: Where do you get this Plain of Scales bit? Did I miss
: that somewhere? Because as far as I know, we're not
: sure where the fir'Bolg originated from, or if they
: started out in the Ermine.
It is just a pet theory of mine. It is based on the thought that the Fir'bolg are not realy "native" to the Ermine. Taking this to heart I desided that sence the areas south of the Scamander river where settled by humans before the northen plots that the Fir'bolg may have been driven from the Plain by the settelers.
If this was the case the only place the numericly inferior Bowmen could possibly hold their ground was in the Forrest. The humans would not have been as quick to settle that area becouse it was not as suited to farming as the Plain was.
This would explain part of the old mistrust the Fir'bolg held on the Humans, and sence this would have happend so long ago even oral tradition might have lost it.
Like I said, it is just a novel little idea I play around with from time to time. I only brought it up to show that the GURPS does not realy hammper story possibliatys or wild theorys, what ever you might prefer=)
: There's a BIG discussion (rapidly escalating into a
: flamewar) over this on alt.games.myth. I'm a firm
: believer in a "run" command which would
: allow units to briefly sprint away from danger instead
: of just casually sauntering away. But units which are
: normally faster (like Warriors) will still be able to
: catch up to them after a moment (once the archers tire
: out and slow down), and really fast and energetic
: units like Ghols, Myrkridia, and Berserks will be able
: to outrun them.
: I'm thinking this would be implemented with something
: like a "vitality" or "stamina" bar
: (with the existing "health" bar being called
: "integrity"). Running, fighting, etc, even
: walking, drains a unit's vitality, which is constantly
: recharging (at varying rates for different units;
: tougher units like Warriors would be able to keep up a
: constant fast-walk, but couldn't run very much
: faster). When vitality gets to 0, the unit will stop
: and just stand there; if you push the unit further
: past there, integrity starts to drop, and if pushed
: way to far, the unit dies (or passes out, which may as
: well be death on the Myth battlefield).
Sound like a good idea to make the field more realalistic. We should press Bungie to put it in their upcoming tital "Myth 3: The Wind Age".
(Sadly, I can not find any reference to the above mentioned game anywhere on the Bungie web site)
Respectfully,
Drunken Ghol