Mythruna

Development => Concepts => Topic started by: pspeed on October 11, 2011, 01:59:43 PM



Title: Races
Post by: pspeed on October 11, 2011, 01:59:43 PM
So far, my design has turned up seven races in Mythruna.  This is subject to change and some of their characteristics may move around but I thought I'd write about what I had so far.

I will attempt to attribute special abilities to the races.  It may turn out that certain special abilities are impossible to implement as written... but these are sort of concept sketches anyway.  The concepts will hold even if the game can't express them properly.

By default, races will have in-built special abilities.  As a player character, you will have pluggable slots in your body to which you can insert magical devices that will augment your abilities (potentially at the cost of some other energy).  Races with built in special abilities will have fewer of these slots when played as a player character.  The theory is that it should be possible to make any human (within reason) have the same abilities as some race if they manage to find or build the right components.  Note that such components may be impossible to find or may not work for any number of other reasons, but that's the general theory for most of the abilities.

Human
This is the most obvious one and the first that will be implemented.

Humans are the primary drivers of widespread civilization on Mythruna.  They are the builders of roads and cities and seek to connect the whole world.  The other races would normally be content to live on their own in isolation but the humans sort of force interaction through expansion and curiosity.

They have no built in special abilities and so all of their magic component slots are open.

Most above ground regular medieval style cities and towns will have been built and/or are run by humans.


Elf
You pretty much can't have a fantasy world without elves and they are an easy modification of the human character models, so Mythruna will have them... sometime after human.  Though these are scaled back from Tolkien style elves to make them better fit this world.

These are primarily forest people, tall and thin in stature. 

They are the only race in Mythruna that has an innate magic ability.  It is based on life energy and usually requires sunlight to work.  In other words, they can naturally transform sunlight into life energy.  (sunlight and life energy are two of the many forms of elemental magic on Mythruna)

They build villages in the earth or in trees, either in burrow style huts or by manipulating trees into larger structures or hollows.  They will rarely if ever "construct" things and will never dig in anything but raw soil or sand.  They will never mine and cannot easily distinguish one rock from another even if they did.

As a natural ability, they have a night vision based on the ability to see "life auras" and similar magic energies.

Elves live a very long life which leads to a naturally high wisdom.  As player characters, this shows up as a special ability (if wisdom even becomes a useful character stat).  The knowledge and wisdom of the elves comes less by direct pursuit as it does from mere exposure to lots of things, handed down lore, and boredom.

Elves will tend to be "true neutral" in many respects and understand the ideas of conservation of balance even if it requires destruction.  For example, thinning overpopulated herds or burning sections of the forest to prevent overgrowth.

Extremely likely to be naturalists, druids, healers, and rangers... though most elven rangers will be the product of having been outcast from elven society.


Dwarf

Their short and strong stature make them natural diggers and they will build deep and expansive cities underground where their population thrives.  They are so good at spending time underground that they can determine their position on a map even if they've been wandering underground for weeks without seeing the sky.  They also always know how deep they are.

They are natural miners and have a "nose" for minerals.  Frequently a dwarf will be able to predict whether a mineral vein is worth following just by the smell and shape of the rocks.  Some dwarfs may even possess a homing sense for specific types of minerals and naturally be able to guess where they might be.

They are friends to nearly all underground creatures and even dragons view them as neutral parties unless provoked.  Dragons will see them more as part of the mountain like any other rock-burrowing creature.  Like an ant not worth swatting as long as it stays away.

Their relationship to the earth means that many types of magic energies are naturally and harmlessly absorbed making some magic have a diminished effect on dwarfs.


Simian

The simian race is an ape-like humanoid that retains many of the traits of other apes.  They are the scholars and tinkerers of Mythruna.

They tend to build large and expansive towns and cities in the trees and so over time have become exceptional engineers.  Humans and Simians regularly trade engineering knowledge and secrets and Simian's have an almost compulsive need to collect and read books.  Most Mythruna libraries will be run by Simian elders.

They are mostly herbivores but will eat certain meats.

Tree climbing is an innate special ability and there feet and tails can be used as additional climbing aids.  If they have a chance to situate themselves, they can continue using both hands freely even in precarious positions.  They are the only race that can naturally climb one-handed.

They have no natural magic ability but they can often understand the workings of magic devices enough to construct or repair them.

As humans, they are adaptable.  If they build a tree city then they build it to last and will spend generations there.  Also like humans, they are not climate specific and will find a way to adapt their lifestyle to any particular location on Mythruna.


Reptilian

These silent and cold blooded humanoid reptile carnivores are natural predators and naturally distrustful of outsiders.

There special abilities are many.  They can breath underwater, climb nearly any surface, move silently, and in some cases hide almost invisibly.

Their night vision is heat based, ie: infrared.

As player characters, they have almost no available magic component slots... maybe just one.  There special abilities sap heat energy.

The fact that they are cold blooded limits them somewhat.  While they can swim underwater for an unlimited amount of time, cold water is a severe and constant risk.  They will almost exclusive live in warm climates.  Only the more civilized Reptilian will live where winters are harsh and then only in towns or cities where they can stay indoors most of the time.

Reptilian populates tend to be spread out over a larger area in warm caves of burrows in the desert or warm grasslands.  They do not migrate with the seasons and so will build where seasons are warm to mild.  Certain sects may also live in underground fresh water caves where the waters stay warm all year around.


Pantherian

The pantherian's are a race of humanoid cat-like people.  They are carnivores that can move fast and silently making them formidable hunters.

They have limited tree climbing ability and can leap up short rocky slopes.  They must keep moving and cannot use their hands while climbing trees.

They dislike large bodies of water and will almost exclusively live in simple villages built near or around lowland forests or caves.  Caves especially in winter.  Their dislike of water is such that indigenous pantherians will never travel by ship.  If they must move from one continent to another then they must travel by air.  This is extreme enough that a population of pantherians will stay and die fighting a dragon if sea travel is their only other option.

It is very likely that they build makeshift camps during the warm months to be where food is plentiful, moving to a set of caves during winter hibernation periods.

If the Lion and Tiger sub-races live in close proximity then it is almost always true that they are at war.  The leopard sub-race will often play as neutral parties in these conflicts.


Avian

The "bird men of Mythruna" are the true nomads.  They tend to carry all of their possessions with them and still travel light.  They rarely settle in one location for more than a few weeks at a time.

The have arms and legs like a human but light leathery wings on their backs.  They are short, thin, and very light weight making them weak warriors in hand to hand combat.  It is rare for them to wear anything but the thinnest leather armor since any extra weight will limit their ability to fly.

In addition to flight, another special ability is that they can detect changes in the weather.  If an Avian's wings are damaged beyond healing then they are ostracized from their social group and must find their way in the world.  It is very common to see flightless Avian's on board sailing and air ships as navigators and lookouts.  Their sense of weather and direction, as well as general knowledge of air currents, makes them valuable assets on any long-haul vessel.

The warrior Avian will tend to use a sling or in some cases a short bow.  Bladed weapons are as light as possible and will either be a single dagger strapped across their chest or wooden cudgels or quarter spears.

It is extremely unlikely that an Avian sect has ever built a town or a city.  They tend to move to where the weather is good and resources are plentiful, migrating as the seasons change.  The civilized Avian loner or outcast may live in rented high towers or stay at inns when they travel.  Most of the indigenous Avians will prefer a hastily built shelter on a mountain top or in a tree.

Humans and Simians envy the Avian's for their ability to fly and often ignore the limitations this imposes.  Reptilians and Pantherians see them as a rare delicacy.  Dwarfs think they are crazy for ever leaving the ground.


Title: Re: Races
Post by: sameer on October 11, 2011, 07:22:44 PM
All good races, i think i'll be an Avian, flying has always been a dream of mine lol.



Title: Re: Races
Post by: caesar on October 12, 2011, 01:41:13 AM
Well done concept, every race has its pros and cons and are all limited in the spaces they live.

Only thing wich could be a problem is that elves and simians both build huge treecities. So they could possibly compete for special areas or trees or even live together in communites and can build even larger structures.


Title: Re: Races
Post by: pspeed on October 12, 2011, 07:13:27 AM
Well done concept, every race has its pros and cons and are all limited in the spaces they live.

Thanks.

Only thing wich could be a problem is that elves and simians both build huge treecities. So they could possibly compete for special areas or trees or even live together in communites and can build even larger structures.

They could compete but it is unlikely that they would ever willingly live together.  The elves would sort of view what the Simians do as an abomination.  The Simian's build large complicated marvels of engineering in the tree tops, often chopping away parts of the trees to do it.  If the elves live in trees then it is because they've manipulated the growth of the tree to provide shelter... or they've been very gentle and considerate of the tree.

Still, elves are pragmatic and would coexist with a Simian tribe if they had to... either on the fringe or underneath the city in hobbit style houses.  Culturally, I see elves borrowing a lot from the non-military aspects of the samurai Bushidō... very ritualistic, very patient.  They live ten times as long as the other races and that's bound to affect their world outlook.

The Simians are generally jealous of the elve's natural magic abilities though not strongly.  It bothers the Simians that they can build and repair devices that they have no natural way of using.  They also believe that the other civilized races look down on them as upstarts and this is magnified in the way that the elves seem to come off as patronizing when dealing with other races.

Note: while this is my style guide I don't know if any of the more detailed personality conflicts will manifest in game systems.  I do know that characters who have met will have a relationship linkage along with a "general impression" on a few aspects.  Built in conflict will skew the "first impression" of these relationship links and affect the way one character feels about another if it comes up.  For example, a player character Simian who has just met an elf probably won't be able to get that elf to sign a petition to get a town... even if that elf for some reason would have (I think it unlikely that an elf would by default anyway).  You'd have to do some major sucking up to change the opinion.


Title: Re: Races
Post by: ayoriceball on October 22, 2011, 09:07:46 PM
Any similarities to dwarf fortress? I like the direction that it "seems" you are going in and I really want to know more :).

I also like sub-races, but will you have some sub-races or other additional options for all races?


Title: Re: Races
Post by: pspeed on October 22, 2011, 09:22:17 PM
I only have a passing familiarity with dwarf fortress and at this point I get accused of copying enough stuff that I'm not looking to add to the list yet. :) :) :)

The seven races sort of cut a wide swath and still leave room for customization.  Most of the other things will be how you tweak the character and/or how the appearance is setup.  For example, Pantherians will definitely have subraces even as described above.  Otherwise, given the number of major races already, I don't have a strong desire to complicate it too much more.

...and there will always be the add-ons that other people make that can fill in those options.

Given the story line I'm building at this point, I don't plan to add any particular restrictions other than the ones that manifest physically.  For example, a natural avian won't be able to wear heavy armor simply because it would prevent them from flying.  I mean, they could... but flying seems pretty important.

Any modders wishing to simulate more specific systems like D&D, etc. would obviously want to tightly restrict things and should be able to do so through modding if I do my job right.


Title: Re: Races
Post by: pspeed on October 22, 2011, 09:25:44 PM
Also, keep in mind, if the races are balanced properly then it should be possible for a human to find/build/acquire the right components to plug into their "slots" to give them the same special abilities as the other races... with the same number of slots open when done.  (Though, for example, a heavy human may never be light enough to fly even if it did have the ability... without also adding some other things.)

But those components will only be a subset of the slot components that a player might find/build/acquire.


Title: Re: Races
Post by: ayoriceball on October 22, 2011, 09:32:00 PM
Also, keep in mind, if the races are balanced properly then it should be possible for a human to find/build/acquire the right components to plug into their "slots" to give them the same special abilities as the other races... with the same number of slots open when done.

I love it! :D


Title: Re: Races
Post by: scorch on October 23, 2011, 01:14:15 PM
I''l probabily be an Elf. ;D


Title: Re: Races
Post by: pspeed on October 23, 2011, 02:36:09 PM
I''l probabily be an Elf. ;D

Tree hugger.   heheh.

I probably will, too... but for once I'm actually itching to try the different races as well.  If I can make them as fun as they sound. :)


Title: Re: Races
Post by: scorch on October 24, 2011, 02:18:35 PM
I''l probabily be an Elf. ;D

Tree hugger.   heheh.

I probably will, too... but for once I'm actually itching to try the different races as well.  If I can make them as fun as they sound. :)
I just think elves are more wise, powerful, and rubust, and as I like nature, it's the perfect blending.  ;D


Title: Re: Races
Post by: xzardas on October 25, 2011, 09:29:33 AM
hej paul these races look just amazing. i can already imagine them :P but i want to add some support. i see you have alot of classes but there is not rly one that is big and heavy and might live underground like ogres (nowi know dwarfs also live underground or in mountains but their building is also limitid) i want to suggest an 8th class an muscely-looking-ogre-like person, big, heavy, eats a lot of meat, nearly ever comes outside, verry terratorial, cannot swim good, brute strength, learn a little bit less faster then other races in certain skills, realy stong in combat. yeah that would be a class for me to chose :P  in any way you classes are alrdy more then in any other mmorpg i have seen. appart from the series of the elders scrolls. so i would understand if you do not want to import another class :) it wont do any harm. anyway thanks for reading :D im off gaming now.


Title: Re: Races
Post by: pspeed on October 25, 2011, 11:16:16 AM
Thanks for the idea.  I will consider it.

A lot will depend on what creatures I end up with, also.  The more humanoid creatures I create then the more likely it is that a player can play one of them.

Dwarves were what I envisioned as the "unground race" because they are small and millenia of cave dwelling will do that to you. 

Being able to play an ogre would be cool but I don't think they'd develop much of a society and would be unlikely to have built their own caves, preferring to live in natural caverns... after all, they aren't too bright.  So while it may end up being a playable character type, I don't know if it will graduate all the way up to being its own race.

...but we'll see.  There should be some sort of halc-orc (in class D&D) equivalent, though.  Strong, stupid, ugly... I'll have to think on the subject.  Maybe it's a subrace of the reptilians or something.


Title: Re: Races
Post by: xzardas on October 28, 2011, 07:34:35 AM
hahaha yeah orcs are more intelligent then ogres yes :P


Title: Re: Races
Post by: ayoriceball on October 29, 2011, 11:21:45 PM
I may need to see how much health species have/how much attack damage they do, but I will probably end up playing as a Reptillian or Avian, simply because they support the kind of playstyle I usually have in RPGs- weak, fast, and hard-hitting :). Sneaking will also be important for PvP.


Title: Re: Races
Post by: pspeed on October 29, 2011, 11:24:42 PM
Yeah, it can be tough to imagine how a high level description will actually manifest in real game systems.  Hopefully I'll be able to do something cool. :)  ...but even I'm not exactly sure.


Title: Re: Races
Post by: Atlas on November 02, 2011, 04:44:54 PM
I suggest you add a Golem race, that would be pretty sweet.
Anyone else agree?


Title: Re: Races
Post by: pspeed on November 02, 2011, 06:00:45 PM
I wonder, though, if you really mean something else.  Traditionally, golems are constructs made by wizards, ie: stone golem, flesh golem, iron golem, etc.  Glorified zombie robots, sort of.



Title: Re: Races
Post by: Atlas on November 03, 2011, 01:47:22 PM
I wonder, though, if you really mean something else.  Traditionally, golems are constructs made by wizards, ie: stone golem, flesh golem, iron golem, etc.  Glorified zombie robots, sort of.


I was sorta thinking of more of a tank-ish race that can take a lot of hits, while fighting, and that's the best I could think of. =/
Or maybe an Atlantean race, a sub-race of the Reptillians.


Title: Re: Races
Post by: pspeed on November 03, 2011, 02:23:10 PM
We'll have to see.   I can imagine tank-ish style physiques for almost all of the races except Avian.  For example, it's pretty easy to imagine a large-cat version of the Pantherians... and some kind of think-skinned or armor-played reptilian, or simians that more resemble large gorillas than monkeys.

There needs to be some "tanking" opportunities... but given how the races are all distinct and isolated, I'd think it might be strange to have a single tank-race.  They'd have just taken over everything a long time ago.


Title: Re: Races
Post by: ayoriceball on November 03, 2011, 04:11:35 PM
What will the Pantherians' best skills be? They don't seem to have much going for them.


Title: Re: Races
Post by: pspeed on November 03, 2011, 04:54:16 PM
Strong melee fighters, excellent hunters/trackers.  Any woodsmen/nature skills there might be, they will have in abundance, I think.


Title: Re: Races
Post by: BenKenobiWan on November 04, 2011, 05:23:19 PM
Which (if any) race will have stealth abilities? The pantherians?


Title: Re: Races
Post by: pspeed on November 04, 2011, 05:43:54 PM
Yeah, and probably the reptillians even more so.  Both will be similar races except where the pantherians have strength and living flexibility, the reptillians will have stealth, poison, and the cold bloodedness down side... but that's also what gives them a slight edge on the stealth thing.

...but I wouldn't want to have either of them hunting me.  As a bumbling human, I'd probably never hear them coming. ;)


Title: Re: Races
Post by: BenKenobiWan on November 04, 2011, 10:19:49 PM
Thanks. Is there some place where you keep track of some of the smaller details on here? Like what will the AI do? will they mine or just operate stores and run from dragons? That sort of thing. There is much I _could_ say, but I'm sure you've thought of most of them. Just wanting to be helpful and not annoying.  ;)


Title: Re: Races
Post by: pspeed on November 05, 2011, 02:44:30 AM
I haven't posted much about the AI yet except in these threads.

The plan is for all AI-based NPCs to have real lives.  Eat, sleep, go to work, build their houses, etc..  So there will miners, hunters, bakers, blacksmiths, architects/builders, etc. all going about their daily lives.  The only issue that may require scaling this back at all is how efficiently the "level of detail" system for the AI will handle whole towns and areas.  Since that's only designed on paper so far, I won't know until I actually see it work.

Still, people in limited ways were already doing similar things with nwnscript in Neverwinter Nights 10 years ago.  And that setup made it overly difficult and not very efficient.

And it may just be about balancing how frequently cities and towns appear in the world... which is a whole different subject.


Title: Re: Races
Post by: FutureB on December 01, 2011, 09:23:00 PM
i just got around to reading this and it sounds great :] i would be a simian or a avian XD


Title: Re: Races
Post by: RadioActiveFrog on December 02, 2011, 07:17:21 AM
i would be a Reptilian or a Dwarf :D both are epic :D


Title: Re: Races
Post by: pspeed on December 02, 2011, 10:35:27 PM
I wonder if there will be dwarf reptilians. :)


Title: Re: Races
Post by: BenKenobiWan on December 02, 2011, 11:50:11 PM
I thought you were in charge of that. Lol :P


Title: Re: Races
Post by: pspeed on December 02, 2011, 11:54:32 PM
I thought you were in charge of that. Lol :P

:)

Yeah, but I don't know how flexible I'll be making the body type selection.  Depends on about 10 different other things working as designed.


Title: Re: Races
Post by: ayoriceball on December 03, 2011, 12:49:10 AM
You could simply tell us instead of teasing us :D


Title: Re: Races
Post by: xzardas on December 03, 2011, 01:14:58 PM
hmm paul what race is gonna be have the major alchemy and crafting..
i hope the cat race has a good alchemy skill and medium crafting skill and also some kind of stealing or sneaking.
cuz i love cat races in games. they r just so amazingly awesome.


Title: Re: Races
Post by: pspeed on December 03, 2011, 01:45:14 PM
hmm paul what race is gonna be have the major alchemy and crafting..
i hope the cat race has a good alchemy skill and medium crafting skill and also some kind of stealing or sneaking.
cuz i love cat races in games. they r just so amazingly awesome.

For crafting, I think it depends on the crafting and the material.  In general, the Simians will have a bonus to most types of crafting.  Dwarfs will have a bonus to any type of stone and metal crafting.

Alchemy based on natural ingredients will be strong in reptilians, pantherians, and elves.  The reptilians may have extra abilities for incorporating non-nature elements like gems and crystals.  And as far as the non-player characters go, the different races will have their different specialties.  With reptilians and poison on one end and elves and healing on the other.

And I think if you want the best short bows, you would buy from an Avian.  My guess is that pound-for-pound they would be the best/strongest bows for the size for anything less than a long bow.  And especially crossbows.

Though I'm inclined to have elves be pretty good bow crafters as well... famous for the longbow in many stories.  But considering an elf's disdain for hacking up a tree... elven bows will be rare and expensive because if an elf makes a bow it would usually be for personal use.

Pantherians versus Reptilians, re: hunting:
Pantherians would be the fast and silent hunters.  Their minds and culture are geared to invisibly stalking a prey to within striking distance and then dealing quick death in a dash.  They have good low-light vision but give off tons of heat that any infrared sensing creature would see.  Downwind you'd be able to smell them, too... but they know this and will attack against the wind if possible.

Reptilians are the silent and slow hunters.  They conserve their energy.  Their strategy prefers total stealth above all else and could pick off members of a herd without the rest of the herd being alerted.  They are cold blooded and can be nearly invisible to infrared sensitive creatures and they give off virtually no smell.  Their entire culture is built around this idea.  Poisons, patience, and stealth.

If you are attacked by a group of Pantherians then you probably never heard them coming until they spring out of the dark in a flash and start attacking.

If you are attacked by a group of Reptilians then you are probably already standing in the middle of them and don't even know it.  Your first indicator would be wondering why your friend is lying on the ground gurgling.  Beware the deserts if you are an enemy of the reptilian tribes.


Title: Re: Races
Post by: ayoriceball on December 03, 2011, 03:14:41 PM
It sounds like a group of Dwarves and Reptilians would be very complimentary to each other. Gem crafting + Stone and Metal crafting, and two different combat styles that I think will work well if organized correctly. Hopefully the two cultures can get together and make some amazing fortresses (or something along the lines of that).


Title: Re: Races
Post by: ranger10700 on December 03, 2011, 10:28:49 PM
Just thought id add my input to the orc/ogre/whatever thingy. Perhaps the orc could be a sub-race of elf? Considering the elves are a peaceful, quite dormant race and the Simians are a very active, experimental race, I dont see why the Simians wouldnt try some genetic experimentation nonsense and fail miserably and create an orc thing. Ofcourse, one wouldnt be enough for a whole race, so for story-sake, perhaps they had a massive lab filled with these experiments, and one escaped and "somehow" released all of its friends and they bred in the wilds and caves.

I know this is very cliche, but eh. I dont see how an orc would come to exist from a reptillian, but thats just me :P


Title: Re: Races
Post by: pspeed on December 03, 2011, 11:18:04 PM
I know this is very cliche, but eh. I dont see how an orc would come to exist from a reptillian, but thats just me :P

I wasn't going to make a classic orc... just the type of character one would play.  Big, burly, ugly, not too smart, etc.


Title: Re: Races
Post by: ayoriceball on December 25, 2011, 12:17:45 PM
Will the Elves have a bonus to toy crafting?


Title: Re: Races
Post by: pspeed on December 25, 2011, 02:53:04 PM
Will the Elves have a bonus to toy crafting?

Hehe... someone had to ask it. :)

I think in Mythruna worlds, Monkey-men would be the toy crafters. :)


Title: Re: Races
Post by: ayoriceball on December 25, 2011, 07:58:46 PM
Are the Simians supposed to be weak, yet agile? And good crafters yet weaker in combat (so they use mechanisms or more complicated tools in fighting)?

So the elves will be the more dexterous military-focused race. Higher strength or toughness (or magic). Simians would have higher skills that are perhaps more indirect. (intelligence? kinesthetic sense? :D)

I also suggest, if you're actually doing some sort of attribute system, that you have, say, furniture making be based more on strength, and crafting smaller things influenced by dexterity. Throw some creativity in there of course! That might help balance things a bit. I actually do not know exactly what you are planning. I do hope it's Rpg-ish (Dwarf Fortress, *cough cough*)

Not that Mythruna will be a copy of Dwarf Fortress in anyway. In fact, the way skills are handled in that game is kinda bad. Kinda. :P
Sorry, I'd just like to know more about the games mechanics xD


Title: Re: Races
Post by: pspeed on December 25, 2011, 09:11:13 PM
I think each race should seem like it could survive independently.  So each race will have a variety of "subclasses".  For example, there may be large gorilla men which are the warriors and the smaller monkey-men are the tinkerers and craftsmen. 

Elves are in tune with the earth and would likely not kill aggressively any living creature.  There warriors would tend to be very skilled in defensive tactics as their plan would be to outlast an opponent.  They are skilled hunters only in that they are very experienced (from living a long time) and because they prefer to bring animals down in one kill and only for need.

In real life, I actually _do_ make furniture and I'm not a very strong person.  You learn ways to work around it... and a simian would be no less strong than a human, in general.

But to reiterate, each race would have lived independently before humans arrived to draw them together... so each race, within their own cultural limits, would have had to fill all of the roles necessary for survival.  They each would have their scholars, farmers, craftsmen, warriors, priests/shaman, and leaders.  The way those take shape would be different.  For example, Avians probably have a limited warrior sect since they would be more likely to just leave at the sign of conflict but they would have hunters and ways to defend their pre-flight-capable young.

Where as in the pantherian and reptilian races, probably nearly everyone has warriors skills to some degree.


Title: Re: Races
Post by: ayoriceball on December 25, 2011, 09:24:38 PM
Very interesting indeed. These ideas of yours are great. Also, in the first post, you state that Avians carry their possessions with them. Do they carry these things in their "inventory"?


Title: Re: Races
Post by: pspeed on December 25, 2011, 10:46:11 PM
Very interesting indeed. These ideas of yours are great. Also, in the first post, you state that Avians carry their possessions with them. Do they carry these things in their "inventory"?

Yes... which could be spread out in bags and containers that they wear.  The only exception to this is in the aeries where they raise their young that are either too young to travel or too heavy to carry in a brief period before they are capable of flight.  These aeries are inaccessible except to the best climbers and are almost exclusively built in the tops of mountains in colder climates (a natural way to avoid reptilian attackers).  I'm still not sure how the engine will generate these yet... though some may be in the tops of ancient ruins also.

Note: the subtle implication is that weight and size matter with respect to inventory... like a real RPG.  Though, I will treat raw materials differently because no one would ever realistically be able to carry around even 1 cubic meter of stone let alone little piles of 64 cu. meters each. ;)  Players will start with some kind of magic storage device for raw materials.  This was supposed to be hooked into their builder wand for removing and placing raw resources... but removing blocks may turn out to be through more traditional means (shovels and picks) than I'd originally designed in the early days and simplifies the magic systems that would have to be in place to support such a thing.


Title: Re: Races
Post by: pspeed on December 25, 2011, 10:48:53 PM
And note also: just because a natural Avian would carry all of his possessions doesn't mean that we the players have to.  We are other-world beings inhabiting a body constructed for us.  Other than the physical limits this places on us, we don't have to live exactly as they do.


Title: Re: Races
Post by: ayoriceball on December 25, 2011, 10:57:53 PM
You could probably type up an "essay" on this. I'm sure I and alot of other people would enjoy it. Or just do a recording of yourself talking for 45 minutes. That would be nice too.

That answered almost every question I have, thank you.


Title: Re: Races
Post by: pspeed on December 25, 2011, 11:10:26 PM
You could probably type up an "essay" on this. I'm sure I and alot of other people would enjoy it. Or just do a recording of yourself talking for 45 minutes. That would be nice too.

That answered almost every question I have, thank you.

Heheh.  Yeah, I need to write more up all the time.  It's funny because I actually was just talking about putting together a full-color book about this at some point assuming I can get the proper artwork together.  It's a project that on its own could easily get out of hand but hopefully I will have scraps of concept art to draw from at some point.  Sort of a "races and creatures of Mythruna" sort of thing.


Title: Re: Races
Post by: ayoriceball on January 01, 2012, 10:01:09 PM
I think each race should seem like it could survive independently.  So each race will have a variety of "subclasses".  For example, there may be large gorilla men which are the warriors and the smaller monkey-men are the tinkerers and craftsmen. 

Elves are in tune with the earth and would likely not kill aggressively any living creature.  There warriors would tend to be very skilled in defensive tactics as their plan would be to outlast an opponent.  They are skilled hunters only in that they are very experienced (from living a long time) and because they prefer to bring animals down in one kill and only for need.

In real life, I actually _do_ make furniture and I'm not a very strong person.  You learn ways to work around it... and a simian would be no less strong than a human, in general.

But to reiterate, each race would have lived independently before humans arrived to draw them together... so each race, within their own cultural limits, would have had to fill all of the roles necessary for survival.  They each would have their scholars, farmers, craftsmen, warriors, priests/shaman, and leaders.  The way those take shape would be different.  For example, Avians probably have a limited warrior sect since they would be more likely to just leave at the sign of conflict but they would have hunters and ways to defend their pre-flight-capable young.

Where as in the pantherian and reptilian races, probably nearly everyone has warriors skills to some degree.

So the differences between races are mainly cultural? But then what about the Avians? How are their losses in melee combat balanced?

Perhaps they could be more agile than humans? Because I'm thinking that a race of thin people would be less capable of hammering away at stone than a bunch of big, heavy-muscled humans or dwarves (or whatever else you have in mind).

Unless I missed something.


Title: Re: Races
Post by: pspeed on January 02, 2012, 05:51:15 AM
So the differences between races are mainly cultural? But then what about the Avians? How are their losses in melee combat balanced?

Perhaps they could be more agile than humans? Because I'm thinking that a race of thin people would be less capable of hammering away at stone than a bunch of big, heavy-muscled humans or dwarves (or whatever else you have in mind).

Unless I missed something.

You might misunderstand.  The "each race could survive independently" just means that each one will have a variety of sub-types such that their culture could function independently.

The avians, resembling aboriginal (native American, whatever) nomads, will probably not specialize as much as humans.  So if you fought an avian then you can probably expect a pretty consistent response... lighter, thinner, more likely to just fly up in the sky to get away.  There will be some specialization, sure... the tribes will have their warriors, etc.  And their race/stature definitely plays into how successful they are in melee and they would have adjusted their tactics accordingly.  For example, they are not likely to engage in direct melee to begin with.

Where as humans tend to specialize.  If you fought a human then the response will be dependent on whether they are a dedicated fighter, a blacksmith, or the old baker.  The first two are likely to be more of a challenge than the third.


Title: Re: Races
Post by: ayoriceball on January 02, 2012, 11:23:47 AM
Ok, thank you for the clarification.

I'm most likely going to bombard you with questions once combat is done. :P


Title: Re: Races
Post by: pspeed on January 11, 2012, 05:47:07 PM
Most of you read both places anyway but I thought it appropriate to post this here:
http://www.facebook.com/media/set/?set=a.325058730849985.73652.204533646235828&type=1

Mythruna races concept art... a beginning at least.


Title: Re: Races
Post by: BenKenobiWan on January 11, 2012, 08:18:06 PM
Not bad.

I thought the simians were going to live in trees.


Title: Re: Races
Post by: pspeed on January 11, 2012, 08:35:32 PM
Not bad.

I thought the simians were going to live in trees.

They will... and anywhere else they want to live.  Usually high, though.


Title: Re: Races
Post by: ayoriceball on January 11, 2012, 09:05:12 PM
The Simians feel a bit too much like Humans. But that is good for a High Fantasy feel.


Title: Re: Races
Post by: pspeed on January 11, 2012, 09:39:03 PM
The Simians feel a bit too much like Humans. But that is good for a High Fantasy feel.

They have a sort of symbiotic relationship.  The Mythruna humans were the explorers and the simians were the engineers.  The two civilizations originally developed independently and now thrive in tandem.

In a human city, 9 times out of 10 the libraries will be run by simians.  And if a human army goes to war, they will have a team of simians to maintain their siege engines, etc..  And chances are any schools or universities have a simian on staff somewhere... and the finest universities will be in simian cities.  For a human to attend a simian university would be a great honor reserved to only a few... especially so if it is a technology curriculum.  History and language would be the most common human studies at a simian university.

Meanwhile, the humans have learned technology from them and supply exotic trade in return.  The simians are the keepers of all knowledge and the humans tend to rely on them for that knowledge rather than collect it themselves.  Additionally, humans are more versatile farmers and have a better grasp on the healing arts.  The similarities in physiology mean that those skills transfer easily between the two races.

Pre-human-contact simian culture was stunted by lack of resources.  They developed advanced technology to survive in different climates but were still essentially harvesters/foragers.  Despite a strong warrior caste, their basic nature was to defend and hold onto what they had rather than expose themselves through exploration.  Spending time in rolling plains long enough to farm it seems totally foreign to them.  It just never occurred to them that they could farm and defend that much territory.

Post-human-contact simian culture expanded rapidly.  As human trade routes were setup and previously scarce goods suddenly became abundant, simian cities and towns tripled in size... though they still stuck to their normal locations, ie: not many new settlements were created.  Furthermore, their culture specialized even more than before.  Where previously there was only the warrior caste and the engineers, now the warrior caste and "thinkers" have split into several more specialized sub-groups.

When humans began expanding in the world of Mythruna, the simian race was not the first they had encountered.  It is a fortunate thing because rather than initially distrust or harbor prejudices, the humans were amazed at the technology they saw and instantly felt a sort of kindred bond as compared to the quite strained relations they had with many of the other races.


Title: Re: Races
Post by: ayoriceball on January 11, 2012, 09:53:19 PM
Definitely High Fantasy-ish. Seeing that you are "mixing" the races together makes me happy. Now I just need Dwarves and Lizardmen to work together :) .







I'm still going to kill them all though. :D


Title: Re: Races
Post by: pspeed on January 11, 2012, 10:03:52 PM
Hmmmm.... dwarves and lizard men.  Interesting idea.  Usually, probably not but I could easily see a relationship of necessity developing between desert dwelling lizard men and desert dwarf populations (in the mesas and cliffs).

...which also implies that maybe the elves and pantherians occasionally make good neighbors for similar reasons.  I will have to think on this.


Title: Re: Races
Post by: ayoriceball on January 11, 2012, 10:07:22 PM
Hmmmm.... dwarves and lizard men.  Interesting idea.  Usually, probably not but I could easily see a relationship of necessity developing between desert dwelling lizard men and desert dwarf populations (in the mesas and cliffs).

...which also implies that maybe the elves and pantherians occasionally make good neighbors for similar reasons.  I will have to think on this.

If there's any cultural or ethical variation between individual civilizations, such a thing should easily be possible.


Title: Re: Races
Post by: pspeed on January 27, 2012, 09:32:28 PM
I was talking with a buddy of mine about the reptilians and he ended up asking these questions:
Quote
Just read the description - got a few questions:
Are they fairly muscular, or sleek?
Are they a "range" between fat and skinny, or mostly bulbous, or mostly thing/skinny?
Are they leggy and fast, very upright or fairly both 4 and 2 legged okay?
Do you see them ad having a rich and colorful culture or are they scroungers and cave dweller types?
What do you see their behaviors as, and their daily activities that they would need to be physically able to do?

I ended up rambling on for many many paragraphs so it's probably better to consolidate those here. :)

My answers:
Quote from: pspeed
All good questions. I think they range in size. I can't decide whether "warrior" versus "non-warrior" is a specific sub-race or just a set of traits that warriors happen to have. Like the big strong ones with longer horns or whatever tend to become warriors.

I think there are places where their culture could be rich. I do think for sure that they are cold blooded. So when they live on fringe climates they probably suffer routine catastrophic events that keeps culture from advancing too far. However, in the desert regions maybe they have a quite rich history.

In general, I view them more like aboriginal humans... perhaps with hints that maybe in the past their culture was vast and great but now we only see hints of that except in the deeper deserts where the culture might still thrive. Maybe think what would happen if ancient Egyptians and Arabs had ventured far from their seats of culture and in these new places routinely had their populations decimated.

If "warrior" is a specific sub-race then I think in the more tribal villages then they are part of the ruling structure... where biggest and baddest makes them leaders. But this belies their original history where the warrior class was bred as the protectors and armies... and the ruling class grew softer over time. It's also possible that in the tribal villages that the distinction between warrior subrace has mostly disappeared through necessary cross-breading and now those traits are stronger or weaker in some.

Thus sort of reversing what their original ancestors had done by breeding a military sub-race.

For every other race, I can usually think of a good human analog. The lizard men I have trouble pegging... I tend to pull from anywhere an ancient earth culture had to deal with really harsh climates. So aboriginal australians, mongols, desert nomads, etc..

The opposite are the Pantherians. They more resemble native americans or south american tribes where resources and hunting are rich and it is the things that live in their environment that are the only real danger... and they are masters of that domain even still. The Pantherians, prior to human contact, never had a very rich culture because they eat what they hunt and never had the reason to develop beyond immediate supply.

And I'm really liking the idea that they would have selectively bred after thinking about it.  If they had any sort of culture and they are unisex then they likely wouldn't form traditional pair bonds like we think of as humans.  It seems logical that breeding and selection would become very utilitarian.  But without a larger culture, in small isolated village settlements these imperatives would disappear and be replaced by mere survival.  Mate selection would tend toward broader sets of attributes instead of just specialization.


Title: Re: Races
Post by: BenKenobiWan on January 28, 2012, 08:26:00 PM
I believe you said somewhere that they (or some of them) can breathe underwater. How does that work?


Title: Re: Races
Post by: pspeed on January 28, 2012, 09:50:00 PM
I believe you said somewhere that they (or some of them) can breathe underwater. How does that work?

What do you mean exactly?  They are amphibious... though I'm not exactly sure they are like earth amphibians as that would be hard to explain since they sometimes live in desert climates.

It's more likely that sometime in their ancient past they were water breathers and now retain that capability.  Fortunately, in a world like Mythruna they wouldn't necessarily need gills to do it as they might just posses the innate magic or a similar organ to form oxygen in their system.

...though it does bring up the point that I might want to draw artistic inspiration from salamanders.


Title: Re: Races
Post by: pspeed on January 28, 2012, 10:07:10 PM
It's funny what a little googling will do, though:
"Argonians should not be able to breathe underwater..."
http://www.gamefaqs.com/boards/615803-/60054347

Conclusion: they can because they have gills. :)  (and because it's no less realistic than shooting lightning from your fingers.:D)


Title: Re: Races
Post by: BenKenobiWan on January 28, 2012, 10:22:53 PM
Okay, I was wondering how they could live in the desert and the ocean.


Title: Re: Races
Post by: pspeed on January 29, 2012, 12:26:13 AM
Ben and I had a conversation about some of this in game and I will attempt to summarize the more coherent parts...

I do NOT believe that there are separate subraces between some aquatic and non-aquatic version.  It is more likely that they have gills/underwater breathing capability left over from some prehistoric time when their desert homelands were actual oceans.  The majority (perhaps all) of their current cultural history will be based on desert habitats.

re: Swimming ability.  This is more based on environment and experience.  All reptilians have the capability of swimming but only those living near water will know how to do it well.  So it's a skill for which they have innate aptitude, but a skill none-the-less. 

They probably don't have webbed fingers... though a broadness of hand and/or foot may still be well adapted for swimming.  In the non-warrior class, it is likely that there tail could be used for swimming also.

Going along lines of the "warrior class" being a bred-in sub-race, the farther you get away from the ancient seats of culture, the more the reptilian people will resemble some combination of these traits.  So things like tail length/shape, musculature, facial shape, horn placement/size can all be continuous variations between one specimen and another.  Very few will exhibit all warrior or all non-warrior traits anymore.

Do they have claws?  There hands are functional.  If they have claws then they are more like well-kept talons.  In all but the strongest of warriors, finger claws may be minimal.  It is likely that a single or double claw appears somewhere on the forearm.  Either some kind of retractable hook on the inside forearm (kind of like a velociraptor's hooked toe) or long exposed bones/horns that lay down on the outside of the arm (towards the elbow) that can be used for defensive blocking or in a back-hand hooking maneuver for holding prey close.  Perhaps there is a crossed arm (elbow over elbow) opening move that can form deep slices in a prey's belly while also providing a good defensive posture before performing the move.  (Imagine long teeth that protrude from directly outside the wrist, laying down towards the elbow.  If you cross your arms nearly elbow-over-elbow then these 'teeth' are facing your prey.  If you rapidly uncross your arms... well, I wouldn't want to be in the path of that. ;))

Warriors probably aren't well adapted to swimming.  They still have underwater breathing but their breed would not have needed swimming (heavy armor + swimming doesn't mix) and so are less suited to it the more warrior traits they have.

Reptilian skin may be marked or variegated.  This may also indicate innate ability.  I struggle with how to indicate things like a "shaman" of the tribe.  Tattoos and piercings are one way... a natural coloring denoting a magic sensitivity are another.

Another possibility is that they may have some form of primitive feather that acts like hair.  Like dinosaur feathers...
http://news.nationalgeographic.com/news/2011/09/pictures/110915-amber-dinosaur-feathers-color-science-birds-alberta/
http://hardcorenerdity.com/files/2011/09/dei_head.jpg

This could be another distinction between warriors and non-warriors... either in relative amounts of hair, length, placement.

If it can be made to look cool and not stupid.  I was actually kind of impressed with the dinosaur head pic there, though. :)

...and it would be unique.

Warriors will tend to be bigger and bulkier.  More horns, etc..

The other end of the spectrum will be sleeker/stealthier.  All still "scaly" like a lizard... and not slimy.

Mostly carnivores, though that may have been covered somewhere above.

...I think that's all that came out of the conversation.  Maybe I forgot something... I definitely elaborated on a few of them. :)


Title: Re: Races
Post by: lfraga on March 01, 2012, 09:02:59 PM
Trying this again - too big of a file size last time and errors did occur.

Just check out the very rough thumbnail shapes, and let me know if you like any of them. You like #--, but make him taller and lankier, but odd muscle groups - get it? And yes, #5 is scratching his head.

I'm going to tinker with more shapes over the weekend, but this is what I have for the moment. Didn't mean for this to take nearly this long, sorry for the wait.

-Lew


Title: Re: Races
Post by: pspeed on March 01, 2012, 09:39:47 PM
Trying this again - too big of a file size last time and errors did occur.

Just check out the very rough thumbnail shapes, and let me know if you like any of them. You like #--, but make him taller and lankier, but odd muscle groups - get it? And yes, #5 is scratching his head.

I'm going to tinker with more shapes over the weekend, but this is what I have for the moment. Didn't mean for this to take nearly this long, sorry for the wait.

-Lew


(Way cool, dude.)

In some ways, I kind of like all of them but 4.  (and only then because that says more "dragon" to me)... and 5 is just funny because it looks kind of like a teen-age mutant ninja turtle wondering where his shell went. :)  Though I totally think some of the older non-warrior class would have bodies like that.

3 and 6 are probably my favorites for non-warrior class.  Though along the lines of a warrior class, I'm really curious where you were going with number 2.  Sometimes I imagine something sleek but with a bulky-muscled upper-body... with perhaps a slightly more ridged skull.

I could definitely see all of these working together.

It's funny this post comes up now because just last night I was poking around for reference material for lizards and cat people (I have a clear painting of the cat people traveling across a savannah that I want to do)... anyway, for some ideas I started poking around some komodo dragon pictures.  The shapes of their faces are sort of not what I want (maybe too conventional) but I appreciate how human-expressive they are.

(http://www.smtexas.net/faculty/jackson/CAPPS61011/CAPPS6T2I/Schwarz/webpage/images/Komodo_Dragon.jpg)

I guess it's kind of all in the eyes.  I was going to try playing with greatly shortening the head into a more of a round shape and see if I could still keep the eyes and bone structure similar enough to what caught my eye.

Also, there is something about there their skin hangs almost like chainmail that appeals to me... not for the non-warrior class because I imagine them sleeker, but for a broad-shouldered warrior, I could see his back and shoulder skin hanging like that.

(http://v9.nonxt1.c.bigcache.googleapis.com/static.panoramio.com/photos/original/2795123.jpg?redirect_counter=1)

I don't know if any of that is useful... but these and others were glimpses in the google image search that caught my imagination.

I'll get in touch off-forum in case an e-mail back and forth might ultimately be more effective.

Thanks again for taking an interest.


Title: Re: Races
Post by: Moonkey on March 02, 2012, 10:37:53 AM
You remind me of skyrims lizard type people, they look like komodo dragons with rounded heads.


Title: Re: Races
Post by: pspeed on March 02, 2012, 11:03:27 AM
You remind me of skyrims lizard type people, they look like komodo dragons with rounded heads.

Sort of.  I remember their heads being taller and thinner (from the front) instead of short and flat like a komodo dragon.

Either way, it's the Argonian head shape I'm trying to avoid because it's pretty cliched at this point.  Which is why I thought to try to maintain the komodo dragon features I liked in a shorter head, more human-like head.  Or maybe a human-style brow with only elongation around the mouth and nose.  <shrug>  I have done no sketches at all for reptilians yet.  They are last on my list. :)


Title: Re: Races
Post by: ayoriceball on March 09, 2012, 02:25:52 AM
I just realized something. Dunno why I haven't thought of this before...

Simians = Imga from The Elder Scrolls. http://www.uesp.net/wiki/Lore:Imga

From "The Red Kitchen Reader"; "I was invited to join with a small colony of Imga monkeys, who alone could gather these succulent little mice. Because they lived only on the slenderest branches of the trees, and only on the ends of those same branches, the Imga had to climb beneath them and jump up to "pick" the Kollopi from their perches. Imga are, of course, naturally dexterous, but I was then relatively young and spry, and they let me help them. While I could never jump as high they could, with practice, I found that if I kept my head and upper body rigid, and launched off the ground with a scissors-like kick, I could reach the Kollopi on the lowest branches of the tree. I believe I gathered three Kollopi myself, though with considerable effort."

edit; FutureB >.>


Title: Re: Races
Post by: FutureB on March 09, 2012, 02:27:28 AM
erm ok....... lululululull


Title: Re: Races
Post by: pspeed on March 09, 2012, 02:45:34 AM
Simians = Imga from The Elder Scrolls. http://www.uesp.net/wiki/Lore:Imga

Well, I can assure you that I've never seen that before. :)

The original idea for the Simians comes from the fact that I use jMonkeyEngine for the base game engine... and I've contributed enough that they made me a core developer.  Some of the other core devs and I were having a chat one day, imagining a game that was based on the forum users and the questions they ask, etc..  The jMonkeyEngine user collective is generally known as "monkeys" so that was a natural point of imagining for creatures in this imaginary game.

I joked that I should include playable monkeys in Mythruna and almost as the words were leaving my fingers in the chat, the real idea started forming.  They would be the smart ones... not the stereotypically primitive or dumb ones.  They would be the tinkerers and the keepers of history, etc... and it all made so much sense that it had to be so.

While I like all of the races and I look forward to playing every one of them (and the cat people have a few surprises in store yet), I think the Simians are still my favorite race for Mythruna.  But maybe that's just because I see my own real-life personality fitting well with that particular archetype.



Title: Re: Races
Post by: SleeperCell #42 on March 09, 2012, 04:13:09 AM
ummmmmm the TES model looks nothing like Pauls concept art...


Title: Re: Races
Post by: ayoriceball on March 09, 2012, 11:25:45 PM
ummmmmm the TES model looks nothing like Pauls concept art...
There is no TES model? :P And I wasn't comparing their appearances.


Title: Re: Races
Post by: ayoriceball on April 18, 2012, 04:30:30 PM
Will the sizes of lizardmen be so varied that we can have something resembling a D&D Kobold?

Also, will each individual civilization or kingdom have it's own physical traits?


Title: Re: Races
Post by: pspeed on April 18, 2012, 04:33:34 PM
Will the sizes of lizardmen be so varied that we can have something resembling a D&D Kobold?

Also, will each individual civilization or kingdom have it's own physical traits?

I don't know how much variation I will get out of the standard race models.  We'll have to see.


Title: Re: Races
Post by: Deathwingoo on July 13, 2012, 12:07:24 AM
When will u add the races to the game , and will u also add classes maybe?


Title: Re: Races
Post by: pspeed on July 13, 2012, 12:08:24 AM
When will u add the races to the game , and will u also add classes maybe?

re: when will I add races, I'm not sure yet.

re: will I add classes, probably not.  I'm not sure I see the point yet given other things.


Title: Re: Races
Post by: Moonkey on July 14, 2012, 09:41:57 PM
Classes... D&D style? Barbaric Mage :)


Title: Re: Races
Post by: pspeed on July 14, 2012, 10:00:04 PM
Classes... D&D style? Barbaric Mage :)

But why would you need a class for that?  Just "be" a Barbaric Mage.  Learn to fight... collect magic abilities.


Title: Re: Races
Post by: pspeed on July 14, 2012, 10:00:39 PM
Classes are kind of a symptom of the XP reward problem.


Title: Re: Races
Post by: Moonkey on July 14, 2012, 11:37:40 PM
Ah! That sounds cool! Rather than picking a class you are stuck with, you can learn your own traits. I love that idea.


Title: Re: Races
Post by: pspeed on July 14, 2012, 11:59:17 PM
Ah! That sounds cool! Rather than picking a class you are stuck with, you can learn your own traits. I love that idea.

Well, let's just go with "acquire" your own traits.  "Learn" sounds too much like "I made 500 arrow heads and now I'm a level 2 arrow head maker, wahoo!!"


Title: Re: Races
Post by: Moonkey on July 15, 2012, 12:13:54 AM
Haha :D


Title: Re: Races
Post by: chessikr on August 12, 2012, 12:01:01 AM
if these will be the playable races, reptilian sounds severely imba for pvp.


Title: Re: Races
Post by: Teknonick on August 12, 2012, 10:55:24 AM
if these will be the playable races, reptilian sounds severely imba for pvp.
:| They ARE playable races... :3 And what about the guy who can FLY!? :3 You would have to have a bow to take down that guy :3


Title: Re: Races
Post by: Moonkey on August 12, 2012, 02:31:23 PM
if these will be the playable races, reptilian sounds severely imba for pvp.
:| They ARE playable races... :3 And what about the guy who can FLY!? :3 You would have to have a bow to take down that guy :3
The cat faces are in mass attack. Heh, It would be REALLY annoying if the avian race could fly with bows. Hehe. CUPIDS!


Title: Re: Races
Post by: pspeed on August 14, 2012, 07:37:20 AM
if these will be the playable races, reptilian sounds severely imba for pvp.
:| They ARE playable races... :3 And what about the guy who can FLY!? :3 You would have to have a bow to take down that guy :3
The cat faces are in mass attack. Heh, It would be REALLY annoying if the avian race could fly with bows. Hehe. CUPIDS!

Avians can certainly fly with bows.  Weight is their only restriction so they will try to avoid landing because they have no armor to speak of... so of course they will use bows and slings and other thrown projectiles.  Even anything above a short sword could be problematic for accidentally chopping off part of a wing. :)


Title: Re: Races
Post by: pspeed on August 14, 2012, 07:39:49 AM
if these will be the playable races, reptilian sounds severely imba for pvp.

Reptilians will be fun for PvP... though they will sometimes require some patience because of being cold-blooded.  Also, their lack of expansion slots limits them somewhat against another player who has really tailored their character through long hard experience.


Title: Re: Races
Post by: ahmadsal on August 18, 2012, 07:37:01 PM
though they will sometimes require some patience because of being cold-blooded.

I didn't think of that (so many little details). So you will maybe set up a system that works with seasons/weather in order to affect the player, as in humans are slower in winter/summer and reptilians need to be aware of body heat and so on for all the races.


Title: Re: Races
Post by: pspeed on August 18, 2012, 08:39:33 PM
though they will sometimes require some patience because of being cold-blooded.

I didn't think of that (so many little details). So you will maybe set up a system that works with seasons/weather in order to affect the player, as in humans are slower in winter/summer and reptilians need to be aware of body heat and so on for all the races.

In general, I think temperature will have affect fatigue in some way.  Extreme heat and cold will act like extreme fatigue even if you aren't really tired... which will in turn affect healing, etc.

I definitely want weather and seasons to affect game play.

In reptilians, temperature will have an even more dramatic effect since cold will affect movement speed and reaction time, also.  If a reptilian uses there one magic slot to have some kind of heater they will be pretty powerful fighters in all weather... though it would have to be powered by their life force to be useful, I think.  And that will have its own downsides.


Title: Re: Races
Post by: belgariad87 on September 10, 2012, 09:32:27 PM
This all looks amazing, the races, the weather, the backstory, the magic, the (hopefully emerald green) dragon, it all sounds engaging and lots of fun! keep up the good work Paul! I've been thinking about this game nonstop and i have been toying with many ideas in the direction I hope/wish mythruna is going. I'm going to start brainstorming and soon will start a big post on concepts i'd like in this forum section, i hope i can help in any way.


Title: Re: Races
Post by: pspeed on September 10, 2012, 09:47:47 PM
This all looks amazing, the races, the weather, the backstory, the magic, the (hopefully emerald green) dragon, it all sounds engaging and lots of fun! keep up the good work Paul! I've been thinking about this game nonstop and i have been toying with many ideas in the direction I hope/wish mythruna is going. I'm going to start brainstorming and soon will start a big post on concepts i'd like in this forum section, i hope i can help in any way.

Thanks for the kind words and vote of confidence.  Please don't be too disappointed if I don't pick up ideas directly.  I have a list of features longer than my arm already... and never enough time to work on them it seems. :)


Title: Re: Races
Post by: belgariad87 on September 10, 2012, 10:05:52 PM
I'm glad you say that, because my brainstorming is purely for your use and benefit, and is only meant as my personal suggestion box, spanning both concepts and features. I just want to try and bring a different perspective to things so you can make the best game it can be. and if my ideas get put in thats only a bonus :)


Title: Re: Races
Post by: pspeed on September 10, 2012, 10:13:04 PM
Cool.  I just don't want people to get disappointed and leave in a huff. :)


Title: Re: Races
Post by: belgariad87 on September 10, 2012, 10:20:33 PM
haha no, i believe in you Paul. Just expect to start hearing alot from me!


Title: Re: Races
Post by: Michael Musgrove on September 11, 2012, 01:43:32 PM
This all looks amazing, the races, the weather, the backstory, the magic, the (hopefully emerald green) dragon, it all sounds engaging and lots of fun! keep up the good work Paul! I've been thinking about this game nonstop and i have been toying with many ideas in the direction I hope/wish mythruna is going. I'm going to start brainstorming and soon will start a big post on concepts i'd like in this forum section, i hope i can help in any way.

Thanks for the kind words and vote of confidence.  Please don't be too disappointed if I don't pick up ideas directly.  I have a list of features longer than my arm already... and never enough time to work on them it seems. :)

When I was PM'ing you about help for installing groovy, if i posted it or you remember "If i learn how to use groovy, maybe i can help you in development in mythruna" ;) gettin' from a 12-year old, best thing ever!! :D


Title: Re: Races
Post by: bladex454 on November 16, 2012, 04:02:17 PM
Your Idea for races is amazing and I thought of an idea using simple logic. The simians and Elves may brawl but all the races minus the Avians could have embassy's where even rival races would probably be at for supplies help whatever and have small battles or fights between them that the player or NPC's that own the territory break up and gain favor. I know I am asking alot but it seems a plausible idea


Title: Re: Races
Post by: pspeed on November 16, 2012, 05:53:21 PM
Your Idea for races is amazing and I thought of an idea using simple logic. The simians and Elves may brawl but all the races minus the Avians could have embassy's where even rival races would probably be at for supplies help whatever and have small battles or fights between them that the player or NPC's that own the territory break up and gain favor. I know I am asking alot but it seems a plausible idea

Yeah, we'll see.  Most of the races will keep to themselves but in the larger human and simian cities there are bound to be places where particular races hang out.


Title: Re: Races
Post by: JKybett on December 07, 2012, 12:57:55 PM
I literally only heard about this game yesterday and already everything else I have ever played seems inadequate by comparison to this masterpiece you are creating here.
There's only one thing, I think, that's missing that I, personally, have always been disappointed to find missing in big RPG games. A playable water-dwelling race that's as big and populate as those living on land.
Potentially you could have large towns and cities underwater with large markers above the water's surface so land-races could locate them for trade and such and areas where trapped bubbles of air allow air-breathing races to explore. You could also have the smaller towns (or possibly equally large yet less open-minded) without the air-bubbles and markers attempting to remain as isolated as possible.
These water-dwelling people could be advantaged in the obvious ability to breathe underwater and see clearer in water and could be disadvantaged with poorer sight out of the water and having their fatigue greatly affected by their hydration. They could also have smaller inventory space out of the water as they're used to their possessions weighing less. I'd imagine they'd not get on well with many races due to the drastic differences in their accustomed environments but would have a particular distrust for Avians (as would the Avians for them) based on how incredibly minimal interaction is between the species and would have a mutual hatred for Pantherians based on the Pantherian hatred of water but could be likely to get on with Reptilians as they share their ability to breathe underwater but would consider them foolish for forsaking the water to make homes upon the land.
The water creatures would be easily lost underground and on land but would innately be able to locate the nearest source of water and would be, by far, the best sea-navigators but would be unlikely to work on board a ship - partly because most captains would insist upon an avian navigator for their weather-sensing abilities, mostly because living so close to the water yet not being able to go in is a seemingly torturous experience to them - however they would be the most talented and successful sellers of seacharts.

I feel like I'm going on too much.... I'll stop now...... :P


Title: Re: Races
Post by: BenKenobiWan on December 07, 2012, 01:06:39 PM
I think Paul said some of the reptilians will still live under water.


Title: Re: Races
Post by: pspeed on December 07, 2012, 01:42:03 PM
I think Paul said some of the reptilians will still live under water.

Yep.  I even have a conceptual idea in mind for how their cities will look.


Title: Re: Races
Post by: FutureB on December 07, 2012, 01:46:13 PM
I literally only heard about this game yesterday and already everything else I have ever played seems inadequate by comparison to this masterpiece you are creating here.
There's only one thing, I think, that's missing that I, personally, have always been disappointed to find missing in big RPG games. A playable water-dwelling race that's as big and populate as those living on land.
Potentially you could have large towns and cities underwater with large markers above the water's surface so land-races could locate them for trade and such and areas where trapped bubbles of air allow air-breathing races to explore. You could also have the smaller towns (or possibly equally large yet less open-minded) without the air-bubbles and markers attempting to remain as isolated as possible.
These water-dwelling people could be advantaged in the obvious ability to breathe underwater and see clearer in water and could be disadvantaged with poorer sight out of the water and having their fatigue greatly affected by their hydration. They could also have smaller inventory space out of the water as they're used to their possessions weighing less. I'd imagine they'd not get on well with many races due to the drastic differences in their accustomed environments but would have a particular distrust for Avians (as would the Avians for them) based on how incredibly minimal interaction is between the species and would have a mutual hatred for Pantherians based on the Pantherian hatred of water but could be likely to get on with Reptilians as they share their ability to breathe underwater but would consider them foolish for forsaking the water to make homes upon the land.
The water creatures would be easily lost underground and on land but would innately be able to locate the nearest source of water and would be, by far, the best sea-navigators but would be unlikely to work on board a ship - partly because most captains would insist upon an avian navigator for their weather-sensing abilities, mostly because living so close to the water yet not being able to go in is a seemingly torturous experience to them - however they would be the most talented and successful sellers of seacharts.

I feel like I'm going on too much.... I'll stop now...... :P

After reading this i instantly imagined the underwater race in star wars with the giant bubbles and then citys within them also how they seemed angery towards the human people seems similar to what you said :P btw welcome to the mythruna community :]


Title: Re: Races
Post by: BenKenobiWan on December 07, 2012, 02:18:26 PM
I literally only heard about this game yesterday and already everything else I have ever played seems inadequate by comparison to this masterpiece you are creating here.
There's only one thing, I think, that's missing that I, personally, have always been disappointed to find missing in big RPG games. A playable water-dwelling race that's as big and populate as those living on land.
Potentially you could have large towns and cities underwater with large markers above the water's surface so land-races could locate them for trade and such and areas where trapped bubbles of air allow air-breathing races to explore. You could also have the smaller towns (or possibly equally large yet less open-minded) without the air-bubbles and markers attempting to remain as isolated as possible.
These water-dwelling people could be advantaged in the obvious ability to breathe underwater and see clearer in water and could be disadvantaged with poorer sight out of the water and having their fatigue greatly affected by their hydration. They could also have smaller inventory space out of the water as they're used to their possessions weighing less. I'd imagine they'd not get on well with many races due to the drastic differences in their accustomed environments but would have a particular distrust for Avians (as would the Avians for them) based on how incredibly minimal interaction is between the species and would have a mutual hatred for Pantherians based on the Pantherian hatred of water but could be likely to get on with Reptilians as they share their ability to breathe underwater but would consider them foolish for forsaking the water to make homes upon the land.
The water creatures would be easily lost underground and on land but would innately be able to locate the nearest source of water and would be, by far, the best sea-navigators but would be unlikely to work on board a ship - partly because most captains would insist upon an avian navigator for their weather-sensing abilities, mostly because living so close to the water yet not being able to go in is a seemingly torturous experience to them - however they would be the most talented and successful sellers of seacharts.

I feel like I'm going on too much.... I'll stop now...... :P

After reading this i instantly imagined the underwater race in star wars with the giant bubbles and then citys within them also how they seemed angery towards the human people seems similar to what you said :P btw welcome to the mythruna community :]
Gungans.


Title: Re: Races
Post by: JKybett on December 07, 2012, 03:14:57 PM
I think Paul said some of the reptilians will still live under water.

Yep.  I even have a conceptual idea in mind for how their cities will look.

:O You're actually planning underwater cities? I'm gonna go ahead and bow down now....

Seriously, though, that sounds amazing, anything you can share on the underwater city concepts?

Also:
After reading this i instantly imagined the underwater race in star wars with the giant bubbles and then citys within them also how they seemed angery towards the human people seems similar to what you said :P
Haven't watched Star Wars in a loooong time, think I was about 8 or 9 years old. Tried to watch it since but I really can't get into it.

btw welcome to the mythruna community :]

Thank you.


Title: Re: Races
Post by: Iggyjeckel on December 07, 2012, 04:12:10 PM
Blasphemer, not getting into SW lol


Title: Re: Races
Post by: BenKenobiWan on December 07, 2012, 04:57:30 PM
Blasphemer, not getting into SW lol
Lol


Title: Re: Races
Post by: pspeed on December 07, 2012, 07:41:16 PM
Seriously, though, that sounds amazing, anything you can share on the underwater city concepts?

Just the idea that there are no roads.  The city would somehow layout more 3D than a regular town since it isn't required to stick to a 2D layout.  So your entrances and exits can be pretty much anywhere for a building and most doors would actually be on the bottoms of structures.

I imagine towers and adjoining arches and stuff with different types of building pods attached around for housing.  Then there would be standard main buildings that are up on pillars or rooted solidly into the ground.  I'm imagining it as if you tried to adapt gothic architecture to a combination sand castles and coral formations.  That's probably clearer in my head.

...someday I will draw some concept art and/or just make a concept city to play with ideas.


Title: Re: Races
Post by: belgariad87 on December 07, 2012, 08:07:33 PM
I imagine towers and adjoining arches and stuff with different types of building pods attached around for housing.  Then there would be standard main buildings that are up on pillars or rooted solidly into the ground.  I'm imagining it as if you tried to adapt gothic architecture to a combination sand castles and coral formations.  That's probably clearer in my head.
I think that fits perfectly


Title: Re: Races
Post by: JKybett on December 08, 2012, 12:40:21 PM
Just the idea that there are no roads.  The city would somehow layout more 3D than a regular town since it isn't required to stick to a 2D layout.  So your entrances and exits can be pretty much anywhere for a building
Yes! I hate when you see in TV, Films and the odd game an underwater FLAT city when an underwater city isn't BOUND by gravity the same way as a surface city.

and most doors would actually be on the bottoms of structures.
Genius. This could also allow buildings like I mentioned before with the trapped air so non-aquatic creatures could use these buildings too. Possibly more common in political or trading buildings for the sake of better inter-racial relations and trading? (The reason I'm really hoping for this is because I'd probably want to be an avain which would make navigating an underwater city somewhat problematic without air-pockets to use)

I imagine towers and adjoining arches and stuff with different types of building pods attached around for housing.
Nice, this would certainly give the cities a very epic feel which is perfect as it'll give the whole place more of a treat to discover.

Then there would be standard main buildings that are up on pillars or rooted solidly into the ground.
What kind of "main" buildings did you envision for the underwater cities? The same as the normal towns or are there any additional ones you'd thought of?

I'm imagining it as if you tried to adapt gothic architecture to a combination sand castles and coral formations.
Love it. I'm really getting an Atlantis-style feel to this.

That's probably clearer in my head.
I wish I could see what's in your head, this sounds amazing, man.

...someday I will draw some concept art and/or just make a concept city to play with ideas.
:O Please do! I would LOVE to see these.


Sorry for my messages being so long. I just have lots to say.


Title: Re: Races
Post by: Michael Musgrove on December 08, 2012, 01:46:29 PM
It is ok, many new people say plenty, and we will happily read it :)


Title: Re: Races
Post by: pspeed on December 08, 2012, 03:01:02 PM
and most doors would actually be on the bottoms of structures.
Genius. This could also allow buildings like I mentioned before with the trapped air so non-aquatic creatures could use these buildings too.

Exactly.... well, except the reasons.  It does allow air to be trapped in them and it would theoretically also keep currents from racing through your houses.  I think it turns out that silt is less likely to collect in your house if you have an under-door.

In general, if there are still underwater reptilians in existence then they have been completely isolated from the rest of the world cultures... even there own desert-dwelling cousins.  It is unlikely that they would keep air pockets for other races though not impossible.

However, there may be reasons that a reptilian needs to use fire or other heat magic that would require a sizable air pocket.

re: larger buildings:  Government buildings, markets, churches, etc..  If there is a market at a reptilian city then it is unlikely to be an "open sea" market.  Or if it is then it's a large constructed plaza.  Can you imagine trying to run a market right on the sea floor?  Silt being kicked up around you, large schools of fish just swimming through, etc..  In the middle of a city, I could see a raised stone plaza but otherwise I think markets will be indoor.


Title: Re: Races
Post by: JKybett on December 08, 2012, 03:57:27 PM
In general, if there are still underwater reptilians in existence then they have been completely isolated from the rest of the world cultures... even there own desert-dwelling cousins.  It is unlikely that they would keep air pockets for other races though not impossible.
I was thinking of this as a more recent addition to the cities and towns, something that would occur in more open communities since their contact and dealings with land-dwelling races.

However, there may be reasons that a reptilian needs to use fire or other heat magic that would require a sizable air pocket.
Cooking fish?
re: larger buildings:  Government buildings, markets, churches, etc..  If there is a market at a reptilian city then it is unlikely to be an "open sea" market.  Or if it is then it's a large constructed plaza.  Can you imagine trying to run a market right on the sea floor?  Silt being kicked up around you, large schools of fish just swimming through, etc..  In the middle of a city, I could see a raised stone plaza but otherwise I think markets will be indoor.
Wow, you seriously do think of everything, don't you?


Title: Re: Races
Post by: pspeed on December 08, 2012, 06:20:10 PM
However, there may be reasons that a reptilian needs to use fire or other heat magic that would require a sizable air pocket.
Cooking fish?

Maybe.  Or heating or experimenting/building magic devices or related materials or something.


Title: Re: Races
Post by: belgariad87 on December 08, 2012, 07:04:44 PM
However, there may be reasons that a reptilian needs to use fire or other heat magic that would require a sizable air pocket.
Cooking fish?
Fishing should be a very useful and plausible way to get food resources. Personally i love games that have fishing an activity.


Title: Re: Races
Post by: Blackslash on December 09, 2012, 02:17:40 PM
possibly u could have citizens if u r like a king


Title: Re: Races
Post by: JKybett on December 09, 2012, 02:42:47 PM
Surely, anyone owning a plot within a city or town would automatically be a citizen under the rule of whoever runs the town/city? Although your comment does beg the question....

Countries?


Title: Re: Races
Post by: belgariad87 on December 09, 2012, 04:27:59 PM
Surely, anyone owning a plot within a city or town would automatically be a citizen under the rule of whoever runs the town/city? Although your comment does beg the question....

Countries?
countries seem kinda unnecessarily complex. races are enough, maybe a couple factions of races. i like the world to look alive, not politically overwhelming.

between skills, adventuring, trading and property its already alot to have to keep an eye on. and obviously there will be more than those by the end.


Title: Re: Races
Post by: JKybett on December 10, 2012, 01:46:34 PM
Fair point.
It would be nice to have a system for allied and rival towns/cities, though.


Title: Re: Races
Post by: Stickman Sham on July 16, 2013, 07:37:49 PM
Clothing options with even full face ninja masks that only show the eyes would be a good basic option.


Title: Re: Races
Post by: Sean on July 16, 2013, 08:30:50 PM
Clothing options with even full face ninja masks that only show the eyes would be a good basic option.
That would make a cool custom skin!


Title: Re: Races
Post by: BenKenobiWan on July 16, 2013, 09:23:57 PM
Clothing options with even full face ninja masks that only show the eyes would be a good basic option.
That would make a cool custom skin!
I hope we can make clothes with enough detail to do that sort of thing.


Title: Re: Races
Post by: pspeed on July 16, 2013, 10:16:08 PM
Clothing options with even full face ninja masks that only show the eyes would be a good basic option.
That would make a cool custom skin!
I hope we can make clothes with enough detail to do that sort of thing.

Me too.


Title: Re: Races
Post by: Moonkey on July 17, 2013, 06:05:04 AM
The Sims all over again. :D


Title: Re: Races
Post by: X3n0ph083 on July 23, 2013, 10:01:14 AM
One image that keeps springing to my mind when thinking of the Reptilians is the cover of a book by Stan Nicholls.

He has written a trilogy called 'Orcs', the second of which is called Legion of Thunder. I cannot recall the name of the race in question as it's been a long time since I read them, but they are water dwelling. I think this could be a good source of inspiration for the aquatic reptilians. Personally, I like their general physiology, but I think a more reptilian head would be in order:
(http://ecx.images-amazon.com/images/I/712mxCyCLqL._AA1000_.jpg)

I apologize for the lack of detail in my description, but if that means you read the books to understand then I don't mind, one of the favorites of my childhood :)


Title: Re: Races
Post by: Zorro on December 28, 2013, 02:30:50 PM
Just recently stumbled upon this game and I can tell that it will be great, but I have one suggestion. Maybe it is just me but your class list seems to be lacking a mercenary-esque war loving class. I feel that a good addition to the list would be a canine based class, fitting the above concepts and it could feud with the Pantherian class and maybe even have subspecies. Just my thoughts.


Title: Re: Races
Post by: pspeed on December 29, 2013, 08:22:22 AM
Just recently stumbled upon this game and I can tell that it will be great, but I have one suggestion. Maybe it is just me but your class list seems to be lacking a mercenary-esque war loving class. I feel that a good addition to the list would be a canine based class, fitting the above concepts and it could feud with the Pantherian class and maybe even have subspecies. Just my thoughts.

Thanks for the comments.

The pantherians and reptillians are already pretty warlike... but the pantherians even fight within their own race.  As described somewhere above, you have the lion-like pantherians and the tiger-like pantherians that are pretty much constantly at war.  Everything else, panthers, cheetahs, etc. are mercenaries.  They will fight for either side if the price is right.  Or for anyone else, really.

Here as an excerpt from a story I was writing the covers a pantherian mercenary character:
Quote
Kyra smoothed down the black fur on her forearms and dabbed the blood at the corner of her mouth with her thumb.  She spat a short stream of red-tinted saliva onto the pantherian male laid unconscious in a heap at her feet.

The adrenaline rush was waning and she surveyed the damage she had inflicted.  Tam's short cropped mane was sticky with blood and his face was covered in scratches.  His wide nose was broken and bleeding.  She hadn't intended to make it personal but her emotions had gotten the better of her.  Tam would be scarred but he would live.  Maybe even be wiser for it.

She nudged him onto his back with her toe.  “Drag this cur to his bedroll”, she ordered without taking her eyes from him.  It would be a while before he slept in hers again, she thought.

She knew familiarity always led to this sort of insubordination.  Though mistakes had clearly been made, it was not his place to call them out or assign her the blame, and certainly not in the middle of a meeting.  She could kick herself now for fraternizing with Tam so frequently.
Still, he had been the most handsome option among a group of poor choices.  Mercenaries were not known for their good looks, after all.  She shook off the thought.  More than ever, discipline and strategy had to trump carnal needs.
Kyra watched as Mara and one of the other males dragged Tam out of the circle.  All other eyes waited patiently for Kyra to speak but she waited for Mara to return and sit down at her right side before continuing.

“As I was saying”, and she spat again for effect.  “We made the decision to come here based on good information.  All of the pack leaders were in agreement at the time that this was a good opportunity to get paid.  Maybe the gold was even a little too good but it was still worth checking out.”

She looked around at the other females for agreement.  They all nodded and stiffened a little as if to ward off further argument from the rest of the group.

“Now that we are stuck here there is no longer any use arguing about the hows”, she continued.  “I'm tired of hiding in a cave like a lizard man.  Or sitting around by the fire just thinking all day like some fat old monkey!”

“Here! Here!”, shouted Mara amongst a chorus of vocal agreement from the pack.

When the noise abated Kyra continued, “We only have bad options but at least they are clear enough.”

Her tongue played with the tips of her fangs as if counting them and recounting them while she let that idea sink into the group.  She walked toward the mouth of the cave and pointed in the rough direction of town, dark rain obscuring the view beyond a few feet.

Kyra chose her words carefully, “We can stay here, safe and snug in our little cave, hoping the Whispers don't find us and waiting for some other air ship to make port with the tower in town.”  She looked around the room making sure everyone was bristling appropriately at the thought of further hiding.

“Or”, she continued and pointed in roughly the opposite direction, “we can take matters into our own hands and head overland to one of the other towns.”  And hope the Whispers haven't made it there yet, she thought to herself.

“Either we find another transport off of this lump or we improve our options in some other way”, she said with a shrug.  “Maybe we even find out what happened to our contact.”

She walked back to the center of the circle near the fire, admiring the tall shadow her body cast on the wall.  She looked over towards Tam still unconscious in a lump on his bedroll.

“Now”, she emphasized the first word as if speaking directly to Tam, “is the time for discussion if there is any to be had.”

She stood waiting.  Mara stood without hesitation and walked to Kyra's side.  Soon, the rest of the commanders joined her by the fire.  No further discussion would be necessary.

“Get your things in order and get some rest.  We leave when the dawn mist is still fresh on the grass”, she said before heading to her own bedroll.

Sleep came quickly despite the bruises Tam had inflicted.  Soon her head filled with dreams haunted by thoughts of the Whispers, a nightmare having somehow returned to the world from legend.

*******************

The rain had stopped but the morning mists hung thick in the air.  The shadowy trees stood as dark sentinels around the mercenaries and the fog swallowed the sounds of their passing.  The squish of boots in mud was all that could be heard as the armed panther-men made their way through the fields.

Pants and boots were the only consistent clothing among them but each male carried a wide array of weaponry of different shapes and sizes.  Knives were strapped along their midriffs or in belts and at least two swords at each waist, sometimes three or four.  A very few even carried longbows.  All of them had shields strapped over their backs.

Their fur colors also varied.  More than half of the men had thick black coats, some with manes down to their waist.  Others were various shades of gray or brown.  Only two of the men had spotted patterns over their bodies.  These two had no mane to speak of and the spots stopped short of their head and chest.

Despite the differences in their appearance, there was a uniformity to them.  They moved as one unit, a well trained column of fifty fighters marching double-file through the underbrush.

Kyra and the other women were not among them. 

She and the ten other female commanders were scouting the flanks in a long staggered V formation.  They ran silently through the trees, running serpentine through the growth, not even leaving footprints behind.  Fanning out behind the V were the other fifty female warriors.  Ghosts in the mist, the pantherian women covered sixty or more paces to either side of the column and another twenty or so paces bringing up the rear.

Counter to the variety of the males, each woman wore one of two uniforms depending on her status.  The regular warriors and lieutenants wore brown-green leather pants with a black leather vest.  Instead of boots or shoes, their feet were strapped with leather around the toes and calf, leaving the majority of the hairless foot and heel exposed.

Over one shoulder, each warrior sheathed a curved sword strapped carefully to their backs.  Holstered on either side of their abdomens were pantherian fighting daggers.  The curved razor sharp knives were distinct with a serrated section guarding the handle.  In the hands of a trained panther-female, the blades were swift and deadly.

The commanders each wore black cloth pants and a minimal armless black shirt with a wide open neck.  The weapons complement was the same except that half the women had a second sword and the other half had a short bow and copse of arrows strapped over the other shoulder.

So it was that this cloud of barely checked death-in-waiting passed silently over the island of Martoc.  Hours passed with no other sign of civilization or wildlife.

Kyra waved to her right, pointed at her eyes with two fingers and then to an outcropping ahead and to the right.  She repeated this signal to her left and then took off at a double run.

The straight run felt good and her muscles were aching for more when she reached the top of the bluff.  Constantly keeping apace with the column in slow zigzagging sprints always made her antsy.  She thought about taking a small scouting party ahead but knew it was just an excuse to run flat-out for a while.  Sacrificing tactical advantage for personal desires would have to wait for another time.  It seemed to be a recurring theme, lately.

From a pocket on her thigh, she pulled a small spyglass and surveyed the surrounding area.  The sun was high in the sky now and had long ago burned off the fog.  To the west, the valley they had traveled stretched away to the mountain pass.  Farther than she could see would be the now-deserted town of Goldpoint.  There were no signs that they had been followed but that was not particularly surprising.  If the legends are to be believed then the Whispers don't travel during the day anyway.

To the east, the rolling hills continued, punctuated by stands of trees and cut with the occasional stream.  This grassland ended abruptly at some jagged cliffs another half days travel away.  She frowned and then started poking the tip of her left fang with her tongue.
Mara crept up silently behind her commander.  Kyra handed back her spyglass without even looking over her shoulder.  Mara looked a little dejected at the lack of surprise but Kyra's second-in-command took the spyglass just the same.

“Hmmm...”, Mara said while scanning the horizon, “I suppose it would be too much to ask for a stairway?”  She hissed a small chuckle before continuing, “Or at least a pass.”

“There should be a break a bit to the south”, said Kyra.  “According to the maps, Fairlyn should be down there somewhere and there should be a cut in the cliffs.”

Mara interjected, “Though, it wouldn't be the first information we've gotten wrong on this trip.”

Kyra nodded shortly.  “I'm still betting that what happened at Goldpoint is responsible for our missed meeting.”

Mara handed her back the spyglass and Kyra smoothly slipped it back into its pocket before adding, “Something about this makes my teeth twitch.”

Mara nodded and said, “Anyway, the muscle-heads are catching up to us.”

Kyra stretched her legs and smiled, “Hmmm, if we pick up the pace then we can hopefully make Fairlyn before dusk.”  She smiled at Mara and took off at a full run, leaving her friend to fall in behind her.

A dozen seconds later, Kyra and Mara returned to formation and signaled the other commanders to change pace.  Within minutes the orders were passed down the line and the column began to move at a quick-march.

Kyra hoped her map was correct.  If not, there would be a long and dangerous night ahead of them.

For various reasons, I don't really have a place for another race in my set as each was already carefully chosen to be distinct and fit in a specific way.  A canine race would just be too similar to the pantherian race.  And comparatively, I have trouble imagining a canine race ever being better fighters than the pantherians.  I mean kobolds (if I get to them) will be fairly canine-like but they are essentially cannon fodder.  Smaller, not very smart, and easily commanded.  Not really a good playable race.  (Note: there will be 'races' that are not playable.)

That doesn't mean someone couldn't add a canine race as a mod, though.


Title: Re: Races
Post by: Hyperdust on November 07, 2014, 05:03:50 AM
Interesting.

I decided to just attack downward recently and found that the ground...really doesn't go that far down. It makes me wonder what dwarves' cities will look like, and how far down you'll let the world go upon full release.

That being said, one of my main prerogatives in this game is to build underground skyscrapers, and eventually ecosystems like the Rhizome Tower project. Yet I'd be a Reptilian.

The point is to build cities in which the environment is so surreal that generally only Reptilians would be able to really call it home. It would be interesting to see how Dwarven players react to this, especially if it leads to war.

I guess this also brings up another question: In what areas do Dwarves have underground settlements? How would their settlements affect aboveground civilizations with swamps and other features that rely on secure ground?


Title: Re: Races
Post by: Rayblon on November 07, 2014, 07:18:38 AM
The block limit will see significant increases in the future.


Title: Re: Races
Post by: pspeed on November 07, 2014, 08:02:15 AM
The allocation of block height will always be limited.  I do plan to expand it to the maximum I can support but this is more likely to result in above ground increases rather than below.

Dwarves will be building cities in mountains, though.  So it does help there.

Any modern reptilian caves are very primitive.  Any ancient caves will likely also be at least partially mountain based and date from a time when the ocean was there... at least conceptually (maybe the ground shifted or whatever).  Non-desert dwelling reptilians are in ocean cities and even though there is only 57 blocks of sea level to bedrock, I think there is plenty of room to make impressive underwater cities.

True skyscrapers are kind of out of the question in any case.


Title: Re: Races
Post by: Teknonick on November 17, 2014, 09:13:37 AM
Underground skyscrapers? Isn't that an oxymoron? Wouldn't they be groundscapers?


Title: Re: Races
Post by: Rexirl on November 17, 2014, 09:25:11 AM
Apparently there's already an "Earthscraper (http://www.trueactivist.com/are-underground-skyscrapers-the-future-of-cities/)" in the works (in what is usually called reality). It seems like a cool idea, though I have no idea whether or not such an architecture could really be feasible; inspiring, at least, the concept might be.