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Zerans in Korvara
#11
It takes about five minutes of lore-reading on the Zeran sections to get full understanding of how Zerans are wired. While it is possible for a Zeran to end up on Korvara. It didn't happen, because the biggest criteria missing for Zerans to end up on Korvara is the criteria Elves uses when leaving Mersale.

That is, moving location. 

Zerans have logically no reason to leave their homeland, because of their zealotry way of living. Their complete desire to revere the Zera in almost extreme amount. The entire society is a religion dedicated to Zera, and they wants to respect Zera in every way possible.

Which begs the question: Why would the Zeran leave their homeland? Well three types exist:

Adventuring type of Zerans, but we know they don't go very far unlike most of the races.

Exiled Zerans, but at that point, they might as well commit suicide given how much of a shame they've brought upon their house, and Zera as whole.

Diplomats Zeran, but they usually travel safe, and is only there for government meetings, not funny expenditions.

Zerans' personality do not allow them to go beyond their society's boundary often, and are generally too prideful to actually explore the World, so naturally they don't end up on Korvara.


Also, Deepwood isn't the same as Mechawood. You should be able to have deepwood without mechawood. Since unlike Deepwood, Mechawood is technically safer explorable area.

But back on subject:

You would only get a Zeran on Korvara if they somehow get an Elven circumstance. Which is not happening because their homeland do not move around the world, but is a static place that can even be reached.
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#12
(09-27-2022, 10:55 PM)Skullcatrons Wrote: It takes about five minutes of lore-reading on the Zeran sections to get full understanding of how Zerans are wired. While it is possible for a Zeran to end up on Korvara. It didn't happen, because the biggest criteria missing for Zerans to end up on Korvara is the criteria Elves uses when leaving Mersale.

That is, moving location. 

Zerans have logically no reason to leave their homeland, because of their zealotry way of living. Their complete desire to revere the Zera in almost extreme amount. The entire society is a religion dedicated to Zera, and they wants to respect Zera in every way possible.

Which begs the question: Why would the Zeran leave their homeland? Well three types exist:

Adventuring type of Zerans, but we know they don't go very far unlike most of the races.

Exiled Zerans, but at that point, they might as well commit suicide given how much of a shame they've brought upon their house, and Zera as whole.

Diplomats Zeran, but they usually travel safe, and is only there for government meetings, not funny expenditions.

Zerans' personality do not allow them to go beyond their society's boundary often, and are generally too prideful to actually explore the World, so naturally they don't end up on Korvara.


Also, Deepwood isn't the same as Mechawood. You should be able to have deepwood without mechawood. Since unlike Deepwood, Mechawood is technically safer explorable area.

But back on subject:

You would only get a Zeran on Korvara if they somehow get an Elven circumstance. Which is not happening because their homeland do not move around the world, but is a static place that can even be reached.
Its why I suggest at somepoint that we allow A rp event where people can move a character from sigro to korvara in a one way deal. A ship wreck/accident, something.
Their prayer tools being lost on the trip + whatever else shouldn't make it to korv for mechanical reasons lost on the way.
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#13
To return to the original point, I want to say there is good reason to add zerans to korvara and there is good justification.

Another available race is literally content. It adds variety and replayability to the game. New races are good because they allow people more choices for their origin and abilities. Adding zerans to korvara would take minimal effort compared to adding a brand new korvara only race and is essentially the same result.

Additionally, it's simple to add them lore-wise. Dev can just come up with a reason. We don't even need to know why they're there, we already have a dozen unexplained races. Why are there dragon people? No idea. Why are there fox people? There just are. Where do papilion come from? They don't remember. Why do we have gold snakes with blessed blood? Just another wacky korvara race! Truth is, korvara already made race lore mostly invalidated. They are nothing more than a blank canvas, an afterthought. Adding zerans would change nothing and require nothing. Just remove the lore parts about zera. What's left? People proud about their horns that exhude authority for unknown reasons. That's just as much lore as we have for literally every other korvara race. They just exist because why not.

So just put them in. Same with vampires, liches and dullahans. That's free content, just waiting to be slapped in
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#14
(09-29-2022, 06:30 AM)Poruku Wrote: So just put them in. Same with vampires, liches and dullahans. That's free content, just waiting to be slapped in

I thought someone mentioned this before, but only Trex kinda did in passing, so I wanted to throw in this bit:
Vampires and Liches specifically were not allowed in Korvara because they are, as Trex did say, get-out-of-jail-free cards. In Korvara, death is taken much more seriously than Sigrogana, and to just have characters that go "lul i can't die byeeeee" like they do in the mainland is really... uh, lack of better wording, shitty as fuck and nobody wants it.

That's not to say they cannot exist, because they surely can, but that's not the actual problem. But Vampires and Liches would need better lore rewrites that keep them from being able to just keep dying and getting out of trouble for it, without a GM having to step in for any reason. They're not conductive to the environment of Korvara as they are right now, and honestly shouldn't be allowed in until they are.

Dullahan however, for the record, aren't immortal and have perfectly fine lore (I do believe to kill a Dullahan you just have to totally destroy the armor). They're not connected to Mallus at all, just to clear some air given some confusion lately. Mallus is just a place where they infest very publicly, and it says in the race menu's lore in-game they're basically just a spirit infesting some armor. However, FaeLynx does explain the most likely reason they're banned in Korvara:

Quote:Dullahan don't work because we really don't need everyone flexing a ridiculous Dullahan build in PVP every time there's a war. They were made to be fun in an environment without implicit competition. With that competition now involved, they would just not be fun.

They're not banned for lore. They're banned for balance so that - in example - Geldayne doesn't suddenly have super soldiers that're just going to fuck the entire continent in the ass because they're more likely to survive the ruins and are expendable doomwalls that will fuck everyone who won't do an RP fight.
(Disclaimer: not saying Geladyne would do that in terms of players, but that would certainly be a thing Geladyne in lore would do.)

Otherwise, honestly, Zerans could be added in fine since Glykin and Hyattr are allowed - given that both of those races have very, very obvious gods that they were even named after, just like Zerans.


EDIT: Also, forgot to mention:
Quote:A rp event where people can move a character from sigro to korvara

No.
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#15
Phenex too, let's not forget.
I still like the flavor of them just being a variant of reaper, in terms of Korvara. But I guess that would go against established lore for sigroganan reapers.
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#16
they simply do not exist because they came around at the end of the god war while the people who traveled to korvara did so before they existed
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#17
Then just remove their get out of jail free cards
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