The rise of the Nameless Horror!
Posted: 08 Jan 2021 21:07
Some of us have been around long enough to remember the Khiraa. For me, as a fresh newbie, meeting a death knight riding an undead horse was one of my first "awe inducing" moments in Genesis. However, many of the active players today have no idea what the hell Khiraa was and what all the fuss is about.
I'll try and explain to the best of my recollection:
The Circle of the Khiraa were based in the lands of Raumdor, where they, in esotheric and cultish ways, worshipped the Nameless Horror. Undead by nature they were led by Lichpriests and protected by loyal Death Knights. Together they brought terror to the living by riding undead horses through towns and (if need be) into combat - eyes afire, jaws unhinged and with a bread-crumb trail of bugs and maggots left behind as evidence long after their passing. Yes, they had a tendency to make food rot simply by being in the vicinity.
They were powerful, very intimidating, but with a humorous stint of a halloweenish costume-like overdone-ness. You can observe some samples of it if you explore the Raumdor Forest. Their guildhall is still open, and many of you have probably fought or encountered a death knight or two already.
Technically, the guild took all three guild slots, where lichpriests were considered (simplified) occupational caster and layman warriors (they even had a special attack) and death knights naturally the reversed combination. Death knights had two special attacks and some spells similar to the magical laymans we see today (keep in mind there was no global magic system back then). Lichpriests used polearms and light armours while Death knights used two swords, full armour and horses!
As far as I remember their strength lay in combining their abilities rather than basing their existence on single combat and "solo grind". Although they didn't suck alone, they really shone in a team where both branches were represented. Their crowd control abilities were also something to fear or covet.
So why bring this evil horrorshow back?
Well, I believe it was one of the most brilliant concepts ever conceived in Genesis. The over-the-top undead-ness, the rattling of bones, skeletal descriptions etc aside, the basis for an in-guild synergy was laid back then, and can be improved upon (Sorry Sarr, it wasn't perfect) and/or at least updated to modern standards and to fit its purpose better.
Said synergy rivals that of the Calian Warriors, and is precisely why they should return - to balance out the powerhouse that has been allowed to grow unhindered in Calia. The guild would exist as a truly unique addition to Genesis, with opportunities to both roleplay and cooperate in PvE as well as PvP, but also as the balancing factor to (and natural enemy of) the Elemental Clerics.
So instead of introducing another "nuke-for-win" type caster guild, the Khiraa would offer a buff- and anti-caster oriented alternative that, as far as I can see, would enrich (as opposed to hurt, like the Keeper would claim) Genesis as a game. It would also introduce a "less demanding" undead option for those who prefer melee.
A familiar-type layman for mortals wishing for servitude could be added and would serve to strengthen the bonds while also function as a recruiting arena.
Nerull has volunteered to do the work, and we all know nothing leaves Arman's balancing regime unchecked. It all comes down to a yes or no decision from the admins.
Let the poll advise their decision - You know what do do!
(I've checked for the ability to 're-vote', as I still have faith in people changing their minds after being met with arguments and appeals to logic and reason. Air your concerns below!)
I'll try and explain to the best of my recollection:
The Circle of the Khiraa were based in the lands of Raumdor, where they, in esotheric and cultish ways, worshipped the Nameless Horror. Undead by nature they were led by Lichpriests and protected by loyal Death Knights. Together they brought terror to the living by riding undead horses through towns and (if need be) into combat - eyes afire, jaws unhinged and with a bread-crumb trail of bugs and maggots left behind as evidence long after their passing. Yes, they had a tendency to make food rot simply by being in the vicinity.
They were powerful, very intimidating, but with a humorous stint of a halloweenish costume-like overdone-ness. You can observe some samples of it if you explore the Raumdor Forest. Their guildhall is still open, and many of you have probably fought or encountered a death knight or two already.
Technically, the guild took all three guild slots, where lichpriests were considered (simplified) occupational caster and layman warriors (they even had a special attack) and death knights naturally the reversed combination. Death knights had two special attacks and some spells similar to the magical laymans we see today (keep in mind there was no global magic system back then). Lichpriests used polearms and light armours while Death knights used two swords, full armour and horses!
As far as I remember their strength lay in combining their abilities rather than basing their existence on single combat and "solo grind". Although they didn't suck alone, they really shone in a team where both branches were represented. Their crowd control abilities were also something to fear or covet.
So why bring this evil horrorshow back?
Well, I believe it was one of the most brilliant concepts ever conceived in Genesis. The over-the-top undead-ness, the rattling of bones, skeletal descriptions etc aside, the basis for an in-guild synergy was laid back then, and can be improved upon (Sorry Sarr, it wasn't perfect) and/or at least updated to modern standards and to fit its purpose better.
Said synergy rivals that of the Calian Warriors, and is precisely why they should return - to balance out the powerhouse that has been allowed to grow unhindered in Calia. The guild would exist as a truly unique addition to Genesis, with opportunities to both roleplay and cooperate in PvE as well as PvP, but also as the balancing factor to (and natural enemy of) the Elemental Clerics.
So instead of introducing another "nuke-for-win" type caster guild, the Khiraa would offer a buff- and anti-caster oriented alternative that, as far as I can see, would enrich (as opposed to hurt, like the Keeper would claim) Genesis as a game. It would also introduce a "less demanding" undead option for those who prefer melee.
A familiar-type layman for mortals wishing for servitude could be added and would serve to strengthen the bonds while also function as a recruiting arena.
Nerull has volunteered to do the work, and we all know nothing leaves Arman's balancing regime unchecked. It all comes down to a yes or no decision from the admins.
Let the poll advise their decision - You know what do do!
(I've checked for the ability to 're-vote', as I still have faith in people changing their minds after being met with arguments and appeals to logic and reason. Air your concerns below!)