things that lore wise should exist in vanilla tome but don't

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astreoth
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things that lore wise should exist in vanilla tome but don't

#1 Post by astreoth »

yeah this topic is mostly for compiling a list of things that are in the games lore either directly or indirectly that aren't in the game as kind of a todo list for filling lore gaps while this may go into the realm of ideas a bit I'll try to keep it to things explicitly stated at best and at worst make some logical sense as far as in game lore and explain my reasoning, post below if you have anything to add or have something to say about an entree.

warning spoilers ahead.

races.
all of the races from here to the undead are from loremaster greynoughts analysis of the races

human sub types

Mardrop
Mardrop humans are all but extinct, after the Spellhunt and the plagues during the Age of Dusk. They were known to be powerful spellcasters, and as such were prime targets by the spellhunters. However some trace of them can still be found, as their fiery hair and freckled skin oft can appear in those of distant descent. A few are rumoured to still possess citadels and towers in remote locations.
also Lin'aniil probably brought some to anglowen with her and their is the mardrop expedition that founded the sunwall.

halfling subtypes
Eldoralsalready in
The Eldorals used to have a kingdom in the north of the continent, but most of it was destroyed during the wars with the orcs, and not much has been rebuilt. However they do still have many agricultural settlements such as Derth, albeit shared with other races. The Eldoral are known for their great healers and farmers, and their slingers are considered the best in all the lands.
these are basically the halflings already in game they just arn't called eldorals

Nargols
The Nargols once had many strong fortifications in the south of Maj'Eyal, but though they suffered less than the Eldoral in the Age of Pyre they still lost great numbers, and much of their centres of population dwindled. The rise of Last Hope has accelerated this process, as many communities are subsumed into the city's suburbs. Nargols are known as great jewellers, alchemists and rune-crafters, and possess some of the best tactical minds of all the races. Many generals and military advisers are employed from their kingdom.

quoted from http://git.net-core.org/darkgod/t-engin ... e/misc.lua
Eldoral are usually fair-haired and blue-eyed. Nargol tend to be darker in hair and complexion, with hazel eyes, and oft slightly shorter than their cousins.
maybe more cultural differences than anything maybe not I'm leaving it here.

undead subtypes
these two have entries in the code allowing them as subtypes of undead see exact page below
http://git.net-core.org/darkgod/t-engin ... undead.lua

vampires
intelligent undead capable of masquerading as humans building clans, commanding other undead, and drinking blood

wights
a more natural form of undead that arises from bloody battle fields probably magic inclined and having a draining aura of some kind based on in game wight description

mutation subtypes
natural mutation
considering how Oozemancers talents are mostly based on becoming/being slime person and wyrmics get element proofing seems really likely that nature gifts can alter their users dna/body drastically so if that altered dna can carry between generations then their might be a possibility of naturey races/lineages occurring from long lines of wilders, or just from severe alteration considering how much Oozemancers split off parts of them self I wouldn't be surprised if that turned into a kind of asexual reproduction in the right circumstances creating a race of slime people or just making more slimes I dunno.

arcane mutation
okay from lich, crystal rats, potions, the sandworm heart, blight letting you stab people with your spine, and that zigur pamphlet on killing mages that mentions feeding mages to dogs can make hellhounds pretty sure theirs lore room for magical mutation if their wasn't already some magically augmented races in the highers, the shalore, and the nagas I'd be doubtful a race could come of this but with all these various mutations it wouldn't be surprising if their were a few magically made races living in the more obscure corners of eyal.

theres more races but the above are the only ones I think make sense to be playable in the main campaign I'll do a quick list of the others below just so their mentioned.

Sholtar
Sholtar are generally 5'11", with dark skin, hair and eyes. They originate from the south-east of Maj'Eyal, and are few in number since the Cataclysm tore much of their land into the sea. Their affinity with nature is renowned, and they are often found employed as healers, infusion crafters or wyrmic huntsmen.
they are on maj'eyal so could be in the main campaign but I think DarkGod is saving them for the tar'eyal campaign

kra'krulnot a race
this is a mardrop kingdom/tribe/group of mages that Lin'aniil came from THIS IS NOT A RACE

golems
yeah know DarkGod wants to make them playable at some point but not sure if its gonna be in the main campaign will probably have lasers and may be a race that can't choose a class cause they have their own abilities

yeach
aquatic yeeks seen in game but most likely will at best be a chooseable race in the naga campaign as their pretty much just used as evil in game as seen in the slaver compound.

orcs
get their own campaign WHICH WILL HAVE CHAINSAWS, STEAM PUNK S*** AND POSSIBLY GIANT ROBOTS

goblins
yeah nothing more to this than unconfirmed half remembered stuff that kinda looks like this when put together but yeah goblins only two things to this one heard it said that there will be a second race in the orc campaign could possibly be trolls know that orcs and trolls worked together in the past but have also seen tile graphics for teeth riding goblins and musket toting birds made in the tome irc by one of the games artists so maybe goblins

nagas/naloren
get their own campaign which will probably be centered on getting revenge on their elven brethren for leaving them to die when their lands were sinking.
may have an racial ability to devour others not because they show any capability to now but because they changed their entire race once with the temple of creation and now slasul aims to do it again to start the "tract of the devourer"

trolls
get their own campaign with troll pirates and due to the power of stupid internet meems there may be the possibility for asian themed classes like ninjas, samurai, and shrine maidens (i.e. classes based on these things) in the game introduced here since there is no lore room for anything like these classes at the moment and PIRATES VS NINJAS

giants
we kill them in their homes in the daikara don't think their gonna be playable at least in the main campaign

spiderkin
basically drider aliens on another planet dunno anything about this other than darkgod plans to do it and spiders

faeros
aliens made of fire that get their own campaign to do fire stuff or whatever

demons
basically they get their own campaign based around spellblaze - up their planet so horribly that their god is just barely able to keep the ENTIRE PLANET from exploding so they send an army to get revenge on the sher'tul since all they know is it came from eyal and thats sher'tul territory, can't get past the planetary barrier so they use defilers to try and help em get through and I dunno how it proceeds from there wait for the campaign

sher'tul
don't make sense to be in the main campaign and have heard nothing about a sher'tul campaign so don't think they'll be playable

ents
yeah in the
http://git.net-core.org/darkgod/t-engin ... iptors.lua
file in tomes git theres a few worlds marked off that seem to be there for the sake of future campaigns most are mentioned here aside from an ent world and undead world so yeah list of planned campaigns in the code says tree ent campaign

minotaur
yeah smart enough to learn magic or maybe maulotaurs are just infused with it can't think of any reason for them being playable though.

half breed races
okay it has been explicitly stated that tolak the king of the allied kingdom is the only half breed ever and considering how his mom had to make some kind of deal with the devil to save his dad who later died of mysterious causes its likely he's some kind of magically created figurehead for some kind of evilness so yeah just putting this there to make it clear no interracial breeding allowed.

classes.

ShieldsMaidens
Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield
above is copied from the lore of an artfact shield in game

one or more wilder classes that take on the aspects of the more common beasts of eyal like mice, wolves, bears, treants, snakes stuff like that
the source of this is Lecture on the nature of magic by Archmage Tarelion which says "The elemental forces exist naturally in the world, and are weaved around all things in an all-encompassing canvas. They move, vibrate and resonate with the materials of the world, and the effects of each play heavily on one another. All creatures naturally make use of these elements, and some are more attuned to these threads than others. With great training and practise we can become more attuned to these wild forces ourselves, and in so doing some can match the speed of wolves, the strength of bears, the tenacity of treants and even the immense natural powers of dragons."

weaver wilder
hey wyrmics can breath fire from imitating dragons so why not time manipulation from imitating time spiders

druid
eh refrenced in the easter event and heard a rumor that dark god is saving shape-sifting for them so yeah not really much in game then again wyrmic is the only wilder class with in game lore around it.

dark rouge celestial class
yeah no lore mention but light warrior, twilight mage, dark rouge just seems to fit though any kind of dark based celestial class would fit.

formally trained magic swordsman
hinted at in the lore and the existing arcane blade class has no exposure to proper magic training as a key part of its lore and doesn't make sense for magic using shalore to be arcane blades and not have exposure to proper training
and to show where it's hinted here's a quote from the lore for the spellblade artifact, also there is the spellblaze chronicles which are written by the formally trained in magic, blade using shalore who in modern times leads his race

"From the desk of Archmage Varil,
Another day dawns on Angolwen. I hesitate to write this, but it almost feels as if peace is once again returning to Eyal. Saying this, I almost expect war and destruction to erupt immediately - fate is anything if not spiteful. Regardless, my sleep grows less disturbed by my memories of the Spellhunt day by day, and I can now devote myself wholly to the betterment of our cloistered community here in the mountains.

This is not to say that life has been without conflict at all. An agent of the Ziguranth infiltrated Angolwen under the guise of a travelling alchemist a few days ago; an unhappy first, I'm afraid. Having used choking powder to incapacitate the guards and rob the surrounding mages of their voices, things may have turned ugly if Linaniil hadn't been passing by on one of her walks. Little was left of that man... or the tree he hid behind... or many of the surrounding buildings, to be honest.

In a way, the incident lit a fire under me to pursue my studies and develop my powers, but I must admit that my interest in staff practice has waned as of late. My fencing, on the other hand, improves by the day. Hmm... I wonder if I can get some of the enchanters to help me "augment" my old sword. After all, what is a blade but a sharpened metal staff?"
also with elvalas close ties to anglowen such a class would probably spread there.

formally trained magic rouge
yeah no real lore hinting toward this directly but same argument used above fits here too
so it kinda works even without direct refrence

afflicted magic user
okay nothing in game even remotely refrence something like this but bring a select few bits and pieces of lore together and they just seem to link together way too perfectly so i'ma list this here

the lore pieces in question are
the story of my salvation, how to kill a spell caster, the doomed lore, the arcane blade lore, the shadowblade lore, the stone warden lore plus a bit DarkGod told me about the nature of the afflicted

okay so what DarkGod told me is that the afflicted are the result of latent psychic potential sent out of control by some kind of trauma for the cursed its guilt over somehow helping evil forces do something horrible, for the doomed its a spellcaster loosing their power in a traumatic way, so to make this perfectly clear the doomed are people with "BOTH MAGIC AND PSIONIC POTENTIAL" who in losing magic awaken as doomed.

now continuing as can be seen in "the story of my salvation" and "how to kill a spell caster" the earlier is relatively recent since it references a heavily armoured female halfling in zigur(probably protector mysill) and i can probably guess who magic users can expect some HORRIBLY TRAUMATIZING EXPERIENCES and the arcane blades / shadowblades are people with great magic potential who learned to harness it, it isn't much of a stretch to think some budding arcane blades or shadow blades may end up the target of a lynch mob.

and just to emphasize this if doomed didn't say it enough magic and psionic can coexist nature is the one that opposes magic and stone wardens prove you can make the two work together
so to summarize people can have magic and psionic potential, those with magic potential may be the targets of traumatizing events like lynch mobs, trauma plus psionic potential = afflicted,

psychic yeek spellcaster
yeeks have the combination of psionic power, magic knowledge, and magic acceptance (yeek spellcasters just start in their village not in a secret mage haven like spellcasters from the less magic tolerating races do) to make a class like this nothing in the lore about it but it makes sense lorewise

nature using alchemist-like
zigur has someone making those anti-magic potions and their is a lot of refrence to them having powerfull herbal remedies like in the story of my salvation so their is room for a herbalist class

rune master
you can see this class in elvala

mage eater
yeah zigur pamphlet about killing mages says feeding them to animals can make monsters, and if that admittedly iffy source doesn't convince their is the alchemist potions,sandworm heart, heart of the gloom, horrors, and blight to show theirs a lot of different corrupting powers that one of suitably low sanity could possibly try to gain through consumption.

so theirs a possibility of some crazy guy cannibalizing mages and eating magical beasts in order to become some kind of magical monster not sure if such a thing would be sane enough to play as but pretty sure it is possible lore wise if just as a monster idea.

also no direct reference unless you count the players already eating whatever dubious magical things they find as some kind of pointer towards a class specializing in it.

gravity knight
not even gonna pretend theirs any lore pointing towards this its just gravity is not used anywhere near its true potential and with gravity sandworms and paradox mages the class could go either wilder or time magic.
oh wait sandworm wilders kinda gives it some validity this is a good day.


monsters.

fire elemental
yeah currently faeros are filing this gap but their aliens so there really should be a proper not from space fire elemental
also room for an acid elemental since according to venom wyrms acid is a natural element

hellhound
directly said to exist in the zigur pamphlet about killing mages and opens the door for a lot of magically distorted abominations to slay

sand wyrms/sand hatchlings
yeah we only have sand drakes here for some reason

trees

water/ antimagic wyrmic aspects
yeah know theirs water dragons cause you meet one in the far east and know theirs antimagic dragons since their used to make zigurs antimagic potion so could be aspects for these two but their is also the argument that their too rare for a wyrmic to however they get their powers from dragons so I dunno.
Last edited by astreoth on Sat Jun 21, 2014 2:00 am, edited 14 times in total.

Crim, The Red Thunder
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Re: things that lore wise should exist in vanilla tome but d

#2 Post by Crim, The Red Thunder »

You left out the Kar'Krul from (human?) sub-types. Definite lore room for that.

Mardrop and druids both exist via Add-on. (Midnight (by Housepet) and Verdant Class Pack (Also by Houespet) respectively).

Definite second for a new halfling type. Halfling Master Race Forever!

Crafting has been frowned on for a long time as a mechanic that would be too grindy and require farming. Won't happen. Setting 'reshaped' on an ego would be a downside, and so would gem-infused objects. This takes away from some of the special mechanics and benefits that are distinct parts of a class. This also shouldn't happen.
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astreoth
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Re: things that lore wise should exist in vanilla tome but d

#3 Post by astreoth »

okay to reply to your post

first off can you point out where in the lore the Kar'Krul are

second I know their in addons but this list is for stuff that should be in the vanilla "no addon" version of the game

third yes

and fourth crafting would only require grinding if the mechanics were made that way the three methods of crafting I listed are nearly if not completely grind free and according to the tool lore and lore for pre-existing crafting abilities making something arcane, nature, or psionic powered would likely only require some proficiency in those power sources or a gem stone based on the alchemist example and for the crafted by a master power source could easily just say they serrated the blade with a file or sharpened it with a grindstone.

also crafting is being implemented in the orc campaign so it wouldn't be to strange to see some of that get implemented in the main campaign

and for the part about putting these on random egos messing with class mechanics i admit you have a bit of a point there could work around that a bit by by making the random egos weaker than what a craftier can do so they can still make them stronger but that would still take away an ego slot hmm eh its debatable

Crim, The Red Thunder
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Re: things that lore wise should exist in vanilla tome but d

#4 Post by Crim, The Red Thunder »

Lin'aniil came from a tribe of humans called the Kar'Krul. It's mentioned in the spellblaze chronicles.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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The Revanchist
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Re: things that lore wise should exist in vanilla tome but d

#5 Post by The Revanchist »

Crim, The Red Thunder wrote: :twisted: Halfling Master Race Forever! :twisted:
I strongly disagree with that comment in particular, but I'm always up for more races. I'd prefer some more... aquatic elves to imperial halflings, though. Or magic-adept humans. Or more undead. Or... literally anything, really. :)

EDIT: Aren't Alchemist-style craftings enough for now? Between adding gems, reshaping weapons, and cursing creation, there's a nice amount of crafting, I think. That is to say, there's only a bare minimum, on classes that it makes sense for there to be. :)
Last edited by The Revanchist on Wed Apr 23, 2014 1:14 am, edited 1 time in total.
Reason: Had an idea/correction.

HousePet
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Re: things that lore wise should exist in vanilla tome but d

#6 Post by HousePet »

Kar'Krul aren't an actual subrace. They were a kingdom in the far north of Maj'Eyal.
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astreoth
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Re: things that lore wise should exist in vanilla tome but d

#7 Post by astreoth »

yeah the nagas will get their own campaign this topics just for stuff that should be in the main campaign which includes imperial halflings, magic humans and undeads also I'm not saying every class should be able to craft I'm just saying I'd be nice to see a bit more of it to see where all the gear we use comes from

Planetus
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Re: things that lore wise should exist in vanilla tome but d

#8 Post by Planetus »

astreoth wrote: afflicted magic user
okay only things in game that even remotely refrence something like this is the story of my salvation, how to kill a spell caster, the doomed lore, the arcane blade lore, the shadowblade lore, the stone warden lore plus a bit DarkGod told me about the nature of the afflicted but all these things just seem to snap together way too well so I'ma list it here and explain why
okay so what DarkGod told me is that the afflicted are the result of latent psychic potential sent out of control by some kind of trauma for the cursed its guilt over somehow helping evil forces do something horrible, for the doomed its a spellcaster loosing their power in a traumatic way, so to make this perfectly clear the doomed are people with "BOTH MAGIC AND PSIONIC POTENTIAL" who in losing magic awaken as doomed.
now continuing as can be seen in "the story of my salvation" and "how to kill a spell caster" the earlier is reletively recent since it refrences a female halfling in zigur and i can probably guess who magic users can expect some HORRIBLY TRAUMATIZING EXPERIENCES and the arcane blades / shadowblades are people with great magic potential who learned to harness it, it isn't much of a streach to think some budding arcane blades or shadow blades may end up the target of a lynch mob.
and just to emphasize this if doomed didn't say it enough magic and psionic can coexist nature is the one that opposes magic and stone wardens prove you can make the two work together
so to summarize people can have magic and psionic potential, those with magic potential may be the targets of traumatizing events like lynch mobs, trauma plus psionic potential = afflicted,
This isn't exactly exploring the mechanics that bring about the doomed, but I had thought some time ago about a psychomancer class, probably originally themed as yeeks who have stripped the secrets of magic from the minds of captured mages somewhere on their island (or maybe off, maybe in the slaver compound), but ultimately not limited to them. The basic idea is a class that specializes in the experimental fusion of magical and psionic powers. They'd get maybe one pure magic and one pure psionic class tree (I think I was toying around with Arcane and Psychic Assault, but that may be OP), and then the rest of their trees focus initially on striking the target simultaneously with mental AND magical attacks, and later on with actually fusing the two, using things like magically summoned elemental forces that project aspects of your mind, etc. A lot of abilities would probably have multiple status effects, with some hitting mental and some hitting magical saves. I think I also wanted a theme of highly technical sounding, mixed mental and magical themed ability names, like Telethermal Thrombotic Discharge and Conjurative Neuroimaging

I think I've still got some notes somewhere if this sounds interesting to anyone.

astreoth
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Re: things that lore wise should exist in vanilla tome but d

#9 Post by astreoth »

well yeeks do have their spellcasters as just part of the tribe not in some secret mage haven like the human, halfling, and thalore do so they do have the combination of magical knowledge, psionic proficency, and acceptance of magic necessary to make the kind of class your suggesting so alright I'll add it

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Re: things that lore wise should exist in vanilla tome but d

#10 Post by Grey »

Kar'Krul, Eldoral and Nargol are all kingdoms, not subraces. Any differences they have from the norm are purely cultural.

As for the Mardrop, there is the red-haired option for donors ;)

No love for Naloren or Sher'tul in your ideas? Or any of the other lost races hinted at?
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The Revanchist
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Re: things that lore wise should exist in vanilla tome but d

#11 Post by The Revanchist »

Grey wrote:No love for Naloren or Sher'tul in your ideas? Or any of the other lost races hinted at?
There is from somebody...

And that's just from someone who decided to comment. :)

Although devoting some time to a quest centered around them might be a good idea for the contest. That might garner more public support for the coolest races...
Last edited by The Revanchist on Fri Apr 25, 2014 2:00 am, edited 1 time in total.
Reason: Spelling fix

astreoth
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Re: things that lore wise should exist in vanilla tome but d

#12 Post by astreoth »

okay I know the kra'krul arn't a subrace I say it in their description in the list their just there so people don't say I should add them

also in the two halfling kingdoms descriptions in loremaster greynoughts analysis of the races the eldoral are described as good farmers, healers and slingers while the nargol are described as jewelers, alchemists, and runecrafters the lack of a physical description for the two and both being renowned tacticians means it could just be cultural differences but even then there could be enough difference between the two to justify a second halfling race

as to the mardrop i think the lore for the red hair says its from distant mardrop ancestry and there is room for a full mardrop race loremaster greynoughts analysis of the races does say they may have keeps and citadels in remote locations, its pretty likely Lin'aniil brought some of her mardrop kin with her when she went to found anglowen, and pretty sure the sunwall was founded by a shipwrecked mardrop expedition to find out what happened to the naloren lands and or to get away from korpul and or the spellhunt I dunno.

and the naloren are listed just under the name of nagas since pretty much all the lore about them states that the ENTIRE RACE turned into nagas to reclaim their sunken lands.
probably should add an entry for the naloren though

as for the sher'tul well this list is primarily for stuff that should be in the main campaign lore wise and the sher'tul I don't really see being playable in anything but their own campaign and have not heard anything about a sher'tul campaign so didn't really think to include them probably should put them in the just so you don't suggest them portion of the list though

and for the lost races only one i can think of is the dead race whose dead god Lin'aniil snorted which shouldn't be playable for obvious reasons however these other lost races intrigue me describe them for me AND THEN DRAW THEM LIKE ONE OF YOUR FRENCH GIRLS seriously do describe them though.

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