[Kickstarter] Pantheon: Rise of the Fallen

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Brad McQuaid, lead designer of the original EverQuest and Vanguard, is hoping to make a new massively multiplayer online RPG, and he's turning to Kickstarter to help make it happen.

Visionary Realms, Inc. was founded by Brad McQuaid and an elite group of experienced MMO developers. We've worked on EverQuest (original game and just about every expansion), EverQuest 2 (original game and just about every expansion), Vanguard: Saga of Heroes, EverQuest Next, Free Realms, Star Wars: Galaxies, Star Trek: Hidden Evil, Myst 3: Exile, and more.



Pantheon: Rise of the Fallen is an MMORPG based on challenging gameplay and open world high fantasy, with a strong focus on group-oriented content. It takes place in a world populated by deities and heroes called Terminus. Mortal and planar shards have collided, creating the dramatic and epic environment of Terminus. With some of those shards came deities and demigods that, over time, raised empires and forged a turbulent political landscape. Centuries later, new planar collisions have occurred that will pull the players into the world and its politics.

The player is a legendary Hero, stripped of his or her powerful relics and left to explore the distinct and epic regions of Terminus. You will be guided by the hopes of reclaiming long-lost relics and the power of the friendships they forge pushing them onward.

Pantheon’s combat places a focus on preparation and awareness– providing players with challenging scenarios that require not only understanding, but skill to rise above their opposition. The player can actively dodge, block, or deflect attacks – but this goes beyond active reactions to encounter mechanics. Spell and ability pre-selection is also critical to defeat encounters, as are the alliances you will forge with other players.

You won't want to be caught in the wilds of Terminus alone, but the brave souls that explore the vast and divergent landscapes will discover a truly rich and rewarding experience. Through exploration the player can uncover anything from mysteries and hidden artifacts to unique adventures, and ultimately rare and exotic spells and abilities.Imagine an expansive, detailed world of swords and sorcery, of dragons and knights, of fiery swords and chests overflowing with treasure. A world in which a myriad of sentient races and creatures live and affect change.




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  • A classic take on epic MMO adventure
  • Enjoy a high fantasy story with a few twists. You’re one of many fallen and it is time to rise.
  • An MMO developed by gamers who aren't afraid to target an audience of like-minded gamers.
  • A focus on exploration, adventure, and combat.
  • Finally, an MMORPG for players wanting a challenging and rewarding experience. No risk, no reward.
  • Explore the world of Terminus as you see fit, on the beaten path or far off of it – just don’t say we didn’t warn you!
  • Harness the powers of fallen heroes to augment your own knowledge and abilities.
  • Play classes that have defined roles of tank, healer, DPS or utility (crowd and encounter control).
  • Choose from a variety of races to play, and a host of deities to follow.
  • Group-focused, intensely social gameplay using a class based system to encourage teamwork.
  • Customize your class by bonding with the spirits of fallen warriors.
  • Questing that’s optional, and not the primary means of character advancement.
  • Quests that are meaningful, challenging, and rewarding.
  • Engage in combat that will test you and your party, requiring strategy and preparation. (Read more about Pantheon's combat here)
  • Train and use a wide variety of skills as part of your character’s growth as you level up.
  • Limited and class based teleportation may get you close, but in order to reach many destinations you will have to traverse the planar scarred lands of Terminus through the use of your own two feet or on the back of your mighty steed.
  • Quickly equip situational gear as you move from one climate to the next.
  • An economy that’s largely player driven.
  • Visible loot. If you see an NPC wielding a weapon it should be a part of its loot.
  • Most items that are looted from NPCs will be tradable.
  • Dual targeting--attack your target while healing your allies.
  • Terminus is a world where instancing is the exception not the rule.
  • Respect your surroundings, succumbing to death has its consequences.
  • Some spells can be modified to hit one or multiple targets. You decide on the fly.
  • Factions matter. Ogres don’t belong in an elven city (and so as not to offend the Ogre Rights Association, elves don’t belong in an ogre city either.)
  • Horizontal character growth, with fewer levels and more meaningful gains per level.
  • Community feedback helps drive decisions made. We want to hear your voice.
  • The game will run on PC, Mac, and possibly other platforms in the future.



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  • An awareness that content is king.
  • A requirement that classes have identities. No single player should be able to do everything on their own.
  • A belief that game economies should be predicated on delaying and minimizing item value deflation.
  • A commitment to a style of play that focuses on immersive combat, and engaging group mechanics.
  • An understanding that a truly challenging game is truly rewarding.
  • An expectation that the path of least resistance should also be the most entertaining.
  • An understanding that player involvement is required for progression. All actions (or lack thereof) should have consequences. Positive actions should be rewarded. Apathy or lack of action should not be rewarded with bonuses.
  • A mindset that designed downtime should be a part of a game, ensuring players have time to form important social bonds.
  • A belief that an immersive world requires intelligent inhabitants.
  • An understanding that faction should be an integral part of interacting with the world and its citizens.
  • A sincere commitment to creating a world where a focus on group play will attract those seeking a challenge.
  • A belief that the greatest sense of accomplishment comes when it is shared. And earned.
  • An agreement that player levels should be both meaningful and memorable.

Confirmed Classes

  • Cleric
  • Dark Knight (EQ1 Shadow knight)
  • Crusader (EQ1 Paladin?)
  • Rogue
  • Enchanter
  • Wizard
  • Shaman
    Stretch goals or later dlc/expansion classes
  • Druid
  • Ranger
  • Bard
  • Monk

Cleric

Role: Healer

Style: Focused on healing and dealing damage to their enemies through melee combat and faith magic. Manifests astral Paladin sentries to fight for/with them.

Specializations:
  • Battle Cleric: A melee healer that wears full plate armor and can wield a variety of blunt weapons and shields.
  • Curate: Wearing robes, they channel their faith energy from the pantheons they serve to keep their comrades alive and destroy their enemies.
The Cleric Lore

The Cleric is battle-ready priest devoted to spreading the influence of his or her pantheon while adventuring within the wilds of Terminus. Armed with weapons and abilities of divine might, the cleric performs benevolent deeds upon those in need and keeps his allies from the clutches of death. In Terminus, where the reach of a pantheon has been met, the cleric goes forth to act as a harbinger of faith.

What is a Cleric?

The Cleric is a healer. The battle Cleric stands toe-to-toe against their enemy without fear capable of decent armed combat and spell casting granted through divine favor. They don full heavy plate armor, a shield in offhand and typically flourish in the use of maces, scepters, warhammers, flails and even two-handed hammers capable of delivering heavy damage. There have been cases where the Cleric would focus their efforts more on their spiritual and divine blessings, thus taking on a magical offense and defense. In these cases they’ve been seen wearing bright, radiant robes and are known to wield two-handed staves or scepters with a tome in offhand. The lack of heavy armor makes them more susceptible to melee and artillery damage but they are more agile to dodge and channel their divine energies. In rare occasions, Clerics have been capable of opening the window to their faith, allowing them to manifest astral Paladins from faith energy. The power of these sentries is derived from the strength of their belief making a seasoned cleric a force to be reckoned with.

Their prayer books are normally scribed with the writings of many ancient rites, marks and blessings. They can deal with many harsh situations from smiting their foes, healing or reviving fallen brethren, to cleansing the undead. In Terminus, there are many lawful deities from the various planes but their faith typically lies with the heroes belief from the spirit they are bound. Though the deities are different they have a common goal to ensure law and order. Because of the different deities, the Cleric may possess various abilities and blessings that will enhance their effectiveness on and off the battlefield.

Dark Knight

Role: Tank

Style: Strong on the front lines, wielder of most weapon types though most proficient in two-handed swords. Able to use the shadows and the dead to their advantage.

Specializations:
  • Void Master: Taking control of the shadows, molding them to do their bidding. Summon shadow sentinels and engulf enemies in darkness.
  • Dread Lord: Instill fear and agony through use of necromancy. Take command of the dead, syphon life and poison their enemies.
The Dark Knight Lore

Touched by the darkness that once consumed the universe, the Dark Knight is a formidable champion of evil whose battle prowess and unholy might instills fear within the bravest of warriors. Having trained in the dark arts recorded within the forbidden martial Tome of Myraxys, these knights have exchanged their souls for the powers of the void to be used in their evil endeavors within the world of Terminus.

What is a Dark Knight?


The Dark Knight is a leader highly skilled in combat who takes charge on the front line. They’re seen wearing dark plate armor and thrive in the use of two-handed great swords, long swords, shields, and axes. Though there have been cases where they have used other types of weaponry such as maces, spears or lances. The Dark Knights have the ability to blend in the shadows, manipulate them to attack their foes or even summon sentries of shadow to protect and fight for them.

Dark Knights have also been known to practice in the arts of necromancy. They use these dark magics to instill fear, inflict pain and raise the dead to serve them. They are notorious for siphoning energies and life forces from their enemies causing great weaknesses while strengthening themselves, though there have been cases where they apply disease to their victims.

Dark Knights adhere to the law of their dark gods. They are not chaotic but keep discord in check. Though the Dark Knight code stays in line with delivering unholy judgment regardless of the hero essence they are bound with. It is wise to avoid the touch of the Dark Knights hand as it may lead to a hateful curse, agonizing pain or death. Dark Knights are formidable as they continue to expand fear and darkness across Terminus in the name of their lords.

Crusader

Role: Tank

Style: Proficient in most melee weapons and can cast beneficial spells when following a god. Can equip two shields for ultimate defensive abilities.

Specializations:
  • Cavalier: a warrior who uses physical prowess to overpower his or her enemies
  • Paladin: a holy knight blessed by their god to smite down their foes
The Crusader

The Crusader is a powerful knight whose devotion to king or deity is so great that he has been blessed with divine powers. A paragon of virtue, the Crusader commands the battlefield and defends the weak. Brave and bold, the Crusader is always at the front of any fray, guarding his allies against harm with armor and faith.

What is a Crusader?

The Crusader is a knight sworn to serve their king and country, to protect the lives of those who cannot protect themselves. A Crusader will pledge his or her allegiance to one of the kings or pantheons. They will abide by their laws, serve the people, defend their lands and travel great distances to strike down the enemy. This is the life of the Crusader, to prove their allegiance to any they serve. As the Crusader fights in the name of their god or king, their loyalty grows which allows them access to a vast assortment of benefits blessed by their lord. Their unwavering faith grants them the ability to deliver divine judgment and intervention. Many stories tell of the “white knight” in full plate armor on the hilltops accompanied by their squire proudly carrying the king’s banner. Wherever the Crusader may travel, whoever they may serve, word of their high loyalty spreads and the citizens will offer themselves up to become a squire under their stead. The squire yearns to please the knight, as they know they can easily be replaced. As the Crusaders loyalty and fame become stronger, so too does the squire that follows them. It has been known for Crusaders to change their allegiances from one country to another, though there may be consequences involved.

Crusaders are leaders, motivators and champions. Their leadership is inspiring to others around them, strengthening them in various ways and encouraging them to win the battle. Some Crusaders have been seen to focus their efforts in harnessing the powers of their faith. While still holding shield and weapon in hands, their attacks mostly consist of divine magic. The undead are abominations in the eyes of these shining knights and they use the power of the gods to banish them.

The Crusader shields their allies from the enemy onslaught using a giant tower shield. On Terminus, the size and shape of the shield can be as important as the metal it’s made from or the magic imbued upon it. Larger shields covering wider areas are easier to block with. Being a master of warfare, the Crusader is very capable of wielding most combinations of weaponry, from dual swords to giant axes. Their arsenal also consists of various spears, hammers & lances. While wielding two swords or a giant two-handed weapon, their damage is increased significantly as is their ability to destroy enemies both living and undead. Tales have been told of the Crusader’s magnificence when during intense battles they have been seen to grab a second shield. The Crusader may dual wield shields to protect his group and bash his opponents. Some have their shields turned into dangerous weapons. The safety of the Crusaders allies comes first and they never hesitate to put themselves in the way of danger. Whether it is healing wounds, empowering allies or striking with holy resolution, Crusaders have become a symbol of honor, valor and justice.

Rogue

Role: DPS/Debuffer

Style: Proficient in most melee weapons, experts with daggers and poisons. Masters of planar edged weaponry, able to detect and sever planar connections of power.

Specializations:
  • Assassin: Specializing in taking down their targets quickly, whether by poison or blade, an assassin embraces death.
  • Planestalker: Masters of magical melee, planestalkers shift or phase in and out, as they sever the planar connections empowering their enemies.
The Rogue

The Rogue is an agile master of blades and subterfuge. More than just an average thief, the rogue has honed his skills and senses beyond natural limits. With unnatural perception the Rogue has learned to identify and tap into the many arcane auras that permeate the shadows of Terminus.

What is a Rogue?

The Rogue is a thief, master of deception, subterfuge and carnage. Capable of hiding in the shadows or sneaking past the untrained eye, Rogues are skillful in pickpocketing and infiltration. Though the world of Terminus is perilous, they have become quite proficient in evasion and have a keen perception of present danger in the area as well as traps. The Rogue may disarm traps, alter the trigger so they fire on enemies only, or simply create new ones.

As an Assassin the rogue and their targets dance with death. Once marked by an Assassin the target’s chances of survival are all but none. Their specialty lies in pointed and edged weapons which they use to great effect. When mixing poisons together Assassins can enhance their innate abilities further solidifying their role as a DPS specialist focused on bursts of high damage.

Planestalkers are rogues that have exposed themselves to the planar energies emanating from Terminus. By exposing themselves they have given up much of their influence on the physical plain but what they lose they gain in their ability to shift planes, manifest planar edged weapons and throw phased projectiles. By shifting onto another plane of existence Planestalkers can see the magical connections that every being has and sever them. Severing these connections will produce ill effects like lowering their target's damage or stopping their ability to cast spells altogether.

Enchanter

Role: Utility

Style: Master of crowd control. Proficient at buffing, stunning, mesmerizing and charming the enemy to do their bidding.

Specializations:
  • Beguiler: Assists the group through stuns and mesmerizing multiple enemies. Maintain and use mesmerized enemies to power your magical strengths.
  • Phantasmist: Control groups of charmed enemies. Manipulate their behavior and force them to adhere your commands like a general commanding his army.
The Enchanter

Enchanters are controllers; manipulators of the mind and soul. Through use of illusions they are capable of infiltrating enemy strongholds, bypassing city security and even hide in plain sight. On the battlefield, they focus on dominating their enemy and changing the course of battle to flow by their will. Enchanters are eager to find victory but are not proficient at direct combat. They buff and strengthen their allies with planar magic while stripping the enemy of their powers. The Enchanter can attack the willpower of an enemy, thus giving them control of their minds or mesmerizing them.

What is a Enchanter?

As a Beguiler, they will stun the enemy's attack to give their allies additional time to defend and react. When times are tough and the group is engaged by multiple enemies, the Enchanter can mesmerize them and hold them in place, making them unable to act in any way. In this state, the Enchanter may tap into their planar connections and use their magic source to power themselves or their allies. Though the enemy magic source is limited and cannot fuel the Enchanter forever, there have been cases where Enchanters were able to tap deeper into the source for additional power, thus causing an overload which would lead the enemy to explode, damaging all around them. If the enemy is still mesmerized, then the Enchanter can redirect the blast to other enemies and avoid damaging allies. If it is not mesmerized then there will be dire consequences.

As a Phantasmist, the Enchanter is capable of charming multiple enemies at once, thus creating a small group to follow them. With this small army under their control, they may command them to do as they please. Whether it is to defend a rally point or attack the enemy, the charmed ones will do so without hesitation. The Enchanter may choose what to do with each charmed pet. They can split them apart to perform multiple acts or focus them on a single one. The power of the charmed pets is derived from the first one that is charmed. Thus, the more charmed, the less powerful each one is.

Confirmed Races

  • Ogre
  • Revenant
  • Human
  • Dwarf
  • Elf

The Ogres

Brutal Behemoths

Origin World: Gruundark
Current Homeland: Icehammer Steppes
Pantheon: The Shattered Maul
Language: Gruun
Classes: TBA

The Ogres are a nomadic race of barbarian behemoths. Nearly twice the size of a man, they are massive brutes with an uncontrollable rage and an anarchist view of the world. They take what they want and respect no one except those of their own clan. With dense muscle that can wield titanic weaponry and thick blubber to mitigate the harsh environment, the Ogre is an imposing figure that will send fear into most men. On Terminus they form small, but powerful raiding clans that have been pillaging the frozen northlands for over a century. If not for their internal clan wars, they would have united and invaded the empires to the south. Whether by choice or exile, some Ogres have begun to migrate to the south in search of mercenary work. With a reputation of brutality and iniquity, they are often shunned at best in communities that tolerate their presence.

When the ogre clans first found themselves upon Terminus, they quickly began a savage and merciless power struggle for survival. The deities of the Ogre pantheon, The Shattered Maul, sparked the internal strife that has endured to this day. Driven by fear and greed, their clan wars went on for decades and saw the Ogre population dwindle. Eventually this caused the Ogre gods to fall from their divine status, having each lost many followers to their selfish wars. Since then, the deities have become god-kings and each is chief of their own horde that they use to plunder and pillage the frigid lands of Icehammer Steppes and the foothills of the Strontian Mountains. With no supreme ruler and no compromise, the Ogre clans and their god-kings remain divided in their pursuits. Only recently has there been hope of mending the fractured pantheon with the unexpected arrival of the Plunder God, Djrodn, a deity thought lost between the worlds of Gruundark and Terminus.

The Revenants

Undead Warlords

Origin World: Terminus
Current Homeland: The Dead Ridges
Pantheon: Myraxian
Language: Chatter
Classes: TBA

Faithless in life and bound by ancient rites, Revenants have been doomed to walk the lands of Terminus as the undead. Once nothing more than powerful spirits of atheistic warriors, the revenants are now powerful corpses bound to service through the use of Myraxian death magic. Due to their minds and bodies being dependent upon dark magic to sustain their forms, Revenants are most often malicious and psychotic, welcome traits for their original service as soldiers in Oranthel’s army of the damned. Now unchained from that service they are free to roam the world, but finding no refuge within mortal society, many have retained their sinister ways and continue to terrorize the living. Yet, there are those Revenant’s of strong will that have overcome their maddening desires to reap the living. These few have overcome great hardships to form a new life in undeath.

When the planar collisions brought the alien races onto Terminus, there were some who turned their backs on the belief of deities, preferring to live atheistic lives in a world filled with fragments of many pantheons. The unfortunate souls soon found that their lack of faith offered them no afterlife. Their souls came to drift in the winds of Terminus. It was not until the Maratan god of warfare, Oranthel, used an ancient Myraxian death ritual to raise an army of the undead that these homeless spirits found their new undead lives. Called Revenants, these new abominations were the backbone of the armies of Oranthel. After the defeat and exile of Oranthel following the Dragon March campaign, the Revenants became free of their arcane shackles, no longer forced into service. Unfortunately, with their brains rattled, rotting stench and decayed visage, they continued to be viewed as monsters to be feared and hunted. This led most of these undead to retain their malicious activities within the dungeons and dens of Terminus. However, a community of near civilized Revenants has risen in the far eastern caldera of the Dead Ridges. It is here in the ruins of another civilization that some Revenants hope to forge an undead society.

The Humans

Resourceful Explorers

Origin World: Daera
Current Homeland: Kingsreach, Plains of Triundia, Desert of A’Moka
Pantheon: Trinariad
Language: Triundan
Classes: TBA

Resourceful, tenacious and inquisitive, Humans have overcome many obstacles to become one of the more populous races on Terminus. No less than four tribes of Humans found themselves upon the continent of Celestius, each within their own realm and divided by many leagues. Unlike other races, Humans quickly adapted to their displaced environment as well as those of others. Driven by their curiosity they began to disperse beyond the fragments that ferried them. Once beyond their borders, their wide array of ideologies allowed for tolerance or alliances with most of the other races. Although their physicality claims no trait as supreme among the many races, they are masters of survival whose ability to acclimate to new environments has allowed them to settle many of the diverse regions of Terminus.

Humans originated on the diverse world of Daera. Four fragments of their world were transported to Terminus, bringing with them four empires. Resting in the west was the feudal kingdom of the Briggaens. Adjacent to them appeared their rival empire, the militant Maratans. Far from these two warring tribes sat the desert empire of the mystical Ethosians. The final tribe was the erudite Platocians, whose entire realm was swallowed up by the watery abyss with the survivors finding refuge among the Briggaens. The Human tribes quickly established the foundations for their survival with the aid of their deities. Not one, but four Human pantheons arrived, two of which had long been at war. The Maratan Briggaen War that started on Daera was continued on Terminus. Supported now by the divine might of their gods, the bloody campaign took many casualties. Through council with the surviving Platocian god, Ulenicus, the warring tribes made a pact to cease the conflicts and unite as the Kingdom of Triundia. Overseeing them would be a united pantheon to be called the Trinariad. Opposing this union was the Maratan god of warfare, Oranthel, who continued his destruction of Briggaen temples. This led to his exile and descension into mortality as a god-king. But the new tyrant god-king continued to rebel and after failing to form an alliance with the Ethosians, instead formed a dangerous alliance with the dragon god, Kaul’Odun. With an army of Maratan soldiers, Revenant warlords and war drakes, he began a massive campaign to destroy the Triundan capitol that ended in failure. With their great threat removed, the Human Kingdom of Triundia flourished and expanded its borders. The mysterious Ethosians kept to their desert empire, preferring isolation to other tribes and races. Several smaller groups of Humans set off in search of freedom, riches and exploration. With this, the Human population swelled to become one of the more common species of the world of Terminus.

The Dwarfs

Industrious Warriors

Origin World: Strontia
Current Homeland: Strontian Mountains
Pantheon: The Holy Strata
Language: Stront
Classes: TBA

The Dwarves of Terminus are stout and industrious miners whose societies have thrived in subterranean kingdoms for centuries. The “underfolke,” (as Elves call them) live most of their lives within the great halls and caverns of their vast underground societies. The stocky and brawny Dwarf physique makes them excellent miners and their affinity for minerals has led them to become masters of metalworking, which in turn allows them to achieve some of the most astounding feats of engineering. Need a hole through a mountain? Rally the dwarves! Because of the many dangers in subterranean realms, Dwarven societies have become compartmentalized with various clans being charged with specific tasks, all contributing to the overall prosperity. The Dwarves are also revered for their mastery of warfare. They are excellent warriors, with each and every citizen being trained in combat on some level. Bolstered by rare materials and superior arms, Dwarven armies are arguably the most powerful to march upon the battlefields of Terminus. For those Dwarves who choose to live beyond the borders of the Strontian Mountains, they are quick to find their skills extremely welcome in nearly every society.

Before they arrived, the Dwarves had long existed beneath their origin world of Strontia, a harsh stormy environment that kept most populations below ground. When their lands appeared on Terminus, the ongoing quakes began to rip their kingdom asunder. Their deities, the gods of the Holy Strata, appeared to them and although with waning strength, offered the last of their arcane powers to stabilize and save the underworld. No longer capable of form, the essences of the deities were imbued into the mountains. The Dwarves directed by the wise and powerful King Udo Ironstorm created temple-tombs for each of these great gods, sealing them all in hopes that their deities might one day return from within. As time went on, the threat of the Ogre raiders was revealed and led to the building of the North Watch, a series of guard towers overlooking Icehammer Steppes. And from the south, Elven scouts had arrived to tell tales of a fragment of the Dwarf realm that had appeared in theirs. Within the forest of Falmyrys a chunk of mountain had appeared and let loose the creatures called the Trolls, an ancient enemy of the Dwarves thought left behind. A Dwarf and Elf alliance was formed and together they began the Troll War. The long conflict resulted in driving the Trolls into the swamplands and a life long alliance with the Elven Kingdom. Soon after, the Humans of Marata were met and through a shared love of warfare and overflowing tankards, another bond was forged. The Dwarves formed mining and trade pacts with each of their allies and that resulted in the creation of the great Trade Roads that have become primary travel routes through the dangerous lands of Celestius.

The Elfes

Woodland Wardens

Origin World: Mythantya
Current Homeland: The Falmyrys
Pantheon: Ryn’Etryas (The Eternal Rings)
Language: Etryan
Classes: TBA

The Elves, or Etryan as they call themselves, are a deeply ritualistic and spiritual woodland folk. Quite possibly the oldest living race in this universe and beyond, the Elves have undergone eons of evolution to become the nature bound and simplistic race that it currently is. In their current age, the Elves are divided into two nations: the Do’Etryan (Dark Elves) and the Fal’Etryan (Wood Elves). With lithe and graceful bodies, the Elves are extremely agile, something that aids in their navigation and preservation of the forest realms. Their humble existence and symbiotic relationship with the wilderness is an extension of their devout faith to the spirits of nature who they call the Ryn’Etryas, the Eternal Rings. They often place the flora and fauna of their realms before themselves. They craft arcane-engineered dwellings and defenses that do little to no disruption of the natural environment. As scouts and rangers, they are superior survivalists. As tradesmen they are peerless woodworkers with their finest products employing rare materials imbued with forest mana. Most Elves prefer the company of each other within their isolated societies, but on Terminus, a great many of Elves have risen to adventure and explore the many wonders of the world of worlds.

Originating on the world of Mythantya, the Etryan race was long divided in two. One race thrived within forest kingdoms while a newer breed flourished within the subterranean “root realms.” With both depending on many of the same sources of life, war arose between the sibling races. This war was carried over to Terminus. Named for the one great tree that spawned the entire forest, above and below, the majestic Falmyrys was transported to Terminus bringing with it the Etryan race. The sibling races of the Do’Etryan and the Fal’Etryan fought for control of the land. Their conflict carried on and saw both armies scattered. Eyeing an opportunity, dragon forces from an infernal realm to the south began their invasion. Led by their scaled deity, Kaul’Odun, the dragonkin army began a destructive march into the heart of the forest, razing the woodlands around them. The Etryan were outmatched and divided. Defeat was imminent. In this, their darkest of hours, their gods finally appeared. Taking the form of the circle of nature each commanded the spirit deities came to the defense of the Falmyrys. Doing battle with the dragon god, the Ryn’Etryas repelled the invaders, forcing the invaders to flee, many leaping to their deaths off the endless cliffs that led to their fiery realm. With salvation delivered, the warring Etryan came to a truce and made a pact to defend the Falmyrys as one and share in its bounty. Coming together as wardens of the woodlands, the Etryan sequestered the Falmyrys, isolating their society from the rest of Terminus. Only after many ages did the Etryan finally form foreign alliances through need and shared trials. Recently they have come to open their doors to outsiders. Yet still, they control the flow in and out of their realm and watch from the trees and shadows of the Falmyrys.

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[ Voor 104% gewijzigd door mrkuiken op 05-02-2014 20:22 . Reden: Addes classes/races and content ]


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  • mrkuiken
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  • Laatst online: 13-05 22:55
Persoonlijk kijk ik echt uit naar deze kickstarter.
Dit omdat ik zelf Everquest 1 voor 10+ jaar heb gespeeld.

Pantheon: Rise of the Fallen zal veel weg hebben van Everquest 1 en een beetje van Vanguard.
Mocht je deze games goed gevonden hebben dan is dit zeker wat voor jouw!.

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Anoniem: 577336

Heb EQ nooit gespleeld, maar vond Vanguard geweldig. Bend dus ook meteen backer geworden van dit project. En nu maar hopen dat het wat wordt :)

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  • mrkuiken
  • Registratie: September 2001
  • Laatst online: 13-05 22:55
Cool, wel benieuwd of ze het gaan halen 340k/800k met nog 17 dagen over.

Ze hebben nu wel een samenwerking met Richard Garriott (Creator of Ultima online) en hij is bezig met Shroud of the Avatar.

Pantheon:ROTF en Shroud of the Avatar hebben nu gezamelijk Cross Pledges.

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  • Ryatzu
  • Registratie: Juli 2007
  • Laatst online: 12:14
Zo even na 10 jaar een topic kick geven. Zijn er meer die zijn ingestapt op de alpha release? De game speelt verrassend goed, lekker oldschool zoals everquest/vanguard.

https://store.steampowere...theon_Rise_of_the_Fallen/