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Thread: Submod Idea - Untamed East

  1. #61

    Default Re: Submod Idea - Untamed East

    I love this tree ^eDe^. And you even found a way to get all my guys except the archers which I had no love for anyway so let's celebrate with a run-on sentence of confirmed canon-agreement!

    Pfft, yeah, with Zunayus gone the Darknuts' land is more or less the only place they can go, and I doubt they'd be in numbers significant enough to make their own faction again.

    Also, no Masters? Deities I understand. And, I agree in the placement of the Dishonored Gunners, it cements them as a (reluctant) elite unit well.


    ...and with this model in mind, I would request Corcoro's bodyguard in that case be Keaton Tricksters or Dishonoured Gunners. Sidenote only, I won't just go on and on about my own character ^.3.>.
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  2. #62

    Default Re: Submod Idea - Untamed East

    Uh, no Masters because I'd run out of tiers to put them in... That unit roster is interim, anyway. We should be able to improve on it as time goes by.

    In terms of buildings though, what do you think we could do with the Darknut building list? I'm thinking of splitting their unit production at Town level or so - settlements need to be specialised to either produce traditional Dishonoured and quicker traditional Darknut training, or produce ranged and Keaton units but then losing Master/Legendary recruitment. Therefore, a Darknut player would need to divide their cities between the Old and Reformed creeds in order to get their whole techtree... What do you think?

    And worry not about your own character. If there was an option to give a Diplomat -15 Agent Skill, I'd throw Kes in there straight away!
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  3. #63

    Default Re: Submod Idea - Untamed East

    Fair enough

    That makes sense! And you know, we could even have the Keaton and Dishonored buildings generate a little unrest XD. And you know, lore-wise, that's a recipe for rebellion and secession: two separate tech tree factions that can't bear to work with each other, so every city has only one kind of tech branch. Every city is influenced by one of those two political divisions. Sectionalism everywhere!

    But anyway. Well, I suppose that would mean that the Traditional side gets the standard Darknut tree (with the additions of the Homeguards, and possibly maybe ex-nay that whole 'Can-only-train-the-highest-tier-the-city-has thing for the barracks), and the other side gets a whole new line of buildings. Shall I make some suggestions for the Keaton/ranged division branch of the tree?

    EDIT:

    Actually, I suppose the 'Keaton' side of the skill tree would be an extension of the Foreign Quarters, right?

    So, for Foreign Quarters' tree:
    1) Foreign Quarters
    Living area dedicated to non Darknut peoples, such as the sub servant Fokka and Mazura. After the Moonfall and the exaltation of the heroic Corcoro, however, Keatons have come in to fill the roles those two near-extinct species once did.
    -Keaton Scouts

    2) Auxiliary Barracks (Town)
    The Foreign Quarters have been expanded into a barracks for training all sorts of non-traditional Darknut soldiers. This means that a number of Darknuts themselves come here to train as well, where the curious-minded young Initiates are trained in the exotic ways of ranged combat.
    -Keaton Scouts
    -Initiate Peltasts

    3) Trickster Armory (Large Town)
    The Auxiliary Barracks have largely stopped denying the fact that Keatons are now the 'dominant' subservient race of the Darknuts, and the grounds are now dedicated to them teaching their unorthodox ways of combat-- tempered by the Laws of the Code, of course--to those willing to learn.
    -Keaton Scouts
    -Initiate Peltasts
    -Keaton Tricksters

    4) Black Arsenal (Metropolis)
    The Armory has been expanded into the demoralizing Black Arsenal. Now not only a playground for the wily Keatons and other foreign mercenaries, these dreaded places are now also places where the lowest of Dishonored are issued their fearsome new black powder weapons from which the Arsenal gets its name. Is it truly a dreadful place, though? The more open-minded of the Darknut race are still often seen training here.
    -Keaton Scouts
    -Initiate Peltasts
    -Keaton Tricksters
    -Dishonored Gunners

    I think this tree also shows how much more gradually accepting the settlement is of 'Reformed' ideas by letting more and more of the FQ tree grow with their city . Gameplay and Story Integration!
    Last edited by Cielo the Pachirisu; May 20, 2015 at 02:12 PM.
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  4. #64
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    Default Re: Submod Idea - Untamed East

    The idea of a giant crater where Hyrule Prime is is quite fitting, with the rest of Hyrule field all warped and torn up by the moon's gravity... I had imagined moonfall mould rend and temporaily flood the continent into a series of large islands until the floodwaters receded. Like how Lon Lon survived as an island, shielded atop its mesa. Ontheon, Onalon, Barals Stand, and Unyus survived as an archipelago- perhaps Koridai could be merged with the Legion getting swamped by desert refugees. Audorn and Hive node Arrghus might have survived due to being higher altitude. Dominion Valley survived due to being higher elevation, but Kakariko was washed away , Death Mountain survived basically untouched.
    Most of Ikanas settlements probaly survived due to being shielded by mountains and canyons, but might have seen flash flooding. Ordona Plains and the Blin Kingdoms, being so flat, were washed right over by the sea or a surging Lake Hylia. The blins and Ordonians have taken refuge in those mountains around Ikana or south in the Land of Famine.
    Holdrum mostly survived, because the sea would have had to travel uphill over Seshei-the lakes around Horon and spool swamp flooded and surged, but most people survived. Samasa was devastated by volcanic eruptions. Labrynna proper is essentially gone, at least the lowland parts, all of the Lynna region and Sea of Storms Coast, Yoll, Nuun, and Crescent Island were flooded.
    Last edited by DarkInterloper; May 20, 2015 at 04:31 PM.

  5. #65
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    Default Re: Submod Idea - Untamed East

    As for the Cliff Lord lack of wood, perhaps contact with Labrynna and the Zuna's inherent smelting mastery has giving them access to crude iron hulled ship? We know NH has ironclads and that Labrynna used Steamboats, so its not a horrific stretch.

  6. #66
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    Default Re: Submod Idea - Untamed East

    I really like your idea with Tolemac, VictorAYorke, I wanted to capture the idea that New Hyrule is increasingly dependent on outside colonies to survive (Gamelon for wood, Tolemac for food and people, and Calatia for metal/gunpowder) and for these colonies to serve as a foreshadowing of waning Hylian imperialism and corruption- theyre full of unrest and probably likely to join Labrynna or a more promising power in the future.

  7. #67
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    Default Re: Submod Idea - Untamed East

    Have you considered basing Labrynna off the future timeline from Oracle of ages? It makes sense that after the fiasco with Ambi and Veran they might dissolve their monarchy and adopt a more Parliamentary system. And Ralphs not exactly the best heir to the throne...

  8. #68
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    Default Re: Submod Idea - Untamed East

    As for the flooding, most floods and Tsunamis IRL recede after the devastation I can imagine the same would be true of Hyrule, without the mon to attract them. As for the map probably a crapload of ruination with select areas (coastal or very low altitude below sea level) permanently flooded. You can check out the elevation map in the game files. I could imagine these flooded areas being like lake Hylia, only crossably by boat or the Zora.

  9. #69

    Default Re: Submod Idea - Untamed East

    Bro, Bro, Bro.

    EDIT BUTTON.
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  10. #70

    Default Re: Submod Idea - Untamed East

    Quote Originally Posted by DarkInterloper View Post
    I really like your idea with Tolemac, VictorAYorke, I wanted to capture the idea that New Hyrule is increasingly dependent on outside colonies to survive (Gamelon for wood, Tolemac for food and people, and Calatia for metal/gunpowder) and for these colonies to serve as a foreshadowing of waning Hylian imperialism and corruption- theyre full of unrest and probably likely to join Labrynna or a more promising power in the future.
    ...Or perhaps, as those fledgeling factions work out their coping strategies and infrastructure, they become nations in their own right, cast NH aside and assume full independence.

    I'm willing to believe New Hyrule's imperialism stems from precisely the same source as the arrogance of its predecessor - it's not a premeditated and measured act of hatred, it's just thoughtlessness mixed with complacency. If the three humanoid factions of the old world all abandon NH, they'd simply fail to see it coming...

    @Cielo
    That's just the mechanisms I had in mind, and I like the building descriptions too.

    And yes, I am subconsciously building every single faction into a potential RP setting. I can't help it any more...
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  11. #71

    Default Re: Submod Idea - Untamed East

    Haha, thanks man, I'm glad you like the ideas I put up .

    I don't think anyone can blame you :T. Again, everybody outside the RP (and a good amount within it) are dead anyway. It might as well just go off our RP's canon at this point XD;. Not that I'm saying it should.
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  12. #72
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    Default Re: Submod Idea - Untamed East

    Quote Originally Posted by Cielo the Pachirisu View Post
    Bro, Bro, Bro.

    EDIT BUTTON.
    I would think the amount of edits already made in less than a half-hour is indicative of my compulsive nature. That, and being a bad typist on an amazon kindle fire isn't particularly conducive to spelling and/ or grammar.

  13. #73

    Default Re: Submod Idea - Untamed East

    Eh, fair enough I guess, I can't say I don't post compulsively here too :T
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  14. #74

    Default Re: Submod Idea - Untamed East

    Quote Originally Posted by Cielo the Pachirisu View Post
    Haha, thanks man, I'm glad you like the ideas I put up .

    I don't think anyone can blame you :T. Again, everybody outside the RP (and a good amount within it) are dead anyway. It might as well just go off our RP's canon at this point XD;. Not that I'm saying it should.
    Let's not, for the most part - the RP has an ongoing plot that is starting to look like the Marvel/DC continuities in complexity.

    That said, it's been great for developing background material. It can fill gaps that neither the mod campaign nor Historia ever actually address, like government hierarchies and cuisine, and it is brilliant for sneaking extra character ideas in when and where we need any.

    Aaanyway, I should start thinking about playable factions and their makeup....

    Spoiler Alert, click show to read: 

    Labrynna Regime - As in previous submod incarnations. A large, well-established national faction, it's main problems are overcrowding, high unrest, food shortages and terrible external relations. The Twilight invasion and ecological damage from the Moonfall wrecked them, and even then the Flood took out half of their agricultural base, but enough survives to make Ambi's Regime a major power. Capital is Lynna, which is being rebuilt with some urgency as an administrative and military centre with the civilian population... somewhere else.

    Tolemac - A federation of surviving Gerudo, Ordonians and southern Hylians, all settled on the low, fertile island that used to be central Ordona. Has enough territory to maintain horses/goats and the expertise to deal real damage with them, but has almost no standing infrastructure and starts without any national identity. Interim capital is currently Mesu Ordona, due to its proximity to nominal allies New Hyrule.

    Gamelon - A coalition of Hylians who struck out into Airu's Reach rather than join the New Hyrule settlers, consisting primarily of merchants, minor nobles and skilled tradesmen who yearned for independence. Has almost extortinate trade revenues due to their business acumen, access to Death Mountain Range and stockpiles of Holodrum lumber, but have the same food and squalour issues as everyone else. Capital is the former Lanayru outpost of Seshei, which is currently unrecognisable due to all the hastily built town houses and warehouse districts.

    Koridai - A Gerudo watch station on their northern mountain border, now filled out with Daira, Zuna and even Hylians from Bandits Cove. Is cultural and pragmatic enough to dodge most unrest issues, with a relatively large army and stewardship of the remaining northern desert, but is utterly unprepared to maintain even a fraction of its current population. Capital is the camp on the shoulders of Mt. Koridai, which is now an active volcano (again).

    Arcadia - Turns out Majora missed a few (hundred) Deku Scrubs, and they have joined with the starving and homeless Lizalfos and some renegade Kokiri to maintain whatever's left of their respective homelands. The newly founded Arcadia includes the remaining isles of Kokiri Forest, the ridge of northern Lost Woods, and has made inroads into Death Mountain. Has a handy and mobile military with some room to expand, but must first manage serious logistics issues, an impossibly wide three-way cultural divide, widespread infighting and the interest of various other parties for whom Death Mountain is available. Capital is a former hunting camp just above the Sacred Forest Meadow, which bears the lost settlement's name.

    Zora Restoration - Prince Ralis' bold, if poorly planned and provisioned, expedition to reconquer Dominion Valley and attain the old glory of his father's kingdom. Formed from Ocean and Lanayru Zora, with little regard for purity of blood in the present circumstances. Starts with only a ruined and undeveloped Kakariko and a very poor administrative system, but has a considerable initial force to play with and has the potential even to rise to the level of pre-Moonfall empires. Also is less affected by the ravages of flooding than most factions. Capital is Kakariko Village, based mainly in the submerged sections of the town, and by the request of the surviving Sheikah they will not touch anything that may float out of the Shadow Temple.

    Cult of Holodrum - A part religion, part ecoterrorism movement maintained by various surviving Fairies, Horonian Mystics and those Subrosians caught on the surface. Based in the almost unscathed forests of northern Holodrum and Natzu. Prefers powerful stealth-oriented magic units who are screened by hordes of untrained humanoid dupes, and their combined determination gives them a sense of unity, but their remaining territory is barren and their greatest enemies (Labrynna, Gamelon) will likely look in their direction to expand. Capital is Natzu, where the remnant Great Fairies continue to hide from (and usually capture) the occasional unlucky sniper.

    Darknut Legion - As described in previous posts. Having more or less survived the Moonfall and Flood unscathed the Darknut have to deal with incoming refugees, the near-extinction of their client races, the deposing and death of their living god, the loss of their most distinguished warriors in the fight against Majora and the risk of revolution from the new generation of Initiates. Capital is still Ontheon, in which King Senturon considers his alliance with the Keatons and, perhaps, the birth of Zuna gunsmithing.

    Calatia - Formed from Gorons either too stubborn or too involved to join the search for their lost brethren into the Great Sea, plus the Hylians who fled to them rather than anywhere else. [Still need to think up a mood for this faction, plus their location / capital / advantages and disadvantages]


    @DarkInterloper
    You mean a heightmap like this? I'm using a very rough edit, that looks like this. It kills off more territory than I'd like, but at the least it shows what happens when all the most low-lying terrain vanishes.
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  15. #75
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    Default Re: Submod Idea - Untamed East

    Given that map, it looks like NH would be based in Snowpeak and that surviving chunk of Hyrule Field, Tolemac could be old Ikana ( it even looks kinda like the map of Tolemac from ZA), that large island to the west could be blin territory. Not sure if you would want to use that southeastern highland for Arcadia or Labrynna...Koridai could easily fit in that tiny archipelago to the northwest- it was a small island in L:FOE as was Gamelon, which could be that larger island around where Seshei is.

  16. #76

    Default Re: Submod Idea - Untamed East

    *squees at the sight of my suggestions being in the Darknut Legion description and how closely that ties Corcoro to it* /^eue^\

    For Calatia? Hmm. I suppose...yeah, that's kinda hard. Not sure on capital considering Death Mountain is sliced up like a small-sized Pizza at a frat party, but I suppose if I had to suggest anything:
    +Huge mining income and no shortage of military resources except maybe wood
    +Average-level morale for populace
    +Very hardy from being, well, Gorons

    -Food shortage
    -Unrest from squalor
    -Lots of unfriendly neighbors

    My suggestions.
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  17. #77
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    Default Re: Submod Idea - Untamed East

    Wouldn't it make more sense for the Zora to resettle their surviving cities in Dominion Valley given that Kakariko gorge is low-lying enough to be flooded, not to mention pretty close to ground zero, and Domain Prime is utterly destroyed?

  18. #78
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    Default Re: Submod Idea - Untamed East

    We never got much of Calatia other that it being a large white stone city with no jails, forcing them to hold criminals in the jail. It evidently was important to Hyrule as a warden for mountain passes leading into the Kingdom, and was governed by a Hylian Queen who swore fealty to the Royal family. In my old submods I envisioned as a fusion beween the Gorons, Moblins, and Ordona, with really heavily armored infantry and cavalry who excelled at charges but sucked at ranged and siege. I could imagine Hylian knights armed with goron plate armor and cities with fortified goron architecture. Given that DM blew up and ushered in a mini-ice age, perhaps they're good at snow combat.

  19. #79
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    Default Re: Submod Idea - Untamed East

    Here's some ideas for Labrynnian units I salvaged from my old Submod...

    Lord Raven
    The mysterious head of an infamous and egregiously wealthynoble line in Labrynna, the enigmatic Raven has always been the black sheep in a family already cursed by a dark history of treachery, debauchery, and just plain bad luck. With flowing golden hair that would put the hero in green to shame, eerie crimson eyes, and ears that just don't quite stand up straight, he is an unwelcome reminder his family's ancient Hylian lineage, one of the "bad seeds" of every generation that are torn between the the pure blood-obsession of their family and fear of scandal among the byzantine courts of Lynna City. Born shortly after the coronation of Queen Ambi, Raven grew up during the rise of Labrynnian industry, and knew only a world of inordinate luxury and technological wonder as a child, when not subject to the cold disapproval of his father or the physical and psychological abuse of his brother. With few friends among the nobility, he became fascinated by the greater world, and spent much of his youth studying ancient tales of magic and great heroes of legend. Decades later, he remains as youthful as when he attended Labrynna's first elite university, fueling rumors he dabbles in dark magic or unspeakable debauchery to remain eternally young. In truth, he is simply long lived like the Sheikah of Hyrule, a gift, or curse, of his familys unbroken bloodline. Following the Moonfall, Raven has emerged as one of the most powerful Nobles of Labrynna' new Parliament, using his remaining wealth to fund rebuilding and humanitarian projects as well as secretly rebuild the nation's coffers through arms trade via smugglers and seamen such as Linebeck, an old black-market contact of his.

    Shad
    The student of the recently deceased Dr. Troy, Shad is a nervous Labrynnian who is not handling the stress thrust upon him well. While his old friend and teacher specialized in biology and the study of various species and cultures, Shad had dedicated his research to the fairies and peoples of Holodrum, and more critically, the study of the ancient Wind Tribe. While a master of ancient technologies and magic, the man is a complete social introvert and liability in the dangerous wilds of the North, and finds his small scientific expedition under dire threat from brigands, monsters, and the Cult of Holodrum.

    Roperi
    Named in the style of the Fairies of Tarm by her Father Shad, young Roperi is a savant when it comes to botany and biology. Her mother is unknown, but she is said to be the offspring of a short but passionate affair between her father and a wandering black-haired swordswoman in his more adventuresome youth. She has developed the mystical tree formulas that Labrynna's troops have used to great effect to make their ranged weapons even deadlier. when not exploring the surviving wilds of Holodrums, she in search of new botanical treasures that have emerged since the flood.

    Auru
    A veteran who served under Queen Ambi's husband in his youth, and an unmatched expert in ballistics, Auru is a former mercenary and engineer hired by Raven to develop new gun and steam-vehicle variants for Labrynna. A stern but intelligent man who is deeply loyal to the country, he is also a high-ranking commander of Labrynna's surviving military forces. He has heard of the Lokomo rail lines discovered in the Great Sea, and believes that such technology, combined with Steam Power, could be harnessed to bring about a second industrial revolution in Labrynna.

    Units

    Pegasus Musketeers
    The Regime's matchlock guns have increasingly proved to be inadequate for the combat scenarios faced by Labrynna Gunners in the new world- therefore, the commission the design of a longer-ranged, faster reloading variant known as an Musket. Loaded by a primitive clockwork wheel mechanism and enhanced by a new innovation known as "boring" these gunners have a far greater effective range, but have sacrificed a large amount of armor and melee training to specialize in these rifles. Musketeers have become infamous for smearing their bullets with the oil of the Horonian Pegasus seed, which causes paralyzing pain in the victim and allows them time to reload and line up lethal headshot.

    Ember Carabiniers
    Another variant of the Labrynnian matchgun, the "Carbine" is a much lighter rifle that allows its firer much more mobility, but at the cost of reduced range. Carabiniers have compensated for this by smearing their bullets in the highly-flammable oil of the Horonian Ember Seed, and entire columns of these solders will fire off a burning volley from mid-range, watching in glee as an advancing enemy formation disintegrates into burning, panicked forms.

    Razor Dragons
    Perhaps the cruelest of Labrynna's new innovations, the "Dragon" is a primitive hand-shotgun designed from a matchlock, that while extremely short ranged, can tear through even armor with a spray of lead pellets or shrapnel. Gunners further innovated by hollowing out their rounds and filling them with the minute Razor Seeds from Holodrum, which cause deeply bleeding wounds-when fired, these round tumble and shatter, unleashing a spray of slicing death on the enemy.

    Hand-Cannoneers

    Equipped with a stripped-down version of the mech, these specialized engineers brig huge "hand-cannons," essentially miniaturized Labrynnian siege cannons, onto the battlefield-while extremely slow and vulnerable due to stripping off much of their mech's armor plating, these soldiers are sure to bring terror to any enemy with deliberate salvos of conventional and exploding shells.

    Homeland Guards
    With their military in ruins, the Labrynnian government has instituted a national draft and conscripted many civilians who would have never previously made the cut in the Steam Legion, as well as many ex-Tokay slaves and refugees squatting in their territory. Eager to escape the squalor of surviving settlements and heavy taxes and crime, many have willingly signed up, equipped with only a basic spear, sword and bronze pithe helmet from surviving military stockpils. These ill-trained troops now have responsibilities ranging from police duty to colonial defense to disaster response and rescue, and many are cracking under the pressure.

    Taburi Nobles
    Low ranking nobles of thre Labrynnian state, these individuals have left Labrynna in in search of increasing their status in Labrynnian society through conquest and pillage. They bring their noble training in fencing and pistol-dueling into the fray, whirling around enemies as they cut or shoot them to pieces with duel Bronze swords, or a steam pistol at range. Valuing their own lives above those of their lackeys, these Nobles commonly wear stylish light bronze armor that does not hinder their mobility.

    Taburi Switch-Hooks
    These militia deploy a unique innovation developed by Labrynnian and Horonian fishermen known as the Switch-Hook. Essentially a mechanical harpoon attached to a long metal pole by a chain, the user fires the hook into the target and draws them in by activating a hydraulic switch. Labrynnian technological innovations have resulted in much larger ship mounted versions of these weapons commonly used to hunt wildlife in the Sea of Storms by Gaffers out of Yoll or Lynna City. They soldiers use a hooked version specially designed to pull cavalry off their mounts or trip horses- at close range, they can impale an enemy on the wicked spearpoint or smash their head in with the blunt counterbalance.

    Taburi Longhooks
    Forrmer professional Gaffers on the Great Sea, these spear specialists wield switchhooks with much longer chains, enabling them to take down cavalry at greater distances- in addition their hooks are eqipped with an experimental pressure steam system that causes crippling burning pain in the target and panics them.

    Labrynnian Engineers
    The New governments to the pioneer, the specialists play a vital role in building defenses and the supply lines that keep the new colonies alive. Armed with an entrenchment tool for close combat, they also carry a pack of healing supplies and ammo packs- and commonly double as field medics and logistics officers in the fields. An engineer platoon is always a welcome sight to ammo starved gunners.

    Mutt Kennelers
    A pack of feral mutts begging for scraps is a common sight in the smog-choked streets of any Labrynnian city. Found all throughout Labrynna and Holodrum, these domesticated relatives of Wolfos lack their cousins' keen intellect but remain clever and adaptable beasts, which is why many cultures use them as trackers and attack animals. Labrynna's military has begun to deploy trained packs of mutts to patrol the wilderness around their colonies to detect any potential threat long before it reaches their walls, if nothign else to clean the beasts off their city streets.

    Steamtrain
    Limited contact with explorers and traders from the Great Sea has introduced Labrynna to the concept of the Lokomo train. With their infrastructure in ruins, and nearly bankrupt, the lack the ability true rail network, but have realized the potential rail could have for their military power and industry, and has adapted the engines of Steamtanks to power crude railcars. Fitted with a battery of titanic mortars that can reduce even the greatest fortress to rubble, these rolling engines of destruction serve as supply and troop transports when not blowing up the enemy, but their field deployment is limited as they cannot move off their rail line.

  20. #80
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    Default Re: Submod Idea - Untamed East

    Old Calatia concept
    Queen Seline
    Arn and Medilia
    Units

    Infantry

    Sword
    Volunteer Swordsmen - The very basic militia, lightly armored citizen recruits with iron swords and possibly a shield and leather armor.
    Swordsmiths (Heavily Armored) - Descended from Calatia's long line of iron-workers, these guys wore pretty heavy armor and warhammers in homage of their craft.
    Helmetheads (Heavily Armored) - Really heavily armored knights in iron armor and duel wielded hammers and swords.

    Spear
    Trail Guards - The guys who watch Calatia's passes into Hyrule, were weaker spear units.
    Calatian Patrolmen (Heavily Armored) - Heavily armored spearmen with pikes or halberds, the guys who protect Calatian cities and Cstles.

    Ranged

    Calatian Chieftains (Ranged, Heavily Armored) - Celtic tribal guys descended from ancient Calatian wars who threw javelins, could easily be made Gorons.

    Cavalry

    Volunteer Riders (Light) - Mounted versions of the Volunteer swordsmen.
    Helmet Knights (Heavy, Heavily Armored) - Heavy cavalry with warhammers, easily adapted to Gorons
    Chieftain Riders (Ranged, Heavily Armored)- were celtic tribal-inspired mounted Javalin units descended from Calatia's ancient era, could easily be adapted into Gorons.
    War Chariots (Heavy) - armored scythed chariots with javalineers, hard to kill and did heavy damage, but short ranged.

    Siege

    Beelista (Anti-Infantry) - A wagon-mounted ballista that fired beehives at enemies, panicking them and causing poison damage.
    Calatian Thesher (Melee, Anti-Building) - A giant scythed wagon, formerly an agricultural machine, turned into a siege machine designed to tear down gates and weak walls, really nasty but weak against heavy walls and gates.

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