Immortal Realms: Vampire Wars

Immortal Realms: Vampire Wars

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LionSaurus Oct 20, 2019 @ 2:32am
Design a new faction!
Figure this could be a fun thread. How about we all give one suggestion each for a potential future faction? A few rules:

* It has to be different from the current three vampire clans.
* Suggestions must include clan mechanics, clan lord and rough estimate of clan campaign cards and unique clan units.

And that's it. For reference, I listed the rough themes of each of the three current clans below:

* Clan Dracul: Warrior clan that use blood magic. They are aristocrats, have a convential army setup with spearmen, archers, greatswords, cavalry and beast in the form of wolves, werewolves, bat swarms and giant vampire bats. They are good at empire building and having a high blood income through growing villages and cities.

* Clan Nosfernus: Necromancy focused clan, lots of undead and sacrificial magic. Nosfernus don't bother with blood upkeep or income so mainly earn their blood by feeding on villages and cities they pass by. They make use of undeads who are generally lower quality and slow, but have a sense of persistency in the form of undying (respawns once per combat), spawning more units by killing enemy units, and sacrificing own units for health or even making low health units explode. Their army is very unconvential, making use of zombies, skeletons, abominations, and ghost. They only have one flying unit, but ghost can bypass barricades making up for it.

* Clan Moroia: Not much is known about these other then that they are very magical focused, making use of arcane might combined with animated objects like animated suits of armor and gargoyles. Their army composition makes a mix of animated armors and gargoyles for the front line, powerful magic users and a mix of melee and ranged cavalry.
Last edited by LionSaurus; Nov 1, 2019 @ 4:06am
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Showing 1-15 of 39 comments
LionSaurus Oct 20, 2019 @ 5:08am 
I'll start us off with my suggestion:

Keepers of Set.

Theme: Middle-eastern hassassin + ancient egypt

Clan mechanics
-Slave labor: Instead of using blood to develop provinces the Keepers of Set use a unique slave population resource*.
-Great Pyramid: The starting keep is instead a unique Great Pyramid**.

* Slave labor: The Keepers of Set earn a unique resource called slave population each year. The amount earned is equal to 50% of the total growth of all villages/cities/great pyramid owned by the player. Slave population has a cap based on the amount of Keeps and Great Pyramid the player owns.
** Great pyramid. In addition to being a keep, the Great Pyramid also holds a population of up to 4. This can be developed up to 6. The Great Pyramid has the following development options:
Metropolis. Increase Great Pyramid population cap by +2.
Center of the world. Increase Great Pyramid growth by +2 (Great Pyramid has a base growth of +2).
Tier 1 unit discount building.
Tier 2 unit building.
Tier 3 unit building.

Clan lord: Great Pharaoh Khemset
Pharaoh trait. +1 initative, +1 movement, +5% damage to all units in army. +1 unit slot to army.
Khemset's Unique card: Pharaoh's command. Target unit that has already used it's action gets a second action this combat round.
Card Aspect: The Great Desert.

Aspect: The Great Desert.
Bite of the Asp. Mana cost: 3. Cooldown: 3. Range: 1. [Poison] target for 2 combat rounds.
Quicksand. Mana cost: 5. Cooldown 4. Range: 5. [Immobalize] target for 2 combat rounds.
Armor of Sand. Mana cost: 3. Cooldown 3. Range: 5. Target gets +25 armor for 3 turns.
Summon Scorpion Swarm. Mana cost: 6. Cooldown 5. Range 1. Summon a unit of Scorpion Swarm.
Wrath of the Desert. Mana cost: 10. Cooldown 6. Range 10. Deal 30 magical damage in a 3x3 area. Targets get -2 movement, -2 initative, -10 armor, -10% attack for 2 turns.

^ Obviously balancing would need to be looked at and I haven't included the upgraded version of the various cards either.


Conquest map cards.
Based on a rough lookover there seems to be 6 clan unique conquest map cards for each clan (in addition to all the neutral cards each clan also gets). Here are my suggestions for the Keepers of Set.

1. Recruit Keepers of Set. Cost: 1 blood. Recruit a unit at a Keep/Great Pyramid at -25% blood cost.
2. Tribute to the Gods. Cost: 0 blood. Cost 12 slave population. Gain 30 blood.
3. Blessing of Isis. Cost: 0 blood. Cost 4 slave population. Heal target army for 40% of maximum health.
4. Curse of Set. Cost: 0 blood. Cost 10 slave population. Reduce health of each unit and lord in target army by 15%. The army looses one action point.
5. Sandstorm. Cost: 10 blood. Target province and adjacent provinces become covered in a sandstorm for one turn. Moving into a province affected by a sandstorm cost 2 action points.
6. Tomb Guards. Cost: 40 blood. Summon Anubite Tomb Guard unit on target province with a Great Pyramid or Tomb.

Keepers of Set Units

Tier 1:
Slave Axemen. Recruited from Keep/Great Pyramid. Human. Cheap expendable armor sundering unit.
Slave Slinger. Recruited from Keep/Great Pyramid. Human. Cheap ranged unit.
Scorpion Swarm. Recruited from Cave. Immune to targeted spells. Takes extra damage from area of effect spells. Damage dealer.
Venomous Serpent. Recruited from Oasis (Forest). Low hitpoints, moderate damage dealer with [poison].
Corpse Scarab. Recruited from Graveyard. Tanky unit. Deals magical damage.


Tier 2:
Slave Master. Recruited from Keep/Great Pyramid. Vampire. Buffs slave units.
Giant Scorpion. Recruited from Cave. Damage dealer with [poison].
Serpent Cultist. Recruited from Oasis (Forest). Ranged [poison] damage.
Giant Scarab. Recruited from Graveyard. Extremely tanky. Causes Terror. Deals magical damage.

Tier 3:
Hassasshin. Recruited from Keep/Great Pyramid. Vampire unit. High damage dealer. Invisible until it attacks. Deals double damage on the first attack each combat. Has shadow step ability (close range teleport that doesn't end it's action, nor reveals it). Has the blood drinker trait.
Anubite Tomb Guard. Recruited from Keep/Great Pyramid. Fast, mobile, tanky unit with moderate damage output. Has magic protection.
Hassasshin Scorpion Rider. Recruited from Cave. Mounted Vampire unit. Damage dealer with [poison] and shadow step ability. Has the blood drinker trait.
Oasis Mage. Recruited from Oasis (Forest). Ranged magical unit. Has the Mirage ability (create a fake clone).
Mummy. Recruited from Graveyard. Powerful ranged magical user with two curse abilities. Curse of grasping sand: Deal 50% attack in magical damage and reduce targets movement by 50%. Curse of ages: Deal 50% attack in magical damage. Target unit has 20% less attack for 2 turns. Mummy has the terror and undying trait.


[Poison] is a debuff similar to decay that would deal 10% of the attackers damage per combat round for 2 rounds.

That's my suggestion =)
Last edited by LionSaurus; Oct 22, 2019 @ 1:31pm
BobbyBullets Oct 20, 2019 @ 5:42am 
I would love to see a shapeshifting clan, like the Gangrel of The Masquerade. A lot of the cards would be focused on attack bonuses and their shapeshifting would make them very speedy and powerful, but it would be very limited and resource consuming. Maybe even a once per combat sort of thing. I could think more on it and write more later :-)
kalypso_Lord MK  [developer] Oct 20, 2019 @ 11:56pm 
Thanks guys, this is a very interesting threat for us. I will make sure to keep a close eye on this one! ;)
LionSaurus Oct 21, 2019 @ 10:42am 
Originally posted by kalypso_Lord MK:
Thanks guys, this is a very interesting threat for us. I will make sure to keep a close eye on this one! ;)

You want future suggestions to be maybe a bit shorter? xD
kalypso_Lord MK  [developer] Oct 21, 2019 @ 11:12pm 
As long as they are that well structured, it is fine for them being so long. Still easy to read. :steamhappy:
LionSaurus Oct 22, 2019 @ 1:35pm 
Originally posted by kalypso_Lord MK:
As long as they are that well structured, it is fine for them being so long. Still easy to read. :steamhappy:

Sweet! Well I updated my Keepers of Set clan now, adding Oasis mage to tier 3 forest unit (forest which I call Oasis for this clan to keep with the deser theme lol). At anyrate, I consider that clan finished and done from my point of view now so hopefully you guys find something useful in there somewhere and Ill start dreaming up my next clan meanwhile ^.^

Captain_Guile Oct 24, 2019 @ 12:08pm 
So we can easy guess you're going to add (other) DLCs later on devs ?
Sometimes I prefer to know if a game will have lots or many DLCs...I prefer to wait in that case (like many for sure), for a complete package (and even so, sometimes...a complete edition is not complete...with few other DLCs not bound to the pack (for instance probably the fang & bones pre-order DLC exclusive)).

Anyways nice thread and searches LionSaurus.
Last edited by Captain_Guile; Oct 24, 2019 @ 12:26pm
Skybreaker Oct 25, 2019 @ 12:11am 
Hi everybody,
no promises here and/or more details on any content after release.
First of all: development and release of the base game.
For sure we will also continue working on the game post-release. But to which extend, how many possibly small or big content releases, free or paid, to which extent can simply not be told, nor promised right now.

-cheers
LionSaurus Oct 28, 2019 @ 6:04am 
Introducing, my second vampire clan suggestion! =D This is work in progress (ran out of time xD)

The Jade Blooded.

Theme: Asian vampires with elemental magic

Clan mechanics

-Ying/Yang: The Jade Blooded require all things to be balanced. Whenever performing actions like «Feed», «Claim», or «Attacking» the Jade Blooded gain one point of Yang. However, by performing the actions «Develop», «Draw», or «Heal» the Jade Blooded gain one point of Ying. Each point of Ying or Yang negates a point from the other. If the Ying/Yang value is between 10 Ying or 10 Yang, then the clan has reached the state Zen.

-Zen: While the Jade Blooded have Zen, their lords gain +5 mana replenishment and all elemental units have +10 hit points, +5 armor, +5 attack, +2 movement, and +2 initiative.

-Ying: While Ying is prevelant, Vampire units gain +5 armor.

-Yang: While Yang is prevelant, Vampire units gain +10 attack.

-Spiritual Meditation: The Jade Blooded gain access to a special action called Spiritual Meditation. While a lord is at a keep they can perform Spiritual Meditation to gain either 10 points of Ying or 10 points of Yang.

Clan lord: The Silver Lady
Jade Blooded trait. +5 initative, +2 movement, agility.
The Silver Lady Unique card: The Silver Predator. Mana cost: 5. Range: 5. The Silver lady teleports to target enemy unit. The target’s movement becomes 0 for 1 turn and the target takes an additional 10% damage from all sources.
Card Aspect: The Jade Blood.

Aspect: The Jade Blood.
Caressing Water. Mana cost: 6. Cooldown: 3. Range: 5. Heal target for 40 and target gains regeneration 15% for 3 turns.
Embraced by Earth. Mana cost: 5. Cooldown 2. Range: 5. Target gains +50 armor and -2 movement for 1 turn.
Kiss of Fire. Mana cost: 4. Cooldown 5. Range: 5. Deal 25 damage to target and the target gets the Burn (deal 25 damage per turn) debuff for 3 turns.
Cursed Wind. Mana cost: 9. Cooldown 8. Range Map-wide. All enemy units gain -1 movement and -1 initiative for 3 turns.
Guardian Woods. Mana cost: 9. Cooldown 5. Range 1. Summon a Wood Spirit.

Conquest map cards.
Based on a rough lookover there seems to be 6 clan unique conquest map cards for each clan (in addition to all the neutral cards each clan also gets). Here are my suggestions for The Jade Blooded.

1. Recruit Jade Blooded. Cost: 1 blood. Recruit a unit at a Keep at -25% blood cost.
2. X. Cost: X blood. Effect X.
3. X. Cost: X blood. Effect X.
4. X. Cost: X blood. Effect X.
5. X. Cost: X blood. Effect X.
6. X. Cost: X blood. Effect X.

The Jade Blooded Units

Tier 1:
Terracota Soldier. Recruited from Keep. Construct. Cheap tank unit. Regenerate 10%.
Terracota Archer. Recruited from Keep. Construct. Cheap ranged unit. Regenerate 10%.
Air Spirit. Recruited from Cave. Elemental. Fast, mobile ranged unit. Low hit points. Non-physical being (Takes half damage from non-magical attacks).
Water Spirit. Recruited from Forest. Elemental. Slow. Moderate health, low damage magical melee attacks. Non-physical being (Takes half damage from non-magical attacks). Has heal ability.
Earth Spirit. Recruited from Graveyard. Elemental. Slow, but high armor. Tank unit. Sunder.

Tier 2:
Jade Blooded Warrior. Recruited from Keep. Vampire. Duel wielding vampire. Has parry (half damage from melee). Whirlwind attack ability (deal 75% damage to all enemies adjacent to Jade Blooded Warrior.).
Wind Spirit. Recruited from Cave. Elemental. Agility. Non-physical being (Takes half damage from non-magical attacks). Feral attack. Fast. Mobile.
Wood Spirit. Recruited from Forest. Tanky tree unit, moderate damage. Can entangle all adjacent units.
Fire Spirit. Recruited from Graveyard. High magical melee damage that causes Burn for 1 turn. Causes Terror. Has the Flamestorm ability (3x3 magical ranged damage that causes Burn to all targets for 1 turn).

Tier 3:
Sword Saint. Recruited from Keep. Vampire. Moderate health, moderate damage. Has ability and parry. Has the Chi-strike ability (deal 150% damage, heal 50% of the damage dealt)
Shinobi. Recruited from Keep. Vampire. High initiative. High damage. Spell immunity. Magical protection. Agility. Parry. Blooddrinker. Flanker. Feral Attack. Has smoke bomb ability (all adjacent enemies deal 20% less damage and looses 2 movement and 2 initiative for 1 turn).
Stone Guardian. Recruited from Cave. Elemental. Extremely tanky unit, high armor and high health. Has Guard ability.
Dragon Spirit. Recruited from Forest. Dragon. Flying. More to come.
Shugenja. Recruited from Graveyard. Vampire. Powerful ranged magical user with access to all five elements. More to come.


As always, balance is off and no attempt has been made to keep it balanced =)
Last edited by LionSaurus; Oct 28, 2019 @ 6:05am
kalypso_Lord MK  [developer] Oct 28, 2019 @ 6:34am 
Wow, this is very impressive! :steamhappy:
Good job!
LionSaurus Oct 28, 2019 @ 7:40am 
Originally posted by kalypso_Lord MK:
Wow, this is very impressive! :steamhappy:
Good job!

Glad you like it :steamhappy:
LionSaurus Nov 1, 2019 @ 4:08am 
Opened up suggestions for non-vampire factions as well now. Let's get some human kingdoms in here as well =)
Skybreaker Nov 4, 2019 @ 1:52am 
Well done and nice.
Keep up the good work! :rulez::vampire:

-cheers
ScytheNoire Nov 5, 2019 @ 8:53pm 
Not to borrow from World of Darkness too much, but I see a lot of future potential of Immortal Realms to explore other factions beyond the vampires, such as werewolf packs or mage covens, or cultural, location, and time period twists like Ancient Egyptian vampires or modern day vampires.
Lampros Nov 8, 2019 @ 5:33pm 
Originally posted by kalypso_Lord MK:
Thanks guys, this is a very interesting threat for us. I will make sure to keep a close eye on this one! ;)

Will any suggestions actually inspire future factions? ;)
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