Wait, Vampires aren't undead?

When you create a fantasy setting, you don't build in a vacuum.
[tab]Actually, Kael has made similar points before. Words are used that have connotations purposely--elves are elves and not some other name because they share certain characteristics with the popular connotations of elves, and thus the name informs people of most of their flavor without excessive description.
[tab]But a line is always drawn somewhere regarding how much is recycled and how much is surprising and new. Vampires have many characteristics in common with popular conceptions of vampires, feeding on humans and immortality being the most important. But in order to provide something new, and to be internally consistent, some aspects are changed and some are entirely new, like, for vampires, not being dead and not shape changing.
 
I completely disagree that vampires MUST be undead to be "correct". Basically, you have said that it's ok to change anything except for the fact that vampires are undead. For me, that seems almost ludicrous. There's a reason we're this far technologically and intellectually, and that reason isn't because we refused to change our common conceptions about things. Change is (at least, most of the time) a sign of growing, and I personally don't like that our fiction has to follow a strict set of guidelines, or else not be correct. Do you know where our modern concept of elves came from? The Norwegians used to believe that people from the orient were called "Aedir". They were fair-skinned, blond hair, blue eyed "gods" that were upwards of 8 feet tall. That's where the modern fantasy concept of elves came from. If people from the orient can change to tall, thin Nordic peoples, then I think vampires can change to living creatures.
 
I look at it this way: in the FfH fantasy theme, undead is used for creature that were dead at some point, and are now back from the grave. Skeletons, diseased corpse and the drown all fall nicely into this category.

However, in ffh, vampires are humans that have found a way to cheat death, as in never dying. So since they were never dead, they aren't undead per say.
 
Has no one considered that vampires aren't set to undead so that they can use some of their abilities (such as haste)? Either way, I don't see the huge issue with it--vampires are dissimilar enough from wraiths, skeletons, liches and other such creatures that having the Undead "tag" isn't necessary.
 
Bringa said:
I read the pedia entry on Alexis, and yes, that does seem to be the way Kael thinks of his vampires. I like the flavour, but still I think it's a little off. It throws off your expectations when you read the word vampire. I still don't see HOW they should eat the souls of their victims; the runes Alexis used merely to imprison the spirit, but then? I still think there should be something special about them to allow them to absorb spirits.

That was early early vampirism in effect. Alexis's experiments, the vampires are much more efficient now.

But you are correct about breaking fantasy stereotypes. We name things after fantasy archetypes so we can draw on the rich flavor that already esists in the players mind. SeZ may make an awesome looking archer unit, but just by giving it the name "Elven Archer" we have suddenly tapped into a flavor and imagination that doesn't really even exist in the game. Add in a few supporting mechanics and suddenly they seem very truely "elven" to the flavor.

It also helps players quickly understand mechanics that fit together with the archetypes. No one wonders "which civ was it that can build cottages in forests?", they just know its the elves. Players find it easier to understand why the Khazad can build awesome siege weapons but no advanced mages. Archetypes help.

So why do we break archetypes?

Because I want to make something new. We are not attempting to recreate D&D, Middle Earth or any of the great fantasy worlds. Our first priority is to make a fun game, the second is to fill it with so much flavor that players find creative gems buried throughout.

As to vampire the real story is that early in my life as a DM I designed a campaign that would include a lot of vampires. Aware that they were going against vampires the players stocked up on all the traditional stuff (they all had the monster manual basically memorized) and their beliefs were confirmed by local rumors as well as some outlandish new rumors into vampiric weaknesses and powers.

They were in for quite a surprise when they confronted one. The message to my players was, forget what you know, Erebus is a new world.

When I went to convert them to FfH we talked a bit about keeping them in their true "Erebus" form or making them more traditional. FfH borrows a lot of inspiration from my D&D campaign, but we dont hesitate to change anything that makes the game better. It isnt an attempt to recreate my D&D world.

But the decision was made to keep them alive because it makes them unique (besides I think Woodelf is in love with Alexis and couldnt stand the thought of her not being a warm body). I think the flavor for them are close enough to the fantasy vampires that the archetypes it creates in your mind still makes sense.

I havent really looked into it but I bet there are "living" vampire examples in popular fantasy (I dont think we made something to awfully unique).
 
Nikis-Knight said:
*****Actually, Kael has made similar points before. Words are used that have connotations purposely--elves are elves and not some other name because they share certain characteristics with the popular connotations of elves, and thus the name informs people of most of their flavor without excessive description.
*****But a line is always drawn somewhere regarding how much is recycled and how much is surprising and new. Vampires have many characteristics in common with popular conceptions of vampires, feeding on humans and immortality being the most important. But in order to provide something new, and to be internally consistent, some aspects are changed and some are entirely new, like, for vampires, not being dead and not shape changing.

Drat, I only read the first page and missed this post. Nikis-Knight said it so much better than I did.
 
Vampires are undead, they suck the blood to continue living and getting stronger, when they die they suppose to turn to ash. Vampire bite others to turn other to vampires as well, which is like a disease in the body that kills their living soul and become undead.
 
In no way relating to the current converstation:
IMO, vampires movement should be halved if possible (because they can't run around when the sun is out).
 
More than they alredy are ? With a 13 pop city (you can get 10 pop points pretty fast actually, with the Calabim building+farms+agriculture or food resources) you can get the vampire 10+9+8+7+6+5+4+3+2+1=55 exp points, and you call that weak ?
 
But strength 6 and they cause a lot of anger in cities IIRC and use a lot more pop points to get there...

I haven't gotten to this stage of actually using them, I'm just whinging in advance!

Do ppl who play Calabim think they are underpowered?
 
I play them, and don´t think...

See, with the 55 points I mentioned, you can get Combat V plus some other promotions, with Combat V you´re alredy 12 str instead of 6, if you get anti-meele and fight meele, add more to that, if you take march, good you don´t need to stop, etc...

Edit: And the anger is really easy to control, with farm+agriculture and/or food bonuses even with anger you grow like mad and just eat the angry people for more exp.

Edit2: The trick is to have 3~ cities for food producing, so you can always feed on that 3~ cities, maybe doing a little rotation to let the angry citizens become normal again...
 
There are more tricks to controlling unhappiness with the Calabim, of course. If I recall correctly, Law III gives archmages a spell which eliminates unhappiness. Drop the archmage into your floodplain-rich growth city, and let your vampires feast.

Of course, the Calabim have even more advantages where vampirism is concerned. The Vampire unit starts with vampirism, granted, but it can spread vampirism to other über-units, allowing them to gain excessive amounts of XP via feasting. To put it mildly, I don't think the Calabim are underpowered (or overpowered).
 
Yea, Imagine a city with lots of floodplains and one or two food resource (specially one that need a farm) plus the Calabim Building plus Agriculture... Plus sanitation also... You will go 1 turn 1 pop until 30+ pop....

Edit: And now imagine it all in grassland with Leaves High Priests/Yvain the Woodelf/Archmages with Nature III/Genesis Ritual/etc
 
The only problem with Calabim vampires is that they keep running out of promotions they could choose. :(

ROFL, that is so true! daladinn and I play fairly often, and when he plays Calabim, he always has several units with 300+ exps in fairly short order (OO ftw, baby) Fear Law III and the Tower of Complacency!
 
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