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  • The Peoples of Tamriel: Adaptation Notes

    I’ve recently published a three-post miniseries adapting the humans, elves, and other interesting folks from the Elder Scrolls series of computer games to GURPS. Now I want to talk a bit about how I did it!

    These three posts, and the One-Post Skyrim adaptation that preceded them, were the first time in a while where I was able to fully exercise the approach to adapting video games that I outlined as one of the very first articles on this blog. And the mini-series in particular was where I tried some new things, and I feel it’s worth talking about these things.

    Researching the Source Material

    Everything I said way back when in Adapting Videogames still reflects the way I think about this process. Fiction takes precedence over original mechanics, and I get to pick and choose from both in case they contradict themselves.

    For One-Post Skyrim I had just the one game to look at, but for Peoples of Tamriel I needed to cast a wider net. Elder Scrolls is a sprawling, decade-spanning franchise, where these contradictions are bound to come up a lot more often. So how did I deal with it?

    My “original sources” here were all the mainline games of the Elder Scrolls franchise, as described by the Unofficial Elder Scrolls Pages wiki1. That’s still a huge amount of data, and it’s positively filled with all those contradictions I mentioned above.

    Most of them are mechanics-based. Basically, each game in the series differs as much from its predecessor as, say, D&D 3.0 is from AD&D, at a minimum. I decided to narrow the field down a little by looking at what changed and what remained constant between games. Things that changed every game were obviously less important to replicating its “feel” than things that stayed the same.

    The big invariant here is the core gameplay loop: in every game, you wander and explore the world. You are given quests by NPCs, or discover them through other means. You enter dungeons, fight the enemies inside, and loot their treasure. There is a “main quest”, but you can choose to ignore it in favor of faffing about doing sidequests or simply raiding dungeons as you come across them.

    You might remember I wrote pretty much the exact same thing during One-Post Skyrim. That’s because these things remain as true in Skyrim as they were in Arena2. All of it is very “high level” stuff, and does not require any specific tabletop mechanics to replicate, which is awesome for me. But how about the specific mechanical details? When it comes to playable character origins, the list of invariants is surprisingly small: you can choose from several. That’s it! The exact composition of the list and what each origin’s traits are changes significantly from game to game.

    Adapting the Peoples of Tamriel

    In the end I opted to use the list from Skyrim, which is both the most complete and the most popular of the franchise (it’s also used by Oblivion and Online). And when statting them up, I did two things: I avoided using the word “race” as much as possible, and I didn’t give them any attribute adjustments or mandatory mental disadvantages. This has the benefit of making these templates feel very “Skyrim”-like, since that’s also the way Skyrim does things. But there were other reasons why I chose this approach.

    There’s an article out there that says it much better than I can, but unfortunately I’ve lost the link to it. Basically, the way racial attribute adjustment works in systems like D&D reinforces character stereotypes in a way that could be considered racist if it was applied to real-world people. Calling these bits of character creation races doesn’t help either, since that word has a lot of baggage from the real world.

    GURPS Dungeon Fantasy doesn’t suffer from this to the same extent with attribute adjustments, since the cost of a racial template is small compared to the player’s total point budget. It does however, kinda fall prey to it when it comes to racial advantages and disadvantages. The bigot who says “all cat-folk are lazy spazzes”, or “all dwarves are hard-headed greedy bastards” ends up kinda having a point when those traits are a mandatory part of their templates.

    I didn’t really want to play in a setting where bigots have a point, even about entirely fictional populations. I’m pretty satisfied with the final result: all the templates felt flavorful, and their traits didn’t force players to pick a particular profession over another as much. Players who want to hew closer to the cultural stereotypes about a given people could pick from the list of optional “Other Traits”, and could even pick optional traits listed under a different template for extra variety.

    This worked out fairly well in my case because all the different people of Tamriel have roughly the same shape and size. GURPS is a system that places a lot of value on realism, so I imagine I would still need to keep some physical attribute adjutments in there if I were to include pixies and half-giants in the lineup. However, in systems or campaigns where that matters less even those wouldn’t need adjustments. I plan on keeping this approach with any other such templates I make.

    1. Tempting as it might sound, I wasn’t about to play every game from Arena to Online to completion. 

    2. Turns out Bethesda is quite good at sticking to the core premise of this franchise. 

  • Adaptando Videogames

    Esta é a versão em português do post Adapting Videogames. Siga o link para ler a versão em inglês!

    Antes de eu começar todo aquele negócio de Dragon’s Dogma, eu gostaria de discutir o próprio processo de adaptar um video game. Vai me ajudar a explicar minhas decisões.

    O excelente GURPS Adaptations contém muitas informações valiosas sobre como adaptar ficção tradicional para uma campanha de GURPS. Muitas delas são igualmente aplicáveis à adaptação de um video game, mas eu sinto que há algumas considerações adicionais igualmente importantes. Elas são relacionadas ao gameplay.

    “Gameplay” é um termo que engloba tudo o que o jogador faz em um video game, assim como os mecanismos que governam essas ações. Jogos diferentes lhe dão diferentes níveis de acesso a esses mecanismos. Um jogo de plataforma permite que você desenvolva uma intuição sobre a distância máxima dos seus saltos, e um RPG eletrônico te mostra uma quantidade imensa de números.

    Ficção não tem “gameplay”. Mesmo o mais longo dos romances de fantasia com a mais detalhada descrição de seu sistema de magia nunca vai fazer com que seus leitores façam mais do que ler o texto para descobrir o que acontece a seguir. Video games são o exato oposto disso. Mesmo o mais imersivo e narrativo dos video games vai sempre exigir que você preste tanta atenção ao gameplay quanto à história e ao cenário.

    Se você acha que isso lembra muito o processo de conversão de um sistema de RPG para o outro, está começando a entender!

    Essencialmente, o processo de adaptar um video game para uma campanha de RPG de mesa apresenta todas as dificuldades de adaptar a ficção e também todas as dificuldades de converter material entre sistemas diferentes!

    Quanto mais transparentes as mecânicas originais do jogo são, paradoxalmente, mais difíceis elas tornam o esforço de adaptação. Ao adaptar mecânicas, quer de um video game quer de outro RPG, é muito fácil cair na armadilha de tentar convertê-las tão detalhadamente quanto possível. Isso pode ser um exercício intelectual interessante, mas raramente gera um resultado simples e prático.

    Minha estratégia preferida é confiar nas forças do sistema “de destino” tanto quanto possível, adaptando a ficção e tentando recriar as mesmas sensações passadas pelas mecânicas originais sem travar nos detalhes. Sempre que as mecânicas conflitam, a ficção tem precedência. Com jogos que são parte de uma franquia, eu escolho um subconjunto das informações do cenário e das mecânicas que pintam o retrato mais coerente (ou pelo menos o retrato do qual eu gosto mais).

    No final, eu espero ter uma moldura de campanha que é divertida de jogar e que se encaixa no idioma do GURPS. E espero que condordem comigo sobre o resultado :).

  • The Peoples of Tamriel: Everyone Else

    This is the third and final post in a mini-series about bringing the peoples of Tamriel to a GURPS fantasy game. This post deals with anyone who’s neither a human nor an elf.

    Scholars from the Empire or the Aldmeri dominion tend to call these people “Beast-Folk”, both because many of them bear an obvious resemblance to some sort of animal and because these exalted nations tend to view them as somewhat less than civilized. Like everyone else, though, they have rich cultures and long histories. They are also quite well-adapted to their home environments.

    Argonian (20 Points)

    Argonians (or Saxhleel, as they call themselves) are a reptilian people native to the swampy region of Black Marsh. They resemble scaly humans with a tail and a lizard head, and sometimes have feathers or horns as well. Their scales come in various shades of dark brown, gray or green, sometimes marked with patterns unique to the individual.

    Well-adapted to their native environment, Argonians are amphibious and highly resistant to disease. They’re known as experts in guerilla warfare, having had to defend their homes against foreign invasions many times in Tamriel’s long and convoluted history.

    Argonian adventurers thrive in flooded environments. Those native to Black Marsh are commonly Scouts, Barbarians, or Thieves with some supplemental wilderness survival training. An all-Argonian party can go in underwater adventures without any special magic or equipment!

    Advantages: Amphibious {10}; Doesn’t Breathe (Gills, -50%) {10}; Resistant to Disease +3 {5}.

    Disadvantages: Cold-Blooded {-5}.

    Features: Tail; Body and head armor needs to be adapted to accommodate the tail and unusual head shape. This usually doesn’t cost extra, but might restrict their usage of looted armor.

    Other Traits: Argonians are the target of prejudice in several provinces of Tamriel, like Morrowind and Skyrim. In games taking place mostly in those provinces, they would have Social Stigma (Minority Group).

    Khajit (25 points)

    Khajit require surprisingly little explanation for those who are already familiar with Dungeon Fantasy. They’re Catfolk! While an individual Khajit’s appearance is technically influenced by the configuration of Nirn’s two moons when they are born, that’s mostly an attempt by the franchise’s writers to “explain” why the design for playable Khajit characters went from “humans with funny face tattoos” to something that matches the description of DF Catfolk pretty much exactly.

    Khajit hail from the tropical region of Elsweyr (pronounced “Elsewhere”). This tropical province is about equally split into an inland expanse or arid badlands, and a lush coastal region criss-crossed by extensive river basins. The former is inhabited by fierce nomadic warriors, the later by sugar cane plantation owners, farm workers, and urban merchants. Those plantations produce Moon Sugar, the region’s chief export. Moon Sugar’s properties vary a lot depending on what source you’re consulting: they seem to range from “it’s just sugar” to “it’s crystallized catnip”. In either case it has many more or less legitimate culinary and alchemical uses. It can also be distilled into Skooma, a drink that’s definitely closer to the “catnip” end of the spectrum and banned in most regions of Tamriel.

    Khajit adventurers tend to prefer “skirmisher” professions like Scouts, Swashbucklers and Thieves. Being naturally equipped with claws, they also put greater emphasis in unarmed combat than most, and so also count many Martial Artists among their number.

    Advantages: Catfall {10}; Sharp Claws {5}; Sharp Teeth {1}; Fur {1}; Night Vision 8 {8}.

    Features: Tail (not prehensile, and easily tucked into armor).

    Other Traits: GMs who prefer to use the default Catfolk statistics for Khajit are free to do so, either in place of these or alongside them (as a different variety). Addiction to Skooma is a -15 point disadvantage: it’s incapacitating, highly addictive, and illegal. Addiction to Moon Sugar, if the GM decides it has drug-like properties at all, is worth -5 points in those places where it is illegal, and 0 points otherwise. These can apply to anyone, not just Khajit, no matter what the Altmer try to tell you.

    Others

    Many allusions are made in Elder Scrolls lore to other “beast-folk” species, though these have never been playable in the games. A lot of them show up as enemies, though.

    • Standard goblins and ogres exist in Tamriel, and are viewed here much as they are in any other setting.

    • Giants have roamed Skyrim since time immemorial, and maintain a wary relationship with its human inhabitants. They have a Paleolithic tribal culture and are known for herding mammoths.

    • The simian Imga share Valenwood with the Bosmer. The Alessian Order that eventually created the First Empire based their religion on the teachings of an Imga prophet.

    • The Hist are sapient trees, said to be the oldest form of sapient life in Tamriel. Most of them are located in Black Marsh, and are at the center of Argonian culture and society.

    And so on, and so forth. Throughout various places and times you can also find snake-people (Lamias), slug-people (Sloads), fox-people (Lilmothiit), Minotaurs, and so on. Like elves, feel free to introduce a new variety every time your players think they got it all figured out.

  • Let's Read Hell's Rebels: Turn of the Torrent, Part I

    It’s been a while since my last post on the Let’s Read Hell’s Rebels series, but the good thing about maintaining my own site is that there are no externally-imposed deadlines and a project is only over when I say it’s over! So let’s keep going!

    “Turn of the Torrent” is the second adventure in the path. It expects Pathfinder characters to be 4th level when they start it, and 7th when they finish it. Since I imagine a starting Dungeon Fantasy delver is equal to a 7th level d20 character, the challenges here should still be well within the capabilities of any party that went through Adventure One.

    A small recap

    As always, check out the project page for links to the previous installments, but let’s summarize what happened so far. It has been 18 months, after all.

    The Hell’s Rebels campaign takes place in the city of Kintargo, located in the devil-worshipping fascist nation of Cheliax. The official line is that they’re only “taking inspiration” from the extremely organized nature of the Nine Hells1, but everyone knows the truth. Kintargo in particular has always been particularly ornery about all this, having only been annexed after a long and bitter struggle. Leading that struggle were the Silver Ravens, a group of rebels who have achieved a sort of semi-legendary status in the mind of the citizens of present-day Kintargo.

    Our main villain is a man named Barzilai Thrune, a narcissistic sociopath who delights in grandstanding, engendering acts of large-scale performative cruelty against minorities, and surrounding himself with equally despicable lackeys2. He found out Kintargo is an auspicious site for a ritual that could turn him into a minor god, and got himself appointed Lord Mayor of the city. After having anyone who could oppose him killed, he’s been amusing himself by making ever more absurd proclamations and otherwise oppressing his constituency. All of them will die when the ritual is done, so why worry?

    The PCs get caught up in all of this and by the end of Adventure One find themselves leading the group that has the best chance of freeing Kintargo from Thrune’s grasp: the reborn Silver Ravens. In fact, they’re now big enough that their current coffee-house-basement hideout is getting a bit cramped.

    Proclamation The Ninth

    The adventure kicks off with Barzilai’s Ninth proclamation, which targets the Hellknight Order of the Torrent. All their assets are confiscated and their members declared outlaws. Anyone caught harboring one of them will be similarly declared a criminal.

    The Hellknight orders are kinda like elite law-enforcement agencies associated with the government of Cheliax. Most Hellknights are as evil as the name implies, but until recently there was one notable exception.

    The Order of the Torrent was a search-and-rescue unit based out of Kintargo, and was the only one composed mostly of Lawful Good folks. Predictably, it was also by far the smallest and less politically influent of the orders, with only 23 members total. Barzilai targets them here because he wants to gift their assets to his buddies from the Order of the Rack3. By the time the proclamation is announced his underlings have pretty much finished the Order of the Torrent off.

    After this bit of exposition we get a table of rumors that mostly serves to foreshadow missions the PCs will undertake later in the adventure, with a false rumor planted in there that will make them distrust the Order of the Torrent if they believe in it. There’s also a bit about the toll for Kintargo’s main bridge being drastically increased, which is not something that would inconvenience the PCs overmuch but which will cause plenty of unrest among the citizens.

    A Cousin’s Plea

    Once the party is done with rumors, they’re contacted by a woman named Setrona Sabinus, current proprietor of one of Kintargo’s oldest taverns, the Tooth and Nail. She wants then to find her missing cousin Octavio, who happens to be the leader of the Torrent. He’s gone missing since the proclamation, and she imagines he might be laying low in a remote shrine located to the south of the city.

    Optionally, the GM can have Setrona ask them to first look for her cousin in a sanctioned excruciation that will take place that day, since she doesn’t actually know if he’s been captured or not. Unlike the unsanctioned variety the PCs dealt with in the previous adventure, this one is conducted and guarded by actual dottari guards and Rack Hellknights (four of each).

    Octavio isn’t here, but a lower-ranking member of the Torrent is. PCs can try to rouse the crowd and browbeat the guards into postponing the proceedings, or they can charge and start a fight.

    This section also includes a note on how these frequent excruciations will actually bolster support for the Ravens. At some point Barzilai will realize this and stop them.

    Conversion Notes

    The four dottari guards wear mail suits and carry halberds and bows. The Rack armigers have plate, large shields and broadswords. Building them with the Squire template plus 25 points or so seems about right: they should be strong and skilled physical combatants.

    None of the two groups will fight to the death - in fact, they’re not all that united. The dottari will perform a fighting retreat if one of them drops, and will rout if two of them fall. The knights will retreat as soon as one of them suffers a major wound. Either group will leave the other to its fate when that happens. This means even a Pathfinder can make it out of this CR 9 encounter alive if they are lucky and focus fire on one opponent at a time. DF delvers should have quite a bit less trouble surviving the encounter, though it’s no longer the cakewalk their last excruciation was.

    Shrine of Saint Senex

    This is the shrine where Octavio is supposed to be hiding out. Most of it is underground, but there’s a small above-ground area inhabited by two hippie-looking oracles.

    The pair is all of remains of the saint’s cult. They know Octavio is hiding underground, but the PCs must first gain their thrust. Bringing Setrona along will make this much easier. Even if the PCs manage to get a friendly reaction out of the oracles, though, they still insist the party go through the “trials” awaiting them underground to prove they are worthy.

    There are two rooms in the temple’s underground. The first contains a simple puzzle, with a fight against a rope golem if the party gets it wrong. The second contains Octavio, hiding out in a crypt full of mummified drowned sailors. He’ll mistake the party for Thrune agents unless he recognizes them using the campaign’s notoriety mechanics, or unless Setrona is with them. Yes, this mini-dungeon can be entirely “solved” without a fight if the party brings Setrona along.

    Octavio Sabinus is a Lawful Good Hellknight4, and he will be amenable to joining the Ravens as long as the PCs can prove to him that the group is a) capable of opposing Thrune without always resorting to violence and b) making sure his men are safe. To that end he asks the party to rescue those men from the Old Kintargo Holding House, which is detailed later in the book. He will remain hiding in the crypt until that is done, and will join the Ravens as a unique ally when the PCs complete the mission. Completing it in a subtle manner will make him even more loyal to the cause.

    Analysis and Review

    The paragraph above is exactly where part 1 of the adventure ends. Yes, it’s basically 90% background info and exposition. The playable part consists of an optional combat encounter which the book doesn’t recommend including and what’s essentially a one-room dungeon bookended by two friendly chats assuming the PCs do the smart thing and bring Setrona along. It could take less than half a session, start to finish.

    There’s a lot more detail about the rescue mission Octavio wants the PCs to perform, but even that is only presented in part two. The general verbosity and somewhat poor organization I’ve seen in official Pathfinder adventures rears its head again.

    The optional brawl against the dottari and armigers is somewhat easier for DF delvers, and would be a good bit of fun if your group is in the mood to kick some fascist ass. If they’re anxious to get on with the main story it’s best to skip the encounter, have Setrona invite herself to go with the party and get to the talk with Octavio as soon as possible.

    We’ll read through Part 2 in the next post in this series.

    1. And their devotion to ethics in game journalism. 

    2. When I started this Let’s Read I was satirizing one specific politician. Now there’s at least one more to whom this description applies. Take your pick. 

    3. Guess what they‘re best at. 

    4. As strange as that might sound. 

  • The Peoples of Tamriel: Elves

    This is the second post in a series about the bringing peoples of Tamriel to a GURPS fantasy game. This post deals with elves, just as the first one dealt with humans.

    Elves in Tamriel

    As it happens in most fantasy settings, the Elves of Tamriel1 are a bit taller than its humans on average, and have large almond-shaped eyes and pointy ears. They’re also more inherently magical than humans, though that extra magic tends to conform itself to the environment a given elven people occupies over time.

    Like humans, each elven people is associated with a different region of Tamriel, briefly described in their template. Each template also includes “typical” cultural traits and adventuring professions for a native of that region, which could apply to anyone born there.

    Most elven people live much longer than humans, but in a typical Dungeon Fantasy campaign that’s not worth any points2.

    Altmer (25 Points)

    High Elves in all settings tend to have a reputation as snobs, and these guys are no exception. Altmer are on average taller than humans, with golden skin and white or golden hair. Their eyes are usually gold, amber or green in color.

    Altmer are the original elves, at least according to their own traditions. All the other elven peoples originated from groups of Altmer dissidents who left their homeland of Summerset Isle and migrated elsewhere. While individual High Elves vary a lot in their outlook, the highly stratified society of Summerset Island is founded on the idea that they’re better than everyone else.

    Altmer religion teaches they are the direct descendants of gods who were tricked into giving up their divinity so the world could be created. They ruled a continent-spanning empire in Tamriel long before humans arrived on the scene, and the islands don’t lack for extremists who want to bring the good old days back at the expense of everyone else. The latest of these are the fascist Thalmor, who by the events of Skyrim are alarmingly close to conquering Tamriel.

    The younger generations tend to be much more egalitarian and open-minded, as do Altmer of all ages who live outside of Summerset. Their innate facility with magic and the wide availability of quality training in Summerset means Altmer adventurers are commonly Wizards or members of other spellcasting professions (like, say, Magic Archers). Even High Elves who are nominally knights or swashbucklers know a few spells.

    Advantages: Magery 1 {15}; Energy Reserve (Magical) 3 {9}; Better Power Items {1}.

    Other Traits: Some level of Intolerance is extremely common among Thalmor members, and even those Altmer who oppose their ideology might still be prone to bouts of well-meaning condescension that translate into an Odious Personal Habit.

    Bosmer (25 points)

    Bosmer or Wood Elves call the temperate, heavily-forested province of Valenwood their home. Their appearance and behavior are pretty much those of cliche wood elves from other settings: they’re all about archery and protecting their forest homes.

    Many Valenwood Bosmer go even beyond the cliche by becoming members of the Green Pact, a religious philosophy that exhorts them to avoid harming plants and natural environments, never take the shape of beasts, and never kill wastefully. Green Pact followers are strict carnivores who feel morally obligated to eat or otherwise make use everything they kill - for the most extreme among them, that includes people. They can’t make any objects from plant matter, but can use those made by others just fine.

    Scouts and Druids are by far the most popular professions for Bosmer adventurers.

    Advantages: Animal Empathy {5}; Animal Friend {5}; Forest Guardian 2 {10}; Resistant to Poison +3 {5}.

    Other Traits: Disciplines of Faith (Green Pact) is worth -15 points and is common in Valendood proper. Green Pact extremists also have Odious Personal Habit (Cannibal) for another -15 points and a -3 to reactions from anyone who is not similarly inclined. This should probably be restricted to NPCs. Bosmer PCs might also opt to take plain old Sense of Duty (Nature) instead or not take any of these disadvantages at all, particularly if they were raised outside of Valenwood.

    Dunmer (20 points)

    Dunmer, also known as Dark Elves, have ash-colored skin, black, dark brown or white hair, and red or amber eyes. They hail from the volcanic land of Morrowind, which they share with giant mushrooms, giant insects, and a whole lot of ash. They are widely known as fierce warriors and aggressive spellcasters, shaped by their harsh environment and cutthroat politics.

    Morrowind is dominated by four noble houses who divide the important functions of society among themselves. Needless to say, they constantly scheme against each other: this is a realm whose premier law enforcement agency is a guild of assassins. They spent much of their history worshipping a pantheon that was basically an ascended adventuring party. After the events of Morrowind they mostly revert back to their old gods. In both cases ancestor worship remains an important component of their religion.

    Dunmer adventurers tend to be Knights and Wizards, or professions that combine both (like the Mystic Knights from Pyramid #3/13). Thieves and Assassins (or even Ninja!) are also common. Your typical Dunmer wizard tends to prefer elements other than fire for their damage spells, since they expect to be slinging those at other Dunmer in the course of their many violent intrigues. Their tradition of ancestor worship means necromancy is looked upon a lot more favorably in Morrowind than it is elsewhere.

    Advantages: Damage Resistance (Limited, Heat/Fire -40%) 5 {15}; Magery 0 {5}.

    Other Traits: Getting your PCs tangled in Dunmer House politics is an excellent way to introduce all sorts of social traits like Enemies, Allies, Secrets, Patrons and Contacts in a game that didn’t include them previously.

    Orsimer (21 points)

    In Tamriel, Orcs are Elves too! They were almost universally reviled for a long time, but their loyal service to the Empire over the years earned them acceptance. They look big, green, and tusky, and unlike other Mer live about as long as humans.

    The orcish homeland isn’t an official province, but rather a series of mountain ranges that falls within High Rock, Skyrim and Valenwood. Their capital is the city of Orsinium, which has been sacked and rebuilt multiple times in different locations throughout the history of Tamriel. Traditional orcish culture makes Nords seem like peace-loving softies. They basically worship the God of Having A Chip on Your Shoulder.

    Orcish adventurers favor big, brawny professions like Knight and Barbarian, though orcish Artificers are also surprisingly common and tend to specialize either in smithing or in alchemy.

    Advantages: Focused Fury {1}; Great Rage 1 {20}.

    Other Traits: Both advantages above are from Dungeon Fantasy Denizens: Barbarians. If the campaign takes place in a time or place where orcs are particularly reviled, they would also have an appropriate Social Stigma. Like Nords, though, orcish Barbarians in campaigns taking place in their homeland aren’t considered a Minority Group. Some level of Berserk is quite common, though.

    Other Elves

    The templates above are just for the elves that have been traditionally playable in Elder Scrolls games. There are many, many more:

    • In Tamriel, dwarves are elves! The Dwemer vanished way back in the First Age and left a whole bunch of extensive, steam-powered underground complexes whose advanced machinery is still pumping after all these millenia.
    • The Falmer, or Snow Elves, dominated Skyrim at the dawn of the First Age and were displaced by the conquering Nords. This led to an ill-fated deal with the Dwemer that eventually turned most of them into blind cave-dwelling cannibals.

    As usual for Dungeon Fantasy, every time your PCs think they know all elven subtypes, feel free to introduce a couple more.

    1. Also known as “Mer” by scholars. 

    2. The life span of a delver tends to be rather short regardless of species. 

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