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[PRE-ALPHA] Tales of Middle-Earth - Development Thread

Gate Checks
Clouds
Environmental Hazards
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Houses, hearths, and kin
(Our take on referrals) (Mind you this is not a guild!)

Hearth-calling (at character creation)
When you forge a new character, there is an optional field: a hearth-calling, the name of a house that has opened seats at its board.
That only works if that house’s folk have opened places for new-forged souls.
If the hearth is closed or full, the forge will not place you there, you can still create the character without a hearth-calling and sort kinship in the world.

Opening the hearth (for founders)
Founders of a line in the book can speak with the priest to open seats at their board, up to a modest number at a time.
Each seat is one chance for a new character, at creation, to answer that house’s hearth-calling and be recorded as foster-kin beneath that roof (in the ledger, not in your given name).S

When seats run out, no new character can use that hearth-calling until founders open more.
Existing characters are not blocked from story or play; they simply cannot use the forge shortcut for that house until more seats exist.
Founders are also able to invite specific players this way.

When two married players (Founders) divorce, the Founder status will go to the next of kin, and so on and so forth.
Can you hold the longest living family?

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Fosterage and oath-kin (at the priest, in play)
Foster and sworn are for characters who already walk in the world.

A founder of a house may ask the priest to welcome someone beneath their roof: the other player must be present, and without a house in the book.
Foster is fosterage: bread, roof, witness, recorded as fosterling kin.
Sworn is oath-kin: loyalty spoken before the book, recorded as sworn kin.

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The Wars for Middle-Earth
(How PVE Wars are fought in the world and it's effect on the rest of the world)

First rumors, drums in the distance, horns from the deep, fear rising.

When war is declared, a battlefield awakens, an army slowly approaches.
Each battlefield is naturally divided into regions of war: walls, gates, towers, fields, keeps, and rally grounds.
These places become war-zones, where the struggle for land and survival unfolds.

At the head of an army stands a warchief.
Beneath them march captains and lesser leaders, carrying commands down the line through shouted orders and horn-calls.
Soldiers do not wander and attack mindlessly. They hold formation, advance together, retreat when broken, and rally when commanded.

A war may surge like a tide, falter beneath pressure, or collapse entirely if its leaders fall.
Some battles are won through slaughter.Others through holding walls, breaking gates, seizing banners, or driving the enemy from key ground.

Great wars unfold in phases:
NPC s start to make rumor.
Flee while you can or get closed in.
The enemy approaches.Point of no escape.
The lines clash.Walls strain beneath pressure.
Gates tremble.
Formations break.
The fighting spills inward.

The battlefield itself remembers the state of the war.
Whole cities may be overtaken by the enemy.

Zones may be captured, contested, overrun, or reclaimed as the struggle shifts. A force too weak to hold the field may scatter into chaos, while a disciplined host may reform and press the attack anew.

Victory belongs to the side that fulfills the conditions of battle:
  • Slay the enemy commanders.
  • Hold the walls.
  • Capture the standards.
  • Break the gate.
  • Survive until dawn.
    Or drive the enemy utterly from the field.


    Thus war in Middle-Earth becomes a living struggle of command, courage, fear, and ruin.
    This system will be tied to the Main Quests LOTR and There and Back Again for Erebor, Helm's Deep, Osgiliath, Gondor and the Black Gates.
 
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As you grow older..

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Your character sheet takes form
Each race has their own color palette, after which they can unlock the rest by using different dyes

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Mouse-Hover targeting and TAB targeting are making an entrance, as well as an Interact Hotkey, making certain other items highlight and "interactive"
Your left-hand becomes your body while your right-hand are your eyes.
 
Character Traits

Your journey, how long or short never goes with lasting consequences
I've decided to make the world play you instead by hooking into player events; everything goes through this Trait "Bus" which in turn runs the Trait system.

The Trait system is a long list of traits with conditions a character may obtain during their journey.
Some just temporary; some can become permanent. Some traits can only be gained by having a combination of other active traits, some traits can even evolve.

*Name the event, and there is a good chance you will get affected in time. *
  • Starving too many times? Your stomach might become more resistant.
  • Walking many miles? You might gain more permanent movement speed.
  • Unlucky in combat? An orc might have carved out your eye, giving you permanent less accuracy.
  • Spending weeks in freezing mountains? Your body may slowly become cold-hardened.
  • Surviving near death repeatedly? Panic may leave you, making you harder to stagger.
  • Eating rotten food often enough? Your stomach could adapt to foul meals others cannot handle.
  • Losing too many allies? You might become emotionally numb over time.
  • Fighting beasts constantly? Their scent and movements may become easier for you to predict.
  • Mining for months underground? Darkness might stop bothering you entirely
  • Spending years in cities? Wilderness travel could begin exhausting you faster.
  • Fishing every day for months? Rivers and currents may become instinctive to you.
  • Spending too long alone? Social interaction may slowly become uncomfortable.
The list goes on and on.

So next time you decide to Leroy Jenkins into that dungeon, be advised you might lose your sight!

This system works together with Character Introspection, both giving more depth to each character you create.
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