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  #11  
Old June 27th, 2007, 09:08 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Late Era versions of existing nations

Oceania and blood?

Interesting idea. I was thinking more along the lines of fire magic myself. Oceania, the burning seas. Tie em in with Abyssia somehow, and you get fire and blood, I guess. Idea was thermal vents too hot for R'lyeh, or something like the Island of Pompei.
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  #12  
Old June 27th, 2007, 10:50 PM

CelestialGoblyn CelestialGoblyn is offline
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Default Re: Late Era versions of existing nations

If there would be a fire-themed Oceania, then they could have underwater evocation spells based on steam.
Maybe even steam war machines? And steam elementals?

As for a blood-themed Oceania, their summons should IMHO include sea-themed demons. So shark demons, tentacle/kraken demons and perhaps some kind of 'fiends of the deep'.

Oh, and the LA Machaka description also sounds awesome. If they are going to be Voodoo themed, how about giving them a national spell for remote assassination? Either based on cursing someone, using the 'voodoo doll' or possessing some random person to assassinate them.
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  #13  
Old June 28th, 2007, 05:57 AM

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Default Re: Late Era versions of existing nations

I was planning on making them very sharky and yes, that would include shark demons, land sharks, humanoid sharks etc.
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  #14  
Old June 28th, 2007, 02:21 PM

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Default Re: Late Era versions of existing nations

As for fire-themed, I was going to avoid war machines, since its very uncharacteristic of Dominions3. Though, now that I think about it, there are those Clockwork Horrors and Mechanical Men. I could maybe equip one with "Burning Fists" or something like that.

The problem with my Oceania is I can't proceed until I decide whether they start in the ocean, or on the land. How critical is being the only one starting in the water to LA R'lyeh? Historically, I wouldn't expect to find Oceania underwater anymore, in context of the rest of the game. Only in the shallows, at most. Even atlantis was driven out, and they drove Oceania out first.

A unique site idea- The Coast/Vents of Burning Blood.
Generates water, fire, blood slaves. Allows recruitment of Reborn, Ravaged, and Hulks.

The people of oceania fell before the might of Atlantis and R'lyeh before finding refuge in the boiling seas/burning island, where they hid for centuries while R'lyeh dominated the sea, avoiding the uncomfortable heat. With the opening of the gate into the void, the mermen of Oceania have sought divine guidance.

The heart of Oceania's secret is the sacred hydrothermal vents at the heart of their island/sea. It keeps the waters warm enough that R'lyeh ignored them for centuries, before the opening of the void gate. Occasionally, Mermen patrolling the borders manage to free slaves- Mermen or Atlantian. Unfortunately, those freed have little mind left- left behind they would provide valuable information to the enemy. Cared for, they would be a horrible burden. The former slaves are taken to the sacred flame and cast in. Those who have mind enough left are purified of R'lyehs taint, while those too far gone are left as mindless bloodslaves, bereft of all strength.

(Capital Only)
The Reborn are Mermen/Tritons who survived the holy flame and took on its traits. Fierce warriors radiating heat, they can wield some minor magics. The Hulks are Atlantian Shamblers with little mind left, but forever free of R'lyeh's control. They retain just enough mind to hate R'lyeh with a burning passion, but not enough pride to remember the old rivalry between the races of Atlantis and Oceania. The Ravaged are those whose physical bodies could not withstand the flames, and nearly became one with them. Freakish but powerful mages when commanding.

The Ravaged can also be created by lesser flames set up by priests, but only with the Great Flame do they retain enough of a mind to lead.
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  #15  
Old June 28th, 2007, 07:30 PM

Shovah32 Shovah32 is offline
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Default Re: Late Era versions of existing nations

Sounds very nice. I personally feel Oceania should start on land and have many underwater only national spells - both for thematic reasons and to encourage them to go underwater.
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  #16  
Old June 28th, 2007, 08:49 PM
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Default Re: Late Era versions of existing nations

Why can't you blood hunt underwater again?
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  #17  
Old June 28th, 2007, 09:01 PM
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Default Re: Late Era versions of existing nations

The underwater creatures reproduce by laying eggs. So, they never menstruate, and thus pubertal virgin females lack utility in blood magic.
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  #18  
Old June 28th, 2007, 09:02 PM

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Default Re: Late Era versions of existing nations

Well, you can't argue with that.
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  #19  
Old June 28th, 2007, 09:50 PM

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Default Re: Late Era versions of existing nations

So why can you harvest Ctisians?
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  #20  
Old June 29th, 2007, 02:43 PM
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Default Re: Late Era versions of existing nations

Heh... no I mean why can't you blood hunt underwater from a technical game perspective? Can you just not issue that order underwater?
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