Description of Races, Gods and Storyline Phases for Concepts
Moderators: Staff, Roleplay Staff
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Description of Races, Gods and Storyline Phases for Concepts
This thread will contain the information to be provided to Artists and Sculptors when doing work for Monarchy and the Tonan world.
I'll update this post with a summary of the contents as I put them into seperate posts.
Races
When creating a kingdom, a player selects which race they would like. Each race has a unique selection of troop and building names, and all are created with strengths and weaknesses in the 6 main statistical categories ; War Offence, War Defence, Sorcery, Thievery, Tithe Bonus and Fort Strength. In many cases the classic stereotypes will suffice for the different racial troop types, however in some cases there are speciality deviations from classic representations, and these will be described. All races should have a slightly darker twisted edge to them. War is, after all, not pleasant. In game there is a troop cap that is based on a cash amount, when talking about cost and value for offence or defence, this is based on the cap. Cheaper means you can have more of them at once.
Human
Elven
Goblin
Droben
Vampire
Elemental
Sidhe
Centaur
Dwarven
Wraith (Yet to be Introduced)
Gods, Prophets and Mortal Kings
Through the various eras of the storyline there are always factions for the player to select between. The basic premiss of the game is a faith war between the various factions in power at the time. Usually the factions are gods, however in the case of the Interim and Mortal King era's the factions are actually mortals.
Olandar (Father of the Gods)
Adrastria (The Dark Lady / Mother of the Gods / Yet to be Introduced)
Angelique (Elder Goddess)
Barnabas (Elder God)
Leto (Elder God)
Oleana (Ascended Goddess)
Mina (Prophetess)
Diman (Prophet)
Solas (Prophet)
Foret (New Trinity God)
Isonia (New Trinity Goddess)
Darden (New Trinity God)
The Storyline So Far
Murder in Heaven
Goddess Ascendant
Interim : Prophecy of Redemption
The New Trinity
The War in Heaven
The Mortal King
Prologue : Good and Evil (Yet to be Introduced)
The Dark Lady Returns (Yet to be Introduced)
Misc
Unusual Weapons
Reserved
Reserved
Discussion
Start of Discussion, Comments etc
I'll update this post with a summary of the contents as I put them into seperate posts.
Races
When creating a kingdom, a player selects which race they would like. Each race has a unique selection of troop and building names, and all are created with strengths and weaknesses in the 6 main statistical categories ; War Offence, War Defence, Sorcery, Thievery, Tithe Bonus and Fort Strength. In many cases the classic stereotypes will suffice for the different racial troop types, however in some cases there are speciality deviations from classic representations, and these will be described. All races should have a slightly darker twisted edge to them. War is, after all, not pleasant. In game there is a troop cap that is based on a cash amount, when talking about cost and value for offence or defence, this is based on the cap. Cheaper means you can have more of them at once.
Human
Elven
Goblin
Droben
Vampire
Elemental
Sidhe
Centaur
Dwarven
Wraith (Yet to be Introduced)
Gods, Prophets and Mortal Kings
Through the various eras of the storyline there are always factions for the player to select between. The basic premiss of the game is a faith war between the various factions in power at the time. Usually the factions are gods, however in the case of the Interim and Mortal King era's the factions are actually mortals.
Olandar (Father of the Gods)
Adrastria (The Dark Lady / Mother of the Gods / Yet to be Introduced)
Angelique (Elder Goddess)
Barnabas (Elder God)
Leto (Elder God)
Oleana (Ascended Goddess)
Mina (Prophetess)
Diman (Prophet)
Solas (Prophet)
Foret (New Trinity God)
Isonia (New Trinity Goddess)
Darden (New Trinity God)
The Storyline So Far
Murder in Heaven
Goddess Ascendant
Interim : Prophecy of Redemption
The New Trinity
The War in Heaven
The Mortal King
Prologue : Good and Evil (Yet to be Introduced)
The Dark Lady Returns (Yet to be Introduced)
Misc
Unusual Weapons
Reserved
Reserved
Discussion
Start of Discussion, Comments etc
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Human
Humans are the generic average choice, not hugely strong in any one type of play, but also not weak. As far as the 6 racial statistics go, they score 3/5 for war offence, war defence, sorcery, tithe bonus and fortresses. They have a slight edge towards thievery, scoring 4/5. In game, humans also have a bonus in that they can send a caravan of money to an ally twice as often as all the other races.
In general have a more negative view of humanity in mind in order to give the figures a bit more of a dark edginess to them. For example stubble rather than perfectly groomed. Arrogance and pride, rather than honour and chivalry. For skin colour and build, think more towards the Nordic peoples, pale skin, from medium to well built. Unlike the Nordic peoples, hair colour ranges through the standard brown, orange, yellow, black etc. Human weapons and armour should be well crafted, but functional rather than fancy.
In addition to the single thievery troop (Thieves), they have two infantry troop types (Footsoldiers and Pikemen) and two mounted troop types (Knights and Dragons).
Footsoldiers are the cheapest of the Human troops (1320 gold) enabling them to be purchased in high numbers, and are poised towards offence rather than defence. With a 10,000 gold cap you could have 7 of them with 960 gold space left. They work out as a humans 2nd best offensive troop type. They would tend to be lightly armoured (leather and chain mix) with dual weapons.
Pikemen are slightly more expensive than Footsoldiers (2000 gold), but still pretty cheap. Unlike footsoldiers they are primarily defensive in their role. With a 10,000 gold cap you could have 5 of them with 0 gold space left. Pikemen are actually a Humans best choice when it comes to defensive troops. They would be heavily armoured (chain and plate mix) with pikes and secondary swords.
Knights are the first of the cavalry troops and work out costing a bit more than 3x footsoldiers, or 2x pikemen to hire (4500 gold). With a 10,000 gold cap you could have 2 of them with 1000 gold space left. They are mounted on armoured horses and are the second best value defensive troop type. They would be heavily armoured (full plate) with sword and shield. Horses would be armoured in a mixture of chain and plate.
Dragons are the most expensive of the human cavalry troops and work out costing about the same as a footsoldier and a knight, or 2x pikemen (6080 gold). With a 10,000 gold cap you could have 1 of them with 3920 gold space left.. They are ridden by human dragon-knights and are the best available offensive troop. Dragon-knights would be outfitted in a more ornate heavy armour (full plate) complete with cape, and armed with a great-sword and side arm crossbow. The dragons themselves should be inspired by the following style http://www.pern.nl/art_gallery/official/roe.html
Thieves should be lightly armoured in leather, with hooded shabby capes to blend better with the serfs. They would be armed with multiple short-bladed weapons like daggers and throwing knives, and equipped with a sturdy and functional spyglass.
Humans are the generic average choice, not hugely strong in any one type of play, but also not weak. As far as the 6 racial statistics go, they score 3/5 for war offence, war defence, sorcery, tithe bonus and fortresses. They have a slight edge towards thievery, scoring 4/5. In game, humans also have a bonus in that they can send a caravan of money to an ally twice as often as all the other races.
In general have a more negative view of humanity in mind in order to give the figures a bit more of a dark edginess to them. For example stubble rather than perfectly groomed. Arrogance and pride, rather than honour and chivalry. For skin colour and build, think more towards the Nordic peoples, pale skin, from medium to well built. Unlike the Nordic peoples, hair colour ranges through the standard brown, orange, yellow, black etc. Human weapons and armour should be well crafted, but functional rather than fancy.
In addition to the single thievery troop (Thieves), they have two infantry troop types (Footsoldiers and Pikemen) and two mounted troop types (Knights and Dragons).
Footsoldiers are the cheapest of the Human troops (1320 gold) enabling them to be purchased in high numbers, and are poised towards offence rather than defence. With a 10,000 gold cap you could have 7 of them with 960 gold space left. They work out as a humans 2nd best offensive troop type. They would tend to be lightly armoured (leather and chain mix) with dual weapons.
Pikemen are slightly more expensive than Footsoldiers (2000 gold), but still pretty cheap. Unlike footsoldiers they are primarily defensive in their role. With a 10,000 gold cap you could have 5 of them with 0 gold space left. Pikemen are actually a Humans best choice when it comes to defensive troops. They would be heavily armoured (chain and plate mix) with pikes and secondary swords.
Knights are the first of the cavalry troops and work out costing a bit more than 3x footsoldiers, or 2x pikemen to hire (4500 gold). With a 10,000 gold cap you could have 2 of them with 1000 gold space left. They are mounted on armoured horses and are the second best value defensive troop type. They would be heavily armoured (full plate) with sword and shield. Horses would be armoured in a mixture of chain and plate.
Dragons are the most expensive of the human cavalry troops and work out costing about the same as a footsoldier and a knight, or 2x pikemen (6080 gold). With a 10,000 gold cap you could have 1 of them with 3920 gold space left.. They are ridden by human dragon-knights and are the best available offensive troop. Dragon-knights would be outfitted in a more ornate heavy armour (full plate) complete with cape, and armed with a great-sword and side arm crossbow. The dragons themselves should be inspired by the following style http://www.pern.nl/art_gallery/official/roe.html
Thieves should be lightly armoured in leather, with hooded shabby capes to blend better with the serfs. They would be armed with multiple short-bladed weapons like daggers and throwing knives, and equipped with a sturdy and functional spyglass.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Elven
The Elves are good at sorcery (4/5) and war defence (4/5), average at scum (3/5), tithe (3/5) and fort strength (3/5) and poor at war offence (2/5). In game they also have an advantage allowing them to cast the fog spell remotely onto other kingdoms.
In general (other than the Drow) the Elves are your classic woodland style elf with a light brown/golden skin tone, and golden or brown hair (or shades between). The Drow are different in that they have a pale skin tone, and generally black hair. All elves are quite lithe and athletic in body shape, have the classic pointed ears, and are without facial hair. Elven weapons and armour have superior craftsmanship and are generally thinner and lighter with ornate detailing. The elves are also quite arrogant, but also have a slight nobility and soft edge to them.
They also have 2 infantry troop types (Rangers and Archers) and 2 cavalry troop types (Wardens and Griffons) plus 1 thievery troop (Drow).
Rangers are the cheapest Elven troop type (1500 gold) and also the best value defensive option. With a 10,000 gold cap you could have 6 of them with 1000 gold space left. They should have ornate plate armour, fancy shields and swords.
Archers are a little bit more expensive than Rangers and are the best value offensive troop option (1800 gold). With a 10,000 gold cap you could have 5 of them with 1000 gold space left. They should also have ornate plate armour, but not full body coverage to allow for better movements. Primary weapon would be longbow and a quiver of arrows. Secondary weapons would be swords.
Wardens cost a bit more than 3x Rangers, or 2.5 Archers. They are the second best offensive option(4800 gold). With a 10,000 gold cap you could have 2 of them with 400 gold space left. They should have full plate armour (ornate like the others) and a cloak. Like the archers they dual wield sword and longbow. They are mounted on horses with a light saddle and bridle. Horses are not armoured.
Griffons cost a bit more than 4x Rangers, a bit less than a Ranger and a Warden, or 3x Archers (6200 gold). They are the second best defensive option. With a 10,000 gold cap you could have 1 of them with 3800 gold space left. Griffons are winged mythical beasts with the body of a lion and the head of an eagle. They are ridden by Wardens.
Drow are dark elves or night elves. Generally cloaked and hooded they are armed with swords, daggers, throwing knives. The armour under the cloak is less fancy, but still well made plate. They should also be equipped with a spyglass (of elven design).
The Elves are good at sorcery (4/5) and war defence (4/5), average at scum (3/5), tithe (3/5) and fort strength (3/5) and poor at war offence (2/5). In game they also have an advantage allowing them to cast the fog spell remotely onto other kingdoms.
In general (other than the Drow) the Elves are your classic woodland style elf with a light brown/golden skin tone, and golden or brown hair (or shades between). The Drow are different in that they have a pale skin tone, and generally black hair. All elves are quite lithe and athletic in body shape, have the classic pointed ears, and are without facial hair. Elven weapons and armour have superior craftsmanship and are generally thinner and lighter with ornate detailing. The elves are also quite arrogant, but also have a slight nobility and soft edge to them.
They also have 2 infantry troop types (Rangers and Archers) and 2 cavalry troop types (Wardens and Griffons) plus 1 thievery troop (Drow).
Rangers are the cheapest Elven troop type (1500 gold) and also the best value defensive option. With a 10,000 gold cap you could have 6 of them with 1000 gold space left. They should have ornate plate armour, fancy shields and swords.
Archers are a little bit more expensive than Rangers and are the best value offensive troop option (1800 gold). With a 10,000 gold cap you could have 5 of them with 1000 gold space left. They should also have ornate plate armour, but not full body coverage to allow for better movements. Primary weapon would be longbow and a quiver of arrows. Secondary weapons would be swords.
Wardens cost a bit more than 3x Rangers, or 2.5 Archers. They are the second best offensive option(4800 gold). With a 10,000 gold cap you could have 2 of them with 400 gold space left. They should have full plate armour (ornate like the others) and a cloak. Like the archers they dual wield sword and longbow. They are mounted on horses with a light saddle and bridle. Horses are not armoured.
Griffons cost a bit more than 4x Rangers, a bit less than a Ranger and a Warden, or 3x Archers (6200 gold). They are the second best defensive option. With a 10,000 gold cap you could have 1 of them with 3800 gold space left. Griffons are winged mythical beasts with the body of a lion and the head of an eagle. They are ridden by Wardens.
Drow are dark elves or night elves. Generally cloaked and hooded they are armed with swords, daggers, throwing knives. The armour under the cloak is less fancy, but still well made plate. They should also be equipped with a spyglass (of elven design).
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Goblin
Goblin are a little more complicated, as they do not actually include goblins. Goblinoid would be a better description. Goblin have a clear bias towards war. They are good at war offence (4/5), war defence (4/5) and fort strength (4/5), but are poor at scum (2/5), sorc (2/5) and tithe (2/5). In game, due to their low sorcery skill they are unable to cast the fog spell. They also have a special bonus that randomly occurs called Kobold rage, which increases the offensive power of the kobold troops.
In general goblins should look like variations of Orc artwork, in different sizes and builds. They should have the sort of floppy lopsided pointed ears introduced in the LoTR films (http://www.otherlandtoys.co.uk/lotrOrc800.jpg)
but facially be much more classic orc (http://www.thevikingstore.co.uk/ekmps/s ... 1887-p.jpg)
Goblins are all born in buried egg sacks, the location, depth, duration of burial determine what sub-species develops. The only real difference to the norm are the kobolds which have been corrupted with lizard DNA creating a slightly modified goblinoid. Goblin armour and weapons look poorly made, but are highly functional and dangerous. Aesthetically they are intended to look scary with spikes, strange shapes, and additional bladed edges.
All goblin troops would be classified as Infantry, increasing in size as you work from the smallest (Kobolds), to the largest (Giants).
Kobolds are the cheapest troop type in the game (960 gold), and also one of the smallest. They also happen to be the best offensive choice making them one of the best offensive troops available to any race. With a 10,000 gold cap you could have 10 of them with 400 gold space left. Kobolds are small goblinoids standing about 4 foot tall, they are highly aggressive with good upper body strength. They are found dual wielding large bladed weapons. Grown in egg-sacks located near large lizard populations, they retain some of the classic goblinoid shape, but also take on lizard characteristics. They are slightly scaly and have dinosaur-esque tails. They also have a lizard like beak. A poor example would be this image (http://images.wikia.com/mystara/images/e/ec/Kobold.jpg) however the Kobolds of Tonan are better built, much more aggressive, and frilled like a dilophosaurus (http://4.bp.blogspot.com/_8BrkZ9skZWs/S ... 5B1%5D.jpg) or a frilled lizard (http://1.bp.blogspot.com/-3MKtlud42wQ/T ... Lizard.jpg)
Orcs, although still cheap, are more than twice the price of Kobolds (2200 gold). The are the 2nd best value defensive troop available to goblins. With a 10,000 gold cap you could have 4 of them with 1200 gold space left. Orcs stand about the same height as a Human or Elf and are heavily armoured in full plate. Tonan Orcs should be pictured with a duelling shield, which is a medieval shield that is also used as a weapon (see Unusual Weapons). The shape I've decided on the the Orc style duelling shields is as follows (http://www.monarchygame.com/images/duelingshields.jpg) The longest ones being the standard two handed style in the duelling shield video, the smaller ones being single handing twin shields.
Trolls are a little over twice the price of Orcs and more then 4.5 times the price of Kobolds (4500 gold). They are the best defensive option available to Goblin players. This makes them one of the best defences in game. With a 10,000 gold cap you could have 2 of them with 1000 gold space left. Trolls stand 8 to 10 feet tall and are overweight (fat-ish bellies). They are like sumo's in the context that they are also very muscled under the fat. They are armed with huge shields and blunt weapons. Blunt weapons would include brutal clubs with spikes, but not bladed sections.
Giants come up just under the price of 3x Orcs (6440 gold). They are the second best offensive troop type available for goblins. With a 10,000 gold cap you could have 1 of them with 3560 gold space left. Standing 12 to 15 feet tall and armed with huge bladed weapons. Rather than your classic stereotypical giants, Tonan giants are intelligent and aggressive with it.
Scamps are the goblins thievery troop type. They stand 4 foot tall like the kobolds, but are more traditionally goblinoid in appearance. Having not seen many images of small caped goblinoids, I'm not 100% sure how best to depict them and get the thief nature over. They definitely need to be armed with the classic thief weapons and tools (as per the human and elven thief troops)
Goblin are a little more complicated, as they do not actually include goblins. Goblinoid would be a better description. Goblin have a clear bias towards war. They are good at war offence (4/5), war defence (4/5) and fort strength (4/5), but are poor at scum (2/5), sorc (2/5) and tithe (2/5). In game, due to their low sorcery skill they are unable to cast the fog spell. They also have a special bonus that randomly occurs called Kobold rage, which increases the offensive power of the kobold troops.
In general goblins should look like variations of Orc artwork, in different sizes and builds. They should have the sort of floppy lopsided pointed ears introduced in the LoTR films (http://www.otherlandtoys.co.uk/lotrOrc800.jpg)
but facially be much more classic orc (http://www.thevikingstore.co.uk/ekmps/s ... 1887-p.jpg)
Goblins are all born in buried egg sacks, the location, depth, duration of burial determine what sub-species develops. The only real difference to the norm are the kobolds which have been corrupted with lizard DNA creating a slightly modified goblinoid. Goblin armour and weapons look poorly made, but are highly functional and dangerous. Aesthetically they are intended to look scary with spikes, strange shapes, and additional bladed edges.
All goblin troops would be classified as Infantry, increasing in size as you work from the smallest (Kobolds), to the largest (Giants).
Kobolds are the cheapest troop type in the game (960 gold), and also one of the smallest. They also happen to be the best offensive choice making them one of the best offensive troops available to any race. With a 10,000 gold cap you could have 10 of them with 400 gold space left. Kobolds are small goblinoids standing about 4 foot tall, they are highly aggressive with good upper body strength. They are found dual wielding large bladed weapons. Grown in egg-sacks located near large lizard populations, they retain some of the classic goblinoid shape, but also take on lizard characteristics. They are slightly scaly and have dinosaur-esque tails. They also have a lizard like beak. A poor example would be this image (http://images.wikia.com/mystara/images/e/ec/Kobold.jpg) however the Kobolds of Tonan are better built, much more aggressive, and frilled like a dilophosaurus (http://4.bp.blogspot.com/_8BrkZ9skZWs/S ... 5B1%5D.jpg) or a frilled lizard (http://1.bp.blogspot.com/-3MKtlud42wQ/T ... Lizard.jpg)
Orcs, although still cheap, are more than twice the price of Kobolds (2200 gold). The are the 2nd best value defensive troop available to goblins. With a 10,000 gold cap you could have 4 of them with 1200 gold space left. Orcs stand about the same height as a Human or Elf and are heavily armoured in full plate. Tonan Orcs should be pictured with a duelling shield, which is a medieval shield that is also used as a weapon (see Unusual Weapons). The shape I've decided on the the Orc style duelling shields is as follows (http://www.monarchygame.com/images/duelingshields.jpg) The longest ones being the standard two handed style in the duelling shield video, the smaller ones being single handing twin shields.
Trolls are a little over twice the price of Orcs and more then 4.5 times the price of Kobolds (4500 gold). They are the best defensive option available to Goblin players. This makes them one of the best defences in game. With a 10,000 gold cap you could have 2 of them with 1000 gold space left. Trolls stand 8 to 10 feet tall and are overweight (fat-ish bellies). They are like sumo's in the context that they are also very muscled under the fat. They are armed with huge shields and blunt weapons. Blunt weapons would include brutal clubs with spikes, but not bladed sections.
Giants come up just under the price of 3x Orcs (6440 gold). They are the second best offensive troop type available for goblins. With a 10,000 gold cap you could have 1 of them with 3560 gold space left. Standing 12 to 15 feet tall and armed with huge bladed weapons. Rather than your classic stereotypical giants, Tonan giants are intelligent and aggressive with it.
Scamps are the goblins thievery troop type. They stand 4 foot tall like the kobolds, but are more traditionally goblinoid in appearance. Having not seen many images of small caped goblinoids, I'm not 100% sure how best to depict them and get the thief nature over. They definitely need to be armed with the classic thief weapons and tools (as per the human and elven thief troops)
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Droben
Droben are the best offensive war race in the game, second to none. However, due to being strong in war offence (5/5), they are weaker in several other areas. Droben are average when it comes to War Defence(3/5), Scum(3/5) and Tithe(3/5) and poor in sorc(2/5) and forts(2/5). For a poor sorc race, droben are a little strange, in that they have bonus that gives the best summoned troops in the game.
Droben could work out a little complicated as they are a custom race that have official descriptions, however in some case those descriptions are a little hard to visualise. At the most basic, Droben are rock giants / rock elementals. The easiest way to get around the confusion that you might find when dealing with 1 or 2 of the types of droben, is to consider that, as a race, they were hidden away in the mountains for a long time and only discovered relatively recently. With nothing else like them for context, the human that described them may have made mistakes or assumptions based on what he though he was seeing. I'll quote the descriptive sections, but the 'intro to droben' story can be found here in it's entirety.
http://monarchygame.com/boards/viewtopi ... 071#p18895
Ingin are the cheapest droben troop (1440 gold) and are one of the better offensive troops available, equating to the best offensive troops for war races with 4/5 for offence. You'd get 6 of them in the 10,000 cap with 1360 to spare. They are made from a dark reddish brown rock called Inginite and stand about 8 feet tall.
http://www.monarchygame.com/images/OpulentWIP2.jpg
They stand 8 to 9 feet tall and are made from lead.
Droben are the best offensive war race in the game, second to none. However, due to being strong in war offence (5/5), they are weaker in several other areas. Droben are average when it comes to War Defence(3/5), Scum(3/5) and Tithe(3/5) and poor in sorc(2/5) and forts(2/5). For a poor sorc race, droben are a little strange, in that they have bonus that gives the best summoned troops in the game.
Droben could work out a little complicated as they are a custom race that have official descriptions, however in some case those descriptions are a little hard to visualise. At the most basic, Droben are rock giants / rock elementals. The easiest way to get around the confusion that you might find when dealing with 1 or 2 of the types of droben, is to consider that, as a race, they were hidden away in the mountains for a long time and only discovered relatively recently. With nothing else like them for context, the human that described them may have made mistakes or assumptions based on what he though he was seeing. I'll quote the descriptive sections, but the 'intro to droben' story can be found here in it's entirety.
http://monarchygame.com/boards/viewtopi ... 071#p18895
Ingin are the cheapest droben troop (1440 gold) and are one of the better offensive troops available, equating to the best offensive troops for war races with 4/5 for offence. You'd get 6 of them in the 10,000 cap with 1360 to spare. They are made from a dark reddish brown rock called Inginite and stand about 8 feet tall.
Nubash are about 1.5 times the price of Ingin (2250 gold) and are the secondary defensive option for the droben. You'll get 4 of them in the 10,000 cap with 1000 gold left over. They are made from a dark blue rock and stand about the same height as a human. They also 'seem' to be covered in scales protecting the entire body (but these are made from rock not scale).The red rock of the cavern Silan’a is said to be carved from the hardest rock found in the deepest recesses of the earth, Inginite. The beings that bear the name resemble it more than just in color. They stand above an ordinary human by at least four hand spans and their dark reddish brown coloring provides them natural camouflage. The stalwart soldiers of the race, they move with a slow solid pace, advancing or retreating. This does leave them at a slight disadvantage to the quicker, more agile opponents, but it is easily overcome with their unending persistence and stamina.
Bunar are the best offensive choice for droben, which makes them the best offensive troop type in the whole game. They cost a little less than the price of 2x Nubash (4320 gold), giving you 2 of them in the 10k cap with 1360 gold space left over. They are also the most confusing when it comes to description and the hardest to visualise. They are basically like a centaur but made out of rock, however, where a centaur has the human-like chest and head section replacing the head of a horse, the bunar has it at the rear where the centaur tail would be. They would needs to have quite long arms to compensate for the large area of body in front of them, and that section ought to have rock like spikes and plates making them a bit like a living ram (siege engine)Unlike their cousin, the Ingins, these creatures were originally crafted for a defensive role. Like an armadillo, they have thick, moving scales that easily cover their body and project around them to provide an almost impervious protection. A blue-black color blends them into the night and the cold-blooded nature of the creatures, like their cousin the Ingin, makes them almost invisible to infravision. Standing about the same size as a human, they are a very formidable defensive force. They do have difficulty-wielding weapons and thusly, are used almost purely for defensive stances. Their faces, not quite humanoid in shape, have sunken eyesockets and extended cheekbones. Their nose is two slits in the face, covered by a slight porous skin flap.
Opulents are the best defensive choice for droben, they come in at a little more than the price of 4 Ingin (6000 gold), meaning you only get 1 in the 10k cap but have a good 4000 gold left over. Fortunately the easiest to visualise as I already have a bit of black and white concept art for one.The Bunar are four legged brutes that have evolved into efficient killing machines. Unlike the Centaur, these four-legged beasts have the head at the back end of their body. Using weapons designed specifically for their body shape, these seven feet tall creatures can be the most deadly beasts in a battle.
http://www.monarchygame.com/images/OpulentWIP2.jpg
They stand 8 to 9 feet tall and are made from lead.
Shakes are the thievery troop for the droben and are basically spiders made from rock. They are highly intelligent and able to manipulate and hold objects or tools with their legs if required, but don't generally carry weapons. Size-wise they are hard to describe as the legs obviously add much to them. I'd estimate (for the central body and head section) about 1 foot diameter and 2.5 foot length. Think tarantula with regards to legs compared to body.The rumble of earth and the tremble of a wall – it could be an Opulent walking into your room. Standing only eight feet tall, they are mostly lead, heavy, and dumb. Most of their reputation comes from the fact that they never realize their true strength, thus always causing damage, no matter their intentions. But those that do realize their potential quickly capitalize on it. Massive arms, brutal legs, and the throwing power of a dozen men all add to their arsenal. They can, and have, withstood full armies in the tunnels of Tonan.
Have you ever seen a small beetle skitter across the floor; the little legs clattering against the stone, the chitterling of a bone on bone mandibles causing you to wonder what it would feel like to be bitten? Those weren’t Shakes. Shakes are silent. Their eight legs end in soft calloused skin, pudgy at birth and pushed into soft soundless pads through daily walking as a youngling. Their mandibles protrude three-four inches from their introverted mouth, menacing under the five bulbous eyes set in a circle above it. 360-degree vision and a bite that can sever hands has proven to be a very effective thief’s tool.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Vampire
Vampire are one of the better races because their skills work very well together to protect them from the three forms of attack (war, sorc scum). They are the best race in the game for fortress strength (5/5) and are good with scum (4/5) and sorc (4/5). In other aspects they are weaker, having average war attack (3/5), poor war defence (2/5) and a terrible tithe bonus (1/5).
Any of the mortal flesh races can be turned into a Vampire (Human, Elven, Goblin, Dwarven, and Centaur), for the purposes of the pictures stick wit Humans or Elven hosts. The different types of vampire are based around clan, clans are picked based on the skills and preferences of the vampire. Of all the races Vampire have the most concept example to work from, including a range of miniatures already in production, and a few concept sketches.
http://tablewarfare.com/the-immortal-flute.htm
Vampire weapons and armour have the advantage of being able to draw on skills from the various races that can become vampires. They have a slight elven feel to the armour, but the weapons have a more human/goblin feel to them.
Mullo are a sect of vampires who prefer to remain closer to their nests but will defend it with their lives. They are the cheapest (1500 gold) and the best choice for defence. The example 10k cap would have space for 6 mullo with 1000 gold to spare. The mullo vampire also utilise duelling shields, but have a much more refined design than the orc versions (see Unusual Weapons). The following concept sketch includes a couple of mullos.
http://www.monarchygame.com/images/mull ... re_wip.jpg
Lamia are an offensive sect of vampires who go out into the world openly. They are a little more expensive than Mullo (1920 gold) and are the 2nd best choice for offence. A 10k cap would have room for 4 lamia with only 400 gold remaining. Below are a couple of examples of existing miniatures plus finished concept sketches for new lamia miniatures.
http://tablewarfare.com/silas-stormwarden.htm
http://tablewarfare.com/vigor-the-blade-master.htm
http://www.monarchygame.com/images/fema ... ampire.jpg
http://www.monarchygame.com/images/male ... ampire.jpg
Raksasa are vampires of those who were magic users, they are especially strong in the arts of illusion and necromancy. Also tending to stay close to the nest, raksasa are the 2nd best defensive option, costing a bit more than 3 mullo (4500 gold). The 10k cap example would have 1000 gold spare after hiring 2 raksasa. We have the one existing vampire necromancer who would be considered a raksasa, along with some existing concepts.
http://tablewarfare.com/immortal-necromancer.htm
http://www.monarchygame.com/images/male ... ampire.jpg
http://www.monarchygame.com/images/fema ... ampire.jpg
Wampyr are pure-blood vampires who were born as vampire. Coming in at more than the price of 4 mullo (6200 gold) you can only fit 1 in a 10k cap, with 3800 gold remaining. They are the best choice for offence. Unlike the other vampires which take their basic body shape from the race that was turned, the wampyr are larger (standing 8 feet tall) and stronger, more like fleshy winged vampire demons. These examples are from google image searches and we do not own any rights, but they give the right sort of impression for how I imaging the pure-blood to look.
http://artofguti.blogspot.co.uk/2012/01 ... ished.html
http://fc00.deviantart.net/fs70/i/2012/ ... 4yckf3.jpg
Aswang are the silent type, aggressive in their blood lust, but sticking to the shadows. They perform well as thieves and assassins. The immortal flute are a mercenary band of assassins, so contain a few examples of vampire who would be considered as aswang.
http://tablewarfare.com/islia-darlight.htm
http://tablewarfare.com/immortal-assassin.htm
http://tablewarfare.com/immortal-assassin-hooded.htm
Vampire are one of the better races because their skills work very well together to protect them from the three forms of attack (war, sorc scum). They are the best race in the game for fortress strength (5/5) and are good with scum (4/5) and sorc (4/5). In other aspects they are weaker, having average war attack (3/5), poor war defence (2/5) and a terrible tithe bonus (1/5).
Any of the mortal flesh races can be turned into a Vampire (Human, Elven, Goblin, Dwarven, and Centaur), for the purposes of the pictures stick wit Humans or Elven hosts. The different types of vampire are based around clan, clans are picked based on the skills and preferences of the vampire. Of all the races Vampire have the most concept example to work from, including a range of miniatures already in production, and a few concept sketches.
http://tablewarfare.com/the-immortal-flute.htm
Vampire weapons and armour have the advantage of being able to draw on skills from the various races that can become vampires. They have a slight elven feel to the armour, but the weapons have a more human/goblin feel to them.
Mullo are a sect of vampires who prefer to remain closer to their nests but will defend it with their lives. They are the cheapest (1500 gold) and the best choice for defence. The example 10k cap would have space for 6 mullo with 1000 gold to spare. The mullo vampire also utilise duelling shields, but have a much more refined design than the orc versions (see Unusual Weapons). The following concept sketch includes a couple of mullos.
http://www.monarchygame.com/images/mull ... re_wip.jpg
Lamia are an offensive sect of vampires who go out into the world openly. They are a little more expensive than Mullo (1920 gold) and are the 2nd best choice for offence. A 10k cap would have room for 4 lamia with only 400 gold remaining. Below are a couple of examples of existing miniatures plus finished concept sketches for new lamia miniatures.
http://tablewarfare.com/silas-stormwarden.htm
http://tablewarfare.com/vigor-the-blade-master.htm
http://www.monarchygame.com/images/fema ... ampire.jpg
http://www.monarchygame.com/images/male ... ampire.jpg
Raksasa are vampires of those who were magic users, they are especially strong in the arts of illusion and necromancy. Also tending to stay close to the nest, raksasa are the 2nd best defensive option, costing a bit more than 3 mullo (4500 gold). The 10k cap example would have 1000 gold spare after hiring 2 raksasa. We have the one existing vampire necromancer who would be considered a raksasa, along with some existing concepts.
http://tablewarfare.com/immortal-necromancer.htm
http://www.monarchygame.com/images/male ... ampire.jpg
http://www.monarchygame.com/images/fema ... ampire.jpg
Wampyr are pure-blood vampires who were born as vampire. Coming in at more than the price of 4 mullo (6200 gold) you can only fit 1 in a 10k cap, with 3800 gold remaining. They are the best choice for offence. Unlike the other vampires which take their basic body shape from the race that was turned, the wampyr are larger (standing 8 feet tall) and stronger, more like fleshy winged vampire demons. These examples are from google image searches and we do not own any rights, but they give the right sort of impression for how I imaging the pure-blood to look.
http://artofguti.blogspot.co.uk/2012/01 ... ished.html
http://fc00.deviantart.net/fs70/i/2012/ ... 4yckf3.jpg
Aswang are the silent type, aggressive in their blood lust, but sticking to the shadows. They perform well as thieves and assassins. The immortal flute are a mercenary band of assassins, so contain a few examples of vampire who would be considered as aswang.
http://tablewarfare.com/islia-darlight.htm
http://tablewarfare.com/immortal-assassin.htm
http://tablewarfare.com/immortal-assassin-hooded.htm
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Elemental
Elementals are another war race with slightly unusual array of stats due to magic being so high. They are good in War Offence (4/5), War Defence (4/5) and Sorcery (4/5). They are average with the tithe bonus (3/5) and poor in scum (2/5) and forts (2/5). In game Elementals have a bonus when destroying forts, but also have a negative in sorcery. Basically spells fail more often than the other races, causing destruction of their own temples.
An elemental is a being made up from one of the elements, the Tonan Elementals are made from water, fire, smoke or air. Unlike their droben earth elemental cousins, these elementals are not locked into a physical existence and can switch between corporeal and non-corporeal form. As they are made from elements, they don’t have separate armour or weapons, any armour or weapon being a part of the form the elemental has taken. For the purposes of artwork or miniatures, they should be depicted going in or out of a recognisable bipedal form, but their nature should also be clear.
Undines are the cheapest of the elemental troops, although are actually the most expensive type 1 troop in the game. (1600 gold). They act as the secondary defensive option available to elemental players. The 10k troop cap example could hold 4 Undines, with 400 gold left over. Undines are a water elemental from European mythology.
Djinns are not actually that much more expensive that the cheaper Undine (1960 gold), with a 10,000 gold troop cap and player can hold 5 of them, with 200 gold remaining. They are the second best offensive option available to an elemental kingdom. Djinns are your classic genie from Arab folklore and should be depicted as a smoke elemental.
Ifrits are the most expensive type 3 troop in the game (5100 gold), almost costing as much as the type 4 troops for some races. They are the only t3 troop in which the 10k example troop cap could only hold 1 (with 4900 gold remaining). They are the best defensive option for the elementals, and one of the better defensive options in the game. Ifrits are the cousins of the Djinns in Arabic/Muslim folklore, but are depicted as infernal elementals of fire, rather than of smoke. The word Jinn (an alternative spelling) is also used in the bible as a devil reference)
Demons cost a little more than Ifrits, working out a little over three times the price of a Djinn (6000 gold). Like the Ifrits, the 10k cap example could only hold 1, with 6000 gold left over. Demons are the best choice for offensive war, when playing an elemental kingdom. Demons are the most easily recognised of the troop types for the elementals, and are the fire elementals from Christian mythology that come from hell.
Sylphs are the scum option for the elemental race. They are another of the western inspired elementals like the Undines. Sylphs are elementals of air.
Elementals are another war race with slightly unusual array of stats due to magic being so high. They are good in War Offence (4/5), War Defence (4/5) and Sorcery (4/5). They are average with the tithe bonus (3/5) and poor in scum (2/5) and forts (2/5). In game Elementals have a bonus when destroying forts, but also have a negative in sorcery. Basically spells fail more often than the other races, causing destruction of their own temples.
An elemental is a being made up from one of the elements, the Tonan Elementals are made from water, fire, smoke or air. Unlike their droben earth elemental cousins, these elementals are not locked into a physical existence and can switch between corporeal and non-corporeal form. As they are made from elements, they don’t have separate armour or weapons, any armour or weapon being a part of the form the elemental has taken. For the purposes of artwork or miniatures, they should be depicted going in or out of a recognisable bipedal form, but their nature should also be clear.
Undines are the cheapest of the elemental troops, although are actually the most expensive type 1 troop in the game. (1600 gold). They act as the secondary defensive option available to elemental players. The 10k troop cap example could hold 4 Undines, with 400 gold left over. Undines are a water elemental from European mythology.
Djinns are not actually that much more expensive that the cheaper Undine (1960 gold), with a 10,000 gold troop cap and player can hold 5 of them, with 200 gold remaining. They are the second best offensive option available to an elemental kingdom. Djinns are your classic genie from Arab folklore and should be depicted as a smoke elemental.
Ifrits are the most expensive type 3 troop in the game (5100 gold), almost costing as much as the type 4 troops for some races. They are the only t3 troop in which the 10k example troop cap could only hold 1 (with 4900 gold remaining). They are the best defensive option for the elementals, and one of the better defensive options in the game. Ifrits are the cousins of the Djinns in Arabic/Muslim folklore, but are depicted as infernal elementals of fire, rather than of smoke. The word Jinn (an alternative spelling) is also used in the bible as a devil reference)
Demons cost a little more than Ifrits, working out a little over three times the price of a Djinn (6000 gold). Like the Ifrits, the 10k cap example could only hold 1, with 6000 gold left over. Demons are the best choice for offensive war, when playing an elemental kingdom. Demons are the most easily recognised of the troop types for the elementals, and are the fire elementals from Christian mythology that come from hell.
Sylphs are the scum option for the elemental race. They are another of the western inspired elementals like the Undines. Sylphs are elementals of air.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Sidhe
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Centaur
Centaur are the best scum race in the game (5/5), poor at sorcery (2/5), and average at war offence (3/5), war defence (3/5), tithe bonus (3/5) and forts (3/5). In game they have a unique attack on the scum screen that kills enemy scum.
Centaur are another of the races where the name is a little confusing (like goblins), as only one of the troop types are recognisably 'centaurs'. The troops are tied together in similarity, by being a fusion of man and beast. In fantasy depictions, the sub-races making up the centaur troop types are usually depicted as more jovial friendly fantasy races. As Monarchy is a war game with quite a dark background to the role-play, they should have a slightly more sinister look that the usual stereotypes.
Wildmen are the cheapest (and best) of the defensive options for centaur players (1500 gold). You'd get 6 of them in a 10,000 gold troop cap, with 1000 gold remaining. Wildmen stem from European folklore and are generally depicted as hairy naked forest men, part man part ape. I think historically they go back to a time in memory when humanity lived alongside other human species (e.g. homo-erectus or homo-neanderthalis). They stand 8 feet tall and are covered in thick dark hair, unarmoured, and brandishing weapons made from wood and flint. They'd be the equivalent to yeti or big-foot in a fantasy setting.
Fauns are the cheap offensive option for the centaur troops (2040 gold). Slightly more expensive than most T2 troops, you'd only get 4 of them in the 10k cap example, with 1840 gold left over (enough for a wildman). Fauns are also of European mythology having the legs and horns of a goat, and the body of a man. The Fauns of Tonan are far more aggressive that the fauns of European mythology, in that they are more often found with blades weapons than flutes and pipes. Fauns should have partial covering of armour.
Minotaurs are the best offensive option for centaurs, costing more than 3 wildmen or 2 fauns. (4800 gold). You'd get 2 of them in a 10k troop cap with 400 gold to spare. Like the majority of the centaur troops, Minotaurs stem from European mythology and have the body of a man and the head of a bull. Being part bull they are aggressive and heavily muscled, able to hold a double-sided war axe in each hand. Minotaurs should also have a partial covering of armour.
Chirons are the best defensive option for the centaur, costing exactly the same as 2 wildmen (6000 gold). The 10k troop cap example can hold 1 chiron, with 4000 gold remaining. Although the troop name may be initially confusing, Chirons are the only centaur troops which are actually recognisable as centaurs. In Greek mythology, the Chiron was the supreme centaur (or leader of the centaurs). Chirons are the body of a man, attached to the body, legs and tail of a horse. Unlike the other troops types, chirons are quadrupeds and also have arms (giving them 6 limbs). Although usual to do so, Chirons (being defensive troop) should be armoured with a mixture of plate for the human part, and chain mail for the horse.
Kitsunes are the scum option for the centaur race, and are the best thievery troop in the whole game, with a unique attack available to them that kills the scum troops of other races. Kitsunes are the only centaur troop to stem from a non-western mythology. They are extremely cunning men from Japanese legend who have the ability to transform into foxes.
Centaur are the best scum race in the game (5/5), poor at sorcery (2/5), and average at war offence (3/5), war defence (3/5), tithe bonus (3/5) and forts (3/5). In game they have a unique attack on the scum screen that kills enemy scum.
Centaur are another of the races where the name is a little confusing (like goblins), as only one of the troop types are recognisably 'centaurs'. The troops are tied together in similarity, by being a fusion of man and beast. In fantasy depictions, the sub-races making up the centaur troop types are usually depicted as more jovial friendly fantasy races. As Monarchy is a war game with quite a dark background to the role-play, they should have a slightly more sinister look that the usual stereotypes.
Wildmen are the cheapest (and best) of the defensive options for centaur players (1500 gold). You'd get 6 of them in a 10,000 gold troop cap, with 1000 gold remaining. Wildmen stem from European folklore and are generally depicted as hairy naked forest men, part man part ape. I think historically they go back to a time in memory when humanity lived alongside other human species (e.g. homo-erectus or homo-neanderthalis). They stand 8 feet tall and are covered in thick dark hair, unarmoured, and brandishing weapons made from wood and flint. They'd be the equivalent to yeti or big-foot in a fantasy setting.
Fauns are the cheap offensive option for the centaur troops (2040 gold). Slightly more expensive than most T2 troops, you'd only get 4 of them in the 10k cap example, with 1840 gold left over (enough for a wildman). Fauns are also of European mythology having the legs and horns of a goat, and the body of a man. The Fauns of Tonan are far more aggressive that the fauns of European mythology, in that they are more often found with blades weapons than flutes and pipes. Fauns should have partial covering of armour.
Minotaurs are the best offensive option for centaurs, costing more than 3 wildmen or 2 fauns. (4800 gold). You'd get 2 of them in a 10k troop cap with 400 gold to spare. Like the majority of the centaur troops, Minotaurs stem from European mythology and have the body of a man and the head of a bull. Being part bull they are aggressive and heavily muscled, able to hold a double-sided war axe in each hand. Minotaurs should also have a partial covering of armour.
Chirons are the best defensive option for the centaur, costing exactly the same as 2 wildmen (6000 gold). The 10k troop cap example can hold 1 chiron, with 4000 gold remaining. Although the troop name may be initially confusing, Chirons are the only centaur troops which are actually recognisable as centaurs. In Greek mythology, the Chiron was the supreme centaur (or leader of the centaurs). Chirons are the body of a man, attached to the body, legs and tail of a horse. Unlike the other troops types, chirons are quadrupeds and also have arms (giving them 6 limbs). Although usual to do so, Chirons (being defensive troop) should be armoured with a mixture of plate for the human part, and chain mail for the horse.
Kitsunes are the scum option for the centaur race, and are the best thievery troop in the whole game, with a unique attack available to them that kills the scum troops of other races. Kitsunes are the only centaur troop to stem from a non-western mythology. They are extremely cunning men from Japanese legend who have the ability to transform into foxes.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Dwarven
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Wraith
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Olandar
Olandar is the Father of the original gods of Tonan (The Elder Gods). The original storyline starts with him being found dead on his throne, but we plan to introduce a prologue era where he is one of a pair of gods. His colour is white (#FFFFFF) and his aspects are Justice, Law, Morality, Charity, Balance, Order, Honour, Freedom, Arts & Leisure, Purity, Equality, Caring. He is basically the 'Good God'.
Olandar is the Father of the original gods of Tonan (The Elder Gods). The original storyline starts with him being found dead on his throne, but we plan to introduce a prologue era where he is one of a pair of gods. His colour is white (#FFFFFF) and his aspects are Justice, Law, Morality, Charity, Balance, Order, Honour, Freedom, Arts & Leisure, Purity, Equality, Caring. He is basically the 'Good God'.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Adrastria
Adrastria is a new Evil Goddess who we plan to introduce in the next phase of the Storyline. She was once the counterpart to Olandar, but was banished to the void prior to the birth of the Elder Gods. Her colour is black (#000000) and her aspects are Fanaticism, Oppression, War, Elitism, Chaos, Decadence, Pride, Righteousness, Self Importance, Despair, Depression. She is basically the 'Evil Goddess'.
Adrastria is a new Evil Goddess who we plan to introduce in the next phase of the Storyline. She was once the counterpart to Olandar, but was banished to the void prior to the birth of the Elder Gods. Her colour is black (#000000) and her aspects are Fanaticism, Oppression, War, Elitism, Chaos, Decadence, Pride, Righteousness, Self Importance, Despair, Depression. She is basically the 'Evil Goddess'.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Angelique
Angelique is another of the original 'Elder Gods'. She is a Goddess of Law with a light blue colour (#9999ff). Her aspects from Olandar are Justice, Law, Morality and Charity. From Adrastria she inherited Fanaticism and Oppression.
Angelique was also banished to the void, returned to fight the New Gods, and was then reincarnated as a Mortal. As a mortal she shared the same colour and aspects as before, and has been describe as follows
“Angelique, the self-proclaimed Queen of Islan, rules her land with a steady grip. The rule of law permeated every aspect of her method. On occasion, the rumours would speak of harsh responses, oppression and deft cruelty. But with those rumours also came the ringing endorsements of those who believed in the compassion of blind justice. ”.
Angelique was reincarnated as an Elf
Angelique is another of the original 'Elder Gods'. She is a Goddess of Law with a light blue colour (#9999ff). Her aspects from Olandar are Justice, Law, Morality and Charity. From Adrastria she inherited Fanaticism and Oppression.
Angelique was also banished to the void, returned to fight the New Gods, and was then reincarnated as a Mortal. As a mortal she shared the same colour and aspects as before, and has been describe as follows
“Angelique, the self-proclaimed Queen of Islan, rules her land with a steady grip. The rule of law permeated every aspect of her method. On occasion, the rumours would speak of harsh responses, oppression and deft cruelty. But with those rumours also came the ringing endorsements of those who believed in the compassion of blind justice. ”.
Angelique was reincarnated as an Elf
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Barnabas
Barnabas is the first-born of the original 'Elder Gods' and known as the God of Balance. He was the one who found Olandar dead on his throne, and was initially blamed by his two counterparts, disfigured and banished to the mortal realm. His colour is a blood red (#990000) and (like the other gods) his aspects are made up from a mixture of Olandar and Adrastria's traits. Barnabas is linked with Balance, Order and Honour (from Olandars side) and War and Eliteism (from Adrastrias).
Later in the storyline, following banishment to the void, a return to Tonan and a battle with the 'New Gods', Barnabas is reincarnated as a young Noble from the Empire. He retains the same colour and aspects of his immortal form. When reincarnated he is described as follows
“Raised in an older House of the Empire, a quiet dignity hangs on the shoulders of young Barnabas. Each action taken, each stance held with forethought and a preponderance of the effects on all his subjects. Only a few close advisors have his ear, and with this come opinions of arrogance, untested wisdom, and the impression of being manipulated. On the battlefield however, this grace and steady deliberation is revered, by enemies and soldiers alike.”
Barnabas was reincarnated as a Human.
Barnabas is the first-born of the original 'Elder Gods' and known as the God of Balance. He was the one who found Olandar dead on his throne, and was initially blamed by his two counterparts, disfigured and banished to the mortal realm. His colour is a blood red (#990000) and (like the other gods) his aspects are made up from a mixture of Olandar and Adrastria's traits. Barnabas is linked with Balance, Order and Honour (from Olandars side) and War and Eliteism (from Adrastrias).
Later in the storyline, following banishment to the void, a return to Tonan and a battle with the 'New Gods', Barnabas is reincarnated as a young Noble from the Empire. He retains the same colour and aspects of his immortal form. When reincarnated he is described as follows
“Raised in an older House of the Empire, a quiet dignity hangs on the shoulders of young Barnabas. Each action taken, each stance held with forethought and a preponderance of the effects on all his subjects. Only a few close advisors have his ear, and with this come opinions of arrogance, untested wisdom, and the impression of being manipulated. On the battlefield however, this grace and steady deliberation is revered, by enemies and soldiers alike.”
Barnabas was reincarnated as a Human.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Leto
Leto is the third and final 'Elder God', categorised as the god of Chaos. Like the others, he is made up of a combination of trait s from Adrastria and Olandar. From his father he gets Freedom and Arts & Leisure, from his Mother, Chaos and Decadence. His colour is gold (#cc9966).
Also reincarnated as a Mortal, in Leto's second coming he is described as
“Leto, the smartest of three, rose to fame in circles not mentioned in polite conversation. An ear to the ground, a man of the people, his following has grown with a deep personal commitment to those around him. The name Leto has a dual edged meaning to many, wild, chaotic, and unpredictable while at the same time conjuring images of a generous, charismatic leader with a penchant for caring for the poor. ”
Leto was reincarnated as a Human-Elf half-blood bastard, leader of the 'Free Cities'.
Leto is the third and final 'Elder God', categorised as the god of Chaos. Like the others, he is made up of a combination of trait s from Adrastria and Olandar. From his father he gets Freedom and Arts & Leisure, from his Mother, Chaos and Decadence. His colour is gold (#cc9966).
Also reincarnated as a Mortal, in Leto's second coming he is described as
“Leto, the smartest of three, rose to fame in circles not mentioned in polite conversation. An ear to the ground, a man of the people, his following has grown with a deep personal commitment to those around him. The name Leto has a dual edged meaning to many, wild, chaotic, and unpredictable while at the same time conjuring images of a generous, charismatic leader with a penchant for caring for the poor. ”
Leto was reincarnated as a Human-Elf half-blood bastard, leader of the 'Free Cities'.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Oleana
Oleana started out as the role-play character of one of the players. On her death, she ascended to the heavens to join the Elder Gods and become a Goddess. Her introduction to the 'official' storyline originally went as follows
“Amidst this tremendous upheaval, one among the millions ascends to godhood. Some claim she is a pretender or a usurper, some that she is no deity at all, while still others claim that she is Olandar reborn. Her followers call her Oleana, the Gypsy Queen and the Mother of Earth, the bringer of peace and the one that will end the wars. But her arrival brings with it a new storm of war, for none of the three siblings accept her place among them.“
She is the green goddess of the Gypsies and her aspects are related to nature. Her colour is green (#008000).
Oleana started out as the role-play character of one of the players. On her death, she ascended to the heavens to join the Elder Gods and become a Goddess. Her introduction to the 'official' storyline originally went as follows
“Amidst this tremendous upheaval, one among the millions ascends to godhood. Some claim she is a pretender or a usurper, some that she is no deity at all, while still others claim that she is Olandar reborn. Her followers call her Oleana, the Gypsy Queen and the Mother of Earth, the bringer of peace and the one that will end the wars. But her arrival brings with it a new storm of war, for none of the three siblings accept her place among them.“
She is the green goddess of the Gypsies and her aspects are related to nature. Her colour is green (#008000).
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Mina
Following the disappearance of Oleana and the Elder Gods, Mina is one of a trio of prophets who took centre stage for a short time. There is not much description of Mina, other than her being cast as 'The General'. Her colour is red (#ff0000) and she prophesied the coming of the Goddess of War, who would slaughter the unbelievers.
Following the disappearance of Oleana and the Elder Gods, Mina is one of a trio of prophets who took centre stage for a short time. There is not much description of Mina, other than her being cast as 'The General'. Her colour is red (#ff0000) and she prophesied the coming of the Goddess of War, who would slaughter the unbelievers.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Diman
Diman is another of the trio of prophets, cast as 'The Aristocrat'. His colour is blue (#0000ff) and he prophesied of a God who would arise and judge those who did not fall in behind the nobility.
Diman is another of the trio of prophets, cast as 'The Aristocrat'. His colour is blue (#0000ff) and he prophesied of a God who would arise and judge those who did not fall in behind the nobility.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: Description of Races, Gods and Storyline Phases for Conc
Solas
Solas is the last of the three prophets, and like the others there is not much written to describe him. Solas's colour is yellow (#ffff00) and he was cast as the 'Boy Sorcerer'. He prophesied the birth of a nurturing god who would fix the woes plaguing Tonan. Later role-play led to his staff being discovered. It held a black crystal.
Solas is the last of the three prophets, and like the others there is not much written to describe him. Solas's colour is yellow (#ffff00) and he was cast as the 'Boy Sorcerer'. He prophesied the birth of a nurturing god who would fix the woes plaguing Tonan. Later role-play led to his staff being discovered. It held a black crystal.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Who is online
Users browsing this forum: No registered users and 1 guest