Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Hoping For Plant & Fungus Tulnar Customizations
Puck_Goodfellow
Member
After seeing how some areas of the Underrealm looked and after hearing how the Tulnar adapted to their environment I couldn't help but think of this.
There's no confirmation as the most we have about the character creator for the Tulnar is a quote on the wiki as follows:
It could be in the OTHER category but I wouldn't mind if we could get more clarification on the Tulnar character creator in a future Q&A.
If we do get a plant and fungus attribute slider I can talk about what a fun guy I am.
There's no confirmation as the most we have about the character creator for the Tulnar is a quote on the wiki as follows:
Players will have dials to adjust the reptilian, mammalian, humanoid, and other attributes of their Tulnar character in the Character Creator.
It could be in the OTHER category but I wouldn't mind if we could get more clarification on the Tulnar character creator in a future Q&A.
If we do get a plant and fungus attribute slider I can talk about what a fun guy I am.
3
Comments
I don't see how it doesn't fit the lore. Clearly the Underrealm has some kind of mutagenic affect of some kind else the Tulnar wouldn't look so different. Perhaps it has high concentrations of essence and/or magic or whatever. I would love if that aspect of it was explored in some quests or mechanics that explains things.
Like perhaps you discover that eating a high concentration of certain animals, plants or fungi from the Underrealm is what causes those mutagenic affects, or maybe it's being around Underrealm glow crystals that they use in their architecture. Maybe it's a combination of things.
Anyway, it's not something I'll cry over if we don't get as much customization as I'm hoping for but it would be nice. Although I know some will be crying if we don't at least get an insect/bug slider.
We'll just have to see for most of it once they come out which I think they said some time in Alpha-2. However, I wouldn't mind them revealing at least some of what they plan earlier.
"Were the Tulnar a result of corruption in their creation, or was it purely a kind of you know crossbreeding between the multiple minor and major races that existed in the Underrealm during the after the apocalypse?"
"They are not a result of corruption. So there is no corruption that was that was taken into account during their creation.[12] – Steven Sharif"
I'm pretty sure we can mix and match on some things. For example you start with an orc or dwarf base and tweak the sliders and you've got a goblin or hobgoblin looking guy.
For your lizardman you might use a slider and have fungal or plant protrusions. I would really like it if it was on that scale.
There may be a world of symbiotic relationship between Tulnars and fungi living on the tulnar's but to have Fungal Tulnars seems a bit too off wrt the current understanding we have with the Underrealm
Skylarck The Botanist
Wow. Guess I can't be a fun guy.
On another note there are some species of fungi that are mutualistic rather than parasitic but I get your point.
At the same time that doesn't rule out plants as I also mentioned. Then again some people will be like, "Where does it end? Next you want rock Tulnar," to which I say, "Why not? Bring on the geologists that really take their work home with them." I'm sure a geologist could come up with some good rock puns but I shale try.
Along with my degrees in Math and Biology (focusing on Mycology) I have a MSc in Earth Science, so I could probably dig one up.
*laughs in Empyrean*
They decompose what's dead, no wonder Nagash doesn't approve hihi.
Rotting bodies are great I can do lots with them
Waaaaaay too much info...
*pukes*
Then there are fungi like cordyceps.. yay clickers
Zombie spiders.
That is all
That's less mutualism and more parasitism...
Well I would love to crush some zombie spiders in pvp. ( woodpeckers as an example have fungi at the beak. If he cant digg a hole in the tree, they will come back later to the same Spot where the Fungus decomposed the wood for them(the brought it there))
I don't think they'll go into for the other category anymore, because they have a lot on their plate. Steven once did use the term "ley lines," so I wouldn't be surprised if they have more magical influences in their design. I'm not sure if we'll see interbreeding between the mushroom men and all of the other beings.
They should probably just cut tulnar off as a beast race before feature creep gets them. Maybe save plant creatures as a separate race in an expansion pack, if they go that far.
Starting with their heads.
(Insert comment about a lack of Morel fiber.)
That's what happens when you allow yourselves to be governed by a Tiny Horny Rat.