terms when RPGs are involved. "Theocracy" has a perfectly good meaning in the real world, but in a setting that has the potential for an actual god to be giving the orders, you need to distinguish between that and hierocracy (rule by the priests)…
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Old 11-08-2020, 11:06 AM   #19
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Default Re: [Banestorm] Fleshing out the Djinn Lands

Quote:
Originally Posted by LoneWolf23k View Post
So, one thing that's always puzzled me in the Banestorm setting, has been the Djinn Lands. The Mysterious land in the south-east of Ytarria ruled by "Djinn" who are actually powreful human mages, each with their own castle in a small high-mana area. Who actually turn out to be the vessels for Ascended Elven super-mages.

There's never been that much detail about what Djinn Land society is like, aside from the idea that the Djinn rule over a population of wandering tribesmen, in a manner that reminds me of the Goa'uld from the Stargate universe. Only somewhat nicer. We do find out the Djinn occasionally engage in proxy wars with each other, via their numerous tribal servants.

But I think this could use more fleshing out. For one thing, we don't have a single example of a named Djinn. For another, we don't get much information on the various tribes in service to the Djinn. So, let's riff on ideas for the Djinn Lands.

To get started, let's name a Djinn. Should the name be a composite of the Ascended One's name and the human host? Should the host simply adopt the Ascended One's name? Would the Ascended One even use it's original Elven name, or would it have adopted a new name to represent it's new state of being?
Each Djinn's castle (actually a fortress complex enclosing a smallish town) follows it's own rules. The Elves realized that humans are used to social hierarchy ( plus they think it makes humans more tractable) so they use the memories of their human host to set up loose informal communities. There will be a cluster of farming villages around the seat of power. These supply food to the Djinn's court. There are also small mining and manufacturing comunities. The Djinni keep these communities in line with a combination of threats and blessings. Bless Crops is very useful toward keeping the villages loyal. Given the fact the Djinni have no problem controlling the local weather and using Earth and Water magics to create springs and wells are also easy tasks, the Djinni use these also keep the villages grateful and dependent.

Trade is limited, both by low population generally and the fact that only the Djinni have anything worth a merchant's time.

There are other human and nonhuman communities in the Djinn lands. But these fall into three categories. First, those that are weak or trivial, and beneath notice of the Djinni. Second, those that make themselves useful to the Djinni. Third, those the Djinni are trying to destroy or conquer.

What further details are needed.
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Last edited by Astromancer; 11-08-2020 at 11:11 AM.
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Old 11-09-2020, 12:48 PM   #20
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Default Re: [Banestorm] Fleshing out the Djinn Lands

Quote:
Originally Posted by LoneWolf23k View Post
So, let's say Alinar has the "Djinn Castle in High Mana area" option, living in a palatial estate with the best magically-provided amenities. His body, however, is hidden in a catacomb at the lowest level in a nearby (say, 7-8 Miles away) fortress that houses one of his personal armies. There are three other such forts, that Alinar uses as decoys.
We said his body was in a disguised trading post back in post #6. But 7-8 miles away, and nearby forts around it actually makes a good amount of sense: The forts can harass anyone who gets too close to the hiding place. The tomb can even be right next to one of the forts.



Question 7) Other than himself, what other mages does Alinar tolerate or command in his realm?
Question 8) The relationship between the Djinn and the tribesmen is described as feudal. How many Tribal leaders does Alinar have the allegiance of? Or does he merely have friendly relationships with the surrounding nomads?
Question 9) Where did Rashad come from? Does he have any contact with his old life? Remember he would have been a powerful mage beforehand, his name is Muslim and he's said to be merely 50 years old.

Question 10) Does a slave trade in orcs, reptile-men, and other foreigners exist in the djinn lands? If it exists, what is Rashad's role in it?
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