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Topics - Phoenixguard09

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16
Food Discussion - The Jolly Boar Kitchen / Two Idiots in a Kitchen
« on: March 13, 2016, 05:29:42 PM »
Okay, I posted in the Exilian Channel that I would like to get back into making videos, but I had no ideas. So I came in here thinking I would post something about my relatively recent love of Mexican food and had a brain-wave...

LH is pretty damned fantastic in the kitchen. And I have a spoon.

Together we (she) can make all kinds of foodstuffs just kind of appear out of hundreds of dollars of superfluous ingredients.

So I thought, what if we did a how-to cook like Ladyhawk, with occasional help from Phoenixguard? Would you guys watch it?

We'd have some kickass shortbreads, chocolate cookies and chilli concarne as our first season.

portugaling hell, now I'm hungry.

What do you guys think?

17
Hey guys,

As you are all aware, I've been working on the Norbayne project for quite some time now. It has been a long project, a labour of love for me and a handful of collaborators over many years. As you guys might already know, we did eventually get around to playing it.

As the GM, I think it went rather well.

EDIT* Table of Contents:
Three Coins, Two Birds and a Gilded Sword
Arc 1: The Ruins Outside Summer Hill
Session 1.1: A Beginning: In which we are introduced to the free township of Summer Hill and our intrepid heroes, who head out into the wilderness, get mauled by bear-wolves and are frightened by a shambling monster of myth and legend...
Session 1.2: Into the Darkness: In which our heroes bravely venture underground, Harold duels an old rival and not all is at it appears regarding their initial quest...
Session 1.3: Exploration in the Black Pit: In which our heroes find themselves taking on the tendrils of a most powerful foe...

Arc 2: Against the Lord of Winter
Session 2.1: Drunken Lullabies: In which Tremor Ironfist is introduced to our party of intrepid adventurers and much alcohol is consumed...
Session 2.2: The Lady in Red: In which our heroes venture forth once more, Harold and Tremor must deal with massive hangovers and the group gains an ally...
Session 2.3: And Now For Something Completely Different: In which Tremor is badly injured, a door is killed and a house ransacked...
Session 2.4: The Infamous Fireball: In which our heroes fight fire, set each other on fire and Harold engages in diplomatic discourse with a Naillish noble...
Session 2.5: Walking Away: In which our heroes regroup to determine their next plan, Tremor takes on a powerful warlock by himself and a twilight meeting turns sour...
Session 2.5 (a): Harold's Midnight Ride: In which Harold heads out to find Dhara, engages in conversations with her and is shot at...
Session 2.6: The Coming Metaphorical Storm: In which our heroes return to the scene of one of their crimes, Breanna proves her worth and Maebh gets angry...
Session 2.7: End of the Line: In which warehouses are ransacked, Tremor gets a crowning moment of awesome and the cult is finally taken down...

Arc 3: The Wolves of Dreven
Session 3.1: Fire, Smoke and Dwarven Catapults: In which our heroes make a daring escape from Summer Hill and find themselves in Dreven, a small village in northern Naille...
Session 3.2: Sleepless Nights and Undead Wolves: In which our heroes find themselves under siege by a pack of ravenous beasts...
Session 3.3: The Lair of the Wolf King: In which our heroes head to the Blackfort to take on the Wolf King on his own ground...
Session 3.4: The Danann Pack: In which our heroes are joined by Therressa Bannimagen, leave the Blackfort and return triumphantly to Dreven, but must contend with a new threat...

Interlude 3.5: New Beginnings: In which our heroes leave the relative safety of Dreven to embark on a voyage north, to rescue a fair dwarven damsel...

Arc 4: Finding the Resistance
Session 4.1: Over The Cold Northern Sea: In which our heroes leave Norbayne behind and travel to Unterguardt in order to save Tremor's sister from her arranged marriage...

Whispers in the Dark
Whispers in the Dark Introduction

Arc 1: Demotion
Session 1.1: We Are No Spies: In which our ne'er-do-wells survive a face-to-face meeting with the shadowy Master, become neophytes once more and are sent on a routine expedition to the town of Torycastro...

Additional Content:
Travellers in the Snow
Session 1.1: Caves and Conundrums: In which Therressa Bannimagen is introduced in the northern village of Snowshard, a mountain is scaled and a degenerate tribe of cave-dwellers are found and fought...

Pirates of Lemaria
Session 1.1: The Sparrow on the Ocean: In which Martialis Ironlaw is introduced onboard the Sparrow, a merchant vessel heading home through the Lemarian archipelago. A storm is weathered, pirates are fought and an untamed land is reached...
Session 1.2: Who Rescues the Rescue Party?: In which Martialis Ironlaw must brave the temple city of the polud-malpa to rescue his missing crew members...
Session 1.3: The Sparrow Gets Her Wings Back: In which Martialis Ironlaw arrives in the town of Bina and must contend with both his own crewmates and the town guard...

The Players

The first player is Duke Dev, a longtime friend of mine. He has a bit of RP experience, particularly with me as a GM, so he knows my "style."

Spoiler (click to show/hide)

My next player was my own sister, Lady Darkmoon, who is a little younger than the rest of the group but seems to fit in well enough. Having GM'd for her before, I knew from the beginning she would pick a "cute" character. 

Spoiler (click to show/hide)

The next player is Ladyhawk, my girlfriend, who is new to RP'ing, yet is very much a gamer girl. I ran a short, introductory solo session for her the weekend before the game to see how she would go and I think she handled herself very well.

Spoiler (click to show/hide)

And lastly, Sins of Dusk created the last character, Kel'Serrar. I have not gamed with him before, though I count him as a friend.

Spoiler (click to show/hide)

EDIT* We picked up another player, Wings of Darkness around Session 1.4 I believe. Another friend from school, Wings is the only one of us without constant access to the forum, so getting in touch with him to bug him about his backstory has been a constant struggle. Finally, we got it. :P

Spoiler (click to show/hide)

EDIT* Around the time of Session 3.2, we picked up one more player, Wings of the Opal Sky, or Opal for short. She's a friend of LD's from school and expressed some interest after LD went and showed all her friends the fun we were having. Opal has some experience in PBP as far as I'm aware, but no prior experience in tabletop play. Therressa finally joined the group in Session 3.3, having already featured in a mini-session.

Spoiler (click to show/hide)

So there are the players. Now for the session itself. Back soon my friends.

18
EMPIRE! The History of Norbayne

Map of Norbayne

The Rules of Empire

Starting: Creating a Region
Spoiler (click to show/hide)

Region Types:
Spoiler (click to show/hide)

Starting: Creating Your First Ruler
Spoiler (click to show/hide)

The Rounds:
Spoiler (click to show/hide)

Attributes:

Diplomacy:
Spoiler (click to show/hide)

Military
Spoiler (click to show/hide)

Curiosity
Spoiler (click to show/hide)

Magic
Spoiler (click to show/hide)

19
Hey guys,

This is going to be pretty quick, but I did have something I wished to ask the community here.

On my forum where I'm creating Norbayne, I've set up a game of EMPIRE! A world building game, the rules for which I have pinched from the long-running game over on GitP.

The reason I have set it up is so that I can get a detailed and kind of awesome history of Norbayne because I am armadilloe at timelines.

Now on my forum, I have a grand total of one interested player, because my RL friends suck. :P So I was thinking last night, why don't I set it up on Exilian too and run the game on both forums? It's not like it would take too much more time to update the posts and I'd be likely to get some more players too.

Here's a link to have a look at the rules and map and what-not. If you're interested, just post as such on either of these threads.
http://s4.zetaboards.com/Battlehammer/topic/10129763/1/#new

If there's any interest, I will run the game on here so that people don't need to chec two forums every day. :P

Cheers guys,

20
Norbayne / Norbayne Short Stories
« on: May 22, 2014, 06:18:44 PM »
Okay, I have a few ideas for shorts stories jumping around in my head, but it's too late to put them down on electronic paper tonight.

What I would appreciate though, knowing you guys as a creative bunch, is if you could give me idea on just what you'd like me to write. What bits of Norbayne would you like to see covered in a narrative fashion? Or failing that, perhaps just a theme and/or event or something. I don't know really, that's what I'm asking you for. :P

I'll be putting stuff up soon, just wanted to get this in tonight so I could have a look at it tomorrow and hopefully have some requests. ;)

Cheers,

21
And here it is, over two years after the conclusion of the first Wibbulniblian adventure, we have this latest exploration of the human psyche. Good luck everyone. :D

SO WHAT HAPPENED?

After the Queen and Chancellor Phoenix returned to Wibbulniblia with a stout band of mercenaries in tow, the kingdom was subject to a short period of intense violence, followed by a long period of calm. It seemed that the mercenaries were successful, and away they went to ply their various, stabby trades in various, stabby warzones.

Things were quite and for the next few years, peaceful.

And then the murders began again. First it was the rodents, which were found piled up in front of doors upon the dawn, bereft of heads, limbs and entrails. Swiftly it became apparent that there had been a sudden boom in the feline population which no one had picked up on, for whatever reason.

These numbers became so extreme that people began using the animals as a food source, cultivating small parasites on the felines which could be picked off and fried to create delicious snacks for the children. As can be imagined, many children did not like eating the crunchy bits and in time, floors everywhere were covered in dead, fried fleas.

But none of this really matters.

Because no one cared about the dead rodents when small piles of human organs were found pushed deep into letterboxes aroud the city. No one really cared about this either, until those letterboxes started to overflow with waste material. That gathered some attention and eventually Chancellor Phoenix put out a proclamation as his Queen refused to do so, pleading grief on account of the upcoming anniversary of her husband and son's deaths.

"HEAR YE! HEAR YE!

Come up to the castle and try and figure out if the daemons are back. We've dealt with them before, we can do it again!

Sort this business out and you and your family will want for no more riches.

Signed,
Chancellor Phoenix"

As you can imagine, the proclamation was rather popular and the people clamoured to be allowed to take their stab at who was at fault.


Welcome to Wibbulniblia 3.

It is now Daytime. On the first day, you may not lynch anyone, however, feel free to toss speculations around.

Day 1 will conclude on the 22nd July at 10pm GMT.


List of players:
Ladyhawk
Rob
Othko
Pentagathus
CG: Was a bodyguard.
Scarlet
Jubal
SotK
Dimos
Teejackbo
Armadillo

22
Finished/Dead Mafias and RPGs / Sign Up For Wibbulniblia III!
« on: June 05, 2013, 02:10:04 PM »
Hey everyone,

There are many still here who will remember the original Wibbulniblia games. For those who were not present, going back through the old threads should bring them to light. ;)

The Wibbulniblia games were two mafias which the players generally enjoyed, ones which used a very Exilian setting and some experimental rules. We left off with the Wibbulniblian queen returning to her city triumphant, having destroyed the last of the Wibbulniblian pack. What we did not know, not even the good Chancellor Phoenix, was that at some point, the Queen became a traitor to the Wibbulniblian cause.... Who can say why, but rumours are starting to spread amongst the descendants of the survivors of an unaging queen and a strain of deadly new daemons, ones capable of stealing bodies....

The Second Daemonic Incursion of Wibbulniblia is about to begin....

So please, use this thread to sign up. I'm looking for at least ten players, but more would be great. :)

Cheers,

23
Okay, I think I'm actually going to be able to do this one. :P

I've scaled it down somewhat so that I should be able to complete at least a beta version by myself in a relatively short time. Provided the computer doesn't decide to be.... irritating.

The idea is that this will allow me to get back into moding so that I can hopefully finish off Extended Factions to a high level. That and give me just a bit more experience in texturing, something I've never been able to do very well.

INTRODUCTION:
As you might have guessed from the title, this is a Warband mod set in Middle-Earth. Big surprise right? Now, as a lot of people might know, not many LotR mods for M&B actually get anywhere. This is usually down to the fact that it's quite difficult to get something to live up to the books and/or movies. So that's why the initial premise of this is actually based around an idea had by a company whose prodcuts are far less impressive. :P

EA created a game way back in 2004, based around an "alternate fellowship" who followed the Fellowship of the Ring. Now, I actually thought the game was incredible, and I think it could possibly be considered the reason I got so into Warhammer and by extension, RPG's. Unfortunately, the story was probably not the strong point, though this is really down to the fact that EA had the licence to the movie material, but not that of the books, which really got in the way I imagine.

Moving on,

THE PREMISE:
So, my idea was as follows,

LotR mods are thin on the ground, mainly because they only focus on either an area of the game or an area of Midle-Earth. As such, big sweeping mods which cover both multi-player and single-player are non-existent. The only ones which succeed are ones that focus entirely on at least one area of the two categories. Let's just discuss the released LotR mods.

The Last Days is a single-player mod for the original M&B, which stretches the entirety of Middle-Earth east of the Misty Mountains. It is also completely based on the book. No Gondorian plate harnesses to be found here! :P Unlike the others, at least this one is still being worked on, a good thing too as it is fairly bug prone, though the cinematics and the like are quite impressive.

Battle for the Hornburg was an Invasion based multi-player mod for Warband. It is based around a single map of Helm's Deep and challenges you to survive to the very end of wave 36. As you can imagine, this is very basic, though it is well-made. What's more, Kazzan is no longer working on it, so it will never be finished.

Ak Ela was a Turkish mod for the original M&B, based off the movies. They did not get far and the released beta is often considered quite lacklustre.

I'm pretty sure that's it. The cream of the LotR mods for a game that lends itself distinctly to Middle-Earth. Admittedly, I am somewhat out of the loop when it comes to the modding scene so maybe I've missed some.

So my idea is a multi-player mod for Warband, the initial release at least containing the journey of EA's 'alternate fellowship,' from here on referred to as the Company of the Shield. Players will take the role of one of seven companions, each of which has access to different equipment and abilities to survive a perilous journey through Middle-Earth.

There will be a succession of maps stretching from Eregion to perhaps Minas Tirith which players will have to navigate their way through, coming up with strategies to defeat the parties of enemies which will come their way.

The construction of the maps and the balancing between the different playable characters will hopefully promote team play, instead of competition seeing who will obtain the most kills, each player will have their own way of ensuring the party's survival.

To make the mod work, EA's story will be abandoned. Players will have to come up with their own reasons for the party to be travelling this path. But that's okay, let's not try to think too much about that.

THE CHARACTERS:
Berethor:
A Citadel Guardsman from Gondor, Berethor has access to the heaviest armour of the companions from the start, along with a shield and an arming sword. He is the 'tank,' if you will, capable of taking a few hits and turtling behind his shield, drawing enemies from his weaker allies. He is also able to deal decent damage with his sword, although his attacks are fairly slow. His weakness however comes from not having any ranged ability.

Idrial:
An elf from Lothlorien, Idrial is one of Galadriel's handmaidens. She is clad in cloth and leather and armed with an elven lhang. Her squishiness is offset by her magic, which allows her to cause great damage with Loudwater Fury, in addition to hopefully being able to heal her allies with Gift of the Eldar. Her attacks are fast, although she does not cause great amount of damage with her sword. Her main ability lies in 'pinch-hitting' with Loudwater Fury.

Elegost:
A Dunedain ranger, Elegost is clad in tough leathers and armed with a bastard sword and a longbow. His armour is not tough, though he is skilled at both melee and ranged combat. He does good damage with his sword, although his lack of a shield means he could be in trouble taking on multiple opponents. His bow is slow to nock and draw but deals high amounts of damage.

Hadhod:
A dwarf of the Blue Mountains and friend of Elegost, Hadhod is relatively well-armoured in leather and chain and carries an assortment of weapons. He may carry anything from a selection of throwing axes, hand axes, greataxes, warhammers and even a shield, making him capable of taking on a variety of roles in the party. He is however, slow to both move and attack. (I also hope that I can have a dwarf skeleton available in the multi-player, something a lot of modders find difficult.)

Aranel:
Idrial's brother, a marchwarden of Lothlorien, Aranel is only a gues character in EA's game, but will be playable from the beginning in Wars of Middle-Earth. He is clad in leathers and armed with an elven lhang and a hunting bow. He lacks his sister's ability with magic, however he capable of shooting at considerable speed, making him very good at mowing down large numbers of unshielded enemies.

Morwen:
Though this shieldmaiden of Rohan was armed with two axes in EA's game, Morwen here is represented with a single axe and a Rohirric roundshield. She is relatively lightly armoured, making her fast but unable to take many hits. Her main role is to be used as a 'pinch-hitter' in close combat, using her speed and high-damage dealing axe to take on opponents busy with her allies.

Eaoden:
An outrider of Rohan, Eaoden is armed with only a spear, however this makes him very effective at keeping enemies at a distance. It is a quick weapon and capable of dealing high amounts of damage, which is good as Eaoden is clad only in leather and a small amount of chain, making him vulnerable to heavy attacks.

THE JOURNEY:
Players will start in Eregion, a heavily forested region filled with game trails. The enemies will spawn at various points across the map, separated from each other. As Warband's AI forces bots to adopt the closest path to their opponents, this will create the illusion of waves of enemy troops. The centre of the map will be dominated by an elven waystation, which will provide a somewhat defensible position for the group to stave off the orcs and Rhudaurian wildmen. Upon surviving the 'level,' a prompt will appear asking the players if they wish to move on to the next map.

The companions then find themselves in the High Pass, a labyrinth of rocky, snowy highland filled with orcs, more wildmen and perhaps a handful of wargs. It's possible to have the wargs act like they do in TLD, however they are a bit basic, acting like horses with high charge damage and an invisible rider... Might skip on the wargs sadly. Eventually however, the party is then asked about the next map.

Leading to having just approached the West Gate of Moria. The Watcher has disappeared after having torn down the doorway, but there is still a small way in, where the rocks have piled up leaving a small access. Inside is a multitude of Moria goblins, which will be weaker than the orcs the party has already fought, although in higher numbers and clad in tougher armour. Moria will also be very dark, leading to archery being ineffective. The door to the Chamber of Mazarbul will be open, though going in there is likely a death-trap, it being far safe to get to the intact bridge of Khazad-Dum. Chances are they will have to then fight off a large wave of goblins and maybe a handful of trolls if a good skeleton can be constructed. They will then be asked about the next map.

The party finds themselves in East Emnet, a maze of caves and rocks. The map itself is in much the same fashion as the Eregion and High Pass maps, though the enemies are the same orcs as before, joined now by Saruman's scout uruk-hai. The uruk-hai will be tougher, stronger and faster than the orcs and armed with powerful, though inaccurate bows, falchions and shields and armoured in leathers. The main defensible position is an elven outpost in one of the caves where the orcs can only come towards the party so many at a time.

The next map is Rohan, which will mainly revolve around a small homestead where the party will be besieged by a small group of orcs, scout uruk-hai and Dunlending wildmen. From there, the party moves on towards a high bridge and into Snowbourne. Snowbourne itself is quite defensible, with high walls and several gates which may be used as chokepoints.

The next map is Helm's Deep, comprised of the Deeping Wall and the Hornburg. Now, while I personally would love to be able to play the Siege of Helm's Deep, I can't think of a way for the players to be able to command the men of Rohan, maybe the elves of Lothlorien and then Gondorians later on. This leads me to think that perhaps we need to invent a second Siege where the players can go it alone, or perhaps that the Siege itself needs to be skipped. The latter would be a pity, but I can't think of a way to do it properly in a way that makes sense to the story.

Regardless of whether Helm's Deep is played through or skipped, play would continue through to other regions, eventually culminating in Minas Tirth, which would be difficult for similar reasons to Helm's Deep, what with having Gondorian soldiers everywhere. Perhaps, those sieges need to be dropped from the list of campaign maps. Perhaps the campaign as a whole should just be wrapped up with the defence of Snowbourne.

WHAT IS NEEDED:
First of all, a mapper. I seem to be awful at it, which is a bit of a pity. I assure you, it's not through a lack of trying, I simply seem to not be any good. So someone capable of designing the battle-maps would be great.

Secondly, a modeller. Luckily, not someone for doing the armours, which seems to be something lots of people have trouble with. Not yet anyway, as I hope to be able to get by with just native retextures to begin with, but someone who can create the scene objects the mapper will need. Things like the elven waystation in Eregion will need to be modeled and I lack the hardware to do it myself.

If I can get those two things, everything should be fine. Hopefully. In fact, if everything works out, I hope that this mod could be expanded with extra campaigns, something like the the Fellowship of the Ring or the Companions of the North from the old LotR SBG supplement I helped out on over on the old Last Alliance forums.

I should be able to do all the necessary coding and texturing myself, though offers of help would naturally be appreciated.

EVIL MODE:
One thing EA's game did that many found interesting was Evil Mode, where players were able to control the forces of evil in order to take out this 'alternate fellowship.' In light of this, I think it might be interesting to open up a possibilty for a player to take control of the evil forces in a scenario to try and crush the good guys. I believe the ability to play as a Ringwraith would make this possible, the idea being that the Evil player's commands are akin to how the orcs were always more effective when their masters were cracking the whip at them. An Evil player would be able to do all sorts of things to make the situation easier for his minions, such as opening doors and issuing commands so that the orcs attacked as a cohesive band rather than a series of small parties.

I find this interesting, though I suppose Ringwraiths would only fit in some circumstances. Perhaps orc champions might be possibilities as well for situations when one of the Nazgul would not be in charge.

Anyway, that's all for now, I hope that some people might be able to help out a bit, though I realise that this is unlikely.

Cheers,

24
Tabletop Games - The Game Room / A Bretonnia vs Albion Test Game
« on: September 05, 2012, 04:47:48 AM »
Similar to the one I linked to last year, I don't know, perhaps you guys might find it an interesting read, plus all the pretty pictures. ;)

Link to a battle report.

Discussion is welcome/encouraged/badly needed. :P

Cheers,

25
Rumours / The Rumour Roundup: Warhammer Fantasy
« on: August 23, 2012, 12:24:31 AM »
Well then, have I got some stuff for you.

First up a list of the speculated release order.

Quote from: Harry on Warseer
Warriors of Chaos (Oct/Nov 2012) (Harry) (Nov 2012) (Hastings)
Daemons of Chaos (Late 2012/Early 2013?)
High Elves (Early 2013) (Harry) (Mar/Apr 2013) (Hastings)
Lizardmen (Mid 2013?)

As you can see, it's obvious the WoC's have been pushed back. A pity really because the rumours for them seemed pretty good, but no matter. ;)

Then the rumours for each.

Quote from: Harry on Warseer
Warriors of Chaos

Release Date:
There are rumours that they will come in Q4 This year (Hastings) October (Avian, Eldargal) End October/start November (Harry) December (Darnock/Birdy, MsDarkness) Just in time for Haloween (Scoopdeta)
Some talk around the interwebz that WoC may be delayed.

Author: Unknown.

Rules:
The Storm of Chaos. They think its all over ....  (Harry)
Archaon has been redone and his story will be the backbone of the storyline for the new book. It will look at his re-emergence from the chaos waste and the gathering of another Army to march upon the Empire.
The book will also focus more on several of the larger tribes. Not a huge focus, just some background stories.
We will see a real Germanic feel with the book, in regards to the savage marauding tribes.
There will also be renewed focus on the Chaos Gods and independent heroes for each one of them. People will be able to tailor their Army to run on a single God easier than before. (Birdy via Harry)
BRING IT ON!  (Harry)
Krom is in the book. (MsDarkness)
Van Horstmann in as a special character can use Light and Tzeentch magic. (MsDarkness)
Van Horstmann gets a lot of attention in the new book. (Birdy via Harry)

Models:
Plastic chariot/warshrine. (Hastings, Harry, NatTreehouse, Scoopdeta, Darnocks Birdy)
Chaos Warshrine- This will be the big kit for the WoC and will be similar to what was released for the Empire in regards to their altar. It will be a large kit that has options for each of the Chaos Gods. The sculpt will be on the same base size at the war altar. (Birdy via Harry)
New Monsterous cavalry unit. (Harry, Birdy via Harry) Not sure if this is the Dragon Ogres or something else on top of or instead of the dragon ogres.
Don’t be surprised if there is a few monsterous cavalry options. (TheDarkGeneral)
Monsterous options for chariot steeds and warshrine.(Valdaraukar)
Plastic Dragon Ogres. (Hastings, NatTreeHouse, Harry)
New poseable Dragon Ogres similar to the Minotaur sprues!!! YES!!!! Finally options for Xtra Weapons or Great Weapons and larger models that represent what a Dragon Ogre size wise should look like! And lil' bitz for "marked" units!!!(TheDarkGeneral).
On Bigger bases than current Dragon Ogres. (Birdy via Harry)
I vagually rememeber a description I was given of the Dragon Ogres a long time ago. It sounded like the bodies were a lot more solid and stocky more rhino that dragon ... The description reminded me of a zoat more centaur like with the ogre part of the body very upright and at right angles to the back of the lower body ... quite different from the current models. Also wearing armour that made them look much more part of the Warriors of Chaos army. (Harry)
I've heard that the plastic dragon ogres are very old ones that were declined from the previous release but that they've been reworked a little. I've also heard that from the play test rules there is (currently) an option to mount a chaos knight on them! I've also heard some plastic chaos ogres (which are also older sculpts) may also be getting released this time around and that they're "not very good"...(Birdy via Darnok)
A Large plastic kit (that I'll leave as a surprise). (Hastings) (Presumably the Dragon)
Plastic forsaken. (Hastings, NatTreehouse, Harry)
Forsaken and chosen in one combined kit (Kyte)
New plastic Marauders. Completely redone with several weapons choices. (Birdy via Harry)
There are also youngbloods which will be smaller and nearly naked models with throwing knives/axes and such that burst out of the units of marauders. (Birdy via Harry)
Chaos Dragon Kit. (Msdarkness)
Finecast Characters (Hastings)
Throgg Troll king. (Hastings, Darnocks Birdy) Huge and close to artwork in current book (Darnocks Birdy)
Each God will have a modeled character to lead mono army builds. (Birdy via Harry)
Archaon has been remodeled and apparently is amazing, with option of being on foot or mounted.(Birdy via Harry)
Plastic chaos sorcerer (Hastings)
Female witch (Eldargal)
Valkia the bloody (Eldargal)
Egrimm Van Horstmann has been resculpted. He comes mounted on an awesome new dragon sculpt. (Birdy via Harry)
Zoat's for Chaos (once again) is indeed a rumor that I heard along with new monstrous cav for chosen style marked knights! ... Snip ... (Zoats are always associated with wood elves) ... Snip ... in truth Chaos could take Zoats back in 3rd Edition from the Slaves to Darkness & Lost and the Damned Chaos books. (TheDarkGeneral).

Some good stuff there. Here's hoping that the Dragon Ogres (FINALLY!) are actually pretty decent.

Moving on to the High Elves.

Quote from: Harry from Warseer
Release Date: Unknown
The next army to be done after the Warriors of Chaos release.(Harry)
This would make them sometime early next year.(Harry)
High Elves early next year. (Meltedwing)  I said it first.  (Harry)
High Elves are after WoC AND Daemons of Chaos ... but before Lizardmen.

Author: Unknown.
The book is rumoured to have been started. (Harry)
There is a rumour from Ghorros over at the Herdstone that Adam Troke was asking about what folks wanted from the next High Elves book. Could be nothing. Could be he taking another swing at High Elves. This is a possibility as I heard Adam moved from his job on the web team back to games development about a year ago. I assumed this was Lord of the Rings related but it could just as easily been because High Elves were back on the menu.
There is solid information on who the lead writer might be.

Rules:
There are no rumours about the content of the book.
Imrik making a return, his inclusion possibly acting like Skrag but for True Dragon Princes. (This ties in with the popularity of the Caledor novels depicting mass dragon combat, the Storm of Magic novella, AND the Graham McNeil 2 part novel.)(Actuality)


Models:
New unit in plastic (Harry)
There has been a suggestion that there will be a flying Chariot. (Hastings)
Monsterous Cavalry (Skeith over on BoLS)
The monstrous cavalry are a form of lesser wingless dragon, akin to the demigryph.(Actuality)
Dragon Princes riding some form of true dragon, (possibly limited to a sun dragon) Possibly in sets of three. (Actuality)
This reminds me of a rumour from last time the book was done. There was a rumour of 'Drake riders' being sculpted by Alex Hedstrom. Maybe they missed the boat last time or there was enough great stuff already with the Dragon and Lion chariot that they got shelved.(Harry)
Both High Elves and Wood Elves may get the rumoured Treeman in their updated books. (buzz0783) This does not seem very likely to me. (Harry)
A new everqueen sculpt coming possibly riding some kind of 'critter'. No mention of Maiden Guard. (Eldargal)
Plastic kit for archers, spearmen and seaguard all in one box. (Bramgaunt)


Don't know if I like the flightless Dragon Knights. If you're going to have a unit of Dragon Princes on actual Dragons, make them real proper Dragons. On the other hand, I'd actually prefer to have real models for Lion Knights of Chrace. Because that's a cool idea and there's already a precedent for that sort of thing. Flightless Dragons have never been mentioned before in the fluff.

Good to hear about the new archers, spearelves and Sea Guard though. Because those models are God-awful.

Moving on,

Quote from: Antipathy from Warseer
Just a couple of rumours, that I feel should be taken with a pinch of salt (actually, take a pinch of salt out of the bag, then just tip the bag over the shoulder) pertaining to the rumoured Lizards - rumour sources are as yet unverified for the most part and unreliable;

In short - monster heavy.

I have the date of a late summer/early autumn release next year for Lizardmen, which sort of matches Harry's prediction of Mid 2013.

There are whisperings of a new "super monstrous cavalry" unit; pertaining in particular to units of Carnosaur mounted Saurus; I believe this is more akin to a ridden monster rare unit like a Stonehorn. I have heard of a new plastic carnosaur (singular); as well, but nothing concrete. It will also be the first time in 8th Edition (to date) that a character will be able to ride the same monstrous beast as the unit in its army - the Empire peg-captain doesn't count, and that's presuming that Grymloq changes to MC, rather than staying as a Monster.

Slann now becomes a multi-part plastic set - availability for a Relic Priest (Kroak, including Deathmask), a normal Priest, and a special limited edition plastic combination pack (similar to the Exalted Daemon Chariot) that combines a Stegadon and a Slann Priest to recreate Mazdamundi. In addition, they get access to Disciplines, but these may not be taken more than once. Reading into rumours suggests that Slann have Loremaster (see below for reasoning).

All Saurus armies become "viable" thanks to the return of Sacred Spawnings - units can purchase Sacred Spawnings like a Mark of Chaos, while characters get access to them off the bat. One will allow them to join Temple Guard units, others will give benefits to specific units, like Magic Resistance or Devastating Charge (Sotek?), while others (like Itzl, or whatever the Cold One Riders are), are already included within their stats.

Razordons and Salamanders become a Dual part plastic Monstrous beasts + handler kits, 2 Monsters and 6 Handlers to a set.

Couatl model - working like a Terrorgheist in that it can be both a mount (rumours are to be available at sub-200 points to allow 2 to be taken for heroes in 2400 games) and a monster, presuming rare.

The Stegadons become special choices as well, with a unit "upgrade" to Ancient stats, and a weapon "upgrade" to didgeridoo blowdarts. Skink Mounts still available IIRC.

Skink Priests gain access to Beasts as well as Heavens. In addition, Skink Priests may become "attendants" to a Slann - basically I read it as a Skink Priest option allowing it access to the same Lore the Slann itself knows. Reading into that suggests that Slann have Loremaster as standard.

The return of the Arcanadon - one thing that every non-lizard player is going to hate, a pokemon venusaur/stegadon crossover which takes in solar power to create a blast of magical light, in the form of a cannonball/stone thrower/flame cannon/breath weapon monster. Although nothing concrete about the presumed dual nature of the kit, it could possibly be a much "wanted" Thunder Lizard capable of making thunderstorms. This is eerily reminiscent of the Luminarks/Hurricanums however, so I am EXTREMELY DOUBTFUL and think is little more than wishlisting. Combined with the Couatl which is also a "thunder/weather" monster, this might be crossed wires, OR wishlisting (I believe the latter, though).

Apparently Nakai will return - an apparently unbreakable "autohealing" monster non-general hero choice.

If all proves to be true, it looks like the possibility of a monster heavy army;

Lord
- Oldblood
-- Carnosaur
- Kroq-Gar
-- Carnosaur
- Mazdamundi
-- Stegadon
- Tenenhauin
-- Stegadon
-- Couatl (?)
- Nakai

Hero
- Skink Priest
-- Couatl
-- Stegadon
-- Terradon
- Skink Chief
-- Stegadon
-- Couatl (?)
-- Terradon
- Tiqtaqto
-- Terradon
- Scar Veteran
-- Carnosaur (?)

Core
- Skink+Kroxigor Cohorts
- Cold One Riders (?/reliant on Kroq Gar)

Special
- Stegadon/Steg Ancient
- Kroxigors
- Terradons

Rare
- Arcanadon
- Thunder Lizard
- Couatl
- Carnosaur Monster/Carnosaur Monstrous Cavalry
- Salamanders
- Razordons

Assuming some points values, a 3K game can get 3 Rare Monsters, 3 Hero+Monsters, and 1-2 Lord+Monsters.

As again, HUGE pinch of salt to be taken.

Didn't really read through it all, I don't have much time. Never been all that interested in Lizards either. I just to Hell that there's new Saurus models.

Cheers,

26
Stories and AARs / Prince Raethelas and his Raiders
« on: August 17, 2012, 01:26:43 AM »
Well I can't believe I haven't put this up yet, the largest story I have written so far, an epic that stretches from Norsca to Ulthuan and Lustria. It is unfinished but quite advanced and has been worked on, on and off, for about three years. It is based off games that I played all throughout 2008, 2009 & 2010 with my High Elf army led by Prince Raethelas. It is also how I first met NightAngel.

Please enjoy the first chapter of the adventures of the brave Prince Raethelas and his Raiders.

CHAPTER ONE: The Opening Engagement

Prince Raethelas surveyed the Chaos warband's encampment from the back of Gyrail, the great eagle which had accompanied his warriors, with disgust. Filthy humans, despoiling the sparse woods with their barbaric ways.
"Savages" he hissed under his breath and Gyrail made a slight, sarcastic screech in agreement. He noticed that the slaves of the Dark Gods appeared to be making ready to move out and his elven eyes allowed him to see that the map of what appeared to be the enemy's leader had several arrows all heading in a south-westerly direction.
"Envandar was right," the Prince stated to his less than communicative companion, referring to the Sapherian archmage that had sent him on this quest. "They are heading towards the Forests of Tar Anrelian. They must be planning an invasion and need more wood for their wolfships."

The Chaos champion must have felt their gaze upon him or his maps and looked upwards. Raethelas knew that they were too high for him to believe they were more than just a passing bird. But it didn't pay to take unnecessary risks.
"Come, let us return and plan tomorrow's battle," the Prince suggested to the noble beast and the eagle furled his wings and skillfully dropped out of the sky, pulling out of his stoop mere meters from the snow covered ground before swiftly heading for the bright banners, hoisted on colourful pavilions in the distance.

Kuldas Raaal, master of the Skinpeeler tribes, noticed a small disturbance on the ground and instinctively looked skyward. Just a bird, or so he thought, not realising he had just witnessed the enemy general scouting his position from the air. Little did he know he had but one more sunset to live...

The white and green pavilions in the centre of the Asur encampment were the quarters of the Prince himself while his White Lions occupied the grey-green pavilions in neat ordered rows around it. Gyrail set himself down just outside the entrance to the tent before making almost a mocking bow accompanied with a chirping chuckle before taking to the skies once more, leaving Raethelas wishing the eagle would show a little more respect.

Raethelas deployed his elves on a ridge overlooking the battlefield. His scouting had left no doubt in his mind that the enemy would be heading towards his elves. To take on his warriors in single combat they would need to come around the west side of the cliffs. Calmly he made his way to the front of his army. Everywhere he looked he saw fierce faces, set with grim determination. These elves would follow him through fire and death. He was honoured to have them at his side.

"I am not like other Princes," he began softly, the Cothiquean Prince's voice only just carrying to the rear ranks of his force. "Most would give you a fiery speech about the importance of our work here today. Of how your blades and arrows will cut the enemy down like wheat before the scythe." His eyes flashed with barely restrained anger and his voice began to rise. "Most Princes would tell you that you are invincible, unable to be killed! I am not like other Princes. I will not lie to you. Some of you will fall this day. Some of you, perhaps myself, will not live to return to our homelands."
His voice had been honed upon the shores of his homeland, battling with both the wind and the waves. He had no difficulty at all in imparting his message to his gathered army. "But when the enemy sees you, I want them to think twice! Nay, I want them to cower in fear! Warriors of Ulthuan, it is time! Take not one step in retreat!" The wind whipped at his long hair as he raised his glaive into the air. "I swear to you, your names will live in glory forever!"  As one his Elves cheered and with hearts full of fury they faced their enemy.

The dark host of the Chaos horde rushed toward their foe accompanied by brazen trumpets, baying hounds and the beat of ominous drums. At four hundred metres the elven archers and Eagle's Claws opened fire. White-fletched arrows and bolts the length of swords arced through the skies before reaping a heavy toll amongst the oncoming savages. The courage of the northmen wavered before a hulking figure in full plate harness and his retinue of warriors shoved their way to the front line. The courage of their leader gave the Chaos forces heart and they continued their onwards rush, heedless of the mounting casualties. As the horde came within one hundred metres, Gyrail and his eagles made ready to take to the air, begrudgingly awaiting the Prince's signal.

Raethelas himself had taken his place amongst Mardraith's White Lions and was now guarding the flank of his own army. The White Lions and the spear regiments were stationed at the only passage onto the cliffs. They watched as the enemy's vanguard of warhounds came into view before a shouted command from the Prince urged the spearelves to level their weapons at the oncoming enemy. The pack leader howled a challenge before being impaled on the Sentinel's leaf-bladed spear. The rest of the hounds followed their leader to swift deaths.

However a greater threat was coming from the south. Kuldas Raaal and his chosen guard were following the hounds with a great many warriors. Catching sight of the elves, his men broke into a sprint, his marauders reaching the foe before his more heavily armoured warriors and being cut down like wheat. His last tribesman was cut down just as his warriors hit the elf line like an avalanche. Axes cut at every angle and were blunted by well-forged ithilmar as master crafted spears were deflected by massive iron great shields. The Chaos warriors found themselves face to face with a grim wall of determined elves, each utterly devoted to their cause and their Prince. Kuldas, annoyed by his force's lack of success, led his chosen into the fray, runic axes striking in all directions at a speed even the elves were hard pressed to match.

Just as the spears looked ready to break under this combined, ferocious attack, Raethelas sent a signal along his lines to Gyrail. As one the noble beasts swooped down upon the champion's warriors as Raethelas led his White Lions against the foe.

Raethelas' ancient glaive, Silverfang, symbol of his right to be a Prince of Ulthuan, gleamed in the scant light that just shone through the heavy cloud cover. Its polished blade cut down the foe like a hot knife through butter. Hardened warriors of Chaos, veterans of hundreds of campaigns, seemed to simply scatter like dust to the wind before its vengeful strikes. No warrior could stand before it, for it was forged in a completely different age to vanquish far more deadly foes. Silverfang was a Daemonslayer, forged to end the existence of the greatest of these beings.

Having witnessed the Elf in shining ithilmar armour cut down three of his greatest warriors in as many seconds, Kuldas Raaal stepped forward himself to take on this foe. His axes swept down in a wide arc for the elf's head but Raethelas nimbly stepped back before thrusting Silverfang's point deep into Raaal's shoulder. The wound was deep but not life threatening in the slightest and the Chaos worshipper paid it no heed and continued raining ferocious blows down onto the slighter elf. For his part Raethelas fought skillfully, taking every strike that Kuldas made on the shaft of Silverfang, before finally spotting the opening he needed. In one swift motion he swept Raaal's left hand out wide before stepping inside the champion's reach and plunging Silverfang through his heart. The glaive pulsed with arcane power and Kuldas Raaal's eyes belched fire before the Chaos champion was decapitated by the elf's swift return strike.

At the death of their leader the Chaos forces fled almost to a man. However the victory was a hollow one. The spearelves and White Lions had both been severely depleted and Gyrail had lost one of his broodmates. Ulthuan would mourn their passing but Envandar had his victory and that was what mattered most.

27
The War Cabinet - ETW Discussion / Bought ETW today
« on: August 15, 2012, 04:49:32 AM »
Well I did what I said I wouldn't. I saw Empire for thirty dollars and thought, why the hell not?

So can I have a bit of advice please? And this is of course hoping that I'll be able to play it alright. My RAM and hard-drive capacity is through the roof (by my standards anyway) but my graphics card is only average.

So what do you all suggest I start with? What sort of things can I look forward to experiencing?

28
Stories and AARs / The Lord of the Sky
« on: August 02, 2012, 12:58:59 AM »
I don't think I should get Triumph Points for this cause I wrote it ages ago. Like 14 months ago. As I also didn't write it for Exilian I think it would be a bit cheeky to claim points for it.

The eagle soared high over its domain, the limits of its vision so far away they may as well not even exist at all. Limitless. Truly, that is a fitting term to describe the life of the eagle. Its senses are finely tuned to the environment, able to see the small, insignificant prey below, able to smell the cool scent of crushed pine needles and soft springy grass. Each feather sensitive to the slightest miniature lick of wind and perfectly able to adjust accordingly. The eagle’s excellent hearing can pick up the sound of birds flying for several hundred metres and can tell each pattern of wing beats apart in an instant. The perfect predator.

Swept down upon the branch of an oak tree, the lack of leaves upon its crumbling extremities giving evidence to its demise. The bare twigs are reminiscent of grasping, dead hands, reaching up to drag their victim back to whatever hell they came from. But the eagle is immune to these flights of fantasy. Real flight is far more compelling. The perfect predator is fearless, for what is there to fear when one can fly?

The sound of rifling leaves draws the eagle’s attention. About a hundred metres away, something is stirring in the midday sun. The eagle can smell rabbit flesh, its juicy aroma flooding the centres of the eagle’s brain. The small furry creature could be considered a delicacy among eagles, the soft flesh easy to tear apart, the bones soft enough to crush and consume, the organs small enough to be conveniently swallowed whole. Of course, for the perfect predator, the satisfaction of the meal was secondary to the satisfaction of the kill. The thrill of the hunt is intoxicating for the eagle. A blazing inferno roars in the eagle’s veins as it takes to the sky once more, powerful wings propelling the eagle into the air. The life of the perfect predator is limitless.

The eagle’s keen eyesight picks up the disturbance one more. The size belies its identity and the eagle immediately knows its a black rabbit, male, probably two years old. The eagle has seen a lot of rabbits, a veritable horde of lagomorphs that have expelled their last breath under the cold attentions of the eagle’s razor-edged talons. A sudden gust from the eagle’s left causes a wing to drop minutely, before the eagle is able to adjust its positioning, the tail-feathers fanning slightly while both wings strain to catch as much air as possible. After the split-second repositioning the eagle is ready to strike. The perfect predator is in position.

As a bolt of russet lightning, the eagle sweeps down from above, the broad, dark wings, clearing the air. The hooked beak forms the bodkin tip of the arrow as the perfect predator streaks into the undergrowth. The pure exhilaration of the hunt builds in the eagle’s deep chest, releasing itself in a wild shriek. The gleaming talons rake the undergrowth as every extremity of the eagle’s body strains to avoid the collision with the oncoming ground. Just as the eagle despairs, the impossibly sharp talons find their mark, sinking into soft flesh. The perfect predator was successful.

Two sharp pinpricks jolt the eagle’s leg as it climbs back into the sky. The shock causes the triumphant predator to lose its grip on the carcass of the rabbit. As the dead grey creature spirals down past the tree line, the eagle realises its dreadful mistake. The distinctive diamond marking of the rattlesnake that was coiled around the prey provide an immediate explanation of the stabbing pain the eagle experienced. Noticing the stiffening of its talons, the eagle sweeps down once more upon the dead tree branch. Surrounded by death, the eagle hunches its shoulders against a sudden chill not even the heat of the midday sun can heal. The corpses of the day’s dead litter the ground. Soon the perfect predator will join them.


Hope you enjoyed it. I'm sort of surprised I hadn't put it up sooner really.

29
Norbayne / The Norbayne Suggestion Thread
« on: July 24, 2012, 03:42:29 PM »
Alright then guys, here's one of the most important parts of the sub-forum. Yay...

Unlike pretty much every other RPG I've ever done, I'm sticking with a class system for Norbayne. "Oh God, won't that mean that the characters will be too restricted?" I hear you cry... Yes, you're probably right. The trick is getting those restrictions balanced so they exist but won't make the game unplayable.

So people, basically what I want to know is what you would like to be able to do in a fantasy world. This could be something as instructive as a page of the character you would be, filled with details like eye-colour and the name of your great-grandfather's sister's husband's pet dog. Or, if you would prefer and don't have much time on your hands, just something like, "I want to be an orc and I want to kill people."

That would be considerably less helpful but that'll do.

But please let me know if you want to be able to fling around fireballs or, well, whatever. After all, I shouldn't give you ideas, that's your job.

Thanks in advance and good ideas will get you some of the Triumph Points I'm allowed to hand out.

Now get suggesting if you please. :D

30
Norbayne / Norbayne FAQ and Q&A
« on: July 24, 2012, 03:39:21 PM »
FAQ

Or at least it would be if I were asked any questions at all.

Q1. What possessed you to start this when you have so many other projects, none of which really come close to completion?

A1. I resent that. You're all haters. :P

In all seriousness, it's because if I don't keep myself relatively busy I start going even more insane. Hence, this. I really wanted to write a novel set in my own fantasy world but couldn't find the motivation to do it. Thanks to Ladyhawk I was able to think of a solution to my problems, namely, do something else instead of a novel. So I decided to make another homebrew RPG instead, except this time from scratch.

Q2. So what's this Norbayne place all about?

A2. Well, Norbayne itself is a large island/small continent about the size of Australia and makes up the centre of the known world. Therefore it is the most likely place for GM's to pick when they start a campaign. There are other continent thingies, like Sothbayne, Unterguardt and Varr. More detail will be added in time but for now, this is what we have.

Q3. So who lives there?

A3. I'm glad I asked myself. Norbayne itself is populated by the native Midlanders, a human race. They are a strong race, tough and adaptable. Compared to the Northmenn of Unterguardt, they are quite slim and stocky, built more like wolves than the northern bears.  They are the most populous race in the known world and most cities have at least a small Midlander population.

The eastern edge of Norbayne is covered in dense, mountainous forest. Known as the Wardenfells, this woodland realm is home to the fierce Danann. The Danann of the Wardenfells are a wild race of hunters and warriors.  What little is known of their society is gathered from the outcasts who are propelled to seek a life of adventure in other lands. The eastern towns tell of summer nights when the Danann tear through outlying hamlets, seizing terrified villagers to take back to their tall cities  to be brutally sacrificed. These are just tales of course...

Also living in the tangled Wardenfells, the diminutive Leathe of the southern bounds of the forest are known to be exceptional archers and intuitive hunters. Despite their small size, the Leathe fierce and canny fighters. If the great Northmenn of Unterguardt are as the great Ice Bears, the Leathe are likened to a fox, cunning and swift. They are marsupial, mothers carrying their young for almost a year before the children are finally allowed out of the pouch for extended periods of time. 

A great empire once stretched across the majority of Norbayne. The Feartarbh are all that is left. When the Empire fell, the people split into two groups: The huge, fearsome Minotaurs and the smaller, more intelligent Feartarbh. Tall, well-built and powerful, the Feartarbh are slowly assimilating into the cultures which have risen since the fall of their Empire. Itinerent wanderers, there is very little that would willingly stand between an angry Feartarbh and its goal.

Other peoples are supported including the Northmenn of Unterguardt and the Roanfaille of Sothbayne amongst others.

Q4. Looks interesting, where can I find it?

A4. Well, it's not published yet but when it is, it will be available for sale both online and through your local gaming stores.

Q5. I hate you and I hope you die! In addition, do you hate me?

A5. To an extent which would amaze even you, yes. A thousand times, yes.

Q6. Very well then. So what about classes?

A6. As of the time of writing there are 14 classes but changes are likely to occur between now and release. For now:

- 1. Assassin: Lightly armoured, focussing on stealth and backstabbing. A small amount of either Arcane or Black Magic depending on the player.

- 2. Bard: Medium armour, focussing on Charisma based abilities. Arcane or Spirit Magic may be accessed through music but I'm still a little iffy on that one.

- 3. Druid: Lightly armoured, focussing on Spirit Magic. Only Spirit Magic is available to the Druid but it has some powerful effects, Bestial Form in particular as it allows the character to become an animal for a period of time.

- 4. Duellist: Lightly armoured, focussing on finesse in close combat. Very good one on one, the Duellist is able to prevent enemies from attacking anyone else through Taunts and other such interesting effects. Quite effective at dealing damage, not so flash at taking it.

- 5. Engineer: Medium armour, focussed on building traps and temporary fortifications. Given a bit of time and some raw materials and Engineer is able to build all sorts of stuff. The Engineer is also able to repair/create equipment if the character takes the right Skills.

- 6. Guardian: Heavily armoured, the Guardian has access to healing and protective Spirit Magic while still being heavily armed enough to serve as a front-line fighter. Very Paladin-like but more about protecting others than healing and killing people.

- 7. Mage: Lightly armoured, the Mage focusses on Arcane Magic. The Mage may specialise in one field to the detriment of the others but this can lead to some really nasty Fireball-ery and such. Hopefully though the way Arcane Magic works in this system should stop the Mage from being overpowered.

- 8. Mesmer: Light armour, focussed on Illusionary Arcane Magic. I like the idea of a Thief type character who uses a speciality in Illusions to make their thievery better but perhaps this archetype could be covered by multiclassing a Rogue with a Mage who specialises in Illusions. Therefore, it is currently unlikely that the Mesmer will be in the finished product.

- 9. Necromancer: Medium armour, focussed on the manipulation of dead things through Black Magic. Tampering with the dead requires far too much power for Arcane Magic users, so Black Magic is the only way to access Necromancy. Quite powerful but also prone to being eaten by Daemons.

- 10. Ranger: Medium armour, focussed on outdoorsy stealth woodland stuff and archery. Through skills, can cover the Arcane Archery, Beastmaster and Hunter archetypes.

- 11. Rogue: Lightly armoured, focussing on stealth and thievery. Archery is possible and may, through skills be able to take Illusionary magic to cover the Mesmer.

- 12. Shaman: Medium armour, focussed on Spirit Magic. The Shaman is able to both heal allies and curse the enemy and has a handful of useful spells for odd occasions. Also able to old their own in close combat.

- 13. Warrior: Heavily armoured, focussed on killing armadillo up close. Warriors are both good at dealing damage and taking it. Through skills they can cover may different archetypes including the Berserker and the Knight. They will also have a little ranged ability but their skills will not offer any of the archery perks associated with the Ranger or Rogue.

- 14 Warlock: Medium armour, focussed on lots of Black Magic. Warlocks are very similar to Mages really, except with Black Magic instead of Arcane. They may specialise in the same way. I'm considering dropping the Necromancer as a full class and just having the Warlock cover the Archetype through skills.

Other potential classes:

Alchemist: A lightly armoured dude who specialises in making potions and can pull off all sorts of interesting stuff like transmuting enemies. Might be a specialisation for Mage's perhaps.

I'm sure others will come up but for now that's all for possible classes. As I said before though, a few of those stated might be dropped. For example, the Assassin could probably be pulled off with a Rogue multi-classed with a Warlock. A Guardian could be a Warrior multi-classed with a Druid/Shaman. So, don't make the assumption that what you see here is definitely being used.

Q7. What sorts of animals can Druids turn into?

A7. Anything the player wants with the provision that the Druid must be carrying a piece of an animal he/she has killed.

Q8. How powerful can you get?

A8. I'm aiming for enough Talents, Skill Increases and Perks that you should be able to get to Level 20ish before you get sort of bored with the options. That being said, I'm sure a really dangerous campaign run with Level 30ish characters would be a lot of fun. As always, consult with your GM.

Q9. When do I get to play?

A9. Well, if you're one of the chosen beta testers (If you are one, you would know it) then very soon with any luck. Otherwise you will just have to wait until it is published.

Q10. What's with the names man!?

A10. I am well aware that the names of many races and creatures contain many elements from many real-world languages. In the interest of saving much time and frustration, you will find that the language of Norbayne, or "Common," if you will, has been translated to English.

In addition to this you will find many Latin, Greek and especially Irish Gaelic terms coming up with great regularity. An intense interest in dinosaurs at an early age, and spending two-three years of my schooling at a tiny school with a Latin mass every Tuesday morning left me with a workable knowledge of Greek and Latin while writing a narrative about two years back (Which can be found in the Story-Teller's Corner) has left me with a fairly basic knowledge of Gaelic.

I am attempting to add some Polish elements in some words, while the Loschain will have a language with many similarities to Nahuatl.

Gaelic in this case is pretty much the language of the Danann. As a race they are quite powerful, so many of their terms have become quite entrenched in the Norbayne lexicon. The name Feartarbh for example is not what the Feartarbh actually call themselves. Amongst themselves they are the Bosavir (Archaic Latin for "bull-man." Geez I'm imaginative.) however the Danann refer to them as the Feartarbh, which led to the Midlanders adopting the phrase.

As the Bovus Empire fell almost two centuries beforehand, I'm thinking the Feartarbh (or Bosavir as they call themselves) will have quite a Roman feel to them, leading to Latin being the translation of their language.

Basically I'm doing a Tolkien but without the whole making actual new languages bit. Hopefully that explained a little. Oh, and any inconsistencies are down to lingual drift. Or the fact that I'm not a fluent speaker in any of these languages except, possibly English. And considering that I originally typed English as "Enlgsih," it seems to be debatable.

Q12. You say that arcane magic can be learned like sprinting, however some people are naturally better at sprinting than others; I assume therefore that some people will be naturally better at arcane magic?
A12. Naturally, yes. Some people are naturally more adept than others. This is represented by increasing your Magic Level. Your Magic Level can also be improved right from the off if you make certain choices at character creation.

Q13. Black and Spirit magic come from resources, but is everyone able to learn that?
A13. Black and Spirit Magic can both be learnt by anyone, save that it is more risky and very hard work respectively.


Q14. You say magic is dangerous. Just how dangerous is magic in Norbayne?
A14. There are three charts to be rolled on upon a "Miscast," one for each of the varieties of magic. These charts have effects which range from blood vessels bursting to temporary blindness to burning, all the way through to blowing yourself up in a maelstrom of "SHEER POWAH!" The amount of energy you're putting into the spell affects just how dangerous the ill-effects are, in addition to the type of magic. Buggering up a Spirit spell is far less dangerous than, say, Black Magic, which has effects like the bound daemon materialises and causing havoc.

Q15. Given the prejudice against magic and the fact that everyone has the ability to do it, surely there are rebellions all the time over opression?
A15. Absolutely. The amount of peasants running around with the ability to throw fireballs and summon storms is relatively small however. Magic is dangerous and generally seen as too difficult to master. Therefore in most societies it's only those with formal education in those arts that will have access to learning magic as a whole. However, there are always outliers of course and rebellions offer rich picking grounds for GM's.

Q16. Is every race allowed to be every class or are there restrictions? I can't in all honesty see a Feartarbh duellist.
A16. Every race can be any class. You are completely free in that. Some races are better at being some classes than others, but anyone can be anything. As far as a Feartarbh Duellist goes, well, I can see it. You'd just have to think of it as less of a rapier-wielding nobleman and more of a minotaur who stands upon his honour. And yells insults. It could be done.

Q17. Will there be top hats? Important question.
A17. Top hats? Ask your GM. If it fits in the sort of game he would like to run, then absolutely. Have fun with it. :D

Q18. How much will racial animosity feature in this world? Some of the 'elves' act a bit superior from what I've read but they are moderating themsevles. Everyone seems to be pretty much happy families.
A18. Racial animosity... Well Invarrians are like a cross between vikings and pirates. They raid the Northlands constantly, and to make things worse, they aren't remorseful in the slightest, thinking it's all a game. So there's problems there. The Geardarr were a slave class under the old Bovus Empire, so they hold a grudge against the Feartarbh. Plus they have inferiority issues with everyone. The Danann view the Leathe as a delicacy. That being said, the Danann also have a habit of preying upon other sentients, meaning that they're quite feared. The Dunscarth are just unfortunate. Having grey skin and living under ground means that they tend to cop a lot of discrimination.

Now how much this comes up in game is down to the GM but the possibilities are there for plenty of racism.

Q19. Daemons. Are they a race that features much in cataclysmic world changing events? Are they the subjects of the worship of dangerous cults hidden in society? Or are they just magical batteries for the evil wizards?
A19. Daemons are all those things and more besides. They're entities that inhabit the Otherworld. They long for flesh and senses as they cannot see, hear, touch, smell, feel, anything in their own forms and in their world. The Otherworld is a void where they engage in scheming manipulations which in the end accomplish nothing. They fight their wars for nothing, with nothing and over nothing. Wondering how that is possible? Good. It's not. But it happens anyway. So when they get trapped by a Black Magic user they both hate and love it. It causes excruciating pain, but it is the only way they can feel. But in the end, they want bodies. They want a way to experience the senses, so you can make deals with them in exchange for this. This is how Necromancers work.

Anyway, daemons are complicated 'creatures.' But they do play an integral role in the game.

Q20. Just how unified are the Midlanders?
A20. The Midlanders don't necessarily see themselves as sharing any real kinship with each other. For instance in medieval Britain, the Welsh, Irish, English and Scottish all hated each other despite being "the same." (I'm being horribly general here. The point I'm trying to make is that despite the fact that they were all four limbs, one head, pale skinned etc. they all still fought and killed each other.) So Northlanders probably view Southerners as heathen decadents while the Southerners see the Northlanders as uncultured barbarians. The wars and hatreds are generally built more around realm borders rather than racial differences. Generally.

Q21. Feartarbh are gargantuan when compared to the Leathe. How does one go about choosing a door for an all-races-are-welcome tavern?
A21. As to the doors, believe it or not, I hadn't thought of this. I guess that places might do something similar to the gates of Bree in the Fellowship of the Ring, having a smaller door for peoples like the Leathe and then larger doors built around it for those who can't fit.

Q22. Am I right in thinking that there are invasions onto the Isle of Varr every now and then to curb the piracy, much like the chinese did against the Japanese Woku Pirates?
A22. Sometimes a kingdom might get pissed off enough to attempt an assault on the source of the attacks, but due to the strength of the Invarrian navy, this is rarely very successful. How long that can last however?

Q23. How did the Bovus Empire fall?
A23. Well then, the Bovus Empire was exceptionally powerful. They landed on the western shores of Norbayne as a people fleeing from an unremembered menace in their homelands. Compared to the indigenous people of Norbayne, the Bovus were both technologically advanced and physically powerful. They quickly took almost all of Norbayne as their own, though Dark Fen and the Wardenfells remained unconquered due to the climate not being conducive to the Bovus heavy infantry.

After having taken over, they began to build large cities, most of which are ruins today. The Bovus Empire eventually split when an Emperor died with three heirs who fought amongst themselves for overall power. Whilst this was occurring, the ancestors of the Geardarr rose up and freed themselves from their Bovus overlords. Other slave communities followed and in time the Bovus power was broken, their numbers too few and the technological gap too small to lord over the other peoples of Norbayne as they once did. The Bovus split into the Krowavir, massive, wild descendants of the old empire, and those known as the Feartarbh who keep the legacy alive.

To answer your question, infighting and mixed succession, followed by slave revolts and military campaigns over the course of a few centuries.

That's it for this edition of, "I'm a self-absorbed, attention-seeking twit," I'm afraid. If you have any suggestions please go to the Norbayne Suggestion Thread and post there. I would very much appreciate your help.

Cheers,

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