Valkrionn
The Hamster King
As some of you may have noticed in the Lore thread, I'm planning an Aquatic civilization. Now that I have the basic mechanics planned out, I'm going to open this thread up for discussion.
Civilization: Bezeri
Leaders:
Race: Toads/Skinks.
Religion: They are opposed to both the White Hand, representing the death of their lands and many of their people, lost to the ice, and the Overlords, which they view as a spreading corruption in the Oceans. All other religions are open to them, barring the Ordo Machinarum... Rather than fire and steam, they use biological systems. Hannah will not like them, Falamar will as long as he's not OO.
Unique units and Heroes: Basically, agressive archers and defensive mounted, with a few Arcane units in the mix. Workboat UU rather than a worker, Worker UU that is able to sacrifice itself to turn land into coast. Hero should be a Horse Archer, representing the epitome of their combat prowess.
Quite a few of these can be done via promotions, but I'm not sure about that... Would be cleaner, but wouldn't list them in the pedia.
Buildings: Not a complete list by any means, just beginning on this.
Civilization: Bezeri
City Names: Need 4.
- Capital - Bezer'ej.
Leaders:
Cimesiat: Lizard leader. Feral/Charismatic/Beseiger (City Raider, possibly a city effect promo)
Targassat: Toad leader. Feral/Arcane/Philosophical
Alignment: They are good, but also arrogant, viewing the 'lesser' races with disdain. They have a slight predisposition towards slavery, if only because of their views. I could see them as Lawful Neutral, rather than Good, but we don't have that alignment. Feral may have to be removed, but in general I like it for them. Not too strong in the ocean anyway, should have plenty of barb ships pillaging.
Artwork:
Artwork:
Spoiler :
Targassat: Toad leader. Feral/Arcane/Philosophical
Artwork:
Spoiler :
Race: Toads/Skinks.
A Mazatl splinter-group, from just before the Age of Ice, who live in coastal territory and make use of nature and body magic. Once the Ice Age began, they saw no option but to rapidly change themselves in order to survive... Becoming more like the fish they relied on for food. They were eased into this new life by the Tsaayiq'an, a pre-existing aquatic race of toads the lizards came in contact with. Over the centuries since, the two cultures have merged, utilizing the best of both... The agility, adaptability, and numbers of the Lizards, and the tremendous arcane aptitude of the relatively rare Toad.
World Spell: Favorable Tide
- Lasts 20 turns
- All water (Coast, Ocean, Deep Ocean) tiles on the map gain 2 , while all water territories within the player's control have an X% chance of gaining a random resource, where X depends on your current Faith level.
Religion: They are opposed to both the White Hand, representing the death of their lands and many of their people, lost to the ice, and the Overlords, which they view as a spreading corruption in the Oceans. All other religions are open to them, barring the Ordo Machinarum... Rather than fire and steam, they use biological systems. Hannah will not like them, Falamar will as long as he's not OO.
Unique units and Heroes: Basically, agressive archers and defensive mounted, with a few Arcane units in the mix. Workboat UU rather than a worker, Worker UU that is able to sacrifice itself to turn land into coast. Hero should be a Horse Archer, representing the epitome of their combat prowess.
Quite a few of these can be done via promotions, but I'm not sure about that... Would be cleaner, but wouldn't list them in the pedia.
- Melee-Either a very weak or nonexistant melee line. I want to emphasize less used lines.
- Archery- I want the Archery line to be the attack force. I'm thinking either begin with coral javilineers, progressing to using tamed/manipulated marine life, or two completely seperate lines to make up for the loss of the melee line. In that case, the 'normal' line will be javilineers and net casters, with the other using animals.
- Mounted- Stack/City defense. Does not gain terrain defense, and has low withdrawal, but gains a higher defensive strength and bonuses vs melee, recon, and most importantly, Naval. I envision them riding serpents into battle... Aquatic snakes can transition to land pretty well, so I think it works better than sea horses. I think I'll switch Knights and Horse Archers for them as well, seeing as they'd be a combination of their two best lines.
- Arcane- These are the toads... The Slann, if you will. Large and slow, but with incredible arcane ability... Start with twincast, and have high defence. To balance it, they are limited in number... 12 adepts, 8 mages, and 4 arch-mages. They will, at the least, have a unique water line... Special water magic, like body/corpus. This is because water is the one magic they HAVE to have, yet spring and waterwalking are useless to them. I'm thinking some buffs rather than attack magic... Extra first strikes, defense, etc. Ideas here would be nice. I think a nature line could work as well, representing their biomagic.
- Hero- Preliminary idea, by armyofwhispers. Likely to change at least slightly.
- Spoiler :Deep beneath the waves no light nor sound breaks the oppressive stillness. The hunt was on. Long had Skaa'ral and his men waited and watched this beast and now was their chance. As the rest of the hunters look on, Skaa'ral waves them off and enters the submerged cave alone, armed only with a mithril javalin he had stolen on a surface raid mere days before.
As the hours pass, hope fades and the group is forced to reflect on the circumstances that brought them here. Many recall the massive beast that time and time again defeated the defenses of even the mighty Bezer'ej itself to rob it's supplies. Others recall the voice of Skaa'raj with his call to arms to remove the threat.
After half a day most have given up hope of their leaders return, and the group prepares to return to the city to mourn their loss. Yet even as they turn to leave, Skaa'raj emerges from the cave... but not alone.
Covered in wounds that still flow freely, Skaa'raj does not swim, but rides triumphantly from the cave mouth mounted on a sea serpent that would give even the great leviathan pause.
As Skaa'raj gives the signal to go home, only one of the group notices that the beast seems strangly subdued and responds to commands as if trained from birth to do so... As they turn for home once again he wonders what could possibly have occured in the cave...
Buildings: Not a complete list by any means, just beginning on this.
- Palace - Generic palace benefits. Reduces Distance maintenance by a large amount, enabling you to place your few cities around the world ocean. I'm thinking Water/Nature/Body magic, to fit the feel of the civ... Nature and Body represent their alteration of themselves.
- This should REALLY help rake in the trade benefits... Which is why they won't be gaining much, if any, commerce increases from terrain. No need to add it.
- Forge - Growth Chamber - +10%, +1, +10% stored at size increase