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Thread: The Den: A new take on an old debate | This thread is pages long: 1 2 · NEXT» |
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Daystar
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posted November 16, 2006 05:34 AM |
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The Den: A new take on an old debate
Okay. everyone has thought about it, or read about someone thinking about it. Here's a new take on it.
The Den
Motto: Each voice is different, but we howl as one.
Aka: The Werewolves, or the Varg
Colors: Earthy Brown, Pale White
Worship: Sylanna, Earth Dragon, and Herne, the Messaia of Tree and Forest.
Core Philosophy: "Everyone matters. All our hearts beat to the same rhythm, but every melody has its own notes. The loss of a note is the loss of the whole peace"
Kingdom: They are loosly organized into territories of woodland to the East past the mountains of Rannar.
Capital City: The main territory is that of Larka and her pack.
Key Symbols: The Moon, The Note
Description: Their society revolves around protecting their home. Prefering to just run through the trees and feel the wind in their fur, the Werewolves avoid the wars of Ashan when possible. If a member of the pack is killed, the rest of the pack avenges when possible. It is a strict rule to only kill the murderer, and no others, for they beleive that everyone has a note that has the right to be sung. A murderer, however, is a dischord, and should be silenced.
Sylanna, and her Messiah, Herne, are worshiped on high hill tops under the full moon, where every member of the pack howls to the Eye of the Great Queen of the Forrests.
A Summary: The Werewolves were originally on friendly terms with the Elves. However, other races were apalled to see the Elves harborring "Such Abominations" and, to avoid war, the Werewolves quietly left for less populated reigions. In thanks for the Werewolves sacrifice, the Elves taught them Druidism and ways of healing before they left. Since then, there has been little contact, with the exception of Morgra's War.
Morgra, a leader of the largest territory, grew increasingly angry at men and their constant invasions of Werewolf teritory. She united several of the packs and led them in an assult that pushed back Eastern settlement for a century. They then retreated back to their forrests and mountains.
However, now that the Orcs from the East and the Men from the West are pushing on their boundaries, the Werewolves must once again enter the fray to preserve their way of life.
Creatures:
Level 1: Juvinille:
At the age of 18, Male Werewolves transition from taking on wolvish form at full moon to almost total form change. These warriors are eager to prove themselves a worthy member of the pack.
Upgrade: Initiate:
These Juvinilles, almost done with the initiation rites, are feeling the change, and become a wolf when they attack.
Level 2: Wolf:
These wolves, tamed by their errect counterparts, are willing to preserve their hunting grounds.
Upgrade: White Wolves: Old and experienced, these wolves know much in the ways of the woods.
Level 3: Vargan Ulfsark:
The basic infantry in Werewolf Society.
Upgrade: Vargan Bersark:
These Werewolves have single handedly killed a bear, and now wear its skin as a sign of dominance.
Level 4: Seer:
Knowledgeble in the ways of Mysticism, these She-wolves are able to heal, as well as cast simple spells.
Upgrade: Sightess:
They can see the past, and in doing so can pinpoint the weaknesses of their enemies' past.
Level 5: Dragga:
The dominant males in sub packs.
Upgrade: Dragon's Dragga:
Blessed with long life by Sylanna, these Werewolves can litterally shake units to peices with their howls.
Level 6: Fenric:
Giant wolves that no chain could bind.
Upgrade: Fenric pack:
Multiple werewolves that hunt in a pack, dammaging all nearby.
Level 7: Herne's Preists:
Werewolves that can accend to the stars through the grace of Herne.
Upgrade: Herne's Apostles:
Those that have seen, or even met Herne as she dashes through the woods.
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How exactly is luck a skill?
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alcibiades
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of Gold Dragons
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posted November 16, 2006 08:23 AM |
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Very nice work - I do, however, feal that this faction would probably need more variation in it's line-up, less it becomes very dull. Maybe I just need some pictures, but currently, the units all seem very alike to me.
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Relentless
Known Hero
Shadow Elemental
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posted November 16, 2006 09:51 AM |
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There are too many werewolfs in the werewolf faction.
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Daystar
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posted November 16, 2006 02:59 PM |
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Quote: There are too many werewolfs in the werewolf faction.
... Blink....Blink...Blink...
um, does anyone else see the problem with this comment?
But you are right. Anyone have some Ideas for units?
Also, I will write more on the racial skill: Marking Territory.
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alcibiades
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of Gold Dragons
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posted November 16, 2006 03:13 PM |
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There is an obvious solution to the problem: Taking in other were-creatures. Typical lycanthrope lore deals with were-rats, were-dogs, were-wolfs, were-bears and so on. However, I don't feel this will save this faction from being very monotonous. So, realistically, the were-topic can probably not carry a complete town on its own.
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What will happen now?
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yasmiel
Supreme Hero
Former Chessmaster
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posted November 16, 2006 03:14 PM |
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No problem, there shouldnt be more than 3-4 native race units in either town...
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 16, 2006 08:00 PM |
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Edited by bixie at 20:30, 16 Nov 2006.
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so far, i think its good.
but (and their are always buts )
woulding it be more aporpriate with the werewolves worshiping Asha in the moon?
i like the idea of the werewolves being friendly. i think they would be the kind of people who give their water to weary travellers and make friends with them.
possible terriorty for them, Carlevor, a forest in between Kreegar and the holy griffon empire, which should be a perfect place to get hit by both haven and by the Stronghold (see meanwhile in ranaar for details)
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Daystar
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posted November 16, 2006 10:52 PM |
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That works.
Let's see,
Level 3: Vargan Archer:
Their accuracy may not rival their sylvan counterparts, but their arrows are shot harder and faster.
Upgrade: Vargan Longbows:
Their bows are longer lasting and can knock smaller enemies backwards.
Level 4: Roc:
A great eagle that can take a turn to leave the battle feild, return the next and drop rocks on the enemies before returning to the ground.
Upgrade: Thunder Bird:
They only need one turn to pelt the enemy, and the rocks tend to come down with lightning.
Level 6: Alferwolf:
Some Elves over the centuries were bitten, and joined the ranks of the Werewolves. These hybrid Creatures were much learned in gramyre and magyk.
Upgrade: Alferwolf Priestess:
Their magic allows them to lead their laity in worship of the gods.
Level 7:Wyveren:
Unlike the Pekoi variety to the west, these Wyverens are prouder, and more docile. Their fur is a glossy brown.
Upgrade: Silver Wyveren:
Older, and with a much more beautifull pelt.
Walker: 10
Flyer: 4
Caster: 4
Shooter: 2
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How exactly is luck a skill?
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GenieLord
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posted November 16, 2006 11:02 PM |
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I think you did a realy nice job.
Very nice and original. Well done!
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alcibiades
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posted November 17, 2006 12:02 AM |
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Roc, Thunderbird and Wyvern? Eh ...
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Daystar
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posted November 17, 2006 04:19 AM |
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well, it needed flyers. any thoughts on a good level four?
btw, here's a wyvern concept:
Bronze Wyvern:
Silver Wyvern:
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How exactly is luck a skill?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 17, 2006 08:44 AM |
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Hmm ... Scaly goat with bat wings? Looks a bit funny - doesn't really work as a Wyvern to me ...
I'm not too sure about the flyers, though ... Wereowl perhaps? Well ... I just don't think the Thunderbird or the Wyvern suites the theme of this town.
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What will happen now?
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Relentless
Known Hero
Shadow Elemental
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posted November 17, 2006 09:15 AM |
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You could have a really cool werewolf having a tamed falcon or owl...
Or a thunder Griffin...
Or a feral black Griffin.
Or a giant Bat.
Or a Harpy.
Or a Giant White Stag.... ok, forget the last one.
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Daystar
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posted November 18, 2006 12:31 AM |
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Actually, a white stag, or perhaps a red one or sth might work.
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How exactly is luck a skill?
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bixie
Promising
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my common sense is tingling!
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posted November 18, 2006 05:13 PM |
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um...guys, the thunderbird is an aspect of Slyath, who is a god.
i like the idea of using a wyvern, can you also use something like a Werebear? would be interesting were it leads
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Daystar
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posted November 19, 2006 02:42 PM |
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Edited by Daystar at 14:43, 19 Nov 2006.
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We need to get rid of the word "Were" though, what would work?
Also, the bear is already in the Fortress.
How about replacing rocs and thunder birds with Eagles?
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How exactly is luck a skill?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 19, 2006 05:27 PM |
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fair enough, no bears
keep the rocs, just not the thunderbirds, change it to giant eagle-> roc
another possible creature could be a gorgon?
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Love, Laugh, Learn, Live.
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Daystar
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posted November 20, 2006 05:11 AM |
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might work for Level 4.
Brilliant Idea for Level 7.
I was taking a shower when it all came flooding back to me, a creature that is not a werewolf but still carries the dual nature of the town.
...Such a sight I've never seen, a
head to play, a head to rest,
a head for looking east and west!
How amazing, how confusing,
Not to know which head you're using...
I am talking about the Amphisbeana, a creature not unlike a dragon, but wingless, possessing only two legs, and, oh yeah, two heads. One on each neck. One neck is where the tail should be.
I've had trouble finding a good picture. I figure it could attack the units infront of and behind it.
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How exactly is luck a skill?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 20, 2006 06:52 PM |
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gives a new meaning to "back to front personality"
still, a two headed dragon with now wings sounds interesting!!!
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Love, Laugh, Learn, Live.
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KnightDougal
Bad-mannered
Famous Hero
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posted November 20, 2006 06:56 PM |
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