The Forgotten Factions
A quick word of warning I guess this is something I'm just starting up so it might take a bit of time for release. This topic exists mostly to motivate me to work on and complete the mod. As well as lay out my ideas In a way that I can easily refer back to.
It's going to be a complete conversion that changes things a rather large amount so...feature list time.
Future Features/Goals- Replaces the three main races with a total of 7. It keeps the dwarves and humans but for the most part changes them a fair amount as shown below.
- Introduces new materials and workshops that for the most part will be restricted to specific races.
- All races will be playable in fortress and adventure mode using their unique workshops, reactions, and materials
- A yet unknown number of creature additions that will be able to be used differently depending on the race played
- A bunch of plants, trees, items, and materials
Humans
Humans are a fairly new species compared to the others but have become incredibly advanced in the short time they have been around. While their knowledge of magic is weak they have been able to learn a little alchemy to further their technology. As such they have a natural aptitude for mechanics.
The Fey
The Fey have been around as long as anyone can remember and despite many attempts from other races in the past they have outlived most of their aggressors. They are skilled with magic and plants which allows them a natural skill in both herbalism and alchemy. Beyond that the females of the race are excellent observers and the males negotiators. Physically they are fairly similar to humans the only differences being their wings and coloring of their eyes and hair
The Elrin
The Elrin are an ancient obsidian skinned race that date back nearly as far as the fey. They are often known for their towering dark structures. Beyond their skin the most notable characteristics of the elrin are their four arms and bones which are as strong as bronze. The males of the race are excellent at both carpentry and masonry as well as swordsmanship. The females are talented weapon and armor smiths as well as great spear users.
The Grell
The Grell are an extremely peaceful species with skin made of crystal glass. They are masters of trade as well as excellent glass makers, gemcutters, and gemsetters. They do not like to fight but when they do they are natural dodgers and archers.
The Alri
Alri are a mostly tribal race of animal like humans that have extremely strong teeth and claws and are extremely skilled at using them. They have a knack for animal training, leatherworking, bonecarving, and ambushing. Despite their animal like appearence the Alri were once like humans however they split off from them as they saw how the humans dependence on technology was separating them from nature.
The Kalrik
The Kalrik are a three horned humanoid with grey skin and a tail. They come in three varieties based on the color of their horns.
Red Horned: Aggressive and fire proof the red horned Kalrik usually end up in their military
Azure Horned: Are orderly, amphibious, and skilled persuaders. They are traders when they can and menial workers otherwise.
Golden Horned: Are disciplined, excellent flatterers and liars. They usually end up in leadership positions.
Dwarves
Dwarves are relatively stout creatures that rely on alcohol to allow them to deal with their innate desire for perfection. Though no longer as advanced as humans the quality of their craftsdwarf(man)ship far exceeds that of humans. Ultimately their knowledge of metals and minerals also exceeds that of all other races allowing them to create alloys that others can only dream of acquiring. They are excellent armor users, axe fighters, miners, engravers, and masons.
Materials
Most races will have access to some basic metals iron and the like, however while humans and dwarves will get steel other races will get specific substitutes that have slightly different properties and in some cases will be able to pierce steel.
Dwarves of course will get metals that are stronger than most of the races as well as metals that are more valuable. Still working on names at the moment.
The Fey will instead of metals obtain alchemical reactions to create various woods that will have some of the same properties as some metals. They will however most likely still be fairly flammable so there's that.
The Elrin will most likely have iron as their strongest metal and have to use their strength and skill in combat. They will however most have access to a fairly valuable metal that will be called black silver until I think of any other name.
The Grell will have easy access to most glass products and as such be able to produce special weapons grade glass since the current capabilities of glass are lacking. They'll have red glass as a sort of steel equivalent a bit sharper but easier to break and probably blue glass as a sort of decorative and weapon material.
The Alri will mostly rely on their claws and teeth but will probably be able to use alchemy and bones to create a sort of Ironbone. They'll most likely have some reinforced leather armor that's fairly tough.
The Kalrik are going to be fairly similar to kobolds in terms of how they act and will probably end up using special stone weapons and end up focusing on blunt weaponry.
Other Creatures
The Zerchaal
The Zerchaal are ultimately humanities greatest folly in their search for power. They are a combination of technology and magic using questionable methods. It is worth noting that there are 6 varieties of Zerchaal each with different strengths and skills.
First the scavenger as they are aptly called are one of the ways the zerchaal create more of themselves by finding any metal parts they can usually steel.Their hands are long claws designed for searching through scraps of metal they are the smallest of the creatures. Second the Constructors are the second half of the production process using their hammer like arms they smith the metal into usable shape. Next are the Hunters larger than both the scavengers and constructors they are incredibly agile with dangerous claws for hands. After that there are the Berzerkers not to much is known about them other than the fact they give off a red glow in the dark. Then there are the Slayers the elite of the zerchaal true beasts of metal the slayers attack with axe-like hands designed to quickly cut up their prey. Finally the most dangerous is the Overlords they are giants forged of steel and magic their numbers are few but they are dangerous so much that all other zerchaal are not immune to it's rampage.
That's all at the moment will add more as it comes up
I'm happily willing to accept ideas for both features and names for stuff.