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36450 No. 36450 ID: a9ba96

Generations upon generations ago, it is said that six great heroes united the races on the continent of Ution and beyond, and drove the dark race known as the Drow deep underground.

It's a shame you're not in the hands of any of them.

Discussion thread for The Dungeon Crawlers. Post your questions and comments on Mark's adventures here.
46 posts omitted. Last 50 shown. Expand all images
>>
No. 41983 ID: a9ba96

As many of you know, the dog ate my tablet pen.

New one is on the way

With any luck, The Dungeon Crawlers should resume soon.
>>
No. 42169 ID: a9ba96
File 131494363313.jpg - (98.76KB , 721x768 , 3157d38c.jpg )
42169

The Dungeon Crawlers is back in business!

Regular updates will resume shortly, thank you all very much for your patience!
>>
No. 42172 ID: 07416a

>>351969
You will be the very best dragon. You already have the chameleon eye thing down pat.
>>
No. 42195 ID: cbc115

>>351969
Dungeon Age III:
Being A Hero The Hard Way
>>
No. 42934 ID: a9ba96
File 131606401113.jpg - (416.18KB , 907x765 , 99a5f2e8.jpg )
42934

And that's a wrap! See you all in Chapter Three!
>>
No. 43287 ID: a9ba96
File 131675242623.jpg - (364.99KB , 1024x768 , d9d238e0.jpg )
43287

The Nations of Man (Brown)
Long ago, nearly all of Humanity was united under the Banner of Lord Ars, who led a bloody campaign of conquest through the western continent of Genesev that the Human race originated upon. While The Glorious Empire of Lord Ars led the expedition into Ution that would lead to the foundation of Farway, the empire would collapse hundreds of years before first contact with the Elves was made. Today, the nations of Egias and Farway, which played a large role in the Drow-Elf wars that united the races stand as the most influential human nations.

Farway: Farway was the original colony settled in Ution by the Glorious Empire of Lord Ars following the Empire's first arrival on the continent. Besides a handful of Kobold tribes and Ogres, The Empire had very little trouble expanding Farway throughout Lower Ution, expanding the colony to eventually stretch the entirety of the area. When Ars' Empire began to collapse, Farway declared independence. The Empire launched a brief campaign in an attempt to retake the area, but the quickly deteriorating condition of the Empire forced Lord Ars to surrender the area when Kotas came to Farway's aid.

Farway lost most of its territory when, less than one hundred years later, the eastern half of the nation broke off and became Egias. Though renowned for its fabrics and wines, Farway has been troubled in recent years by economic turmoil and unrest, which many blame on corruption and incompetence in the nation's government. In spite of growing unrest among the populace, Farway stays afloat through trade with Egias and The Greater Dwarven Republic. With military enrollment at an all time low, the nation has recently taken to hiring mercenaries from the Outlands to fill the dwindling numbers.

Egias: Egias broke away from Farway over territorial disputes and contradicting claims to the royal crown. The two nations spent many years at war with each other competing over the land of lower Ution, lasting until shortly after initial contact with the Elves. The rivalry between the two nations ended when the great plague struck Farway. Though the sickness put Egias in an ideal position to finally crush Farway, Egias instead extended a helping hand to their neighbor. With popular opinion split over wether or not the Elves were allies, Egias believed that the humans of Lower Ution would have to be united to deal with them.

Today the two nations maintain a friendly, albeit sometimes strained relationship with each other. The nation has experienced great wealth in recent years due to their relate s with the Greater Dwarven Republic, which regularly funds mining expeditions throughout the nation's territory for iron ore. The economic boom has made Egias a center for arts, philosophy, and poetry in recent years. Though Egias continues to grow each day, the looming industrial revolution brought about by the introduction of Dwarven technology to the nation has left more than a few commoners worried about being left behind in the changing times.

The Outlands: Though both Egias and Farway lay claim to this strip of land, neither force moves its military into it out of fear of provoking the other, so it remains a mostly lawless area. It is a hub for aspiring adventurers, bandits, and mercenaries alike, as well as being home to the most organized and influential Paladin group, the Sons of de Justus.

Kotas: A nation built on the northern tip of the Cold South, The Kotasians built their nation's capital in a frigid environment, though they also possess a chain of warmer islands leading up into Lower Ution. Though his inexperience with combat in the freezing cold prevented Ars from claiming Kotas, he did manage to occupy the northernmost edge of the country, and his movement north to conquer the nation's islands eventually led him to discover Lower Ution. Kotas aided Farway in its succession from The Empire of Ars, and played a key role in finally defeating Ars and ending his rule.

A friendly people, the Kotasians attempt to maintain neutrality in conflicts with other nations, and trade the magical crystals of the Cold South, a key component in enchanting items, with other nations.

Nuvaris aka "The Empire of the Steel Raven": A coalition of seven countries in the territory once occupied by the Glorious Empire of Lord Ars. Though the Steel Raven claims a large portion of territory in Genesev, a majority of it us overrun by barbarians that constantly attack its towns. As a result, the Steel Raven requires mandatory military service for all citizens in order to defend itself.

In spite of its militaristic structure, Nuvaris is a farming nation with little political presence outside of the trade of silk and spices, and the constant fighting with the barbarian hordes keep its military's numbers low enough to pose little threat to anyone besides its neighbor Duelples, which it is involved in occasional skirmishes with.

Duelples: A farming nation which trades corn and spices, led by an eccentric and enthusiastic ruler who refuses to join with the Steel Raven due to his desire to remain independent. The nation regularly finds itself in fights with the Steel Raven at its border, with the Steel Raven's emperor believing that the location of the country would allow for increased farming without the threat of the barbaric tribes.

Lorem and Visgot: Nations led by fierce barbarian warlords, who constantly raid Nuvaris for resources. Visgot is infamous for its viking hordes, which patrol the seas and disrupt trade routes.
>>
No. 43288 ID: cfa804

>>353087
I fucking love this.
>>
No. 43294 ID: 025654

>Lord Ars

pun intended?
>>
No. 43306 ID: a9ba96

>>353094
You bet your Ars it is!
>>
No. 43310 ID: a9ba96
File 131682334338.jpg - (54.97KB , 249x409 , a286b588.jpg )
43310

To celebrate the Third Chapter of The Dungeon Crawlers I'm happy to introduce fully colored images for future updates!

Big thanks to everyone who has been following The Dungeon Crawlers so far, Chapter 3 will be starting shortly!
>>
No. 43312 ID: 1854db

ooooooo, color!
>>
No. 43313 ID: b6edd6

Shiny!
>>
No. 43682 ID: b6edd6

There is now a wiki page for this quest.
http://tgchan.org/wiki/The_Dungeon_Crawlers
>>
No. 44117 ID: a9ba96
File 131856712129.jpg - (265.45KB , 1024x768 , 15455f49.jpg )
44117

To Steelglen came the darkness that the Drow spread through the land
The Dwarven Fortress kings' mightiest men took blades in hand
And few would claim that for a Drow there was a bleaker fate
Than ending up locked in a fight with Mor Greatgore the Great.
Entered life to taste of death, from dying mother torn
Each day of his life bloody as the day that he was born
He slaughtered creatures big and small and earned quite great respect
From the Fortress King who ruled the the fort that Mor lived to protect.
His King sent him to fight the Drow, while fighting Mor proved true
That fighting was the thing that Mor Greatgore was born to do
For those who saw his battles said that he would always laugh
When he would swing his battle-ax and rend a Drow in half.
>>
No. 44118 ID: a9ba96
File 131856721841.jpg - (225.12KB , 1024x768 , ea0d600e.jpg )
44118

Mor found himself fighting along a human with great might
Samon was one of the few men who matched Greatgore in fight.
Alongside Samon's warriors the blood of Drow he drew
Greatgore thought Samon a battle-brother through and through
In lulls in war with Samon's crew the drinks and laughs were rife
And when they fought Mor Greatgore fought the best fights of his life.
The feeling of brotherhood grew, and soon enough it brought
About in Greatgore's head a thought that he had seldom thought.
But why was it back home Greatgore constantly had to thwart
Dwarves from other fortresses, sent to raid his fort?
Why must his brethren fight each other? Work themselves to bones?
For the will of petty Fortress Kings sitting upon their thrones?
>>
No. 44119 ID: a9ba96
File 131856724922.jpg - (241.46KB , 1024x768 , 34bb8c4a.jpg )
44119

Mor returned a hero, through Steelglen his deeds were known
Through Mor Greatgore the great the might of Dwarves was truly shown
Mor's fort king knew that a man like Greatgore'd surely need
A ceremony in his honor to reward his deeds.
But when the banquet started nobody could understand
Why Mor entered the banquet hall with weapons in each hand
Mor approached his Fortress King, and 'fore he could draw breath
Mor raised his hammer and his pick and beat his king to death
News of this spread quickly too, and Greatgore used his fame
To urge the Dwarves throughout the land to rise and do the same
>>
No. 44120 ID: a9ba96
File 131856728655.jpg - (172.71KB , 1024x768 , 0ad8d36c.jpg )
44120

"You grovel 'neath your fortress kings, but I say have no fear!
The winds of change are coming! A revolution nears!
We've fought a war with fiendish Drow, but time has come to fight
To stand as equals for the sake of greater Dwarven might!"
Those who opposed Greatgore's revolution came to feel
The same plight of the Drow as they were butchered by his steel.
And in the end, a thousand forts, all different in some manner
Put aside their differences and stood beneath his banner.
United now, the Dwarves at Greatgore's side would pave the way
For the Great Dwarven Republic that stands strong and proud today.
>>
No. 44121 ID: a9ba96
File 131856733308.jpg - (247.77KB , 1024x768 , 69c67c20.jpg )
44121

Ages later, Dwarves have grown, and Greatgore still survives
ten thousand clerics' blessings every day keep him alive
And even in his age Greatgore makes sure we stay together
His word still rules the nation he promised to rule forever.
The day may come where his old age will make it harder still
For the scribes that hear his whispers to interpret Greatgore's will
But fear not! For that day's long off, as far as we foresee
Mor Greatgore the Great will be there watching you an me
And from his sickly whispers his scribes clearly comprehend
That Mor Greatgore foretells a way to make him young again
And we await when that day comes, be it soon or later
For Mor Greatgore has made us great, and he will make us greater.
>>
No. 44142 ID: b6edd6

>>353921
All hail the dorf emperor of dorfkind!

(So does 'republic' refer to the lower levels of government, if Greatgore is the head of state for life?)
>>
No. 44147 ID: 1854db

Hey you know what would be awesome? Us getting into his hands. One pendant for Greatgore, a second pendant for his most trusted attendant. We'd be able to relay messages and shit!
>>
No. 44148 ID: 49e436

>>353947

mostly shit, really.
>>
No. 44219 ID: a9ba96

>>353942
Each of the 25,122 Dwarf Fortresses in the GDR hold an election once every three years years to determine their representative in the Dwarven Congress.

The Dwarven Congress, in turn, holds elections that determine the members of the three branches of Government in the GDR:
-The Council of Ministries (Responsible for assigning jobs and maintaining the proper distribution of wealth)
-The Supreme Court
- The Head of State. (Who is responsible for passing decrees)

Elections for Head of State are held once every five years

After winning his fifth election, Mor stated that he would only lead as long as the citizens of the Greater Dwarven Republic continued to view him as the best option for the people, and would happily rule until the day that he died as long as that was what the people believed was for the best.

Mor has won each election by at least 88% consistently for over one thousand years.
>>
No. 44221 ID: cfa804

Well *I* voted for 'Gore back in 2000
>>
No. 44222 ID: b6edd6

What is the official title of the head of state? (President, emporer, chairdwarf, arbiter, supreme leader, master of magma, etc)
>>
No. 44223 ID: a9ba96

>>354022
"Premier of the Greater Dwarven Republic"
>>
No. 44226 ID: 35e1a0

when is a slime girl gonna appear in quest?
>>
No. 44278 ID: d4155c

I don't know about you, but I'd vote for him. When your resume is being awesome, dealing with nobles and most likely getting rid of those adamantium mandates forever, I'd vote for him as long as I live.
>>
No. 45589 ID: a9ba96
File 132088801707.jpg - (71.70KB , 728x635 , 42553781.jpg )
45589

Orcs are a bestial race that dominate the eastern continent of Turgeth. Averaging almost seven feet in size and built with muscular frames, the Orcs as a race are natural warriors. In addition to their imposing form, Orcs are characterized by their strong lower jaws, underbites, and large, boar-like tusks.

Orcs are densely muscled throughout their figure, especially in their upper body. To support their layers of muscle, the skeletal system of an Orc is also very dense, supported by an enlarged spine their creates their thick, strong neck. This build also results in the stooped posture commonly associated with the race. The bones of an Orc are strong enough and decay slow enough that they are commonly used as Orcish bludgeoning tools.

Orcs not only have denser bones and muscles than most other humanoid species, but much thicker skin as well. The resilient skin of an Orc is capable of withstanding and absorbing impacts that would sweep the average Elf or Human off their feet, making Orcs an incredibly durable race, but also leaves Orcs with a weakened sense of touch. This skin grows tougher with age, developing rigid creases the cover their bodies and give a wrinkled, almost leather-like appearance to the flesh of older members of the race.

Orcs reach physical maturity at age fourteen. Though they are capable of living into their 60s, most Orcs only survive until their mid twenties.

The creation Myth of the Orcs differs wildly between clans, but it is believed that the Orcs rose some time shortly after the Fall of the Giants, and share heritage with both the Warborn (Ogres, Trolls) and Golinoid (Goblins, Hobgoblins, Bugbears) families.

With most being too impatient for agriculture and too rough to breed anything short of the most self-sufficient animals, Orcs in Turgeth are mostly hunter-gatherers. Though technically omnivorous, Orcs have difficulty digesting many plants, leading to a diet mainly consisting of meat. Sometimes herbs and spices are used to garnish meals, but only when the Orc feels like taking the time cooking their meat. Many Orcs are partial to the taste of blood, and enjoy eating their food raw.

Orcish culture is based around dominance by might and strength through warfare. Orcs, in many ways, live to fight.

Most of Turgeth is ruled by Warchiefs, who control large, nomadic clans and move from place to place in search of food and resources constantly, only allowing other clans that have rallied under their banners to hunt on land that is currently "theirs." Disputes within Orc communities are almost invariably solved through combat - an Orc who feels another Orc is taking too much food for himself is encouraged to challenge him to a fight to the death, a clan that is dissatisfied with the rule of their Warchief is encouraged to replace him through force, and a subordinate can quickly rise through through the ranks by breaking the backs of his superiors over his knee. Orcs may not be known for their brains, but clever Orcs tend to rise up the ladder through their cunning very quickly, and the Warchiefs who rule over the land are considerably more intelligent than they are often given credit for.

As Orc males outnumber females 2-1, Orcs are always competing to impress a mate who has demonstrated ferocity, cunning, or skill on the battlefield. Orc males have little patience for raising children, but and a lady Orc's maternal instincts only extend as far as taking her children out on hunts until they are old enough to fight in combat, at which point they are on their own. Orc relationships are driven mainly by a desire for personal pleasure, and while this leads Orcs to reproduce in high rates, the constant war between Orc clans keeps the numbers under control.

In their free time, Orcs regularly engage in much friendlier and less lethal fights and participate in violent full-contact sports. Some of these sports, most notably the recently developed Clobberbatter have risen in popularity in Ution, but Orc teams generally overshadow the teams of other races.

In spite of their durability, Orc lifestyle leads to Orcs being wounded on a regular basis. This coupled with the fact that most Orcs are incapable of magic make Orc mages, also known as "Shamans" in Orc society, greatly respected for their healing abilities. Much like their distant Goblinoid cousins, the regularly grey skin and red blood of an Orc will slowly take on a greenish shade the more they are exposed to magic, and due to how often a Orc will require healing, most experienced Orc warriors will eventually turn green in color.

One hundred years prior to the Drow-Elf war, some of the lesser Orc clans found difficulty gathering enough of Turgeth's dwindling resources to survive but lacked the size to challenge the larger clans. These tribes set out in search for new land, and made their way to Ution. Arriving in Ortman, the Orcs promptly claimed a large chunk of the territory as their own and forced the Elves out, beginning a lengthy war between the Orcs and the Alliance formed between the Elven and Human nations. The two sides fought to a stalemate, and at the end of the war a meeting was held between the Orc Warbosses, the leaders of the three Elven Kingdoms, and the High Elves. Ultimately, it was decided that the Orcs would be allowed to keep the territory they had claimed, as long as they made no further attempts to expand. The decision to allow the Orc clans to occupy the land now known as the Orclands was a very controversial one, and the debate over the decision would later lead to the Drow-Elf wars.

While the hierarchy of the Orclands are still determined by one's ability to fight your way to the top, being forced to remain in one place resulted in the Orcs who settled in the Orclands developing organized communities and agricultural skills beyond what was regularly seen in Turgeth. These concepts have slowly made their way back to the Orcs' homeland, and while a majority of the land is still dominated by roving, nomadic bands of Orcs, the most powerful and influential clans today are those which have properly settled territory and built societies in addition to their hunting. While these communities are constantly besieged by outside clans looking for easy resources, these more developed Orc societies are usually capable of holding their own against them.

While the brutal nature of their culture and its emphasis on might and personal satisfaction leads many to perceive Orcs as savages, modern Orc communities have demonstrated an appreciation of art that's just as deep as their appreciation of battle, especially the art of storytelling. While simply a means to prove who's the toughest for centuries, Orcs today tend to view combat as a sacred, pure, and revered art form in and of itself. In recent years this has even lead to the emergence of Orc philosophers that have analyzed the values of fighting.

The value that Orcs place on might leads them to respect warriors from all races. Most Orcs will allow Goblin tribals and mercenaries into their clans, and The Empire of the Steel Raven trades criminals and dissenters as slaves to the clans of Turgeth, where they are treated fairly as long as they can quickly adjust to Orc society In fact, Half-Orcs often rise to high positions of power within their community with ease.
>>
No. 45596 ID: a9ba96
File 132090731957.jpg - (149.45KB , 639x728 , d5c91f6c.jpg )
45596

Clobberbatter is a popular sport with yearly tournaments hosted in the Orclands. Though other races have begun to watch and even participate in the sport in recent years, its origins and rules are based in Orc tradition. The game follows a simple set of rules;

-A game of Clobberbatter lasts four ten minute quarters
-At the beginning of the game, a coin is flipped to determine which team begins with the ball.
-Each team has six players on the field at a time.
-A team on offense consists of one Ball-Runner and five Runnerguards
-A team on defense consists of six Clobberbatters
-Both teams start each play in their goal zone, located on opposite sides of the field
- A team scores a point when their Ball-Runner safley runs the ball into the opposing team's goal zone.
-The goal of the Clobberbatters is to catch and clobber the Ball-Runner with their bats until he drops the ball.
-The goal of the Runnerguards is to protect their Ball-Runner from getting clobbered, through any means necessary.
-If goal is scored, or the ball is dropped three times with no goal made, the ball changes possession.
-Whiny players get clobbered
-So do whiny fans

So far the Clobberbatter League consists of twenty five teams - Nineteen Orc teams, Three Dwarf teams, Two Human teams, and one Elf team. The "Elven Dancers" have yet to win a single game in ten years of playing
>>
No. 45636 ID: a9ba96

The Dungeon Crawlers will be taking a short hiatus until I sort some things out.
>>
No. 46859 ID: b6edd6

Am I correct in my guess that 'Those Beyond' are a different set of voices than the ones in the necklaces, and therefore probably shouldn't know about Warpath?
>>
No. 46875 ID: a9ba96

>>356659
The full nature of Those Beyond us unknown as of yet, but for now I'll say as much that it's safe to use information from the quest in the intermission and vice-versa
>>
No. 46979 ID: b6edd6

For some reason I keep thinking of ways that contract-demons could abuse the system.
For example, one could make a demonic pyramid scheme: the signer of the contract gets to keep their soul and the boon they got, but only if they succeed in convincing two other people to sign contracts with that demon withing a set time period.
>>
No. 47242 ID: a9ba96
File 132398661521.jpg - (112.24KB , 1024x768 , 7121b115.jpg )
47242

Varnavictus shows Neena three doors and tells her to pick one. Behind one is a new sword, and behind the two others are skeletons.

After Neena chooses, Varnavictus, knowing which door contains the sword, opens one of the doors that Neena didn't choose to reveal a skeleton. He then offers to allow her to swap the door for the one she didn't choose...

>>
No. 47243 ID: a9ba96

(In other words please keep all future Monty Hall discussion over in this thread.)
>>
No. 47247 ID: a2fa74

>>357042
One of the other doors being wrong does not change the fact that there is a 1/3 chance she picked right the first time.
That means that the 2/3 chance it's one of the other two doors is now a 2/3 chance that it's the remaining door she didn't pick.

A grid as an illustration:

UUW
UWU
WUU

If she picks the first door there is a 1/3 chance she picked a weapon. Then a wrong door is opened:

UXW
UWX
WUX

Now lets drop the open doors and draw a line with what she picked on the left and the remaining door on the right

U|W
U|W
W|U

There are two chances she picked the wrong door, and only one that she picked the right door.

In essence, switching is betting that she picked the wrong door the first time. It's turning it from "I bet it's behind door 1" to "I bet its NOT behind door 1"

MATHS!
>>
No. 47266 ID: 3947e9

The wikipedia solution is wrong. It is a case of incorrectly applying a true formula.
This reminds of the time my highschool math teacher tried to explain limits and showed us mathematically that over infinite time, a 1 liter container will leak 3 liters of liquid. She made a mistake in the application of the formula.

A better case would be the gambling theory that you can steal people's luck. Stand next to blackjack table, wait until another player lost 4 times in a row. Then bet.
The theory is that the chance of the table losing 5 times in a row is slim and thus you must win. In reality it doesn't work. The chance of a coin toss coming up HHHHH is indeed 1/(2^5). So is the chance of HHHHT, equal chance of either makes it still a 50/50. Likewise your luck doesn't improve any by waiting for a table to lose 4 times.

To tie it into this case.
Round 1:
1/3 chance of losing.
2/3 chance of continuing to round 2 with new information (information on what is behind one of the door).

Round 2:
50/50 chance to win for either door.

EDIT:
Ok, reading it more fully (its a very long page), its not that wikipedia is wrong but that wikipedia does NOT agree with the poster who said wikipedia refutes me.

http://en.wikipedia.org/wiki/Monty_Hall_problem#Other_host_behaviors

As far as I understood, the question is one of "Monty Fall" type host behavior. If the host behavior is different then the statistical probability is different and must account for the host behavior.

For example, in my example I said you have a 1/3 chance of losing round 1... that is because as far as I understood, if you picked a losing door and the host opened the winning door, you lose.

However, if the host knows which door is winning and forbidden from opening the door you picked and the winning door, then there is no possibility of loss on round one and the host is forced to reveal extra information, which might make switching the correct or incorrect behavior depending on the exact set of rules and host behavior.

If the host MUST open a losing door that was not the door selected by the player, then indeed you have a 2/3 chance of winning by switching and a 1/3 chance of winning by staying.
>>
No. 47309 ID: 1854db

>>357066
>if the host MUST open a losing door
That is the entire point of switching.
>>
No. 47311 ID: e3aff6

>>357109
Well if the host does open the winning door, then you can just switch to that door.
>>
No. 47313 ID: 1444d5

>>357066
>If the host MUST open a losing door that was not the door selected by the player
That is the entire point of the Monty Hall paradox. The situation you claim to have been talking about (unable to verify, you appear to have deleted your original post) is just plain picking one of three doors.
>>
No. 47328 ID: cdb8cb

Jeez, Monty Haul really?

You have a 1/3 chance of picking the right door the first time. You have a 2/3 chance of picking the wrong door the first time. If you pick the wrong door, then since the host also must pick the wrong door, you have a 100% chance of getting the right door if you switch. 2/3 * 100% = 2/3. 67%

If you randomly decide whether to switch you have (1/3 + 2/3) * 50%, or 50% chance of getting it right.

Stay = 1/3
Switch = 2/3
Random = 1/2
>>
No. 47333 ID: 453e62

>>357128
but you don't know if you picked wrong. what if you picked right?
>>
No. 47340 ID: e3aff6

>>357133
That is a chance that you have to live with to get the best likelihood of winning.
>>
No. 47580 ID: a9ba96
File 132467403493.jpg - (211.41KB , 1024x768 , 754070ad.jpg )
47580

>"So, according to the humans, the elves all annualy build toys for the human children as long as they behaved year-round?"
>"Yeah. That's pretty much how it works."
>"Did the elves ever do that?"
>"Nope."
>"Then where did that even get started?"
>"The humans probably figured that they needed some way to make their holiday cooler, so they added elves."
>"Oh. I guess I can understand that."

...

>"Either way, I like the hat."
>"Yeah, it is a pretty nice hat."
>>
No. 48793 ID: a9ba96
File 132790007363.jpg - (86.88KB , 396x756 , e36cce47.jpg )
48793

The Fair Folk is the title given to the mysterious kings of the fey by the Elves. Ancient, unaging, incredibly powerful creatures bearing a twisted resemblance to the Elves, Elven folklore often portrays the Fair Folk as the last remnants of an old realm created by the gods before the current one, and who introduced magic into the realm when they crossed over. It's said that the Fair Folk helped shape the realm with their powers as a final act to their gods before retreating back into their dead realm to make way for the new races the gods would create.

However, deep within the forests of Upper Ution lies the cold flames - rifts between the new realm and the old realm left behind when the Fair Folk left. In spite of their unrivaled arcane powers, it's believed that the Fair Folk only desire solitude - to live out eternity in a dead realm that has for unknown reasons been forsaken by the gods. Though the Fair Folk care little for the affairs of the gods' new realms, drawing too deep into the forests and too close to the cold flames is said to disturb the Fair Folk, who manipulate the fey from beyond the veil to keep other races away. Those who are not deterred and venture into the flames regardless, hoping to learn from they Fair Folk are said to leave the flames enlightened. and those who enter hoping to steal from the old realm are said to never leave it. Some tales say that those who manage to offend the Fair Folk enough not only disappear themselves, but have their entire clan hunted down by a force from beyond the cold flames known as "The Wild Hunt."

The Fair Folk were believed to be a myth created by the Elves to deter the humans from attempting to invade Upper Ution until the Drow Elf War, where the riders of the Wild Hunt emerged from the woods to assist the other races near the end of the conflict, disappearing as swiftly as they came after the fall of the Drow.

The Guild of Mages is said to commonly send covert scouts into Upper Ution in an attempt to make contact with the Fair Folk, but little is known of what results this has produced.
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No. 48794 ID: a9ba96
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Cyclopeans, or "Cyclops" as they are more often called, were the result of early tensions between the Humans and the Elves. As large scale conflict between the the two races grew to seem increasingly inevitable, the kings of the human nations turned to the Guild of Mages to find a secret weapon to counter the Elves' mastery of the arcane arts.

The guild responded with the Cyclopeans; the result of a ritual to infuse a human soldier with fey blood. The experiments produced thirty troops who, though not completely impervious, possessed a natural resistance to charms, hexes, and other magical attacks. However, the ritual yielded some unexpected results - all thirty soldiers suffered from a grotesque physical mutation in the weeks following the ritual, their eyes fusing together into one large eye at the center of their head.

The Cyclopeans who remained in the military after the experiments never saw battle against the Elves, as the Orc invasion that kicked off the Hundred-Year Siege occurred only a year later.

Technically still human, the Cyclopeans are capable of unions with other humans, though their offspring suffer from a similar mutation at birth and possess a similar resistance to magic. The descendants of the Cyclopeans still live in Lower Ution in small numbers today, most serving as adventurers or mercenaries.
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No. 48795 ID: a9ba96
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they say the Elves are graceful, moving swiftly as the breeze
So graceful they could kill a man and slip into the trees
And by the time the other men realize the foul play
The Elf could have long since escaped to woodlands far away
They say the Elves are secretive, and thus they're hard to trust
But 'ere we judge the Elven folk who mean no harm to us;
It's vital that we realize, though the Elves seem fierce today
They say the Elves, with all their grace, are fearful the Fey

-Anonymous

Though the woods of Upper Ution are still filled with many small, independent Elven communities and clans, the Elven kingdoms of En'Ler, Ortman, and Thernt were formed to serve a single purpose - to create Elven communities strong enough to protect its members from the fey. In spite of their grace, agility, and masterful comprehension of magic, the Elven race has revered the power of the Fey with fear and respect to this day.

The Fey are creatures born from the introduction of magic into the realm, arcane might giving life to nature in a myriad of ways. Few types of fey are outright malevolent, but those that aren't tend to be either violently protective of their territory, or incredibly mischievous while displaying little understanding of morality in their pranks. Fay can be found in small numbers in any large enough forest or jungle, but the highest concentration of these creatures is in Upper Ution, where the most powerful and violent types of Fey reside. Being magical creatures, the fey are naturally capable of many powerful arcane feats, but all share a common vulnerability to weapons made of silver.

All fey speak feyspeak, an otherworldly chattering incomprehensible to other creatures. The Fey are an incredibly varied race, but common Fey types include;

Slimes: The most common and diminutive fey creatures, Slimes are small, shapeless barely sentient creatures composed entirely of an acidic, flesh-eating goo. Slimes are commonly found in swamps, caverns, and other damp areas, and survive by absorbing the nutrients in grass, leaves, and other plant life. Slimes split in two when they grow large enough or sustain significant damage, creating a second, living slime.

Mimics: Slightly more intelligent variation of a slime; capable of disguising itself as a variety of objects though an ability to alter it's shape and imitate metal, stone, and wood.

Dryads: One of the most dangerous and Malicious types of Fey, Dryads are walking plants with a humanoid form. Typically disguising themselves as trees and other plan life, Dryads reproduce through planting seeds under the skin of living creatures, which tear their way out of the host's body if not removed quickly.

Nymphs: Another incredibly dangerous fey race, the Nymph takes the form of an incredibly beautiful humanoid; however, this form is simply a means of attracting prey, as the creature is capable of rendering those who gaze upon it long enough blind, making them easier to catch and devour.

Fairies: The Fairy (or Faerie) is a type of Fey that comes in three variations. Fairies are noteworthy for being the only type of fey capable of speaking languages other than feyspeak.
Pixie: Small, winged creatures attracted to magic, pixies are often considered are the least dangerous of the Fey. Playful with a childlike demeanor, Pixies learn spells though "absorbing" them through drinking the magic from an enchanted item. In a constant competition with one another to learn as many spells as possible, Pixies often seek out adventurers and offer small magical favors or other aid in exchange for enchanted trinkets, playing tricks on those who refuse their services. They also have a tendency to play these pranks on travelers that, while usually intended as innocent fun, can often have disastrous results. While not usually dangerous by themselves, travelers in Elven territories are advised to take measures to avoid Pixies when possible - their presence can easily attract much more dangerous creatures, including other fey.
Brownie: Wingless Pixies who are only capable of "storing" spells instead of absorbing them, requiring them to "re-learn" them once cast. As a result, brownies usually offer advice or manual labor in exchange for enchanted items instead of magical favors, and their pranks played on those who refuse tend to be more malicious.
Leprechaun: Larger, fatter, wingless creatures whose magical power comes not through absorbing magic, but though how much gold they possess. Leprechauns often attempt to strike up deals with travelers for cash, but these deals are commonly lean heavily in the leprechaun's favor and in many cases are deliberate attempts to trick the person into giving up money for little in return. In spite of underhanded business tactics, leprechauns have been known to interact with mortals in ways uncharacteristic to other fey creatures, including mercenary work, running trade caravans, and in one case, even opening up a law firm.

The Goblinoid family is generally believed to have descended from the Fey, specifically an extinct fey type known as imps. During the Age of Giants, Imps were a small, mischievous race of fey which were commonly kidnapped by the Giants and the Beastfolk races transformed into warriors called "Hobs" and less often large, mindless brutes called "Bugbears" for use in battle against each other. When the Fair Folk, the kings of the Fey, grew tired of the constant intrusions into their forests to steal imps, they stripped the imps of their fey powers and turned them savage and violent to deter further intrusion. When these imps began to attack other Fey, the Fair Folk banished them all to the deserted islands of Nibgol. The imps would go on to find new guidance under the God of Brotherhood and God of Hunters, eventually growing more kibitzed and assuming the name of "Goblins." After the Fall of Giants, the Hobs traveled the realm in search of a new purpose and eventually reached Nibgol, where they were integrated into Goblin society and took on the new name of "Hobgoblin"

Feybloods are the result result of the mixing of Fey and mortal blood. Changelings are half-mimics which are born from the tricks of especially malicious fey, who steal newborn babies and carry them off into the woods to undergo a twisted transformation. (though stories are occasionally told of changelings also being born of unions between mimics and desperate adventurers lost deep in dungeons) Unions between changelings and other races produce "feral children," which mutate into wild creatures during childhood, and many stories exist of changelings assassinating kings or eating babies to take their place - most have a generally poor view of the race as a result. The other type of feyblooded, the Cyclopeans, are the result of experiments with fey blood by powerful human mages.
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No. 48987 ID: 95f225

>>358595
Love the poem, also interesting how you string a relation between imps, fey and goblins.

Also odd to think that we have already met a fey, that leprechaun merc leader.
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No. 49022 ID: 86fe4d

I approve of these codex entr-

wait, ~ATH's mom or dad (not sure which one is worse) is a slime? ...who got it on with a human?
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No. 49028 ID: ed57e8

>>358822
humans love to fuck everything.
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