Kohan II: Kings of War

Platform(s): Arcade, Game Boy Advance, GameCube, Nintendo DS, PC, PSOne, PSP, PlayStation 2, PlayStation 3, Wii, Xbox, Xbox 360
Genre: Strategy

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As WP's senior editor, I edit review and preview articles, attempt to keep up with the frantic pace of Rainier's news posts, and keep our reviewers on deadline, which is akin to herding cats. When I have a moment to myself and don't have my nose in a book, I like to play action/RPG, adventure and platforming games...

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'Kohan II: Kings of War' - Haroun Race Revealed

by Judy on Aug. 4, 2004 @ 4:45 p.m. PDT

Kohan II: Kings of War features a new state-of-the-art 3D graphics engine that delivers a breathtaking world of magical splendor, heroic deeds, and fearsome enemies. With six unique races and five political factions to choose from, players will head into battle with thirteen potential combinations and will watch in amazement as hundreds of units wage war in intense real-time strategy action. KINGS OF WAR offers countless hours of replayability due to its unique multiplayer game types, and adaptive artificial intelligence, amongst other innovative features.

  • Kohan II: Kings of War immerses players in the world of the Kohan as one of the immortals who lead the fight against an ancient evil that has risen again and is bent on destroying civilization forever. The story unfolds as all-out war plunges the world into chaos.
  • Kohan II: Kings of War features TimeGate’s ENGAGE technology that is best-known for its flexibility, customization tools, and unique levels of unit control and organization.

Race #1: The Haroun

Like the wind itself fly the Haroun, desiring to touch everything, to be everywhere at once, unbound by the weight of the earth or the dictates of law. Yet their very love of independence, their very thirst for knowledge, has created of necessity certain rules that guide the Haroun. Though their society has often fractured over mere philosophical disputes, Haroun seldom war against Haroun. When such battle is inevitable, they have restrained themselves from the pillaging and ransacking so common to other mortal conflicts. Indeed, in their curiosity, in their restraint, in their love of knowledge, in their gift for controlling mana, the Haroun are quite like the Kohan. This is, perhaps, a virtue of their long lives, but perhaps also it comes from their historical veneration of the Immortals as fonts of wisdom and culture. The Haroun have always been fast allies of the Light and though they may not be the mightiest of warriors, the enemies of the Shadow will long be able to rely on their support.

Lore:

In youth they had moved across the great plains of the Sel Jermai with their airy freedom of the clouds themselves. No obstacle had stood insurmountable, and all the troubles that plagued other lands of Khaldun were as distant as the earth is to the sky. Then I had come, as one had come for me in my youth, leaving the harsh lands of the Waste and journeying to the distant plains. These Haroun, my own people, were as foreign to me as the Drauga. My values had been warped by my Guardianship. I could not, dared not, try to recapture the frivolity these children knew.

The Jermaian elders knew why I had come and yielded their children to me. Seven times seven youths, beautiful and full of life, twenty-five female, twenty-four male. I made the fiftieth. We fifty marched back to the Waste, where I anointed them and introduced them to the secrets of the Guardians. To the ways of battle and the songs that awaken the wind and call down lighting. I taught them to dance beneath storms and run through the mist, to feel the stone beneath their feet and watch the moon above. All these rituals I gave them.

And now my children lie dying.

The Burning Ones spoke of a great darkness gathering over the world. Their foresight revealed only cataclysmic disaster for Khaldun. Then the Pool over which we were made Guardians began to churn. Its power to corrupt and to draw to it all manner of evil knows no bound. We now fight not only enemies from without, but also our own brothers, turned to the Shadow by the call of the Pool.

This second Age is ending.

My children and I had come to the Pool to destroy the creatures that were coming from its depths. Instead, we were routed. Now, the corpses of those who once ran in Sel Jermai make soldiers in the armies of our enemy, the Fallen Saadya Ahriman. The Burning Ones say that the Kohan will soon join the battle. That some have fallen to Ahriman’s sway and shall fight under his black banner. That others will hold true to the Light.

It will be the first Great War, we are told. But not the last.

All of that stands in the future. The present is filled only with my guilt, with the echoed remembrance of my children’s battle-cries and dying gasps. I had brought them here for a sacred mission, bestowed upon us at the beginning of time itself. So I thought. In truth, I brought them here to die.

If they have found freedom in death’s land, then I shall find it there with them. The dawn comes, and with it, we survivors will try once more to take the Pool. May the Creator speed us to his side.

Units:

  • Caretaker The Caretaker is similar in appearance to a gardener, wearing but some leather armor and carrying a few packs and pouches on his body. When forced to fight, Caretakers use their harvesting scythes in combat.
  • Guide The brightest of the Haroun military are named Guides. These experienced soldiers ride the same elks as Windriders into battle. Guides direct the battle from afar, raining arrows down upon their enemies.
  • Mistrunner The Mistrunner is the light infantry of the Haroun military. Favoring mobility over armor, Mistrunners wear only padded armor and travel quickly. In combat, Mistrunners wield short spears against their foes.
  • Moonwatcher A carrier of divine secrets, Moonwatchers support the Haroun armies with a variety of magics. While Moonwatchers provide great boons with their magic, they are not trained in the military ways and are very vulnerable in battle.
  • Pathfinder The swiftest of the Haroun soldiers, Pathfinders are capable of quickly moving entire armies through inhospitable terrain. Although they serve primarily as scouts, Pathfinders have extensive military training. When forced into combat, Pathfinders wield Khaldunite-infused weaponry.
  • Harvester Fledgling Hillstriders are called Harvesters by the Haroun. While they lack the might of their older brethren, Harvesters can wield powerful elemental magic in combat. Recently, these creatures have been spotted in the ranks of the Haroun armies.
  • Hillstrider The mightiest of the forest's guardians are called Hillstriders. These giants are usually quite gentle, but they have been known to aid the Haroun in times of war. These rare creatures, often centuries old, excel in the destruction of enemy fortifications.
  • Stonewalker A Stonewalker wears the heaviest armor among all of the Haroun soldiers. Serving as the front-line of the Haroun armies, these soldiers are treated as heroes for their dedication and sacrifice. While not as hardy as other infantry, Stonewalkers wield a potent blade that offsets some of their fragility.
  • Windrider The Haroun are the only race to field mounted archers, and these are known as the Windriders. With speed and range, Windriders can provide archer support to nearly any part of the battlefield. Only the best of the Haroun archers are permitted to join the ranks of the Windriders.
  • Stormdancer Stormdancers are an unusual sight, for the mounts they ride have been tamed by no race save the Haroun. These birds provide their Stormdancer riders with incredible mobility. Stormdancers serve as raiders and scouts, using their amazing mobility to strike deep behind enemy lines.
  • Pilgrim Adventurous, but docile, Pilgrims are the basic workforce of Haroun civilization. Pilgrims scour the land, seeking new areas to claim for the Haroun. With only minimal martial training, Pilgrims are often forced to flee in the face of danger.
  • Rainbringer The famed Haroun Rainbringers are amongst the greatest archers on Khaldune. The bows the Rainbringers wield are light, but they wield them with unmatched accuracy and speed. Rainbringers form the backbone of the Haroun army, often working in conjunction with Mistrunners and Stonewalkers.

Buildings:

  • Sanctuary (Village) All Haroun sanctuaries exist lightly on the earth, but Villages are particularly so. When abandoned or fallen to the enemy, Villages vanish without a trace.
  • Sanctuary (Town) Just as a sprout grows to a sapling, so too do Haroun Towns grow from Villages. With stronger defenses and more room for buildings and militia, Towns have a permanence that Villages lack.
  • Sanctuary (City) Great Haroun Cities, full of the bustle of life and rustle of leaves blowing in gentle winds, are guarded by walls of ancient and mighty trees. With broad boulevards and plenty of room for buildings and soldiers, Cities are a sight to behold.
  • Sanctuary (Citadel) The mightiest of all Haroun sanctuaries is the Citadel. Built between the trunks of the heartiest trees, with roots stretching wide and deep, Citadels are virtually impregnable to assault. Their enormous walls house dozens of workers and soldiers, and room enough for a wide variety of buildings.
  • Gift of Stone Coaxing the earth with gentle songs and secret rituals, Haroun workers use Gifts of Stone to bring forth stone for use in their sanctuaries.
  • Bounty of Stone As the bond between worker and earth grows, it becomes possible to summon forth more stone. Thus Bounties of Stone produce twice the resources as Gifts of Stone.
  • Earthnode Earthnodes serve as a conduit for transferring the life energy of the earth to the surface, producing an abundance of mana for the Haroun to wield.
  • Gift of Wood The carefully kept groves of Gifts of Wood yield boards so smooth and flawless that one can run his hand across them without fear of splinter.
  • Bounty of Wood The singing workers of Bounties of Wood convince trees to willingly give up their flesh for use in growing Haroun sanctuaries. Because of the peace and cooperation of Bounties of Wood, they produce twice the wood as do Gifts of Wood.
  • Spiritwood Sending forth the call from grove to grove, Haroun summon ancient forest spirits to gather stray wisps of magical energy that drift among forgotten woods. This mana helps maintain growing Haroun armies.
  • Gift of Iron Though the Haroun are loath to work with the fire and tools of the forge, their communing with nature allows them to produce fine ore from their Gifts of Iron.
  • Bounty of Iron Bounties of Iron, manned by Haroun workers trained in Gauri strongholds, produce twice the ore as Gifts of Iron. Despite their critical production, Bounties of Iron are nonetheless considered unpleasant necessities by Haroun society.
  • Lodestone Using mysterious forces, Lodestones pull forth mana from the depths of the earth. Because the iron in Lodestones is specially treated with magical energy, they cannot be used for ore extraction. But their magic nature makes them all the more valuable.
  • Trade Fair Famed for their brilliant colors and exotic goods, Haroun Trade Fairs bring merchants hawking wares from across all Khaldun and buyers willing to pay any price for them. Sanctuaries are able to sell their excess raw materials to those who come to these grand events.
  • Gift of Nature Through the greatest of Khaldun's mysteries, Gifts of Nature convince the earth to change itself, taking in the soil's resources and bringing forth an abundance of goods. These magical structures demonstrate the unique bond between the Haroun and nature.
  • Gathering As the meeting place of the wise leaders who plan campaign strategy, Gatherings are solemn and serious exceptions to generally free-spirited Haroun sanctuaries. Nevertheless, the leadership and organization provided within is invaluable, as it enables the deployment of larger armies in the field.
  • Moonlit Altar Moonlit Altars are home to the Moonwatchers. Here these wise priestesses meet to renew their strength and youth and conduct powerful sorceries. The byproduct of these meetings is mana energy that the sanctuary can employ.
  • Lunar Temple Lunar Temples house a High Priestess of the Moonwatchers, who leads the faithful in starlit rites that invoke powers old as Khaldun itself and bring forth great quantities of mana.
  • Grove of Dusk Home to the hermetic secrets of woodland lore that the Haroun have protected for Ages, Groves of Dusk pulse with mana energy and contain training guides for Pathfinders and the ritual incantations for calling for Hillstriders.
  • Glade of Dawn As more secrets traverse the Flows from one Haroun sanctuary to another, Glades of Dawn can be cultivated from Groves of Dusk. These Glades produce more mana energy and enable even more esoteric rituals.
  • Outpost The wooden Outposts of the Haroun mark the distant edges of their sprawling realms. Some reach even into hostile territory, providing support and defense for armies on the march.
  • Fort Stronger and better defended than Outposts, Forts are used to secure contested regions or protected areas of spiritual or military importance.

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