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Author Topic: (SG) Rise of the Smith Lord  (Read 19162 times)

Weirdsound

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Re: (SG) Rise of the Smith Lord
« Reply #255 on: August 17, 2017, 12:50:42 pm »

Alright. Getting some mixed signals on the drow/Fishthul situation, so how about a lore dump!

Primer on the Dark Beings:

At the beginning of creation there were magics of life and death, both accessible through wizardry and sorcery, but they were separate, and rare was the being who could effectively use both. This changed when the Dread Giant Durkim awoke from his slumber about eleven thousand years ago.

When Durkim went to sleep, the world was a beautiful and empty place of ice and dust. He was more than a little enraged to find that while he was out his fellow giants were slain and creation had occurred, blotching his perfect world with teeming life and irregularity. Durkim wished to challenge creation, but knew he could not do so alone, and with the remaining true giants little more than vegetative sperm banks used to sire heroes of men, he had to find help elsewhere.

Rending heaven and earth, Durkim created a field of darkness that would allow him to easily create, maintain, and re-animate followers. Those attuned to the field of darkness would never hunger, rarely tire, and could command life and death as a single school of magic. The minds of those attuned, however, are tainted by Durkim's hatred of life and civilization, and as such so called 'dark beings' are universally but not irresistibly drawn to crimes against life, happiness, and common decency.

Durkim, of course, was defeated and slain, but his body was torn asunder by his followers and buried all around the world, so that his field of darkness might still blanket the planet in his absence. Today the Dark Beings are seen my most as monsters and trouble makers, but no longer as essential threats to creation.

Orcs: The original servants of Durkim, Orcs are green or grey skinned humanoids with prominent jaws and underbite. The stand in at 7-8 feet tall. Orcs exist today as the remaining aspect of Durkim's will; They exist solely to destroy all life not attuned to the Dark Field, and to serve any sleeping giant who might rise in the future, and only the strongest of magics can draw an Orcs mind away from these goals. This is not to say Orcs are mindless; They can form friendships and make alliances, and are generally considered the second to only the diggers in technology and second to only the fey in magic. To them, a non-hostile non-orc is something to be manipulated into conflict with other life, befriended and attuned to the dark field via ritual, and/or tricked into aiding in the production of furies.

The continued threat of violence and seduction of other life by the Orcs following Durkim's death was the prime reason that the Pantheon of Four was formed and the diggers were created. Too virtuous to corrupt, and too industrious to defeat, your people drove Orc Kind to near extinction. In this age, the only remaining orcs can be found far below the earth, waging war with the very deepest of drugar civilizations. On and close to the surface, many still fear Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause, waiting in vast numbers for the right moment to rise again.

Goblins: Goblins are green, grey, or orange skinned male humanoids. Standard goblin peons (typically just refered to as goblins unless speaking about the race overall in highly accurate terms) have disproportionately large heads. Hobgoblins have similar proportions to those of a human. A goblins size varies depending on the task he was created for. A Hobgoblin stands between five and six feet tall. Hobgoblins and Goblins are biologically the same creature, and the differences between them are a matter of how they are sired and raised.

Standard goblins are created as mostly functional 'adults' with basic knowledge of language, weapon use, and the skills required for menial labor. They learn slowly, and suffer from an almost total lack of free will, which makes them easy to control - they will not follow their dark urges if commanded not to. Hobgoblins are created as infants, and allowed to experience a childhood of 2-12 years before reaching maturity. A Hobgoblin allowed a full childhood is easily smarter than the average digger commoner, but still prone to loyalty and able to keep its dark urges in check for the good of its master if allowed in outlet, which usually takes the form of abusing the peons.

Goblins were first designed by the diggers who would go on to become the first Drugar. Ironically their purpose was to combat the orcs, who had been chased far underground and to other places where food was hard to come by. The given justification for dabbling in the Dark Field was that Diggers could never finish off the hungerless orcs unless they had hungerless laborers and soldiers to match. The Drugar toleration of Hobgoblin cruelty among their ranks, however, was seen as rephrehensible by many, and served as one of several driving forces behind the division of the digger races.

Today Goblins are most commonly captive bred in dark fortresses; structures geometrically designed to amplify the dark field and make the goblin creation process far less taxing to those preforming it. Most are in the service of Drugar, but some belong to the drow in spite of the fact that the demonic drow pantheon finds the bodies and souls of those tainted by the dark field to be poor eating. Although dwarves cannot stand Hobgoblins and typically kill such wicked creatures on sight, it is not unheard of for dwarven civilizations to keep and employ any peons they capture from the Drugar.

Furies: Furies are the most powerful creatures attuned to the Dark Field, and can be born when a sin is committed between two sentient beings; One attuned to the field and one not. The sin that births a Furry is often (but not always) sexual in nature, as the spark of life is inherently present in the act. The most well known and common flavor of Fury is the Bugbear; The formula to create one is well known, they are born with the power and skill to spawn goblins, but are otherwise sterile and unable to sire troublesome nightmares or trolls. Tempering the dark urges of a sentient Fury is nearly impossible, so aside from Bugbears birthed to spawn goblins in chains or monsters made to fight alongside the orcish hordes, they are rarely created or even tolerated by civilized folk. In the wild, Bugbears and other Furies lead nasty tribes of trolls or feral goblins.

Non-sentient and bestial furies are far more common. Many animal breeders know the secret to create furies that appear as particularly large and intelligent hungerless equines and canines, and human kings are fond of keeping massive furies that imitate the forms of the dragons they worship. These bestial furies, although far more beligerant than a domestic animal, are quite trainable with time, patience, and skill. Their distasteful origin is typically not brought up.

Trolls: Trolls are sentient bloodlines founded by two or more furies via sexual reproduction. Most troll bloodlines are humanoid, at least seven feet tall, and posses some form of natural weaponry and armor. Physically, most trolls are a match for the fury ancestors, and some can come close in magical talent as well. Trolls are unique among the dark races in that many of them eat to power their reproductive systems, healing factors, and growth.

Most troll tribes keep to themselves, and only take out their dark urges on their kin and their prey. Some trolls align loosely with the Drugar or Orcs; Although they are too violent and savage for a civilized race to allow them into the city in any great numbers, the strength, ferocity, and survival knowledge of the trolls make them valuable soldiers and laborers in rural areas.

Nightmares: Before the dark field of Durkim came about, those who practiced death magic could create transmittable states of undeath, and those who practiced life magic could make werebeings. Collectively these beings are called night creatures. The dark field can create similar creatures, called Nightmares, either through ritual or exposure to the bodily fluids of particular furies. It is usually possible, however, to determine whether or not a night creature is under the influence of the field.

All nightmares, like other creatures attuned to the dark field, are vulnerable to Bilestone, whereas night creature undead a revulnerable to various species of wood and night creature werebeings to various alloys of silver and/or platinum. Night Creatures must hunt to survive, while nightmares hunt to transmit their condition or to torment others. The transformation night creature werebeings is typically controlled by the winds, moon, and/or stars, while the transformation of nightmare werebeings is governed by their origins. Night creature undead are weakened or controlled inside of dwellings, and night creature werebeings can be weakened or controled via castration; Nightmares have no such weaknesses. Lastly a nightmare can be both werebeing and undead, which a night creature cannot be.

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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #256 on: August 18, 2017, 12:48:31 am »

Right, we should kill the drow. Honestly we're going to end up having to kill a lot of drow and there's no need being squeemish about it. That said torture is out Fishthul  can do what he likes, but we need to demonstrate that there's a war on and that we don't shy away from the consequences of that but the death will be quick and clean as possible, to represent how we want this war to go. Now we're not ready for war yet, so we'll kill the drow now rather than make a big show of it.
The thing is, Fishthul doesn't just want us to kill a drow to make sure we're serious. He wants us to slowly torture a drow to death to show that we're willing to hate them. I don't think we should commit to hating the drow any more than is necessary.

As an example, suppose we're at war with the Beetle Queendoms, and one of them decides it'd be easier to just surrender to us. Wouldn't that be nice? Cuts a nice chunk off the war if they can do that. But if we're committed to Fishthul's Murder-Rape Them All thing, that becomes much, much harder to do because they know us winning for any reason still results in terrible, terrible things. Apply that reasoning to the whole war, and you get a much longer, messier conflict with far fewer goodies at the end.
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VoidSlayer

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Re: (SG) Rise of the Smith Lord
« Reply #257 on: August 18, 2017, 02:19:33 am »

Was the goal of our vision to unite all the digger races or destroy the drow?

It was to unite the digger race, and if we go this far in with a deurgor ideal, it will make it difficult to convince the dwarves we are a good first one to follow.

Set up dark fortresses sure, but hobgoblins should be working for us despite their terrible desires, not teaching us that shit.

omada

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Re: (SG) Rise of the Smith Lord
« Reply #258 on: August 18, 2017, 05:27:50 am »

What i think Mithras is suggesting is to kill the drow fast, not torture and play a bit harsh with fistful

"Hey, i am here because of duty, not love, as for love i would stay in the oven of origin and not caring for whatever happens in this world, nor hate, as a war must be quickly and violent, save the torture to be made by masoquists and those who like to do it, grab goblins make some drow your slaves, give your suggestion on how to proceed with an war, but don't dare to try to teach us how to use my hate to lose time"

That could turn us into neutrality and let escape that we have an kind of "holy hidden agenda" but that also might make the Fistful a bit angry for killing his drow (But as he is a hobglobin he might love the harsh treatment, and with the promise of someone to beat and wicked salt to use he is going to be fine)

And hey, the trolls aren't so bad like this just say in the direction of the red troll  (After dealing with the bugbears) "If you're really that good would love see hunters chasing you, their frustration must be hilarious to watch, but what is the deal with your brother tribe? Just want to keep your life for yourselves or need something/wanna join a bit of large-scale fight at the side of the diggers?"

<Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause> damn?


HURRAY LORE DUMP

oh my god your lore is usually deep, you jut made it for this game or is a common background you use for a bunch of them? I know this isn't the same background of the Gnoll SG because the goblins there had entire civilizations of it's own; but i haven't saw any other of your games before that

But...hmm... So, Drows aren't dark field creatures? their evilness is more of a cultural stuff?
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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #259 on: August 18, 2017, 08:19:58 am »

What i think Mithras is suggesting is to kill the drow fast, not torture and play a bit harsh with fistful
Yeah, but the torture is the point. Fishthul doesn't think we have the stones to take on the Beetle Queendoms as we are now, and wants us to prove our ability to be ruthless and hateful on demand, because to him that's the way you take on powerful foes. Is he gonna accept a quick execution and speech about duty as good enough? I suspect not.

<Orcish Burial Temples, which scholars believe are command by sentient mummies still loyal to the Orcish cause> damn?
Yeah, damn. I wouldn't have thought there could be more than ~15 FU down there, but if it's an orcish sleeper outpost who knows.

At least we're making the world a better place by clearing it out?
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Mithras

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Re: (SG) Rise of the Smith Lord
« Reply #260 on: August 18, 2017, 08:21:14 am »

I would agree with IronyOwl if the future wasn't explicitly apocalyptic. We have no choice but to fight the drow because they and their kind will make the world inhospitable to life.

Now that doesn't mean we should kill this drow, but that begs the question what will become of him if he is not killed? Is the worst case scenario that he spend the rest of his short life tortured by a hobgloblin or is it that he gets free and turns his hurt on others, perhaps on all living beings? Are we, one of the first diggers willing to consign this being to either fate? Are there alternatives?

The question of whether the hobgoblin approves or joins us is secondary. If we kill the drow quickly we send a message to those around us, the dark races that while we are willing to fight and kill but that we will do it on our own terms. If the hobgoblin accepts those terms then we have a strong follower who's much less likely to sever our ties with the dwarves as he will have to be constrained. If he does not accept these terms then what have we lost? We now have the knowledge that we have the moral courage to do what we have put artifacts of great power into the hands of others to do. Stop the drow.
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omada

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Re: (SG) Rise of the Smith Lord
« Reply #261 on: August 18, 2017, 10:28:23 am »

Hey, this unhuntable troll can also help us with the pike of storms, Brag that we know someone that he might not escape cause he has the power of thunder in his hands, if we discover when and where will be his next hunt (Hello spymaster, it's your job, go talk to that Maug guy that he can have the labyrinth) we can propose a deal, he lure him into our trap, we kill someone who has hunting his fellow troll friends, and we help to spread the word about the "unhuntable thunder dodger" if he feels it's not enough and don't offer a better counter-proposal he can have half of the loot of his hunting party

re-reading that artifacts stuff from the tigerheads, we should later ask about the info on the others artifacts, and send the one regarding the cursed scarf to our husband Ukareem. He might already know about this, he might not know and don't care, but still he will know that we care.


Urgh, more questions for weirdsound

The Trolls, got any burial ritual? Or problem with people using their dead bodies to something?

We might wanna make some kind of troll farm, put them to work on the fields, work on our enemies heads, and make a bunch of them kill each other in an arena when they get in bigger numbers so we can use their bodies for whatever we need.
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Mithras

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Re: (SG) Rise of the Smith Lord
« Reply #262 on: August 20, 2017, 03:27:06 am »

In the interest of the game continuing I rescind my vote for murder.

+1 for mercy and it's attendant consequences.
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omada

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Re: (SG) Rise of the Smith Lord
« Reply #263 on: September 04, 2017, 04:52:20 pm »

So, hiatus? dead? another SG has begun somewhere?
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he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

crazyabe

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Re: (SG) Rise of the Smith Lord
« Reply #264 on: September 04, 2017, 05:55:40 pm »

Last Active: August 19, 2017, 11:31:19 pm
Last post: August 17, 2017, 11:50:42 am


He is currently MIA in other words.
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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #265 on: September 04, 2017, 07:45:44 pm »

Most likely crushed by other stuff, will have lost interest by the time he gets back. :<

On the bright side, will probably think of something else he'd like to do by then also.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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