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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Prison
Thread: ICTC: Prison This thread is 2 pages long: 1 2 · NEXT»
Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 10, 2006 05:27 PM bonus applied.
Edited by Fofa at 22:47, 07 Apr 2007.

ICTC: Prison

The Prison:
A.K.A: Half-Elves and Beast-men
Alignment: Neutral
Associated Colors: Brown and Gray
Worship: They have no worship, as they hate all the deities for turning their backs on them.
Core Philosophy: “Every race despises us, simply because of our half-blood. We are not one half, but not the other half either.”
Core Philosophy: “If neither side will take us, then we shall create our own side.”
Country: None (Their communities, camps, are in every country, except Heresh, and all are under heavy stealth precautions.)
Capital City: Fandall
Key Symbols: Crescent moon
Preferred Schools of Magic: Dark (Primary) and Light (Secondary)
Native Terrain: Rough (the canyons where the centaurs and harpies took residence, and most, if not all, of the half-elves soon after)
Rival Faction: Guild (Not in the sense of sworn enemies.)
Flag: Link


History:
Origins:
330 YSD- 1st Lunar Eclipse- War of the Blood Moon- Creation of the Orcs
A total lunar eclipse provokes a massive rupture of the Demon Prison. Humans, who stared directly at the moon at that time, with Demon blood entering their veins at that stare, are changed into Werewolves. They are killed, and chased out of their homes.

512 YSD- Creation of Beast-men
Beast-men (minotaurs, centaurs, harpies…) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace orcs.

519 YSD- Rebellion of the Beast-men
Beast-men staged an open rebellion and killed numerous soldiers from both the Haven and the Seven Cities. Centaurs and Harpies escape into the canyons, Nagas flee to the harsh lands of winter, never to be seen again. Medusas make their way to the unclaimed undergrounds. Lizardmen have called the swamplands their new home. The other beast-men haven’t been seen since.

525 YSD- Alliance of the Beast-men and Werewolves
Escaping into deep canyons to shake off their pursuers, Werewolves and Beast-men make contact. Forming an alliance, they swear to take revenge against their creators and their former friends.

540 YSD- War of the Bitter Ashes- Birth of the Dark Elves
The Elves of Irollan and the Human knights of the Holy Falcon Empire are at war, with Tuidhana’s kingdom as the main battlefield. Rhea, a half-elven child between a human mother and an elven father, is born. The elves publicly execute her parents, while Rhea was discreetly moved outside of the elven borders by her mother's friends.

548 YSD- The Peace of New Spring
While the independence of the Dark Elves is recognized, the population of Half-Elves is beginning to climb. Fearing that the Elven blood may weaken and die if this continues, the Elves place a ban on the birth of Half-Elves, and sentence public execution on those who ignore the ban. Some families with half-elven children flee from the elven borders, leaving everything behind.

550 YSD- Alliance with the Beast-men
After running for years, survivors of the hunted families bearing half-elves come across the isolated Centaurs, Werewolves, and Harpies. After much debate, they ally themselves with the beast-men. Half-Elves begin training for their vengeance at an early age.

570 YSD- Pact with the Advocates
Rhea, a master in magic, after having heard of her parent’s fate after her birth years earlier, begins to take measures for vengeance. Hoping to get a dragon’s aid, she gets ambushed by elven bounty hunters. Saved by a wandering Protector, she befriends it for help, learning that they rebelled against Elrath for the sake of the half-breeds. The Protector takes her to the leader of Advocates, and Rhea forms an eternal pact with her. Upon her return, she declares herself leader of the renegades of human and elven society.

586 YSD- First Strike
Lead by Rhea, vast numbers of half-elves, beastmen, and Protectors launch quick but powerful attacks both Talonguard and Shataqua, the respective human and elven capitals. Homes are destroyed, and hundreds are killed, while Rhea and her armies make it out with barely a scratch and few casualties. Images are left in the towns showing pictures of discrimination.

Modern Age:
969 YSD- 6th Eclipse- Queen Isabel’s War
Diadora, a Half-Dark Elf, after studying intensely, finds documents of an artifact, the Sword of Dominion, that, when it and its parts are fused together, can grant the bearer power of the Dragon of Chaos. The leader of the capital’s armies, Iris, decides to use the war of Queen Isabel to keep their enemies distracted long enough to find the artifact’s parts.

Culture And Society:
Although the ban of Half-Elven birth that was passed on by the elves (which they also forced into the Holy Griffin Empire upon the beginning of the Gray Alliance) limits the number of half-elves, that doesn’t mean they don’t exist. Neither the humans nor the elves stop teasing and harassment to half-elven children is they live in their communities, sometimes even encouraging it.

Even more rare, however, are half-dark elves. Given the fact that Dark Elves rarely venture out from their underground communities, humans rarely breed with them. Once in a rare while, a half-dark elf is born, but the dark elves are more likely to kill it in offering to Malassa, and the humans often leave it out to die in infancy, so these cases are almost never seen.

Their entire society is veiled in secrecy. Adding to this is the fact that most of the residents (beast-men don't usually do this) have two names: one for internal use in the camps, and one for when they are away from the camps or have been captured by enemies. They have to in order to keep themselves from being discovered by the humans and elves and being hunted. As such, if a human or elf happens to come across one of the cities, (or camps as their communities are called) they are hunted down with extreme prejudice, unless they are family to the half-elves.

Similar to the Guild, the leader of a camp is determined by a test of skill in leadership, as well as withstanding the forces of nature isolated for a day. Those who pass the test become the Camp Leader, the leader of the camp. The court, a group of elders, deals with the politics, and brings issues to the Camp Leader if they are a bigger concern than they can handle. Once every two months, all of the camps come together for their leaders to discuss matters.

Unlike most cultures, men and women are treated equally. They view both genders an important part when fighting their enemies. Children are trained for battle when they can barely walk. A child is trained according to their skills, interests, and weaknesses. If the child has no interest in battle, they are still trained, to protect the camp in case it falls under attack.

Internal discrimination, such as physical impairment, is not tolerated in the camps, and punishment is severe if any is found. They value all life associated with themselves, and treat each other as equals.

Relations with Other Towns:
Academy: The Centaurs and Harpies harbor cruel memories about their enslavement with the Wizards, and like any other beast-man, they will fiercely fight the Wizards.

Dungeon: Even though both the Dark and Half-Elves are outcasts from elven society, the Half-Elves want nothing to do with their grim and blackmailing culture. Besides, the Dark Elves would either enslave them or hand them to the normal Elves, thinking the Half-Elves might do the same.

Haven: Humans of the Holy Griffin Empire are downright hated by the Half-Elves, partially because of their lineage, but because the humans refused to take them in. As well, the Protectors and Advocates, who were outcast by Elrath, leave the Inquisitors and those faithful to the Dragon of Light viewing their half-breed followers as heretics to the church.

Necropolis: The Centaurs and Harpies don’t like the Necromancers very much since they used to be wizards from the Academy, but more importantly, the Half-Elves fear the Necromancers would sooner turn them into the undead.

Sylvan: Like the Holy Griffin Empire, the Elves refused to take in the Half-Elves, fueling the Half-Elves hatred to them. The fact that the Elves also hunt down Half-Elves and execute the parents doesn’t help their case either.

Inferno: If it were one thing that the Half-Elves can agree with the Elves and Humans on, it would be their shared hatred for Demons. Knowing that the Demons would turn them in to their hunters, the Half-Elves also hunt down Demons on sight. The Werewolves also fight with more fury than ever since the Eclipse, how the Demons escape into the world, is how the Demon blood entered their veins and ruined their lives.

Fortress: To put it simply, the Dwarves and the Half-Elves have little to no interaction (it is currently unknown if there are any Half-Dwarves in the world, but if there were, the Half-Elves would’ve taken them in). There are no morale changes for either side.

Standard Buildings
Village Hall: Purchases town structures and provides 500 gold per day
Requirements: None
Cost: None

Town Hall: Provides 1000 gold per day
Requirements: Village Hall, Town Level 3
Cost: 2000 gold

City Hall: Provides 2000 gold per day
Requirements: Town Hall, Town Level 9
Cost: 5000 gold

Capitol: Provides 4000 gold per day
Requirements: City Hall, Town Level 15; only one can be built
Cost: 10000 gold

Fort: Constructs defensive walls for the town
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore

Citadel: Boosts creature growth by 50%, adds a keep and a moat
Requirements: Fort, Refugee Caravan, Town Level 9
Cost: 5000 gold, 5 wood and 5 ore

Castle: Doubles creature growth, fortifies town defenses, and adds two arrow towers.
Requirements: Citadel, Battle Academy, Town Level 15
Cost: 5000 gold, 10 wood and 10 ore

Tavern: Allows recruitment of heroes and increases defending troops morale by 1.
Requirements: None
Cost: 500 gold and 5 wood

Marketplace: Allows trading and purchasing of resources (more marketplaces improves the trade rate)
Requirements: None
Cost: 500 gold and 5 wood

Resource Silo: Produces extra 1 crystal per day.
Requirements: Marketplace
Cost: 5000 gold and 5 ore

Blacksmith: Provides visiting and garrisoned heroes with a First Aid tent at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

Shipyard: Allows the purchase of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood

Magic Guild Level One: Keeps 3 spells of the first circle
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore

Magic Guild Level Two: Adds 3 spells of the second circle
Requirements: Magic Guild Level 1, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem

Magic Guild Level Three: Adds 3 spells of the third circle
Requirements: Magic Guild Level 2, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem

Magic Guild Level Four: Adds 2 spells of the fourth circle
Requirements: Magic Guild Level 3, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem

Magic Guild Level Five: Adds 2 spells of the fifth circle
Requirements: Magic Guild Level 4, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem

Unique Buildings:
Refugee Caravan: Increases population of any creature in the town by one (tiers 7-5), two (tiers four and three), or three (tiers two and one) per week. (Changes every week)
Requires: Fort, Town Level 6
Cost: 1000 gold and 5 wood.

Black Guild: Steals a small amount of resources from another player. It’s most likely to work on day seven on any given week. Takes a day or two to accomplish the task, and only one can be sent at a time per town.
Requirements: Tavern, Marketplace, and Town Level 6
Cost: 2000 gold, 5 wood, 5 ore, 1 crystal, 1 gem, 1 mercury, and 1 sulfur.

Salvation Abbey: Increases the Savior’s reductions by 10%.
Requirements: Town Level 9
Cost: 1500 gold, 5 ore and 5 wood.

Lookout Tower: Reveals a portion of the map surrounding the town.
Requirements: Town Level 3
Cost: 1000 gold, 5 wood, 5 ore.

Battle Academy: Increases any primary stat of choice by 2. Can only be used once.
Requirements: Citadel, Town Level 9
Cost: 1500 gold, 10 wood, and 5 ore.

Guardian Avatar: Standard Grail effects and increases luck and morale for all heroes by 2.
Requirements: Tear of Asha
Cost: None

Moat: This town’s moat, like any other moat, inflicts damage on any enemy unit dumb enough to wander in. For this town, its special attribute would be inflicting fear, sending it back a few spaces. It works similar to the Hell Charger and the Nightmare’s Fear attack, but the unit doesn’t run as far, and doesn’t work as often.

Dwellings:
Centaur Stables: Produces 8 Centaurs per week
Requirements: None
Cost: 500 gold and 10 wood

Captain’s Stables: Produces 8 Centaur Captains per week
Requirements: Centaur Stables, Town Level 1
Cost: 1200 gold and 5 wood

Treehouse: Produces 7 Half-Elves per week
Requirements: Town Level 3
Cost: 1500 gold and 5 wood

Homestead: Produces 7 Spies per week
Requirements: Treehouse, Town Level 3
Cost: 2700 gold and 10 wood

Cliff Edge: Produces 6 Harpies per week
Requirements: Centaur Stables and Town Level 6
Cost: 1500 gold and 10 ore

Secluded Edge: Produces 6 Harpy Mistresses per week
Requirements: Cliff Edge, Lookout Tower, and Town Level 6
Cost: 2500 gold, 5 ore, and 5 crystals.

Wood Shrine: Produces 5 Oracles per week
Requirements: Treehouse and Town Level 9
Cost: 2000 gold, 10 wood, 5 ore, 5 crystals, and 5 gems

Wood Temple: Produces 5 Shamans per week
Requirements: Wood Shrine, Magic Guild Level 1, and Town Level 9
Cost: 3000 gold, 15 wood, and 5 crystals

Fencing Grounds: Produces 3 Fencers per week
Requirements: Blacksmith, Town Level 9
Cost: 4000 gold, 5 ore, 5 wood, and 5 gems

Dueling Grounds: Produces 3 Dualists per week
Requirements: Fencing Grounds, Town Level 9
Cost: 6500 gold and 5 ore

Locked Cavern: Produces 2 Werewolves per week
Requirements: Cliff Peak, Town Level 12
Cost: 5000 gold, 10 ore, and 5 mercury

Moonlit Cavern: Produces 2 Silver Werewolves per week
Requirements: Locked Cavern, Resource Silo, and Town Level 12
Cost: 85000 gold, 5 ore, and 5 sulfur

Order of the Oath: Produces 1 Protector per week
Requirements: Salvation Abbey, Town Level 15
Cost: 16000 gold, 10 wood, 10 ore, 5 gems, and 5 crystals

Order of the Eternal Oath: Produces 1 Advocate per week
Requirements: Magic Guild Level 2, Town Level 15
Cost: 18000 gold and 15 crystals

Town Image: (Mostly confirmed)
Image


Town Specialties:
Fandall (Capital): 5% bonus to the Salvation Abbey
Bio: Although Fandall wasn’t originally the capital of the Half-Elf refugees; its location makes it ideal. Situated between the capitals of both races, most half-elves usually end up here. All of half-elves teachings of salvation within their abbeys are more promising than anywhere else.

Libra: +1 luck during a siege
Bio: Libra was the first capital camp for the half-elves, with the name representing the delicate balance of their mixed bloods. Although the capital became Fandall for location reasons, the Advocates still treat Libra like the capital and bless the camps’ defenders with good luck.

Scorpigal: +2 Centaur/Centaur Captain growth
Bio: The cliffs within Scorpigal aren’t as sharp or edgy as the other canyons or cliffs the camps reside in. Resembling more like large, round boulders, they are nevertheless easier for the centaurs to get around. As a result, more and more centaurs gather here, and are easier to recruit.

Gateway: Cheaper Marketplace prices
Bio: Gateway is usually in between destinations within the camps, getting lots of visitors who carried valuable goods. The leaders of the camp decided to turn Gateway into the trading center for the camps, and as such, the prices within the marketplaces are quite cheap.

Flamyria: Cheaper Ammo Cart prices
Bio: During a siege between the half-elves and some elvin bounty hunters, ammunition supplies were low, and the half-elves were almost in defeat. One machine worker managed to build ammo carts using little amounts of materials. It was just what was needed and the half-elves successfully drove off the elves. To this day, they now sell ammo carts at cheaper prices here than at the other camps.

Salran: + 1 Oracle/Shaman growth
Bio: Oracles and shamans gather here in great numbers, where the teachers are said to be the best. The refreshing waterfalls, utilized for training, are also more soothing and calm compared to the other camps. More oracles and shamans, whether they’re in training or not, can be recruited in times of need.

Marrah: Increased chance of successful steal with the Black Guild and increased amount of resources stolen.
Bio: The agents and spies working within the Black Guild in Marrah are exceptionally talented. Studying the skills used by nearby rogue and bandits camps that had once robbed them, not only did they increase the steals from their enemies, but they also humiliated the thief groups nearby.

Canrae: + 1 gem production
Bio: Deep inside these cliffs are numerous, natural gem deposits. The deposits never seem to deplete either, but the werewolf miners are cautious and store the gems, taking out only a small amount every week.

Lanris: Increased arrow tower damage
Bio: The spies here whose archery skills surpass their stealth skills are taken to Lanris for additional archery training. The best of them are assigned to the arrow towers, where the extra damage they inflict is greatly appreciated.

Archnia: +1 Harpy/Harpy Mistress growth
Bio: While the name sounds more like a spider’s haven, Archnia is more like a harpy’s breeding grounds. Because there are more cliff edges and heights for them reside on, harpies flock to this place like a cat to a room full of mice. It should be no surprise that harpies are common and available here.

Desrin: Cheaper ballista prices
Bio: During the first attack the half-elves did to the humans and elves, one spy, who was in the attack at Talonguard, stole some blueprints to the ballista in the remains of a workshop. Returning to his home, he started to change the blueprints, and gave them to the machinists in the camp. Because of the self-engineering, the ballistae purchased here are at lower prices.

Shanal: Weekly Sulfur bonus
Bio: Unless one is already acquainted with the horrid stench that reeks in the werewolves’ caves, it is likely anyone will faint in an instant. The scent of untapped sources of sulfur is quite potent, and only the werewolves can mine it, since no one else will do it.

Halan: Improved Thieves’ Guild information
Bio: Halan is the headquarters of the agents and spies who monitor Ashan around the clock. Immediately giving their findings to their information network, they know almost everything about Ashan: what is going on, where it is happening, when it happened, how it happened, why it happened, and who is involved. There is not one thing the residents of this camp do not know.

Rangarr: +1 Agent/Spy growth
Bio: Back in the older days of the camps, Rangarr was the only place that trained spies and agents in stealth. When the other camps learned about this, they also wanted that kind of troop with them, and so agents and spies were spread around the camps and trained other half-elven archers. Rangarr still keeps some old training traditions, so the most talented agents come here for additional training.

Lian: 250 extra gold income
Bio: The secret to Lian’s financial success is a little immoral and not what the camps usually do. Their spies and agents often go on kidnapping raids, holding hostages for ransom. They stay true to their word and release captives after the payment, erasing the memories of those involved to hide their identities.

Hero Type: Guardian
Steed: Just a brown, standard horse. If the hero is a Centaur (Lance and Rand), then they have their own Centaur sprites on the adventure map.
Trail: Dirt gets scattered around. The more powerful the army, the more dirt is scattered, and it gets more concentrated as well, and small lights can be seen.
Special Ability: Savior: Has chances of reducing damage, regardless of defense or enemy’s attack rating.

[r]Basic: Reduces physical and magic damage by 25% at a 25% chance of success.

Advanced: 30% chance of reducing physical and magical damage by 25%

Expert: 30% chance of reducing physical damage by 40% and magical damage by 40%.

Ultimate: 30% chance of reducing physical and magical damage by 50%

Other Skills with Savior:
Enlistment:
Reduces prices for recruiting troops (doesn’t include secondary resources required for seventh level troops though).
Part of: Leadership
Requires: Recruitment (Leadership)

Taunt:
Angers an enemy unit, provoking into a phase that forces it to respond only to the attack command, as well as a defense reduction. Obviously, it doesn’t work on the undead. (Must be cast)
Part of: Attack
Requires: Battle Frenzy (Attack)

Return:
If a hero encounters a neutral stack desiring to join and doesn’t have enough room for the army, saying yes will get it to return to a town with the creature’s corresponding type. Won’t work if you don’t have a town of the same type for the creature to go to. Also increases chances of wandering creatures joining the army.
Part of: Saviour
Requires: Diplomacy (Leadership), Battle Experience (Enlightenment)

Advocate’s Rage:
All Prison troops in the hero’s army gain the enraged ability, whether they had it previously or not. Fallen Prison troops also raise initiative (not troops of other town types)
Part of: Savior
Requires: Battle Frenzy (Attack), Hold Your Ground (Defense)

Battle Experience:
Increases the number of experience points earned depending on the number of casualties. Fewer casualties earn more experience.
Part of: Enlightenment
Requires: Intelligence (Enlightenment)

Medical Attention: First Aid tent has a chance of immediately healing a damaged creature (after damage is calculated). Ammo for tent is not consumed, and will do so even if it runs out.
Part of: War Machines
Requires: First Aid (War Machines)

Half-Elven Luck: Similar to Elven Luck, but only increases by 10% (Hey, they have Elven blood, right? RIGHT?!)
Part of: Luck
Requires: Soldier’s Luck (Luck)

Favourable Odds: Discourages enemy troops, reducing their morale, initiative and luck.
Part of: Savior
Requires: Taunt (Attack), Half-Elven Luck (Luck)

True Guardian: Chance of completely nullifying damage and retaliating double the damage. (Must be cast on unit.)
Part of: Savior (Ultimate)
Requires: Retribution (Attack), Weakening Strike (Dark Magic), Aura of Swiftness (Leadership)

Skill Charts
Link


Link


Link


Link


Starting Stats:
Attack: 1
Defense: 2
Power: 1
Knowledge: 1

Level Up Chances: (Lower numbers are higher priority)
Attack: 40%-25%
Defense: 40%-25%
Power: 10%-25%
Knowledge: 10%-25%

Skill Chances:
Saviour: 10%
Attack: 15%
Defense: 8%
Dark Magic: 10%
Destructive Magic: 2%
Summoning Magic: 2%
Light Magic: 8%
Enlightenment: 2%
Sorcery: 2%
Leadership: 15%
Luck: 2%
War Machines: 8%
Logistics: 8%

Individual Heroes:
Kira: (Her real name is Erika)
Personal Specialty: Archery Student: Increases attack and defense of Agents/Spies in her army every 2 levels, beginning with the first.
Skills: Basic Savior, Basic Offense, Archery
Bio: Her father, an Elven druid, was publicly executed before she was born, and her mother, a human, managed to flee to her hometown while she was pregnant. Unfortunately, when it was discovered that Kira was a half-elf, her mother was also executed. With both humans and elves after her, she snuck into a tree house, where some half-elves were residing. Recognizing her as one of their own, they took her in.
Note: Starts with an Ammo Cart.
Hero Artwork:
Image


Ellen: (Her real name is Hilda)
Personal Specialty: Undead Destroyer: Increases the power of the Word of Light spell depending on hero level. Also increases damage dealt to undead depending on level.
Skills: Basic Savior, Basic Light Magic
Bio: Both of Ellen’s parents were taken away during her youth (to this day, she still doesn’t know what became of them), and she was raised as a slave. Her master was the leader of a necromantic cult, so he pushed all of his living slaves to their limits. She and the other children managed to escape, but with some of his soldiers after her. When they followed her to one of the camps, the camp’s forces took them out quickly, knowing she was a half-elf. Her skills in knowing the undead and fighting them with extreme hate have made her a memorable name in the camps.
Note: Starts with the Righteous Might spell.
Hero artwork:
Image


Melanor: (His real name is Andrew)
Personal Specialty: Raging Beast: Increases the attack and defense of Werewolves/Silver Werewolves for every 2 levels, beginning with the first. Also, the potency of Howl used by his troops is doubled.
Skills: Basic Savior, Basic Leadership
Bio: An orphan after his only parent, his father, died in a jousting accident, he always looked at the moon for comfort. At least, until the day of the recent eclipse and his transformation into a werewolf. Upon becoming a werewolf, he immediately ran away from home, as well as the many people trying to kill him.
Link


Lance:
Personal Specialty: Machinist: War Machines have increased Hit Points and Defense by 2% per hero level.
Skills: Basic Savior, Basic War Machines
Bio: A centaur who never really wanted to go out fighting, his proficiency with war machines, and the fact that he builds all of the camp’s ballistae and ammo carts raised him into their ranks and vital for the millitary.
Note: Starts with an Ammo Cart and a Ballista.
Hero Artwork:
Link


Wyatt: (His real name is Brian)
Personal Specialty: Outcasted Noble: Gets a 2% per level bonus to Estates.
Skills: Basic Savior, Basic Leadership, Estates
Bio: He used to be a rich noble in the Holy Griffin Empire, but the 6th Eclipse changed all of that. After his transformation, he fled his home, taking all of his riches with them and using them for the greater good of the Prison armies.
Hero Artwork:
Link


Valerie:
Personal Specialty: Cruel Mistress: Increases the attack and defense of Harpy/Harpy Hags every 2 levels of the hero, starting with the first.
Skills: Basic Savior, Basic Logistics, Scouting
Bio: While Harpies have good eyesight, Valerie’s eyesight was especially good. More often than not, she often scouts ahead, counting the exact numbers of her enemies, and gets this information to her commanders.
Hero Artwork:
Link


Rand:
Personal Specialty: Cold General: Ice Bolt deals more damage depending on hero level.
Skills: Basic Savior, Basic Destructive Magic, Master of Ice
Bio: Centaurs usually don’t usually have talents in magic, but Rand was a special case. Receiving training from Shamans to use his gift, his proficiency with ice is especially potent.
Note: Starts with the Ice Bolt spell.
Hero artwork:
Image


Diadora: (Her real name is Luna) (Campaign Hero)
Personal Specialty: Dark Mistress: All Dark magic spells cast by Diadora are increased in both strength and effectiveness depending on hero level.
Skills: Basic Savior, Advanced Dark Magic
Bio: Found and raised by a werewolf, this half-Human, half-Dark Elf is Iris’s top researcher for the parts to the Heart of Chaos. Like other Dark Elves, she is able to tap into the elements, but her capabilities aren’t as strong as full-blooded dark elves.
Note: Starts with the Suffering Spell.
Hero artwork: (Link)


Iris: (Her real name is Leila) (Campaign Hero)
Personal Specialty: Master of Stealth: The Spy’s Conceal ability lasts an extra turn after the Spy has attacked. Chance of occurrence depends on hero level.
Skills: Basic Savior, Basic Attack, Battle Frenzy
Bio: The current leader of the Prison armies. Having barely managed to escape the executioner’s blade as a child, she was lucky enough to find Fandall, the capital camp.
Hero artwork:
Image


Creatures:
Level 1: Trooper
Hit Points: 7
Attack: 2
Defense: 2
Initiative: 10
Speed: 6
Size: 2x2
Shots: 5
Damage: 1-2
Mana: N/A
Element: Earth
Specials: Range
Cost: 30 gold
Description: Centaurs who have fled to the canyons with the Harpies and fight under the Half-Elves' banner, rather than following the orcs, are referred to as troopers. They prefer to throw javelins from a distance to avoid close quarters.

Level 1 Upgrade: Captain
Hit Points: 8
Attack: 3
Defense: 3
Initiative: 12
Speed: 7
Size: 2x2
Shots: 8
Damage: 2-3
Mana: N/A
Elements: Earth and Water
Specials: Range, no melee penalty
Cost: 60 gold
Description: Quick and agile warriors, the most elite Troopers are promoted to Captains and are trained to deal full damage in the case of a melee.

Centaur Captain Image:
Link
(Click the link if the image doesn't upload right, or if you can't see it)

Level 2: Agent
Hit Points: 10
Attack: 2
Defense: 2
Initiative: 8
Speed: 5
Size: 1x1
Shots: 12
Damage: 2-4
Mana: N/A
Element: Fire
Specials: Range
Cost: 50 gold
Description: Born with elven blood in half of their lineage. Half-Elves do not live as long as their full blood relatives, and their ears are not as long. They still make excellent archers and spell casters though.

Level 2 Upgrade: Spy
Hit Points: 12
Attack: 3
Defense: 4
Initiative: 9
Speed: 6
Size: 1x1
Shots: 12
Damage: 2-5
Mana: N/A
Elements: Fire and Water
Specials: Range, conceal (able to hide in their surroundings, making them unable to be seen by the enemy until its next attack)
Cost: 90 gold
Description: Fully trained in espionage, Spies are able to cloak and disguise themselves into their surroundings, to make sneak attacks and gain the upper hand.

Spy Image:
Url: Link

Level 3: Harpy
Hit Points: 15
Attack: 4
Defense: 2
Initiative: 10
Speed: 7
Size: 1x1
Shots: N/A
Damage: 5-7
Mana: N/A
Specials: Flight, strike and return, no retaliation
Cost: 100 gold
Description: Never easy to persuade or be diplomatic with, Harpies have very fierce tempers. Their attack patterns involve the “hit and run” tactic, in which they return to their starting position after attacking. Their attacks can’t be countered because they attack with such violence.

Level 3 Upgrade: Harpy Mistress
Hit Points: 20
Attack: 5
Defense: 4
Initiative: 10
Speed: 7
Size: 1x1
Shots: N/A
Damage: 8-9
Mana: N/A
Element: Air and Fire
Specials: Flight, strike and return, no retaliation, four panel attack
Cost: 150 gold
Description: Harpy Mistresses are even more aggressive than normal Harpies. Whether this might put their fellow troops in more danger, they are able to attack all surrounding troops near their target.

Harpy Mistress Image:

Link: Link

Level 4: Oracle
Hit Points: 25
Attack: 6
Defense: 6
Initiative: 10
Speed: 3
Size: 1x1
Shots: 7
Damage: 6-8
Mana: N/A
Element: Earth
Specials: Range
Cost: 300 gold
Description: Oracles are half-elves who use their spiritual powers to attack their enemies at a distance.

Level 4 Upgrade: Shaman
Hit Points: 32
Attack: 9
Defense: 8
Initiative: 12
Speed: 4
Size: 1x1
Shots: 8
Damage: 8-10
Mana: 16
Elements: Earth and Air
Specials: Range; spell caster (Stone Spikes (Advanced), Wasp Swarm (Basic), Decay (Advanced)), no melee penalty
Cost: 450 gold
Description: Shamans are Oracles who have been given further training in the emergencies of close combat, and are in tune with nature enough to tap into its energy and cast spells using that energy.

Shaman Image:

Link

Level 5: Fencer
Hit Points: 35
Attack: 11
Defense: 11
Initiative: 12
Speed: 6
Size: 1x1
Shots: N/A
Damage: 8-11
Mana: N/A
Element: Water
Specials: No Retaliation, Reflex (30% chance of dodging any attack, even when abilities activate)
Cost: 700 gold
Description: Half-Elves trained and armed with rapiers. They are an elegant sight on the battlefield. Their training has taught them to strike with no chance of retaliation, as well as dodging any sort of attack.

Level 5 Upgrade: Dualist
Hit Points: 60
Attack: 13
Defense: 13
Initiative: 14
Speed: 7
Size: 1x1
Shots: N/A
Damage: 8-11
Mana: N/A
Elements: Water and Air
Specials: Multi Strike (20% chance of 2-3 attacks in the same strike), No Enemy Retaliation, Reflex
Cost: 950 gold
Description: Dualists are Fencers who have gone beyond training, and went on to teach themselves more in the Half-Elves’ form of fencing. Through this, they can strike more than once in their attacks.

Dualist Image:

Link

Level 6: Werewolf
Hit Points: 75
Attack: 22
Defense: 20
Initiative: 12
Speed: 7
Size: 2x2
Shots: N/A
Damage: 20-25
Mana: N/A
Specials: Regeneration, War Howl (increases the attack and defense ratings of the Werewolf until its next attack. Retaliations don’t count.)
Cost: 1450 gold
Description: Ordinary people who were turned into Werewolves by staring at the full moon on the night of an Eclipse, these people have been driven out of their homes mercilessly hunted. The part of them with the demon blood is always seeking vengeance. Able to generate their wounds naturally, this only makes them a worse foe to fight.

Level 6 Upgrade: Silver Werewolf
Hit Points: 95
Attack: 24
Defense: 23
Initiative: 14
Speed: 7
Size: 1x1
Shots: N/A
Damage: 25-25
Mana: N/A
Elements: Earth and Fire
Specials: Regeneration, unlimited retaliation, War Howl
Cost: 1850 gold
Description: Silver Werewolves are the Werewolves with a different shade of fur, resembling the glow of the full moon. Like their brethren, their wounds close up naturally, but they have also trained themselves fight off counterattacks coming from all directions.

Silver Werewolf Image:

Link

Level 7: Protector
Hit Points: 130
Attack: 25
Defense: 25
Initiative: 11
Speed: 7
Size: 1x1
Shots: N/A
Damage: 30-35
Mana: 24
Element: Air
Specials: Flight, Caster (Mass Divine Strength [Advanced]), Enraged
Cost: 2700 gold +1 crystal
Description: Protectors are Angels that have taken pity on the half-elves, and have rebelled against Elrath to keep the half-breeds from harm. The ‘tornado’ that consumes their legs was left by Elrath to imply that by caring for those who never worshipped the dragons are useless, and that they are only dragging themselves down. Since they used to serve Elrath, they often use light magic to help their comrades gain an advantage over their enemies.

Level 7 Upgrade: Advocate
Hit Points: 180
Attack: 30
Defense: 30
Initiative: 12
Speed: 7
Size: 2x2
Shots: N/A
Damage: 35-40
Mana: 36
Elements: Air and Fire
Specials: Flight; Caster (Mass Divine Strength [Expert], Mass Haste [Advanced]), Enraged, Shield Allies
Cost: 3900 gold +2 crystals
Description: Protectors with more experience in battle and more light spells in their arsenal are known as Advocates. With their shields, they are able to give defense to those around them from ranged attacks, no matter what the distance.

Advocate Image:

Link

Any and all critique and help would be appreciated. I'm running a bit low on time, so I'll submit the other two later.

Update: (4/16/06) Added the fonts, new building, updated the Saviour racial ability, two more Saviour sub-skills, two new heroes, Lance's bio, Centaur/Centaur Captain shots, and some corrections.

(4/17/06) Added new hero skills, biographies, and corrections.

(4/26/06) Changed a hero's name, bio and specialty. Added some updates to the Spirit/Advocate. Changed spell names to the ones in the game.

(5/16/06) Added stats to the creatures, as well as structure and dwelling costs and fonts I forgot to add. I also removed the Poison Water structure, seeing as it was more fitting to my lizardmen army. If there's anything I can do to improve any of this, by all means, LET ME KNOW!

(6/6/06) Added two new skills, corrected the price of the Refugee Caravan (and its name too), and changed the dwelling names for the Spirit/Advocate. Also removed the Allies/Enemies thing. After all, if you're chased after something, that would be your enemy, right?

(6/12/06) Made some corrections and added the Town Level requirements for some buildings. Also added new event in the timeline.

(8/9/06) Biggest. Update. EVER! IMAGES!!!! (I normally clean them up after scanning due to eraser smudges and the like. But seeing as most of you guys want the images more than anything else, I don't care about cleaning them now. Maybe later though.) Apart from that, corrections, updates on statistics and skills.

(8/30/06) In my excitement of the released Hammers of Fate expansion information, I uploaded the skill charts, added their relations to the other factions, and my artwork for one of the campaign heroes, Diadora. I like that character so much. <3

(10/5/06) Added relations to the Fortress, as well as corrected buildings. Moved the Dwellings over to the Unique Buildings (this includes the moat) section, and added one new town. Changed Mana amounts on the Shaman and Spirit/Advocate in according to changes in spell costs. Made stat alterations.

(11/17/06) I'll be getting my copy of Hammers of Fate tomorrow, so I might as well post this update before I forget. Did a lot of underlining to make this document easier to read; added a second motto; added the regular buildings; added a little more to the culture and society; made some minor changes.

(12/5/06) Posted some artwork for some of the Prison heroes, as well as the preview image of what the town should look like. (Numbers indicate dwellings and which tier they correspond with if you look close enough.)

(12/21/06) This is the last update before I head down to my grandparents (unless the roads get bad). I've only added some more towns, which is why this is a Stealth edit. Oh, and I changed the name of the Half-Elf to Agent. Sounds cooler.

(2/14/07) Made lots of changes to text; added more into their culture and society; removed the Training Lodge building; changed the Spirit's name to Protector, and changed everything related accordingly; added percentages for skill growth.

(2/20/07) Made changes I forgot to edit last time; made other various edits; changed Iris' starting skills.

(2/28/07) Added the artwork for the remaining heroes.
Edit: Added some minor things overall.

(4/7/07) First edit after the contest ended. Changed the name Centaur to Trooper, and Centaur Captain to just Captain, and the changed its description as well. Modifications of stats and the Saviour skill for balance. Note that I won't be doing the 'alternative upgrades' the new expansions talks about, or other name changes, until I see the new creatures and if that actually gets implemented.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted April 11, 2006 01:01 PM

Quote:
I'm running a bit low on time


You'd better hurry.  The deadline for ICTC will be closing...two months ago.

heh heh

didn't you say that you have some pictures that you drew?  I'd like to see them if you do...

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 11, 2006 09:01 PM

I meant that I needed to get the computer off fast. ^^; I also need to change my swamp town's name to something other than Abyss so it doesn't sound like a ripoff of someone else's entry.

As for the pictures. . .well, my scanner isn't exactly the greatest. . .It's been down for a while now. I do have my sister's tablet, so I might be able to do some sort of quick doodle represenation.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted August 20, 2006 04:19 PM

This town is cool, and so the images!!! I must say nice job! Really inspired me! Thanks
____________
Already gone...

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted August 21, 2006 01:51 AM

Glad someone likes it, apart from myself.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 06, 2006 08:49 PM

Too many famale chreatures. (I see centaur captain is famale too) But good idea.


What about half-vampires?
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 06, 2006 08:57 PM

Quote:
Too many famale chreatures. (I see centaur captain is famale too) But good idea.


What about half-vampires?


What is the problom with female creatures?
I think it good, actually.
____________

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 06, 2006 09:06 PM

Quote:
Quote:
Too many famale chreatures. (I see centaur captain is famale too) But good idea.


What about half-vampires?


What is the problom with female creatures?
I think it good, actually.


but almost all chreatures are famale. But still good idea, if it will be in the game, I will play with it. Are you too?
____________

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 06, 2006 09:54 PM

Quote:
Quote:
Quote:
Too many famale chreatures. (I see centaur captain is famale too) But good idea.


What about half-vampires?


What is the problom with female creatures?
I think it good, actually.


but almost all chreatures are famale. But still good idea, if it will be in the game, I will play with it. Are you too?


I don't draw male anatomy very well. In fact, I intended the Centaur Captain to be male, but it looked so much like a girl that I changed it. ^^;

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 15, 2006 07:23 PM

tee hee, the duelist looks like tao ren from "shaman king!"

this is a really good faction, fofa, with a plauseable storyline, and it makes a human connection as well, about feeling left out and alone, so setting a different path to everyone else. spirit and advocate are a good alternative to dragons (i like them but to many just gets annoying).

i like the female factor (and its not completely snowty like the dark elves, but still sexy) as their are very few factions that are female dominated. for tips about drawing males, try giving the centuar captian a beard or make him bear-chested with lots of tattoos.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 16, 2006 05:07 AM

I have an easier time drawing females 'cause well. . .I'm female. And it's mainly the chest and muscles that give me a hard time. Most of the time, my guys look like girls.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 16, 2006 10:22 AM

Quote:
I have an easier time drawing females 'cause well. . .I'm female. And it's mainly the chest and muscles that give me a hard time. Most of the time, my guys look like girls.


So this town is famale faction, all chreatures are famale, except the werewolf.
____________

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 16, 2006 12:59 PM

and the duelist!
____________
Love, Laugh, Learn, Live.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 16, 2006 01:47 PM

Quote:
and the duelist!


yes, the duelist.
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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted December 16, 2006 02:13 PM
Edited by Card_Ximinez at 13:38, 04 Jan 2007.

the advocate looks like an angel

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 17, 2006 02:36 AM

Quote:
Quote:
I have an easier time drawing females 'cause well. . .I'm female. And it's mainly the chest and muscles that give me a hard time. Most of the time, my guys look like girls.


So this town is famale faction, all chreatures are famale, except the werewolf.


Then you should see my Guild/Sorceress faction. Like in the old days, all the heroes are female, and most of the creatures are. . .actually pretty balanced.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 17, 2006 01:06 PM

Quote:
Quote:
Quote:
I have an easier time drawing females 'cause well. . .I'm female. And it's mainly the chest and muscles that give me a hard time. Most of the time, my guys look like girls.


So this town is famale faction, all chreatures are famale, except the werewolf.


Then you should see my Guild/Sorceress faction. Like in the old days, all the heroes are female, and most of the creatures are. . .actually pretty balanced.


You can see my Settlement. All chrreatures and heroes are male.
____________

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 17, 2006 01:39 PM

a patriarch knight for you, ladies and gentlemen!

my belief is that you have to have female heroes/creatures, otherwise it makes the race look asexual (and who wants to play as andromynous elves?) and self reproducing (which is just wrong and only mushroom creatures should do it!) if you have female heroes/creatures, it makes the race similar to us, so we have a chance to interact with them. you then build on other qualities of humanity to further that feeling. thats why in the stampede, and the stronghold, i have tried to make the ballance equal. Fofa has done a really good job so far.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 18, 2006 03:25 AM

The gender issue with the units shouldn't be important though. The faction as a whole should.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 18, 2006 01:49 PM

thats my response out the window

seriously. i think the faction is good. this could prompt an open ended campaign. "will the prison join the good side, or the evil side?" i think thats whats the interesting factor. they are outsiders, mavericks, and can choose which side they ally too. will they forgive to good side for rejecting them, or avenge themselves with the power of evil!

this should be interesting to watch!
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Love, Laugh, Learn, Live.

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