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  #101  
Old June 11th, 2008, 10:13 AM
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Default Re: Season\'s Greeting and Ninja Robots

IIRC there is no 'Lovecraft property' as such. He didn't have a so-very-smart son, unlike JJRT.
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  #102  
Old June 11th, 2008, 10:35 AM

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Default Re: Season\'s Greeting and Ninja Robots

Lovecraft also wrote (or at least published) earlier than JRRT. Some of his work is old enough to not fall under the various retroactive copyright extensions. It's not clear whether others are covered due to lack of renewal.

More importantly he encouraged other writers to refer to his mythos and there have been many Cthuloid stories written since his death. Many by hacks, but some quite good. Without that it's likely he would be all but forgotten.
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  #103  
Old June 11th, 2008, 10:39 AM

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Default Re: Season\'s Greeting and Ninja Robots

Interesting. Kind of the novelist's version of an open source approach, I guess.
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  #104  
Old June 11th, 2008, 11:21 AM

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Default Re: Season\'s Greeting and Ninja Robots

It was a different world back in the twenties. He sold to the pulp magazine market, got paid by the word and had little chance of getting royalties or anything like that.

A lot of it was just references to the same fictional occult tomes (like the Necronomicon). And that helped both parties by making them seem more real.
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  #105  
Old June 12th, 2008, 06:01 AM
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Default Artificial Myth and the Endgame...

Othernesses are more like the Colour out of Space than shuggoths.

Shuggoths were basically as described-big blobs of extremely muscular bubbles-strong enough infact to be used consistently as living engines for millenia-so like a pet dog powerful enough to run an automotives factory for a million years by running on a treadmill. They also had the ability to mutate at will-growing eyes, hands, mouths, whatever, but were initially created with no free will-mindless, formless slaves. They only developed free will gradually through chaotic evolution.

So maybe they could be another kind of shapeshifter that eventually turns into a form that can go rogue like the Eater of the Dead.

Before my computer died I was working on a summons for my Fthaggua nation that was meant to invoke C'thulhu, and compete with Tartarians. They'd be size 6 giants with 3 lifedraining tentacle attacks, most slots, and an insanity gaze-a bit like the Void Lord, but with only 1 astral, so you'd have to empower them a lot, or they'd be very vulnerable.

The Wendigo would make a good endgame SC-in Inuit myth, the Wendigo is this gigantic bloody red skeleton that hunts the arctic and freezes people solid that it comes across, and is basically the essense of fear-so maybe a critter with natural soul-vortex, high chill aura, and high fear? It's always struck me as very Lovecraftian, so it would be perfect for late-age Atlanteans.


The Lesser Key of Solomon
(a really good article can be found on Wikipedia)

http://en.wikipedia.org/wiki/The_Lesser_Key_of_Solomon

is filled with really bizarre demon princes and kings-nothing like the standard "Balrog" types.

I love the idea of the dragon egg above, hatching and then growing over time. The way I'd do it would be to make the egg itself a sort of "doomsday weapon. It would be very tough but immobile, with a good strong fear aura, so that it would be pretty invulnerable and would benefit a defending army built around it. The dragon, once hatched, would be a rogue-again like the second form of the Eater of the Dead-so that you wouldn't necessarily want that egg to get hatched. The dragon would quickly become very powerful, instill enormous unrest, and in general be the world's biggest headache for all concerned, just like dragons in real world myths are supposed to be-forcing your enemies to consider the consequences of *winning* a particular battle, sort of the Dominions version of the A-bomb.

I'd still like to see a Niefel Jarl on a wooley rhinocerous-that's gotta be pretty hardcore SC.

Speaking of Niefels-how about giving them Surtr as a unique summon? Make him the fire version of a Niefel Jarl and arm him with a Jotun-sized fire brand.

Later versions of Jotunheim could get the giant Bolverk-blind in both eyes, with a limp, and quite old, but very impressive Forging bonus and otherwise decent stats. Comes with a hammer that curses whatever it hits.

Hel would make a good unique summon for Helheim-giant sized immortal necromancer/valkyrie with natural Awe and Fear, half beautiful goddess, half undead hag.

The egyptians had this god of the underworld that was this gigantic snake which had growing out of it's shoulders (snakes have shoulders? *shrug*) two *other* mummified humanoid gods, from the torso up. Seems perfect for a C'tis unique summon.

Also, just because something isn't humanoid doesn't mean it can't have slots-animals in particular can wear barding, for instance. And monsters can be ridden as mounts, also. Look at Dune-if you can ride a 400 meter long sandworm, what *can't* you ride?

By the way, H.P. Lovecraft wasn't the only writer who came up with a unique environment of monsterous/godly creations. Jack Vance's Dying Earth, William Hope Hodgeson's Night Lands, Michael Moorcock's Eternal Warrior, Fritz Leiber's Lankhmar, even Clive Barker's Imajica and Terry Pratchet's Discworld are all excellent sources for artificial mythology. Lovecraft, himself, credited being influenced by Lord Dunsany, M.R. James, Arthur Machen, and Algernon Blackwood. And just about every author of the period: Lovecraft, Tolkien, Robert E Howard, etc. etc. etc. was influenced by H. Ryder Haggard.

And one that wasn't, particularly, Mervyn Peake, who it seems to me drew more on Lewis Carroll-another fine source of myth, is one of the best.

So there's a lot of stuff out there to draw from, that can get us past the idea of "more of the same, only bigger"

And with Construction, we have the ability to create summonable units that fight smarter, instead of just harder. Easily summonable engines of war, as well as field defender units, become possibilities. Imagine a unique massive, mindless, mechanical spider-mech, ala Wild Wild West, which produces-instead of being destroyed by-flying mechanical hornets that move extremely fast and deal out death poison that can drop an elephant? Or a unique Watcher-themed unit that is GoR? Or a unique Electric Monk (ala Douglas Adams' Dirk Gently's Holistic Detective Agency) that automatically casts Banishment, and doubles itself every combat round. Or submersibles that produce tough high seige bonus, high patrol bonus defenders, to take the place of PD when you're under water. Steamcannons could have unheard-of seige capabilities, move easily through any given terrain, and transform into artillery in combat, ala Starcraft. Maybe instead of larger mechanical men, they're size 1 instead, but have 4 attacks per round? Or a size 6 unit that does nothing but churn out a constant stream of longdead that have armour and weapons bolted directly to their bones? Or an "iron cobra" unit with high stealth and patrol bonus that can't fly but can reach any land province in a single turn, because of it's extremely high movement-rationaled in-game as "dimension-shifting".
No unstoppable juggernauts, no real SCs infact, but good solid units that fulfill a late-game need.
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  #106  
Old June 12th, 2008, 06:27 AM
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Default Re: Artificial Myth and the Endgame...

Some really really cool ideas there, definitely some creative interesting stuff in the last paragraph particularly.

I'd mention though that the reason I was espousing the "more of the same, only bigger" concept, as well as the "just let us summon pretenders" concept, was to avoid arguments about design issues. Graphics aren't a problem with those more basic approaches, and balancing isn't SO hard when you are working with a formula that already works, just increasing some variables to plug it into a later position in the game.

Personally I'm all for really wacky, fun, distinctive summons, I just want to see things make it to the game, and preferably in an official capacity, as well.


Which reminds me, is Sombre's new avatar a prototype for a chupacabre?
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  #107  
Old June 12th, 2008, 06:28 AM

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Default Re: Artificial Myth and the Endgame...

Sombre's new Avatar is a Warhammer Skink, I believe.

Very nice post HB. I just read the Wikipedia article about wendigos. Very creepy!
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  #108  
Old June 12th, 2008, 12:28 PM

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Default Re: Artificial Myth and the Endgame...

I really wish that the elemental kings/queens were better. I mean, they currently have like four paths in whatever their element is. There are recruitable mages that are better at casting elemental spells than the kings of those elements. It just doesn't sound right to me.

If it were me, I'd bump them up the conjuration tree and give them like seven or eight levels in their respective magics. Jack up their stats, and give them some cool #onebattlespell effects. Instead of the king of elemental fire being a sort of tough fire mage that nobody really gives a crap about, he could stroll into combat whipping out crazy high level fire magic without communions or boosters and auto-casting Heat From Hell via #onebattlespell to simulate the fact that the second he shows up everything for miles around starts lighting on fire.

I'm not really sure offhand how one could upgrade the others, particularly given that they should all have their own thing that sets them apart from one another. Offhand, one of the earth kings could #onebattlespell that earth magic that makes everyone take fatigue as they sink into the ground (I think it's earth grip, although thath might not be the whole battlefield version) and the Queen of Storms should probably autocast Storm.

The elemental royalty should be imposing as hell on their own, instead of just the one amphibious water queen and the earth kings being respectable SCs while the others make for desirable casters and not much else.
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  #109  
Old June 12th, 2008, 01:13 PM

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Default Re: Artificial Myth and the Endgame...

Agreed about the wimpiness (as mages) of the elemental kings compared to recruitables. I'd like to see them boosted up to Conj-9 and given more magic, as you describe.

Earth could do #onebattlespell "Curse of Stones" and the other could do "Iron Bane".

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  #110  
Old June 12th, 2008, 04:31 PM

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Default Re: Artificial Myth and the Endgame...

I agree that the Royals could use a bit of a boost to thier magic paths. However, giving them #onebattlespells like Menacer describes would be a really bad idea. Not because it isnt thematic - it definitely sounds cool! - but think about the logistics of trying to deploy the Fire and Earth Kings you describe. You'd need a fully fire immune army for the first one and a Relief caster for the second, just to counter bringing your elemental royalty to the field.

Also, you dont want to move them up higher in conj or you make Death even more appealing as a summoning path because it would then take longer for the elemental paths to pay off.

I'd say, leave them where they are. Bump them up in magic by +1. And maybe just review thier stats for any thematic bumps to give them.
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