by Kurgan » Friday March 19th, 2021 1:41am
Creatures of the de-magicified world:
Orcs
Goblins (Ice gremlins are a form of goblin)
Ogres (of various sizes)
Fimirs (their experiments in chaos alchemy has lead to genetic damage, and their race is becoming extinct because of it)
Gargoyles (natural creatures, they seek to dominate others but also obey the most powerful leader)
Trolls (natural creatures, they have healing abilities that alchemists have studied and developed medicine from)
Skaven (mutants, not controlled by chaos, creations of the Dwarves from warpstone experiments; they rebelled and escaped)
Sasquatches (Yeti are related)
Chaos creatures: Mutants, Sasquatches, Zombis, Beastmen (including Polar Warbears), Werewolves, Vampires and (technically) Chaos Warriors (men who have been enhanced by chaos alchemy for increased strength, and with alchemically infused weapons)
(not all of these are equivalent to "undead" there is a continuum of free will or control within them)
these are modified insectoids, Sasquatches, humans (or elves in some cases), animal human hybrids and more modified or enhanced humans.
Elementals (artificial, temporary automata)
Minotaurs (a natural creature)
Centaurs (a type of mutant but not controlled by chaos; a creation of Chaos alchemists that escaped)
Miremen (swamp creatures resembling tree men)
Elves
Dwarves (Elves and Dwarves, other than dragons, are the some of the oldest sentient inhabitants of the land)
"Men" (Barbarians, Amazons, Alchemists, Apothecary, Rangers, Paladins, Clerics, Mystics.... related to Elves, Dwarves and distantly Orcs)
Faeries
hyraxes (badgers specially bred by the Dwarves for tunneling through solid rock)
Giant Spiders
Giant Wolves
Giant Eagles
Giant Warthogs ("Warhog" ridden by monsters in battle)
Dragons ("water" and "fire" types; once the dominant lifeform on the planet, now very rare)
"chaos gods" (invaders from another world)
I don't make too many distinctions between types of Elves, Dwarves or Orcs, they just vary in culture by region or kingdom.
Elves like our classic elf are common and the Elven scientists tend to be apothecary or mentalists. Dwarves have their own science which they tend to infuse into weapons and armor.
I'm working on a rough draft backstory of this "world." Loosely based on the old Warhammer world, of course. The essence is that humans came to the world from our past. In our world we dreamed and wrote fantasy stories about elves and goblins and dwarves and things, while in their world, the elves, dwarves and goblins and things dreamt and told stories about men like those on earth. The alchemists of our world discovered unstable gateways to other worlds, and were taken there (setting back knowledge for us, and gifting the de-magicified world with their true talents). The forces of chaos entered the world in a similar way centuries earlier, when aliens came to the de-magicified world but were destroyed and their technology left behind to tempt beings of all kinds. Obviously the quests will determine what needs to exist in the world.
Tech:
In large part it tends to mimic that found on earth in the high to late middle ages with some notable exceptions...
giant spider silk (great for making cloth that's as strong as metal or just entangling someone in a net)
mithril (red variety resists fire and heat, while the white varieties resist all kinds of damage)
instant ice (many uses!)
symbiotes (lab grown)
portals (distort space and/or time)
mentalism (enhance your own mental constitution, or influence others)
alchemy (chemical and materials science; potions and gadgetry; infusion of elements into weapons & armor; includes apothecary herb lore)
elementalism (manipulation of elements related to atmospheric and weather phenomena)
holograms (audio/visual three dimensional recordings)
mutation (modify lifeforms to make them more compliant, more dangerous or enhance natural abilities)
I have since learned that "Morcar" was the name of an actual historical figure (involved in the famous Battle of Hastings). Nevertheless to pay tribute to the EU name of the evil wizard GM, I am making the youth prodigy who was going to be Mentor's successor as master of Loretome to be named "Morcarius Sigillus" who went by "Morcar" for short. When Morcar fled after failing to overthrow Mentor and take control of Loretome before his time, he joins up with others in the Chaos wastes and begins building his own rival Empire (with the Chaos Warriors, Orcs, etc), giving himself the name "Zargon," styling himself a master of Chaos. Mentor blames himself for the fall of his student and so refuses to give up his post, using the Elixir of Life to stay alive for centuries in their cold war. Zargon does the same, and has constructed his own version of Loretome based on illicitly copied schematics while he was under Mentor's tutelage.
Last edited by
Kurgan on Tuesday March 23rd, 2021 12:30pm, edited 3 times in total.