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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Cavern
Thread: ICTC: The Cavern This thread is 3 pages long: 1 2 3 · NEXT»
kookastar
kookastar


Honorable
Legendary Hero
posted January 08, 2006 04:49 AM bonus applied.
Edited by kookastar on 28 Feb 2006

ICTC: The Cavern



                        THE CAVERN
[IMG]

Description of Mintjinka (Capital City)

Deep within the heart of the desert, sheltered by weathered red rock, live the people of Mintjinka. Their homes are caves within the rock castle, where it is cool, and magical light illuminates the walls with the simple touch of a Riverstone. Walkways have been etched between dwellings and lead to the centre of the community – a clearing born from the steady flow of the creek that permanently runs through the settlement.

The clearing itself is an oasis. A waterfall runs into a great lake, keeping the people with a fresh supply of water. There is a great Cavern where the community gathers, for rituals and for social gatherings. The walls are etched with the story of the Dragons, and of Racchael’s journey. For those that are enlightened enough to read it, the secret of shape-shifting is hidden deep within images of Lerista. Hawks perch upon cliff peaks, and Cyclopes and mankind celebrate together in harmony. This is a sacred place, shared only by Mintjinkans.

To the side of Mintjinka, there is another great cavern that borders the plains and through which the creek flows. It is here where Nomads find comfort, a warm feed, and cold ale. Many stalls are set up within caves, or in tents, where the townspeople trade with the nomads, and travellers.

Hours are spent mining and moulding fine gems and crystals from the desert into exquisite pieces of jewellery. The witches are known for the wands they craft, and the crystal pendants and charms they produce.


                         Town Emblem:
Clockwise spiral.  Associated with power, independent movement and tribal migration.  It is sometimes used to represent the eclipsed sun, and is associated with recurring wet seasons.
                         Colours:
Teal and silver in respect for Rivershine, the water dragon.




Race: WITCHES
Travel/ Mount: Camel
Core philosophy: ”Life is but a cycle. We will always endure.”

Hero Specialty

Females
The Witches have the ability to communicate telepathically with creatures, thereby allowing them to call them to their cause. This link also attracts creatures to join them of their own free will. This skill is known as summoning (see below).

Summoning (As in Heroes IV)
Basic summoning gives the hero the ability to summon hawks and Bindi into the hero army everyday at a rate of 10 experience points of creatures per day. As the Hero increases in experience the summoning skill increases, increasing in numbers generated, then in the level of the troops – Ultimate Summoning (eg grandmaster) will summon Cyclops Masters and Lerista.

Males
The male Witches do not have the same affinity with creatures, nor are they able to shapeshift.  Their magic is linked more closely with the land itself.  They have the ability to locate and extract deposits of recourses deep within the Earth.  They are expert Miners.

Mining
Creates extra ore for the castle per week depending on the level of the hero.  Gold or another resource are created randomly and are relative to the level of the hero (e.g. may be gold one week, gems the next).

DESCRIPTION OF WITCHES

The witches are nurturing and kind people whose lives are intimately linked with nature and the land. Although they appreciate its beauty, they do not mind enhancing a being's natural ability through magic where possible.  Similarly they mine the resources they need.

They have dark skin, well suited to the hot climate.  Although their skin was paler when they first left the Falcon Empire, the witches ‘switched on’ their melanin production, a skill that is easily passed on to newcomers. They have also evolved to have two eyelids that help protect their eyes from dehydration and dust.

Their dress is exquisite. All garments are hand made by the women in the clan and produced from quality cotton and silk. They have the ability to manipulate these fibres to repair small gashes, and to bind pieces together without the need for stitching.  They wear headpieces with long, flowing trains that protect their neck from the sun. Their arms and legs are exposed. Their camel mounts are adorned with jewels, and are well loved.

Somewhat secluded in their Cavern home, they share in peace, but are not naive enough to think that this will always be so. They prepare.

WORSHIP

Moonlit Prayer

Barren hills
Starving stone
Dry cracks in ground and skin
Shower us with your love

In you we trust
Fulfil the cycle
Rivershine hear our prayers

Bathed in love
The rivers swell
Banks bursting tear life and land
Show us mercy

In you we trust
Fulfil the cycle
Rivershine hear our prayers

On the full moon clan members come together.  The females wear flowing teal dresses, their heads adorned only with a garland of Blue Bells.  The males wear red breechclouts (a long rectangular piece of cloth tucked in a belt, with the flaps falling down in front and behind).  They have white painted spirals on their torsos.  Together they dance the Dance of Life, while the elders beat steadily on drums made form the hides of their camels that have passed on.  They sing the Moonlit prayer.

Once a year, on the anniversary of Racchael’s death, a major festival is held in Mintjinka where many clans come to celebrate, and give thanks to Rivershine.  Each perform a different dance, and honour Rivershine with song and laughter.

SOCIETY

Government
The population of each Cavern settlement is called a Clan.  These clans are made up of Witches and their familiars and camels, Cyclopses, as well as any flora and fauna that align themselves with the clan.

Each Clan is governed by a group of ‘Elders’ who are responsible for maintaining peace, distributing resources, and coordinating the education of Clansmen (this term encompasses all members of the clan regardless of gender or species). They also see to the health and wellbeing of the clan.

The Elders of the Clans communicate via familiars with the Clan-Leaders in Mintjinka (capital city).  The Clan Leaders oversee the health and wellbeing of all the Clans, share information and knowledge between Clans.  They record and share information provided by nomads and travelling Clansmen about other factions and wars occurring throughout the world.  They monitor the politics and co-ordinate any major battles.  

The Women
From an early age the Witch woman are surrounded by living creatures.  Their mothers’s familiars protect them, and they accompany their mothers as they tend to animals and tend to plants.  By the age of 12 they have usually found their own familiar, and begin intensive study into magic.  The most talented Witches study Lycanthropy, and are trained in warfare.

They contribute to the community through tending to animals and clansmen, creating exquisite garments and jewellery, horticulture, magic research, and education.  Some are responsible for providing food to clansmen, collecting and making delicious meals.  These meals are renowned among travellers and nomads who pass through their land, and part with many a coin for revitalising nourishment.

The Men
The male Witches are strong.  Their black skin glistens in the sun as they use their magic to mine and to patrol the lands.  They repair erosion after the floods, and tunnel new cave dwellings in Caverns they find.  They scour the plains for food, and act as guides to passing factions.  They have an understanding with the Cyclopses and their specialties, combined  with the Cyclops’ strength, means their mines are superior too any in the world.

At the age of 12, boys leave the basic schooling and are apprenticed to adult male Witches, where these skills are passed on, and in time, mastered.

Home Life
Although each family has their own space, there is a great sense of ‘neighbourhood’.  This is largely due to the fact that their caves are small and most recreation takes place in communal areas.  Once girls get their own familiar (around 12), they are expected to help take care of younger siblings when needed.  The adults in the clan often take care of the children of others, and all are responsible for ensuring all clansmen are safe and cared for.

Children undertake compulsory formal study until the age of 12.  This is organised by the elders in the Clan, although many clansmen contribute as specialists on occasions.  

THE LAND
Homeland: Lo-Gnorabin

The original land inhabited by the first witches was  Lo-Gnorabin.  Red dirt, weathered by the wind, stretches for miles.  It is mostly barren, with clusters of rocky formations that provide shelter for flora and fauna.  Some birds, mammals, and spiders live underground in burrows. But the majority of creatures live amidst the shelter of the boulders, canyons, and caverns.

The flora and fauna must be robust to survive here, and alliances have been made between these and the witches and cyclopses who settled here so long ago. The Witches have helped some species to evolve, and in return these have pledged their service when required.

Although the land is mostly barren, it is rich in resources providing a means of income and trade through its many mines. Some Witches have the ability to sense the location of resources beneath the earth, and the clans only mine what is needed.  

BRIEF HISTORY

5 BSD Racchael is chosen. She is raking out a barn when the wizard arrives and asks her parents if they can school her in the city. Her mother always knew that she was special. She is fascinated by nature, and often seeks the company of animals in preference to their neighbours.

2 BSD Racchael is fascinated by the teachings of the wizards, but longs for her hometown. She frequents a tavern, “The Ox” where she spends hours with her friends – the elven Gatran and Oris, and fellow apprentices Nevon and Calyphona. She loves this place where people of all races can feel at home. Even the one eyed people are not scrutinised here. Many work serving drinks and have been known to give some very good advice.

Racchael is still fascinated with nature, and have found that her ability to communicate with animals is strengthening. It is while communicating with a hawk that she meets the person who will have the biggest impact on her life. When Sar Elam smiled at her she knew instantly that this was a man she could look up to.

1 BSD Racchael and her friends spend hours with Sar Elam, learning from him and aiding him in his quest for enlightenment.

YSD Sar Elam becomes the seventh dragon. Racchael leaves the city, working to help farmers with their crops, and teaching her own group of followers. They are labelled ‘witches’ by the townsfolk, who respect them greatly.

1 – 26 YSD Racchael continues to experiment with magic. She develops her skills, helping animals and plants to evolve so that they can survive the human development of their lands. She laughs with her elven friends.

Sar Elam teaches her how to shape-shift, but limits her transformation to that of a hyena.

26 YSD The seventh prophesises that one day she will lead the repressed to a land that cries for nurturing, that breathes with a different kind of beauty.

28-40 YSD The first demon incursion. Racchael is called by the seventh to aid him in his fight. She works alongside her elven friends as they call others to this battle. She sees many horrible things done in the name of war, not only by the demons, but the wizards also. Is nothing sacred anymore?

40 YSD The Seventh Dragon sacrifices himself to end the Wars and repel the demon incursion. Sar-Elam and his disciples seal the demons away to prevent their return. Racchael vows that she will never forgive the Havensfolk for her mentor’s death.

49 YSD Racchael and her clan finally can take no more when families of cyclopses are being slaughtered in cold blood by members of the “Holy Falcon Empire”. She realises the time of the prophecy has arrived and she leads the cyclopses deep into the desert. Many witches follow.

50-60 YSD The witches begin to recognise the dragon of water as their main patriarch in this wasteland. They explore the environment and live a fairly nomadic lifestyle.  During this tie they come into contact with other nomadic peoples.  Some of those more interested in magic join the witches.  They form bonds and start families.

60 – 260 YSD Newcomers continue to come to the region and as the population grows, settlements are formed around the most protected and fertile areas – the caverns and the rivers.

The men show no affinity for summoning, they do not link with creatures.  They turn away from magic study and seek to find a means to support the clans.  It is while counting stars one night, attempting once more to call a falcon, that a group of male Witches see the Seventh Dragon playing with Rivershine high in the sky.  They laugh (not completely induced by an over-consumption of ale).  The Dragons hear their laughter and smile at them in return.  In this smile a secret is shared and instead of linking with creatures, they can link with the land itself.  This link provides a means of income and beauty, and the gems they take home for their bondwives means they are welcomed with open arms.

108 YSD Racchael’s death is felt by many. Her Elven friends are by her side. A monument is built in her town – Mintjinka.

262 YSD The Witch ‘Andre’ is declared clan leader of the Caverns. It is prophesised that his bloodline will provide the clansmen with positive leadership until the time of reckoning.

262 YSD –426 YSD
The teachings of the Witches spread as Nomads pass through the land.  Some stay long enough to study with the clans they encounter, either choosing to stay in the Caverns or to return to their homelands (sometimes taking witches as husbands or wives with them), where they, in turn, spread this way of life.  

As the population grows, the witches must venture out across the land to find new places to dwell, as each cavern may only support a finite number of inhabitants due to the limited water and shelter available.  As this happens, clans of witches are scatted throughout the word, and communicate through the telepathic links of their familiars.

426 YSD Mintjinka is established as a major city. It’s walls are etched with art depicting the stories of the dragons. It is a place where nomad, trader, visitor, and clansman can feel safe, and welcome.  It is here that the main patriach and monarch (the clan-leaders) dwell, and those most powerful and experienced in magic teach.  

540 YSD On the command of the Clan-Leaders, Taniela and Shani, The Cavern dwellers aid the elf Tuidhana in her battle against the knights of the Holy Falcon Order. They are outnumbered and retreat as Arniel comes to the elf queen’s aid.

540 YSD – 950 YSD
The numbers of witch clans continue to grow, becoming a recognised faction within most regions of the world.  They inhabit the more mountainous, rocky, and barren regions of the world that are not already claimed by other races.  They use their skills in adaptation, and knowledge of water preservation to make these places their homes.  They find resources where others have failed and mine these to enable trade with nearby settlements and nomads.  Once hostile beasts, share their lands with the witches.

950 YSD The Sylvyn try to convince Clan-Leader Raschar to join an alliance with the Havensfolk but the desert dwellers stand firm. They will protect the Sylvan lands but will not align themselves with the Havensfolk. EVER

CREATURE BACKGROUND

The witches have varying levels of magical ability. Some skills are innate, and some learned or enhanced through training. However, all have the ability to link telepathically with a familiar. A familiar is usually found by the age of 12, and the two are officially bound through ritual.

Panthers, Hawks, and Lizards are the three most common familiars, although spiders, frogs, and owls are not rare companions. Panthers are strong, and able to communicate on a sophisticated level with the witches. Their black coat, allows them to travel with stealth through the night. They are extraordinary hunters.

Hawks are used extensively as messengers. They can fly long distances quickly, scouting for people passing through the lands, and allowing for communication between towns. They are amusing and playful company for the witches fortunate enough to befriend them.

Since Racchael’s arrival in the desert, the Bindi have provided a means of protection for the clan. The nomadic witches would camp within clusters of these spiny shrubs, safe from predators. Their evolution has meant that they can travel with the witches wherever they venture, and are larger and fiercer than ever.

Racchael’s very own familiar, the Lerista, were bestowed the greatest tranformation of all. The great witch was always seen with a few of these lizards buried in her shawl. She spent many hours with these creatures and drew on the power of Rivershine, The Water Dragon, as she helped them evolve to creatures of enormous power and size.

They are now a ‘holy’ animal, living in their own caves. They have very small legs, almost like a snake they slide across the battlefield. It is believed that they can communicate directly with the Dragon of Water. Their ability to transform humidity in the air into small amounts of water for their human companions makes them a valuable travel companion.

CREATURE LINE-UP
_____________________________________________________
Level 1

Creature: HAWK
Ability: Flight
Attack: Melee

Upgrade

Creature: CELESTIAL HAWK
Ability: Strike and Return (flight)
Attack: Melee

Description
As one of the main familiars to the Witches, these Large Hawks are loyal and use their ability of flight to protect the Clan from ranged attackers.  Upgraded, they can strike and return, proving valuable when the town in under siege.

______________________________________________________
Level 2

Creature: BINDII (pink and green)
Ability: Shoots Thorns.
Spines on stem provide protection from melee    attack.
Level 1-2  creatures can't block it's ranged ability.
Attack:         Ranged

Upgrade
Creature: DATURA (Deep purple and black)
Ability: Shoots Thorns.
Defence Spines cause melee attackers L3-7 to get   Low Morale
Effectiveness relative to size of stack 0-10 Bindi - low morale 10% of time, 11-20 - 20%, etc, 100+ 100% of time.
Low morale only effective for one round
Attack:         Ranged



Description
The Witches has helped these hardy flowers to evolve to great size, and have enabled them to strike root and shoot their thorns at predators.  The spines on their stems is a great defence against melee attackers.
______________________________________________________________

Level 3

Creature: PANTHER
Ability: Causes bad luck to enemy troops (reduces 'luck' of enemy                troops, prevents the spell 'luck' being cast on enemy troops)
Attack: Melee

Upgrade

Creature: PUMA
Ability: ‘Heel’ Returns to the side of another friendly unit in battle in one movement (and is still able to attack once it has moved there)
Attack: Melee

Description
“Black cats”, these predators are loyal warriors for the clansmen.  The puma’s ability to heel, helps protect venerable troops.
_____________________________________________________
Level 4

Creature:   NOMAD
Ability: Mounted on horseback.  Speed
Attack: Melee

Upgrade

Creature: NOMAD LORD
Ability: Mounted on camelback.  Speed.  Immune to slow spell
Attack: Melee

Description
The larger camel mount enables the nomad lord to move quickly and attack from above.
 


______________________________________________________
Level 5

Creature: CYCLOPS
Ability: Throws boulders.  Ability to attack castle walls
Attack: Ranged

Upgrade

Creature: CYCLOPS MASTER
Ability: Ranged attack has the ability to hit more than one unit in one throw. Ability to do damage to castle walls.
Attack: Ranged.

Description
                  Cyclops are valued members of the clan.  They specialise in armed forces during their education.  They are strong, and as they master their skills, they are able to throw large boulders with such power as to damage clusters of enemy troops, as well as castle walls.

______________________________________________________
Level 6

Creature: BOUDAS
Ability: Lycanthropy. Has the ability to shapeshift from witch to hyena during battle by using the spell function. Can only shapeshift twice during battle,does not use any spell points, but requires a turn (as any spell).
HYENA FORM:
Melee attacker
Avoids retaliation
HUMAN FORM:
Spellcaster: ability to cast level 1 Nature and Water spells.

HYENA FORM: Avoids retaliation from enemy attack.

Upgrade

Creature: BOUDAS MATRON
Ability: Lycanthropy (shapeshifting) is unlimited

HUMAN FORM: Ability to cast level 2 Nature and Water spells.

HYENA FORM: Avoids retaliation and inflicts weakness 25% of the time.

Description

Only the strongest and most talented witches appear on the battlefield and when they do they appear in the form in the shapeshifting Boudas.

In the human form these witches can cast level 1 nature and water spells.  If they choose to change shape they spend one turn doing so, after which they can attack in the form of the clever and dangerous Hyena.  When they bite a creature in this form they imbue their entire psychic and magical attack in it, disorienting the enemy and avoiding retaliation.  The Bouda Matron can cast level 1 and 2 spells and also can inflict weakness on the enemy during the savage, bone-crushing attack in Hyena form.

The fact that it changes into a creature not already on the field means that it is easily recognizable and adds more diversity to the units available.
The shapehifter looks like a female Witch Hero, but wears a gown that can be easily discarded during shapeshifting. The gown is made from fine silk and covers most of the shapeshifter's body. She wears a pendant with the faction's symbol on it (teal and silver spiral) that stays on her hyena form.
The shapeshifter's gown is Ruby Red, the Boudas' is Emerald Green.

______________________________________________________
Level 7

Creature: LERISTA (Teal)
Ability: Highest number of hit points for level 7 creature
Tail swipes opponents behind the lizard, (inflicting 25% damage) as it’s tongue attacks a single target.
Magic resistance 50%
Attack: Melee

Upgrade

Creature: LAPIS LERISTA (Deep Blue)
Ability: Tail swipe inflicts 50% damage
Limited ability to Summon Water Elements
Attack: Melee

Description
The Lerista are enourmous, almost snake-like lizards that have four tiny legs. The front part of their body reaches high into the air, its long blue tounge attacking enemies from above.

The scale-like skin of a Lerista's body glistens teal/ deep blue in the sun, almost glowing. The long, sweeping tail of the Lapis Lerista has spines protruding from its tip, enabling a more damaging blow to enemies.

It is a only slightly smaller than a Dragon

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 08, 2006 04:53 AM

You have very interesting ideas but however, I must warn you that you are creating your own mythology from scratch and your biggest obsticle may very well be time. I must say the first few glimpses are quite impressive.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 08, 2006 05:04 AM

thanks!

I agree this will take a lot of time so want to be sure people actually think it is a good idea before spending too much more time on it.

Does anyone know if the Dragon of water has an official name yet? Also any suggestions of how to improve or forget about it would be good.

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 08, 2006 05:08 AM

I had a dragon of my town and I named it Flood Emperor. You can begin by using some term related to water and work your way to the name.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 08, 2006 11:41 PM

summoning?

Does anyone know if the Sylvans will have Summoning as a skill (as in H4)?  If not I would like to include it.

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Oakwarrior
Oakwarrior


Famous Hero
posted January 08, 2006 11:46 PM

Well... You could name it to be... Cobalt Lizard, or Lapis Lizard. Those names suggest water/ice. Also it could be a Coral Lizard.

I don't know about summoning, and you won't know either. It's unconfirmed, and beta testers aren't allowed to say anything.
____________

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kookastar
kookastar


Honorable
Legendary Hero
posted January 08, 2006 11:56 PM

Thanks for the info.

Love the suggestions for the Lizard names, thinking Lapis Llizard; it links with the mines as well.  Brilliant!!  


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Cheshire_Cat
Cheshire_Cat

Tavern Dweller
posted January 09, 2006 12:10 AM

I like your ideas, and you have a solid foundation for abilities. I'm a bit confused by what the level one and three creatures actually do, as well as the life drain from haven creatures. Maybe some clarification would be good.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 09, 2006 12:24 AM

thanks Chesh.  You're right, it's all a bit vague and not quite put together yet.  I will work on it today and hopefully submit a more cohesive town/hero when I can (hopefully soon).

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 09, 2006 03:16 AM

Basilisks wouldn't be a bad addition in my view.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 09, 2006 03:35 AM

updated the history a bit.  Will try to do something with the creatures.  Any ideas welcome.  I am trying to keep it somewhat true to a desert habitat.  Thanks for your ideas blitz.

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 10, 2006 05:59 AM

Your Welcome

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Mad_Hatter
Mad_Hatter

Tavern Dweller
posted January 10, 2006 06:24 AM

Cheshire_Cat here,
I think what you've done is looking quite nicely, How large are th e Sand Hoppers going to be though? They seem like a nice unit, but i definitly did not think of them being such a high up one, thats not saying it won't work, just thinking out loud.
____________

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kookastar
kookastar


Honorable
Legendary Hero
posted January 10, 2006 10:07 PM

hoppers

The same size as the mantis from the creature portal in H4, probably gold in colour though.  They are about the same size as a firebird/ level 7 creatures.  I used to buy them on smaller maps instead of the phoenix or dragon (limited time/resources), has anyone else used them?  Am always open to ideas, comments, criticism...

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rldragon
rldragon


Known Hero
posted January 21, 2006 12:49 AM

OK Kookastar here you go, my suggestions:
First off I will warn you this suggestion will be merciless to your idea so, if it conflicts with your own idea, tell me.Alright here you go:

1.First when I read your topic before several weeks, I didn't understand it quite well.My understanding of it has increased ceirtanly but, I would suggest you to post bigger and better description of your town, and while you write it, try to catch the atmosfere of the town.In simplier words:show it and explain us what atmosfere of the town what you want to have, so that we could further help you with your town atmosphere.

2.Units.2.1.-First of Arachnidis.Make them large, big as a dog or something of similar size, as if it remains this size it would make problems.If you want to know why, ask me tommorrow or later today.
2.2.-Eyrean.From my point of view I will say that he looks helpless and weak.Nowhere near match to marksmen,blade dancer and co.So I suggest to make it either much more magical OR to entirely change the basic concept of it and make it some kind of falcon or eagle with special abilities.Of course you don't need to do that if you don't like the idea, after all you are the author
2.3.-It is good, only it's name of unupgraded version sounds a little funny or silly.But again it is IMHO.
2.4.-It is good.
2.5.-It is ok.
2.6.-Also good.
2.7.-Hmmmmmm interesting.Good, very good in my opinion BUT you could make them more aligned with water.After all they are ultimate representatives of water in this town.

That is all for now

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kookastar
kookastar


Honorable
Legendary Hero
posted January 21, 2006 05:23 AM

Thanks heaps rld for your thoughts, I guess that I haven't really described my thoughts too well - I was imagining the spiders that size.  I know the bird image looks lame - will take it off and try to rework these creatures.  


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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 10:35 AM

Waspwort upgrading to.... something like... Hornetwort?
Or... something else?

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kookastar
kookastar


Honorable
Legendary Hero
posted January 21, 2006 11:02 AM

Hey Oak, thanks for the imput.  At the moment the waspwart is a spiny fan-flower...maybe I should just change it to waspwart.  I know it from H4, but do you know what it is exactly!!!!

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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 11:33 AM

I know what it is.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 21, 2006 11:40 AM

Sorry Oak, what I meant was I don't know what the myth/history/description of the waspwort is.  Only what it looks like and what it does.  I know you know this game back-the-front so I was wondering if you could tell me a little more about the waspwort.


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