Anonymous August 30, 2007 - 12:40pm | I was thinking of designing an image for the front page of Fantasy Frontiers when I realized that Vrusk are exactly like Satyrs, so would have a bow for weapon. In fact, their hands are perfect for bows. So what role do the other races fill? Well, I see Yazirians as strictly unique, not matching any race. Also, they have a good rich history in current canon. Their weapon of choice is the zethra, a disc held with a chainmail glove. This is sufficient for the game, I think. Dralisites, shapeshifters. Take advantage of that. Maybe with a little magic help, they can appear like anyone. Ifshnits = dwarfs. SmootRK doesn't seem to be a fan of this idea, but I'd just like to keep it out there. I am currently recreating their image for the 25th Anniversary Edition Rulebook. I think you'll like it. They don't look as much like dwarfs as Zeb's did, but they look like a unique race now that would be a great replacement for dwarfs, I think. Humma. Again, this is not a favorite of many. But again, I'm reinventing their image. Still kangaroo-like (can't avoid it, because of the detailed description), but they look more alien the way I'm drawing them. They're another race that can't be compared. I think I can help flesh them out and make them more interesting. Osakar are a great oracle-type race, and the way I'm drawing them gives them dignity and makes them more alien. They're supposed to resemble scaly plants, not snakes. The Mechanon is the hard one to fit in, but they can. They're like man-sized metal golems that come in a variety of shapes according to caste and duty. Caste and duty are an excellent fit to a medieval environment. Zeb races are not currently popular, but I have a plan outlined that will make them not just more popular than previously, but the favorites of many. Don't pass judgment too quickly until you see the stuff I put together for the rulebook. |
Corjay (not verified) August 30, 2007 - 2:18pm | Another reason Vrusk make good archers is because they're ambidextrous. When one arm wears out, they can switch sides. Of course, they would have to have special bows that allow them to do so. Additionally, their many legs allow them to move faster and climb to places most can't reach, allowing them better vantage points from which to angle their bows. Their bodies and the noise of their natural armor would not allow them to be much of thieves, and being extra intelligent, they would make for excellent tacticians. |
Corjay (not verified) August 30, 2007 - 3:37pm | I was thinking that the Mechanon don't have to be in it. It would be understood if they weren't. |
Corjay (not verified) August 30, 2007 - 3:50pm | Dralisites are also good as theives, of course, as demonstrated in the last picture of the picture story in the AD Expanded Rules book. |
Corjay (not verified) August 30, 2007 - 3:58pm | In the download document, SmootRK mentions that Humans are the dominant race in fantasy campaigns, but I would like to encourage a change in comprehending Fantasy Frontiers. In Star Frontiers, Humans are not actually the dominant or most common race. Note on the Fantasy Frontiers map that many of the settlements have Vrusk names. I recommend that the Vrusk be the dominant race and humans are only at most as common as the other races. |
Corvus August 30, 2007 - 8:40pm | In Earthdawn, dwarves are actually the dominant raise of Barsaive (the main campaign area). I don't see a problem in doing something similar with the vrusk in this particular campaign. If you wish to make an apple pie from scratch, you must first invent the universe. -- Carl Sagan |
Corjay (not verified) August 30, 2007 - 9:53pm | By the way, I got to thinking that Ifshnits are more like tall Gnomes than Dwarves. |
SmootRK September 1, 2007 - 8:20am | Excited to see Re-imagined zeb races. I think that the Robots as Characters article by Bill would make for a great base for re-designed Mechanon race... making them actually playable as balanced characters... maybe not for a Fantasy Frontiers game. Then again, Eberron has Warforged... a Golem kind of idea might make Mechanons viable in fantasy type settings. I know I have my own biases and preconceptions, but I actually am very flexible to campaign and setting material for this project. As I stated on a separate thread topic, I believe in making rule sets as independent as possible for this (or any project), and campaign material as an almost separate aspect... allows for Referrees to customize their game greatly, instead of force-feeding what I think ought to be 'cannon' into their games. Most of my race ideas, monster/critter ideas, or whatever, are all supplied to give referrees sample campaigns they can pick up and run with, but for the more enterprising individuals, I want to make it easy for them to craft their own setting material as well. <insert witty comment here> |