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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Stronghold
Thread: The Perfect Stronghold This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 07, 2006 10:56 PM
Edited by SBlister at 23:15, 07 Aug 2006.

Really well done timeline. But I have to agree with War-Overlord that 160 years is too long even with demon ancestry. Qaltor doesn't sound like a dragon of fire. It sounds like some elven name. One name is Abraxas, a dragon from ancient persia, comes to mind. I stand by hobgoblins being half orc, half goblin. It makes the most sense. And its simple. I would imagine Dire Behemoths with age, turning white as opposed to black. It would look cool if the normal behemoths were black and the dire ones were white. I say shamans should be at level 4, wyverns at levle 5 and trolls at level 6. You can't expect wyverns to be at level 6. They're not that big. They're like griffin size. Trolls on the other hands are bigger than rakshasas. They're like hydra sized or something. And then we have the behemoths, which needless to say, eats dragons. How can you put wyverns at level 7 gnoll mage is beyond me. They're not even dragons, they're flying lizards with scorpion tails and bat wings. They don't even have four legs. And as far as the t-rex goes... No. plain and simple. No t-rex.

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baklava
baklava


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Legendary Hero
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posted August 09, 2006 01:02 PM

Qalthor was just a temporary name cause I couldn't think of anything else at the moment. I don't think he should contain the name of his element in his name; I mean, Sylath is the dragon of air, and there's no connection between "Sylath" and "air".
I'll make the pre-history about the dragon of fire and war as soon as we think of his permanent name.
Why shouldn't orcs live 160 years? Elves are, like, immortal and no one complains about it...
Ok, how about 130 years?
I agree about wyverns being level 5.
About hobgobs... As much as I looked, they exist in almost every fantasy game and nowhere is described how they were made.
Hence, I don't see the point of us explaining that too. In their description, we could just write that they're stronger and smarter than ordinary goblins, like everyone did.
But if you insist, as everything can be explained by magic, goblins could be a magical mixture of orcs and goblins, not simply a crossbreed. Like, Shamans decided to mix them up or something. I don't know. Drinking orc blood wasn't a bad idea too, though.

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War-overlord
War-overlord


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Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2006 12:27 AM

I think we would agree that the current version of the way of the becoming of a Hobgoblin will suffice. However I do not agree that because nobody explains the becomming of a Hobgoblin, neither should we. I believe that because we do explain this, it will help in understanding and sympathizing our Stronghold.
As far as no Dragon having their element incorporated in their name I have to disagree. Both Sylana and Elrath have their name, though vaguely element encorporated. Elrath is a twist of the Ancient Greek word for light: Elafros. Sylana is a twist for the Latin word for forrest: Sylvus. So that is not realy a valid excuse. I would like to suggest the names Armagdos and Ragnarax, which in a way reffers to two ways the world would end.
If you would take 10 years of, I would call it believable. The Demon ancestry elongating their lifespan to 120 years. Though I would think that most Orcs that are past 100, wouldn't be of much use in a battle.

I also would like to discus a bit about socialstructure of the Orcs. I would agree if we made a council of Shamans the main structure that keeps the Orcs together. However, I do think it needs a better name then the current one, something more fancy like Fire's Conclave, or something of the like. I also think that most of the Orc state should consist of autonomous tribes or clans, each ruled by a chieftain. Still we could make it easier by creating a small number of main tribes, which would be very large tribes who are allied to several smaller tribes. I also think that the tribes should be divided by a rank or caste system. I also think, we should start thinking about the hero's of a Stronghold. Tell me what you think of this.
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baklava
baklava


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posted August 10, 2006 12:10 PM

Hmm... Yeah, I guess you're right. But the dragon of fire would bring neither armageddon nor ragnarok, so perhaps we could call him something like Pyreos, although that sounds a little crappy... Could you please write the pronounciation of the Greek words for war, battle, fire and flame? When I use the babelfish translation, the translation is in Greek alphabet and I don't know how to read it...
It's a deal then, orcs live around 120 years.
The orc sicety pyramid goes something like this:
-The Conclave of Flame (Council of the Shamans)
-Primal tribe groups: Dronalg and Rossirghad (colonists and those who stayed on the islands)
-Secondary tribe groups: Dro-graf, Dro-tharos, Dro-harebnath, Ro-soglar, Ro-wagolant (I will explain them all soon)
-Tribes (about 50 of them)
Orc heroes should be Warlords, if you ask me. I thought they could have Mercenarism as the main skill, that's giving cash to raise the troops' morale until the end of the month. It could be done in a special town building (Mercenary post) and the cost would be higher for higher level creatures. A hero with Expert mercenarism will of course pay less than a hero with Basic Mercenarism. I still have to think up the details. I presented this idea to you, like, a moth ago but I got no reaction. I have no more original ideas for orc heroes' special ability, so I just posted it again

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War-overlord
War-overlord


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Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2006 03:03 PM
Edited by War-overlord at 15:04, 10 Aug 2006.

As you requested, I will list several Latin and Ancient Greek words.

War : Latin - bellum; Greek - polemo
Fire : Latin - caminus; Greek - pyrkagia
Flame : Latin - flamma; Greek - floga
Battle : Latin - dimicatio; Greek - machomai

I would also agree that Pyreos is a crappy name, because it is also the name of the harbor of Ancient Athens.
Thus far I have no objections to your social piramide, as long as you give actual meaning to the names you have created. I'd also prefer if the Tribes themselves had names like: Hammer's Bane tribe, Thunderaxe tribe and Magmashard tribe, tough sounding names like that. I would also lie to suggest to replace the -'s in the names of the secondary tribe groups by a ' and giving the second part of the word a second capital letter.
Calling the hero a Warlord is fine, altough I don't realy agree with Mercenarism. Firstly it would only give the Warlord a temporary benefit, while all other heroes have permanent ones. It would also mean that you would have to pay to maintain this, while most others don't even have to pay for theirs. Secondly, we would fix a minor factor in battles, while other heroes fix more important factors like creatures and magic. Still I must admit that it is a nice idea, though it might be better suited as an extra ability for Leadership, a passive one, making the morale dependant on the total amount of gold, or increased by the amount of gold. Something like, for every 20.000 gold morale is raised by one, to a limit of four.
If it was up to me, I would connect the main ability of the Warlords to either the Rage of the Orcs or to their Dragon Patron. Seeing that Bloodlust isn't used as a spell name any more, it might be nice to use that. I would like to propose this: Using Bloodlust would be in a Hero's turn and would last until the next hero's turn. Bloodlust would be used on a stack of friendly units and it would highten all or some statts until the next turn. It would look like this,
Basic Bloodlust: Heightens X statts until next hero's turn.
Advanced Bloodlust: Heightens X statts until next hero's turn. (Stronger then basic)
Expert Bloodlust: Heightens X statts for two turns. (Same amount, but it lasts two hero turns)
Ultimate Bloodlust: Heightens X statts of two stacks for two turns.
with the images looking something like this:
Tell me what you think about this.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 11, 2006 07:22 AM
Edited by SBlister at 21:53, 11 Aug 2006.

To summarize the creatures:

Level 1
Goblin: Wall Climber, Scatter
Dwelling: Hollows
Hobgoblin: Overwhelm
Dwelling: Trenches


Level 2
Berserker: Enraged, Berserk
Dwelling: Mess Hall
Berserker Veteran: No Enemy Retaliation
Dwelling: Great Hall


Level 3
Wolf Marauder: PackHunter
Dwelling: Breeding Pen
Wolf Ravager: Taunt, Unlimited Retaliation
Dwelling: Training Pen


Level 4
Shaman: Shooter, Caster
Dwelling: Tribal Totem
Shaman Elder: Summon Spirits
Dwelling: Sacred Totem


Level 5
Wyvern: Flyer, Poisonous Strike
Dwelling: Cliff Roost
Quartzhide Wyvern: Crystal Scales
Dwelling: Quartzstone Roost


Level 6
Troll: Shooter, No Melee Penalty, Area Attack, Ballistics
Dwelling: Cave Lair
Battle Troll: Regeneration
Dwelling: Fortified Lair


Level 7
(Wild) Behemoth: Savage Strike (Armor Crusher)
Dwelling: Bonelittered Canyon
Dire Behemoth: Roar, Spiked Armor
Dwelling: Forbidden Canyon

I posted an interesting looking picture of the behemoth.

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baklava
baklava


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

Since all dragon names in Heroes V have two syllables, how about Dimorgh? It has a part of “dimicatio” incorporated in it, but it’s still not too obvious as a ripoff of a latin word.
About Bloodlust… I think the name would be excellent, but wouldn’t it be irritating to have to cast it every turn? No matter how useful that is, someone will eventually forget to do it before entering a desicive battle. And if you put a pesky reminder, like “Some of your Warlords did not enrage any units this turn. Proceed anyway?” it will make people stop playing with Stronghold forever. I believe it would be better to make Bloodlust a combat ability for creatures, like Gating. Here’s my idea, it’s very simple:
Each combat turn a unit has the option (ability) to attack the nearest enemy unit by dealing:
Basic – 30% more damage
Advanced – 40% more damage
Expert – 50% more damage
Ultimate – 60% more damage
However, Bloodlust can be used only once per stack during a combat. In addition, here’s the list of allowances:
Basic – allows goblins and berserkers to use this ability.
Advanced – allows wolf marauders and shamans units to use it.
Expert – allows wyverns and trolls to use it.
Ultimate – allows behemoths to use it.
Shooting creatures will, of course, use shooting strikes to attack enemies (if they have enough ammo). If a Stronghold unit cannot reach an enemy, it cannot use the Bloodlust ability. Tell me if you like this.
Sblister, those pictures simply rock. Nice job, man. Perhaps the Uruk on the warg is a bit weird, but it’s cool anyway.
The campaign storyline along with the tribe names and –insert fire dragon’s name here-‘s history will be done in a few days.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 11, 2006 05:33 PM
Edited by War-overlord at 15:41, 16 Aug 2006.

Those are some nice pictures you've found SBlister, although the Troll is actualy a cyclops. I agree with Baklava that you're pic of the Wolf Marauder is a bit weird, while I described it I had something else in mind. More something like this:

And your Behemoth is more like a horned elephant, which would be hard to fit my description. Still, you've done a good job.

I like your ideas of making bloodlust more like gating, Baklava. I also like the name Dimorgh. Dimorgh, Dragon of fire, lord of war. That sounds realy cool.

As for the looks of the Warlord, I was thinking of a full armoured Orc, carrying a big twin-bladed axe, riding a wolf-drawn warchariot. I think it would fit our Stronghold very well and it would be a welcome relief to all the directly mounted heroes. I've also started thinking of some secondary skills for Bloodlust.
Warcry: an ability like Banshee howl, only with initiative enhancing effect on the friendly troops.
Raiding: a passive ability, which causes the hero to receive gold at the end of battle. The amount of Gold is dependant on the number of killed enemies. Amount of Gold is decided during the battle, next to the estimate of kills, the Warlord also sees an estimate of raided gold.
Warcharge: an activated ability, every time the selected enemy is attacked it recieves an aditional attack of the Hero.
Ultimate ability - Ferocious Overlord: Gives the Hero the ability to cast bloodlust on the entire amry.
Tell me what you think of this.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 11, 2006 05:33 PM

The Bloodlust idea TOTALLY ROCKS!!!!!!!
But we're gonna have to remove the berserk ability from the berserkers cause it will be redundent. But I for one am all for the Bloodlust ideas. I think its simple and genius at the same time. I think bloodlust should also give the creature immunity to frenzy for melee and immunity to confusion for ranged. Just an idea to toss around. Maybe like an extra ability like Eternal Servitude for the Necromancers. I don't have any good names for the dragon unfortunately. But you guys are doing an awesome job!

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baklava
baklava


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Legendary Hero
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posted August 11, 2006 05:43 PM

Thanks. I'm glad you like the idea.
WarOverlord, your ability ideas are brilliant, and just like SBlister said, we should now remove the berserk ability from the berserkers. Perhaps we could even change their name.
As for the chariot idea, the hero in a chariot should take more space than ordinary riding heroes. Maybe we should simply make Warlords ride wolves, but make them look far more powerful than those of the wolf marauders.
Explanation of Dimorgh not ruling an elder race will be finished by tomorrow, if not even today. It will be far easier to write it now that I know his name.

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vigant
vigant


Adventuring Hero
posted August 11, 2006 06:21 PM

GJ SBlister on finding those pics, but:
I think that Wolf Marauders and Ravagers should look similar to the Wolf Riders and Raiders in HoMM3. The Troll IMO should look like in the LOTR movie. Wyverns shouldn't have those holes in their wings, well maybe just some little ones, but not that much. I like the Behemoth in that picture SBlister found. Although i liked the Behemoths' look in HoMM3, i think it would be fun if they would look similar to that picture.

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baklava
baklava


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posted August 11, 2006 07:26 PM

Ok, here’s the first version of Dimorgh’s history. I managed to finish it earlier than I expected.
When the Dragon of Order created the world, he summoned the Elemental Dragons to help him build it, as his twin brother, Urgash, did not want to take part in making it. All of them had different ideas on how to make it better. Sylanna gave birth to trees and animals, saying Ashan will be useless if there is nothing to enjoy living in it. Elrath shone light upon it, claiming it will bring beauty and cleanliness to Sylanna’s children and their offspring. And so, every dragon, except for Urgash, gave something to this young world.
Dimorgh’s gift, fire, was not understood by the other dragons. Though he claimed how it will be used oftenly by the Elder mortal races, which the dragons planned to create, all other dragons thought it can only bring pain and destruction. Insulted by their claims, he left their council and went off to roam the cosmic voids. He was still out there when the Elder races were created, and hence none has been devoted to him.
Urgash suddenly decided how fire could serve him well. When he found out where Dimorgh was currently roaming, he approached him from the back and captured him. Putting him to torture, he made him create a huge fireball. Urgash then used that fireball and mixed it with obsidian to create his servants, the demons. However, when Sylath, the Dragon of Air, found out about that (using his hardly visible air elementals as spies), he broke into Urgash’s dark realm and released Dimorgh. Outnumbered by powerful demons, the two dragons went quickly into the safe vicinity of the Dragon of Order and his world. Urgash then sent his vast and mighty demon armies towards Ashan, intending to destroy the other dragons and rule that newborn world alone. That conflict became known as the War of the Primordial Twins. Thirsty for revenge, Dimorgh showed great courage and strength in that war, and when it was over, he gained the title of the Dragon of Fire and War. As a sign of thanks to Sylath for freeing him from Urgash, Dimorgh declared how fire can never burn without a little air. He also gave the gift of fire to all Elder races to use it as they wish. Since the Dragon of Order was too exhausted by the war, he couldn’t create an Elder race for Dimorgh. That is why he took the orcs under his protection, with an intention to make them as powerful as all the other Elder races.
I hope this explains some things you asked. Tell me if there’s something I should change.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 11, 2006 09:42 PM
Edited by SBlister at 21:54, 11 Aug 2006.

Thank you for your kind words. I like the name Dimorgh for the Dragon of Fire and the description as well. I've changed the pictures of the wolf riders and trolls so that they represent what everyone else prefers.
War-overlord, your ideas for secondary skills are beyond awesome. Love em and we should definetely use them. However the wolf chariot, like Baklava said would occupy too much space. They would still look menacing sitting on a giant frost wolf or something.
As for the bersekers, how bout if we change the berserk ability. Instead of being an activated ability, how about berserkers having a 20% chance of performing a double attack?
The pic of the behemoth i found looks like a cross between an elephant (in appearance) and the behemoth from heroes (in size, the way it hunches over and the claws are now the tusks...in some weird way). Another idea i had which was actually written as part of War-Overlord's behemoth description was renaming them to wild behemoth. any comments or should we just leave them as behemoth? Keep up the good work people.

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baklava
baklava


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posted August 12, 2006 12:58 PM

The behemoth picture is interesting, I like it, although behemoths from heroes III would fit better in our stronghold. Anyway, I think they should simply stay behemoths, without any adjectives until they are upgraded.
The changed pictures for trolls and wolf riders are perfect.
The berserk ability sounds cool. We could even put a hero which specialises in berserkers who would make that chance larger (1% for each two levels or something like that), in addition to making their attack and initiative bigger.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 12, 2006 11:29 PM
Edited by War-overlord at 23:31, 12 Aug 2006.

To start, I realy like the new pics for the (Battle) Troll and the Wolfrider. I also like the new workings of the Berserk ability, it would suit the units well. But I have to agree with Baklava that a traditional Behemoth would suit our town better and the the addition of "wild" is unnecessary.

I do however have a couple of things to say about the history of Dimorgh. Firstly, for the good order, Asha, the Dragon of Order is female. Secondly, and I'm sorry to say this but, in the history Dimorgh sounds to much like a good-guy. I had pictured Dimorgh more evil than is shown in your history. In my opinion Dimorgh should be more hot-headed, more grudgingly, more cruel and more greedy. I'm not saying he should be completely evil like Urgash, or deceiving and plotting like Malassa. He should have a strong sence of honour and should be concidered more neutral than evil. If you permit me, I want to rewrite the history of Dimorgh and give some more character.

About the Chariot occuping to much space, I don't think that it would be any longer then the humongous lizzard the Warlocks ride around on. I was thinking of something like this :

Only you have to replace the horses with wolves and the Roman with an Orc Warlord. If we would talk measurements: The wolves would be around 2 meters, there would be about 50 cm of space between the wolves and the body of the chariot and the body itself would be 1 meter long tops, making a total measurement of 3,5 meters (Which would be about 11,5 feet). I don't know about you guys, but the lizzards the Warlocks ride is larger than that and I think that the elephant that the Wizzard rides is also larger than that. Just for the idea, I had an idea of the Warlord looking something like this, but with an Axe instead of the Mace and without the torch, the shield and with perhaps not quite so many tusks.

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baklava
baklava


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Legendary Hero
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posted August 13, 2006 11:40 AM
Edited by baklava at 12:02, 13 Aug 2006.

Ooops... I forgot the Dragon of Order was female. Well, that's a minor mistake anyway.
I thought Dimorgh should be more good than neutral for the sake of the campaign story. In short, the orcs divided - some think they should ally with the mortals and others with the demons. Suddenly, the Shaman council is overthrown by a group of warlords, who give orders that the orc lands will join the demons and proclaim the main campaign character, along with Crag Hack, traitors. Finally, in constant struggles with the demons and his own kind, he somehow reaches a forgotten cave, shrine or something and summons Dimorgh who makes things right by giving him awesome power to destroy those treacherous warlords and return the Shaman Council as the rulers, thus entering an alliance with the forces of good.
But if you have a better idea, of course you are free to write another version of the myth.
I still think it would be better if the warlord rides a giant black/gray pissed off wolf. In my opinion, the chariots would be ok for the dwarves, since they actually have a hard time riding anything.
Here's how he could look like, only if the wolf was a little bigger and  more armoured and if the rider himself had an axe instead of a spear, horns on his helm and a cloak made of wolf/bear fur.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 13, 2006 08:26 PM
Edited by War-overlord at 22:06, 13 Aug 2006.

I've taken the liberty to write my own version of the history of Dimorgh.
After Asha created the world, the Elemental Dragons were left in charge to further shape the world. Asha created the Elementals, one kind for each, to help her offspring with their tasks. Sylanna shaped the earth and created life from it, Elrath created the sun and had it enlighten the world, Malassa created the moon and had it rule the night, Sylath created the skies and nourished the life with his air, Amphitia created the seas and streams on which life could feed. Lastly, Dimorgh shaped the fiery core of the world, which fed the world and kept it safe from both exploding and imploding. Unfortunately, Dimorgh had fused too much power into the core which made it unstable and soon the magma started to seek a way out. Unwillingly Dimorgh had created many volcanoes, which destroyed much of the original creations of the Dragons. Soon the other Dragons, including Ahsa after whom the world was named, excluded Dimorgh from shaping Ashan. They reasoned he had done enough damage as it was. Insulted and enraged, Dimorgh swore that the other Dragons would one day thank him for his creations and that he would not assist them until that day came. Dimorgh went away from Ashan and started to create the stars, with the help of his Elementals. When the elder races were created, Dimorgh wanted nothing to do with his siblings and their world.
Urgash, who was jealous of his sister’s accomplishments, approached Dimorgh. Urgash told that he would also create a world, one that would overshadow his sister’s. He claimed that he had failed thus far, because he could not keep his world stable. Only the cores that Dimorgh could create, could help him. Won over by flattery and the promise of power in this second world, Dimorgh lent a small part of his power to his uncle, to help create his world. Urgash however betrayed Dimorgh’s trust and uses the lent power to create the Demons which he used to lay siege to Ashan. Seeing the senseless destruction which is caused by the Demons, Dimorgh realises his mistake. Dimorgh vows vengeance on Urgash, for he insulted his honour more than his siblings.
During the War of the Primordial Twins, Dimorgh fights Urgash and his Demons. Still he remains independent of his mother and siblings. Bereft of servants, save his elementals, Dimorgh fights the Demons personally, using his power to vanquish, the beings that he helped create. Eventually Ahsa defeats her brother. Dimorgh opens Ashan’s core, to lock up Urgash in its power. Having helped to defeat Urgash on his own, Dimorgh gains the title of Dragon of War. The remaining Elemental Dragons however never thanked Dimorgh for his effort. To this day, Dimorgh does nothing to aid his siblings, or to obstruct them. This is also the reason why fire is as chaotic as it is, while it is used by all races, it is mastered by none. When eventually the Orcs have rebelled against their masters and are cast out by the other Dragons, Dimorgh takes them under his wing. Like their Patron, the Orcs ally themselves to none other than Dimorgh and meddle not in the affairs of the other races.

This history makes him less of a goodguy and more neutral. It also shows that he has a strong sence of honour and holds many grudges.

I've also come up with a compromise for SBlister, as we were also debating what weapons the Shaman should use. I was thinking of a battle-claw, as shown when following the link below;
http://www.sonsofthestorm.com/warcraft_samwise050b.html#gallery
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baklava
baklava


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posted August 13, 2006 08:46 PM

I like your myth. Just try to change the name of the dragon of water, it's too similar to Neptune.
I forgot to ask you about your opinion on my campaign story. I think it would go along nicely with your myth, except for the part where you say that the orcs are conservative. What do you think?
I don't know about the claws... They remind me of Warcraft. But that's not necessarily a bad thing, the Grim Riders remind me of Cold One Knights from Warhammer, and I don't mind.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 13, 2006 11:06 PM

Quote:
I like your myth. Just try to change the name of the dragon of water, it's too similar to Neptune.
I forgot to ask you about your opinion on my campaign story. I think it would go along nicely with your myth, except for the part where you say that the orcs are conservative. What do you think?
I don't know about the claws... They remind me of Warcraft. But that's not necessarily a bad thing, the Grim Riders remind me of Cold One Knights from Warhammer, and I don't mind.



I never said Orcs are conservative. Where I say "and meddle not in the affairs of the other races," it means that they do not wish to have a role in any conflict or intrigue and do not favor any race over another.
I rather like the campaign story, except the bit where the Orcs want to ally themselves with the Demons or the other races. It'll need a bit more working out though. It might also be nice if one of the Warlords proclaims himself Grand Chieftain of the Orcish Tribes. Which would be the Orcsih equivalent of an Emperor.
Since my chariot idea for the Warlord does not realy catch on, it might be nice if we armoured the Wolf the Warlords ride on and make it quite large as well.
I've also been thinking of some more secondary skills;
Attack: Blazing Weapons (Requires tactics, gives units the ability to strike with additinal fire power, includes hero(I thought that requiring battle frenzy might be a bit to much of the same and it's already overused)) + Pillage (requires Raiding + Blazing Weapons, increases the amount of gold raided in a seige)
Dark Magic: Weakening Strike (Requires War Charge) + Spiritual Purge (Requires Master of Mind, instantly replaces the spirits to the target stack with increased effect, useable once per battle)
Defense: Parry (requires Evasion, creatures have a 5% chance to parry an attack, thus recieving no damage) + Stand Your Ground (Requires Parry)
Destructive Magic: Mana Burst + Teachings Of Dimorgh (Requires Master of Fire, reduces manacost of Fire spells with 30%)
Enlightenment:Ancestral Knowlegde (Requires Intelligence, Grants Warlord +2 Knowledge)
Leadership: Mercenarism (Requires Estates, boosts Morale +1, for every 20.000 gold, to maximum of 4) + Volunteers (Requires Mercenarism, decreases cost of 1st, 2nd and 3rd level troops by 5, 10 and 15 gold respectively)
I'll try to do the others as soon as I've regained my inspiration, but tell me what you think of these in the meantime. Also tell me if they are overpowered, as balance realy isn't my strongest point.
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baklava
baklava


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posted August 14, 2006 11:46 AM

Well parry seems like the Ghosts' incorporeal ability. 5% chance to block 50% damage would be better, but spells can't be parried. And blazing weapons is kind of like cold steel, just with fire. There also already is that demon lord's ability for his units to inflict additional fire damage, just at the cost of mana. Other abilities are excellent, at least I think so.
Ok, one of the warlords proclaims himself the Grand Warchief. He's the main bad guy in our campaign, besides demons.
Orcs have to ally with a race because they see it is impossible to stay neutral any longer. Their colonies have gone too far west and they're too precious to be abandoned.
I can't wait for GnollMage to return from his holidays so that he can make the stats...

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