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  #1  
Old May 5th, 2008, 07:36 PM
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Default Re: Djinnibad - Nomads and Genies

To Endoperez:
Well, Arabian-based faction SHOULD have good raiders.. And that they sometimes pulled really wicked tricks of that kind you surely had heard. What I can promise is that really hard-hitting types probably wouldn't have stealth - after all, it's quite difficult to miss an appearance of Efreet "tall as the sky", or Daw "tall as a tower". Though they wouldn't be SO large in a game, sorry.
BTW, there is some discontinuity in the sources - efreets/marids are often descibed as very large, but are still able to appear in small rooms & bed human women sometimes. This could mean either that extra-large size is glamour-based illusion, or that they have second shape which is used for combat purposes - which agrees fine with Perih & Daw having animal forms...
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Old May 6th, 2008, 05:59 PM

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Default Re: Djinnibad - Nomads and Genies

Glamour is illusions and I don't see them as that, I see them as magic beings living in our world but also not of this world. And to me that is ethereal.

Only the Jann is ethereal, made of smoke and fire (like fire elementals = ethereal

The Sola is a creature of magma (mix of ghost light and a king of elemental fire, but weakish) in my describtion and can fly/hover

The Marid and Efriti just fly since I didn't want to overpower them.
IF I would give them anything else I'd give Efriti etherealness too and Marid glamour (I see marids casting illusions etc)

anyway all that arabs ancient literature is just telling everything all ways so you can't really use it as a solid base.

Saulot: I thought that command didn't actually make it a MAGIC attack, it just makes it a special attack that wouldn't disappear when equipping weapons (natural attack) why I thought that I can't find atm.
(ah I found it that is #bonus)
The fire in it's insides are hot though don't thing an average ethereal being would enjoy being there.

but I guess # magic is out indeed
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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Old May 6th, 2008, 06:03 PM

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Default Re: Djinnibad - Nomads and Genies

but is that sandworm overpowered for 35 gems???
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  #4  
Old May 6th, 2008, 06:22 PM
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Default Re: Djinnibad - Nomads and Genies

Quote:
Aezeal said:
but is that sandworm overpowered for 35 gems???
I don't think it's overpowered for 35 gems.

The age setting seems too high, I've been under the impression the age of sandworms are ranges in thousands of years.
The current age ranges in the tens of thousands with a maximum of 100,000.

Also according to the wikipedia the sandworm is highly susceptible to water poisoning.
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Old May 7th, 2008, 11:42 AM
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Default Re: Djinnibad - Nomads and Genies

To Aezeal.
What you don't see is completely your own problem. That Jinn often turned invisible & changed their appearance is mentioned quite often. And this is what is said in the description of Glamour.
As for living in this world but being not of this world, it's unfortunately out of question.. Allah HAD made other worlds populated by angels according to some sources, but angels & Jinns are different beings - Shaitan sometimes appears to have common features with Jinn, but that's it. Jinn and especially "lesser" races of geniefolk are much closer to mortals than to angels - they may intermarry with humans and have children, including common with them, they die & aren't always especially long-lived, they are killed by normal weapons, etc...
I didn't met Jann in any sources I've seen except AD&D and there they aren't ethereal. As for being made of fire this is mentioned for Jinn in general, Perih & possibly angles (I'm not sure whether it's worth it to include Islamic angels which possibly wouldn't be different enough from those which Marignon, e.g., summons).
Sola I also didn't meet. Where did you find them? Name suggests something of probably Hellenistic/Neo-Platonist origins, though this is of course no reason to drop them entirely - if they are overpowered or aren't fit to the same patten as other genies, this will be reason enough.
What I would give to Efreets is larger combat form & smaller human-sized one, though I'm not currently clear about which advantages the latter should have. Both names are often used interchangably as I already mentioned, but it's possible to make 2 different subraces by making Efreets thugs & Marids mages..
I can use it as a good base. If you can't that's completely different problem - and not mine. Any folklore has some discontinuity as it's created by many people during large periods of time, but for the same reason it mostly conforms to the common pattern. (I won't get to deeply into this here unless there is an interest). As I mentioned above, these patterns are relatively clear - but they differ somewhat between Arabian & Persian folklore (the latter, e.g., rarely describes Jinns as such, though it mentions them). And 1001 as such was written in Late Middle Ages, and in Egypt to boot! It contains Persian and even Indian influences - so I would prefer to use its patterns preferably in LA (I now think about sorcerers)...
#bonus means just it - & is mostly used for mount attacks, etc. While qeapon equipping shouldn't be a problem if the monster in question has only misc slots - you just can't equip weapons in them - excluding those which give #bonus themselves!
As for overpowered - I have currently no time for experiments with it in its various versions. Did you make any?
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Old May 14th, 2008, 11:44 AM
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Default Re: Djinnibad - Nomads and Genies

Sorry for taking such a long leave. The original reason for this didn't take more than a couple of days, but I just didn't feel motivated. I still don't, because camels are hard to draw, and because I'm still not sure if warriors are supposed to sit before, after or on the hump. Still, I got some progress. This preliminary camel rider has weird proportions and doesn't look like a sprite yet, but he's drawn quite a bit larger than necessary so I can work on those details once I shrink him down. The camel was edited from Waste Survival icon.

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Old May 14th, 2008, 02:28 PM

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Default Re: Djinnibad - Nomads and Genies

wow I love it .. really... if you insist it's not ready yet I won't use it yet though
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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Old May 14th, 2008, 03:51 PM
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Default Re: Djinnibad - Nomads and Genies

I insist that you don't use the jotun riding the tree-legged camel. If there was an ordinary Dominions cavalry unit next to it, the human's head would be at the same level with the camel's.
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