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Old April 12th, 2004, 07:19 PM
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JaydedOne JaydedOne is offline
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Default Re: Kolum Mod Project

I've designed much of the barebones of the first army which belongs to Jareleth Razael, the Matriarch of Kolum who comes out of hiding to reclaim her throne from her squabbling generals. The army is a replacement for C'tis, with the design of the army dependent on Users choosing the Desert Tombs theme (as there are three nation-specific summons which involve calling forth Razael's undead secret police.) I'm keeping the basic units with a few modifications (they'll likely get a slightly stronger cavalry unit to replace the runner, but that's offset somewhat by the drop in power of their priests from a 4 to a 3) and substantially reworking the command units, although they'll still get unholy priests as that's a key element of the army's concept. Magic will likely shift to Death 3, Earth 1, Astral 1, Random (non-sorcery) 2. Units theme are conscripted elves and hoburgs as slave races, humans serving a consortium of houses much like the Landsraat in Dune, a strong Thieves Guild, and corrupted dragon hatchlings (in place of the Serpents and Tomb Wyrms).

I'm working on a Pretender for Razael which will be close to the Saurolich in build (given that, in my campaign, she's a half-dragon lich coincidentally). The national heroes I think will be very much appreciated by players including a Master Assassin (Dom Vithral, the Matriarch's Hand) hero that should prove pretty tasty.

I'll try and get stats out here later this week, but I'm curious about opinions on balance -- does the magic combination seem to weaken C'tis -Desert Tombs overmuch? Does lowering Priests from 4 to 3 make up for a slightly better cavalry and PD? (I'm moving it from the largely useless militia to light infantry)

Thoughts?
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