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Thread: The Races of Elannra

  1. #71
    Archmage of the Central Tower Happerry's Avatar
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    I think we have room for more then one kind of Paladin. The High Men Paladin is going to be mounted, perhaps on a flying mount, and probably carries a lance and maybe a sword too, while the Spirit Crusader is on foot, a spirit so has the immaterial ability, and carries a two handed heavy flail.

    Isn't that different enough?

  2. #72
    One of my favorite things about MoM was the huge difference in races. The large regenerating troll, all flying draconics, all magical dark elfs, powerfull high men and flying high elfs all play totally different from each other, so I am trying to write some races that should feel and play wastly different from any of the other races currently in the game to spice things up a bit (Just to follow the stew metaphore from first post)


    Raptors
    As an all flying race. Think draconians in MoM. The current concept for our draconians seems to be flying/amfebrian, which is all kinds of cool, but I was thinking that having a pure flying race would also be nice.


    For concept looks I was thinking ancient greece and Athens. Raptors are known debaters and live in a democracy, so was Athen, but they also had a mean emperial streak. They are spreading cultur, art and learning with sword and spear!


    For terrain I was thinking of large bonuses in mountains, dessert and plains because the Raptors can easly fly there. While making forests and swamps very poor terrain for them as they can't easly navigate betwen the trees.


    They have acces to high level research, cultural building and money buildings, but as Raptors doesn't farm that much but are mostly hunter gathers they don't have acces to any food building, except maybe a basic grenary.


    I think that their units should be lightly armored. It is hard to fly in fullplate. No engineers, because roads makes no sense for flyer. The army is lightly armored, bt flying and have many units that have powerfull charge. The army should fight light a flock of hawk. With nita charging in and out of combat to get most out of their heavy charges, while ranged units soften up the enemies hardest units.


    The artist and the scholar
    Settlers. They make the Raptor cities or Polis as the Raptors calls them. These are places of arts and learning in an otherwise dark and uneducated world.


    Talons
    A lightly armored flying unit fighting with footspikes. Foot spikes have very low damagde. These are the Raptors militia. Free citizens fighting to defend or expand their Polis.


    Beaks
    A lightly armored flying unit with shortbows. Beaks are hunters in their daily life. When the Polis calls on them for protection they bring with them their hunting bows and form the core archers of their armies.


    Falcons
    The nobles of the polis don't need to work, instead they spend all their time discussing politics, philosofi and flying competitions with each other. Because of that the falcons is the fastest unit in the Raptor army and armed with a spear betwen their legs they pack a heavy charge as they swoop down from above. Think on them as raptor cavalery.


    Scholars
    Their is little religion in the Raptorian polis, but there is an intensitive study in things such as arts, music, song, magic and philosofi. The scholars are dablers in all of the arts, yet masters of none. They don't write great arts. They perform it. They are not masters of healing, but they can heal and when the rest of the Polis fly to battle, the scholars follows and make sure that the Raptorian have a bit of cultur with them where ever they go.
    A bard unit fighting with spears. Have a heavy charge like the Falcons, but are much slower. Can instead inspire the army and bring with them a low amount of healing and magic.


    Lightingbeaks
    The guardians of the polis. Full time paid and trained warrior. Have slightly better armor than the lower tier, but it is still light compared to all other races. Fight with a large footbow enabling them to fire some very hard hiting shoots.


    Stormtalons
    Lance and footclaw armed warrior of the Polis. Only the largest and riches of polis can afford a standing army. The Stormtalons are medium armored fighters with an incredible hard hitting charge.


    Philosofers
    The intelectuals of the polis. A mage class unit with acces to wind, water and lighting magic.


    Cloud elemental
    A weak elemental unit. Summoned forth and bound by the philosofers of a polis to serve in the raptor armies.

  3. #73
    Archmage of the Central Tower Happerry's Avatar
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    So.. Was working on that insect faction armylist I mentioned, and then this idea grabbed me and made me do it. Doubt this will be in the base game, the highmen already grabbed the human slot, but I hope this will be useful for something anyway.. maybe a expansion or whatever.

    Anyway, Have a...
    Traditional Semi-Generic Japanese Faction

    Using bits from the Pathfinder SRD again because they have an Eastern Weapons List, and some Asian themed classes on it. Like Ninja and Samurai. And Kensai. And Onmyoji.

    Ashigaru : The traditional peasant soldiers of the eastern lands, the Ashigaru, or Light-Foot, these warriors have been given a set of light armor and a short spear. While not as well trained as the professional warriors of other lands, they are not expected to perform difficult maneuvers and complicated attacks.

    It's the Spearman/Militia unit of the Japanese side.. Warriors with short spears, shields, and light armor. Stab Stab.

    Ashigaru Archer : Some Ashigaru are given bows instead of spears, and while they lack the skills of their superiors, sheer numbers often prove sufficient. After all, fire enough arrows and eventually you will hit.

    Basic archer unit. Warriors with light armor and shortbows.

    Ronin: The professional warrior caste of this nation, the Samurai are skilled with bow and sword, as well as riding. Some Samurai are not in possession of any lands or sworn to a lord, and they are known as Ronin, the Wave-Men, who follow the tides of war seeking employers and honorable foes to fight. Unlike their landed kin, the Ronin can not afford horses, so instead serve as elite infantry.

    Samurai on foot, following the 'order' of the Ronin, these warriors are are armored in medium armor, and carry a Katana and a Composite Shortbow. They are elite, and therefor expensive, infantry skilled in melee and ranged combat.

    Samurai : The professional warrior caste of this nation, the Samurai are skilled with bow and sword, as well as riding. While as the ages grow long, the sword is becoming more important to these warriors, in this era the Way of the Horse and Bow is still held as key to the arts of the Samurai.

    Mounted Samurai with medium armor and a Katana, as well as an asymmetric Composite Longbow designed for use on horseback. They are fierce cavalry able to fight in both melee and ranged combat, but lack heavy armor and lances.

    Onmyoji : Skilled practitioners of the Way of the Ying-Yang, Onmyoji serve as court astrologists and fortune tellers in times of peace, but when war threatens they can turn their mystical might upon the enemies of the lands they serve.

    So, the Japanese mystic unit. Wizards with some unique bonuses when using scrolls, and guardian Shikigami spirits that protect them in melee combat. Solid mid level magic user.

    Miko : Holy maidens from the many shrines that dot the eastern landscape, Miko serve as placaters of the many spirits that infest the lands from which they hail, as well as fierce foes of those dark forces that haunt the fears of mankind. Unlike their western brethren, Miko carry bows and are trained in the art of using the Nodachi to defend themselves from mortal servants of evil.

    Divine Casters. Fairly weak as a spellcaster, and lack the normal magical ranged attack, but can infuse their arrows with holy energy and are better equipped and trained for melee combat then normal priests, making them somewhat less squishy. Skilled demon slayers, but don't try having them fight against an actual melee specialist.

    Enlightened Ones : Masters of inner enlightenment, the Enlightened Ones have descended from their mountain monasteries to spread the truth of their past by demonstration of inner harmony and the power of their fists. Despite wielding no weapons, their vary hands can rend apart their foes no matter how armored they are, and they are so fleet of foot they are said to outrun horses.

    Monks! Punchy, movement bonusy monks. They punch people, and their movement bonus lets them serve as pesudo light cavalry.

    Geomancer : Masters of the arts of Geomancy, Geomancers lead skilled crews of workers to harmanize the landscape with the roads and fortress they built.

    Engineers. With low level arcane skills. Not much else to say.

    Kensai : Blade saints and sword masters, the Kensai are the undoubted masters of the art of the Katana. While some samurai are said to be one with their sword, this is a literal truth for these master swordsmen that they live with every moment of their life. To face them in single combat is, for almost all foes, death.

    The top tier unit of this list, the Kensai are high level glass cannons, able to dish out way more then they can take in their light armor. They are also limited strictly to melee combat, unlike most other non fodder units on this list. Still, anything they hit is going to feel it.

    Fire-Wind Wheel : Ancient arcane engines from the age when gods walked the earth and bred with mortals, the Fire-Wind Wheels are holy instruments of destruction, meant to rip down the fortress of the Oni and other demons and dark spirits. They combine the fire of the sun with the winds of the earth to send powerful rays of flame across the landscape.

    So.. Siege engine. It throws fireballs. Fire! Fire everywhere! Burn down the walls!

    Shinobi : Sneaky eyes in the night.. Shadowed blades aimed at ones back.. poison in the wells.. All these are the arts of the Shinobi, the covert warriors of Japan.

    Ninja are Ninja. They have a Wakizashi and Poisoned throwing stars. They be sneaky and backstab, and can probably climb over enemy walls.

    Construction Team : Construction teams build the towns that the people of the east live in. Not much more to say about that.

    Settlers are Settlers.

    ------
    Strengths : Versatility. Damage. Combat ready clerics. Monk infantry.

    They have great versatility with most of their advanced infantry being able to make both ranged and melee attacks, and they use weapons with good damage ratings. Meawhile, while not equal to a true combat specalist, Miko can defend themselves against a single stray spearman, and Monk infantry combines fists of fury with fast moving infantry.

    Weaknesses : Lack of Armor, Lack of Beasts, Lack of Flight, Lack of Lances. Cost.

    On the other hand, the best armor they have is firmly in the medium area, and their best unit only wears light armor. They lack any sort of monster unit, giant or otherwise, to serve as a giant wall of meat or other uses, and no unit they have can fly. While they have good quality cavalry, they have no lances, making them deficit in the shock area of combat. And Samurai don't come cheap.
    Last edited by Happerry; 04-10-2013 at 11:34 AM. Reason: Added Strengths and weaknesses

  4. #74
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    I haven't heard much talk of trolls.. This may be reflection of popular opinion but they were one of my favorite races in the original.. As least if they aren't includes as a faction it would be nice to seem them show up as one or more units within a faction along with they're regenerative capability.

    I'm digging most of the suggestions for alternative races though. Looks like the result - whatever races make the final cut - will probably be teeming with "flavor" and variety

  5. #75
    Trolls are good

    As to the other posts: Guys, I am super busy right now. Please don't feel I'm ignoring you. Just very little time...

  6. #76
    Merfolk
    Pure aquatic race. Fighting with the noble creatures of the sea. Their standard units are both faster and stronger than other aquatic races, but they are unable to get out of water without magical means.


    Tidehunters
    A ranged unit that hits very hard, but have limited ammo and with a very short rang.


    Water watcher
    A unit fighting with poisoned shortspears and coral shield.


    Wardolphines
    Armored dolphines. A unit of fast cavalery that have good armor and hitpoints, but doesn't hit that hard. Good will saves? Gain bonus against starfish, octopuses and sharks.


    Seahorse Riders
    Lightly armored merfolks riding giant seahorses. Fight with spear and have a single harpoon they throw for extra damagde on the first charge each combat


    Seaguards
    Heavy elite infantry of the merfolks. Armed and armored with coral axes, armor, helm and shield.


    Sea Speakers
    Lightly armored merfolks who speaks directly to the sea. They can shift the tides against the enemies of the merfolks and summon sharks and other deadly fish to fight on the side of the merfolk. Clerics with specilization in water spells


    Weresharks!
    Merfolk lychantrops who turns into whitesharks during combat. Have a great bonus fighting against squids.


    Seawurm
    Kin to dragons. The mighty seawurm breath hot water and steam. Archenemies of the krakens. In time of need they are awokened by the sea speakers to join the armies of the merfolks against the kraken and Bullywugs.


    Merfolks is a fast and strong waterrace, but as all of their units are water only they can be outmanouvred when close to the shore.




    Bullywug
    Water dwelling but surface raiding frogmen who serves the Krakens. The normal Bullywug is lightly armored and weak, but have a jump attack which they can use to make a nasty charge. They have fewer units than most other races as they are more about raiding, but can count on their kraken masters to help them in battle.


    Raiders
    Bullywug rogues armed with shortspear, throwing knifes and daggers. Can hit hard but dies if you look hard at them.


    Looter
    Bullywug rangers armed with short spear, swords and light armor. Hit hard and die fast.


    Young kraken
    A large many armed squid/octopus looking creature. Lots of hit points and large number of attacks, but extremly slow on land and low armor.


    Frog Appeaser
    Low level adepts who joins the raids on land.


    Kraken Guards
    Some Bullywugs are bigger and smarter than the rest. They are chosen to guard the krakens and are armed with the best armor and weapons that the raider and looters can get their hands on.


    Kraken Worshiper
    Clerics which leads the Bullywugs in worship of the krakkens.


    Half kraken
    Half kraken and half Bullywug these massive creatures are much smaller than a true kraken, but just as fast as any Bullywug and armed with a sword in each of their many hands they can spread havoc on the battlefield.


    Kraken
    A huge squid/octopus creature. A terror to behold on the battlefield and the masters of the Bullywugs.

  7. #77
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    I've been thinking a bit about how to make humans, dwarves and elves a bit unique on the global map without making them too strange or complex. I think it's very important given the low amount of factions in the game. Each faction should feel different to play, and even small differences can be critical.

    So far I've only come up with an idea for the elves and dwarves.

    Elves:
    City borders autogenerate forests slowly. This means the areas around elven cities are naturally forested, meaning that if elven units get bonuses in forests, it means their own lands are especially well defended(as is common in elven fluff).

    Dwarves:
    Dwarves can make underground rounds. Only dwarven units can use such roads, other units can't move any faster on them. This makes it very advantageous for dwarves to make roads in mountains and other poor terrain, since it allows them to move fast but the enemy can't.

  8. #78
    Moderator Asmodai's Avatar
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    Quote Originally Posted by Tiavals View Post
    I've been thinking a bit about how to make humans, dwarves and elves a bit unique on the global map without making them too strange or complex. I think it's very important given the low amount of factions in the game. Each faction should feel different to play, and even small differences can be critical.

    So far I've only come up with an idea for the elves and dwarves.

    Elves:
    City borders autogenerate forests slowly. This means the areas around elven cities are naturally forested, meaning that if elven units get bonuses in forests, it means their own lands are especially well defended(as is common in elven fluff).

    Dwarves:
    Dwarves can make underground rounds. Only dwarven units can use such roads, other units can't move any faster on them. This makes it very advantageous for dwarves to make roads in mountains and other poor terrain, since it allows them to move fast but the enemy can't.
    I'm fairly certain Elves will get movement bonuses in Forest and Dwarves will get movement bonuses in both hills and mountains like in MoM. There are many other differences as well but I think that kind of covers the meat of your suggestion. I like the idea of units being able to chop down trees in a tile myself but they said no to that in the FAQ so I think they're tired of it being brought up, rofl. Without being able to remove forest tiles I don't think it's a good idea for them to spread out all over the place. If they change their mind though and let us use engineers or whatever to chop down trees then I think there should be spells and such to grow them back. I'm not sure I'd have Elves do it automatically, even elves may not want EVERY land tile around them to be forest (you need plains for stables for horses for example) but it would be a great spell for them to cast if their wizard focuses on nature magic and wants to cast it so they get the terrain bonus.

    If they do allow us to chop down trees though I would hope it takes multiple turns and is visible what they are doing so you can try to stop them not just an instantly gone thing.
    Additionally I don't think you should be able to replant them immediately as it takes a long time for trees to grow... you'd have to grow them back through magic.
    It would also be neat if there was like a "nature" faction the game kept track of and if you chop down trees you lose favor of the "nature" faction. If you have good favor with them then you don't have to fight them at nature nodes and such but if you have bad favor you have to fight nature creatures. Elves would of course start with good relations to the nature faction.

  9. #79
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    Movement bonuses aren't enough in my opinion. Unless the amount of cities is heavily limited somehow, it will mean that most elven cities aren't near forests, and to me that is dull. What use is forest movement if you never get to use it to your advantage?

    You don't need units to chop the trees if they're linked to city borders. If the enemy conquers the city, it would automatically be a non-elf border so the forests would disappear. (If the problem is that they don't want to code changing terrain, then that's another issue)
    Elves don't ride horses, they ride deer.

  10. #80
    Moderator Asmodai's Avatar
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    I certainly hope the terrain generation and starting city setup is such that Elves start in fair sized forests and Dwarves start in mountains and hills. I'd be a bit annoyed if I had to keep reloading the start of the game to be anywhere near a forest with an Elf faction (or mountains with a Dwarf faction.) Besides negating their movement advantage the Elves have things like rangers and druids so it would be a bit of a lore shock to be pumping out druids from my desert elf capital.

    I'm sure they don't mind code changing terrain because Aaron's confirmed there will be spells to raise and lower the land for example. I still don't think auto-forest is a good idea though and having a taking over a big city in the middle of a forest just to have the entire forest disappear because the border changed seems a bit odd. Another option though would be to have a building later in the building tree that the elves could build (exclusive to them?) that allows the forest to auto-spread... that way you can choose if you want to build it or not.

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