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Old 02-21-2008, 09:55 PM   #1
LoneWolf23k
 
Join Date: Sep 2004
Default DF3: New races in Banestorm

Well, I'm loving the Dungeon Fantasy series so far, but now I want to combine it with the Banestorm setting. Especially the races, which are cool and interesting.

Now, I'm thinking Cat-folk, Coleopterans and Dark Ones can be integrated quite easily as more Banestorm victims. As could Lizard Men, making them into smaller, swamp-favoring cousins of the Reptile Men.

Now, nothing really needs to be changed with the pre-existing Banestorm races, although I like the extra variety of elves. Mountain Elves would make for good neighbors of the Dwarves, and both High Elves and Wood Elves could have communities across Ytarria. As for Shadow Elves and Winged Elves, I was thinking "Banestorm-mutated strains".

The Faerie Folk race are also easy enough to integrate, and might have large communities in the Great Forest. And "Unseileigh" Faeries might dwell in the Blackwoods as well.

Now, the Goblin-Kin races don't really fit in, since Banestorm already has a more civilized version of goblins that I'm quite fond of. Still, it has inspired to me the concept of a tribe of Orclander goblins who have adapted to the harsh lands by becoming Crafters for the orcish hordes.

Now, Half-Spirits are slightly more problematic, but we already have Sahudese Spirits, so we can flub things a bit here. Fortunetly, the expensive cost of the templates can justify keeping them very rare.

Finally, the "Small Troll" template could make for smaller, smarter cousins of the large, brutish variety. One could call them 'Lesser Trolls' or 'Troll-Kin'.

Those are my thoughts on the subject. Any comments?
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Old 02-21-2008, 10:09 PM   #2
nanoboy
 
Join Date: Aug 2004
Location: Edmond, OK
Default Re: DF3: New races in Banestorm

I like the idea of putting them on a separate continent. Keep in mind that the Ministry of Serendipity is interested in protecting Megalos from "threats beyond Ytarria" which means original Earth normally but can be interpreted to mean other continents. One would just have to justify why.
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Old 02-21-2008, 11:40 PM   #3
Moonsword
 
Join Date: Jan 2005
Location: Georgia
Default Re: DF3: New races in Banestorm

Quote:
Originally Posted by nanoboy
I like the idea of putting them on a separate continent. Keep in mind that the Ministry of Serendipity is interested in protecting Megalos from "threats beyond Ytarria" which means original Earth normally but can be interpreted to mean other continents. One would just have to justify why.
First, no large government bureaucracy ever lacks the ability to justify something. I assure you, if the Ministry of Serendipity sees a point to doing it, they will damn well find a reason to do it. There's also a distinct lack of anyone keeping a lid on them from the type at the moment, which limits the amount of justification they actually have to do. If that gibbering maniac of a demon on the throne right now actually thought about it, he'd encourage them to focus against the new continent, since they wouldn't be as likely to detect him or be in a position to slow down his revelry.

Second, justifying it isn't that difficult. They're there to protect against threats beyond Ytarria, which is a continent. By definition, any other continent is included in their mission statement. The only person who really has any authority to stop them (other than the Ministry's head, who may have reason to do so, depending on the situation) is the emperor. As noted above, if the demon bothers to care or understands it, he's very likely to direct them that way anyway.

Third, it's the Banestorm. We have no idea what it's capable of, but given how powerful this thing is, switching two continents around (particularly at its height) wouldn't be entirely implausible... especially if the Law of Dramatic Irony kicks in and the backfire-from-hell that kicked it off also caught something on the other end. This would also explain why the monsters and landscape are so odd in DF-land, conveniently enough.

Fourth, invoke suspension of disbelief. If the players protest, throw dice. (Kidding!)
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Old 02-22-2008, 09:00 AM   #4
vitruvian
 
Join Date: Aug 2004
Default Re: DF3: New races in Banestorm

Quote:
I assure you, if the Ministry of Serendipity sees a point to doing it, they will damn well find a reason to do it.
What exactly is "it", though? Trying to destroy all life on the other continent (probably beyond the Ministry's power)? Keeping an eye on the new arrivals and reporting back as to whether they are a threat?

Quote:
By definition, any other continent is included in their mission statement.
The existence of other continents is by definition a threat to Ytarria? Huh?
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Old 02-22-2008, 09:37 AM   #5
nanoboy
 
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Default Re: DF3: New races in Banestorm

Quote:
Originally Posted by vitruvian
The existence of other continents is by definition a threat to Ytarria? Huh?
I didn't say that they were by definition a threat, but they were by definition outside of Ytarria and thus within the Ministry's jurisdiction.
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Old 02-22-2008, 10:51 AM   #6
vitruvian
 
Join Date: Aug 2004
Default Re: DF3: New races in Banestorm

Quote:
and thus within the Ministry's jurisdiction.
Wouldn't being outside of Megalos place them outside of it, though? Or is the Ministry now able to project force inside, say, the Muslim lands that their Emperor is unable to conquer by force of arms?
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Old 02-22-2008, 11:45 AM   #7
Xenophile
 
Join Date: Jan 2008
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Default Re: DF3: New races in Banestorm

Quote:
Originally Posted by nanoboy
I like the idea of putting them on a separate continent. Keep in mind that the Ministry of Serendipity is interested in protecting Megalos from "threats beyond Ytarria" which means original Earth normally but can be interpreted to mean other continents. One would just have to justify why.
I always thought that if there are other continents and civilizations on Yrth, they should be rather alien. A lot of the races in DF3 fit the bill quite nicely.
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Old 02-22-2008, 11:55 AM   #8
vitruvian
 
Join Date: Aug 2004
Default Re: DF3: New races in Banestorm

Quote:
The book says that other places, like the Muslim lands, have similar agencies.
But do they tend to work directly together, or stay in their own domains, or sometimes work at cross-purposes?
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Old 02-22-2008, 12:00 PM   #9
nanoboy
 
Join Date: Aug 2004
Location: Edmond, OK
Default Re: DF3: New races in Banestorm

Quote:
Originally Posted by vitruvian
But do they tend to work directly together, or stay in their own domains, or sometimes work at cross-purposes?
From what I can tell, the book leaves it vague enough that the GM has plenty of lee-way, should such a question come up.
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Old 02-21-2008, 10:34 PM   #10
Captain-Captain
 
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Join Date: Aug 2004
Default Re: DF3: New races in Banestorm

Quote:
Originally Posted by LoneWolf23k
Well, I'm loving the Dungeon Fantasy series so far, but now I want to combine it with the Banestorm setting. Especially the races, which are cool and interesting.

Now, I'm thinking Cat-folk, Coleopterans and Dark Ones can be integrated quite easily as more Banestorm victims. As could Lizard Men, making them into smaller, swamp-favoring cousins of the Reptile Men.

Now, nothing really needs to be changed with the pre-existing Banestorm races, although I like the extra variety of elves. Mountain Elves would make for good neighbors of the Dwarves, and both High Elves and Wood Elves could have communities across Ytarria. As for Shadow Elves and Winged Elves, I was thinking "Banestorm-mutated strains".

The Faerie Folk race are also easy enough to integrate, and might have large communities in the Great Forest. And "Unseileigh" Faeries might dwell in the Blackwoods as well.

Now, the Goblin-Kin races don't really fit in, since Banestorm already has a more civilized version of goblins that I'm quite fond of. Still, it has inspired to me the concept of a tribe of Orclander goblins who have adapted to the harsh lands by becoming Crafters for the orcish hordes.

Now, Half-Spirits are slightly more problematic, but we already have Sahudese Spirits, so we can flub things a bit here. Fortunetly, the expensive cost of the templates can justify keeping them very rare.

Finally, the "Small Troll" template could make for smaller, smarter cousins of the large, brutish variety. One could call them 'Lesser Trolls' or 'Troll-Kin'.

Those are my thoughts on the subject. Any comments?
See Runequest re: Trollkin. ;)
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