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Author Topic: Witch Night-creatures?  (Read 2663 times)

JadeToad

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Witch Night-creatures?
« on: February 25, 2018, 02:37:00 pm »

i think they would make a pretty fine addition to the game, female humanoids that secretly live in hamlets or in deep forests. they possess the ability to raise the dead, throw fire, and make people vomit.
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IndigoFenix

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Re: Witch Night-creatures?
« Reply #1 on: February 25, 2018, 03:07:44 pm »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

JadeToad

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Re: Witch Night-creatures?
« Reply #2 on: February 25, 2018, 04:24:51 pm »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?
sounds good.
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GoblinCookie

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Re: Witch Night-creatures?
« Reply #3 on: February 26, 2018, 01:04:09 pm »

i think they would make a pretty fine addition to the game, female humanoids that secretly live in hamlets or in deep forests. they possess the ability to raise the dead, throw fire, and make people vomit.

Generated hags are already in the game.
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KittyTac

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Re: Witch Night-creatures?
« Reply #4 on: February 26, 2018, 10:07:59 pm »

i think they would make a pretty fine addition to the game, female humanoids that secretly live in hamlets or in deep forests. they possess the ability to raise the dead, throw fire, and make people vomit.

Generated hags are already in the game.

Except that current "hags" are just a name for night trolls.
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catoblepas

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Re: Witch Night-creatures?
« Reply #5 on: February 27, 2018, 02:17:31 am »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
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GoblinCookie

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Re: Witch Night-creatures?
« Reply #6 on: February 27, 2018, 07:07:41 am »

Except that current "hags" are just a name for night trolls.

Equally the reverse.  ;)
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JadeToad

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Re: Witch Night-creatures?
« Reply #7 on: February 27, 2018, 08:04:22 am »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
druids are actually in the game i think.
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KittyTac

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Re: Witch Night-creatures?
« Reply #8 on: February 27, 2018, 08:37:15 am »

But they aren't magical, they're just elf positions. Maybe in mythgen they will get some procedural powers and whatnot.
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GoblinCookie

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Re: Witch Night-creatures?
« Reply #9 on: February 27, 2018, 09:13:50 am »

But they aren't magical, they're just elf positions. Maybe in mythgen they will get some procedural powers and whatnot.

Maybe they are magical but that magic has to do with making magic-elf-trees rather than killing people?  :)
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catoblepas

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Re: Witch Night-creatures?
« Reply #10 on: February 27, 2018, 11:06:34 pm »

I was thinking that perhaps druids would be a tie-in to this idea about secluded witches and hermits in the woods practicing magic. Like if an elf w/e decides to go off in a cave and commune with the force of nature for a while he/she might pick up a witchy/shamanic/druidic themed secret. Some might be relatively mundane, like the secret of brewing gnomeblight, or limited in scope- like understanding the language of birds. One of the secrets they might pickup could be how to coax trees into making grown wood items- being able to do that could be a prerequisite for the elven 'druid' position.
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GoblinCookie

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Re: Witch Night-creatures?
« Reply #11 on: March 01, 2018, 08:11:07 am »

I was thinking that perhaps druids would be a tie-in to this idea about secluded witches and hermits in the woods practicing magic. Like if an elf w/e decides to go off in a cave and commune with the force of nature for a while he/she might pick up a witchy/shamanic/druidic themed secret. Some might be relatively mundane, like the secret of brewing gnomeblight, or limited in scope- like understanding the language of birds. One of the secrets they might pickup could be how to coax trees into making grown wood items- being able to do that could be a prerequisite for the elven 'druid' position.

Poor gnomes.   :'( :'( ;)
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JadeToad

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Re: Witch Night-creatures?
« Reply #12 on: March 01, 2018, 05:37:23 pm »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
i have something to add, maybe witches can conjure familiars like cats, boars, chickens, etc.
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Anandar

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Re: Witch Night-creatures?
« Reply #13 on: March 02, 2018, 08:49:19 am »

Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
i have something to add, maybe witches can conjure familiars like cats, boars, chickens, etc.

Familiars are normally pets or cursed magic users or animals with unusual magical connections to the witches etc and are summoned rather than conjured... the difference being a magic call draws them rather than being ripped through time/space/other dimensions or brought into existence through the users magic power... which would be good too, the result of a call could be any creature in the listnof animals from dogs to kea or crocs or even giant elephants like those in boatmurdered... even humanoid animals
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KittyTac

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Re: Witch Night-creatures?
« Reply #14 on: March 02, 2018, 08:56:23 am »

The elephants in Boatmurdered were normal (for a certain value of normal) elephants, giant ones didn't exist back then.
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