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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Varzenians
Thread: ICTC: The Varzenians This thread is 4 pages long: 1 2 3 4 · NEXT»
EliteKill
EliteKill

Promising

The Starless
posted February 21, 2007 05:31 PM bonus applied.
Edited by EliteKill at 14:24, 27 Mar 2007.

ICTC: The Varzenians


Second Logo

Emblem:


Faction Name: Varzenian

Race: Varz

Facts and Traits


Also known as: The frosters, The Frozen Species
Associated Colors: Light Blue, White
Worship: The Varzes don’t worship any dragon, but the power of Nature
Core philosophy: Everyone and everything can become something better
Kingdom: The Northern Lands
Native Terrain: Tundra/Ice (NOT snow!)
Capital City: The Ice Fort of Marzev
Key Symbols: The Iceberg, Ice Crystals

Iceberg:


Ice Crystals:


History
330 YSD. 1st War of the Eclipse.
The lunar eclipse causes many volcanic eruptions north of Grimheim. The magma touches the water, and a new land is formed. The only race to notice this are the dwarves.

331 YSD. Creation of the Northern Lands.
One year after it’s creation, The Northern Land are barely connected to Grimheim. Cold weather quicly sweeps the new lands, and some microscopic life forms migrate into the Northern Lands. A new ecosystem is created.

335 YSD. The Creation of the Varzenians.
Small creatures start to rapidly evolve. In the process, the ice around them combines with the body structure. Soon, the first Varzenians are created.

338 YSD. The Varzenian Empire
A group of Varzenians, led by a Varz known as Meo-Dkar, start building a city. About a month later, the Ice Fort of Marzev is built. The dwarves of Grimheim are the only one to notice the new empire that is about to be built.

341 YSD. First Contact with the Dwarves.
After building a few more cities, Meo-Dkar chooses the strongest Varzenians in the empire to join him on a journey to Grimheim. When arriving, the Dwarves seem peaceful enough to communicate with. After 3 weeks in Grimheim, Meo-Dkar learns to communicate with other races and is happy to go back and teach everyone the new-learned language. Before the Varzenians leave, a new alliance between the Dwarves and the Varzenians is formed.

341-941 YSD. Building the empire.
600 years since the alliance between the Dwarves and the Varzes is created. Throughout the time, with the help of the Dwarves, a hidden Varzianian empire is created. Staying away from wars, the Dwarves and Varzenians leave in peace.


969 YSD. 6th War of the Eclipse.
The Dwarves are attacked by Dungeon and Haven Renegades forces. The Varzenians try to help, but Meteor Showers that are casted by Warlocks block them from reinforcing the Dwarven army. The Varzenians are preparing for a long, hard journey to help their allies.

A low-quality map of the Northern Lands:




Allies:
Dwarves

Race:
Varzenians are one-cell creatures that evolved quickly and combined their structure with ice. A Varz can’t fell any temperature, making them very adaptable to whatever terrain they’re on. After building their kingdom, the Varzenians studied the way they were created, evolution, and have learned to speed the process and manipulate it. That ability is very useful for them so they can turn non-Varz creatures to their own species. Varzenians are a crystal humanoid; Their appearance is human-sized creatures made from ice shards and crystals. Varzenians worship no dragon, but only the power of nature.

A Varz:


Town Look
The town will be in a tundra area, much like the Fortress town. However, unlike the Fortress, Varzenian will be aboveground, with a somewhat small elevation to some building. Most buildings will be made of ice.

Creatures



Level 2
Normal: Varz Warrior
Upgrade: Varz Soldier
Look:
Normal Varzenians are trained to fight to protect the kingdom. Varz Warriors are untrained Varzenians with spears and a little armor. Fighting wildly, Varz Warriors will sometimes inflict high damage to all surrounding units. Varz Warriors who are more skilled are promoted to Varz Soldiers. When being a soldier, a Varz will receive better training and more sufficient equipment. Having a frozen shield, the Varz Soldiers may sometime block some of the damage from an opponent while inflicting ice damage back.
Specials:
Varz Warrior: Immune to cold. Wild Attack.
Varz Soldier:  Immune to cold. Wild Attack. Ice Shield.
Stats:
Attack: 4/4
Defence: 3/4
Damage: 1-4/3-5
Health: 14/14
Initiative: 9/10
Speed: 5/5
Growth: 17
Cost: 50/75

Level 3
Normal: Snow Tiger
Upgraded: Saber-Toothed Tiger
Look:
Snow Tigers are ferocious tigers that live in the tundra. Having thick fur to keep warm, they are fast and look like the real-life White Tigers. Saber-Toothed Tigers are pre-historic tigers that had HUGE fangs. The Saber-Toothed Tigers were stronger and bigger than the normal Snow Tigers. Saber-Toothed Tigers can cause an Open Wound to thier target, will be explained later.
Specials:
Snow Tiger: Large Creature. Thick Fur.
Saber-Toothed Tiger: Large Creature. Thick Fur. Open Wound.
Stats:
Attack: 4/5
Defence: 6/6
Damage: 4-7/5-7
Health: 17/20
Initiative: 8/10
Speed: 6/6
Growth: 8
Cost: 105/150

Snow Tiger:


Saber-Toothed Tiger:



Level 4
Normal: Varz Monk
Upgraded: Varz Zealot
Look:
Varzenians who are born with magic powers are immediately taken away for cruel training and isolation. When the magical Varzenians are old enough to fight, they are taken to the battlefield to aid their armies and attack enemies from afar. Varz Monks look just like normal Varzenians, but they are white instead of light-blue and have special clothing to remind everyone they're not normal. Varz Zealots are Varz Monks who have stronger magical abilities than all other. They wear golden robes with a heat-protecting necklace.
Specials:
Varz Monk: Shooter. Caster. Immune to cold.
Varz Zealot: Shooter. Caster. Immune to cold. Immune to heat.Stats:
Attack: 5/5
Defence: 7/8
Damage: 10/10-12
Health: 27/33
Initiative: 10/11
Speed: 4/5
Shots: 10
Mana: 16
Growth: 5
Cost: 250/315
Spellbook:
Arcane Crystal

Creates a wall of ice that is only passable after breaking it (attacking it. Health of wall depends on spellpower). If a flying creature flyes above it, the creature will recive ice damage and stop its turn right after the wall. Mana: 10 Mastery: Advanced.

Freeze

Freezes the target so when its turn comes, no action will be taken and the affected creature will recive Ice Damage and lose initiative. Mana: 12 Mastery: Basic.

**NOTE: Freeze is only available for Varz Zealot. Arcane Crystal is available for both casters.**

Level 5



Level 6



Level 7
Normal: Vorz
Upgraded: Vorzen
Look:
Varzenians were created through evolution, and they just keep evolving. Elder Varzenians evolve into huge, four-legged, creatures known as Vorzes. If a Varz is a warrior, his ultimate goal is to become a Vorz. When a Vorz destroys a hostile creature, he becomes stronger. When Vorzes destroy enough enemies, the become Vorzens. Vorzens can shoot huge chunks of ice from its mouth, making it deadly even from afar. Both Vorzes and Vorzens can walk over obstecales and sometimes castle walls.
Specials:
Vorz: Large Creature. Climber. Immune to Cold.
Vorzen: Large Creature. Shooter. Climber. Immune to Cold.
Stats:
Attack: 27/27
Defence: 31/32
Damage: 40-75/45-80
Health: 190/215
Initiative: 11/11
Speed: 7/7
Shots: 0/11
Mana: 0/0
Growth: 1
Cost: 3900+1g/4250+2g

New Creature Abilities
Charge Attack: The monster will have a chance to inflict higher damage than normal, but recieving recoild damage as well.
Wild Attack: The attacking creature may attack all surrounding enemies, while reciving a loss to initative.
Ice Shield When attacked, the attacking enemy may recive Ice Damage and the hostile attack might be blocked.
Thick Fur: The creature has 50% chances of resisting all Ice and Lightning-based spells.
Open Wound: The creature may cause an open wound to enemy. An open wound inflicts damage before the creature movement, and lowers defence and initative.
Hailstorm: The creature can summon a hailstorm. Hailstorm inflict Ice Damage to any creature on a 4x4 area.
Blizzard: The creature can summon a blizzard. Blizzard inflict Ice Damage and freezes any non-Varzenian creature in a 4x4 area.
Climber: The creature will ignore all field obstecales when walking (like flying). The creature may walk over castle walls, but with a -2 speed penalty (only for the climbing move).

Racial Skill: Nature's Studies

Worshiping Nature isn't enough for Varzenians. They have to know everything about it. To solve this problem, Varzenian heroes study nature to help them in life. Heroes learn how to speed and manipulate the process of evolution, which can be considered to some extent mutating. Varzenian heroes are able to "transform" other, non-Varzenian creatures to their own species-at a cost.

To start manipulationg, you need to build Evolution Cells (5000 gold, 10 wood and ore, 3 of each pther resource). After that, the process works much like training but over time. If you start manipulating creatures, you need to wwait until its complete. Time depends on tier:

All tier 1 creatures evolve into Crysazes/Crystalizes in 1 day.
All tier 2 creatures evolve into Varz Warriors/Varz Soldiers in 3 days.
All tier 3 creatures evolve into Varz Warriors/Varz Soldiers in 2 days.
All tier 4 creatures evolve into Varz Monks/Varz Zealots in 5 days.
All tier 5 creatures evolve into Varz Monks/Varz Zealots in 4 days.
All tier 6 creatures evolve into Vorzes/Vorzens in 7 days.
All tier 7 creatures evolve into Vorzes/Vorzens in 6 days.

Basic Nature's Studies: Manipulate evolution of 1st and 2nd tiers.
Advanced Nature's Studies: Manipulate evolution of 3rd and 4th tiers.
Expert Nature's Studies: Manipulate evolution of 5th and 6th tiers.
Ultimate Nature's Studies: Manipulate evolution of 7th tier.

Perks
Nature's Studies

Cold Absorbtion- All Varzenian creatures will regain health instead of losing it when reciveng Ice Damage.
Evolution Academy- Manipulating evolution time is reduced.
Reproduce- All creatures that are finished evolving in the Evolution Cells will recive +1 of the same creature.
Massive Evolution (Ultimate)- Creatures will evolve to a higher tier.

Attack

Cold Steel
Retribution

Dark Magic

Dark Renewal

Defence

Power of Endurance
Crystal Skin- All creatures recive +2 to thier defence. On a tundra or snow terrain creatures have a chance to recive only 50% damage than normal.

Destructive Magic

Varzenian Energy- All non-fire spells will inflict additional Ice Damage. Damage inflicted depends on spell and spellpower.
Sap Magic

Enlightenment

Graduate
Mistake Learnings- Hero gains 50% of normal exp. after battle from its own dead creaures.

Leadership

Aura of Swiftness

Light Magic

Eternal Light

Logistics

Teleport Assult
Guerilla Tactics-When a creature attacks on its native terrain the enemy will have a 35% chance of not retalirating and the attacking creature will ignore up to 15% of the defending creature's defence.

Luck

Spoils of War
Lucky Strike- When the hero attacks/casts a spell, the defending creature might recive 50% more damage and lose some initative temporarely. Chances depend on hero's level.

Sorcery

Erratic Mana
Arcane Brilliance

Summoning Magic

Wall of Fog
Wrath of Nature- Hero calls nature to aid it in battle, causing all creatures on the battlefield to recive a random elemantal damage. Damage depends on hero's spellpower.

War Machines

Extra Arsenal- War machines have 50% to "resurrect" after being destroyed.
Triple Ballista

Skill Chart:


Buildings
Dwellings
Level 1: Crystal Fields
Upgraded: Crystal Caves
Cost: 350+2w+2o/1100+2w+2o

Level 2: Ice Barracks
Upgreaded: Crystal Barracks
Cost: 1100+5o/2300

Level 3: Tiger Caves
Upgraded: Tiger Dens
Cost: 1300+2g+7o/2500+2g+10o

Level 4: Isolation Chambers
Upgraded: Isolation Facility
Cost: 1500+8o+4g+2m/3750+10o+6g+4m

Level 5: Rocky Cliff
Upgraded: Icy Cliff
Cost: 2050+15o+3g/5800+10o+2g

Level 6: Hailstorm Monument
Upgraded: Blizzard Monument
Cost: 4800+10o+3c+5m+5g/8100+5o+7m+7c

Level 7: Evolution Grounds
Upgraded: Evolution Altar
Cost: 13500+10o+10w+7g/15000+10o+10w+10g

Special
Resource Silo: +1 Gems

Mage Guild lvls 1-5
Cost: Normal

Evolution Cells (Enables Manipulating. Allows 50 evolutions per week.)
Cost: 5000+10w+10o+3g+3m+3c+3s

Evolution Labs (Allows 150 evolutions per week)
Cost: 7500+5w+5o+1g+1m+1c+1s

Crystal Mines (Boosts Crysaz and Crystalize growth by +5 per week. +1 Crystal per 2 days)
Cost: 1700+3c

Nature's Academy
Cost: Tear of Asha
Effect: Soon...

Heroes
Basic Info.
Primary: 0,2,1,1
Favored Magic: Destructive, Summoning.

Meo-Dkar
Speciality: Vorzanian Emperor. All Verzanian creatures will always have at least 1 morale. Vorzes and Vorzens will recive +1 Attack and Defence bonus for every five heroes levels starting from the first one.
Campaign: Yes.
Biography: Meo-Dkar is the first Verz who thought of constructing a nation. Meo-Dkar assembeled Marzev (see History) and became the ruler of the new empire. Meo-Dkar gathered the finest warriors and traveled to Grimheim and made the alliance with the Dwarves. When Meo-Dkar turned 150 years old, he started his evolution of becoming the first Vorz, and later the first Vorzen.
Starting Creatures: 3 Vorzes. 1 Vorzen.
Starting Skills: Basic Nature's Studies. Advanced Leadership. Basic Destructive Magic.
Starting Perks: Master of Ice.
Starting Spells: Ice Bolt. Winter Circle.

Kaf-Uli
Speciality: Frost Wizard. All Ice-based spells will inflict additional damage. Freezing effect will last longer.
Campaign: Also.
Biography: Kaf-Uli is another legendary Varz. One of the first to evolve, Kaf-Uli traveled with Meo-Dkar to Grimheima and negotiated with tthe Dwarves. Mastering Ice Magic, Kaf-Uli learned to make their effects more powerful.
Starting Creatures: 25-27 Crysaz. 5-12 Varz Warrior.
Starting Skills: Basic Nature's Studies. Basic Destructive Magic.
Starting Perks: Master of Ice.
Starting Spell: Ice Bolt.

Ramerek
Speciality: Lowlife Treater. Crysaz and Crystalize in hero's army will recive +1 to thier Attack and Defence from every two hero levels, starting from the first one.
Campaign: No.
Biography. Ramerek evolved later than his twin. As a result, Ramerek was always facinated by the lowlifes of the Varzenian Empire: Crysazes and Crystalizes. He trained and earned their respect, so now they perform better under his command.
Starting Creatures: 25-30 Crysaz. 25-30 Crysaz. 25-30 Crysaz.
Starting Skills: Basic Nature's Studies. Basic Offence.
Starting Perks: Battle Frenzy.
Starting Spells: None.

Mekarer
Speciality: Ice Commander. All Varz Warriors and Varz Soldiers in hero's army recive +1 to their Attack and Defence for every two hero levels, starting from the second one. Varz Soldier's Ice Shield ability has increased effect.
Campaign: No.
Biography: Mekarer the twin of Ramerek. Being an early-evolver, Mekarer quickly became an elite Varz Warrior and later a Soldier. After winning many battles, Mekarer deticated his life to training and earning Varz Warriors' and Soldiers' trust, who perform superb under his command.
Starting Creatures: 10-12 Varz Warriors. 10-12 Varz Warriors.
Starting Skills: Basic Nature's Studies. Basic Luck.
Starting Perks: Soldier's Luck.
Starting Spells: None.

Rahmenho
Speciality: Yeti Tamer. All Snow Apes and Yetis in hero's army gain +1 to thier Attack and Defence for every 3 hero levels, starting from the first one.
Campaign: No.
Biography: A Varzenian explorer, Rahmenho discovered the first Snow Apes. Living and observing them for years, Rahmenho became the best Yeti Trainer in the world, while still kepping his exploring skills.
Starting Creatures: 7-12 Varz Warriors. 1-2 Snow Apes.
Starting Skills: Basic Nature's Studies. Basic Logistics.
Starting Perks: Pathfinding.
Starting Spell: None.

Serac-H'leghech
Speciality: Holy Commander. Varz Monks and Varz Zealots in hero's army recive +1 to thier Attack and Defence for two every hero levels, starting at the second one.
Campaign: Also.
Biography: Serac is the only female Varz with magical powers in history. Taken to the cruel isolations, the elder Varzenians soon later that her mind is stronger than her powers. Her isolations were stopped, and she became a commander. Somehow, all magical Varzes are stronger under her command. Being possesed by extraordinary magical powers, the word H'leghnech was added to her name, meaning Holy.
Starting Creatures: 23-27 Crysaz. 3-5 Varz Monks.
Starting Skills: Basic Nature's Studies. Basic Light Magic.
Starting Perks: Master of Blessings.
Starting Spells: Divine Strength. Mass Divine Strength.

Trivia Section
What hero names actually means...
Meo-Dkar: Meod Kar in Hebrew means Very Cold.
Kaf-Uli: Kafu Li in Hebrew means I'm Freezing.
Ramerek: Ramerek is an anagram of Mekarer. See Below.
Mekarer: Mekarer in Hebrew means Fridge.
Rahmenho: Is an anagram of Har Hermon, or Mt. Hermon- the highest point in Israel.
Serac-H'leghech: Is an anagram of Sheleg+Cherach. Sheleg is snow in Hebrew and Cherach is ice in Hebrew.

SPECIAL THANKS
To bixe for supporting and the whole Hurn idea
To Genie_Lord for supporting and making the logo
To Card_Ximinez for supporting and the Guerilla Tactics.

**More infromation and pictures will come soon!**

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 21, 2007 07:00 PM
Edited by bixie at 19:01, 21 Feb 2007.

Elitekill, this certianly looks interesting! reminds me of the sky scholars in the edge chronicles, who study nature (the sky) to work out how things work.
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EliteKill
EliteKill

Promising

The Starless
posted February 21, 2007 07:01 PM

Thanks . I'll continue it a little bit today and tommorow.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 21, 2007 08:48 PM
Edited by GenieLord at 21:23, 26 Feb 2007.

Nice faction, nice history.
I like the idea, even though it feels too much like the Foretress.
There's already Bear Rider in the game. If you don't change that, you'll lose points.

The whole racial skill it a bit uncleared. I didn't get the point.
They take care to the nature (while they live in thundra ), and from taking care of the nature come mutants?

Just a tip: I would consider creature like Crysaz as Elemental creatures.
Don't do too many creatures immune to cold, because it's getting overpowered.

Good luck at the contest.

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EliteKill
EliteKill

Promising

The Starless
posted February 21, 2007 08:54 PM

Thanks. About the bears, they're not riders but just bears. And about the racial skill, they don't take care of nature but study it. They learned to change the process of evolution, so they can make a dog evolve into a lion (a wierd example) but I hope you get the idea. What I'm trying to say is that they learned to control nature to some extant.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted February 21, 2007 10:04 PM

i like that one but put some new ones in

Dog --> Fox --> Tiger --> Lion?
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EliteKill
EliteKill

Promising

The Starless
posted February 22, 2007 08:53 AM
Edited by EliteKill at 11:29, 22 Feb 2007.

Thanks for the feedback. I've changed the creature lineup. I replaced the bears with wolves and added the 6th level creatures: Snow Tigers and Saber-Toothed Tigers. Hope you like it .

EDIT: Added "New Creature Abilities" section.

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EliteKill
EliteKill

Promising

The Starless
posted February 23, 2007 11:51 AM

Added 7th level creatures. Please, I need feedback so my entry will do good in the constest. Pictures are coming soon!

PS: Should I change the wolves to wolf riders/raiders?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 23, 2007 01:34 PM

I just can't see White Tiger as 6th level creature... I think that it should be in level 3.

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EliteKill
EliteKill

Promising

The Starless
posted February 23, 2007 01:49 PM

OK... Although I have no idea what should be for lvl 6...

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EliteKill
EliteKill

Promising

The Starless
posted February 23, 2007 02:03 PM
Edited by EliteKill at 14:04, 23 Feb 2007.

Can anybody help me with the stats? I'm really bad with them.

EDIT: Any other feedback on the other stuff?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 23, 2007 02:03 PM

Quote:
Varz Zealot: Shooter. Caster. Immune to cold. Immune to heat.


I just can't see how can creature be both immune to cold and to fire? These are oppisites. Choose one...

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EliteKill
EliteKill

Promising

The Starless
posted February 23, 2007 02:08 PM

Well they're immune to cold naturaly and to fire because of their special necklace.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 23, 2007 05:51 PM

possible level 6 creatures

Hurn

hurns are ancient creatures, created by the mad winddragon Slyath and the sinister darkdragon Malassa. they both judged that this creature was too dangerous to use, and therefore, tried to destroy them. they killed off the strongest of the Hurn kind, however, they spared the weakest, keeping their power in special Load stones. the Hurn themselves are horrific, looking like mighty bird-like creatures, comprised out of ice and hail, brutally scared from their destruction from the two dragon gods. however, their scheming minds remain intact, and they are willing to cooperate with the Varzenian's...for the time being
specialities: large creature, flyer, Hailshower (active ability, like meteorshower only weaker).

like it?
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EliteKill
EliteKill

Promising

The Starless
posted February 23, 2007 06:26 PM
Edited by EliteKill at 18:28, 23 Feb 2007.

Nice idea! Did you think about it on your own? I'll add it soon, but now I have guests. Any idea for normal/upgraded?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 23, 2007 06:32 PM

all original material, my friend!

buy the way, the Hurn are more vulture like!
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EliteKill
EliteKill

Promising

The Starless
posted February 24, 2007 05:39 PM

Added Hurns as level 6. Any feedback?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 24, 2007 06:21 PM

yeah, i really like it. however, for the model, i was actually thinking of something more vulture like. but, i don't mind what it it's like. i like the idea of "Emperor" hurns summoning blizzards, this should be a fun faction to play, elitekill!
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EliteKill
EliteKill

Promising

The Starless
posted February 24, 2007 06:26 PM

Thanks! About the picture, I can find a vulture picture and recolor it in photoshop

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 24, 2007 06:33 PM

the hurn i was really thinking about had alot in common with the lord of change in warhammer. big, bird-like, looks like they came from a different civilisation. but, do what you want, i'm not stopping you, really i'm not, i'm stepping away from the Hurn now!
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