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  #1  
Old December 7th, 2007, 08:00 PM

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Default Re: Sons of Kaleva, a Kalevala mod

What, no Kullervo? A berserker-mage may be hard to use, but he could be one hell of a thug if you plan it right.
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Old December 10th, 2007, 06:44 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I won't be able to progress before Christmas, at the earliest. I just spent a week in fever, including what would have been my last *free* weekend before some more fun in the forest, against real tanks for a chance.


I don't know how I could do Kullervo. Human non-mage heroes won't be worth bad events and/or unrest, and making him a spy would be very different from what he did IIRC. Besides, he killed himself. If you have any ideas about him, suggest.

I could make him into a unit of some sort. An dual-wielding infantryman armed with some big melee weapon (axe? sword?) and a magical knife - perhaps Knife of the Damned, or even Dusk Dagger or Blood Thorn.

I'd like to make the Myrrysmages useful thugs. I'm not sure about the paths yet.

I've also considered chaning the summons a bit. Instead of actual bears, the summons make huskarl-type units with special abilities. Perhaps sacred, berserker and half-bear second form, although that'd make them quite similar to Skinshifters and Jaguar Warriors. As an additional trick, I'd like to keep these special units' named "Huskarl", so that the weaker mundane huskarls are bought to keep the number of the summoned ones secret.
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Old December 11th, 2007, 04:10 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Ahh, you must include Kullervo. Somehow. He is too important to the story. I would make him an assassin of some sort. Not thematic really, but you have to fit him in somewhere.
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Old December 11th, 2007, 10:50 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I don't have to, any more than Illwinter had to include Arthur, Mordred and Merlin for the nation of Man. It has Knights of the Stone, i.e. of the Round Table - but there's no "Arthur the Great King", no "Merlin the Demonbred Sorcerer", or even a sword in the stone. There's nothing like the scabbard that heals the wounds of its user, and I doubt Stone Sword is Excalibur.

I could take a totally different interpretation of Kullervo, like Tolkien's Turin Blacksword, and use that in my mod. Sword Companion, medium infantry with metal armor and enchanted swords

I could even make it a new Nature/Death item the mod made available. Constr 6 or even 8, armor-negating dagger with special ability of "curse luck" on hit - cancels Luck, makes more suspectible to afflictions and sucks in general. If advanced item modding commands/ "copyitem" were possible, I could make it cursed and/or make it autocurse the wielder.


I won't add Kullervo just to get him added. I don't want too many units or commanders that aren't used, and I don't want to add units that I can't make feel right even to myself.
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Old December 11th, 2007, 04:36 PM
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Default Re: Sons of Kaleva, a Kalevala mod

Almost any mage is going to be used.

If you give him 18 hit points, high combat skills, nature and astral, and a soul-drinking weapon, he'll be a very effective thug, although you probably wouldn't make equipment for him.

Alternatively, you could make him as a pretender chassis , give him like 25 hit points and a soul drinking sword - with enough special powers (glamour, fear and ethereal, say) he'd be a suitable SC god even with barely above human scale hit points.
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Old December 12th, 2007, 01:49 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Having one hero with Astral magic would certainly boost their magic, at least when it comes to thugs. Luck and Amulets of Antimagic are pretty much necessary for proper thugging.
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Old December 12th, 2007, 03:02 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Yes, I think a hero is the perfect addition for Kullervo. You don't really want to recruit him, but if he pops up, then all the better. He could also be a Pretender chassis, but I'm not sure who would want to serve under Kullervo
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