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


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 01:14 AM
Edited by Lich_King on 5 Feb 2006

The Glacier

Town name: The Glacier
Race name: Most commonly referred to as Frostlings
Hero type: Icelord (might), Frost Mage (magic)
Colors: White, silver and brown
Emblem: The royal crown in front of two crossed swords

Description: A mostly human kingdom which didn’t join the Falcon Empire and is henceforth independent. Geographically, it lies to the north-east of the Empire, in the tundra behind the Empire’s boundary mountains. Unlike the Falcon’s kingdom, the Frostlings did not have an Emperor, but a Tzar on their throne (although they are very similar by their allowances and the way they ruled) and they accepted Sylath as the dragon they worshipped. This change has led to a constant immigration, as the people who worshipped the Dragon of Air emigrated from the Empire to the Tzardom. During the ages, the Frostlings have tamed many beasts lurking in the tundra, and mastered the lore of Air magic. Although the war between the Empire and the Tzardom was never waged, they were constant rivals. However, their internal hatred seemed to disappear whenever a new demon invasion occurred.
The Frostlings are famous for their patriotism, courage and fearsome customs that oftenly frighten their enemies.

Worship: The Frostlings worship Sylath, the Dragon of Air.

Core philosophy: “Die for your motherland, but before you die, make sure you drag some enemies with you! And fear no evil, for we are fear incarnate!”

Kingdom: The Tzardom, or the Kingdom of Frost located north-east of the Empire.

Capital: Khoenard, the city where the Tzar’s palace lies.

ORIGINS

4 YSD. Some barbaric tribes and independent human cities of the north refuse to join the Falcon Empire, and unify to create their own civilization, creating the Tzardom.
4 YSD. – 7 YSD. The Tzardom is under pressure by the Falcon Empire to join their faction. Falcon sends his emissaries and gifts to them, but to no avail. Humans of the north choose to be an independent state.
10 YSD. Falcon’s Empire officially stops trying to unify with the Tzardom. One of the Grand Inquisitors calls the humans living in the north “Frostlings”, and that becomes the most common word for the Tzardom dwellers.
31 YSD. Tzardom officially enters the Wars of Fire on the side of the Empire – forging the first alliance between those two nations.
37 YSD. Assassination of the first Tzar. As he had no sons, his daughter, Andrea, is elected as the new ruler of Frostlings.
38 YSD. Tzardom withdraws from the Wars of Fire because of inner unrest. Many warriors are deserting and starting to work as mercenaries for the other factions.
43 YSD. Falcon’s Inquisitors start sending missionaries to the Tzardom, in order to convert the masses to worship the Dragon of Light.
46. YSD. Many refugees from the Falcon Empire who worship Sylath immigrate to the Tzardom. Missionaries of Falcon fail in their converting missions.
67. YSD. Andrea’s oldest son, Zoran, chooses to lead the Frostling forces in the War of the Blood Moon. Most of his forces are killed in many battles he fights in that war, and finally, Zoran is slain in 69. YSD. when he is ambushed by the forces of the demon lord Argaforth. Andrea cannot stand the loss of her son and kills herself. Her second son, Dragan, becomes the Tzar and swears bloody revenge on the demons and all those who harmed his people.
69. – 330. YSD. The Tzardom uses these years to replenish its military, political and economical might. Its sages begin researching Ice lore, and they encounter beautiful, magical beings on their journeys. It becomes clear that the Tzardom needs magic, and not just might, if it is to fight off its future enemies.
330. YSD. Tzar Vladimir decides that the Tzardom is still too weak to enter yet another war against demons, so it declares to be neutral in the wars of that time, until his Ice witches finish some magic experiments they are working on.
376. – 377. YSD. Heretics and those who oppose Sylath start a bloody revolution in the Tzardom. Some sources say that this revolution was financed by the Holy Falcon Empire. Tzar recruits mercenaries and sends them with the regular army to fight the rebels. The rebellion is cruelly crushed. Approximately one thousand rebels and five hundred soldiers and mercenaries are killed in the battles. The heretic sign (the red sun) is officially forbidden in the whole Tzardom.
485. YSD. – The royal dynasty ends with the death of Tzar Milosh. A new dynasty arises.
523. YSD. – Tzar’s mages discover new ways of controlling Ice magic. Even the wizards of the Seven Cities begin to show interest about this lore.
564. YSD. – Tzar sends a solid force to battle the demons on the side of the Alliance. Ice witches feel uneasy about Mal-Beleth, as they see him as the unifier of the demon worlds. They start researching new, more powerful spells.
602. YSD. – Once again, the revolution is starting. Anarchy and chaos spread all over the Tzardom. Tzar lowers the taxes and writes a new constitution. Also, his assassins kill the ringleaders that started the rebellion. Revolution slowly disappears, yet it leaves the Tzardom worn out.
732. YSD. – The Ice Witches finally master the Ice lore, which makes the Tzardom much stronger and with better spell support. This event also marks the beginning of Tzardom’s modern age.

MODERN AGE

764. YSD. – Tzar Boris signs a rather fragile defensive pact with the Holy Falcon Empire. Prophets begin to predict times of war and demon invasions, and the Frostlings see that a strong ally could help them get through those difficult ages.
824. YSD. – A few mighty Necromancer lords begin to seek shelter in the Frostling tundra. Aware of the Necromancers’ expansionist and rebellious nature, the Tzar orders his best warriors to hunt them down and exile them.
843. YSD. – Tzar sends reinforcements to the Empire, because of the demon invasion. His troops, along with Empire soldiers, manage to drive off the invaders. While it is there, the Tzar’s army does what it can to put a human with Frostling ancestors, Duke Ivan, on the throne. It succeeds.
845. YSD. – Empire-Tzardom relations greatly improve as a result of actions in 843. An alliance is forged between the two human empires.
951. YSD. – The armies of the Tzardom march side-by-side with Haven troops in order to defeat the demons once more. Emperor of the Holy Griffin Empire, Alexei, is killed pursuing the demons into the very underworld, and his son, Nicolai, becomes the new Emperor. Since he is only six years old, the Inquisitors begin teaching him, and he is not aware of his Frostling roots. Alliance between the Tzardom and the Empire is weaker than ever.
956. YSD. - The alliance is finally broken.
969. YSD. – An unscheduled eclipse. The Empire is unprepared, and it has no firm allies. Once again, the Frostlings have a chance to join forces with the Holy Griffin Empire, and drive the demons back into the abyss. The inner unrest leaves them fragile, but a brave Tzar could overcome those problems and gain victory for his motherland once again. Luckily, a young new Tzar has just ascended the throne. He might be a hero, or he might be a bringer of doom to his people. Either way, the fate of the Tzardom lies in his hands.

Bestiary:

Level 1: Volunteer (light melee unit)
Upgrade: Man-at-arms

Level 2: Pillager (axe throwing, but greater damage in melee combat)
Upgrade: Viking

Level 3: Horse archer (mounted shooting unit)
Upgrade: Steppe archer

Level 4: Moon maiden (spell casting unit)
Upgrade: Star maiden

Level 5: Bear rider (axe wielding, relatively slow melee unit riding a huge bear)
Upgrade: Nobleman

Level 6: Hill giant (big melee unit)
Upgrade: Mountain giant

Level 7: Avatar of Air
Upgrade: Avatar of Frost

VOLUNTEER
The Frostlings are, above all, a patriotic people. They do not actually like wars, but when those times come, they gladly join the military voluntarily. The simple peasantry and woodsmen who form the largest part of Tzar’s battle lines are given a sword and a small wooden buckler and called volunteers. They do, however, require a little payment to recruit – but that’s just for the making of the equipment.

MAN-AT-ARMS (UPG. VOLUNTEER)
Men-at-arms are, basically, volunteers with better equipment. They are given some training, a chainmail and an iron shield (instead of a wooden buckler) in addition to the standard volunteer sword they use.
-Special ability: High morale

PILLAGER
Pillagers are suspicious-looking mercenaries who draw their origins from the wild, barbarian tribes in the north. They wear no armor, although the bear-skin they use as clothes offers them a little protection. They are armed with five axes: four are for throwing and one is for melee combat. As those weapons are quite heavy, pillagers have a very short range, but are fairly fast.
-Special ability: Shooter (ammunition: 4)

VIKING (UPG. PILLAGER)
Vikings are a more civilized type of pillagers. Used to sea raids, they like being on boats perhaps even more than being on firm ground. Their throwing axes are smaller than the pillagers’, but are more lethal when thrown correctly. The Vikings wear a strange mixture of plate and chain armor, designed so that it doesn’t affect their agility.
-Special abilities: Shooter (ammunition: 6), Sea dog (+1 morale and more movement in sea battles)

HORSE ARCHER
These men come from nomadic tribes from all around the tundra. It is said that they learn to ride before they learn to walk! They are also good archers, as hunting is a vital skill for all nomads. They, however, wear no armor and are rather fragile in melee.
-Special abilities: Shooter, No movement penalty on snow terrain

STEPPE ARCHER (UPG. HORSE ARCHER)
Men of the steppes are among the finest horsemen in the world. They come from the north-east in hordes, and some of them are even willing to seek employment as mercenaries, as every good strategist would like to have them in his army. They also wear leather armor and a sword just in case they run out of arrows.
-Special abilities: Shooter, No movement penalty on snow terrain, No melee penalty

MOON MAIDEN
Sylath-worshipping is not the only religion in the Tzardom. There are a few sorceresses that dedicate their lives to the long forgotten gods or unrevealed mystical spirits, hoping to get some power from them. Moon maidens worship the Moon, in which is the Dragon of Order buried himself in long past times. These priestesses are granted spell-casting abilities by some unknown force that the Frostlings refer to as the Spirit of Cosmos. These beautiful women with pale blue skin are granted the mysterious power of selective time control which, if used correctly, sometimes allows them to live for up to 200 years. They can also throw damaging magical projectiles on the enemy in self-defense.
Special abilities: Spellcaster (Haste, Slow), Shooter

STAR MAIDEN (UPG. MOON MAIDEN)
Star maidens are representatives of the Cult of Cosmos, a secret society that gained formidable political power in the Tzardom. They believe that every star is but a pawn of the Spirit of Cosmos, and each Maiden worships a particular star. Although many object to that type of believing, it is a fact that the Star Maidens have considerable magical power, and the Tzar has realized that he’d better have them on his side.
Special abilities: Spellcaster (Fortune, Bless, Mirth, Haste, Slow), Shooter

BEAR RIDER
The Frostlings have always tried to tame the animals living in the tundra. One of the most frightening kind of those beasts are the Dire Bears, an especially savage group of giant bears. The Tzar’s elite beastmasters have tamed these creatures during the ages, but riding one still requires a lot of skill and practice. Wild and destructive, these furry juggernaughts are a frightening sight to even the most skilled warriors, especially when there is an armored axe-wielding soldier riding it (like in this case).
Special abilities: Fearsome, Charge bonus

NOBLEMAN (UPG. BEAR RIDER)
When Frostling noblemen reach adulthood, they are granted a tamed Dire Bear as a gift. In time, they learn to ride those Bears, and even fight side-by-side with them. Noblemen themselves wear good quality steel plate armor, a double-sided axe and a large shield with the nobleman’s house mark drawn upon it. Even the typical nobleman’s Dire Bear is armored, usually with chainmail. These representatives of Tzardom’s nobility are often mentioned as the Knights of the Glacier.
Special abilities: Fearsome, Charge bonus, Spellcaster (Mirth, Bloodlust)

HILL GIANT
Hill giants are like humans, only a few times bigger and a few times dumber. They live in caves located in some hills of the Tzardom and are armed with a huge wooden club (or sometimes simply an uprooted tree). Because of their endless greed, they often agree to fight on the Tzar’s side in exchange for gold and other goods. Despite their nasty habit of eating people, they are extremely useful, as their crushing might is something that makes their enemies disturbed. They also have some natural magic resistance.
Special abilities: Reduce target’s defense by 25%, Stun (10% chance that the attack will stun the opponent for a turn), Magic Resistance (30%)

MOUNTAIN GIANT (UPG. HILL GIANT)
These creatures are very similar to Hill Giants. They live in caves they carve out in the tallest mountains of the Tzardom. They are a bit less dumb than their hill cousins, so they make primitive maces of wood and stone, which give them even more striking power.
Special abilities: Reduce target’s defense by 50%, Stun (10% chance that the attack will stun the opponent for a turn), Magic Resistance (50%)

AVATAR OF AIR
Legends say that these powerful beings were created by Sylath himself, and given the power to control the winds of the mortal world. These mysterious creatures look like humans, but they are blue, almost completely transparent and do not actually have a face. Although they do not have a very big attacking might, they do have excellent spellcasting abilities and are a useful addition to every army.
Special abilities: Transparent (Take only 50% damage from ranged attacks), Spellcaster (Summon Air Elemental, Air Shield, Lightning Bolt), Unaffected by morale, Shooter

AVATAR OF FROST (UPG. AVATAR OF AIR)
During the demon incursions, the Frostlings felt the need to make a creature that would really be so mighty that it could destroy a large part of Demonic armies with relatively little human casualties. So, the Frost Mages decided to experiment on the Avatars of Air, bringing them more might and spells. Finally, they’ve managed to finish this new creation, and decided to call it “the Avatar of Frost”. These beings are the ultimate reflection of Glacier power. Their power was unmatched anywhere in the tundra, and the Tzar proclaimed the Avatars of Frost to be the elite amongst the elite.
Special abilities: Spell immunity, Spellcaster (Summon Air Elemental, Chain Lightning, Ice Bolt), Fearsome, Unaffected by morale, Shooter, No melee penalty

Frostling lands are mostly populated by humans, but a few different ethnic groups also have their enclaves throughout the tundra; even some orcs have immigrated into the Tzardom seeking shelter from the Empire’s Crusades. The humans populating the Tzardom used to be of barbaric nature, but in time they learned to organize into towns, and developed their own architecture. They accepted the Tzars as their leaders, believing that they would be stronger if they are all led by one brave man, and not split into countless tribes and independent cities. Frostling scribes wrote countless books and parchments, and their architects made fabulous palaces, temples and statues of ice in honor of Sylath, the Dragon of Air. In short, Frostlings built a civilization to stand the test of time. But they kept some of their frightening tribal customs, which they use as torturing methods to gain information from the enemy soldiers. Frostling mages and witches are rightfully respected and feared by many creatures in the world, as for their superb air and ice channeling abilities.
As a people, Frostlings are friendly and welcoming, most of the time. They brew special drinks and potions to raise their men’s morale in times of peace, as well as in times of war. Also, they enjoy in hunting and taming wild beasts that roam the tundra.
A typical Frostling family lives in small houses, mostly built of wood and, sometimes, of stone. Almost each peasant owns a few sheep, a few goats and a cow, for in times of war, food is rarely available for buying at the markets. Tzardom is a mostly patriarchal country, although it sometimes happens that the Tzar is female (in those cases, the ruler’s title is Tzarina). Frostlings’ state religion is Sylathism, but a part of the population worships the Spirit of Cosmos, a mysterious power whose existence was never proven.

Glacier army recruitment buildings:

-Recruitment office (allows the recruitment of Volunteers)
Recruitment center (allows the recruitment of Men-at-Arms)
-Mercenary post (allows the recruitment of Pillagers)
Viking post (allows the recruitment of Vikings)
-Mercenary stables (allows the recruitment of Horse Archers)
Steppe stables (allows the recruitment of Steppe Archers)
-Moon temple (allows the recruitment of Moon Maidens)
Star temple (allows the recruitment of Star Maidens)
-Beastmasters’ guild (allows the recruitment of Bear Riders)
Noblemen’s guild (allows the recruitment of Noblemen)
-Hill cave (allows the recruitment of Hill Giants)
Mountain cave (allows the recruitment of Mountain Giants)
-Vortex (allows the recruitment of Avatars of Air)
Frost Vortex (allows the recruitment of Avatars of Frost)

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 01:32 AM

I have just noticed that someone has already thought of an ice town and that it also contains a frost giant. I will remove mine from my bestiary as soon as I think of something else.

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rldragon
rldragon


Known Hero
posted January 11, 2006 01:38 AM
Edited by rldragon on 10 Jan 2006

Tzar is russian name for emperor right baklava?Hm I like the concept,also the units.

Baklava,you don't need to change frost giant as at least three towns(including mine) have valkyries.

PS:If you need feedback on something,I will be glad to help.Also,can you point out things that you don't like in my town.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 11:52 AM

Yes, Tzar is Russian word for Emperor. Because Haven is obviously a western-Europe inspired faction, I thought it would be cool to have the Russians in the game, and some sort of a cold war. Anyway, rldragon, behemoths don't really fit there, because, in Hinduistic mythology, Behemoth is a huge demon which most oftenly takes the shape of an elephant, as I remember, and it certainly doesn't live in caves or crags. They were, however, my favourite creatures from homm3. And most people probably isn't informed about hindu mythology, so behemoths might after all be a good idea. One more thing:
-HoMM2-centaurs were in the dungeon (warlock) town
-HoMM3-centaurs were in the rampart
-HoMM4-centaurs were with barbarians
-HoMM5-centaurs are in the arctic
Man, don't you think they've suffered enough changes already?

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rldragon
rldragon


Known Hero
posted January 11, 2006 12:32 PM
Edited by rldragon on 11 Jan 2006

I know what a behemoth is because I searched trough the whole net in search of powerful demons and monsters.If memory serves behemoth is also a demon in jewish religion.About centaurs I can tell you this:Centaurs constant move so it is only fair to them to always change faction .And you do forget one thing:My town is a mix of Artic and Barbarian(Stronghold) so it was natural choice for me to include them.If you want Baklava I will search for some info about slavenic mythology on net and in mythology books that I have.About your faction I don't know what to say just that you should maybe think about changing your ice dragons with something else.Don't get me wrong I like dragons,check my username,it is just that somebody else won't like it.

PS:What is your nationality Baklava?


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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 02:49 PM
Edited by baklava on 11 Jan 2006

I know many people won't like Ice Dragons, but I just didn't know what to put instead. If you find anything suitable, let me know.
P.S. Ja sam Srbin. A vidim da si i ti.

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rldragon
rldragon


Known Hero
posted January 11, 2006 08:02 PM

Hm let's see how about Avatar of Frost?

PS.Da,pretpostavljao sam

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 08:14 PM

Sounds good to me... ok, I'll put the Avatars of Frost instead of Ice dragons. Some more ideas?

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Oakwarrior
Oakwarrior


Famous Hero
posted January 11, 2006 08:30 PM

Azure Titans?
____________

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 11, 2006 11:26 PM

Uhm... Azure titans sound a bit too powerful, don't you think? And there's probably about five towns already that contain titans in them. Anyway, I've completed the creature descriptions:

VOLUNTEER
The Frostlings are, above all, a patriotic people. They do not actually like wars, but when those times come, they gladly join the military voluntarily. The simple peasantry and woodsmen who form the largest part of Tzar’s battle lines are given a sword and a small wooden buckler and called volunteers. They do, however, require a little payment to recruit – but that’s just for the making of the equipment.

MAN-AT-ARMS (UPG. VOLUNTEER)
Men-at-arms are, basically, volunteers with better equipment. They are given some training, a chainmail and an iron shield (instead of a wooden buckler) in addition to the standard volunteer sword they use.
-Special ability: High morale

PILLAGER
Pillagers are suspicious-looking mercenaries who draw their origins from the wild, barbarian tribes in the north. They wear no armor, although the bear-skin they use as clothes offers them a little protection. They are armed with five axes: four are for throwing and one is for melee combat. As those weapons are quite heavy, pillagers have a very short range, but are fairly fast.
-Special ability: Shooter (ammunition: 4)

VIKING (UPG. PILLAGER)
Vikings are a more civilized type of pillagers. Used to sea raids, they like being on boats perhaps even more than being on firm ground. Their throwing axes are smaller than the pillagers’, but are more lethal when thrown correctly. The Vikings wear a strange mixture of plate and chain armor, designed so that it doesn’t affect their agility.
-Special abilities: Shooter (ammunition: 6), Sea dog (+1 morale and more movement in sea battles)

HORSE ARCHER
These men come from nomadic tribes from all around the tundra. It is said that they learn to ride before they learn to walk! They are also good archers, as hunting is a vital skill for all nomads. They, however, wear no armor and are rather fragile in melee.
-Special abilities: Shooter, No movement penalty on snow terrain

STEPPE ARCHER (UPG. HORSE ARCHER)
Men of the steppes are among the finest horsemen in the world. They come from the north-east in hordes, and some of them are even willing to seek employment as mercenaries, as every good strategist would like to have them in his army. They also wear leather armor and a sword just in case they run out of arrows.
-Special abilities: Shooter, No movement penalty on snow terrain, No melee penalty

MOON MAIDEN
Sylath-worshipping is not the only religion in the Tzardom. There are a few sorceresses that dedicate their lives to the long forgotten gods or unrevealed mystical spirits, hoping to get some power from them. Moon maidens worship the Moon, in which is the Dragon of Order buried himself in long past times. These priestesses are granted spell-casting abilities by some unknown force that the Frostlings refer to as the Spirit of Cosmos. These beautiful women with pale blue skin are granted the mysterious power of selective time control which, if used correctly, sometimes allows them to live for up to 200 years. They can also throw damaging magical projectiles on the enemy in self-defense.
Special abilities: Spellcaster (Haste, Slow), Shooter

STAR MAIDEN (UPG. MOON MAIDEN)
Star maidens are representatives of the Cult of Cosmos, a secret society that gained formidable political power in the Tzardom. They believe that every star is but a pawn of the Spirit of Cosmos, and each Maiden worships a particular star. Although many object to that type of believing, it is a fact that the Star Maidens have considerable magical power, and the Tzar has realized that he’d better have them on his side.
Special abilities: Spellcaster (Fortune, Bless, Mirth, Haste, Slow), Shooter

BEAR RIDER
The Frostlings have always tried to tame the animals living in the tundra. One of the most frightening kind of those beasts are the Dire Bears, an especially savage group of giant bears. The Tzar’s elite beastmasters have tamed these creatures during the ages, but riding one still requires a lot of skill and practice. Wild and destructive, these furry juggernaughts are a frightening sight to even the most skilled warriors, especially when there is an armored axe-wielding soldier riding it (like in this case).
Special abilities: Fearsome, Charge bonus

NOBLEMAN (UPG. BEAR RIDER)
When Frostling noblemen reach adulthood, they are granted a tamed Dire Bear as a gift. In time, they learn to ride those Bears, and even fight side-by-side with them. Noblemen themselves wear good quality steel plate armor, a double-sided axe and a large shield with the nobleman’s house mark drawn upon it. Even the typical nobleman’s Dire Bear is armored, usually with chainmail. These representatives of Tzardom’s nobility are often mentioned as the Knights of the Glacier.
Special abilities: Fearsome, Charge bonus, Spellcaster (Mirth, Bloodlust)

HILL GIANT
Hill giants are like humans, only a few times bigger and a few times dumber. They live in caves located in some hills of the Tzardom and are armed with a huge wooden club (or sometimes simply an uprooted tree). Because of their endless greed, they often agree to fight on the Tzar’s side in exchange for gold and other goods. Despite their nasty habit of eating people, they are extremely useful, as their crushing might is something that makes their enemies disturbed. They also have some natural magic resistance.
Special abilities: Reduce target’s defense by 25%, Stun (10% chance that the attack will stun the opponent for a turn), Magic Resistance (30%)

MOUNTAIN GIANT (UPG. HILL GIANT)
These creatures are very similar to Hill Giants. They live in caves they carve out in the tallest mountains of the Tzardom. They are a bit less dumb than their hill cousins, so they make primitive maces of wood and stone, which give them even more striking power.
Special abilities: Reduce target’s defense by 50%, Stun (10% chance that the attack will stun the opponent for a turn), Magic Resistance (50%)

AVATAR OF AIR
Legends say that these powerful beings were created by Sylath himself, and given the power to control the winds of the mortal world. These mysterious creatures look like humans, but they are blue, almost completely transparent and do not actually have a face. Although they do not have a very big attacking might, they do have excellent spellcasting abilities and are a useful addition to every army.
Special abilities: Transparent (Take only 50% damage from ranged attacks), Spellcaster (Summon Air Elemental, Air Shield, Lightning Bolt), Unaffected by morale, Shooter

AVATAR OF FROST (UPG. AVATAR OF AIR)
During the demon incursions, the Frostlings felt the need to make a creature that would really be so mighty that it could destroy a large part of Demonic armies with relatively little human casualties. So, the Frost Mages decided to experiment on the Avatars of Air, bringing them more might and spells. Finally, they’ve managed to finish this new creation, and decided to call it “the Avatar of Frost”. These beings are the ultimate reflection of Glacier power. Their power was unmatched anywhere in the tundra, and the Tzar proclaimed the Avatars of Frost to be the elite amongst the elite.
Special abilities: Spell immunity, Spellcaster (Summon Air Elemental, Chain Lightning, Ice Bolt), Fearsome, Unaffected by morale, Shooter, No melee penalty

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rldragon
rldragon


Known Hero
posted January 11, 2006 11:37 PM

Now it is superb Baklava,I like it,A LOT.


Ozbiljno super ti je sad.Dodaj nesto detalja o glasijeru kao gradu,dodaj nesto o njihovom nacinu zivota,to sam predlozio i Oakwarrioru.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 12, 2006 12:54 PM

OK, great.

Dodavanje toga ionako ne bi trebalo da bude tesko...

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Oakwarrior
Oakwarrior


Famous Hero
posted January 12, 2006 02:53 PM

What are you talkin' about me and my sentences in Serbian?
____________

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rldragon
rldragon


Known Hero
posted January 12, 2006 02:55 PM

I told him to do something what I suggested you.Don't worry we aren't talking bad behind your back

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Oakwarrior
Oakwarrior


Famous Hero
posted January 12, 2006 02:56 PM

Riiiight...

*cough*

Anyway, I really like the lineup now, gives a real... Arctic feel
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 12, 2006 03:11 PM

OK, here's a little life and culture description, as well as the possible creature dwelling names:

Frostling lands are mostly populated by humans, but a few different ethnic groups also have their enclaves throughout the tundra; even some orcs have immigrated into the Tzardom seeking shelter from the Empire’s Crusades. The humans populating the Tzardom used to be of barbaric nature, but in time they learned to organize into towns, and developed their own architecture. They accepted the Tzars as their leaders, believing that they would be stronger if they are all led by one brave man, and not split into countless tribes and independent cities. Frostling scribes wrote countless books and parchments, and their architects made fabulous palaces, temples and statues of ice in honor of Sylath, the Dragon of Air. In short, Frostlings built a civilization to stand the test of time. But they kept some of their frightening tribal customs, which they use as torturing methods to gain information from the enemy soldiers. Frostling mages and witches are rightfully respected and feared by many creatures in the world, as for their superb air and ice channeling abilities.
As a people, Frostlings are friendly and welcoming, most of the time. They brew special drinks and potions to raise their men’s morale in times of peace, as well as in times of war. Also, they enjoy in hunting and taming wild beasts that roam the tundra.
A typical Frostling family lives in small houses, mostly built of wood and, sometimes, of stone. Almost each peasant owns a few sheep, a few goats and a cow, for in times of war, food is rarely available for buying at the markets. Tzardom is a mostly patriarchal country, although it sometimes happens that the Tzar is female (in those cases, the ruler’s title is Tzarina). Frostlings’ state religion is Sylathism, but a part of the population worships the Spirit of Cosmos, a mysterious power whose existence was never proven.

Glacier army recruitment buildings:

-Recruitment office (allows the recruitment of Volunteers)
 Recruitment center (allows the recruitment of Men-at-Arms)
-Mercenary post (allows the recruitment of Pillagers)
 Viking post (allows the recruitment of Vikings)
-Mercenary stables (allows the recruitment of Horse Archers)
 Steppe stables (allows the recruitment of Steppe Archers)
-Moon temple (allows the recruitment of Moon Maidens)
 Star temple (allows the recruitment of Star Maidens)
-Beastmasters’ guild (allows the recruitment of Bear Riders)
 Noblemen’s guild (allows the recruitment of Noblemen)
-Hill cave (allows the recruitment of Hill Giants)
 Mountain cave (allows the recruitment of Mountain Giants)
-Vortex (allows the recruitment of Avatars of Air)
 Frost Vortex (allows the recruitment of Avatars of Frost)

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Oakwarrior
Oakwarrior


Famous Hero
posted January 12, 2006 03:30 PM

Maybe Noblemen should be named as Jarls instead, as it gives a feel of a prince riding on a bear or something
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 12, 2006 10:44 PM

I don't know, Nobleman sounds cooler to me...

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rldragon
rldragon


Known Hero
posted January 12, 2006 10:49 PM

My vote goes for the Nobleman.

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joe
joe

Tavern Dweller
posted January 12, 2006 10:58 PM

I really like your creature line up.  I think you could just call the hill giants, giants, and the place where you recruit them cave and the Upgrade cavern/grotto.


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