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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Azurin
Thread: ICTC: Azurin
AngelKiller
AngelKiller

Tavern Dweller
posted February 02, 2006 11:22 PM
Edited by Lich_King on 5 Feb 2006

ICTC: Azurin

Town name: Azurin (taken from adjective azure)
Race: Lizardman
Capital City: Wakeana (combination of word wake and name Ana)
Kingdom: Great Sea Empire
Associated Colours: Dark Blue and Green
Worship: Aclemot, the dragon of water and his children Blue and Azure Dragons
Core Philosophy: We fight for our right to live.
Emblem: Emblem represents a dragon. Dragon wings represent water and rest of dragon body is represented with two swords and a spear.




Description:
None really knows how lizardmen were created, was it done by years of evolution which shaped little lizards in such intelligent creatures or was it done by some wizard magic. One way or another lizardmen never forgot what they came, they respect all of their brothers, from little lizards to mighty dragons. Lizardmen also worship blue and azure dragons like half gods. One could notice that lizardmen doesn’t worry the troubles of others, only they want is peace and sea. Never ever lizardmen fought a war because they wanted so, they were always pulled into war, but when they couldn’t avoid war these peaceful creatures would turn in great force that will defend their people. There is just one thing that lizardmen love more than peace, it is sea. They love sea more than anything else on the world, they never build houses to far away from the sea, sea is a source of food, it is a shelter it times of war, in one word sea is everything for lizardmen.
House is a wide term for lizardmen. They could live almost any were from caves, tree hollows, regular houses to castles, they don’t care where they will live, just to be near sea and to be a part of some kind of settlement (lizardmen don’t like solitude).
As for professions among lizardmen, they are very similar to humans, they have bakers, smits, woodcutters, miners, but the most respected among lizardmen (if don’t count wizards and king) are those whose professions are tied for sea, like fishermen and sailors.


History:
63 YSD: Water Worms start to make constant threat to Lizardmen
Occasionally Water Worms attacks grove up in battle to survive for lizardmen. Their might couldn’t stop the worms, so they call for magic. Lizardmen Wizard called Unt’knok made a powerful spell, and using that spell he controlled the worms.

185 YSD: Lizardmen were invaded by humans
Riches of southern seas together with riches of islands in it (islands belong to lizardmen kingdom) attract humans. Unwilling to let go their land to humans, lizardmen entered in war.

200 YSD: Lizardmen allied with mermaids and Dragons
Young lizardmen king Olaf Mahok take the throne after his father being killed in battle. Somehow he managed to reconcile mermaids and dragons and them under his command.

200 - 243 YSD: Lizardmen defeated humans
Leaded by king Olaf Mahok Lizardmen in  a series of battles defeated humans. Most of the humans were killed in battle. Most of those who survived flee back from where they came. Some of humans were allowed to stay and live among lizardmen.

340 YSD: Foundation of Great Ocean Empire
Son of king Olaf, Olerin Mahok take the throne. He and his descendants conquered many islands and join them to Lizardmen Kingdom. Somewhere about 540 YSD Olerin’s grandson Ohalf finished the conquering and declare the Great Ocean Empire. On the place where his grandfather started the conquering he found capitol city of Wakeana.


Hero Types:
Water Wizard – Lizardmen always loved the sea, there is no lizardman that doesn’t share this love. Lizardmen wizards guided by this love and thirst for power master water magic. They are truth masters of water magic special if they master control worm skill. Water Wizards always start with basic water magic skill.

Battle Commander – is a Azurin hero that prefer might more that magic. They are well known by their courage, units leaded by them always have great morale. Experience in battle makes them great strategists. Because they prefer might, they will sooner poison their units weapons than cast a spell. Always start with basic morale or basic tactics skill.


Unique abilities:
Worm Control – Wizard Unt’knok made a powerful spell that allowed him to control water worms. After his death the spell was lost. Many wizards try to rewrite it, but all they could get wasn’t powerful enough. Even today many lizardmen water wizards give their best to rewrite this spell.
Effect: Worm Control is an ability only learnable by water wizards, it gives them the ability to control water worms, wyrms, water an and ice elementals who are not under hero command. It can be used in battle to take control over an enemy troops or on adventure map to take control over roaming monsters. The skill power will rise with level. If both heroes have these skill (of same level) in battle than neither of heroes can’t take control over enemy units. Enemy magic resistance affect this skill.

Poison Weapons – Lizardmen grow giant lizards like cattle. When giant lizard grows up it will become poisonous. Lizardmen use this poison for some of their weapons.
Effect: This skill allows hero to poison some of his units weapons. Can only poison arrows, swords spears and so one, it can not be given to unit that don’t use weapon (like wyrm).

Water Walk – For most of the Azurin creatures water is natural place to live, so they don’t need ship to cross small portions of the sea.
Effect: Hero could organize his troops so they could cross small portions of the sea without boat. Hero must have mermaids, water worms and blue dragons (they will transfer the other troops) in his army in order to use this skill. The amount of water that can be crossed will rise with level.


Creatures:
Level 1: Meduzoid   (upgrade:  Tentacled Meduzoid)
Long years ago strange type of jelly fish inhabit some parts of the ocean. This jelly fish, unlike all others, didn’t like to freely swim the sea, they like more to attach for a fish or an animal and slowly suck it life fluids (blood). There were cases of jelly fish that attack and evently attach for man or lizardman. Some wizards made eksperiments with these jelly fishes and those that were attached to them. The result was Meduzoid. Future eksperiments improved the creature giving him longer tentacles and very weak poison in them that can shock enemies.
Meduzoid is a humanoid creature, looks like human but with pink skin. It’s body is made 80% of water (one could almost look through it), it have big head, tentacles instead of arms. Tentacled Meduzoid is almost same, only have few more tentacles and they are longer. Mduzoids are the weakest creatures of the Azurin, have very low defense (less than 3) but much better attack.

Abilities:   No Retaliation (when upgraded) – Weak poison in tentacles shock enemies so they can not retaliate.


Level 2: Lizardman Archer (upgrade: Lizardmen Captain)
Lizardmen are a race of humanoid lizards, they are intelligent and wise like humans. Lizardman Archers are trained to fight battles from distance. When they become skilled enough they will be granted better armor and weapon and they will be called Captain.

Abilities:   Ranged – Creature is ranged attacker.

Level 3: Water Elemental (upgrade: Ice Elemental)
Water and Ice Elementals comes from plane of water. They are summoned by lizardmen wizards to fight their battles.

Abilities:   Fire Vulnerability  - Creature receive more damage from fire spells and fire based attacks.
                 Water Immunity – Creature is immune to water spells and receive less damage from water based attacks.
                 Ranged (when upgraded) - Creature is ranged attacker.


Level 4: Giant Lizard (upgrade: Giant Lizard Rider)
Giant Lizards are primitive cousins of Lizardmen. They are very big for a lizard (looks like a Como Island big lizard). Lizardmen grove them like a cattle, when they grove big enough they are ready for war. With better training lizards will allow to be mouted.

Abilities:   Bloodlusted – When sense blood on battlefield lizards completely go mad moving faster and attacking stronger then they usually would.
                 Poison Strike (when upgraded) – Strike poison enemies.


Level 5: Mermaid (upgrade: Mermaid Queen)
Mermaids the queens of the sea, both deadly and beautiful. They settle small rocky islands where they entrap sailors and destroy their ships. Their only enemies were Azure Dragons, somehow lizardmen succeed to reconcile and make them allies.

Abilities:   Ranged - Creature is ranged attacker.
                 Mermaid Song – Mermaid can sing a song so beautiful that some of enemy creatures could completely loose any action just to hear that song.
               Spellcaster (when upgraded) – Can cast a range of spells.


Level 6:   Water Worm (upgrade: Wyrm)
Water Worms settle the deep waters of the ocean. But very often they swim to shallow water to feed. Even more often their food were lizardmen. Lizardmen try to defend against worms but it was almost useless, then they use magic which was much,much more effective, not that they just stop, but lizardmen could even control the worms. Centuries of life and battle among lizardmen made lizardmen friends in worms eyes, no magic were needed to control worms. While the worms were still controlled by magic lizardman wizards try to improve them, they succeed even more than they wished. Wizard so much modify worm DNK that worms were 100% made of water. Wizards named this creature Wyrm.
Water Worms and Wyrms looks like a giant worms 10 meters long and at least 1 meter body radius. Only difference in appearance is that wyrms are made 100% of water.

Abilities:   Sea Scouting – Improves hero scouting while on the sea.
                 Physical Protection (when upgraded) – Due to creature liquid body structure creature receive 50% physical damage.


Level 7: Blue Dragon (upgraded: Azure Dragon)
Blue and Azure Dragons are the children of the Dragon of water. They inhabit frozen peaks high above the sea and rule sea, air and land around them. There is no creature with enough courage to face these dragons, even lizardmen who worship them as half gods often run away in fear.

Abilities:   Water Immunity – Creature is immune to water spells and receive less damage from water based attacks.
                 Fear (when upgraded) – Causes enemy units to lose their turn.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 03, 2006 08:15 PM

"Water Wizard" - perhaps "Hydromancer" instead?

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 08:55 PM

-The meduzazoid is interesting ý liked it but ýt shouldnt be humanoid,it should be more like a pet.

-Maybe you should use salamanders instead of giant lizards since they are also aquatic.Maybe some basilik like petrifiyin ability could be cool.

-Mermaid does not seem to fit maybe somehing more uglier could be better likes seahag(actually ý used this name in my castle but wouldnt mind if you name them so)

-Too much dragons in the game already .please another 7th level creature.

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AngelKiller
AngelKiller

Tavern Dweller
posted February 03, 2006 11:45 PM

Hydromancer is great idea, that never cross my mind.

As for meduzoid, when I wrote humanoid I mean that  it has body similar to human. As for pet, meduzoid was created by wizards, you could call it some kind of pet.
I wouldn't change anything abouth mermaids and giant lizards I thin they are good.
The trouble with 7th level creature is next:
By mine first plan water worm should be the 7th level creature, but than I couldn't think of something to be 6th level creature so here we are.

                  P.S.:

When I decide that dragons will be 7th level creatures I must be under great influence of Nival, I mean they put dragons like most powerful creatures in 3 towns. I know it is ****** but...
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Abbot
Abbot


Hired Hero
of NECROPOLIS
posted February 04, 2006 12:11 AM

You can put OCTOPUS or something like that like 7th creature.

PS:Slucajno sam video da si iz Srbije...poz tebra!!!
____________
The beginning of the end is just a natural flow of emotions.

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phoenixzs
phoenixzs


Adventuring Hero
posted February 05, 2006 04:03 PM

-A giant crab could be the 7th level.With proper abilities and good art work ýt could be one of the best 7th level creatures.
-Also ý didnt understand why you rejected my salamander idea they are also lizards afterall plus they are amphibious.
-ý had one proposal to one of the swamp makers,you could use it if you want for the lizard riders.

Camuflage:The creature receives %60 less damage from ranged attacks and spells until ýt is first hit in melle combat.This represents the ability to hide to some point.

Anyway good luck not much time left for changes .

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted February 06, 2006 03:58 PM

Race: 8
I like your town. The race fits good in this universe.
However I don't see much love for the sea, except the words that say it.

History: 7
Very nice story, however I miss the present exact goal to join in the war.

Creatures: 7
Like the creatures, though there is only one lizardman-like unit available, kinda lame for lizardman village is it not?

Balance: 5
It's not all balanced, some specials are just too good for low units and other too bad for high units. But still a nice try.

Originality: 8
Like this, like the jellyfish and the sea idea.

Total score: 35

Good luck.

____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 04:03 PM

Race: 7 (Good. As gwen said, it fits)
History: 8 (Great!)
Creatures: 7 (Good)
Balance: 6 (Above Average)
Originality: 9 (Excellent! Nice ideas!)

Total: 35

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fortress_fan
fortress_fan

Disgraceful

posted February 06, 2006 04:10 PM

Race: 10(Superb)

History: 4 (Below averge)

Creatures: 9 (Exelent)

Balance: 7(Good)

Originality: 3(Rather bad)

My favorite lizasd is back! Yes I like it! The creatures are great, but the history is short! Still, I like this town!

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neko
neko


posted February 06, 2006 05:21 PM

Race 7(Alright...not bad)

History 6 (it would help if history is more peroidical toward the game age..969ysd)

Creatures 6 (kinda boring if not for the water wyrm)

Balance 5 (i remember azure dragon as a level eight creature, placing it under lv 7 is kinda too powerful)

Originality 7 (alright)

Appeal : 6 (average)

Total: 37 over 60

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kookastar
kookastar


Honorable
Legendary Hero
posted February 07, 2006 11:46 AM
Edited by kookastar on 31 Mar 2006

Race 8
History 4 Needs to link more with H5 history
Creatures 7
Balance 7
Originality 7
33/50

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 07, 2006 09:43 PM

31/50

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 09, 2006 09:34 PM


I'm back.  Down to business...


Azurin
Race(3 +5 )=8
History(2+4 )=6
Creatures(3 +4 )=7
Balance( 2+ 5)=7
Originality=5

Total Score=33  

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])


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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 10, 2006 03:07 PM

Race: 6

Average concept, nothing to distinguish it. With a philosophy like "all they want is peace and sea" they are of little interest in a setting like Heroes 5.

History: 6

Unintegrated in Ashan's history.

Creatures: 5

Very etherogenous. The mermaid does not fit (how does entrapping sailors and destroying ships for fun go with "we want peace"?) more dragons are unwelcomed IMO, Water Worm is a terrible idea.

Balance: 8

Seems pretty well balanced overall, especially with that poison weapon skill (provided is has some %chance involved, otherwise it would be overpowered)

Originality: 5

TOTAL: 30
____________
The BoogieMan wrote ... and saw that it was good.

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phoenixzs
phoenixzs


Adventuring Hero
posted February 10, 2006 08:25 PM

Race 7
History:6 Connected to the story but too brief
Creatures:6(mezazoid and lizard troops are good as the seawormas and mermaid are bad.I just cant stand mermaids in a castle)
Balance:7(The last sentece really pulled it down Azure Dragons Ability in Blue Dragon?Otherwise lineup seems balanced)
Creativity:5(Not in creatures but the flag is really something)

31/50

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 10:01 AM

by ThE_HyDrA

Race: 6
History: 6
Creatures: 7
Balance: 7
Originality: 6
Total: 32
Comments: A revival of the Lizardmen race, the town is nicely assimilated, and the creatures are representative of this. It isn’t an extraordinarily imaginative idea, but it is a successful attempt at re-making the lizardmen. The storyline is short and to the point, while the balance is acceptable, though there are a few abilities that are too powerful (fear) while others aren’t clear (Mermaid Song, Bloodlust)
Visitor Rating Average: 32.42

TOTAL: 64
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You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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