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Fate of Duskengrim
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==People== ===Hashati=== The Hashat Wilderness is inhabited by a people (the Heshati) with a fairly egalitarian, democratic tribal society. The Heshat had a culture and language quite distinct and unrelated to the other peoples of the region. Over the span of the wars and slave revolts over the past few centuries, they have absorbed many refugees--runaway slaves, deserting soldiers, religious heretics fleeing from persecution. The Heshat retain much of their traditional culture, but it has been enriched by the traditions these newcomers brought and their language has absorbed a substantial foreign vocabulary. (For point of reference, the inspiration here is the [https://en.wikipedia.org/wiki/Seminole Seminole Indians], originally of Florida (now mostly in Oklahoma, who were displaced Creek Indians (from what is now Georgia) who also took in substantial numbers of runaway African-American slaves.) The Heshat are good at living in harmony with the surrounding wilderness, practicing low impact agriculture and hunting and gathering. The wilderness, however, is inhabited by a number of large, dangerous animals, some of which are found nowhere else. Many of these animals are tribal totems, but that doesn't make them any less dangerous. Credit: [https://forum.rpg.net/member.php?144471-Muskrat Muskrat] ===The Fae=== Fae are bound by laws, yes. Just as many as the mortal beings and objects. But their laws are different, based in story and contract, and the mixing of Fae and Mortal laws can be powerful indeed, giving mortal heroes of tale and legend items of great power, made with impossible material. But not all the tales and legends speak of glory. Some speak of the price paid for them. The Fae do not take mere gold or silver, such things is worthless to them. They take what is hard or impossible for them to make. Mortal magic, both the arcane power of spells and the gentle warmth of memories, sell very well. Such things as True Love, or the Power of Friendship, they have little experience with making. But if you are willing to sell, you can buy items of such power. A sword carved from a monster's tooth, harder and stronger than steel, and invulnerable to the magical rusting of a wizard or the invisible attraction of the metal lodestones a tinker or a thaumaturgist makes. A cloak woven of starlight and moonbeams can render you near invisible, and channels spells quite well. Bottled emotions can be used as the material component for powerful spells, making them less tiring to cast. A blade quenched in emotion attains extraordinary attributes and abilities. Just be mindful of the cost. For many a mortal has made the trip to Erindor Forest, through land or trod, only for a misspoken word or poorly planned bargain to bind them into permanent service, or sell half their remembered life for a shiny trinket. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21921861#post21921861 Verenes Aeone]) ===The Stoneborn=== The stoneborn are giants carved from stone, with runes on their skin giving them life. They were originally created as servants for an ancient empire, but rebelled and gained their independence. Their masters had tried using them in war, but creating beings who were, for the most part, gentle giants who dislike violence. Though no human knows the secret of making them, they retain this secret and this is how they "reproduce"--carve a new stoneborn from the rock, bringing them to life by carving the proper runes onto their skin. Although physically mature, when first created, they have the same pscyhological maturity as infants and must be nurtured into adulthood. Fortunately, their gentle natures keep most of these super-strong infants from being a danger to others. Though it seems like, being made of stone, the stoneborn should be largely invulnerable, this is not the case. Damaging the runes carved on their skin harms them and doing enough damage to the runes can kill them. That said, given time to heal, the runes regenerate on their own. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat]) ===Bowsers=== Bowsers are dog-people, created by ancient mages as servants. In the more backward polities, they are effectively slaves, but in more enlightened ones, they are free, or at least as free as humans. They are generally quite glad to live among humans and can make intensely loyal followers or charismatic leaders. For some reason, the same mages who created bowsers, also thought it would be a good idea to create gnolls, hyena-people. No one is sure why. They certainly don't make good servants. By human standards, their emotions are hyper-strong and can change rapidly--they can go from manic excitement to deep depression or moath-foaming wrath or feeling bleeding-heart compassionate in a matter of minutes. Not all gnolls act on these emotions—some have more self-control than others—but all feel them passionately. They tend to live in small groups at the margins of human society in occupations that let them wander--as bandits and mercenaries, but also as merchants, thieves, diplomats or religious pilgrims and mendicants. They can be cunning and greedy, are always easily over excited, but can also be also adventuresome and curious. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat])
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