Author Topic: Setting  (Read 4876 times)

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Setting
« on: October 04, 2006, 02:34:57 PM »
In the year 2115, a new company was formed: S.N.E.A.K.S. -- Security Network Enforcement And Killing Services.

Organized by the elves, who still act as the company executives, the company was formed to provide a system most dungeon creators had overlooked: testing the dungeon for security holes (and the occassional removal of a particular rival). Now, Vampires, kings, Liches, dragons, and other "boss monsters" could pay a reasonable fee to have a team of crack investigators find the problems with the traps, henchmen, alarms, and other obstacles they had put into place. For business reasons, and at the prompting of the halflings running the marketing department, the S.N.E.A.K.S. maintains a strict neutrality policy. They do not check the alignment of any potential client, though they do reserve the right to refuse any contract they do not wish to take on (elves are picky about working for "ooze" type monsters, for example). In addition, there is a guarantee against investigator looting.

S.N.E.A.K.S. has been wildly successful in the last half-decade, commanding a near monopoly on their type of services. Though recently, a competitor has emerged: Orc Co. He-Man jokes aside, Orc Co has managed to bully it's way into a serious threat to S.N.E.A.K.S.'s revenue stream. Founded by the mysterious Head Honcho, Orc Co uses brute force and numbers to measure the effectiveness of targetted facilities.

You are a recent S.N.E.A.K.S. recruit (it appears their best team was recently ... disabled... during an investigation for a cannibal Balor Lord's dungeon). Full of enthusiasm, you hope to make a great impression on your bosses and make a great deal of money in the security game.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Setting
« Reply #1 on: October 04, 2006, 02:36:23 PM »
out of text flavor mode, i should note that this setting, while taking place in 2115, is not on earth. The tech is early rennaissance. The social systems tend to mimic ones found in our modern earth.

Feel free to ask questions. Other than the above, consider this a generic D&D setting (elves, dwarves, etc).

edit: I forgot to mention. details were hashed out with and ideas stolen from Shrain for this game.

edit again: It occurs to me that the feel for the game could be compared to the movie Sneakers, while the setting itself has a lot of parallels to the web comic Bruno the Bandit.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Setting - Races p 1
« Reply #2 on: October 25, 2006, 11:56:43 AM »
Note: all races (with the obvious exception of Structs) are genetically compatible and capable of reproducing with each other. However, offspring always take after one parent. There are no "half-breeds."

Here are the most common races found in the world.

Humans: Humans are the most ubiquitous and numerous sentient species in the world. They are also the most varied. While brown to pink colors are the most common shades for skin, and yellow, brown, and black for hair, just about every shade can be found among humans. Their eyes are typically blue, green, brown, or the like, but again, a plethora of shades can be seen if one looks.
Humans are the Jacks of All Trades in the world. And they can be found in every social, economic, and political circle. There is no single cultural tendency or inherited custom. Instead humans adapt and adopt anything they find useful or interesting: technologically or sociologically. Religiously, most all humans profess faith, though the level of devotion and the object of worship varies widely. If there is a single defining trait for humans, it is their ability to adapt to the situation and to react advantageously.

Dwarves: Dwarves are hard-working, stubborn, and hearty individuals. They are known for their skill at the forge and in the mines. Few dwarves are interested in personality contests, and prefer to think of themselves as rational. This means that people of other races tend to find them difficult to get along with, gruff and brusque. Many think of them as greedy because of their love of precious metals and fine stonework, including sculpture and statuary. Dwarves often work as crafts or tradesmen or in lower ranking political positions.
Dwarves are typically shorter than humans, growing to about 4 feet tall. However, they are much broader and muscular as well. Most dwarves would win contests of strength with any given human. Skin, hair, and eye color is universally brown, gray, or (rarely)  rust.

Elves: The elves are nature's bureaucrats. Incredibly long-lived, they have the patience for paperwork and administration, and they have a passion for "doing things right" -- which usually means documented in triplicate. Interestingly, this patience does not extend to suffering conversations with "lesser peoples" (pretty much anyone not an elf) who do not have the regard for proper processes.
Elves stand a little shorter than humans, and are typically more lithe. Their hair is usually blue, green, pink, or similar shades. Eyes are most any color. The skin is always a shade that coordinates well with their hair and eyes.

Gnomes: Gnomes are stupid and don't exist in this world.

Halflings: Often referred to as hobbits by those with no regard for trademark infringement (a shocking behavior among elves), Halflings are artistic and ingenious con-men. They have a gift for saying things just the right way, and being able to say it with any materials on hand. They are resourceful and inventive, and used to getting what they want. Though if they don't, they find it better to go elsewhere rather than seek revenge.
Halflings are short. Under 3 feet, usually. They are quick and proficient at throwing things. They have sandy-blonde to light brown hair, blue or green eyes, and a nice tan complexion.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Setting - Races, part 2
« Reply #3 on: October 25, 2006, 11:57:03 AM »
Orcs: Orcs are thugs, plain and simple. They live short, brutish, primitive lives, taking what they want and usually dying for it when caught by the owner (particularly if that owner was also an orc). They are tall, muscular folk with a penchant for slow thought and less precise application of what little knowledge they have. Their skin is a muted brown or green. Their hair is black, sometimes with a green tinge. Their eyes are usually black. Other races find them useful as cheap guards. When a group has managed to organize into a regular band (for banditry or mercenary reasons) their chaotic fighting is a force to be reckoned with.

Kobolds: Kobolds resemble bi-pedal dog/lizard hybrids. They are short (under 3') and scaly. The scales of most kobolds are brown or green, but red, blue, and orange also show up. Kobolds are very thin, especially in their limbs, but they are quick and wirely. They are devoted and hardworking, but hold grudges for generations. They are also not generally considered very smart, though they do have natural talents for both trap making and magic, often finding creative ways for application.

Furleens: More commonly called cat-girls, furleens look like other races, most often humans or elves, and less commonly Halflings, with the ears and tail of a cat. Some also have "paws" instead of hands or feet. They have a tendency to say odd words like "kawai" and adding "san" or "chan" to the end of nouns. They also have a tendency toward looking pretty and innocent, and generally being useless.

Changelings: Changelings were long thought to be lycanthropes, and it was only in recent years that it was discovered that their ability to change shape is genetic, not viral. Most changelings can assume the form of a human (or other humanoid) and that of a quadruped like a wolf or bear, as well as an intermediary shape. However, other animal shapes are possible, and the rare changeling can even assume more than one animal form.

Illumans: Illumans are essentially humans with a deeply racial psychic ability. Often strange, glowing shapes or characters float around their head. Illumans say these shapes grant them powers. Illumans are universally bald. They grow no hair at all. Otherwise they look and act like humans, but with a touch of the superiority expressed by the elves.

Giants: Giants stand 9-12 feet tall. They look like humans, but they like to use their size to intimidate and play pranks on people. People rarely like to be near giants, since they constantly refer to people around them as "little siblings" and comment on how small everything near them is. The consider Halflings and kobolds to be "pocket sized." For all their focus on size, giants tend to be less athletic and focus more on introspective philosophy.

Fairies: Fairies are between 6-18 inches tall. They have useful wings, which take all manner of shapes, though the most common are like those found on dragonflies, butterflies, or birds. Other shapes are often considered exotic and often even erotic, fairies with these wings are usually celebrities. Hair, skin, and eyes are usually bold and bright colors that stand out: orange, green, pink, and so forth. Fairies seem to be immune to weather changes, and wear only light garments when they wear anything at all. They are fond of practical jokes, and while few are capable of actual magic, most have one or two "magic tricks" they can use.

'Structs: Structs are manufactured beings. It is only very recently that their self-will has been recognized. Structs are usually made from magically animated metal, but other materials are also used, such as clay, straw, or stone. Structs are logical and ponderous, but also have unmatched strength and precision. They are made to take a lot of damage. Because they are manufactured, all manner of appearances and sizes are possible. It is now illegal to make a Struct unless you are a Struct.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Setting
« Reply #4 on: October 25, 2006, 12:11:05 PM »
Simites: Simites are hyper-intelligent, ultra-skilled monkeys. Their origins are probably due to a careless wizard. They have a penchant for martial arts and death cults. Players may not be a Simite.