I have started on a modded race of Naga, and I wanted to bring some of my ideas out to open a discussion, and get some feedback.
Influences
First of all, the naga have several different mythological and fantasy influences, from buddhism and hinduism to the more modern implementations in World of Warcraft and guild wars 2 (among many others).
Some things that are shared between them:
- Adept at fighting, usually with swords or polearms.
- Snakelike head, with scales and poison.
- Magical influence, typically with water/weather.
- Often associated with rivers/bodies of water as a dwelling.
Some cherry-picked ideas from other places -
- The greek lamia (partial snake-like woman) and her child Scylla (also vampires, but we have that already, so not going there).
- dota 2, the siren. I want a few magical castes, and I think this one would fit in well (siren song that either dazes/stuns or charms enemies).
- Various boss naga in games - control over lightning is a big one, with storms and water as well. Frost maybe?
- Male melee, female ranged/magic. Perhaps going as far as to practically bar the use of opposite caste weapons.
Major Themes
I think the most major theme is water. DF has water as a helpful, but secondary resource. Considering the Naga are born swimmers and are waterbreathing creatures, I want to encourage a mostly water based fort. One of the things that this will allow for is a much easier invasion (just put a maze in the water on the first few levels, and watch all the invaders drown...), but it would add flavor to the race. This, in combination with the strong army you can get might make things too easy, so I'm looking for ways to reduce that.
Another major theme is magic and large summons. I think a hydra, water elemental and a kraken of some sort (maybe just flailing tentacles that grab and swallow invaders?) would be perfect for summons of the Naga. Keeping in line with this, a strict code of water usage might be best. Some type of druidism score, where the more you use water (all items created from a water based workshop? Also water spells and prayer?) is necessary.
The above makes freezing climates impossible, and scorching climates almost so. This is a big problem for me, and I'm trying to wrap my head around some way to counter that.
Primarily meat based diet, with the help of kelp farms for constant food generation. I'm thinking that farming isn't very reliable for them, but haven't considered how to enforce that.
Coral and Poison enhancements to weapons and ammo. Combine metals with coral and poison (milked from jellyfish and other aquatic nasty pets) and paralyze, bleed and confuse your foes into submission.
Custom Workshops
I have started quite a few of these, and made a decent amount of reactions for most, but just to list some things out -
Temple (upgrades to one of two types, a temple to Lamia {offensive magics like lightning and ice} or Triton {defensive magics, like healing waters and ice walls} which both upgrade based on a magic counter (druidism-ish) and time)
Warrior hall (upgrades three times, with addon buildings that train specific skills (dodging/wrestling, striker/fighter, strength/agility)
Oracle's chambers (teaches spells and allows for magic accumulation)
Kelp Pond (upgrades to a grotto, can farm kelp and other meat-bearing aquatic creatures for butchering and eating. Can also farm special items at a low rate for other reactions. Core building that should be frequent in a fort)
Steam Workshops (needs both magma and water underneath the building to work, will infuse metal with coral. Upgrades and addons possible for special things {armor, ammo})
Summoning Circle (water circle that can bring forth elementals, hydras and occasionally summon a powerful being for siege help)
Raider's start/unpacking station (Similar of course to orcs, but perhaps changes based on theme... Something to think about.)
Some sort of a water generating workshop. Something that can kickstart the above at a very low cost, but still isn't a replacement for a river or other natural source.
Thoughts/Other Plans
Thrall-like sub-race, humans who do work with picks and axes (which the naga wouldn't use).
No farming? The kelp pond should be the main source of food, but you can't get rid of the plot being built... maybe remove grower from all castes?
More special qualities. I love the water idea, but its hard and hacky, and probably won't work well. Something else to make it unique would be nice.
I've set myself up to fail, lots of complex interactions and scripts, but I have a good comparable scripts from other races, so it should just be small edits.