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ThatguyAds1298
10-13-2011, 12:37 PM
This is looking into the future but i thought it would be fun to do some good old speculation for the players and developers to discuss, So! What would you like to see for Reverie's next game? Wants? Dreams?

I was thinking some sort of RPG sandbox experience, with some awesome online features just like DoF's online kingdom, Where you can build a village or something but are able to walk around in first person as you play the game and do quests pvp and all that.

So what Genre / type of game would you love to see from Reverie in the future? Feel free to post examples of the kind of game youd like for example 'I would like a game that is like Dragon Age style gameplay'

Im very curious as to what the community thinks.

The futures bright!

andreicde
10-13-2011, 03:02 PM
or they could just add an rpg type of thing in this one.It would make it even more unique.

Dreamwalker
10-13-2011, 03:46 PM
I was thinking some sort of RPG sandbox experience, with some awesome online features just like DoF's online kingdom, Where you can build a village or something but are able to walk around in first person as you play the game and do quests pvp and all that.

I had an idea a while ago a bit like that, but a bit different: first of all, your character is a powerful sorcerer/demigod. :D

In singleplayer, it's the ultimate sandbox: you create your kingdom, use your powers to design creatures and such, and so on; but you can even create enemies for you to fight, both on purpose and aciendently; though just because you can make enemies, dosen't mean you can kill them! ;)

In multiplayer, you fight against other demigods, trying to take over the map. But the other players arn't the only rivals; there might be some AI neutrals on the map too, who can be really annoying in the early game.

The maps would be radically different, from flat plains to primordial islands to a suburban town. :D

But throughout the entire game, you play as your demigod, in RPG style: leveling up your character to gain more powers.

Joseph Visscher
10-13-2011, 04:38 PM
This is my own idea. obviously nothing official Ha.

Castle Wars Online.

MMORTS again but a lot more simpler.

Currencies: Experience and Gold.
Gold: Gold is used to purchase troops, construct siege weaponry, upgrade armor and weapons, refil, reuse and construct defensive siege equipment such as boiling oil or rolling logs.
Experience: Experience is used to research and unlock building types, unit types, siege weapons, wall types, wall upgrades, troops armor and weapon upgrades.


Races: Only Humans, but many many different types of customization for units and walls.

Main aspects:
Players and their custom built castles go into a 1v1, 2v2, or free for all battle that pastes these castles into each corner of the map. You build the walls the way you want for real, not like Dof's preplaced designs. You can also build buildings anyway inside your wall layer. These buildings are purely for military production and improvement.

Castle wall limitations:
Castle must have a gate which is accessible to the outer corner to the inner keep, there is a no build area around your keep and you can build only so far to the edge of the map where you will get pasted into other maps with other castles. other than that your design is your own but players and yourself must be able to go in and out of your castle and keep.


Each castle has a keep inside which holds the king, I could see 3 main gamemodes:
Elimination - Destroy the King of the other players, King would be controllable with alot of health a tank type of unit that could fight with his army.
Capture the Keep - Have units inside the keep with no enemies around and the king will surrender, king is uncontrollable and does not fight.

Your castle and troops go from one game to the next. Including damages.

Aside from the gamemodes there would be the sandbox build mode, where you are alone building your castle or training troops, upgrades, wall upgrades, etc before entering a match. In this gamemode you have control to repair, remove, replace or simply move your walls buildings etc, when removing a wall you are refunded its cost in the percentage of its health, so if its 50% health you get 50% back. Walls, buildings and units can only be changed, trained and edited in this gamemode.

You start with only a few available segments of weak wooden wall which would be free for up to a number of segments per game with a shaggy weak gate which any old sword can ram through. You start with only small basic unit types and have to work your way up unlocking other more advanced units and equipment.

There would be around 3 types of humans lightweight, medium weight, heavy weight, each with their own weight limit and base speed, agility and health. Each type of equipment would weigh an unique amount, so a light weight could not possibly even carry the heaviest sword of the heavy weight.
Each of the 3 types have unique hitpoints, the number of successful hits before they die. each stage would add 1 hitpoint, so a light weight will die on any successful enemy hit that pierces his armor and or gets past his agility with a lethal blow, meanwhile a heavy weight can take 2 hits then go down. Thing is is the lightweight is faster and is more agile able to dodge heavies' swings most times.

There is 3 factors to a 'hit' on a unit:
Agility - ability to counter or deflect or dodge a strike.
Armor - It hits but it does not pierce the armor to do any damage.
Hitpoints - a successful hit but for heavies and mediums will need more than 1 successful hits before dying.

A sub factor for Armor is that there is 3 type of armor types: Slashing, Crushing, Piercing, each giving different percentages of a successful hit depending on the types of damage.

Here are the types of damages:
Slashing from swords and sharp swiping type of weapons.
Crushing from physical impact such as war hammers or large projectiles such as javelins.
Piercing from arrows and spears that pierce the armor straight on.

Projectiles:
Projectiles will be handled more realistically not like how Dof does it. There is an amount of arrows that each archer can carry, which each one effects his weight and therefore speed and agility, The projectiles are fired by your command and are very deadly if used correctly, the chances of killing something with them depends on the type of armor of that unit that it is hitting, the speed of the arrow on impact and the orientation of that unit, if a unit has a shield and is facing the archer it will do nothing at all, and the type of arrow, some arrows will be light and wont even pierce the armor of a heavy.
Projectiles can hit allies. projectiles can not be reloaded if under attack, if you have a group of archers and they are being attacked by melee, they will have to draw a dagger or what ever you give them to defend themselves, they will not be able to shoot arrows through each other or from blank range.

Battalions: There are none, single units.

Unit Cap, 100-200 single units. each and every one customizible and micromanagable.

All the animations would be shared among the 3 types as well the ability to have any type of armor or weapon on.

Units would have no experience or skill only depends what they wear.

As i stated above equipment would be researched with experiance.

How to earn Experience and Gold.
Gold would be earned through any combat, for kills mostly but also for damaging other players walls. For a win in the game all of your gold earned in that game is multiplied by 50% so winning is the best, but losing will not make you lose massive amounts of gold.
Experience is earned through achieving goals such as ramming down a gate, defending your own gate, killing troops on your walls or capturing enemy walls, destroying siege equipment or units that where damaging your walls, and winning the match by: killing the king, being in a team that kills an enemy king, capturing or defending your keep.

Game Model:
FREE TO PLAY, WITH NO LIMITATIONS.
-Able to buy Experience with real money.
-Able to hold a 'Prestige Account' which earns 50% more gold at all times using Experience to pay for it per day or per week.
-Able to buy unique wall designs that are visual only (not game effecting) with real money.
-Able to buy unique unit armor designs that are visual only (not game effecting) with real money.

-Possible projects: 'Rent' Server space with real money for custom unit textures of your walls and or troops and armor, make your own custom armor (each texture is checked to see if its profane if it is you will be banned from this feature.

Maegor
10-13-2011, 05:59 PM
http://dawnoffantasy2.com...

ThatguyAds1298
10-14-2011, 10:17 AM
Wow, some really cool ideas there Dreamwalker and Joseph! :D

Dreamwalker
10-14-2011, 03:02 PM
Though I have to say, Joseph has a way more in-depth idea. And his is free! :p

Joseph Visscher
10-17-2011, 04:16 PM
Though I have to say, Joseph has a way more in-depth idea. And his is free! :p

Its less of an idea and more of a game design doc i've been working on, it would work great with the mithril (dof's) engine. Development time would hopefully be within a year not 8-10 years. lolz.

ObscuredUSA
10-17-2011, 04:48 PM
Be cool if they made an Age of Empires 2/The Conquerors type game.

RedXSol
10-18-2011, 04:21 AM
Now after reading over Joseph Visscher idea behind Castle Wars Online, it got me thinking and I’ve come up with my own version of what I would like to see in an MMORTS.

This is just a draft. So spelling and grammar not so good.

Part 1.
MMORTS

Currencies - Gold, Silver, Stone, Wood, Food & Honor.

Gold: Purchasing of Troops, siege equipment, the construction of your castle including buildings, walls and defensive siege equipment.
Silver: Upgrades for armor and weapons, also used in research to improve your castles walls and siege equipment.
Stone: Used in the construction of your Castle’s walls, buildings, siege equipment and for repairing damaged walls and buildings.
Wood: Used in the construction of your buildings.
Food: Food is used in the purchasing of troops. And upkeep of armies.
Honor: can be gained from completing quests and PvP. Honor is used to buy Hero units.

Races -Humans, Dwarfs, Elves and Orcs. Each race has special bonuses to their currencies and has an elite unit which only that race can control. Only 1 elite unit can be used per army.

Humans: Located in the Grassy Plains. Bonuses to Food.
Dwarfs: Located in the Snowy Mountains. Bonuses to Gold.
Elves: Located in the Elvin Forests. Bonuses to Wood.
Orcs: Located in the Wastelands. Bonuses to Stone.

Lords - Each race comes with three different types of Lords which a player can pick from, melee, ranged and horseback, all lords have different special abilities. E.g. Battle cry, increases nearby units attack speed by 10% for 30secs. All Lords automatically come with bodyguards.

Army Slots- Each race starts off with 2 army slots each army can have maximum of 20 units including Lords and Hero units, players can purchase more army slots which cost more gold each time one is purchased and each army requires food upkeep. Armies will slowly eat away at the food allocated to them. If an army runs out of food a units stats will grow weaker and over time die of starvation. Each time a new slot is purchased before that army can be used in combat it requires a hero unit to lead it.

Hero Unit – Hero units can be purchased at Inn’s using Honor to lead armies. When a player purchases a new army slot they are required to have a hero lead that army. Heroes don’t come with special abilities but there unit has bonuses to their stats. Hero units will come up randomly which can be purchased at an Inn.

Unit Stats – Each unit comes with 3 different types of stats.

Speed: How fast the unit can move, this also depends on unit upgrades and some weapons and armors will affect units movement speed.
Health: Every unit comes with base health limit. This cannot be upgraded.
Agility: Agility will determine how fast unit attacks and how much damage a unit will do.

Units which have taken damage from battle will continue onto the next back with that damage. Players can heal units for the cost of gold. Players can save formation templates for their army. E.g. Archers at the back footmen at the front.

Damage Types - There are 3 different types of Slashing, Crushing and Piercing.

Armor Types – There are 3 different types of armors units will have. Light, Medium and Heavy. Units with heavy armor will move slower, units are limited to type of armor they can use. Each armor has bonuses verses different types of damage.

Players vs Player – Players can battle in random 1v1 PvP battles where it can be on open ground with random maps or even defending against siege warfare.
Players can team up in 2v2 and 3v3, teams cannot do siege warfare and Maps are random.

Players can enter maximum size of 20 units including lord or heros and no smaller than 10 units into PvP battles. When a battle begins players have 30secs to setup their armies formation, players are able to use per saved formations.
Players can only place there army inside of the green zone. Green zone is area on the map allocated to your Army before battle.

Weather System – Players will be faced with random weather conditions when on the battlefield such as fog and rain, which will affect different units.

Economy – More advanced economy system where the trade market is player controlled. Players can sell troops and siege equipment via the market and buy different races troops.

Research & Upgrade System - Players can research new units, weapons, armor, buildings, siege equipment and castle upgrades. Now how the upgrade system works when a new research is completed for example new type of armor the players then can select a unit garrisoned at your castle for that upgrade. Some units can’t use different upgrades, each time a player upgrades a unit it will cost Silver.

Alliances – Alliances can be formed where other players can join, their armies will fall under the banner of that alliance. Alliance castle can be built which are larger than player owned castles.

Each alliance has its own in-game treasury and message board and info about the alliance and a rooster of players joined. Ranks can be given to players to allow them access parts of their alliance functions such as recourses, recruitment and design and building of the castle.

PvP in Alliance battles are larger, up to 8 players per team. To create an alliance it will cost X amount of gold and recourses to purchase a building plot. Building alliance castle is far more costly and alliance castles don’t generate income, players must donate recourses in order to build their castle. This includes Honor.

Damage done to alliance castles continue over to their next battle. Alliance battles don’t happen at random players within the alliances with the right rank can form groups of players and enter battles, defending or attacking will be at random.

A battle won in alliances battles, earns you Honor and Gold, and also effects you ranking on the Alliance Ladder. A minimum of 4 players must be grouped before an alliance battle can be started.

Alliances must pay a monthly upkeep feed of gold to the king. Players are given 1 week grace after they missed payment to pay the bill or their alliance will disband.
Alliance armies are made up of units built at the alliance castle, players cannot trade or buy units at alliance castles. Alliances must invest recourses to build armies.

Ladder – There will be 2 types of ladder Systems.
Casual Ladder: Based on 1 vs 1 PvP battles between players.
Alliance Ladder: Larger scale of PvP where alliances with mixed teams earn their alliance points towards the ladder.

Quests – Players can select quests from the King. Some quests are PvP some are PvE where you will be needed to defend your Castle against invasions etc.

ThatguyAds1298
10-18-2011, 06:39 AM
Wow some nice ideas truly, So much so i decided to write up and build on my original post! This idea has not got a name but it would basicly be a fresh new rpg game a little bit like mount and blade mixed with dawn of fantasy and some oblivion.

This will be an rpg sandbox game, You have the freedom to do what you wish whether it be build a small village into a town or city, Adventuring with friends or alone, Trading, Pvp and all that.

Background :

Many tears have been shed in the land of Siren's Call due to the many wars that have engulfed it in the past. Tensions have always been high within this tortured land between the various races who inhabit it and yet they persevere in their quest to survive. Ultimatly however there was no victor in the last great war known only as 'Siren's Tears' to the bards of the land. The races of Siren's Call had been at war for so long that war and death had taken its heavy toll on the races and they are now a mere shadow of what they once were. With the remaining forces dwindling the races of Siren's Call finally agreed on a truce and the war was ended. Old hatreds still flare as bright as the sun however but all of the factions knew if the war continued therew ould be nothing left of their respected nations. As many lands now lay barren and abandoned the races seek to rebuild their civilizations.

None of the races but the wood elves known also as 'Siren's Eyes' would know however that the wars of the past scarred the land and the cost was greater then they could imagine. Beasts that had once been tame now roamed the land angry and mad with rage. Monsters such as mighty ogres and minotaurs that had once kept to their own now preyed on the weak and claimed lands that were once owned by the other races. An the dead rest no more as monstrosities rise from the many battlefields of Siren's Call. The land is in agony..

The damage had been done, The price yet to be paid and the war was now balancing upon a shakey fragile truce. The future of Siren's Call is now in the hands of those who have the strength and courage to change things. You.

The Humans

The humans of Siren's Call live to the far west of the land on the coasts of Galvalinor. It was the humans who first ignited the wars between the other races due to their rapid expansions into other races territory and arrogant nature towards the other nations. The human kingdoms were the largest of the factions empires and although much has been lost in the wars the humans have taken the 'least' losses and retain a highest population of the races.

The humans are led by King Geralt Ironhand the 5th, As his name suggests this man is a ruthless leader and rules with an iron fist much like his past line. The last great war was started by his father when he pressed for more expansions into the elven forests to the south provoking the elves. Diplomacy was short and soon war broke out. However Ironhand is a devious and clever ruler and has kept the human nation afloat despite being the last to agree to the truce. The man himself however has no heir at this time and a few within the human population hope that his death will perhaps bring a new era for the human kingdoms even if most of the human lords are just as bad as their king.

The humans have the possiblity to excell at many arts and crafts, As well as become capable warriors, sorcerors and rogues. It is becuase of this that they have survived the most despite starting the wars in the first place.

Racial abilities (Pick 2)

Military mastery : Attack and armor to military units trained increased
Skilled : 10 bonus skill points for your avatar
Command : Humans excell at commanding their troops and thus human units who are within 20m of the players avatar gain movement speed and higher morale.
(TOWN MODE ONLY) Rapid Expansion : Buildings in your village / town / city build 20% faster.

The Elves

The elves are perhaps the least military minded race of the world, Perhaps this is why the human kings decided to expand into their lands so quickly. However little known to the humans the elves excel at magic and make devestating magic weilders. They live to the south of the human kingdoms within the forests of Tali'alisala or 'The graceful leaf'. This forest has been the elves sacred home for centuries and they defend it fiercely as the humans found out. Led by high councilor Gir'mindarlor. The elves have suffered greatly from the wars and have since retreated deep within the forests to recover.

Racial Abilities (Pick 2)

Magic Mastery : Magic attack of all trained magic users increased
Magical affinity : Bonus skill points added to all magic skills excluding necromancy.
(TOWN MODE ONLY) Gift of the forest : Are 'gifted' wood from the forest, Wood generation increased.
Agile : All elf units and avatar's dodge / armor increased.

The Dwarves

Dwarves of the land dwell deep within the mountains of Gorrak'agondor far to the west of the humans and elves. These stubborn people do not trust easily and took heavy losses in their war with the orcs to the south. They are lead by High King Grom'Agor and he is a proud and noble dwarf despite his mistrust for other races.

Racial abilities (Pick 2)

(TOWN MODE ONLY) Mining Mastery : Workers gold and stone mining greatly increased.
Stubborn : Health of Avatar and trained troops increased
Weapon Master : Damage of avatar and trained troops increased.
Resistance : Damage taken from spells and fire decreased.

The Orcs

(Coming Soon)

This is a rough part of an idea i cooked up, Its not complete mind you so its very rough as i say, Will complete it later when i get time. The story is far from done so not very in depth at the moment

Dreamwalker
10-18-2011, 05:00 PM
Whoa-compared to these awsome ideas, mine sounds down right dumb! :p

But here's an idea I literaly just dug up from some old microsoft word file:

First of all, it's an RTS. Let's say that this game uses DOF's "homeland" idea instead of constantly building new bases. You create and design your own custom hero(es) to lead your troops, whose class is based on race.

Now, to the wall of text:

Resources:
Gold-used to create units and buildings and to research technology, gold can be generated from trade and taxes, as well as mined from gold deposits and gained from gold buildings.
Energy-used to cast spells, create magic units, and research technology, energy is generated by captured Ley Line sites and, to a lesser extent, by magic buildings.
Food-the amount of food you have determines how many troops you can have at one time. If the food cost of your units exceeds the amount of food, your people will starve. Food is only gained from food buildings.

Factions:

Guild of the Griffin-A powerful order of knights that protects the southern realms.
Strengths: strong heavy cavalry, good defensive magic, and great aerial troops
Weaknesses: little offensive magic, few war beasts
Hero Class: Paladin-a skilled guild lord that is favored by the godlike kyrie
Main Hero Attributes: Piety and Weapon Mastery
Unique Attribute: Warding-increases the power of the Paladin’s healing and banishing abilities, and also increases the strength of the wards of all your troops
Unit Upgrades: Banner Carrier(gives Valor ability), Steel Armor(increased defense), Steel Weapons(increased attack), Telepathic Wards(resistance to mind control), Elemental Wards(resistance to heat and cold), Poison Wards(resistance to poison) Disease Wards(immunity to plague)
Best Unit: Arch Kyrie-mighty, godlike beings wielding lighting spears and protective magic. They are even more powerful against both dragons and demons, but elves have good defense against all kyrie, who are their ancient enemy.

Sylvan Alliance-An alliance of elven kingdoms that rules the ancient forests of Elbaetha and Sorafel.
Strengths: excellent missile units, many powerful mage/warrior units
Weaknesses: very few artillery and spearmen
Hero Class: Sylvan Lord-an elven noble that excels in both combat and sorcery
Main Hero Attributes: Willpower and Weapon Mastery
Unique Attribute: Druidry-increases the power of the Sylvan Lord’s nature-related and stealth/invisibility spells
Unit Upgrades: Warrior Healer(gives unit healing mage), Mithril Mail(increased defense), Blessed Weapons(increased attack), Telepathic Wards(resistance to mind control), Elemental Wards(resistance to heat and cold)
Best Unit: Elran Dragons-swift green dragons sacred to the goddess Elra. They breathe white fire that only harms the enemy, not friendly troops or the environment. Like all dragons, they are naturally resistant to magic. They are very powerful against ground troops, but may need protection from other aerial units.

Tethurrin Empire-An empire of fierce minotaurs that controls the eastern lands.
Strengths: strong infantry, powerful ships, and good artillery
Weaknesses: little defensive magic, few cavalry
Hero Class: Warlord-a mighty warrior and general of the minotaurs
Main Hero Attributes: Weapon Mastery and Tactics
Unique Attribute: Bloodlust-increases the strength and duration of the Warlord’s berserker abilities and increases the overall power of the Warlord’s offensive spells
Unit Upgrades: Berserker(gives Frenzy ability), Steel Armor(increased defense), Steel Weapons(increased attack), Elemental Wards(resistance to heat and cold), Burning Weapons(attacks do fire damage)
Best Unit: Fire Hurlers-devastating war machines that spray liquid fire on foes. They are extremely deadly, but are slow and need protection from fast moving enemies.

Kingdoms of Erebus-The underground realms of the fanatical dark elves.
Strengths: fast, stealthy troops, good war beasts, and excellent dark magic
Weaknesses: no spearmen (or other anti-cavalry troops) and little artillery
Hero Class: Hierophant -a powerful sorcerer-priest of the dark elves
Main Hero Attributes: Willpower and Piety
Unique Attribute: Mind Breaking-increases the strength of the Hierophant’s offensive telepathic spells (especially anti-ward spells) and the strength of dark magic overall
Unit Upgrades: Battle Priest(increases strength of unit’s wards), Dark-Iron Armor(increased defense), Cursed Weapons(increased attack), Telepathic Wards (resistance to mind control), Elemental Wards(resistance to heat and cold), Arcane Wards(resistance to magic overall)
Best Unit: Tartarian Dragons-fearsome black dragons from the deepest pits of the underworld, sacred to the goddess Cerridwen. Their fiery breath is not affected by enemy wards, and like all dragons, they are resistant to magic. They are very powerful, but slower than other dragons. They only need protection from kyrie.

Other races may include Dwarves, Orcs, and Undead! :D

ThatguyAds1298
10-18-2011, 05:09 PM
You know, If we all put our heads together (Reverie and us) we could come up with a pretty amazing game concept. :D Would be amazing fun and loooking at all the great ideas here id say it would be top quality. Its just to bad i have no idea how to get it even considered for an idea and even if it was looked at its a lot of work! I'd so be game for it though since it would be.. fun work. One thing ive learned in life is its better to try and achieve your dreams rather then leaving them as dreams. I mean even if you fail at the achieving, At least you tried and had fun doing it! :)

Dreamwalker
10-19-2011, 05:02 PM
I agree with Adam. And I have to say...being able to help a company make the game of your dreams? Pretty awsome stuff. :D

Speaking of awsome, here's another idea (sorry, but I just can't stop!). An RTS once again using DOF's homeland idea, its basis is Irish mythology. Here we go:


The Story thus Far:
The mighty empire of the Formorians once ruled all the lands of the west. But now, new peoples are arising in this place, carving out realms of their own. The Tuathians arrived from the east, and built kingdoms in Iarth, ruled by the tyranical King Arathar. Conflict arose between the Tuathians and the Formorians, who were already weakened after fending off a Deepling invasion. In the midst of the terrible war, two strange brothers made an alliance with the mysterious Sídhe, and with their help, defeated both the Formorians and the tyrant Arathar.

Now, the old empire has been divvied up between the major powers. The Tuathians claim to be seeking only unity and prosperity, though some kings have far darker goals in mind; the Formorians, divided into thier separate schools of magic, are trying to restore their former glory; the Sídhe, recently suffering a terrible civil war, are trying to gain a foothold in mortal lands before the completion of a deadly prophecy; and the Deeplings are planning a massive war on the surface dwellers, to win honor and fame in their Underworld home.


Four races now dominate the World:

The Tuathians; humans who combine magic and technology
The Formorians; remnants of an ancient empire of sorcerers
The Sídhe; a powerful race of semi-divine nature spirits
The Deeplings; various empires of the underground

Each race posses its own units, buildings, and tactics unique to it alone. The strategies used to play each race are radically different.

Here is some background on the Tuathians, who are so far the most developed race:

We came, not long ago, from the eastern lands, and settled in what is now called Iarth. We brought with us knowledge of metal and stone, of war and peace. Many kingdoms appeared in Iarth, and for a time the Tuathians knew prosperity, if not peace.
Then, the Fomorians, rulers of a rapidly expanding empire, set their sights on Iarth. They wielded strange powers, of fire and death, and we were overwhelmed. Only the brave, if somewhat cruel, King Arathar remained.
This may have been the end of the Tuathians, if not for the actions of two brothers, Oros and Meres. It is not known where they came from, or who they truly are, but they overthrew both the Formorians and Arathar, and brought peace to us. For that, they are forever our saviors.
-Annals of the Tuathians

The Tuathians, while they do not have much magical skill, have many ways to negate the magic of their enemies. In addition, they have access to a wide array of technologies, especially those focused on weapons, armor, and machinery.


Each race is divided into several factions, each with their own goals, strategies, and a few unique units and buildings. For example, here are the Tuathian factions:

The King’s Men; religious fanatics who are trying to resurrect the dead King Arathar

The Resistance; rebels who seek to overthrow the “tyrannical” rule of the Formorians and all other magic-users

The Freemen; displaced villagers who want only to rebuild their devastated homelands


The Tuathians are pretty much the standard medieval humans, though from an early era than the humans in DOF. However, they do have some more exotic units, such as Drake Riders.


Unfourtunetly, the other races are not as developed. But:

The Formorian factions are be based on the elements (fire, water, earth, and air). The Formorian military depends on a core of human warriors and legions of summoned creatures (such as minotaurs,basilisks, and various spirits); most of whom have special abilities (such as invisibility, regeneration, or inherent magical powers) that humans lack.

The Sídhe factions are based on day and night (a.k.a, light elves and dark elves, but both heavily nature orienented). Their magic takes a different form than the Formorians: instead of having mages cast spells and summon creatures, nearly all Sídhe units have the ability to use magic, though not to the level of the Fomorian sorcerers. The Sídhe make use of various magical beasts, such as unicorns, gryphons, treants, phoenixes (for the day faction) and giant spiders (for the night faction).

The last race, the Deeplings, are the least developed (even the name is really just a placeholder, unless I decide that it works). But, they are the most bestial, and are made up of goblins, trolls, and such, as well as more original underground creatures (like dwarves with the heads of boars!). Their cities lie deep in the underworld, and they have some pretty advanced building and weapon technology, though their magic can't stand up to the Formorians and the Sídhe (they arn't quite as bad as the Tuathians, though). But with massive, well trained armies, who needs are that magic stuff anyway?

If I think of more, I'll add it. I have some Tuathian units and buildings ready, but I'll work on the other races first.

What do ya think?

ThatguyAds1298
10-19-2011, 05:17 PM
Oh thats cool dream :D

Oh and i hope you have dawn of fantasy sitting next to your PC or downloading! Or maybe its time to send the orcs round! :mad: We need you to join the orcish legion!

Ahem! back on topic

An yes agreed, Working with a game dev to create a game would be something special. Deep from the darkest depths of the gamers imagination a new era dawns as the game of games is unleashed upon the unsuspecting world! :D Also i think most people including the ones who posted in this thread would happily give their input on a game concept. I'd just be happy with a free copy when its complete :) Its the experience i think most of us would love, Working on the backstory and lore and getting a free copy at the end to see your imagination come to life? Heck yes. Thats the most i think anyone of us gamers would ask for the chance to give their input on the building blocks of a game. (Oh and maybe let us name some in game characters after us too... :p )

Dreamwalker
10-19-2011, 05:26 PM
(Oh and maybe let us name some in game characters after us too... :p )

That's the most important part! :D

And devs, I know you're busy, but...if you like the sound of this or of any of the ideas on this thread, please comment! Even if all we do is come up with a single character, it would still be amazing!

And you could think of it this way: the more people thinking, the more different ideas you'll get. So if even a little of the community participated...there would be some completely original ideas that no one else would have ever imagined! ;)

ThatguyAds1298
10-19-2011, 05:44 PM
That's the most important part! :D

And devs, I know you're busy, but...if you like the sound of this or of any of the ideas on this thread, please comment! Even if all we do is come up with a single character, it would still be amazing!

And you could think of it this way: the more people thinking, the more different ideas you'll get. So if even a little of the community participated...there would be some completely original ideas that no one else would have ever imagined! ;)

Yep yep, Agreed. We are here for you guys should you need us with imaginations near bursting point.

Though if it were to happen, Would be a big challenge to try and live up to some of the really good writers they use for games. A welcome challenge id say but a challenge nontheless. It would be interesting though to work on it and it would be even more fun to mix up our ideas Dream. That is another reason it would be cool, Just that working with others with similar passions for games and story to create something.

Id also like a dev's take on this, To see what they think.

Your community is here to help our friends at Reverie should they need.

andreicde
10-19-2011, 10:38 PM
Whoa-compared to these awsome ideas, mine sounds down right dumb! :p

But here's an idea I literaly just dug up from some old microsoft word file:

First of all, it's an RTS. Let's say that this game uses DOF's "homeland" idea instead of constantly building new bases. You create and design your own custom hero(es) to lead your troops, whose class is based on race.

Now, to the wall of text:

Resources:
Gold-used to create units and buildings and to research technology, gold can be generated from trade and taxes, as well as mined from gold deposits and gained from gold buildings.
Energy-used to cast spells, create magic units, and research technology, energy is generated by captured Ley Line sites and, to a lesser extent, by magic buildings.
Food-the amount of food you have determines how many troops you can have at one time. If the food cost of your units exceeds the amount of food, your people will starve. Food is only gained from food buildings.

Factions:

Guild of the Griffin-A powerful order of knights that protects the southern realms.
Strengths: strong heavy cavalry, good defensive magic, and great aerial troops
Weaknesses: little offensive magic, few war beasts
Hero Class: Paladin-a skilled guild lord that is favored by the godlike kyrie
Main Hero Attributes: Piety and Weapon Mastery
Unique Attribute: Warding-increases the power of the Paladin’s healing and banishing abilities, and also increases the strength of the wards of all your troops
Unit Upgrades: Banner Carrier(gives Valor ability), Steel Armor(increased defense), Steel Weapons(increased attack), Telepathic Wards(resistance to mind control), Elemental Wards(resistance to heat and cold), Poison Wards(resistance to poison) Disease Wards(immunity to plague)
Best Unit: Arch Kyrie-mighty, godlike beings wielding lighting spears and protective magic. They are even more powerful against both dragons and demons, but elves have good defense against all kyrie, who are their ancient enemy.

Sylvan Alliance-An alliance of elven kingdoms that rules the ancient forests of Elbaetha and Sorafel.
Strengths: excellent missile units, many powerful mage/warrior units
Weaknesses: very few artillery and spearmen
Hero Class: Sylvan Lord-an elven noble that excels in both combat and sorcery
Main Hero Attributes: Willpower and Weapon Mastery
Unique Attribute: Druidry-increases the power of the Sylvan Lord’s nature-related and stealth/invisibility spells
Unit Upgrades: Warrior Healer(gives unit healing mage), Mithril Mail(increased defense), Blessed Weapons(increased attack), Telepathic Wards(resistance to mind control), Elemental Wards(resistance to heat and cold)
Best Unit: Elran Dragons-swift green dragons sacred to the goddess Elra. They breathe white fire that only harms the enemy, not friendly troops or the environment. Like all dragons, they are naturally resistant to magic. They are very powerful against ground troops, but may need protection from other aerial units.

Tethurrin Empire-An empire of fierce minotaurs that controls the eastern lands.
Strengths: strong infantry, powerful ships, and good artillery
Weaknesses: little defensive magic, few cavalry
Hero Class: Warlord-a mighty warrior and general of the minotaurs
Main Hero Attributes: Weapon Mastery and Tactics
Unique Attribute: Bloodlust-increases the strength and duration of the Warlord’s berserker abilities and increases the overall power of the Warlord’s offensive spells
Unit Upgrades: Berserker(gives Frenzy ability), Steel Armor(increased defense), Steel Weapons(increased attack), Elemental Wards(resistance to heat and cold), Burning Weapons(attacks do fire damage)
Best Unit: Fire Hurlers-devastating war machines that spray liquid fire on foes. They are extremely deadly, but are slow and need protection from fast moving enemies.

Kingdoms of Erebus-The underground realms of the fanatical dark elves.
Strengths: fast, stealthy troops, good war beasts, and excellent dark magic
Weaknesses: no spearmen (or other anti-cavalry troops) and little artillery
Hero Class: Hierophant -a powerful sorcerer-priest of the dark elves
Main Hero Attributes: Willpower and Piety
Unique Attribute: Mind Breaking-increases the strength of the Hierophant’s offensive telepathic spells (especially anti-ward spells) and the strength of dark magic overall
Unit Upgrades: Battle Priest(increases strength of unit’s wards), Dark-Iron Armor(increased defense), Cursed Weapons(increased attack), Telepathic Wards (resistance to mind control), Elemental Wards(resistance to heat and cold), Arcane Wards(resistance to magic overall)
Best Unit: Tartarian Dragons-fearsome black dragons from the deepest pits of the underworld, sacred to the goddess Cerridwen. Their fiery breath is not affected by enemy wards, and like all dragons, they are resistant to magic. They are very powerful, but slower than other dragons. They only need protection from kyrie.

Other races may include Dwarves, Orcs, and Undead! :D

Ahem you played too much heroes of might and magic lol.Good idea,but bad concept with those races. I would say something which would be more unique. Human races,orc races,elf races, undead races,elementals race, wizard race(even if it's not an actual race but a faction), angels race, etc. Traditional stuff with something new :D. Other than that,great ideas!

Dreamwalker
10-20-2011, 05:15 PM
Ahem you played too much heroes of might and magic lol.Good idea,but bad concept with those races. I would say something which would be more unique. Human races,orc races,elf races, undead races,elementals race, wizard race(even if it's not an actual race but a faction), angels race, etc. Traditional stuff with something new :D. Other than that,great ideas!

How'd you know? :p Yeah, I wrote that about a year ago, when I was really into heroes of might and magic. And I agree, those races can pretty much be found in any fantasy game in existance (except the minotaurs, though they're pretty popular too).

But my other idea, that one's a bit more orignal: Humans, Wizards, Elves/demigods, and Orcs/Goblins/Trolls/boar people/etc.

Here's some more background on those races, and the history of the world:

The Formorians (the wizards) are a sub-race of humans. Standing seven feet tall on average, they are lords amoung mankind. They were given powers of magic long ago by the Phoenix, a now unworshipped god who heralds the end of ages. For a time, the Formorians were near gods to mortal men.

But something happened: the Formorians began to see themselves as gods. They conquered all other peoples of the world, building an empire that spanned the globe, killing all who opposed them. Bored with thier success, the greatest of the Formorians turned to a new project: opening ways into other worlds.

In doing so, they gained more power...for a time. But some of the beings on the other side were greater than the sorcerers expected. When these beings entered into our world, the Formorians were powerless to stop them. They ravenged the mighty empire, and divided it amoung themselves. Instead of worshipping the Formorians, mankind bowed before these new beings, who they called gods.

Among these gods, nine were counted as the great ones, and they each ruled mighty kingdoms in the mortal world. Often, they would war against one another, using willing and unwilling humans for their soldiers. But in times of peace, they would meet at the place men called Melasarn, the "City in the Clouds". It was a vast swath of rock and soil that these gods had torn from the earth and set in the sky, forming a floating continent. All the land beneath it, for hundreds of miles, grew dead from the eternal darkness cast from the continent's shadow; and many of the men in these lands were twisted by the gods' magics.

Many long centuries would pass before the Dark Gods were beaten back, and all the earth would be torn apart before then. The worst tradegy of all the Dark Gods' wars was the Siege of the Tree, when the human and demonic (or godly, depending on who's talking) forces attacked the Great Tree Yggdrasil, whose massive trunk was several hundred miles high, and more than 50 miles wide. The Sídhe, who dwelt in the tree's soaring branches, defended thier home (which they also worshipped) with all the power of their magic and legendary griffon riders. But in the end, the Dark Gods were victorious; to celebrate thier victory, they tore the World Tree up from its roots and threw it to the earth, as the remnants of the Sídhe fled.

Another great war was between the gods and the dragons, who had followed through the pathway to destroy the world. But soon, many of the dragons fell in love with the mortal world, and decided to protect it, fighting against thier kin. But both factions of dragons were crushed by the Dark Gods; even though one god was found conspiring with the monsters. He was killed by his fellow gods, as none could pass up an excuse to eliminate a rival.

But eventually, a mighty sorcerer of the Formorians (who had dwindled to a nomadic people since the gods invaded) led the armies of the free humans into the Shadowed Lands and up the Golden Stair, to the sacred City in the Clouds itself. This sorcerer, named Raegis, slew three of the gods in their palaces; the rest fled to their safe places, trying to regain their strength.

And eventually, they might of, except that the Phoenix appeared on the earth; and with his arrival, the power of the gods was forever broken, although some still lived on, plotting to regain their former glory.

Raegis went on to found the Second Formorian Empire, and his people became strong once again, building cities and gaining knowledge. The Formorians now dwelt far to the west of thier original home, and far from the wars of the gods. They found new power in summoning creatures from beyond the world; but they were very careful not to stray into the domains of beings greater than themselves, least more Dark Gods enter the world. For a time, they were happy.

The Sídhe, also, regained some of thier power; they settled amoung the bones of the Great Tree, whose seeds sprouted vast forests that covered the landscape. As always, the Sídhe lived as a race apart, for they were not truly human, but half-human and half-god (though most certainly not the Dark Gods; instead, they were descended from the Tree itself, which is from where their magic comes). Their civilization prospered from trade with the humans, whose knowledge of metal and stone was much welcomed.

Before the Gods came, the most powerful nation of the eastern humans was Tuatha. After the wars, the Tuathians migrated into the western lands, which eventually brought them into contact with the Formorians. At the time, the Tuathians were led by the powerful and tyranical King Arathar. He made war on the Formorians, stealing their lands for his own people to settle in. But he underestimated the power of the sorcerers, and the Tuathians were soon in grave danger. They would have no doubt been defeated, if not for the actions of two strange brothers, and the Sídhe allies they brought with them. Once the Formorians were tuned back and Arathar overthrown, there was peace between the men of the east and west. The Sídhe returned to their distant home, and the brothers became kings of the Tuathians.

Meanwhile, another race had been building empires...far below the surface. The peoples there were varied: some had skin of leather, others of scales; some were small and cunning, while others were massive brutes. But all thrived in the Underworld, and all dreamed of glory; and all recalled sadly the tale that long ago, they dwelt in the deepest places of the earth, while now they were banished to what they called the "shallow lands". Empires in the Underworld rose and fell, and the Deeplings went about their lives, oblivious to the troubles of the surface-dwellers. In Deepling society, proving yourself in battle won you much honor, and to many of the Underworld's denizens, honor was more important than life itself; the only problem was, battles were becoming rare. So when the Great Tree Yggdrasil fell, its branches splitting the earth asunder, opening up tunnels to the Overworld, the Deeplings did not hesitate. In the depths, idle armies longed for new enemies; and now, new wars were theirs for the fighting.


Sorry for the wall of text; this actually wasn't something from an old file, I thought it up just now. Though some of the ideas (with the Dark Gods and Yggdrasil, particularly), I had made for a different game idea...but if Ark thought that one post had unoriginal races, then...well, let's just say I came up with most of it playing Heroes of Might and Magic. But, that idea did have some nice, somewhat original ideas to it, such as the nomad mages and a spwarling, industrial city (which could be added another race later on...?)

lol, even apologizing for the wall of text is a wall of text. :D

But yeah, tell me what you think.

andreicde
10-20-2011, 05:27 PM
o.O did you read Celtina or played king arthur-roleplaying game?Those talk about fomorians and they were in celtic mythology as well as the sidhe lol. Leaving that aside it's an interesting concept though

Dreamwalker
10-20-2011, 05:32 PM
The basis for this game was Celtic myths. Because while fantasy may be full of myths (really, that's all it is), there isn't much Celtic stuff. Thought it would make a nice change.

But hey, those are better races than before, right? :D

andreicde
10-20-2011, 06:35 PM
The basis for this game was Celtic myths. Because while fantasy may be full of myths (really, that's all it is), there isn't much Celtic stuff. Thought it would make a nice change.

But hey, those are better races than before, right? :D

I agree lol.If you love celtic mythology I suggest playing arthur roleplaying war game with all the expansions. great game with 2nd in production. But yea another game with celtic mythology would be good

Kahotep
10-20-2011, 09:41 PM
I don't have a fully-formed concept or outline for a game yet, but I do know one thing I'd really like to see in an RTS game.

I want to see a black African civilization as a playable faction. While black ciivilizations have appeared in some turn-based strategy games (e.g. Civilization), they're relatively rare in real-time strategy. In fact the only two RTSes I recall having black factions are Rise of Nations and the Empire Earth II expansion pack, both of which are years old now. If RTSes had a greater ethnic diversity of factions, then the fanbase will increase in breadth and diversity as well.

Some African civilizations that could be used more often in the RTS genre are Nubia, Ethiopia, Mali, Zimbabwe, and maybe some of the Swahili kingdoms. For that matter, even the more "tribal" African cultures like the Zulu or Maasai could make for interesting if unorthodox gameplay.

However, perhaps the black civilization I'd love to see in an RTS game the most is Egypt. A lot of people don't realize that the ancient Egyptians were mostly dark-skinned Africans (albeit not quite as dark as the Nubians to their south) who would qualify as "black" by American social standards. Nothing would make me happier than an ethnically accurate portrayal of ancient Egypt in an RTS game.

Dreamwalker
10-21-2011, 03:24 PM
Yeah, Kahotep, that sounds good. Just about every fantasy game has some sort of medieval Europe thing going on; the only other human cultures are middle-eastern and occasional Chinese (there's Chinese stuff in Guild Wars, anyway). But very little African culture.

The African civilizations are always overlooked...it would be nice to have a game with them.

Maybe even fit them into DOF, somehow...? ;)

Kahotep
10-21-2011, 04:13 PM
Yeah, Kahotep, that sounds good. Just about every fantasy game has some sort of medieval Europe thing going on; the only other human cultures are middle-eastern and occasional Chinese (there's Chinese stuff in Guild Wars, anyway). But very little African culture.

The African civilizations are always overlooked...it would be nice to have a game with them.

Maybe even fit them into DOF, somehow...? ;)

Pity I have no modding skills whatsoever (actually I do have a 3D-modeling program called Blender on my PC, but it almost certainly has a steep learning curve). The most I could do is concept art and outlines.

RedXSol
10-21-2011, 11:36 PM
Check out Zbrush its a really nice 3d modelling tool, but its just a stand alone tool.

BrandungsFels
10-22-2011, 12:37 AM
I need some kind of remake for halflife 1 - not many players online anymore :)

seriously - a shooter without that attempt to even visualise the most minor piece of detail resulting in thousands of camping spots. And I need some quake1 engine movement to go with it :D

free cookies for the developer!

andreicde
10-22-2011, 10:46 AM
I need some kind of remake for halflife 1 - not many players online anymore :)

seriously - a shooter without that attempt to even visualise the most minor piece of detail resulting in thousands of camping spots. And I need some quake1 engine movement to go with it :D

free cookies for the developer!

nah,shooters from a company making fantasy game wouldn't be as good.it just wouldn't be

arifel
10-22-2011, 02:23 PM
I just want a MMORTS that has battles hosted by the publisher, as all MMORPGs are hosted by the publisher, as all MMOFPS are hosted by the publisher. Age of Empire Online relies on peer-to-peer connection, so does Dawn of Fantasy. They each allow less than 4 players per battle, contact with other players is limited to trading or a mere battle-matching system. Yet both are marketed as MMORTS. I'm looking forward to End of Nations, it looks like it would have to have publisher hosted servers when it has trailers of 30+ players battles.

Whatever you're designing, I hope it will be competitive to whatever actually happens to be the first MMORTS.

Dreamwalker
10-22-2011, 05:15 PM
I just want a MMORTS that has battles hosted by the publisher, as all MMORPGs are hosted by the publisher, as all MMOFPS are hosted by the publisher. Age of Empire Online relies on peer-to-peer connection, so does Dawn of Fantasy. They each allow less than 4 players per battle, contact with other players is limited to trading or a mere battle-matching system. Yet both are marketed as MMORTS.

I don't think that would be too hard of a thing to put into DOF; if, in addition to regular PvP, there are occasionally battles hosted this way, it would make a nice change of pace. These battles could have more players, and could be filled with more stuff (NPCs and such). The battlefields could be more exotic, too, since it wouldn't just be in some random spot in the countryside like regular PvP (though that's good too).

These battles could be big deals; there could be regional ones, when any players in the area would be notified that a major battle will be occuring. There could also be tournaments open to all players, that might keep armies away from the homeland for a long time. These battles could have better rewards, too.

You know, this really isn't the right thread for this. I might make a new thread on suggestions.

But yeah, thanks arifel, for giving me this idea! :D

Kahotep
02-10-2012, 03:29 AM
Still don't have a fully fleshed out game design outline, but I do have civilization concepts for a hypothetical fantasy RTS.

The Norvolk

The white-skinned, golden-haired Norvolk eke out a harsh existence as hunter-gatherers in the world's northern steppes and boreal forests. They do not build permanent settlements, only temporary camps of leather-and-bone tents which they can dismantle and move when need be. They have democratic systems of tribal government in which chieftains are elected by popular vote; these are usually the most highly respected hunters and warriors. Their religion is animistic, featuring the worship of spirits believed to permeate the natural world. Despite their generally primitive technology, the Norvolk are skilled metallurgists and formidably powerful hand-to-hand fighters, though they frown upon the use of ranged weapons as cowardly. They usually travel on foot although higher-ranking tribesmen may ride horses.

The Taridim

The Taridim are an olive-skinned, hook-nosed race who live in hot deserts. They used to be an assortment of squabbling nomads like the Norvolk, but ever since they were united under one banner by the charismatic prophet and warlord Yaghoub, they now cooperate as a tribal confederation under the leadership of a priestly council. The Taridim have matured into a thriving civilization ever since their confederation's birth, growing prosperous off trade and farming alongside the desert's scattered oases. The Tarid religion is polytheistic, with its gods appearing as multi-armed humanoids with unnatural skin colors, although the most important deity is the moon god Azkar (who is believed to have created the world). The Taridim are particularly proficient at archery and riding camels and elephants into battle.

The Kembweans

The black-skinned, woolly-haired Kembweans reside in the tropics and have the world's most ancient civilization. They are ruled by a hereditary monarch who may either be a man or a woman and is believed to be descended from the sun goddess Khamunra. The Kembweans are renown around the world for their sophisticated, monumental stone architecture; their temples and royal tombs are the most famous, but they are also excellent at constructing durable fortresses. They also have advanced mathematics, medicine, and beautiful sculpture. Although the Kembweans are polytheistic, most of the clans that make up their society concentrate their spiritual energies on a relatively small number of totemic animal deities; veneration of ancestral spirits also features prominently in the religion. The Kembweans have tamed a large variety of large animals (e.g. elephants, rhinoceroses, and zebras) and so have among the world's best cavalry.

The Shangchi

The yellow-complexioned, slant-eyed Shangchi reside on an archipelago of islands with a temperate climate. They once had a mighty empire covering the entire archipelago, but have fractured into many lesser kingdoms that chronically war against each other. What the Shangchi share are an atheistic philosophy and an affinity for technological development. They are the only race in the world to have gunpowder technology, although it is very costly to produce, and their warships are the largest in the world.

Kahotep
02-10-2012, 03:07 PM
Here's a map for the aforementioned civilizations and several others:

http://fc00.deviantart.net/fs70/f/2012/041/0/2/the_continent_of_mundia_by_jabrosky-d4p9qsp.png

The Continent of Mundia

Norlund: This vast region of temperate forests and prairies in Mundia's north is the home of the Norvolk, a race of white-skinned, nomadic hunter-gatherers. The Norvolk are divided into numerous squabbling tribes that each have a democratic governmental structure in which chieftains are popularly elected. Despite their general technological backwardness, the Norvolk do have ferrous metallurgy and are formidably ferocious warriors, making them popular as mercenaries for more advanced nations.
Shangchi: A powerful and technologically advanced empire once stretched across this archipelago off the continent's northeastern coastline, but it has since splintered into numerous feudal kingdoms in a chronic state of war with each other. Nonetheless, the yellow-complexioned Shangchinese have maintained their imperial ancestors' tradition of technological development; they are the only race in the world to have gunpowder and their warships can be famously gigantic.
Tizotl: Inhabiting a temperate to semitropical river valley, the Tizotli are distantly related both physically and genetically to the Shangchinese, and like their eastern neighbors, they suffer from constant internecine warfare. They are famous for their terraced, earthen pyramid-temples and sophisticated calendar, although in general they have inferior technology to the Shangchinese (e.g. they lack gunpowder).
Al'Tarid: The olive-skinned people inhabiting this desert region used to live as mutually hostile nomads, but ever since the prophet and warlord Yaghoub brought them together under one polytheistic religion, they have enjoyed peace as a tribal confederation governed by a council of priests. The Taridim's civilization has prospered as a consequence of farming alongside oases and commerce.
Kembwe: The black-skinned Kembweans have Mundia's most ancient civilization, which is famous for its monumental stone architecture, advanced mathematics and medicine, and beautiful sculptures. The kingdom is governed by a hereditary monarch who can be either male or female but is always believed to be descended from the sun goddess Khamunra.
Mbutwa: Although the Mbutwans are distantly related to the Kembweans, they are slightly lighter-skinned and much shorter in stature. These crafty pygmy people stick to a hunter-gatherer lifestyle that has served them well in the lush rainforests southwest of Kembwe. They are famous for their poison-tipped arrows which are capable of killing elephants and other large animals.
Zinju: The Zinjuans are a black people closely related to the Kembweans and sharing their northern neighbors' affinity for stone architecture. However, they are much more cosmopolitan and commercial than the conservative Kembweans and have established trade links with the Taridim, Tizotli, and Shangchinese. The Zinjuans have also colonized the island of Malaki off Mundia's southeastern coastline; it provides them with most of the gold they are famous for.

Dreamwalker
02-10-2012, 03:32 PM
Cool idea, kahotep!:D One question: is this a fantasy game, or just straight history? Because there isn't any mention of magic or any supernatural stuff...

Kahotep
02-10-2012, 03:36 PM
Cool idea, kahotep!:D One question: is this a fantasy game, or just straight history? Because there isn't any mention of magic or any supernatural stuff...
I don't intend there to be any magic, but since the world and its cultures are entirely fictional, I would still classify it as fantasy or at least speculative fiction.