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CrestOfArtorias
06-20-2013, 04:50 PM
This is a development thread, please refrain from posting unless you are part of the moderation team. Suggestions may be send to either E1Alpha, Jacogos, Tolvo or CrestOfArtorias via VM or PM.

In this thread we will discuss all major military targets in RoW, this list will include fortresses, outposts, supply depots, important bridges, mountain passes and several other strategic assets.

This thread also serves as a round table for discussions regarding the current roster of the factions.

Current roster:

SCARAVUS

Spear Infantry - Spearmen -The standard spearmen of Scaravus. These men and women wear brown tunics to make it known that they are Scaravian by their fellows. Quick on their feet with only their spears, these people are nearly useless without their weapons. The element of surprise are however their greatest weapons.

Light Infantry - Raiders - Wielding Shamshir scimitars, these cloth clad men and women tend to favor quick movement. As a standard the focus on ambushing enemies, going for quick kills rather than long engagements.

Medium Infantry - Slayers - Warriors that use wicker shields, javelins, and Kilij. (Kilij means instrument of slaughter) Their role is to rush in wearing boiled leather armor, surprising the enemy first by throwing Javelins before engaging at close range with their Kilij. They are fast on their feet, and try to rush in quickly during surprises to kill as many as possible quickly. The Slayers are not very effective against armored foes. Their wicker shields protect them well enough from arrows and small projectiles but anything more forceful will easily break them. As well in melee the shields are nearly useless.

Heavy Infantry - Hard Shell Warriors - Warriors that wear the carapace of the Taeledron. It is similar in strength to steel. They wear helms, pauldrons, and torso armor made of it. Otherwise they wear simple rags. As a standard they wield long spears and carry scimitars as back up weapons.

Ranged Infantry - Archers - Scaravian archers wear goggles like inuit snow goggles made out of the bones of desert animals. They decrease how potent lights from glares and other such sources are on their eyes, while also protecting them more from anything that could harm their eyes. The goggles actually increase acuity when worn, while they are risky for close range fighting, they make the archers more accurate, though their peripheral vision up and down is essentially gone. When the slits are cut wide, they can still see to their sides. They are experienced in ambushes and are prepared to move often. Carrying recurve bows they are able to get off quick shots at the cost of range.

Heavy Ranged Infantry - Skirmishers - Wielding slings mainly with scimitars as back up, these soldiers generally wear boiled leather Lamellar chest and leg pieces. They prefer to stay at a bit of range but will engage in melee if they are forced to.

Light Cavalry - Banshee - Horseback warriors of Scaravus, some of the fastest riders around. They wear light armor and typically cover their faces with cloth using eye slits to give them vision. This is to make them faceless beings that ride in quickly to hammer armored enemies breaking their armor or killing lighter ones with their picks. Wielding the Horseman’s Pick with one hand, they use their other hand to more easily control their horses. While attacking they tend to screech loudly in an attempt to inspire fear in the enemies and startle or disorient them.

Heavy Cavalry -Horseback Archers - Scaravian archers that are experienced riders. They spend much of their time with the beasts and are well versed in using their bows from horseback. Each of them use composite recurve bows and also carry Talwar scimitars. Open areas are favored by them so they can easily roam the battlefield and escape any advances towards them.

Mage - Seer - Blind diviners of Scaravus. These beings cover themselves in gauss wrappings and wear long scarves and bindings that blow in the wind, they hang from their necks, wrists, and waists as a sash. While blind they are capable of using Arcane and mythical powers to let them see the battlefield around them. Often they will be kept between two warriors that can aid them with simple issues. While they can see the battlefield like a map in real time, they can’t see a rock two feet in front of them. Moving while using their powers can also be quite disorienting and as such they will typically stand still to use their prophetic sight.

Special Ranged Unit - Stingers - Archers of Scaravus that use arrows with poison on the tips. Simply they are like the standard archers in every way aside from the poisons which they are daring enough to extract.

Siege Weapon 1 - Chariot Drawn Scorpion - A scorpion weapon mounted on a horse drawn chariot. While moving it is difficult to aim, however when stopped it can be quite accurate at ranges.

Siege Weapon 3 - Catapult - A simple catapult. It is capable of launching stones at walls.

Healer - Hydromage - Ancient magicians of Scaravus. To survive in the desert one will require food and water. The essentials of life can be quite scarce out in the open dunes and as such a special few developed a method useful for survival. After the boon of magic in the region given by the runes, Meragia, and such sources they have discovered ways to use their control over water to heal others. Soothing burns, removing poisons, and helping to regenerate damaged tissue faster.

Special Unit 1 - Scarab Warrior - Warriors with skin of Chitin that is flexible and light yet harder than steel. Their hands end in pincers, though their eyes are still normal human ones. Generally they wear simple cloth giving them a grand sense of mobility. With their hard skin there is no need for them to use armor or even carry weapons. They also have claws that can be used for stabbing, hammering, or even protection since they can act as shields.

Special Unit 2 - Tamed Taeloron - Large Scorpions that have massive claws and can lift and toss men like they are nothing. Capable of even crushing horses these beasts are dangerous in battle, but are best deployed for the purpose of attacking lines before soldiers can arrive. These large scorpions do have venom that will make struck victims feel weaker but it is not fatal. Surviving the strikes of their large stingers is another issue altogether.

Special Unit 3 - Taeloron Handler - Special animal trainers that are required to control the Taeloron. They carry whips with hard club like ends to aid them in controlling the creatures, and a short scimitar. Should the handler be killed or separated for too long the Taeloron may leave the battlefield, or start killing indiscriminately. Often they do not dress any different from the average warrior so they aren’t as easy to spot by the enemy.

Special Unit 5 - Spiders - Fast moving units, these warriors are blessed by the Meragia. They are capable of leaping over enemy units and attacking them from behind. The Spiders generally wear boiled leather Lamellar stomach, groin, leg, and wrist armor. Typically they carry long spears which can be used to aid in their leaps, they can also be used for powerful thrusting attacks using their weight on units in front of them. As a back up they carry scimitars for more close ranged combat.

LEONGARDE

Spear Infantry - Footmen - Spear and shield wielding standard infantry of Leongarde. Most wear helmets and breastplates making them more likely to survive blows than the average spearmen. The shields they carry are heater shields made of wood with leather overlaid. Their normal helm is the barbute and their chest piece a Cuirass on the front only.

Light Infantry - Swordsman - Sword wielding infantry that use heater shields and straight shortswords. Usually used after the initial engagement of the spearmen, they are focused on close ranged combat. Wearing Barbutes, and Plackarts they are well suited for combat.

Medium Infantry - Berzerkers - Clad in furs, these men are generally a bit more wild than the average soldier of Leongarde. Normally they use two handed axes and are very brutal in their assaults.

Heavy Infantry - Shieldguard - Shieldgarde are walking fortresses. Wielding large kite shields and lances, the Shieldgarde will generally form their shields together in lines creating walls of steel. They generally wear Bassinets, Aventail, Cuirass(Front and Back), Gauntelts, Schynbalds, and Sabatons.

Ranged Infantry - Archers -Wearing Vambraces, Barbutes, and Brigantines. Aside from that they use standard bows and are normal archers.

Heavy Ranged Infantry - Armored Archers - Archers that wear Barbutes, Cuirass(Front), Gauntlets, and Schynbald.

Light Cavalry - Knights - The Knights of Leongarde prefer to fight from horseback wearing lighter armor than some of their contemporaries. They wear Barbutes, Hauberk, Spaulders, Cuirass(Front and Back), Gauntlets, Greaves, and Sabaton. As well they wield lances and heater shields, though some give up the shields so they can move just a bit faster. The Knights carry short swords for use on foot, as they are capable fighters on the ground or back of a horse.

Heavy Cavalry - Knights of the Silver Order - An order of Knights that trained underneath and alongside the Titanium Knight himself. They wear Great Helms, Gorgets, Cuirass(Front and Back), Faulds, Rerebraces, Gauntlets, Cuisse, Greaves, and Sabaton. These soldiers are often Lords or Nobles and wear the heaviest armor available to them. With Kite Shields and Lances they are dangerous foes with flanged maces as back up weapons. Even their horses wear armor making it hard to down these riders.

Mage - Magesmith - Mages of Leongarde that focus on Steel Evocation, the magical art of shaping Steel and metals. They are able to use their magic to form the Suit-at-Arms, control them too. Their powers also let them create weapons out of thin air, reform damaged armor and weapons, or create metal barriers.

Special Ranged Unit - Musketeers - Wielders of black powder rifles, the musketeers of Leongarde are accurate and deadly adversaries capable of picking off enemies at extreme ranges. The killing power of a musket is incredible making even heavily armored targets possible prey to the musketeers. Some of them carry short swords as back ups and generally they were fine and well fitting blue uniforms. Melee combat is not a strong point of theirs though so in such sorts of combat they have a very high mortality rate.

Siege Weapon 1 - Siege Tower - Large mobile wooden structures, the siege tower is intended to get infantry onto enemy walls, towers, and gatehouses. With wheels, ladders inside, and a small bridge that falls from the top and onto the wall allows the siege tower to get their troops closer to the enemy. Along the front side they often put up iron plates or leathers in an attempt to protect them from fire. Often they are filled with soldiers that are protected by the wooden walls.

Siege Weapon 2 - Counterweight Trebuchet - A large siege engine capable of launched three hundred pound objects great distances with incredible speed and force. These weapons are used mainly for hitting walls and other structures during sieges. They could be used to launch projectiles at a range into lines of infantry but this was not their true purpose.

Siege Weapon 3 - Battering Ram - Large wooden battering rams set upon wheels with wooden frames and covers. Infantry must stand and use the weapon but are partially protected by the wooden cover. The ram has a steel cap making it more effective against gates.

Healer - Alchemists - Figures that are mysterious wearing masks and long gowns. Using alchemical concoctions they manage to heal others of their injuries. They are capable of healing people from poisons, and doing other general surgical procedures. Thanks to their potions they are able to give people a higher chance of surviving their surgeries.

Special Unit 1 - Suit-at-Arms - Made by the example of the Legendary Vanguard these living suits of armor are powerful and hard to stop. Capable of marching and following orders these living suits of armor are more effective than most infantry. Stabbing them, piercing them with bolts, there is little one can do to injure them. Incapable of disobeying orders these beings will always act in the best interest of Leongarde, though Magesmiths are required to control them. Axes, Swords, Maces, they carry various sorts of weapons.

Special Unit 2 - Warlord - Magesmiths that are more versed in melee combat than they are for larger scale metal evocation. Instead they wear plate armor and wield various sorts of weapon. There is not a standard weapon for them as they reshape their weapons constantly to suit them. They are quire rare but are powerful warriors in combat. It is also possible for them to reshape their armor to fit their needs.

Special Unit 3 - Tower Knight - Royal Guards of Leongarde that are enhanced via the runes to have incredibly strength. Wearing the heaviest armor available with large rectangular tower shields, they can make a nearly unbreakable wall of steel. Even cavalry can be knocked aside by these power houses. Their main draw back is speed, these heavily clad men are very slow moving. On the bottom of their shields are spikes which can be used to let them dig into the ground planting themselves, or for striking others with them. They are so focused on defense that the only weapon they could need are their massive shields. Their armor is specifically made of Armets, Gorgets, Cuirass(Back and Front), Faulds, Pauldrons, Rerebraces, Cowter, Gauntlets, Greaves, Cuisses, Sabatons, With padded clothing underneath and chain mail worn between the plate and cloth.

Special Unit 4 - Steel Lions - Heavily armored Lionhearted that generally cut their manes so that they can more easily fit into their armor. Using the strength and speed of a lion, despite wearing full chain mail along with plate Plackarts, Bevors, and Sallets. While not as heavily armored as the Tower Knights these units are faster, wielding Glaives.

Special Unit 5 - Juggernauts - Warriors with skin of steel, they are heavily resistant to all physical attacks. They also wear padded cloth and chain mail over most of their bodies making them mobile defenders. As a standard they carry Kite Shields and Warhammers. These units are very powerful against large creatures and heavily armored foes. Though they are not quick at all being weighed down by their own flesh.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Engineers(Battlefield) - Engineers can work at siege camps on the battlefield to aid in creating more siege weapons. Because of this as time goes on in battle Leongarde can increase the numbers of siege weapons they are using. Engineers can also repair fortifications in battle

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Bombers(Battlefield) - Those that use powders to create explosives and use them in battles, the bombers are able to create explosives for use. They can load them onto trebuchet and aid in launching them at lines of units. As well they carry a few powder grenades on their persons for use. However, fires are incredibly effective against them and in fact most will run at the sight of it. Piercing their containers will lessen or completely negate the explosive potential of their devices.

Tolvo
06-20-2013, 05:21 PM
Perhaps Rivers with bridges, especially made of stone, or with fords should also be added. For ranged units it would be a real nice thing, plus with choke points for people to focus on defending. Some of the more mobile characters may have ways to cross the water, or even swim under as well to try and ambush units on the other side.

I should also mention I don't respond to VM's, but PM's I will.

In regards to units I have a sort of skeleton so far, based off of commonly used units in warfare along with a little flare to fit with Realms of War. Spears were the most common weapon used in history, perhaps that may change in realms, but easily a lot of the already existing units can be spear units. Heretics for example could easily be spear units for Disgeran, spears are one of the easiest weapons in the world to produce, they may even use stone ones. Or iron, or steel depending on how their logistics work.

Spear Infantry

Light Infantry

Medium Infantry

Heavy Infantry

Medium Ranged Infantry

Long Ranged Infantry

Light Cavalry

Heavy Cavalry

Mage

Special Ranged Unit

Siege Weapon 1

Siege Weapon 2

Siege Weapon 3

Healer

Special Unit 1

Special Unit 2

Special Unit 3

Special Unit 4

Special Unit 5

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3

E1Alpha
06-20-2013, 06:54 PM
With the thing about prime targets rising up, I've decided to take that idea you had, Crest, and perhaps work it out a bit larger.

From chapter 5 onwards, perhaps it would be possible to divide a chapter into 3 seperate parts.
2 parts would be infiltration, bounty hunting, sabotaging, assaults, duels, etc... While the last part would battlefields, large army vs army battles. This could really open the possibilities you two were suggesting to already turn a battle in one's favor from the get-go.

Tolvo
06-20-2013, 06:58 PM
How do you feel about the units skeleton I put up?

- - - Updated - - -

Although I think I'm going to changed the ranged infantry to, Ranged Infantry, and Heavy Ranged Infantry.

E1Alpha
06-20-2013, 06:59 PM
Very good, yet I don't believe it'll be completely filled out for any faction xD

But a perfect skeleton to work with.

Tolvo
06-20-2013, 07:09 PM
Just a heads up, one units may have a way to counter them, but only one unit. Otherwise, while they have a time limit to how long they can be deployed Lava golems are turning out to be the most powerful unit in the game from what I can figure and simulate in my mind. I'll probably be having to get rid of them. Vanguard wouldn't be able to fight even one of them by himself, one can kill any Leongarde NPC aside from Reinard, a single one can kill most units from any other faction, most of the generals too.

EDIT: By the way, I've thought of a decent way to explain Scaravian archers and why they can do what they do. There is mention of how the elements don't effect them as much, what if essentially they use Inuit Snow Goggles? They are hand carved out of antlers, could be bones, and while the reduce peripheral vision up and down they'd protect your eyes from glares, sand would have a harder time getting in your eyes, and wearing them actually makes your visual acuity increase meaning you can see far away targets easier. They'd have a lot harder time fighting units at close range with them on though.

Tolvo
06-21-2013, 12:05 AM
Yikes I just had a nasty realization. Warsmiths could technically create a siege tower out of metal, and fill it with suit at arms. That'd be a pretty crazy level of effective.

Jacogos
06-21-2013, 01:03 AM
You know Tolvo, technically Dezeroth's initial Infiltration set up a very easy way to get rid of Lava Golems altogether, if anyone will recall... He slew the man responsible for creating them in the first place.

On another note, I'm completely okay with that idea that E1 mentioned. It will prolong things overall, though.

Tolvo
06-21-2013, 03:02 AM
So here are some units I've been thinking of so far, ones that I'm more so leaning towards.

The Iron Battalion - Heavy Units for Firanos, infantry. They'd mostly wear leathers and some furs, using pikes. However they would be old followers of Avertus, persisting through his death. Each of them would wear iron masks to emulate his powerful will and warrior spirit. Units that could counter cavalry, and have a great offense in the pikes without having actual heavy armor.

Knights of the Silver Order - The orders of Knights that the Titanium Knight and Prince of Leongarde leads. While they aren't great in number each member is highly skilled and heavily armored, even their horses don armor protecting even their mounts from being easily killed. While they aren't as fast as the standard horseback knights of Leongarde they would make up for it with their heavy shields, lances, and armor. With padded tabards it's difficult for even a crossbow bolt directly hitting them to fell one.

Simply for siege weapons for Leongarde I was thinking, Siege Tower, Trebuchet, and Battering Rams, so far. I was considering cannons to make them equal to Fire Magi, but I'm a bit iffy about that currently.

Firanos I was wanting to give catapults that launch burning tar onto their enemies, or perhaps tar they could later ignite.

For Firanos I also was thinking about giving them The Pheonix Guard as Special Units. Led by Seron, as is in his description. Heavily armored warriors that combine the elements of a Warrior and Fire Magi, being essentially the heavy infantry form of the Fire Monks, possibly the most elite units in Firanos since being Pheonix Guard, they would likely also be involved in protecting the Pheonix King.

For Aeregos Cavalry I was considering Wyrmling Riders - Riders of young Wyrms, creatures without developed wings, they'd normally be kept protected while they were raised slowly to bond with riders. But given the escalation of the war, they'd be deployed in battle as a sort of light cavalry. Similar in mass to a horse but lower to the ground, meaning they don't have as much of a height advantage. They might not have as much speed to them either, but they'd have scales to protect them from cuts and slashes, as well claws that can be used for combat or climbing to a degree.

For Disgeran I was working on a healer for them, Necromancers. Old school Necromancers, people that use the life energy of others to heal. So say a black guard was wounded and they wanted to bring him back, they don't kneel down and daintily touch him while their hands glow. No, they do a ritual involved like five-ten heretics and blow them apart using their hearts and souls to fuel the healing of the Blackguard, which may even be painful for him. Want to heal a general, maybe it costs a hundred or two hundred heretics, the numbers can be figured out to balance it well. The only thing is, to keep it fair they'd probably have to use people willingly giving themselves to the dark Meragia, because if they could just take the souls of enemies to heal their own troops that'd be pretty OP.

For Scaravius I was consider Seers as their mages, it is already mention that they have Seers in the Dark Prophets backstory. Perhaps mages that can Scry, that can't see the future but can see the present, and the battlefield from maybe an eagle eye. The could see positions, and relay to generals, captains, and commanders. Thus allowing them to more easily set up ambushes, no when to run when to stand, see cavalry coming, the sorts of things Scaravius would really need to survive a land battle.

Another unit for them would be a sort of healer that uses water, possibly to also treat burns. I actually thought of this as being born out of a survival magic, taking the vapor out of the air to create drinkable water in the desert. Then that advances into healing, purifying blood and maybe removing poisons, and using the waters to try and sooth burns. Perhaps things escalated, and they ended up with their own sort of magic healers. Aquamancers, or something like that.

For Aeregos I was also considering a sort of Samurai, or heavy soldier for them. Using Katana perhaps, maybe with archery for back up. Wearing some Medium to heavy armor, called Guardians. Emulating the Ancient One and following an old Warrior Code from his era, with a focus on defense. Perhaps something like that, still working that one out in my head and how it would really function on the battlefield.

How do these sound to you so far?

CrestOfArtorias
06-21-2013, 06:51 AM
Iron Battallion:
The Iron Battallion sounds useful, though maybe their name could be a bit more descriptive, like: the Stalwart Guardians or something akin to that? Iron Battallion sounds like they belong to Leongarde xD

Knights of the Silver Order:
Aye that sounds exactly like I did picture them.

Leongarde siege weapons:
I get where you are coming from, cannons while making sense, afterall they would be the easiest to create(Warsmiths), to carry, to setup up and would outperform EVERY other siege weapon short of a modern howitzer, would just be overpowered. They are more accurate, more powerful, easier to handle and WAY smaller. They would reduce fortresses to rubble while the army can kick back and watch the fireworks. Not to mention that they can also be deadly against infantry.

Firnaos siege weapons:
Yeah something that can throw stuff that can burn sounds pretty much like Firanos.

Phoenix Guard:
I like it, matches the description, though I can't imagine seeing them in battle, unless its near the Firanos capitol.

Wyrmling Riders:
Can you say raptor brigade? But honestly, I think they would be really good heavy cavalry, the scales of the mounts combined with good armor for the rider and you got yourself the fantasy equivalent of a tank. If they can use breath weapons though they might be OP xD

Necromancer/Lifeweaver:
Nothing to add here, thats exactly how I picture a Disgerani healer.

Seer/Oralce:
I really dig this idea!

Survival Mages/Scravus Healer/Watermancer:
I like the reasoning behind this, though I have to point out that magic pre-meragia was very limited and those able to perform it were few and far in between. However Scaravus has always been a very special land with a lets say deeper connection to the world around them, so I can imagine them having more of these individuals around. And as the Meragia and the Orbs appeared they probably were sought after by the Prophet to bolster his ranks and to train those who were granted these new powers.

Samurai:
I believe they would fit Aeregos, though their exact function would have to be determined. However I believe a good balance between capable melee fighters and ranged capabilities would be quite interesting, making them the only ranged unit right now that could hold their ground against melee units. Or if they are more intended as melee units, one of the few melee units also able to deal ranged damage.

E1Alpha
06-21-2013, 07:20 AM
I like all of those ideas very much o.o Many of them make me wonder why I didn't add those in the first place
I can only agree on everything that Crest said, though I'm a bit iffy about the cannons. While yes, they are fitting for Leongarde, can they be added to them and still keep it balanced? For as Crest said, cannons are more accurate, more powerful, have longer range, are smaller and easier to set up than the siege weaponry most others will have to use.

I think I also have some good ideas for the exact appearance of the mounts of the Wyrmling Riders/Raptor Brigade. Though the name I feel doesn't roll out as nice as it should, it feels a bit forced. But that's an issue we can tend to later.

Tolvo
06-21-2013, 12:12 PM
As I said cannons are a bit iffy, they'd be somewhat balanced against Firanos and maybe Disgeran, other than that they'd wipe most armies out. The main issue is just being sure that Leongarde has a way to deal with Warlocks and Fire Magi, trebuchet may have that functionality. Because you do have to consider, imagine Firanos is on the defense. Fire Magi are behind their walls throwing fire over them to hit the Leongarde army. Their behind the walls, so you can't really get to them. Your troops and siege equipment are getting wiped out, there's no real option there for Leongarde to survive. The only hope is the Warsmiths, the only issue is that it has been said and shown that Fire Magi melt steel, so can 1: the Warsmiths erect barriers enough to mitigate a reasonable amount of the Fire Magi attack, 2: reform barriers out of melted steel. Just thinking about it the Fire Magi can easily defeat even the Suit at Arms.

Also I'm not entirely a stickler on the names.

Another thing, I was looking at adding crossbow units. The most logical ones tech wise I could think of would be Leongarde and Archeos, but. They don't really need armor piercing. Leongarde and Archeos Knights and heavy infantry can deal with armor, Divine Longbows can as well, so can Musketeers. So, I was thinking maybe more so for Scaravius, since their Mages were going to more so be support units with intelligence, giving them a powerful ranged option for dealing with armor would more so balance their army out.

CrestOfArtorias
06-21-2013, 01:31 PM
Well any decent bow can pierce platemail, the reason crossbows became more popular was that they were easier to handle, archers needed training often years of it in order to be good marksmen. The crossbow however made things easy, you load you point you shoot. The crossbow was the assault rifle of the dark ages, you could hand a peasant a crossbow and they could do more damage then they would have done with a bow.

Though looking at the theme I do not think that they would fit Scaravus. Historically the arabian countries first encountered crossbows during the crusades, hence the arabian name for it ("frankish bow"). Of course RoW does in no way mirror our world, however its a good starting point when looking at certain developments and I believe that a crossbow would be quite low on their agenda. Working wells and ways to better deal with heat and such seems more appropriate IMHO. Also crossbow units are best used in a tight formation, so the unit can minimize the spread, which does not fit the skirmishing nature of Scarv. I believe mounted archers would suit them better.

Hmmm yeah cannons would work great against Firanos, but as you said would probably wipe out most other armies.
Here is an idea though:

The warsmith can manipulate metals right? So could they technically create like a bunch of spears and then send them flying? If so that would be quite useful and powerful now that I think about it.

Regarding fire melting steel:

Well you need about 1300-1500 degrees(celsius) to effectively melt steel, though it becomes "soft" at around 500-600 degrees. Thats A LOT of heat, which IMHO would translate to a lot of energy needed in order to get the fire to that level, which would also take care of the overpowered fire spells against eg Suit-at-arms, since they would need a lot of energy in order to melt down ONE of them. Unless of course superheating steel is something Firanos does during school breaks or something, which I do not believe to be honest xD

Tolvo
06-21-2013, 01:51 PM
That's just how powerful E1 has had the Fire Magi at, I've asked before and he's stated that they indeed can melt steel and kill entire rows of troops with ease, they're basically artillery. It's why I was considering cannons, since Fire Magi are about as effective as cannons, and technically could be disguises or travel a lot easier meaning you could have a single fire Magi sneak into a fort and kill everyone inside.

Arrows actually don't generally pierce plate, chain mail they can but plate will often just cause arrows to be redirected into the ground around a soldier. If you can hit under the arms, at the small of the lower back when they're leaning forwards, maybe hit the throat but that's an even harder target frankly, plate armor has to be aimed around. Even crossbow bolts had difficulty piercing full plate armor, even against a musket armor could save your life. Though the force could be enough to kill many, or cripple them for the remained of their life. It's why generally plate armor, full plate, was worn by only the elite in warfare. A chest plate could be common for more elite units, but the standard soldier really could only get a helmet. Leongarde actually has been said to have standard, troops in full body armor. A better way to balance that might be to have their standard troops have a chest plate, helm, and maybe greaves, or perhaps with a bit of chainmail. Definitely not a lot of plate armor though. While some other factions are currently pretty powerful against Leongarde, like Disg, Leongarde normal soldiers would be on par with Knights of Archeos in that case. But, with just chest plates and helms, they are more armored than other standard troops without going too crazy about it.

There have been ideas about Warsmith effecting siege engines. A steel siege tower, an unmanned steel battering ram, launching Suit at Arms. A question does become how often will we see castle walls for some of these things, especially for the Siege Tower. As well I have to think about how powerful they may end up being. A steel siege tower would be undefeatable by some groups, like Scaravius. Launching spears isn't bad, sort of like having archers but with a lot more punch. It would be more useful against say Archeos with their knights and Paladins, and Disgeran for their black guard and demons.

CrestOfArtorias
06-21-2013, 02:12 PM
Yeah platemail can redirect an arrow, but thats the same with a bolt really, if both hit at the right angle though they would pierce it though. I saw it happen myself and I believe there are also some studies regarding that. An english Longbowmen(wielding bows up to 100 pounds worth of traction) could pierce a german Nürnberg-armor(early 16th century) with ease, that I know for a fact.

Well even a chestplate, helmet, padded surcoat and greaves would be a lot more than what most infantry units would have had during the dark ages. So yeah Leongarde would be very effective against more "mundane" armies in that regard.

Well if thats the power level or Firanos we might have to tweak that, or say that steel wielded by Warsmiths is more resistant due to their "arcane" energies flowing through the object, thus negating some of that power.

Well picture this: 6 Warsmiths are standing around a large collecting of junk, they form a huge ball out of it and hurl it at the enemy stronghold or unit, the result could be quite devastating and similar to a cannon. It would be especially effective if they would be able to control it after they launched it. Kinda like the Flaming Sphere Spell (http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere) from DnD or like a homing mortar shot.

Yeah I imagine that the Dragonriders would really loathe the Warsmiths if they could launch dozens of spears at them with ease.

Tolvo
06-21-2013, 02:26 PM
Yeah toning down the Fire Magi's actual heat may be needed, enough heat to overheat and kill a man or light things on fire, but melting steel is pretty over the top. If they can't melt steel, then cannons aren't as needed since the Warsmiths could defend against them. Another Mage I'm planning to tone down is the Archons. Archons can fly, use smiting light magic at a range which seems very accurate, light magic ignores armor, and they are very melee capable. They're just way to strong, either they should be grounded and more oriented towards being like the paladin units, men in armor with some magic affinity, or go just magic and suck at close range. Flying units are a bit difficult to do, they need to be killable by arrows definitely. Because otherwise, "I'll just float over your heads killing all of you, and you literally have no way to hurt me. If you do manage to get close to me, then I'll fight you with swords of pure light and kick your ass anyway."

Generally to pierce 100% plate armor, as in not damaged, with an arrow you'll need perfect conditions. A way that this is dealt with is arrow bulk, eventually an arrow out of a hundred will hit a chink in the armor or a join where they can pierce. For the Leon Armor I only know that I want them to have a helm and chest armor, the rest I'm going to be seeing how the other factions standard infantry goes. I want their legs and arms to still be capable of injury, as well as their lower torso, faces, and neck.

The Warsmith thing would basically have the same functionality of a trebuchet or catapult.

CrestOfArtorias
06-21-2013, 02:41 PM
The warsmith attack would be more powerful and more accurate though, of course depending on the size of the projectile. But still easier to carry and setup than a Trebuchet or a catapult. Have a cart of metal junk + mages equals instant siege weapon.

I am with you on that heat reduction for the fire mages, if they can melt steel THAT easy they would have no problems melting stone(btw the current model regarding the earth's core estimates its heat at around 5000 degrees).

Still better than what most infantry units would have had. In most european countries that kind of equipment would have been only affordable by lower nobles.

Tolvo
06-21-2013, 03:27 PM
Yeah, sort of like Leongarde has really good spear men, but using strike forces and infiltrations you can weaken them, you can also still kill them since only their upper torso and head are protected, and numbers could still work against them. Such as is the case of Archeos, and Disg, as well ambushes could still work against them well in the cases of Scarav.

So I was thinking about something, the runes. Should I have them effect units? I think the normal spear infantry shouldn't be effected, but say light infantry and such would get one rune, things like Lionhearted and Wyrmborn would get more. That way we can be a bit more distinct, "This unit is faster than this unit, this unit is stronger than this unit." Just in case you were thinking of something like that. How magical a mage is, it'll also let me get some definite balances going. "This mage has one less magic rune, but they also have one defense rune."

I was also thinking, shouldn't ascended really be more than they are? Considering they are the Disgeran version of the Scarab Warriors, or Lionhearted. They are the people that take on demonic parts, they can fly, they can have claws, scaly skin. Yet I often see them treated as just being Disgeran's secondary normal infantry.

CrestOfArtorias
06-21-2013, 03:53 PM
Well Ascended Footmen aren't exactly demonic, you could think of them as someone who was infused with dark energies, but probably wasn't able to perform the transformation into a demon, hence is "stuck" as a lesser being, though still more powerful than your average human. At least thats how I understood the Ascended.

Tolvo
06-21-2013, 04:06 PM
The ascended show off the physical characteristics of the Meragia blessed of Disgeran, just like the animal people of Aeregos, Scarav, and Leongarde. Meaning they would be blessed by them, not that they were failed demon's but people that have been blessed by the Dark Meragia.

- - - Updated - - -

Demons seem to be entities from another plane or place, as they summon them and are described as being Infernal.

CrestOfArtorias
06-21-2013, 04:18 PM
Hmm good point.
Though I believe they aren't meant like eg the Lionhearted.

Jacogos
06-21-2013, 04:55 PM
What crest said first was actually right, Ascended aren't nearly on the same level as the other blessed warriors. They just have a small amounts of taint in then that malforms them, becoming a bit stronger in the process. It's hardly them becoming the pure essence of Disgeran, which would be a full-fledged demon like Shyvarrah or Cretoris or the Herald.

Also, I'd like to mention that Wyrms have no breath weapons, though that conversation was long gone xD

CrestOfArtorias
06-22-2013, 12:12 PM
Regarding crossbow(again):

I thought about this for a while and here is what I think about them.

Archeos and Leongarde are the most "euorpean" nations in RoW, both of them have a standing, well trained and disciplined army, so to me it makes sense that both of them would use crossbows over bows, for the reasons I mentioned in a previous post. Aeregos could be a candidate too, since they are inspired by east-asian cultures and are also very organized in military matters, so again crossbows it make sense to me. Firanos might also be a good contender for them.

Nations like Scaravus or Disgeran however would probably go for archers. In Disgeran's case because they are easier to produce than crossbows and because they lack any universal form of military structure or formation what so ever. They are "The Swarm" of RoW, or mass skirmishers. A bow seems to be the fitting weapon IMHO.

Scaravus probably would gravitate towards bows because of two reasons. Again they are easier to produce and because they probably have long running traditions with hunters and archers within their culture. Desert hunters and those kind of people. Since we already established that Scaravus is a skirmisher heavy nation/army bowmen make the most sense to me, since they are also more mobile than crossbowmen.

Regarding Lionhearted and co:

I noticed it before but since I am looking at the skill-trees I thought I should share this thought with you guys. To become a Lionhearted one needs quite a lot of runes. So if thats the way to become one, every Lionhearted is probably stronger than most i not all player character currently in play. Which means that a unit of these guys would be able to cause a HUGE amount of damage. Now obviously thats not whats happening, so I fgured I propose this:

I will take the ascension out of the skill trees and we have to come up with something else for it, since otherwise it would make no sense why they would be so weak.

Regarding runes and units:

Thats something E needs to be a bit more precise about, as far as I understood it very few are actually rune carriers.

Tolvo
06-22-2013, 01:14 PM
Crossbows were actually really handy because they were easier to train troops to use. Though actually making them is a bit of a different story. To my understand for use in war, crossbows could be made fast but still required more materials scaravius might not have in as much abundance. Looking to history is handy but there comes a point where the balance is more important. Archeos has Longbowmen. Leongarde has Musketeers. Mounted Archer Cavalry I was seeing as more of Scaravius' special ranged units. Archeos I was going to give Longbowmen, normal ones, as their heavy ranged unit. Leongarde has Musketeers for their special ranged unit, and I was planning to give them armor wearing archers for their heavy ranged unit. Scarav could possibly go with Crossbowmen for their heavy ranged units, running, firing, then retreating to reload. So they could do burst attacks for quickly trying to take out parts of a line or aiming for armored figures. How they would exactly function in Scaravius is a bit tricky, another way to handle it possibly would be to give them mobile archers also trained in the use of a sword, sort of like the classic idea of a ranger. So they use bows, and if they are forced into melee they don't just get slaughtered. But I don't know, I'd rather not fall back on that for multiple factions.

CrestOfArtorias
06-22-2013, 01:26 PM
Hmm, did you ever fire a crossbow? I mean a basic one(one fairly easy to produce)? Reloading while on the move is next to impossible, at least if the crossbow is meant to pierce armor. One of the fastest techniques to reload was due to a later development, which added a metal ring to the crossbow, which allowed the corssbowmen to apply pressure so reloading was easier, however that also required them to stand still.

The only crossbows one could reload on the move were really low powered ones, with not much range and kinetic force. So anything with a reasonable amount of penetration power would require the marksmen to stand still while they would reload, I do not think that this would suit the mobile nature of Scaravus. Bows also have a higher firerate, though they are less accurate.

Tolvo
06-22-2013, 01:35 PM
I said retreat to reload. Meaning, Run away, find a safe spot, reload there, head back out, try to hit from another position.

CrestOfArtorias
06-22-2013, 01:41 PM
Yeah but wouldn't bows be more efficient? They could fire more often while being more mobile.

Well if they would use shortbows of course. Longbows would also require the marksmen to stand still.

Tolvo
06-22-2013, 01:52 PM
Indeed, for fighting general troops. They have archers already, and they'll have horseback archers as well. This is more so to help against heavy armor, and even then it won't be as simple as just killing off armored enemies. More so weakening their formations, possibly damaging shields and such.

Now, I'd really like to go with poison arrows but balancing them is a bit difficult. The poison should be enough to have an effect, but arrow wounds aren't always capable of getting a kill immediately. Now it would actually be sort of handy against armor, if the arrows manage to hit a chink in the armor they likely won't go in deep enough for the kill, but poison could finish them off. However, weakening a person might be a better choice. Though, the Leongarde healer I was considering giving the ability to deal with poisons, so Leongarde NPC's and players could find a healer if they are struck to let them not just die over time from being grazed. Actually, even if you were just barely hit not enough poison may get in for a kill.

CrestOfArtorias
06-22-2013, 02:44 PM
Hmmm well in most RPGs deadly poisions are either hard to create or hard to get, are we going for something similar?

And are the healers for Leongarde Alchemists of some sort? I am thinking plague doctors or something similar.

E1Alpha
06-22-2013, 02:49 PM
I would just like to add in here that both fantasy and history have other kinds of ranged ammunition besides bolts, arrows and musket balls.
Knives, blowpipe darts, slingers, ... just to name a few. Perhaps slingers can be considered for the Scaravians. I don't know about you, but a rock that's flung at such speed can leave quite a dent when I last checked. Knives and blowpipe darts are maybe less of a good choice because of them requiring A LOT of accuracy, but it's good to keep them in mind.

- - - Updated - - -

And for poisons, I'd indeed say lethal poisons are more difficult to make. Try to stick to crippling poisons where possible.

Tolvo
06-22-2013, 03:07 PM
Plague doctors and such things are pretty much the realm I was thinking in, for a nice visual tie in to medieval times. I try to go a bit Arthurian with at least the theme of Leongarde, alchemists and such. CF suggested Knight Healers, battle surgeons in armor that wield weapons and heal people on the battlefield. A nice idea, but...That's exactly what the paladins are of Archeos.

A crippled person in armor, while wearing armor, can't defend themselves.

Slings I have considered, range is a bit of an issue with that but they would be pretty effective against armor yes. Perhaps, for the heavy ranged units, warriors that also use slings. So they can use the slings at close-medium range. Then if people aren't stopped, engage them at close range with melee weapons. Javelin throwers have also been a consideration, but slings would definitely be more effective against armor.

Also E1, anything about the mention above of Runes related to units?

Jacogos
06-22-2013, 04:06 PM
I will mention that Paladins are more likely to wield Offensive Light Magic as opposed to Healing Light. That's more of the battle priests shtick.

CrestOfArtorias
06-22-2013, 04:15 PM
Yeah and the knights proposed by Cf were actually meant as traditional healers, without magic.

Tolvo
06-22-2013, 04:29 PM
It clearly says in their current description that they focus on healing and not smiting through magic. I actually have Archeos pretty well set up, but I needed to power down some units. Paladins, a shield and sword while healing also. I feel, removing the shield should make them a bit less defense oriented, while giving them a free hand to heal. The battle priests, less smity more healy. Archons, less physical capable more smity.

CrestOfArtorias
06-22-2013, 05:37 PM
Sounds good to me. Though wouldn't that take away a key aspect of the Paladins? Being able to defend quite well, while also being able to heal at some point? Or is exactly that the reason why you want to take away their shields?

Tolvo
06-22-2013, 05:47 PM
They still have their armor, which will still give them defensive capabilities, but not as much as a shield would give them. So, they could use say a short or longsword, probably short, with two hands or one hand. Then, heal with their other, trying to parry or block with the blade. I can understand giving Archeos a second healer with their focus on light magic and ties to holy powers, which are often associated with healing. Perhaps, a shield and a free hand for healing. But with the sword they could say, fight an injured soldier about to be killed, take the sword and fight off the attacker, then heal them a bit. Firanos in the past have powerful healers, Seron basically got both arms cut off, nearly, then had them totally healed. I was considering using the idea of healing fires but I'm just not sure about that. Firanos have really incredibly powerful offense as a nation, so maybe I should dial back their healers in power.

CrestOfArtorias
06-22-2013, 06:11 PM
I see, yeah thats something I would agree with than.

I think the problem with Firanos is that most of its stuff is fire-based, which is one of the most destructive elements. It doesn't require much thought to destroy something with fire. Hence their offensive prowess. If we tone down their ability to insta-melt metal though, that might do the trick.

But I would also suggest toning down Firanos curative abilities.

Jacogos
06-22-2013, 06:19 PM
If Firanos gets healers, they should simply be people who cauterize wounds so that Magi/The warriors themselves don't have to, which would balance them out considerably in my opinion. It could also be possible to make use of Phoenix tears, perhaps...

CrestOfArtorias
06-22-2013, 06:26 PM
Hm thats a good suggestion, though I assume that they would also treat the wounded afterwards?

Jacogos
06-22-2013, 06:29 PM
I assume that all factions would have healers they can't/don't field in a battle setting, no?

CrestOfArtorias
06-22-2013, 06:35 PM
Well I meant those Firanos healers specifically, since I assumed that they would also take care of wounded soldiers on the field. Or did you mean after the battle is over?

Jacogos
06-22-2013, 06:42 PM
Well I mean that while on the field, 'healers' from Firanos would focus on just stopping the bleeding (via cauterization) to get people fighting again whereas they could actually settle down to TRULY heal when (and preferably ONLY when) they're off the battlefield.

Is that better?

CrestOfArtorias
06-22-2013, 06:45 PM
Yeah thats better and I believe that is a good suggestion!

Jacogos
06-22-2013, 06:59 PM
So something I think we should look at really quick...

I think setting a faction's overall strengths and weaknesses in stone would be beneficial to continuing conversations. So, as a baseline...

Leongarde: + Defensive Power, - Mobility (Leongarde prefers to be on defense, holding rigid positions that can't be affected by flanking or the like)

Aeregos: + Mobility, - Offensive Power (Aeregos thinks brains over brawn. Superior speed should be able to overwhelm any defense)

Firanos: + Offensive Power, - Lastability (Firanos focuses on crushing their opponents with fire and damn the consequences. In a straight fight, they won't last as long as someone like Leongarde.)

Scaravus: + Tactical Prowess/Mobility, - Offensive Power/Lastability (It may sound as if there's a double whammy for Scaravus, but their tactical know-how and ability to outmaneuver their opponents and set up elaborate ambushes and strike teams brings them up to par with any army short of a straight fight.)

Disgeran: + Lastability on the Offense/Magical Prowess, - Defensive Capabilities/Offensive Prowess (Disgeran seeks to win with numbers. With enough numbers, they can buy the time to wait for the REAL threat to take place [Warlocks or the General]. Both on defense and offense, there is little they can do but hope that their meat shields hold up long enough to crush the enemy with their spells or devious tactics.)

Archeos: + Healing/Defensive Prowess, - Not Tactical (Archeos tend to be blind zealots, or at least in my mind. They'll be quicker to believe Alu'terasa will pull them through before they believe that a underhanded tactic will help them. However, they have enough magical healing to keep them standing to pull them through anyway)

Sound about right?

CrestOfArtorias
06-22-2013, 07:02 PM
Spot on if you ask me!

Tolvo
06-22-2013, 07:09 PM
Yeah I was planning on doing that, but you hit the nail on the head so I don't think I have to really.

I was actually going to do that for units too, like, "Firanos Pikemen Good against General, Cavalry, yadda yadda, weak against, blah blah." Though I imagine keeping that between just the GM's, what the full list with counters and counters against, being just for us. People would then have to figure out how to actually use the units while we have the quick look sheet to fall back on.

- - - Updated - - -

I have to fight the urge to call the Firanos healers Sears, or Searers.

CrestOfArtorias
06-22-2013, 07:15 PM
Yeah I think a spreadsheet would be quite helpful. Googledocs? Or a local variant?

E1Alpha
06-22-2013, 07:33 PM
I am simply loving these suggestions.

Jacogos, you actually nailed my intentions for each faction perfectly.
Those are very good guidelines to follow.

I also like the cauterizing for healers for Firanos, only I don't like the name "Sears". Sounds too much like a pun to me xD
Perhaps keep it a bit simpler, in terms of Flameweavers or Fire Priests or so. If you go with the latter, they can also be actual priests of Far'Khira in lore.

About the runes, I have been thinking about that aswell, and believe that it's indeed a good idea to change it up like that. But I'm gonna wait with how exactly we should grant certain NPCs certain runes until Crest has set up the new runetablet.

About the spreadsheet of weaknesses and strengths for individual units, I really like that idea, but I'm pretty much a blank on how we should spread it. My best suggestion would be just spreading it with Dropbox, but perhaps googledocs can do the job aswell.

Tolvo
06-22-2013, 07:35 PM
I was just going to kind of put it in a PM to you guys.

"Faction - Unit Name - Unit Description - Units It is Strong Against - Units It is Weak Against - Rarity of Unit"

E1Alpha
06-22-2013, 07:42 PM
That you can also do, but in that case, I'll just make it into a proper spreadsheet so it's quick and easy reference.

CrestOfArtorias
06-22-2013, 07:59 PM
Sounds good, I could make a pdf once we are done, in case somebody wants a local copy.




Lol I JUST saw your post xD

Tolvo
06-22-2013, 09:24 PM
So, do you think I should go for some air units. Flying Fire Users (Firebirds), Flying Demons(Ascended or whatever).

I mean, Ascended can fly, so can Archons, and Wyrm Riders, possibly wind callers. It would still sort of give Aeregos the air dominance though, with their wind callers. The prophet seems to be able to float to my knowledge, so the seers maybe but well...That might be giving Scarav much, and anyway what are seers going to do with flight? However I am making sure each nation has a way to deal with air units well enough anyway. I'll also probably need to know if Wyrm Scales can be pierced by arrows.

E1Alpha
06-22-2013, 09:27 PM
Hmm... The scales of a dragon in RoW grow thicker and harder through age... A well-matured dragon would be able to take an arrow to the side or back and not suffer much from it. The stomach of a dragon will always remain a soft and weaker area, though.

CrestOfArtorias
06-22-2013, 09:31 PM
E did you read the part about the Warsmiths? Are they able to do these things(create a bunch of spears and hurl them at eg the backrow, or guide a metal projectile after they launched it, similar to a guided mortar)?

Tolvo
06-22-2013, 09:37 PM
Alright E1, as long as there is a way to take them down with arrows then I don't need to focus on anti-air units. Though I do feel it would nice to give one faction actual anti air of sorts, technically Scarav might end up with that except unintentionally, not for that purpose.

That is also good to know it is an age thing, so the young Wyrm riders wouldn't be riding tanks. They'd be resistant to slashing but could otherwise be killed in a similar fashion to a horse.

E1Alpha
06-22-2013, 09:52 PM
Hmm... That I'm actually not sure about, Crest... I think that it could be possible, but only if it is indeed projectiles that they made... If they can do it to any kind of metal projectile, what's stopping them from making arrows just return to sender? If we're going to give warsmiths that power, it needs strict limits.

CrestOfArtorias
06-22-2013, 09:53 PM
I meant for stuff they made.

E1Alpha
06-22-2013, 09:57 PM
Well then, I'd say yes. But I'll need to add in that warsmiths have one big disadvantage in comparison to other mages. They are bound by the law of alchemy: Equivelant Exchange.
In order to forge something, they need something else. Not even Reinard can break this rule as you can see in the Leongarde battle. So if they want to make their own projectiles, they'll need to create it from another metal object.

Tolvo
06-22-2013, 10:01 PM
You mean, the Fullmetal Alchemist Law. :P Not the real life scientific ones relating to Alchemy.

E1Alpha
06-22-2013, 10:01 PM
Shhhh! Details :3
And quite honestly, the law counts in real life too if you'd ask me. I've never seen anything get created out of nothing.

Tolvo
06-22-2013, 10:04 PM
I disagree, but that gets into territory about the creation of the universe that probably shouldn't be discussed in RoW.

E1Alpha
06-22-2013, 10:05 PM
Probably not, no. xD
In any case, the warsmiths follow that law. That was the point I wanted to make here.

Tolvo
06-22-2013, 10:12 PM
It always sucks when you want to use a unit, but when combined with other units it might just be too powerful. I really wanted the war wagon for Archeos as a unit, for archers or Longbow users. But put Divine Longbow users in there? Suddenly it's crazy broken.

Cfavano
06-22-2013, 10:29 PM
one thing though...how does a hammer get made from the core of a neutron star? XD

CrestOfArtorias
06-22-2013, 10:49 PM
Hence the cart of junk in my earlier example ;)

E1Alpha
06-22-2013, 11:23 PM
Cf. Shoo. No posting among Devs.

Tolvo
06-22-2013, 11:31 PM
So with the idea of infiltration possibly effecting battles, I thought it might be nice to actually give a sort of siege unit or item to Scaravius for infiltration use. Possibly Miners, or a siege Ladder(A ladder use for getting over walls.), something so that they can get over a wall and into somewhere without having to use the main entrance.

Jacogos
06-23-2013, 12:21 AM
So who's going to be going into the development of 'key points' that a PC could target for INF purposes? Is that your shtick E, or will Crest be taking care of that, or will that be a universal thing?

Tolvo
06-23-2013, 12:25 AM
A gatehouse is a good one for an infiltration if you want to go totally realistic. Take over a gate house and keep it open, so that troops can get through a wall. Sneak onto or under a wall or tower, work your way around or through guards, get to the gatehouse and open it to let in some troops, going in to deal some damage, something along those lines.

Tolvo
06-23-2013, 02:11 AM
Edd actually just brought up something to me, so we've talked about using Dragon Scale for armor.

What about Scorpion chitin? Perhaps, while rare, Scarav could have units that wear maybe pauldrons, leg armor, and chest plates made out of the scorpion's chitin. That would give them a nice heavy infantry, while still not being as effective as say, the Scarab warriors that across their skin is as strong as steel while still being fully mobile.

E1Alpha
06-23-2013, 11:31 AM
Scorpion chitin is very possible for Scaravus, seeing as they have access to the scorpions of Scaravus. I'd say go for it.

Tolvo
06-23-2013, 06:33 PM
By the way a little thing while looking up the history of guerilla warfare, found some stuff about units and they are deployed etc. In India there was a weapon called a Tiger's Claw, it was used by the troops of Shivaji, a pioneer of ambush, hit and runs, raiding, etc. It seems like a fitting weapon for Scaravius, a three pronged clawed gauntlet that one wears, it is light enough, that it won't really hold you down. But the fun part is, the claw is on the backside of your fist, so you can wield weapons and hold things while still wearing it. Meaning you could wield a sword, and punch someone to try and pierce their armor or kill them if a slice ore movement of the blade wouldn't work in the moment. Now, I was planning on maybe giving these to the Horseback archers, and the Guerilla Units for strike forces, haven't decided on a name for them yet. But, I was considering this, why call them tiger's claws? Would it be alright if I made it be a Scaravius native weapon, the Scorpions claw. Two pronged spiked gauntlets.

Jacogos
06-23-2013, 06:53 PM
I approve. I've seen the like before, never seen them actually used though. Twould be an interesting concept.

Tolvo
06-23-2013, 06:58 PM
I was also thinking of an alternate mage for Scarav instead of the Seer. An illusionist, mimicking or utilizing mirages. Making it seem like there are units where there aren't, perhaps disguising numbers to make it seem like there are less troops, things such as that. Of course they wouldn't be perfect illusions, and up close one could tell the difference but at distances it would be pretty handy.

E1Alpha
06-23-2013, 08:51 PM
Just to get one thing straight, Tolvo. You don't need to ask my every permission for NPC concepts :P The final product will still pass by me. You might have to spend too much time waiting if you need to ask for my approval before using something xD

On the guerilla weapons, though, that sounds like a very good idea to me. Though I'm not sure if the mounted archers would have that much use for it. They're not really the ones that should get into melee combat anyhow, and if they need to defend themselves at that range, I'd keep it simple and give them a scimitar or so.
I do like the idea of an illusionist, but don't forget, Tolvo, that Scaravus is the only faction with access to all four elements and as such, access to the Arcane.

Tolvo
06-23-2013, 08:56 PM
Access to all four elements? What do you mean by that?

What are the elements of RoW? I've never heard mention of them before aside from in the description of Zhao's armor.

Jacogos
06-23-2013, 09:10 PM
The prime elements: earth, wind, fire, and water, I imagine. Mentioned on their rune tablets

Tolvo
06-23-2013, 09:14 PM
I was actually going to remove the fire magic and units from other nations from Scarav's line up actually. I and some others have felt that was a real cop out to put those units in. I'd rather see the faction balanced by their own units rather than just having units from other factions. Disgeran is supposed to be the faction full of turncoats and rebels anyway.

Jacogos
06-23-2013, 10:02 PM
Actually both scarav AND Disg have that rep. Alot of Scarav's General's aren't native

Tolvo
06-23-2013, 10:05 PM
"Arkha Disgae, have gathered dark cults and brotherhoods from around the land, rallying them together for his cause: bringing pain, decay and horror to the land of Deiranar, leading them all to serving one power, one entity"

Disg are the ones with it mentioned in their description, while Scaravius is a large sort of nomadic tribe.

Jacogos
06-23-2013, 10:07 PM
Yes yes, the descriptions say it, but Scaavus has had the reputation as well in the subtext of the entire RP

Tolvo
06-23-2013, 10:11 PM
Perhaps, I'd still rather just give them their own units.

Jacogos
06-23-2013, 10:13 PM
I understand this, just making sure that we're clear here xD

Tolvo
06-23-2013, 10:16 PM
Yeah it's cool.

E1Alpha
06-24-2013, 12:23 AM
Eddren's character Dezeroth is the perfect example of what I mean.
RoW follows similar laws of elemental magic as Warcraft.
You have the four prime elements (fire, water, earth and air) and the elemental conglomerates (elements consisting of more than one prime element).
The Arcane is achieved by combining all four elements, yet is a very unstable concoction that shouldn't be tossed around like that.
The Scaravians are the only ones that have access to the knowledge required to control this type of magic through their Meragaia.

It's not mandatory, but perhaps it could help to have elementalists or arcanists among Scaravus' ranks. Or do you believe we should keep this only with the players?

Tolvo
06-24-2013, 12:46 AM
Well the way the Seers work, could be explained as a sort of Arcane Magic if you want. It might be kind of nifty to make them blind too, and that they can only see through their magic and without it are blind.

Tolvo
06-25-2013, 07:40 AM
Well some of the units are now up for testing, while they aren't the final products some discussion over them as they pop up might not be a bad idea. Suggestions and the likes.

CrestOfArtorias
06-25-2013, 08:17 AM
@Leongarde units:

Spear Infantry to Heavy Infantry: I like what I see here, looks good. Pretty much looks like a medieval super power. I DO miss a pick wielding unit though.

Ranged units: Good choices, I still think crossbowmen would fit Leongarde more but then again that might be accuracy overkill in the ranged department.

Cavalry units: Again solid choices. I think I would have given the light cavalry, either an additional throwing spear or one or two javlins, unless of course they wield war lances(Kriegslanze).

Warsmiths: I like it. I am looking forward to see their performance.

Siege equipment: I am missing balistae here :(

Healer: This I like.

Special Units:

- Suit-at-arms: Good ol fashioned bipedal asskicking.
- Warlord: This sounds interesting and I believe these guys could wreak some serious havok.
- Tower Knight: Sweet mother of god, you couldn't resist that Souls urge hm? xD Though I am missing the Tower Knight lance.
- Steel Lions: Isn't the mane of the Lionhearted already hard as steel? Then again, who says no to even more protection. Will have to see how well they perform.
- Juggernauts: Hmmm though I like them, I have to say that they feel a bit redundant.

Tolvo
06-25-2013, 08:28 AM
Yeah the Juggernauts I'm a bit iffy on, Leongarde may just end up with 4 special units. I have been looking to the runes to try and create units that players can strive to become like and work alongside. But for Leongarde the runes aren't really much of a thing. Steel skin, worse than the scarab warriros(Their skin is harder and lighter than steel), and other than that they don't really have anything I can claim as theirs. They aren't the only faction with control over time, and even then balancing Chronomancers is fucking nuts to do. Unless I give Leongarde an animal, another magic unit, or perhaps an anti-magic unit it looks like they'll be at 4 special units.

Tolvo
06-25-2013, 08:31 AM
To my knowledge the manes aren't hard as steel, except for Berzerks which had needle manes.

Tower Knight, I actually forgot about Tower Knight from Demon's Haha.

Crossbowmen, I just don't know. Archers, Crossbow Men, and Musketeers. It just seems like much. Perhaps Firanos could get Crossbowmen, maybe. But that might be a bit too much for them.

In regards to the lack of pick units, they're generally not going to be against heavy armor units.

Ballista would not be useful against walls. So I went with the Trebuchet, a way more useful siege unit.

CrestOfArtorias
06-25-2013, 08:49 AM
Yeah I confused the berserkers with the lionhearted.

How could you! :P Honestly though, no lance?

Yeah as I said, that would give Leongarde even more accuracy. Firanos might be a fitting faction though I do not know how well that would go in terms of balance.

Hmm, so how DOES Leongarde deal with heavy armored infantry? The only unit that works really well against them are(in terms of weaponry) musketeers. I meant I am missing an anti armor infantry(Juggernaut aside)

True, but they would be quite useful against hosts of troops no?

@Special units:

Well I think an anti magic unit would be interesting(and unique), though we would have to come up with some hefty limitations. Although, what about Dark Silver Knights(going Garl Vinland here xD)?

E1Alpha
06-25-2013, 10:31 AM
Perhaps a good inspiration for an anti-magic unit for Leongarde could be found in Dragon Age's Templars? Just a wild suggestion, but maybe you're something with it.

CrestOfArtorias
06-25-2013, 10:43 AM
Well Dark Silver Knights would work in a similar manner, their armor would severly weaken magic targeted at them, as a unit standing next to each other they would basically negate most magic thrown at them. Its been some time since I played Dragon Age, so I might remember them wrong but aren't the templars able to negate magic too?


Also @Leongarde Strikeforce/Infiltration Units:

- Stalkers (http://fc06.deviantart.net/fs70/i/2010/011/8/e/The_Thief_Vest___Multipocketer_by_farmer_bootoshys a.jpg) - Stalkers are the Kings eyes and ears, these war orphans are collected from the streets at an early age and are trained to be the vigilant guardians that watch secretly over Leongarde and protect it against enemies from both in- and outside.

Tolvo
06-25-2013, 03:02 PM
I actually have the original Lionhearted as Strike Force units. Thinking about it they are fast, good at getting around places and hitting hard then leaving. I didn't really want to give them an Infiltration unit since Leongarde should really be more battle oriented.

The Warlords, Suit at Arms, Silver Order, and I just realized I forgot to put down the mace as the back up weapon of the Shieldgarde, all have anti-armor capabilities. An Anti-Magic warrior would work, I just need to make sure they can be kill by arrows or in melee or something to balance it out.

CrestOfArtorias
06-25-2013, 03:22 PM
Oh the Stalkers aren't meant as infiltration units(not in the sense Scaravus would have), they are more meant as traditional spies, or as a secret police that makes sure their lord knows what happens inside and outside of his kingdom. Though they ain't like ninja or something like that. They aren't specialized in sabotage or assassination.

And of course its only a suggestion ;)

Yeah I just missed something like a mace or a hammer with the shieldguard.

Tolvo
06-25-2013, 03:31 PM
I just realized I forgot to put in their back up weapon.

I also just realized, the Shieldgarde use lances. I should have caught that sooner, that makes no sense at all. I think I'll give them a Spetum, or maybe Partisan, perhaps Ranseur.

CrestOfArtorias
06-25-2013, 03:56 PM
Personally I would prefer the Ranseur.

Tolvo
06-25-2013, 04:29 PM
The issue I see is that the Ran is more designed towards parrying and catching weapons, but doing that as a Shieldguarde, you'd be doing it one handed. The Partisan generally isn't too long, and it can parry but usually doesn't rely as much on strength since it can be shorter and held with one hand.

Jacogos
06-25-2013, 04:42 PM
So yeah, out of all of them, I'd have to say I agree with Crest on one thing at the moment: Juggernaughts are rather redundant xD Particularly with the Tower Guard

Tolvo
06-25-2013, 04:52 PM
I was bound to make a bad one at some point. They'll likely be replaced by something in the future.

Jacogos
06-25-2013, 04:56 PM
I suggest the Anti-mage xD

- - - Updated - - -

I suggest the Anti-mage xD

CrestOfArtorias
06-25-2013, 05:05 PM
*Points to J's post* what he said.

Tolvo
06-25-2013, 05:08 PM
Something I just noticed, Aeregos have terrible swordsman.

They focus on singular combat and dueling, but are bad against numbers.

The normal infantry that surround them are, Heretics, Militia, and the Ekros. All of them use numbers.

CrestOfArtorias
06-25-2013, 05:13 PM
Hm what about adding a heavy infantry unit similar to the Han Dynasty one?

Tolvo
06-25-2013, 05:18 PM
Well CF suggested Samurai, and as a heavy unit something like them isn't a bad idea. If they focus on using a weapon like a katana, it is very fast. Poor against armor like chain mail and such, but against numbers of infantry it would be incredibly effective. Plus it goes with the theme of ancient things and ruins with Aeregos. Scarav is older of course but Aeregos seems to be more preservative of their ruins. I was going to call the Samurai Guardians.

CrestOfArtorias
06-25-2013, 05:30 PM
Hm maybe go for Nodachi instead of the katana. If their main purpose is fighting infantry, than the Nodachi might be more effective(more leverage and range).

Tolvo
06-25-2013, 05:40 PM
Hmm, Naginata and Nodachi are both two good options for anti infantry.

EDIT: Yari are also an option, but I need to find out more about how stable of a weapon it is, because it looks pretty easy to break.

Jacogos
06-25-2013, 06:20 PM
Yari are pretty flimsy and are more for throwing, in my experience. I'd suggest the No-dachi honestly

Tolvo
06-25-2013, 06:35 PM
Yeah I've decided on the Nodachi. Almost done with Aeregos.

Jacogos
06-25-2013, 07:11 PM
My babies! *goes to look*

Tempests don't seem like something Aeregos would put up with, even if they are useful.

And you might've mentioned this to me before, but Wyrmborns? Are they going to be pure INF/Strike Force units or something?

Tolvo
06-25-2013, 07:50 PM
Yep the Wyrmborns are, but I'm only putting up Battlefield Units since we'll be using those.

Kind of the idea of the tempest is almost like a battlefield changer. They would stay at a distance maybe with a few close guard, they could create a storm around themselves with them as the Eye. Anyone entering the storm is subject to it. So, say Firanos are attacking from two fronts, create a storm to the north east and block them from coming from that direction, thus you can then focus on the north, and north west. However, if someone does go into the storm and kill the Tempest suddenly Aeregos has a side totally undefended that fast units can take advantage of. The idea is to keep them generally away from their own troops and use them as a battlefield hazard. They could also be used to close off an area and keep it protected in case they wish to escape through it. When they need to retreat, signal the Tempest and they can then go back that way. It would also help against people ambushing them from behind, arrive at a battle and put a Tempest behind your army and attacks from behind are much harder to perform.

Wyrmborn are Strike Force units.

I also think I have a good way to do the anti-mage. Magic resistance seems to be more so an Archeos thing so giving them Templars that can resist magic makes more sense. But Jac you remember me mentioning this, Chronomancers. Perhaps, they can slow down spells mid air, or even cause people to cast spells faster or slower. Thus, a fire ball is heading for some troops, slow it down and tell them to run like hell before it hits. A PC is having difficulty dealing with a large enemy, speed up their magic. Something along those lines, I was considering having them effect projectiles too but I think that's a bit much.

Jacogos
06-25-2013, 08:05 PM
What about units that use roars to affect magic? Perhaps able to negate spells every so often and or set up areas of magic immunity. Perhaps even act as buff/debuff units, whilst otherwise being rather useless as fighters.

Tolvo
06-25-2013, 08:09 PM
So Lionheart Magi is what you mean?

Jacogos
06-25-2013, 08:16 PM
Not necessarily, but perhaps. It would make an interesting anti-mage setup and (forgive me) a more logical use of the accepted Leongarde bonuses.

Tolvo
06-25-2013, 08:24 PM
Leongarde Runes do lead into Time Manipulation though. Plus while slowing down spells does just slow down their movement, it doesn't fully negate them.

I think maybe I should test the Chronomancers for the battle and see how they handle, and if they just don't seem to fit work with the Speakers(People that use their Voice).

Tolvo
06-26-2013, 06:39 AM
Units for every faction are now posted in the OOC of the Dream Battle Beta Test. Those are all of the Battlefield related units that I've been working on. Though there are still some I'm working on in regards to strike forces, infiltration, and etc. Actually funny enough, I found one reason to make a diplomat unit. The Doom Callers of Disgeran, are the only people mentioned every that have a focus on convincing others anything.

E1Alpha
06-26-2013, 01:04 PM
About potential targets:

I have been thinking about good locations to be target of treasure hunts, and while I was thinking about it, this song played on youtube: http://www.youtube.com/watch?v=RmlvEnlwUvo

This song got my imagination revving up again. A treasure hunt location completely dependant on rolls.
A floating temple of the elements, which would provide different challenges to players depending on the element that gets rolled out, aswell as the location being randomised. What they face in there will be randomised, aswell as any potential battles they might face.

Rewards? Also randomised, be it magic, weapons, armor, trinkets or knowledge. But always somehow connected to the element that the temple is attuned to at that point.
I believe this could make for an inovative and re-usable treasure hunt. The background of the temple will probably be Scaravian, or maybe Aeregosian, but I just see this as a potential for something big. And who knows, maybe the temple might get a more vital role as things progress.

Tolvo
06-26-2013, 02:40 PM
Well Scarav have access to all of the elements don't they?

E1Alpha
06-26-2013, 04:05 PM
Exactly why I was going to use them for background. I guess Aeregos might have ruins, but so does every faction.
This would also be a way for me to allow players from other factions to perhaps get hold of some different elements in magic to be able to provide some unexpected counters somewhere.

E1Alpha
06-26-2013, 05:49 PM
Okay, I finally read through all of your NPC suggestions. And Tolvo. I have two words for you:

Frekkin Epic

I loved every single unit and their descriptions.
There's only one problem: Not everyone will know the meaning of certain names of armor and weapons you used. Some even left me in the dark o.o It's only a beta phase right now, so it's nothing big, but it might be handy if you could make sure everyone can equally understand what they're up against.

Tolvo
06-26-2013, 05:53 PM
I am very willing, if we ever set up a set in stone materials and such thread, to go through every possible piece of armor/weapon and maybe even given reference pictures for each one.

I'm also glad you like them, I can't take all the credit though others have been very helpful with their suggestions to me.

E1Alpha
06-26-2013, 06:11 PM
Oh, I almost forgot: I had an idea with the paladins of Archeos. You currently have them equiped with just a shortsword to allow them to have one hand free for spells. That's good and all, but perhaps a warhammer is a good consideration aswell? A hammer of sorts has often always proven to be a better catalyst for holy energy, aswell as that a paladin with a hammer fits the image much better in my eyes.
Perhaps the paladins of Archeos can wield warhammers that would require two hands to effectively use, but they can carry them along with one hand so that when they are not locked in melee combat, they are free to still cast spells.

Just a consideration based off of the WC3 Paladin Hero.

Tolvo
06-26-2013, 06:14 PM
I just felt War Hammers were a bit much for them, balance wise. It gives them close range anti-armor capability. The Templars were given Lucerne as well, which are Halberd like Hammers. I'll consider it but currently I think just shortswords gives them more of a balance in my book.

E1Alpha
06-26-2013, 06:16 PM
it's important to keep in mind though that even though warhammers can be much more powerful when hit, they are a much slower weapon because the momentum that they need to build to have effect

Not sure if that's a good choice, but if they trade in sword for warhammer, a paladin would have a much harder time to rapidly switch between casting and fighting

Tolvo
06-26-2013, 06:20 PM
Perhaps Warhammers for the Champions.

E1Alpha
06-26-2013, 06:21 PM
Myes. It might be more fitting for them indeed...

CrestOfArtorias
06-26-2013, 06:23 PM
@Tolvo:
I would help out with that aswell, if its needed of course.

Tolvo
06-26-2013, 07:49 PM
Trust me, defining clearly all of those weapons and armor would probably be something others could help with. It would basically be like an index of weaponry and armor found in RoW.

Also, you have no idea how hard it was to resist calling the Shatterers, Rockers.

Jacogos
06-26-2013, 07:53 PM
Whoop, this should go elsewhere.

Tolvo
06-29-2013, 03:44 AM
EDIT 1: Just this part up here is the edit. A question, the Wyrms. Are they Wyrms? As in, European dragons? Meaning, one tail, one head, four legs(That may have digits capable of acting as feet or hands), and two wings that are separate from their other limbs? Because sometimes they seem like they are Wyrverns, one head, one tail, two legs, two wings(Hands may be in the wings like bats or dinosaurs).

So far I'm not sure about some units after trying to apply them in the actual dream battlefield, some like the Steel Lions and tempest may be on the way out. I really like the idea of the tempest but while it's generally balanced, there are definitely ways to abuse that unit like hell. On defense, put one at the front, they have to get through a storm to even reach you. That would make Aeregos a real defense powerhouse. Lionhearted are currently strike force units, but with their noses and lion bodies they might make for good trackers of sorts. Bombers for Leongarde I'm also sort of torn about, I think a battlefield unit for them would be nice but the bombers just seem to be too good or too useless in many situations. Phoenix guard are pretty powerful and can really change a battlefield, but they're also highly visible so them sneaking up on anyone is nearly impossible, they may work for Strike Forces but I can still see them in battlefield positions. I do however have some of the current Battlefield/Etc units ready if you wish to give some feedback.

Scaravus

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - (Infiltration) Assassin - The assassins of Scaravius are but a myth to some, for rarely are they ever seen. Deaths can be attributed to them but aside from the masters of these trained killers, none know the true death tolls. Assassins usually dress to match their surroundings and at night will wear dark blue garbs to make themselves match in with the night’s sky. Each assassin carries one janbiya, a grappling hook with rope, a weapon or insignia belonging to another faction, a fold-able telescope, one chisel, and a shamshir scimitar, and a deadly poison. The sheathe of their scimitars is filled with sand near the very end allowing them to draw their weapons quickly while flinging sand in the face of their foes.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - (Infiltration) Traitors - With their reputation as having a focus on fighting in the shadows and using anything to their advantage, Scaravus is known to receiving more traitors than other nations. They communicate with the hidden members of Scaravus generally in secretive ways informing them of possible targets. Traitors can provide maps, tell of secret passages, or even aid in combat. Those around them will likely believe they are on the same side, and traitors will be dressed like the enemy. They will generally be low ranking members of the military wielding very basic weapons with simple gear. Traitors are handy though a part of any infiltration will involve taking them out of the area to bring them back to Scaravus.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Guerillas(Strike Force) - The Guerillas are specially trained warriors, masters of Guerilla warfare. Each wear Scorpion Claws, special gauntlets with two spiked prongs on the end that can be used to punch through some types of armor, or easily puncture flesh. The spikes are on the backside of the fist allowing them to still wield weapons and use their hands. As a standard they wield Khanda, and also carry throwing hatchets.

Leongarde

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Lionhearted(Strike Force) - Blessed with the form of a Lion, the Lionhearted are bipedal feline humanoids with mains and powerful voices. Each of them wears chain mail covering their torsos, shoulders, and thighs. Cloth is typically worn underneath. Each one is quite fast moving with powerful legs and arms, they each also have long manes and sharp teeth. The Lionhearted carry two weapons on their hips. A chain and ball morning star, and a longsword. If those weapons are lost they still have their claws to fall back upon. Each of them may roar causing those before them to be disoriented. Trees are the homes of the Lionhearted as they can easily leap from branch to branch provided their weight can be sustained.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Engineers(Battlefield) - Engineers can work at siege camps on the battlefield to aid in creating more siege weapons. Because of this as time goes on in battle Leongarde can increase the numbers of siege weapons they are using. Engineers can also repair fortifications in battle

Archeos

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - (Bounty Hunting) Judges - Also known as Jury and Executioners by some, these men and women are hardened members of the Archeos courts that are well versed in all of their laws and beliefs. Judges tend to carry war hammers that are enchanted with light magic. Their eyes glow and they tend to wear thick padded yellow cloth. Judges are resistant to magic and also are more powerful against those with demonic aspects which are inherently guilty in their eyes.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - (Battlefield) Saint - The epitome of the healing magic of Alu’Terasa that has been given to humans. These healers are able to bring others back from the very brink of death. If one had had their throat slit, limbs ripped off while having both lungs removed if the person is quickly dying but still technically alive these people can bring them back. Saints are very rare and are not allowed to engage in combat, as a matter of fact they prefer to be at the backs of battlefields. Their devotion is so pure that many decide to blind themselves yet they can always tell a faithful of Archeos from those of other nations. To heal someone of great power they must sacrifice themselves and it will require more than one to do such an act.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - (Infiltration) Executioner - Assassins of Archeos that are willing to do whatever it takes to fight evil, these deadly beings carry daggers that glow with holy light. It is difficult for them to hide among shadows but they are skilled in ambushes and prefer to kill those who oppose Archeos. They typically wear black garbs with golden trims and will often get lost in combat. However, in doing this they can often provide distractions for others while they try to kill as many heathens as possible. Demons are heavily hated by them.

Firanos

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Hunter(Battlefield) - Those trained in the art of slaying large creatures, the Hunters often carry pikes that end in fire as they are capable of heating their weapons with magic. Some are trained under Xuan, a focus of theirs is to kill off the mythical creatures of other nations making them less common, they especially wish to kill off those that are tamed and used for warfare. Typically they also carry nets which can be lit ablaze after throwing them onto creatures.

Aeregos

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Wyrmborn(Strike Force) - The Wyrmborn of Aeregos are blessed by the Meragia and have taken on draconic aspects. With scaled skin, claws, and dragon wings. They are capable of tucking in their wings to hide them somewhat but are capable of short flight and gliding. Normally they only carry war picks, these warriors otherwise can easily use their clawed hands and feet for combat. With incredibly speed the Wyrmborn are able to strike quickly using their quickness for heavy initial strikes on foes. Other than their skin they wear little armor allowing them to be even more mobile. -

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Scholar(Treasure Hunt) - Aeregos is known for its rich history and ruins, as such they have scholars that frequently like to visit the ruins. These people are educated on the history, and often know about traps, puzzles, riddles, and navigating old ruins. Carrying scrolls, lanterns, and often times small tools they can be quite handy when looking for treasure.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Tracker(Bounty Hunt) - Trackers of Aeregos are men and women that live in the mountains and wilds. Typically they wear animal hides and carry spears as well as bows which they are both skilled in the use of. The tracker is capable of picking up recent tracks, noticing disturbed wildlife. (Flora and Fauna) Skilled in the use of both bow and spear they are handy as well for ambushing a potential target should one be found. Trackers are also capable of finding paths in the wild that might go unnoticed, they can also figure out which direction the target is likely to go in from a current position.

Disgeran

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Succubi/Incubi(Infiltrations) - Demonic beings that typically wear skin tight leathers and cloaks to hide themselves until the situation arises, the Succubi and Incubi of Disgeran are tricksters and charmers. Often they will try to lead guards away through seduction and interest before killing them quietly with daggers they carry. Those that are weak willed can be charmed by these foul beings but those that are stalwart can resist their magic. Only one at a time may be underneath the effect of a charm, and depending on how powerful it is their target may even protect them in battle. However those that are charmed are like zombies and can barely speak, or think. Often the Succubi and Incubi have scaled skin and claws, perhaps even horns upon their heads.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Dark Ranger(Infiltrations) - The Dark Rangers are a group of archers that essentially live in the shadows. Rarely are they seen let alone in clear sunlight. Darkness does not inhibit their vision in the slightest since their eyes have been enhanced to let them see with thermal vision. Each of them carry wicked black wood bows with arrows that are barbed making their removal a painful and dangerous process. While not versed in close range combat these archers are quite accurate at hitting targets that are away from heat sources. To them a soldier standing atop a wall in pitch blackness is like a big red bull’s-eye that they can’t ignore.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Doom Caller(Diplomacy) - Like Hierophind there are many Doom Callers within Disgeran. Oddly enough they are quite versed in human psychology and know how to play on the fears and concerns of others. When having a meeting they may speak up to aid in convincing others to join with Disgeran. These old figures wear dark robes and often use walking sticks to aid them.

Jacogos
06-30-2013, 01:46 PM
To answer your question, because I've asked it before for my own Dream battle: Wyrm are basically just European Dragons with no breath abilities, no fire no ice, no poison, just terrifying claws, tails, and teeth.

Tolvo
07-05-2013, 06:08 AM
So I've been looking towards the classical Elementals of Mythology for a bit of inspiration to maybe fill in a few units gaps, and some I have actually found possible slots for.

The Undine(Nymph) are water spirits, creatures made of water that sing songs and are generally women. Now, I don't want to just throw naked singing women in. But, it might be a nice attribute to how the Hydromages(Possibly renaming to Oasis) may work. They are also tied into Alchemy, so perhaps they could be a special healer unit for Leongarde, since they do sing. It could relate to the voice powers of Leongarde, and give them healing songs that they sing. Men and Women to make it gender equal of course. Perhaps removing the water elemental aspect and focusing on the singing and relation to alchemy.

Gnomes, small creatures that move through the Earth. I already have a Scaravus unit that could pretty much fit this, Ghosts. So I have no need to really look further into it. Like Gnomes they may through the ground, except they move through sand.

Salamanders, I already have the Talmu Salamander, as well Firanos has fire Elementals that are people made of fire.

Sylph is where it also gets interesting, an air spirit that is invisible. I could see some uses of this. For Aeregos, removing the tempest, a large being in the sky that has become one with the wind. They can cause rain, move over areas to create shadows or remove the sun from the eyes of archers, cause winds, etc. It could be large enough to cover an area, it might even be handy for Strike Forces or Infiltrations. Another idea is that Sylph are generally invisible, so it might make for a nice infiltration unit. It can't hurt others, but being nearly invisible it can move into areas and do recon then come back telling you what is around a corner, through a door, etc.

Now of course I don't want to explain them as just mythical beings, but rather people blessed by the Meragia in the case of the Slyph, Undine, and Ghosts. The Talmu though were just animals.

E1Alpha
07-05-2013, 07:44 PM
For the Sylphs, I like the second idea better. The first seems a bit too much like a game breaker.
Aeregos VS Firanos: Sylph uses rain => INSTAWIN
Er... Nope.
But I like the entire invisible scout thing.

Tolvo
07-05-2013, 09:07 PM
I don't think the rain would generally be instawin, but if Fire Elementals are there then I could see the Slyph basically killing them through rain since they seem to be made of fire. As well there would need to be a way to defeat a Slyph. I'll toy around a bit with the infiltration version and see how that turns out. The invisible scout might be nice during actual battles even, perhaps something like the nightmare in which it is hard to see during the day and is highly resistant to physical means but highly weak to magic.

Tolvo
07-08-2013, 06:47 AM
Alright, a few slight updates to the units along with the current Regular, Elite, and Restricted tags added to them.

EDIT: By the way, currently this is how the armies seem to be. I'm going to be trying to make each army close to the = without making them perfectly =, thus keeping some of the Asymmetry. Firanos is capable of going toe to toe well enough against everyone it seems. Leongarde is more capable as well with some of their units.

Aeregos>Archeos
Aeregos<Disgeran
Aeregos<Scaravus
Aeregos=Firanos
Aeregos=Leongarde
Archeos>Disgeran
Archeos<Aeregos
Archeos>Scaravus
Archeos=Leongarde
Archeos<Firanos
Disgeran>Leongarde
Disgeran<Archeos
Disgeran>Aeregos
Disgeran=Firanos
Disgeran>Scaravus
Firanos=Leongarde
Firanos<Scaravus
Firanos=Aeregos
Firanos= Disgeran
Firanos>Archeos
Leongarde=Firanos
Leongarde<Disgeran
Leongarde>Scaravus
Leongarde=Archeos
Leongarde=Aeregos
Scaravus>Firanos
Scaravus<Leongarde
Scaravus<Disgeran
Scaravus>Aeregos
Scaravus<Archeos

SCARAVUS

Spear Infantry - Spearmen -The standard spearmen of Scaravus. These men and women wear brown tunics to make it known that they are Scaravian by their fellows. Quick on their feet with only their spears, these people are nearly useless without their weapons. The element of surprise are however their greatest weapons. Regular

Light Infantry - Raiders - Wielding Shamshir scimitars, these cloth clad men and women tend to favor quick movement. As a standard the focus on ambushing enemies, going for quick kills rather than long engagements. Regular

Medium Infantry - Slayers - Warriors that use wicker shields, javelins, and Kilij. (Kilij means instrument of slaughter) Their role is to rush in wearing boiled leather armor, surprising the enemy first by throwing Javelins before engaging at close range with their Kilij. They are fast on their feet, and try to rush in quickly during surprises to kill as many as possible quickly. The Slayers are not very effective against armored foes. Their wicker shields protect them well enough from arrows and small projectiles but anything more forceful will easily break them. As well in melee the shields are nearly useless. Regular

Heavy Infantry - Hard Shell Warriors - Warriors that wear the carapace of the Taeledron. It is similar in strength to steel. They wear helms, pauldrons, and torso armor made of it. Otherwise they wear simple rags. As a standard they wield long spears and carry scimitars as back up weapons. Elite

Ranged Infantry - Archers - Scaravian archers wear goggles like inuit snow goggles made out of the bones of desert animals. They decrease how potent lights from glares and other such sources are on their eyes, while also protecting them more from anything that could harm their eyes. The goggles actually increase acuity when worn, while they are risky for close range fighting, they make the archers more accurate, though their peripheral vision up and down is essentially gone. When the slits are cut wide, they can still see to their sides. They are experienced in ambushes and are prepared to move often. Carrying recurve bows they are able to get off quick shots at the cost of range. Regular

Heavy Ranged Infantry - Skirmishers - Wielding slings mainly with scimitars as back up, these soldiers generally wear boiled leather Lamellar chest and leg pieces. They prefer to stay at a bit of range but will engage in melee if they are forced to. Regular

Light Cavalry - Banshee - Horseback warriors of Scaravus, some of the fastest riders around. They wear light armor and typically cover their faces with cloth using eye slits to give them vision. This is to make them faceless beings that ride in quickly to hammer armored enemies breaking their armor or killing lighter ones with their picks. Wielding the Horseman’s Pick with one hand, they use their other hand to more easily control their horses. While attacking they tend to screech loudly in an attempt to inspire fear in the enemies and startle or disorient them. Regular

Heavy Cavalry -Horseback Archers - Scaravian archers that are experienced riders. They spend much of their time with the beasts and are well versed in using their bows from horseback. Each of them use composite recurve bows and also carry Talwar scimitars. Open areas are favored by them so they can easily roam the battlefield and escape any advances towards them. Regular

Mage - Seer - Blind diviners of Scaravus. These beings cover themselves in gauss wrappings and wear long scarves and bindings that blow in the wind, they hang from their necks, wrists, and waists as a sash. While blind they are capable of using Arcane and mythical powers to let them see the battlefield around them. Often they will be kept between two warriors that can aid them with simple issues. While they can see the battlefield like a map in real time, they can’t see a rock two feet in front of them. Moving while using their powers can also be quite disorienting and as such they will typically stand still to use their prophetic sight. Elite

Alternate Mage 1 - Illusionists(Working Name) - Units that focus on creating mirages, fake units, hiding units, the important thing for them to do is

Special Ranged Unit - Stingers - Archers of Scaravus that use arrows with poison on the tips. Simply they are like the standard archers in every way aside from the poisons which they are daring enough to extract. Elite

Siege Weapon 1 - Chariot Drawn Scorpion - A scorpion weapon mounted on a horse drawn chariot. While moving it is difficult to aim, however when stopped it can be quite accurate at ranges. Regular

Siege Weapon 2 - Miner - Miners are sappers of sorts, capable of tunneling through soil and ground less sturdy than solid stone. They can mine underneath walls, gates, towers, and other structures to get troops inside or perhaps use the instability to weaken defenses. Regular

Siege Weapon 3 - Catapult - A simple catapult. It is capable of launching stones at walls. Regular

Healer - Oasis - Ancient magicians of Scaravus. To survive in the desert one will require food and water. The essentials of life can be quite scarce out in the open dunes and as such a special few developed a method useful for survival. After the boon of magic in the region given by the runes, Meragia, and such sources they have discovered ways to use their control over water to heal others. Soothing burns, removing poisons, and helping to regenerate damaged tissue faster. The Oasis are capable of parting water when working together and can allow troops to cross narrow bodies of water that would otherwise require swimming. Elite

Special Unit 1 - Scarab Warrior - Warriors with skin of Chitin that is flexible and light yet harder than steel. Their hands end in pincers, though their eyes are still normal human ones. Generally they wear simple cloth giving them a grand sense of mobility. With their hard skin there is no need for them to use armor or even carry weapons. They also have claws that can be used for stabbing, hammering, or even protection since they can act as shields. Elite

Special Unit 2 - Tamed Taeloron - Large Scorpions that have massive claws and can lift and toss men like they are nothing. Capable of even crushing horses these beasts are dangerous in battle, but are best deployed for the purpose of attacking lines before soldiers can arrive. These large scorpions do have venom that will make struck victims feel weaker but it is not fatal. Surviving the strikes of their large stingers is another issue altogether. Taeloron are capable of scaling surfaces. Each Taeloron come with two Taeloron Handlers. - Taeloron Handler - Special animal trainers that are required to control the Taeloron. They carry whips with hard club like ends to aid them in controlling the creatures, and a short scimitar. Should the handler be killed or separated for too long the Taeloron may leave the battlefield, or start killing indiscriminately. Often they do not dress any different from the average warrior so they aren’t as easy to spot by the enemy. Restricted

Special Unit 3 - Legends - Blind warriors that wield whatever weapon they may choose to. Legends are blessed by the Meragia and while they have lost their sight they have gained so much more. Legends may see into the future a few seconds and predict events going on around them. Because of this they are incredibly hard to kill in single combat despite the fact that they wear simple robes. Restricted

Special Unit 4 - Ghosts - Special warriors blessed by the Meragia. They are capable of moving through the sand as if it was water, visible barely as small moving bumps. A favorite tactic of theirs is to hide underneath fallen soldiers, wounded or dead. They will then spring up from below with daggers to surprise small amounts of soldiers to try and quickly kill them off. Typically they wear simple white and tan garbs to help them camouflage themselves among the sand. In open combat they are nearly useless, only able to kill using surprise. Restricted

Special Unit 5 - Spiders - Fast moving units, these warriors are blessed by the Meragia. They are capable of leaping over enemy units and attacking them from behind. The Spiders generally wear boiled leather Lamellar stomach, groin, leg, and wrist armor. Typically they carry long spears which can be used to aid in their leaps, they can also be used for powerful thrusting attacks using their weight on units in front of them. As a back up they carry scimitars for more close ranged combat. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - (Infiltration) Assassin - The assassins of Scaravius are but a myth to some, for rarely are they ever seen. Deaths can be attributed to them but aside from the masters of these trained killers, none know the true death tolls. Assassins usually dress to match their surroundings and at night will wear dark blue garbs to make themselves match in with the night’s sky. Each assassin carries one janbiya, a grappling hook with rope, a weapon or insignia belonging to another faction, a fold-able telescope, one chisel, and a shamshir scimitar, and a deadly poison. The sheathe of their scimitars is filled with sand near the very end allowing them to draw their weapons quickly while flinging sand in the face of their foes. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - (Infiltration) Traitors - With their reputation as having a focus on fighting in the shadows and using anything to their advantage, Scaravus is known to receiving more traitors than other nations. They communicate with the hidden members of Scaravus generally in secretive ways informing them of possible targets. Traitors can provide maps, tell of secret passages, or even aid in combat. Those around them will likely believe they are on the same side, and traitors will be dressed like the enemy. They will generally be low ranking members of the military wielding very basic weapons with simple gear. Traitors are handy though a part of any infiltration will involve taking them out of the area to bring them back to Scaravus. Regular

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Guerillas(Strike Force) - The Guerillas are specially trained warriors, masters of Guerilla warfare. Each wear Scorpion Claws, special gauntlets with two spiked prongs on the end that can be used to punch through some types of armor, or easily puncture flesh. The spikes are on the backside of the fist allowing them to still wield weapons and use their hands. As a standard they wield Khanda, and also carry throwing hatchets. Elite


LEONGARDE

Spear Infantry - Footmen - Spear and shield wielding standard infantry of Leongarde. Most wear helmets and breastplates making them more likely to survive blows than the average spearmen. The shields they carry are heater shields made of wood with leather overlaid. Their normal helm is the barbute and their chest piece a Cuirass on the front only. Regular

Light Infantry - Swordsman - Sword wielding infantry that use heater shields and straight shortswords. Usually used after the initial engagement of the spearmen, they are focused on close ranged combat. Wearing Barbutes, and Plackarts they are well suited for combat. Regular

Medium Infantry - Berserkers - Clad in furs, these men are generally a bit more wild than the average soldier of Leongarde. Normally they use two handed axes and are very brutal in their assaults. Regular

Heavy Infantry - Shieldguard - Shieldgarde are walking fortresses. Wielding large kite shields and Partisan with a flanged mace as back up, the Shieldgarde will generally form their shields together in lines creating walls of steel. They generally wear Bassinets, Aventail, Cuirass(Front and Back), Gauntelts, Schynbalds, and Sabatons. Elite

Ranged Infantry - Archers -Wearing Vambraces, Barbutes, and Brigantines. Aside from that they use standard bows and are normal archers. Regular

Heavy Ranged Infantry - Armored Archers - Archers that wear Barbutes, Cuirass(Front), Gauntlets, and Schynbald. Regular

Light Cavalry - Knights - The Knights of Leongarde prefer to fight from horseback wearing lighter armor than some of their contemporaries. They wear Barbutes, Hauberk, Spaulders, Cuirass(Front and Back), Gauntlets, Greaves, and Sabaton. As well they wield lances and heater shields, though some give up the shields so they can move just a bit faster. The Knights carry short swords for use on foot, as they are capable fighters on the ground or back of a horse. Elite

Heavy Cavalry - Knights of the Silver Order - An order of Knights that trained underneath and alongside the Titanium Knight himself. They wear Great Helms, Gorgets, Cuirass(Front and Back), Faulds, Rerebraces, Gauntlets, Cuisse, Greaves, and Sabaton. These soldiers are often Lords or Nobles and wear the heaviest armor available to them. With Kite Shields and Lances they are dangerous foes with flanged maces as back up weapons. Even their horses wear armor making it hard to down these riders. Restricted

Mage - Magesmith - Mages of Leongarde that focus on Steel Evocation, the magical art of shaping Steel and metals. They are able to use their magic to form the Suit-at-Arms, control them too. Their powers also let them create weapons out of thin air, reform damaged armor and weapons, or create metal barriers. Elite

Special Ranged Unit - Musketeers - Wielders of black powder rifles, the musketeers of Leongarde are accurate and deadly adversaries capable of picking off enemies at extreme ranges. The killing power of a musket is incredible making even heavily armored targets possible prey to the musketeers. Some of them carry short swords as back ups and generally they were fine and well fitting blue uniforms. Melee combat is not a strong point of theirs though so in such sorts of combat they have a very high mortality rate. Restricted

Siege Weapon 1 - Siege Tower - Large mobile wooden structures, the siege tower is intended to get infantry onto enemy walls, towers, and gatehouses. With wheels, ladders inside, and a small bridge that falls from the top and onto the wall allows the siege tower to get their troops closer to the enemy. Along the front side they often put up iron plates or leathers in an attempt to protect them from fire. Often they are filled with soldiers that are protected by the wooden walls. Elite

Siege Weapon 2 - Counterweight Trebuchet - A large siege engine capable of launched three hundred pound objects great distances with incredible speed and force. These weapons are used mainly for hitting walls and other structures during sieges. They could be used to launch projectiles at a range into lines of infantry but this was not their true purpose. Regular

Siege Weapon 3 - Battering Ram - Large wooden battering rams set upon wheels with wooden frames and covers. Infantry must stand and use the weapon but are partially protected by the wooden cover. The ram has a steel cap making it more effective against gates. Regular

Healer - Alchemists - Figures that are mysterious wearing masks and long gowns. Using alchemical concoctions they manage to heal others of their injuries. They are capable of healing people from poisons, and doing other general surgical procedures. Thanks to their potions they are able to give people a higher chance of surviving their surgeries. Elite

Special Unit 1 - Suit-at-Arms - Made by the example of the Legendary Vanguard these living suits of armor are powerful and hard to stop. Capable of marching and following orders these living suits of armor are more effective than most infantry. Stabbing them, piercing them with bolts, there is little one can do to injure them. Incapable of disobeying orders these beings will always act in the best interest of Leongarde, though Magesmiths are required to control them. Axes, Swords, Maces, they carry various sorts of weapons. Restricted

Special Unit 2 - Warlord - Magesmiths that are more versed in melee combat than they are for larger scale metal evocation. Instead they wear plate armor and wield various sorts of weapon. There is not a standard weapon for them as they reshape their weapons constantly to suit them. They are quire rare but are powerful warriors in combat. It is also possible for them to reshape their armor to fit their needs. The Warlords are highly blessed by Ko’Rhas and as such have lion attributes. Restricted

Special Unit 3 - Tower Knight - Royal Guards of Leongarde that are enhanced via the runes to have incredibly strength. Wearing the heaviest armor available with large rectangular tower shields, they can make a nearly unbreakable wall of steel. Even cavalry can be knocked aside by these power houses. Their main draw back is speed, these heavily clad men are very slow moving. On the bottom of their shields are spikes which can be used to let them dig into the ground planting themselves, or for striking others with them. They are so focused on defense that the only weapon they could need are their massive shields. Their armor is specifically made of Armets, Gorgets, Cuirass(Back and Front), Faulds, Pauldrons, Rerebraces, Cowter, Gauntlets, Greaves, Cuisses, Sabatons, With padded clothing underneath and chain mail worn between the plate and cloth. Restricted

Special Unit 4 -

Special Unit 5 - Mouths of Ko’Rhas - Wearing long flowing blue capes while wearing chain mail armor, these warriors are leaders in their own right. However their true strength lays in the power of their booming voices. The speakers are capable of focusing their voices into low booms that are capable of knocking spells off course or even hit something with the force of their roars. As well their shouts can rally soldiers around them or even loudly give commands to the troops near to them, being heard by more than is possible for a normal human. Some see them as heroes of sorts while they wield short swords and are capable in melee though they aren’t as excellent of fighters as the Warlords or Knights. The Mouths are blessed by Ko’Rhas of course and resemble lions. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Lionhearted(Strike Force) - Blessed with the form of a Lion, the Lionhearted are bipedal feline humanoids with mains and powerful voices. Each of them wears chain mail covering their torsos, shoulders, and thighs. Cloth is typically worn underneath. Each one is quite fast moving with powerful legs and arms, they each also have long manes and sharp teeth. The Lionhearted carry two weapons on their hips. A chain and ball morning star, and a longsword. If those weapons are lost they still have their claws to fall back upon. Each of them may roar causing those before them to be disoriented. Trees are the homes of the Lionhearted as they can easily leap from branch to branch provided their weight can be sustained. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Engineers(Battlefield) - Engineers can work at siege camps on the battlefield to aid in creating more siege weapons. Because of this as time goes on in battle Leongarde can increase the numbers of siege weapons they are using. Engineers can also repair fortifications in battle Regular

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 -

ARCHEOS

Spear Infantry - Militia - Peasants who have taken up arms in the name of Alu’Terasa against the nonbelievers. Always they wield spears which are easy to craft and simple enough to use, usually they are sub par and wear simple clothing with coats that are yellow to denote their nation. However their god does bless them causing the militia to have more morale than standard infantry. They are large in number. Regular

Light Infantry - Men-at-Arms - Foot soldiers of Archeos, generally employing swords and shields. While fairly standard with only helms to protect them aside from their yellow colored Gambeson(Padded Linen Jacket), the Men-at-Arms are not easily frightened. Regular

Medium Infantry - Halberdiers - Specially trained soldiers of Archeos the Halberdiers focs more so on working together to dismount riders and hammer those that wear heavy armor. Typically they wear simple helms and Linen Gambeson, they are used to facing down cavalry and are not frightened by charging mounts. Regular

Heavy Infantry - Knight - The Knights of Archeos are typically covered in plate armor and carry shields and short swords. These warriors are power houses devoted to the holy light. Knights of Archeos have very high morale, because of this they are very willing to follow orders and will require a lot to break formation. Elite

Ranged Infantry -Archers - The archers of Archeos are fairly standard though they are less likely to give in to fear than most. Typically they wear yellow jackets. Regular

Heavy Ranged Infantry - Longbow Men - Longbow using archers that are considered to be quite skilled. It takes many years for them to develop their skills and as such it is difficult to replace those that are killed. Specifically they use the six foot tall longbows that are very powerful but require great strength to draw. The power of these bows allow them to penetrate medium armor efficiently, and using volleys they can fire at very long ranges though not accurately. It is standard for them to wear light leathers and yellow tabards of Archeos. Regular

Light Cavalry - Mounted Men-At-Arms - Soldiers often wearing helmets with cloth covering their bodies, colored yellow to show their allegiance. These men are more trained than the average militia soldier, with steel tipped spears for general engagements. However they also carry swords as back ups when they have to engage at a stand still, giving them a secondary option should their weapon break or be lost. Regular

Heavy Cavalry - Crusader - Also known as the Cataphract, these chain mail clad men and women ride on horses that are partially armored as well. Typically they carry lances and no shields, focusing more so on getting close to the enemy and killing them swiftly. Often they like to have charges with the intent of trampling infantry and opening lines for their own infantry to pour in behind them. Archers sometimes work with them to hit an area right before they arrive, sometimes after as well to kill downed soldiers that have survived. They are not easily scared and will even charge demons and other monstrosities, it takes quite a lot to actually inspire any sort of fear into them and even then their bravery can fight it. Elite

Mage - Paladin - Wielding one handed war hammers, these armored figures act as both casters and warriors. To cast their magic they need their off hand open, causing them to not be as effective in physical combat. But they can still use holy magic to smite others,, though their offensive powers aren’t as potent as full fledged magi. Elite

Special Ranged Unit - Divine Longbows - Dressed in white cloaks with golden hems and sworn to silence as per their mantra, Divine Longbowmen are the upper-most class of archers of Archeos. Wielding six foot tall bows made of sturdy white wood they do not require material arrows and instead loose arrows of pure light at their targets. They are raised from childhood to focus entirely on their archery and focus upon Archeos values and as such are poor at fighting in melee combat. Divine Arrows will go through normal shields, or armor. Elite

Siege Weapon 1 - War Wagon - The battle wagon is a horse drawn wagon with cover and slits on the sides for those inside to aim bows out of. While moving it is hard to accurately attack but when stopped it is possible for those inside to fire at walls without fear of them being struck. Typically the horses have some armor to protect them slightly from attacks, such as bits of chain mail. As well when stopped the driver usually rests behind the wagon so that he won’t simply be killed by arrows. Divine Longbowmen are typically not used with this, as the destruction of the wagon would likely mean death to all inside. The wagons can also make trains that will act as barriers for infantry. Regular

Siege Weapon 2 - Catapult - Siege engines made of wood that launch stones distances. The catapult is used for striking walls at a distance or even hitting structures behind walls. Regular

Siege Weapon 3 - Ballista - Set up Ballista that fire large bolts for killing infantry, they can also kill mounts quite well. Regular

Healer - Priest - Priests that are focused entirely upon healing and not at all upon offense. They can create barriers which block magic and are able to heal people with their prayers. Often they wear long yellow robes and are quite kind in appearance. Despite the war around them, they are very hopeful individuals. Their mantra involves peace and healing those who are of Archeos. The Priests are renowned for being some of the greatest healers in the land and do not have any flaws when it comes to healing. Elite

Special Unit 1 - Champion - Rare units of Archeos Champions are simply the more powerful Paladins of Archeos. They are capable of smiting foes at greater distances and are more experienced in the use of swords. Their minds are completely immune to the mental effects of others, mind control, fears, nothing can change their minds. These Paladin are so rare for they are Champions of Archeos that have undergone great challenges. One of these challenges is group combat against the Chosen One. While they most certainly did not defeat him, they survived by combining their might marking them as Champions. Their longswords are drenched in light magic. Restricted

Special Unit 2 - Archon - Beings of pure light that are considered to be angelic. They carry blades of pure light that can ignore armor. Their bodies while made of light are capable of being harmed by normal means though their very form is so bright it makes accurate strikes against them nearly impossible. The Archon are also capable of using the light to cast beams of energy at foes smiting them. It is also possible for the Archon to fly. Archons are not effected by fear. Restricted

Special Unit 3 - Templar - Powerful warriors of Archeos, the Templars are nearly immune to magic. Protectors of the temples of Archeos these strong figures wield large Lucernes that are enchanted with holy light. While they are immune to magic the Templar prefer to go without too heavy of armor. With chain mail covering their bodies and a breastplate, they prefer to go without helms. It is a creed of theirs to show that they are but men and woman that wish to protect the pilgrims and faithful of Archeos. They have a strong hatred of magic not related to the light. The Templar are very resistant to being intimidated. Elite

Special Unit 4 - Soothers - Calming members of Archeos, the soothers are capable of causing units near to them to be immune to fear effects. Those that stand by these followers of the light are more confident and will even fight without fear of death. However these holy men carry no weapons and wear simple yellow robes. Restricted

Special Unit 5 - None

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - (Bounty Hunting) Judges - Also known as Jury and Executioners by some, these men and women are hardened members of the Archeos courts that are well versed in all of their laws and beliefs. Judges tend to carry war hammers that are enchanted with light magic. Their eyes glow and they tend to wear thick padded yellow cloth. Judges are resistant to magic and also are more powerful against those with demonic aspects which are inherently guilty in their eyes. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - (Battlefield) Saint - The epitome of the healing magic of Alu’Terasa that has been given to humans. These healers are able to bring others back from the very brink of death. If one had had their throat slit, limbs ripped off while having both lungs removed if the person is quickly dying but still technically alive these people can bring them back. Saints are very rare and are not allowed to engage in combat, as a matter of fact they prefer to be at the backs of battlefields. Their devotion is so pure that many decide to blind themselves yet they can always tell a faithful of Archeos from those of other nations. To heal someone of great power they must sacrifice themselves and it will require more than one to do such an act. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - (Infiltration) Executioner - Assassins of Archeos that are willing to do whatever it takes to fight evil, these deadly beings carry daggers that glow with holy light. It is difficult for them to hide among shadows but they are skilled in ambushes and prefer to kill those who oppose Archeos. They typically wear black garbs with golden trims and will often get lost in combat. However, in doing this they can often provide distractions for others while they try to kill as many heathens as possible. Demons are heavily hated by them. Elite

FIRANOS

Spear Infantry - Embers - Simple spear men of Firanos that wear red clothing to denote their faction. There is nothing remarkable about them as they’re simply standard soldiers carrying spears. Regular

Light Infantry - - Normal soldiers that wear simple clothing that is red in color, they wield short swords with one hand and wooden shields with leather coverings in their off hand. Regular

Medium Infantry - Burning Bladesmen - Warriors of Firanos that use burning weapons. While they do not cause as much bloodshed, their swords do inflict a great deal of pain and after heating enemy armor enough it will weaken. They carry longswords generally. Normally they wear leather armor. Regular

Heavy Infantry - Legionnaires - A Legion of Pike Wielding Iron Masked warriors, they were very loyal to Avertus though after his death they still operate within Firanos. Typically they wear heavy leather armor, though their faces are protected by iron masks. Unlike some of the other units in Firanos they do not use fire in any way, preferring the cold steel of their Pikes. Elite

Ranged Infantry - Archers - Archers of Firanos are not very remarkable. They’re trained well in the use of bows and typically wear red clothing to denote their nation. Typically they also carry short swords for use as back up weapons. Regular

Heavy Ranged Infantry - None

Light Cavalry - Spear Cavalry - Mounted spearmen of Firanos they are acting cavalry with the intent of charging down infantry and using momentum with a spear for kills. There is nothing remarkable about these cavalry as they are pretty standard. Regular

Heavy Cavalry - Burning Blade Cavalry - Mounted burning Bladesmen they typically wear simple iron helms. Beside that they wear padded red jackets with clothing underneath. In one hand normally they carry broadswords that are heated. While their weapons cause less bloodshed they do inflict more pain on targets and if they make contact with armor frequently enough they can weaken metals. Regular

Mage - Fire Evocator - Magi specializing in the art of summoning fire from the sky, ground, or within their own bodies, Fire Mages are dangerous units. They have a good deal of control over their fire and can essentially act as artillery lobbing down fireballs upon enemies. It is common for them to also start fires across thick grasslands or forests in battle. While their fire is hot it does not simply melt flesh, bone, or steel. However the heat and fire is more than enough to kill most men. Elite

Special Ranged Unit - Fire Archers - The famed Fire Archers of Firanos, they launch flaming arrows at their foes. It is common for them to aim further in towards the bulks of armies trying to ensure that any fires they start are away from their own lines. They are well trained in targeting siege equipment since many of them are made of wood and can easily be set ablaze. Regular

Siege Weapon 1 - War Balloon - War Balloons of Firanos that contain two man teams. They have a side mounted Ballista. One of them operates the weapon while the other uses rudimentary fire magic to drive the balloon. Regular

Siege Weapon 2 - Catapult - The catapult of Firanos is typically used to launch burning tar. Upon hitting the ground it can cause fires to spread and block areas off from infantry. It is very useful for getting men off of walls or for killing numbers of infantry that are bunched up. Regular

Siege Weapon 3 - Fire Birds - Gliders made of leathers that are normally too heavy to fly, however with the use of fire magic one can use them to stay in the air and get across the battlefield. The leathers are preserved in a way to specifically make them fire resistant so that one can use the head of fire to help stay up. Often trails of fire follow in the air behind them, and while they aren’t capable of true flight they can travel great distances. However a single tear or hole in the leather can cause them to be grounded very swiftly likely killing the user. Elite

Healer - Mender - Fire Magi that are actually not focused on offense. Instead they are capable of using fire with great precision at close range and can cauterize wounds with their fires. However aside from the stopping of bleeding, they aren’t skilled in other sorts of healing. Unfortunately their form of healing is incredibly painful. Elite

Special Unit 1 - Fire Monks - Fast moving men and women that typically wear light leathers. Every one of their punches and kicks carry fire with them making them fast moving blazing warriors. The monks are also able to breath fire, and while it has a short range it spreads wide making it more effective against numbers at extremely close range. Elite

Special Unit 2 - Talmu Rulers - The Talmu Rulers are an elite group that ride on the back of Salamander, sitting upon saddles made of their hides. The Talmu Riders have skin made of fire and can create short range fires that create long lasting clouds of smoke. Their smoke can choke others and will carry intense heats that they are capable of withstanding, though they must hold their breath when moving through the smoke. These warriors carry long spears with burning blades, and can blind opponents using their smoke casting. They are called Rulers due to the fact that in combat they prefer to control their enemy’s actions by forcing them out of positions using their smoke. Restricted

Special Unit 3 - Talmu Salamander - Large Salamander almost the size of a horse, these creatures breath thick smoke which can obscure vision and choke those around them. Their bodies are pitch black in color and are capable of using their bellies for suffocating fires. The Firanos deploy them to put out fires among their own lines so that their normal infantry do not burn to death due to possible recklessness. It’s blood is used in the creature of their leathers since boiling armor in it will make it highly resistant to fire. Due to their mostly peaceful nature these creatures require little direction as they are trained before hand to protect only Firanos soldiers from their own fires. Their hides are not particularly resistant to any weaponry though they are burning hot to the touch. It is possible for them to break thick smoke while moving backwards creating a screen through which none can see. Elite

Special Unit 4 - Djinn - Beings of pure fire, the elementals are humanoid in shape. They are able to spit, control, and summon fire from within their own bodies. Fire Elementals use their own bodies to fuel their attacks and while they are capable up close warriors they will need to be fed more fuel by the Fire Magi requiring them to get within range of the Fire Magi if they are nearly spent of everything. It is possible for them to use up so much of their own body that they kill themselves. Magic is more effective against these elementals than steel or normal weaponry. However if one can kill the fuel for the fire it may end, thus water and large amounts of thrown soil can be dangerous to them. Restricted

Special Unit 5 - Volcanoes - The more powerful variant of fire Magi, Volcanoes are capable of manipulating and launched magma through the air. However their fire is so powerful they are actually forced to wait long periods of time between attacks otherwise they can kill themselves from the heat alone. In the air magma moves slower than fire and will take time to reach a target zone. At close range they are also not effective for using their magic will very likely kill them. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Hunter(Battlefield) - Those trained in the art of slaying large creatures, the Hunters often carry pikes that end in fire as they are capable of heating their weapons with magic. Some are trained under Xuan, a focus of theirs is to kill off the mythical creatures of other nations making them less common, they especially wish to kill off those that are tamed and used for warfare. Typically they also carry nets which can be lit ablaze after throwing them onto creatures. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - (Strike Force) - Phoenix Guards - Led by Seron. The most elite units in Firanos and quite rare. Phoenix guard typically wear heavy armor, in their right hands are often burning broadswords while with their left hands they cast short range fire magic. They are capable of making very quick charges fueled by fire launching from their backs propelling them forwards, with flaming wings upon their backs it allows them to glide. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Bombers(Battlefield) - Those that use powders to create explosives and use them in battles, the bombers are able to create explosives for use. As well they carry a few powder grenades on their persons for use. However, fires are incredibly effective against them and in fact most will run at the sight of it. Piercing their containers will lessen or completely negate the explosive potential of their devices. Bombers can get into War Balloons or plant explosives in areas for later use. Talmu Salamander work well with Bombers since the Salamanders can put out fires near to them. Elite

AEREGOS

Spear Infantry - Spearmen - The spearmen of Aeregos are quick on their feet and wield long spears. Typically these fighters wear green uniforms. Regular

Light Infantry - Fencer - Wielding rapiers the soldiers of Aeregos prefer mobility and quick slashes in combat. Typically they wear tight green uniforms that allow them to be recognizable without slowing or impeding them in any way. Generally in one on one combat they are more effective but when dealing with heavily armored or numbered foes they are less effective. Regular

Medium Infantry - Monks -Unarmed warriors that move quick using the wind to guide their strikes. Each punch is enhanced by a small burst of force and while they do not wear much armor are quite deadly up close. Dodging is a favored tactic of theirs. Regular

Heavy Infantry - Guardians - Samurai like warriors, the Guardians descend from an ancient line of soldiers of Aeregos. History is quite important to them along with old teachings. In combat they wield Nodachi into combat and they wear Kabuto, Dou or do, Sode, Kote, Mengu, Haidate, Tekko, Mempo, and Suneate made of Iron and Leather. Their role is in defending against large numbers of lightly armor infantry. The weapons they wield can easily cleave through flesh and slice off body parts, though due to the design their weapons are not effective at blocking. As such they prefer to dodge. Against heavy armor they aren’t effective at all. Elite

Ranged Infantry - Archers - Aeregosian archers are trained to notice the wind easily, wind effects their arrows much less as they take it into account with every shot. Otherwise they are simply archers. Regular

Heavy Ranged Infantry - Guardian Archers - Guardians that wear the same armor but mainly use short bows, and Wakizashi for back up weapons at close range. Elite

Light Cavalry - Jouster - Riders of young wyrms, before they grow to their full size. Before the bond for life can be made they must train to ride the Wyrms even when they are young. They did not wish to use these creatures in the war at such a young age, but with how things have escalated it has been deemed necessary to deploy them in battles. The small Wyrmlings are similar in mass to horses though they are shorter, they however can climb, have scaly hides and sharp claws. The Jouster prefers to rush into combat with spears to try and skewer enemies. Regular

Heavy Cavalry - Torrents - Riders that are trained in some of the ways of the Wind Callers. With one arm they wield spears and with the other they create barriers of wind. This allows them to move quickly without any wind resistance while also protecting them from projectiles. During a charge their wind can knock aside spears or pikes, however after first making contact the shield will have to be summoned again. Elite

Mage - Wind Callers - The Magi of Aeregos, these men and women have learned to manipulate the wind and air. They can also create power winds that can cut through flesh but this requires numbers of them working together. In melee they are incredibly unskilled. Wind Callers may use their powers to give them a very slow moving form of flight though they cannot move too far from the ground. These magi are also capable of summoning Wind Elementals and controlling them, though they must remain in control otherwise the Elementals will dissolve. Elite

Special Ranged Unit - Seekers - People with some skill at using wind magic while also being excellent shot. The Seekers generally wear loose fitting clothing and sashes to aid them in noticing winds that will blow their clothing. Using the wind magic they can ensure their arrows cause a burst of force wherever they land. While this doesn’t mean their piercing power is enhance it does cause those hit by their arrows to likely get knocked over. With the enchanted arrows having this wind magic makes them slightly controllable in the air and lets them make the arrows very slightly home in on people. Elite

Siege Weapon 1 - Onager - A catapult, designed for lobbing stones over walls or for hitting them. Regular

Siege Weapon 2 - Ballista - Large wooden devices that launch bolts far distances. They are fairly accurate and can be used to hit infantry, knock men off horses, or even knock people off of walls and fortifications. Regular

Siege Weapon 3 - Pavise - Wooden shields that can be ducked behind for protection. They are set up to protect infantry from arrows and other smaller projectiles. Often they are painted to look like stones or the ground to give a sort of camouflage for archers of Aeregos to use. Regular

Healer - Channelers - Those who can work the life energy in the bodies of others, they use them to increase how quickly the body naturally recovers. Internal injuries are a specialty of theirs while they have little to deal with gaping wounds. Their control of life does not extend to offensive uses, they can also increase the endurance of a person for a short time. Often they wear long restricting robes and chant as they use their magic. Elite

Special Unit 1 - Storm Warriors - The Storm Warriors are those of Aeregos that use lightning magic. Their bodies act as lightning rods and for weapons they use Kanabo of Iron which let them direct their lightning into foes.. These warriors otherwise are like normal soldiers though they are fast with great endurance. Restricted

Special Unit 2 - Shatterers - Those who use the magic of Earth like the cliff breaker himself. These men and woman rely on brute strength and speed, gathering momentum and using stones to break armor and bones. To move at such speeds they must wear little making them open to many forms of attack, however generally one doesn’t try to stab a running bull with a knife. Breaking of enemy weapons is a common feat for these unarmed yet dangerous fighters. Elite

Special Unit 3 - Wyrm Riders - Those patient warriors of Aeregos who wish to truly test their skills go out hunting for the ancient Wyrms of the land. They do not intend to kill the mythical creatures and instead spend hours to weeks taming the creatures before returning home riding atop them. These warriors are inducted into the Order of Wind, led by Nabo himself. Normally they wield long spears and wear iron helmets but their true use comes in the form of a Dragon in the sky. Resistant to arrows at parts of their bodies, with large claws, tails, and mouths these creatures can rip apart man and armor like they are nothing. Restricted

Special Unit 4 - Aethereals - Moving gusts of winds that are summoned by the storm callers, these large elementals are capable of knocking others away and keeping projectiles from reaching infantry. Their bodies can be used to fuel an explosion of wind that knocks down nearby infantry and dismounts cavalry but it is not a fatal blast. Magic is required to defeat them unless something can break into their form, large or heavy enough to break their wind current and causing the creature to simply come apart. Restricted

Special Unit 5 - Tempest - The Tempest are deranged and chaotic Storm Callers that are far more powerful than their brethren, yet they have less control over their powers as well. These magi are very dangerous to keep in a battle and as such they rarely deploy more than one if they even do call them into battle. It is not uncommon for them to accidentally kill their own troops but often they direct their attacks towards the enemy. Many Aeregosians heavily dislike these magi. Restricted

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Wyrmborn(Strike Force) - The Wyrmborn of Aeregos are blessed by the Meragia and have taken on draconic aspects. With scaled skin, claws, and dragon wings. They are capable of tucking in their wings to hide them somewhat but are capable of short flight and gliding. Normally they only carry war picks, these warriors otherwise can easily use their clawed hands and feet for combat. With incredibly speed the Wyrmborn are able to strike quickly using their quickness for heavy initial strikes on foes. Other than their skin they wear little armor allowing them to be even more mobile. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Scholar(Treasure Hunt) - Aeregos is known for its rich history and ruins, as such they have scholars that frequently like to visit the ruins. These people are educated on the history, and often know about traps, puzzles, riddles, and navigating old ruins. Carrying scrolls, lanterns, and often times small tools they can be quite handy when looking for treasure. Regular

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Tracker(Bounty Hunt) - Trackers of Aeregos are men and women that live in the mountains and wilds. Typically they wear animal hides and carry spears as well as bows which they are both skilled in the use of. The tracker is capable of picking up recent tracks, noticing disturbed wildlife. (Flora and Fauna) Skilled in the use of both bow and spear they are handy as well for ambushing a potential target should one be found. Trackers are also capable of finding paths in the wild that might go unnoticed, they can also figure out which direction the target is likely to go in from a current position. Regular

DISGERAN

Spear Infantry - Heretics - Cannon fodder simply put. These men and women wear purple colored tunics and wield simple spears. What they lack in equipment and training they try to make up for in armor. Heretics are generally weaker than the average soldier. Regular

Light Infantry - Vultures - Called vultures due to their tendency to pick weapons up from the dead and use them. These units often wield maces, swords, and axes. Typically they also carry wooden shields and wear purple clothing with helms. Whatever faction Disgeran fought in the previous battle’s weapons for their light infantry is what the vultures will wield. Regular

Medium Infantry - Ascended - The ascended are people that show signs of corruption. Some have horns, some claws, others scales, rarely do they look fully human. They are slightly stronger and more durable than normal humans and generally wield longswords and wear human leathers. They like to rely on their demonic features in combat, head butting with horns, slashing with claws, or protecting themselves with scales.. Regular

Heavy Infantry - Blackguard - Clad in black metals the Blackguard are the backbones of most Disgeran armies. Stalwart and images of pure fear, such as their superior Cretoris. The Blackguard wear spike armor in an attempt to inspire fear in their enemies. With this they also show absolute brutality in combat and will not show any sense of morality to scare enemies around them. Typically they wield two handed maces and axes focusing on killing rather than defending themselves or others. Elite

Ranged Infantry - Heretic Archers -Heretic archers are widely inaccurate, they use numbers rather than actual accuracy. Normally they wear purple close to show that they are of Disgeran. Regular

Heavy Ranged Infantry - Crossbowmen - Crossbows are much easier to use and troops can be trained in their use more quickly. Because of this some of their more experiences soldiers are given and trained in the use of crossbows. However, while they are easier to use actually producing them can be a problem so there are nearly not as many of them as there are archers. Each of them generally wears a simple iron helm that covers the top of their head, other than that they wear light leather with purple clothing. Elite

Light Cavalry - None

Heavy Cavalry - Black Riders - A division of the Blackguard, these riders wear black and jagged armor that can cause others to become impaled upon their spikes. Each of them wield lances and ride black horses, some of which are infused with demonic energies to cause them to be more intimidating in appearance with horns on their heads like a ram. While the spikes on their armor are handy for inspiring fear and attacking, they actually make it easier to use blunt weapons against them. Restricted

Mage - Warlock - Summoners of Hellfire and Demonspawn, Warlocks may not be powerful warriors but they are an important aspect of the Disgeran military. They may summon demons, empower demons, or unleash dark and hellfire magic upon their enemies. The Warlocks are very versatile in their magic as they can join together in rituals, while working with the Prophet they are capable of even more powerful spells. Up close the Warlocks are weaker than the heretics though and can easily be killed. Elite

Special Ranged Unit - Heathens - The Ascended archers of Disgeran do not have horns or claws but they do grow wings. Because of this they can fly into the air and rain arrows down upon enemies, however their flight is limited and they need to rest after being in the air for a decent amount of time. During this time they must rest and cannot defend themselves. Elite

Siege Weapon 1 - Colossus - Colossus are large demons that are used to strike at walls and fortifications. Because of their slow movement and large bodies they are vulnerable to focused ranged attacks. With this issue in mind they often need distractions or support to really do any damage. Summoning them is incredibly taxing and just keeping one around can be dangerous. Restricted

Siege Weapon 2 - Battering Ram - A small battering ram made mostly of wood with a metal cap to it. Regular

Siege Weapon 3 - Mangonel - A catapault that has very poor accuracy and range, however it is also more powerful. Because of this it is more handy for dealing with infantry but if it is brought close to a wall it can damage one. Regular

Healer - Necromancers - Necromancers of Disgeran, by sacrificing the lives of others they can heal those they consider worth healing. Generally magically inclined members are more useful for sacrifices, and more powerful people require a lot more than just one sacrifice. Elite

Special Unit 1 - Nightmare - Creatures that are summoned, living shadows. They are very weak to magic but nearly immune to normal weaponry. Their hearts are the only material part of them but they can constantly move their hearts within their bodies. The Nightmares are capable of sending out spikes of shadow that inspire fear in the minds of those around them. Doing so will cause enemy units to be weakened or flee while it will motivate Heretics to fight with every ounce of their being. Restricted

Special Unit 2 - Infernals(Hell Spawn) - Hulking demons that are at least twice the height of a human. Each one is strong enough to rip a man in half and generally they wield large falchions and axes for cleaving through numbers of enemies. Warlocks must summon these creatures but after being summoned they can be let loose into the fold to seek out enemies. With how dull their minds are it is quite common for them to accidentally catch Disgeran troops in the crossfire. Elite

Special Unit 3 - Plague Carriers - Undead husks that are created by the Necromancers. These creatures are often armed with a simple shield and short sword, along with whatever they were wearing. They are slow moving and can be made from dead enemy units giving them a sort of disguise, however up close it is hard to mistake them for anything living. In combat they are decent but won’t last against heavy infantry but upon dying their bodies release disease into the air which weakens units around them. A cloud of green smoke comes out of them a bit after dying but not the very instant. For every one of these unit’s the Necromancers must harvest the souls of seven people. The soul of the corpse doesn’t count. Elite

Special Unit 4 - Hellhounds - Hunting wolves of the void. Hellhounds are vicious and relentless, but they are not mindless animals. They are fiends that feast upon magical energy and are nearly impervious to magical attacks. Drawn to magic users these creatures often ignore those that do not use magic of some sort and can easily be killed by normal weapons. Enchanted weapons will have little effect on them however, and may instead empower the creatures. These creatures must be summoned and then handled by non-magic users before being released into battle. If they are too close to Warlocks or Necromancers they will be unable to fight their instincts and will try to feed on the magi. Elite

Special Unit 5 - Imps - Small and tricky creatures, Imps are demons summoned by Warlocks. For them to stay a single Warlock must stay in control of them. These creatures cause a small explosion capable of injuring two people that are very close together. Simply hitting them can cause them to explode as can letting go of one’s control over them. While controlling an Imp a Warlock feels everything the Imp feels in a lessened amount. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Succubi/Incubi(Infiltrations) - Demonic beings that typically wear skin tight leathers and cloaks to hide themselves until the situation arises, the Succubi and Incubi of Disgeran are tricksters and charmers. Often they will try to lead guards away through seduction and interest before killing them quietly with daggers they carry. Those that are weak willed can be charmed by these foul beings but those that are stalwart can resist their magic. Only one at a time may be underneath the effect of a charm, and depending on how powerful it is their target may even protect them in battle. However those that are charmed are like zombies and can barely speak, or think. Often the Succubi and Incubi have scaled skin and claws, perhaps even horns upon their heads. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Dark Ranger(Infiltrations) - The Dark Rangers are a group of archers that essentially live in the shadows. Rarely are they seen let alone in clear sunlight. Darkness does not inhibit their vision in the slightest since their eyes have been enhanced to let them see with thermal vision. Each of them carry wicked black wood bows with arrows that are barbed making their removal a painful and dangerous process. While not versed in close range combat these archers are quite accurate at hitting targets that are away from heat sources. To them a soldier standing atop a wall in pitch blackness is like a big red bull’s-eye that they can’t ignore. Elite

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Doom Caller(Diplomacy) - Like Hierophind there are many Doom Callers within Disgeran. Oddly enough they are quite versed in human psychology and know how to play on the fears and concerns of others. When having a meeting they may speak up to aid in convincing others to join with Disgeran. These old figures wear dark robes and often use walking sticks to aid them. Restricted

Tolvo
07-10-2013, 05:04 AM
Sorry for the triple posts, but this is sort of like doing updates to the progress. I've run across an issue, balancing units for the Ekros. Generally each faction has a way to fight the Ekros through magic, but some factions do not. Notably, Leongarde and Scaravus have no capability of fighting the Ekros. As such the Seers I will likely have to give a sort of offensive magic, or create and offensive magic special unit to replace the Taeloron Handlers. The legendaries I liked but it just might not be enough against Ethereal beings.

So.

Disgeran - Fire, Shadow, Plague, Demon Magic.
Firanos - Fire Magic.
Aeregos - Earth, Wind, Lightning Magic.
Leongarde - Metal, Voice Magic.
Archeos - Light Magic.
Scaravus - Divination, Water Magic.

Currently Leongarde only has defensive Voice Magic, and metal magic would have no effect on beings that cannot be physically hurt. So I'll likely have to add a sound based offensive unit.
Scaravus only has healing and defensive water magic, so I'll have to think of something to give the seers or an offensive magic unit.
Aeregos can use lightning and wind against them.
Firanos actually is a concern depending upon what fire magic can effect, they're likely useless against many forms of the Ekros. So I may have to give them a more magic oriented unit that can fight the Ekros.
Disgeran, Shadow, Demon, both of those can likely effect Ekros though they may not be as powerful against them.
Archeos, light magic. Probably the most effective against the Ekros.

Some may wonder why we need balance against the Ekros, but it is simple. No one wants to lose just because they cannot win a battle. So I of course have to have at least one unit in each army that can fight each type of Ekros there is. If there are more Ekros to be deployed also E1 you should give me a heads up so that I can plan for units to in the future counter them when they are introduced.

E1Alpha
07-10-2013, 07:28 AM
I have plans to work out I think about two more general Ekro types, but the ones that are in place now will be the most common ones, so you can start working with those already.
However, don't try to balance against the Ekro too much. Their main purpose in RoW is to provide a Demon Souls style challenge to the players. Generally, if players decide to not join a battle against the Ekro, that faction is going to get punished for it by an almost instant lose.

But I can understand where you're coming from.
What I just don't want to change, is that the player is the most important part, ESPECIALLY during the Ekro battles.

Tolvo
07-10-2013, 07:53 AM
I just want to make sure that there is some way for each faction to defeat the Ekros in a battle, not necessarily on an even playing field. Just so that a person can use their own units to fight the Erkos, even if the units aren't super effective. I imagine that you'll be using Ekros of certain types depending on who is in the battle, for instance if Sogarr is against the Ekros I imagine you wouldn't put in the wind ones since he'd basically be incapable of fighting them. You'd probably go with the more physical ones so he can actually fight the Ekros. I was just planning this in case Ekros that are ethereal end up against factions that have no way of harming them.

Tolvo
07-14-2013, 09:17 AM
Now I've been adding essentially tags to help understand the functionality of the unit a bit better. Do these seem like they are proper to you E1?

LEONGARDE

Spear Infantry - Footmen - Spear and shield wielding standard infantry of Leongarde. Most wear helmets and breastplates making them more likely to survive blows than the average spearmen. The shields they carry are heater shields made of wood with leather overlaid. Their normal helm is the barbute and their chest piece a Cuirass on the front only. Regular, Long Melee(Spear), Medium Melee Damage(Spear), Medium Armor, Normal Movement

Light Infantry - Manes - Sword wielding infantry that use heater shields and straight shortswords. Usually used after the initial engagement of the spearmen, they are focused on close ranged combat. Wearing Barbutes, and Plackarts they are well suited for combat. They are dubbed Manes due to the fact that on the back of their helms are typically lion manes, to show their devotion ro Ko'Rhas. Regular, Short Melee(Shortsword), Medium Armor, Normal Movement, Medium Melee Damage

Medium Infantry - Berserkers - Clad in furs and leathers, these men are generally a bit more wild than the average soldier of Leongarde. Normally they use two handed axes and are very brutal in their assaults. Regular, Normal Movement, Light Armor, High Melee Damage(Axes), Medium Melee Range(Axes)

Heavy Infantry - Shieldguard - Shieldgarde are walking fortresses. Wielding large kite shields and Partisan with a flanged mace as back up, the Shieldgarde will generally form their shields together in lines creating walls of steel. They generally wear Bassinets, Aventail, Cuirass(Front and Back), Gauntlets, Schynbalds, and Sabatons. Elite, Heavy Armor, Medium Melee Damage(Partisan), High Melee Damage(Mace), Slow Movement, Long Melee Range(Partisan), Short Melee Range(Mace)

Ranged Infantry - Leongardian Fangs -Wearing Vambraces, Barbutes, and Brigantines. Aside from that they use standard bows and are normal archers. The Fangs of Leongarde are called such since to show their devotion many of their helms are designed to have fangs around the mouth opening. This is merely for decoration but still it makes them easy to identify. For melee they carry Stilettos. Regular, Medium Range(Bow), Medium Ranged Damage, Medium Armor, Weak Melee(Stiletto).

Heavy Ranged Infantry - Leongardian Claws - Archers that wear Barbutes, Cuirass(Front), Gauntlets, and Schynbald. They are named the claws since upon their gauntlets are usually claws designed to resemble a lion giving them a slight advance in melee. These are the more elite archers of Leongarde, those that are generally veterans that have earned better armor for themselves. Being form fangs many also have fangs upon their helms. Regular

Light Cavalry - Knights - The Knights of Leongarde prefer to fight from horseback wearing lighter armor than some of their contemporaries. They wear Barbutes, Hauberk, Spaulders, Cuirass(Front and Back), Gauntlets, Greaves, and Sabaton. As well they wield lances and heater shields, though some give up the shields so they can move just a bit faster. The Knights carry short swords for use on foot and lances on horseback, as they are capable fighters on the ground or back of a horse. Elite, Fast Movement(On Horseback), Normal Movement(On Foot), Medium Damage, Heavy Armor, Short Melee Range(Swords), long melee range(Lances)

Heavy Cavalry - Knights of the Silver Order - An order of Knights that trained underneath and alongside the Titanium Knight himself. They wear Great Helms, Gorgets, Cuirass(Front and Back), Faulds, Rerebraces, Gauntlets, Cuisse, Greaves, and Sabaton. These soldiers are often Lords or Nobles and wear the heaviest armor available to them. With Kite Shields and Lances they are dangerous foes with flanged maces as back up weapons. Even their horses wear armor making it hard to down these riders. Restricted, Heavy Armor, Fast Movement(On Horseback), Slow Movement(On Foot), Heavy Damage, Short Melee Range(Maces), Long Melee Range(Lances)

Mage - Magesmith - Mages of Leongarde that focus on Steel Evocation, the magical art of shaping Steel and metals. They are able to use their magic to form the Suit-at-Arms, control them too. Their powers also let them create weapons out of thin air, reform damaged armor and weapons, or create metal barriers. Elite, Magical, Light Armor, Weak Melee, Short Range Melee, Utility(Metal Shaping), Normal Movement.

Special Ranged Unit - Musketeers - Wielders of black powder rifles, the musketeers of Leongarde are accurate and deadly adversaries capable of picking off enemies at extreme ranges. The killing power of a musket is incredible making even heavily armored targets possible prey to the musketeers. Some of them carry short swords as back ups and generally they were fine and well fitting blue uniforms. Melee combat is not a strong point of theirs though so in such sorts of combat they have a very high mortality rate. Restricted, Extreme Range(Musket), Armor Piercing, High Ranged Damage, No Armor, Weak Melee(Sword), High Accuracy, Long Reload, Normal Speed.

Siege Weapon 1 - Siege Tower - Large mobile wooden structures, the siege tower is intended to get infantry onto enemy walls, towers, and gatehouses. With wheels, ladders inside, and a small bridge that falls from the top and onto the wall allows the siege tower to get their troops closer to the enemy. Along the front side they often put up iron plates or leathers in an attempt to protect them from fire. Often they are filled with soldiers that are protected by the wooden walls. Elite, Fire Resistant(Front), Slow Moving, Arrow Resistant, Transport, No Melee

Siege Weapon 2 - Counterweight Trebuchet - A large siege engine capable of launched three hundred pound objects great distances with incredible speed and force. These weapons are used mainly for hitting walls and other structures during sieges. They could be used to launch projectiles at a range into lines of infantry but this was not their true purpose. Regular, Extreme Range, Incredible Damage, Slight inaccuracy, Incredibly Slow Moving.

Siege Weapon 3 - Battering Ram - Large wooden battering rams set upon wheels with wooden frames and covers. Infantry must stand and use the weapon but are partially protected by the wooden cover. The ram has a steel cap making it more effective against gates. Regular, Arrow Resistant, High Damage Against Structure, Slow Movement

Healer - Alchemists - Figures that are mysterious wearing masks and long gowns. Using alchemical concoctions they manage to heal others of their injuries. They are capable of healing people from poisons, and doing other general surgical procedures. Thanks to their potions they are able to give people a higher chance of surviving their surgeries. Elite, No Armor, No Melee, Normal Movement

Special Unit 1 - Suit-at-Arms - Made by the example of the Legendary Vanguard these living suits of armor are powerful and hard to stop. Capable of marching and following orders these living suits of armor are more effective than most infantry. Stabbing them, piercing them with bolts, there is little one can do to injure them. Incapable of disobeying orders these beings will always act in the best interest of Leongarde, though Magesmiths are required to control them. Axes, Swords, Maces, they carry various sorts of weapons. Restricted, High Melee Damage(Maces), Medium Melee Damage(Axes and Swords), Heavy Armor, Non-Living(Construct), Magical

Special Unit 2 - Warlord - Magesmiths that are more versed in melee combat than they are for larger scale metal evocation. Instead they wear plate armor and wield various sorts of weapon. There is not a standard weapon for them as they reshape their weapons constantly to suit them. They are quire rare but are powerful warriors in combat. It is also possible for them to reshape their armor to fit their needs. Restricted, Normal Movement, Various Weapon Damage Types, Various Melee Weapon Ranges, Magical, Various Armor Types

Special Unit 3 - Tower Knight - Royal Guards of Leongarde that are enhanced via the runes to have incredibly strength. Wearing the heaviest armor available with large rectangular tower shields, they can make a nearly unbreakable wall of steel. Even cavalry can be knocked aside by these power houses. Their main draw back is speed, these heavily clad men are very slow moving. On the bottom of their shields are spikes which can be used to let them dig into the ground planting themselves, or for striking others with them. They are so focused on defense that the only weapon they could need are their massive shields. Their armor is specifically made of Armets, Gorgets, Cuirass(Back and Front), Faulds, Pauldrons, Rerebraces, Cowter, Gauntlets, Greaves, Cuisses, Sabatons, With padded clothing underneath and chain mail worn between the plate and cloth. Restricted, Incredibly Heavy Armor, Incredibly Resistant to Knockback, Heavy Damage Melee, Short Range Melee, Very Slow Movement

Special Unit 4 - Titan - The heaviest soldier of Leongarde, the Titans are blessed by Ko'Rhas with the form of the lion, and skin of steel. Making them steel lion warriors. Wielding massive war hammers of solid metal, they have super human strength and can crush nearly any foe. Wearing only blue tabards of Leongarde they need only their skin to protect their lion bodies. When swinging overhead they can strike the ground around them and, depending on how solid the earth is, cause those around them to stumble and fall. Titans weigh so much that even a horse colliding with them will not tip these massive warriors. With lions manes of steel, teeth that can crush bone, and claws which can rend flesh, up close they are truly deadly foes. Their down side is found in their slow movement, and the fact that their eyes and inside of their mouths are still organic. When working with Magesmiths, their mages can set up large balls of steel for the Titans to strike and launched into groups of soldiers. Their flesh also must be healed by Magesmiths, though internal organs require the work of an alchemist. Restricted, Incredibly Heavy Armor, Very Slow Movement, Very High Damage Melee, Medium Ranged Melee, Short Range Knockdown(Hammer Slam), Medium Range(Launching of Objects with Hammer), Unarmed Weapons(Claws, Teeth, Steel Flesh)

Special Unit 5 - Mouths of Ko’Rhas - Wearing long flowing blue capes while wearing chain mail armor, these warriors are leaders in their own right. However their true strength lays in the power of their booming voices. The speakers are capable of focusing their voices into low booms that are capable of knocking spells off course or even hit something with the force of their roars. As well their shouts can rally soldiers around them or even loudly give commands to the troops near to them, being heard by more than is possible for a normal human. Some see them as heroes of sorts while they wield short swords and are capable in melee though they aren’t as excellent of fighters as the Warlords or Knights. The Mouths are blessed by Ko’Rhas of course and resemble lions. Restricted, Heavy Armor, Normal Damage Melee(Short Sword), Buff(Shout), Magic Interrupt(Shout), Normal Movement, Short Range(Shout), Magical

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 1 - Lionhearted(Strike Force) - Blessed with the form of a Lion, the Lionhearted are bipedal feline humanoids with manes and powerful voices. Each of them wears chain mail covering their torsos, shoulders, and thighs. Cloth is typically worn underneath. Each one is quite fast moving with powerful legs and arms, they each also have long manes and sharp teeth. The Lionhearted carry two weapons on their hips. A morning star, and a longsword. If those weapons are lost they still have their claws to fall back upon. Each of them may roar causing those before them to be disoriented. Trees are the homes of the Lionhearted as they can easily leap from branch to branch provided their weight can be sustained. Elite, Medium Armor, Fast Movement, Tree Leaping, Disorient Attack(Roar), Medium Damage Melee(Longsword), Heavy Damage Melee(Morning Star), Medium Range Melee(Longsword), Short Range Melee(Morning Star), Unarmed Weapons(Claws, Teeth), Enhanced Strength

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 2 - Engineers(Battlefield) - Engineers can work at siege camps on the battlefield to aid in creating more siege weapons. Because of this as time goes on in battle Leongarde can increase the numbers of siege weapons they are using. Engineers can also repair fortifications in battle Regular, No Armor, Weak Melee(Tools), Normal Movement.

Strike Team/Infiltration/Battlefield/Treasure Hunting/Bounty Unit 3 - Maintainers(Battlefield - Maintainers are men and women that are fledgling Magesmiths. They are in great need of practice and talent, however using their minor magical abilities they are capable of slowly fixing armor and weaponry at close range that are made out of metal. As such they can join with lines, and soldiers with damage equipment can be cycled out while having their gear fixed by these mages. They carry Stilettos and balls of metal that they can use to aid in repairs. Working with Engineers they can also aid in repairing fortifications and siege weaponry made out of metal. Regular, Normal Movement, Weak Melee(Stiletto), No Armor, Magical

E1Alpha
07-14-2013, 10:52 AM
Looks good, but you forget to add to the Heavy Ranged Infantry :P
Other than that, these seem fine to me.

Tolvo
07-14-2013, 11:18 AM
Thanks for pointing that out, alright I'll probably be getting that done for all units some time soon while I also rename some as you've seen to give distinct units. So we don't have to keep saying Leongardian Swordsman, they can just be the Manes. I'm trying to give a more personalized and thematic feel to each unit unless I can't come up with something.

Tolvo
07-15-2013, 06:43 PM
So I'll be updating areas for Strike Forces as Targets, Infiltrations as Targets, and even battlefield targets that I can come up with. This may just be names at first but I'll be adding in the information later when I'm more awake.

Castle -

Fort -

Tower -

Trader Outpost -

Villager -

Manor House -

Walls -

Killing Field -

Mountain Pass -

Bridge -

Harbor - (Note, while we don't have naval warfare, there's no reason to leave enemy harbors along rivers standing)

Church/Monastery/Religious Building -

Gates -

Keep -

Tolvo
07-17-2013, 11:12 AM
Alright time for another Update, the first draft of the scouting units which may be changed. I should also mention I'm planning on adding rangers to Leongarde to replace their heavy archers.

Scout - Falcon - The scouts of Scaravus wear simple brown and tan cloth wrapped about their bodies. While on foot, many of them are experienced climbers and they may climbs reasonable cliffs and other such surfaces to get a bird's eye view. Many of them wear falcon feathers upon their heads and carry Javelins which they can use to ambush single targets.

Scout - Cavalier - The scouts of Leongarde are horse mounted men and women wearing typically chain mail upon their chests and a blue uniform. Their horses are decently fast and they each carry a short sword. While their armor slows them down it makes it less likely for them to be killed by simple attacks.

Scout - Recon - Simple men and women upon horses that ride ahead of the enemy to scout areas out before hand. Wearing yellow uniforms of Archeos with spears they are capable of defending themselves with their weapon. Fast moving on the back of their horses they can get from area to area in a battlefield quickly.

Scout - Sparks - Fieran scouts typically carry flint so that they may start fires for signals or sabotage against the enemy. These men and women wear simple red uniforms with leather chest pieces. Otherwise they only carry a single dagger each for defense.

Scout - Explorer - The scouts of Aeregos are men and women in simple uniforms that carry bows and arrows. Going ahead of armies they scout areas out on foot, and also like to try and ambush enemies scouts during quick skirmishes before retreating. Explorers are experienced in traveling through harsh terrain and are not slowed down by woods and other such normal areas.

Scout - Slave - The scouts of Disgeran are those that are too weak to even become heretics, those who are injured in some way are often chosen for this role. Wearing only loin cloths with a horn in hand, they rush out before battle and scout the area. Should they face opposition they are trained to blow into the animal horn which would alert Disgerans to the potential enemies in that direction. Many are slaves, those who have been conquered. Generally there is no regard kept for these soldiers, so little care is sent in their direction that they aren't even armed.

E1Alpha
07-17-2013, 06:03 PM
Looking good o.o
I almost feel like you're putting even more work into RoW than I am

Nonetheless, these guys look very fitting. I say we definatly got keepers there.

Jacogos
07-17-2013, 07:19 PM
Oh lord, should we prepare ourselves for the eventual hostile takeover of Tolvo vs E1? XD

I'm loving all if this new stuff coming in. Makes me excited to be a GM ^.^

Tolvo
07-17-2013, 07:31 PM
To be fair, I have more spare time than you likely, so I have more time to spend working on an RP on a forum. Though I've been lacking on the duty front in regards to fulfilling them lately, been helping to fix a water heater, furnace, air conditioner, while dealing with recovering and all of this in 90+ degree weather. Let's just say I've been a thorough wreck. D: But some of that stuff is done, so I'll be getting to spend more time focusing on RPA, and stuff.

By the way I should mention, I have something around 100 NPC's currently planned, but I'll be trimming that down while getting rid of ones that are overly redundant or don't add anything to stories/battles.

I'm also toying around with the units some more trying to find that nice balance, currently the Leongardians have a unit called the maintainer, a weak Magesmith focused entirely on repairing metal equipment, weapons, armor, etc. However, I'm also toying with the idea of the Mercenary. Allowing Leongarde to have mercenary units from another faction fighting alongside their units in a battle. A stipulation being that they cannot be fighting against said faction, and it can't be from Disgeran. Fighting Scaravus, bring along Burning Blades to assist you. Fighting Disgeran, bring along Skirmishers of Scaravus. I think this would add a nice dynamic as their battlefield unit, giving them an edge in battlefields. However, this could easily be broken. I was restricting it to Elites and Regulars at the very least, and regulars if Elites are too much. Though Regulars alone might not be enough. I could see Mercenaries being a bit too powerful, so if the available units alongside Leongardians is just too good I'm going to scrap that idea. I'm also planning to give Scaravus maces for the Hard Shell Warriors, which I'm also renaming to the Scarabs. And the Scarabs to Scorpion Warriors. It kind of just makes more sense to me that way. Scarabs are known for their shells, so people wearing shells would fit better. While the blessed of Scaravus also have pincers and tails, so they're clearly Scorpion Warriors. I'm also planning to give Scaravus Horseback Riders armors, to really solidify them being heavy cavalry. Rangers will also be replacing the Leongarde Armored Archers. Giving them a nice mobile and accurate unit which they could use, with slight melee capability. It also would give a nice little tie in with the Berserkers. I have also decided to give Firanos Crossbowmen as well, aside from their mages they really don't have any anti-armor. It also fits with their militaristic style if you ask me, I'm also going to be examining their regular units more since while a lot of their special units are solid, their regular units aren't much to look at. Heating blades add almost nothing on a battlefield.

Tolvo
07-18-2013, 05:33 PM
I should also mention for the Aeregosian Monks, and the Firanos Monks I've been doing a short description of their martial arts style. Which is basically the same as listing what weapon they wield. I was also wondering if maybe a name change for one might be a good idea. Preferably the Firanos ones. Have Aeregosian Monks, and Firanos Martial Artists, or something along those lines. They don't seem to really have any religious ties to them or anything, so nothing about them really screams monk.

E1Alpha
07-18-2013, 07:54 PM
Sounds about right. Martial Artists does fit Firanos much better.
And sheesh, 100+ NPCs? Seems like updating the wiki will be a big assignment xD

Tolvo
07-18-2013, 07:58 PM
I make NPC's as a hobby basically. I should also mention I have some sorts of naming conventions in place. Leongarde, traditional military names. Firanos, sort of Aggressive. Scaravus, stealth oriented, and animal oriented. Stinger Poison Archers, Pincer Horseback Archers, Fang Archers. Aeregos was going to be a bit mystical. Archeos is religious themed, Templars, Crusaders, etc. Disgeran, unholy related, Heathens, etc. That sound fine?

E1Alpha
07-18-2013, 08:58 PM
That sound perfect, mate.