NerdanelVampire: The Thomas Covenant books are currently 70% published; the first two trilogies have been out for decades and the first book of the final quadrilogy is out now. However, here are some quick notes.

Spoiler warning for those who have not read the books!

Setting

The setting is, of course, the Land. At the moment the Last Chronicles sound like the most promising time period. The level of canonical accuracy can be set as wished and depending on the events in the last books.

An alternative to a Last Chronicles setting would be a grand plot featuring multiple quests that encompasses all of the Chronicles. This could be more interesting, but also more constraining and less suited to repeated play.

Races

Humans

The basic race. It has several subraces

Giants

Strong, healthy, and immune to damage from fire. They are also very charismatic and are not dumb.

Demondim-spawn

Immortal non-human creatures that were long ago created by the Demondim. The Demondim-spawn perceive without eyes (indeed have no eyes) and cannot be blinded. They are harmed by the power of the Law because it contradicts their inner natures. All Demondim-spawn are neuter in gender.

There are two varieties of Demondim-spawn, neither of which likes the other very much.

Cavewights

Strong and dumb with an innate bonus for tunneling.

Elohim

The ultimate munchkins. Their only real negative is their insufferable attitude.

Magic

The skill "Magic" is from now on called Loremastery. The old Mage is now a Loremaster.

Kevin's lore

The lore of the Lords.

Elements: Light, mana

Wielding: Lord's staff

Spells include: Light, Lord's fire, Remove curses, Forbidding.

Stone-lore (rhadhamaerl)

Elements: Fire, better fire, wall creation, wall destruction

Wielding: Stone weapon, orcrest

Spells include: Listen to the Stone, Healing, Earthquake

Wood-lore (lillianrill)

Elements: Cold, shards, force

Wielding: Wooden weapon, lomillialor

Spells include: Strike, Accurate shot, Healing, Summon Animal

Sunbane-lore

Elements include: Acid, electricity fire, cold, poison, better acid

Wielding: Stone or wood, rukh

Spells include: Charm, Grow trees, Grim

Demondim-lore

Elements: Acid, dark, sound, nexus

Wielding: Iron weapon

Spells include: Acid brand, Create Vitrim, Detection, Storm, Summon caesure

Illearth-lore

Elements: Poison, chaos, toxic waste

Wielding: Illearth needle, Illearth fragment, Illearth shard, the Illearth Stone

Thaumaturgy

This would be what Kasreyn of the Gyre practised. In addition to making new spells, it is also possible to store one's spells in golden implements to gain things like an ability to cast them at a lesser mana cost. Needless to say, gold is very rare in this game.

Ritual of Desecration

The Ritual of Desecration is a very special and powerful spell. It also has some seriously bad side effects. Essentially, you are betraying the power that you serve and hoping to accomplish good by evil means, or maybe you just are so desperate that consequences don't matter to you anymore.

The Ritual of Desecration will use up all of your mana in a blast the exact form of which will be determined by your lore-schools. You will get big hitpoint damage as well, to which you die very easily on lower levels and which still hurt a lot on higher levels. You will also suffer big, unavoidable permanent stat drain. If your Desecration is powerful enough, it will cover the entire Land in its deadly radius. This means all the towns will be destroyed.

You will also have cursed yourself. It is possible to get the Morgothian Curse this way, so don't make a habit of Desecrations.

A lore-student will gain the insight needed for a Ritual of Desecration on gaining a random level, level 50 at the latest. It may be that only the three "good" lore-schools are capable of true Desecration.

Classes

Loremaster

Loremaster is the basic mage class. It has several subclasses.

Possessor

Possession works differently than in standard ToME. Possession, or the ability to enter another's mind, is the basis behind most mental magic. Possession can be very powerful, but it is very hard to possess more than one being at once and it is only possible when beings have a similar mental structure. Stupid low-level monsters are the easiest to possess and the smart high-level monsters the hardest. Mindless monsters and monsters with the new STRONG_WILL flag are impossible to possess as far as you the player are concerned.

Possession spells work somewhat like bard spells in that they drain mana as long as they are in effect.

A possessor gains eventually the Abandon Body ability. It allows him or her switch into a monster they have already an "open line" to. They cannot possess corpses. This means a possessor will never be able to possess the most powerful monsters in the game, which can be quite a change from hunting for Watcher corpses. However a possessor is able to make the monster they are in unnaturally strong and do bigger damage than normally. This effect is proportional to the possession skill. They are also able to cast spells effectively while possessing a monster.

Upon ending the possession of a monster, the formerly possessed monster will revert to its normal behavior.

(This class could replace the old Possessor, Mindcrafter, and Summoner. Some other spells like teleportation could be added but may not be necessary.)

Gods

There are three ways to handle gods.

  1. No gods.
  2. Lord Foul is the only god. You can believe in the distant Creator if you wish, but the game treats that as atheism since the Creator won't actually be able to help you any.
  3. There are multiple "gods". These include Stone, Wood, Sea, amd Lord Foul. This option has a fuzzy border with magic and is the trickiest to implement.

I think I'm leaning towards option two.

Monsters

General monsters

In addition to the playable races above and generic Angband monsters, there are several new monsters to fight in the source material, from kresh to Sandgorgons. You always wanted to fight a Sandgorgon, did you? :)

The list (probably incomplete)

Uniques

Ravers

Ravers, the three most powerful servants of Lord Foul, should be handled specially. The three can possess living creatures that lack sufficient willpower to resist them. Some races like Giants, Haruchai, and Sandgorgons as well as uniques are off-limits in normal circumstances. There are special Raver uniques. All Ravers can be only in one place at once and if their body is killed they are forced out of the action for a number of turns before they can be generated on a level.

The (incomplete) list of Raver uniques

For example, only one of Satansfist, Gibbon na-Mhoram, and Sheol in a random non-unique can be generated on the same level since they are all Sheol. If, say, Satansfist gets generated and you kill him, you will be free of Sheol for a while, after which he can come as Gibbon or a non-unique since Satansfist's body is dead.

If generated after you have entered the level, a Raver has a chance of possessing an existing creature instead of bringing his own body with him. The Raver will choose the strongest creature. Even your pets can be possessed.

When possessing a non-unique a Raver acts like an ego-type that makes the host considerably stronger and adds the evil flag.

Very deep in the dungeon it could be possible for a Raver to possess off-limits living creatures.

Undeads

The undead egotypes zombie, skeleton, and spectre work as in ToME. A new, truly nasty addition is the Demondim egotype. The Demondim are mighty spell-casters, upping dozens of levels the base critter's level, and notoriously hard to kill.

Monster Wedges

Waynhim and ur-viles should be able to form wedges like in the book. These wedges, commonly headed by a loremaster, concentrate the power of the group, making the creature at the tip very powerful. This may not be straight-forward to program, but could give a valuable and unique contribution to the game. The player could be forced to invent new strategies to counter wedges, like attacking from the back (but the wedge can reform with another tip...) or using corridors.

Items

Materials

Most of the Land is in a technological stone age. Wood and stone weapons are common but with magic they can still be surprisingly worthy. Iron weapons are mostly used by your enemies and are therefore found fairly deep.

The precious metals have powerful magic in them and are correspondingly rare. Copper is the least of these, and silver is a lot more powerful, while gold is capable of some truly great things. White gold is the keystone of the universe and you will not meet it outside of one or two very special artifacts.

Artifacts

The White Gold Ring - Actually Covenant's and Joan's rings could both exist in the game. They would both be very rare and somewhat cursed (Joan's more), Ancient Foul Curse would be a good fit, I think, and have powerful effects that are hard to activate unless the Device skill is very high. Covenant's ring activates for a blast of mega-destruction + heal-self and Joan's ring activates for void jumpgate creation + something I need to think of.

The Staff of Law - It gives regeneration to Lawful carriers (as determined by the race) and else a hitpoint drain. It is a magestaff of your dreams, grants See Invisible, and counts as a Lord's staff for Kevin's lore.

The Illearth Stone - It is the evil opposite of the Staff of Law.

Loric's krill

Quest Plot (optional)

Here is my innovative quest plot. I'm not sure if this should actually be implemented, but here it is anyway. The quests with negative consequences to you are those that you must solve in order to get on with the plot. You can get some goodies from the optional quests. The quests are supposed to be fairly normal roguelike gameplay.

A VERY SERIOUS SPOILER WARNING

...That's where it ends, since the series isn't finished yet.

Modules/The Land (last edited 2005-11-30 20:36:30 by NerdanelVampire)