Future Plans





Ideas

First off, I've been thinking about races. With the new Caste system going in, I'll be able to do a good bit more with them. One thought I had was to break down each basic race into 3 subraces. These sub races may be simple Civ ethics changes, could involve specific castes, or could be groupings of vaguely related creatures. Some of the notes I have in here won't have any effect on the next version, but I like to have an overall vision for the races that goes beyond the game's limitations.



Here is how I'm thinking of breaking things down right now:

Each race will get a Noble/Good version, a Neutral version, and a Degenerate/Savage/Evil version.



Dwarves:

Normal - Toady's vision of Dwarves. Good, hardworking people.

Hill - The Hill dwarves have moved out of the mountains and live in human style cities in the hills. They're renowned for their craftdwarfship, but can be somewhat harsh to other races.

Chaos/Tainted/Whatever - Total basket cases. Anything goes.



Elves:

Normal - Your normal stuck-up hippy elves

High - The CF style High Elves. Still vegetarian, but willing to use wood for fuel.

Wolf pack - These elves went too far into the mind of nature, and can't come back. They have become total carnivorous hunters, savage and wild.

And/or Tainted Elves. Not sure what to do with them yet. Give them High Elf level technology and make them evil, perhaps.



Humans:

High Men - Noble and self rightious, but strong allies and good traders

Normal - Average humans. A bit greedy and selfish, but not bad

Slavers/Tainted - Vicious and cruel, they lust after the wealth they cannot make themselves.



Goblins:

Hobgoblins: The basic CF Hobgoblins. Cruel, but noble. They are warriors above all else.

Normal: Classic DF goblins. Baby snatching, bone eating, squabbling greenskins.

Redcaps: Bloodthirsty versions of their cousins, the Redcaps actively TRY to be evil.



Xelics:

Silver - These insectoids live in harmony with nature. They encourage other races to do the same, but are not convinced that it is possible and seem not to be too offended by others ways

Cobalt - The Cobalt Xelics are somewhat Xenophobic and can be quite hostile. They may occasionally war with other races, but tend to stay isolated otherwise.

Violet - The Violet Xelics are cruel creatures, seeming to delight in evil experiments and dissections of other creatures. It is theorized that they don't really understand non-insect biology, and seek to understand its inner workings. Preferable while it's still alive.



Dyansaurai:

Crested - These herbivorous creatures sport large head crests. They are generally peaceful, but will fight hard to protect their own.

Normal - Savage warriors, these human sized dinosaurs are clever and adept at metalworking. They love combat, and relish to opportunity to go to war. When at peace, however, they are willing to trade with the 'lesser' races.

Great Ones - These gigantic beasts are only mildly intelligent. But they have mastered some forms of metalsmithing, and their great size and natural weapons make up for any technological deficiencies. They are hunters and warriors, and powerful foes.



Bugbears:

Maruuk - Pacifists, these shaggy creatures live deep in the woods hunting and gathering berries.

Bugbears - Large, hairy, foul tempered, and compulsive thieves. Unlike their smaller cousins, the bugbears take by force. Except for children, which they sometimes eat and sometimes keep as servants.

Kobolds - Degenerate little thieves. Classic DF.



Vamarii:

Normal - These beings, similar to Arctic foxes, live in shining palaces of ice among the arctic lands. They are fond of wealth, and gladly trade with other races for what they cannot make or find for themselves. Very fond of gems.

Woodland - Friendly but mischievous, these Foxlike beings live in scattered hamlets in the woodlands and valleys of the world.

Night - These small, black foxes are thieves and cowards. Very similar to kobolds, even if they think otherwise.



Desert Folk

Animara - These strange creatures have the bodies of men with the heads of various animals. They are a proud, noble race who cultivate many strange plants out in the desert sands.

Jawas - Odd little scavengers, they can be mischievous and a bit kleptomanic.

Sand Raiders - Harsh beings from a Harsh land, they often raid surrounding lands for slaves.



Giants: A little different from the others, the Giants are based on Elements.

Storm - These giants wander the great plains of the world, with giant herds of animals that they use for food and clothing. They do some smithing, but care little for technology overall.

Stone - Living deep in the mountains these beings rival Dwarves for their knowledge and skill with stone and metal

Frost - Cold-hearted beings, the Frost giants live amongst the snow wastelands of the world. They love combat and drinking, and will travel great distances for either.

Fire - Hot tempered, these great beings live in the deserts of the world. It is best to avoid them, as they have a habit of killing first and saving questions for your charred corpse.



Eye Creatures

These need to have the details fleshed out a bit. But they're going to be a very interesting race that heavily utilizes castes. Basic description: Giant Eyeballs with arms & legs, that often have other bits tacked on or modified. Weapons for hands, antenni, frills, spikes, and so on. They cannot communicate with the other races, and seek to wipe them from the planet so they can have it as their own.



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Non-Race related items:



Things to add: Libraries and Knowledge transfer, Furs & Feathers, More uses for Alchemy

