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Heroes Community > Age of Heroes Coliseum > Thread: The Sanctuary
Thread: The Sanctuary
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 27, 2007 12:34 AM bonus applied.
Edited by Daystar at 22:13, 28 Feb 2007.

The Sanctuary

The legend of Ashan's shattering and the race that came of it
is told here in the verses as it was originally writ.

As the years passed to be written in numerals four
and the Demon Messiah started to open up the door
The gods sacrificed their creations to G'Ravity's girth
and put them in the second moon, which thundered down to earth.

The unknowing Wood Elves danced, and Humans cimbed their steps,
the Dwarves banged in their fires and the Nagas swam the deapths.

The Wizards of the flying towns saw the fire in the sky
And the Necromancers chuckled, for many soon would die.

And then the vessel crashed to earth, and stopped the Demons' Plans
but at a heavy price: Paldera broke into seperate lands.

And when the smoke and dust had cleared, and a new race could be found,
The Dragonelves had survived the fall onto the softened ground.  

And as chaos raged throughout the lands and order was slowly restored
The Dragonelves made a head count and found they had a horde.

To repay their new mortality on those who knew it well,
They set up mighty castles in which they could dwell.

Upon their lofty mountains sit the dragon lords expelled
With Buildings built from solid rock that their fire compells
To take new form and stature and to last forever more
Or so they hope, if they hope to restore
A place in heaven's lofty heights, from whence they have come
So they build tall towers in the land broken by the Son.

Who can tell where architexture ends and stone takes its root
In the citadels of broken light from whence the fire shoots?

The guarded secrets, the tomes of devine lore,
With greatly needed palm fronds growing on the shore.  

The Palms are made for Basilisks, the mount of dragon lords
who build towers in the twilight, upon no flying horde.  



Sanctuary

Aka: The Outcasts, The Lizardelves, The Ex-Supermortals.
Associated Colors: All, but primarily Green, Blue, and Grey
Worship: The Lizrdmen worship no gods, though they aknowledge their existance.  A few honor Sylanna, as she softened the Earth beneath the Moon that fell.
Core Philosophy: "We cannot go back, cannot return to the past.  We must, therefore, reshape the present to improve the future."
Country / Kingdom: None, but they inhabit the Broken Lands and the area known as Lost Paldera
Capital City: None
Key Symbols: The Symbol of the Gate, The Scale, the Double Helix
Region: The Region the Dragonelves inhabit is rocky, mountainous, with scattered beeches where palms are grown.


Description: The Dragonelves and their consorts were created on the Devine Plane as warriors for the Gods to do battle with in thier devine plane.  However, as events on the mortal plane took thier own path and the Demon Messiah attemted to unleash Sheogh upon the world, the Dragonelves and the rest were put into one of the moons in order to make it heavy enough to honor G'Ravity and sent down to the world.  However, the heat and speed of their decent stripped them of thier fragile wings. They expected to die, but Sylanna used all the power she possessed to soften the ground beneath the falling moon, and some survived.  

After the reconstructive period that followed, the Dragonelves formed a loose society of warriors, writers, and tamers of the mystic beasts.  The prime dirrective of their society was to return home at all costs.  However, as they had no idea how, they came to blame the (other) mortal races for what had happened to them, as all the feinds of Central Paldera had not been able to stop the Demon Messiah, and thus were responsible.  The Dragonelves used their knowledge and insight gleaned from devine origins to show the Mortal races how terrible it is to lose one's powers.  

History:
Ancient Age - 40 ysd: The Conflicts: The 6 Elemental Dragons do their best to keep order, but arguments grow between Mallassa and Arkath, and between Shalassa and Elrath.  Sylath and Sylanna do their best to be peacemakers between the angry groups, but an outright coflict between Mallassa and Arkath results in a war on the Mortal Plane and the Devine Plane.  While many mortals die below, the Dragons live on, battling with powerful and ancient Magics.

50 - 200 ysd: A Temporary Peace: Asha's children resolve their differences, and for a while there is peace.  

134 ysd: Devine Wedding: Sylath and Shalassa are engaged in Holiest matrimony, and have as their child Sylarkka, dubbed as the Dragon Goddess of Ice, and Torkath, Dragon God of Storms

330 ysd: More Conflicts: Battle breaks out agian, this time it becomes a rather personal matter.  Arakth, full of lust for the delicate beauty of Sylarkka, attempts to have little gods with her.  After repeling his advances, a terrible battle begins.  Elrath and Arkath face off against Sylath and Shalassa.  Sylanna helps to console Sylarkka, and Malassa fights for both sides just to further the chaos.  In the end Arkath is defeated, and Sylarkka sends Arkath's realm, once warm and firey, into permenant winter.  

387 ysd: Deciduary Conflicts: The Gods, having finnaly realized that their conflicts lead to conflicts on the mortal plane decide to carry out all further conflicts by creating warriors to fight for them in the mortal plane.  There is of course a war over where to host these battles.

459 ysd: Gift of the Mountain King: To avoid the battle, Torkath leaves his favorite hobby, creating storms over the Jade Sea, to give his mountians (the parallel ones in the devine plane, not the ones East of the Holy Griffin Empire, which are also his domain) as battle feilds.  

501 ysd: The Gods Battle: The Gods, eager to test out theri new battling arena, create test troups, the first Wyrms. It takes months for Torkath to remind them that they have nothing to fight over. Battle Ceases.

589 ysd:  Another battle breaks out:  Elrath and Arkath both use a variety of warriors to fight over Malassa.  The fighting ends when Malassa's forces best them both on the feild of battle.  Malassa, to the suprise of everyone, marries Elrath, and has as their son Seldath, the Dragon God of Twilight.  

634 ysd: Creation of the Dragon Elves, among others: The Gods hold a contest for the best creature to be created.  Shallassa and creates the Newts, but is bested by the Amphisbeanae, a joint creation of Torkath and Seldath.  However, all are beaten by Sylanna's creation: The Dragon Elves.

721 ysd: A battle breaks out between the forces of the Gods.  The issues are complicated.  They include several slights at the size of the dwarves, the Sylath's annoyance at Elrath "Stealing" humans from him, but more importantly the predjiduce dirrected ath Torkath and Seldath and their relationship.  In the end they both flee and hide in Torkath's mountains, while the rest of the Dragon God's Forces battle above them.

795 ysd: Creation of the "Pure" races:  Torkath and Seldath, wanting no connections to the gods that scorned them (in other words the mortal races) decide to create their own, shaped from the knowledge devinity gives them and the wizard's experiments.  Their first act is to create more civilized Orcs, which they do by creating Trolls.

969 ysd: Birth of the Demon Messiah: The Queen gives birth to the Demon Messiah, a terrible creature that Kah-Beleth himself initiated to destroy the world.

1000 ysd: Attempted Destruction of the World: The Demon Messiah trys to destroy the world by opening a gate to Sheogh.  Having no other option, the Gods send one of the moons down to shatter the place where the gate was opening.  However, the Gods had no way of sending the moon to Ashan, and so they put all of their warriors into the moon as a sacrifice in the name of G'Ravity.   The moon falls to Ashan and shatters the continent of Paldera.

1042 ysd: The Begining: The Gods, as well as the Mortal Races, including the Elves, Humans, Dwarves, and Nagas, as well as the newer races, such as the Orcs, Werewolves, Lizardelves, and Yeti, all regroup, and war begins again.  


Standard Buildings (are all there.  If you need to know what they are, then that is sad)

Creature Dwellings
Pond -> Lake

Barracks -> Steel Barracks

Reptile House -> Viper House

Shrouded Enclosure -> Echoing Enclosure

Council Hall -> Council Forum

Tower of the Guard -> Tower of the Saviors

Lost Tunnels -> Lost Caverns


Special Buildings

Mage Guild Level 1 -> 2 -> 3 -> 4 -> 5

Divining Tower -> Dragon's Eye

White Tower

Mud Feilds

Dark Palms


Creatures

Level 1: Newt
Created during the ill fated alliance between Sylanna (Earth) and Shallasa (Water) as a spy and invasion unit, the newts are adept at swiming and slithering, but avoid fire like the plague. Abilities: Resistant to Water, Resistant to Earth, Vulnerable to Fire

Level 1 Upgrade: Salamander
After Shallasa turned on Sylanna, Sylanna fled to seek aid from Arkath (Fire) and together they improved the newts to salamanders.  Shallasa, in her vengance, frequently tormented these creatures, only to find they burst in her claws. Abilities: Resistant to Fire, Resistant to Earth, Vulnerable to Water, Explosion



Level 2: Lizardelf Soldier
The Basic Grunt Unit, as used by the Golden Alliance between Shallasa (Water) Mallasa (Shadow) and Sylanna (Earth) Abilities:

Level 2 Upgrade: Lizardelf Warrior
Stronger and more louquatious, they are other masters of the blade. Abilites:


Level 3: Cobra
At the outset of the Outcast's puninshment, they realizied that if they were to be accepted in the new world, they would have to control the more deadly among their number, in other words, venomous snakes.  They were trained, and used as weapons. Abilities: Ranged Attacker, Poison Bite, Short Throw

Level 3 Upgrade: Javelin Snake
Javelin Snakes were created by Arkath as assasins.  They are able to launch themselves with the Lizardman holding them, and thus cover more ground. Abilities: Ranged Attacker, Poison Bite, Less Short Throw


Level 4: Cockatrice
The Cockatrice was created by Malassa and Arkath, as a realatively final way to deal with enemies.  Its eyes are death to those that look into them, so a Lizardman sits astride the beastie and covers its eyes. Abilities: Evil Eye, Large Creature, Rider


Level 4 Upgrade: Quetzalcouatl
Elrath (Light) and Slyath (Air) saw the destruction caused by the Basili and tried to nullify them.  After their capture of a nest they were able to remove the creature's deadly gaze, but this made the creature blind.  In pity Slyath gave the creatures the power of Sonar, so they would not . Abilities: Sonar, Large Creature, Rider


Level 5: Stargazer
Stargazers look constantly at the skies, and as such can sometimes see paterns in them, which allow them to predict events. Abilities: Ranged Attacker, Spellcaster, Fortune Teller

Level 5 Upgrade: Astrolloger
Astrollogers are stargazers who study what they watch.  As such, they are able to not only predict events, but time their attacks with the paterns of the skies.  Abilities: Ranged Attacker, Spellcaster, Fortune Teller, Star-Crossed


Level 6: Amphisbaena
Originaly created as gaurds, the Amphisbaena was discovered to be a very powerful and cunning creature.  The two heads are both equiped with a full brain. Abilities: Large Creature, two headed attack.  

Level 6 Upgrade: Amphisbaena Prince
Amhisbeanae can only lay eggs once every 77 years, but when they do they lay thousands.  Most do not hatch, or are consumed by predators upon hatching, but the survivors usually number at least 400.  This leads to a complex system of royal families, many of which go to war in the hopes of impressing mates and siblings.  Abilities: Large Creatrue, Two Headed Attack, Unlimited Retaliation



Level 7: Wyrm
The Wyrms were once dragons, but when the supermortals were exiled from Ashan, they were stripped of their Wings and Legs.  They still form the aristocracy of Sactuary Societies, being in close connection with the only Goddess that never abandonded them.  She frequently grants the Wyrms favors, leting them in, then helping them out.  Abilities: Large Creature, Dig


Level 7 Upgrade: Ancient Wyrm
Some Wyrms somehow mannaged to survive the wars in the Devine Plane.  Those that have know more about passing through the earth than any others.  It was once written: "...The Wyrms pass not through the earth, do not shift the soil that admits no others save the dead, but the earth itself parts, admits them like a trusting host into a house.  But like a bandit, he takes what the host when his back is turned..."  Large Creature, Dig


ABILITIES
Healing Blade: Blade heals some hitpoints after inflicting damage.
Poison Bite:  Not unlike the poison of an Assasin.
Short Throw: Stack is ranged, but cannot attack more than halfway across the feild.  
Evil Eye: Activated Ability: Creature can turn a stack into stone.  Paralasis lasts 1.00 for every 15 Cockatrices.  (100% - (Ccokcatrices/10)
Fortune Teller: Attacks by creatures in the army of the hero are shown with luck benefits included, and attacks tend to be lucky over all.
Star-Crossed: Attacks are even more lucky, and enemy attacks less so.
Rider: When Creature dies, its riders survive, and live to fight. (Riders in this case are Lizard Soldiers)
Sonar: Creature's ranged attack has an area disspersion.
CC=Creature ~ XX=Attacked Area

O O O O O O O O O O O
O O O O O O O X O O O
C C O O O O O O X O O
C C O O O O O O X O O
O O O O O O O X O O O
O O O O O O O O O O O

Two Headed Attack: Creature attacks two creatures around it (the attacked one and one other at random)
DIG: Activated Ability: The Wyrm can Dig into the ground, and select two areas from any parts of the combat arena.
CC=Creature ~ XX=Attacked Area (Number Indictaes Order of Attack) ~ OO=Spot Wyrm Goes after attacking.

O O O O O O O O O O O O
O O O O O O X X O O O O
O O O O O O X 2 O O O O
C C O O O O O O O O O O
C C O O O O O O O O O O
O O O O O O O O O O O O
O O O X X O O O O O O O
O O O X 1 O O O O O O O
O O O O O O O O O O O O
O O O O O O O O O O O O

Racial Skill:
Intervention: The Dragonelves, being ex-supermortals, are able to gain a better understanding of the fabric that holds together the WSGMM (the whole sort of general mish mash) and are able, with work, to reshape other races.  It works rather like the Avenger ability: The Warden can go to a town with the Devining Tower built.  When the Hero Enters the town, He/She may select two creature abilities that it has seen in battle.  With each level of mastery two more skills become available.  For each selected ability, there is a (20% + 0.5% per hero level) chance that the ability will not work.  

Basic Intervention: The Warden may select two very rare abilities he/she has seen in combat.  
Advanced Intervention: The Warden may select up to four abilities, very rare or rare.
Expert Intervention: The Warden may select up to six abilities of any kind.
Ultimate Intervention: The Warden may select up to eight abilities of any kind.  

Very Rare Abilities: Abilities seen in only  one creature, such as Harm Touch, Battle Dive, and Chain Shot
Rare Abilities: Abilities that are seen in two or three, such as Ranged Retaliation, Rider Charge, or Double Shot.
Common Abilities: Abilities that are seen very frequently, such as caster, ranged shooter, or elemental.  It should be noted that blocking these abilities aplies to all creatures on the feild, including the player's own.

Heroes

Bragath (Campaign Character):
Bragath was a patron of the dragon Seldath, who above all favored traquility.  Bragath from the outset tried to keep the anger of his fellows from becoming so fervent that they launched war on the other races, but when the battles came he resigned himself to discarding his olive branch and picking up the palm fronds.  So began the battles.  Ability: Palms: Bragath's knowledge of how to weild the palms on his mount allows him to damage minuetly any enemy in a 4 tile radius from him when they attack.

Friyadda (Campaign Character):
One of the few heroes of Ashan to get fall in love before being saved from some feind or other, she is devoutly loyal to her husband Bragath, and will always try to be by his side in battle.  Friyada was one of the first discoveres of interventions inflicted upon mortals, and as such has a greater than normal proficiency with this abilitiy: Intervention Invocation: Interventions have a (0.6% x Hero Level) higher chance of working.

Osirrath (Campaign Character):
Osirrath broke the primary order that all dragonelves attend to: Accend.  Accension is the theorized return to heaven.  While the Dragonelves are happy to defend their territories while they attempt to return, they try to avoid making war without reason.  Osirrath, however, became jealous of the Acadamies and how close they had come to their own Accension.  Osirrath, without the orders or permission of the high command launched a full attack on the acadamies.  Preventing their retaliation from destroying the tender empire of the Dragonelves and recalling Ossirath is the campaign of the Sanctuary.  Ability: Dark Vibrations: The benefits provided by enemies artifacts have a (5% + 1% per hero level) chance of not occuring.  

Golfreth:
Golfreth is the youngest general the Outcasts have, not even two hundred yet.  He is, therefore, less experienced, and driven to rash behavior.  His attacks refelct this: His armies move with haste, but tend to hurt themselves in the backlash.  Ability: Reckless: All creatures in Hero's Army get +1 speed and initiative, but loose 1 point of defense.  

Olkivva:
Olkivva's ancenstors included several of the oldest Lizardelves, back when they were more serpentine.  Olkivva favors those who remind her of her ancestors.  Ability: Slither: Cobras and Javelin Snakes have slightly longer range, and 0.4% more intiative per hero level.

____________
How exactly is luck a skill?

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted February 27, 2007 04:56 PM

i really like your history Daystar, is that official History or just your imageination
____________
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 27, 2007 06:04 PM

i think you might want to change the wording, Daystar. the word "mortal" means "is going to die" the word supermortal means "is going to die very fast". immortal is "immune to dying".

apart from that an interesting faction!
____________
Love, Laugh, Learn, Live.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 27, 2007 10:18 PM

@Ashrash: Thank's for the spelling.

@Ted: I acually made up that history, but a bit is from the official sources.

@Bixie: Super actually means above, so they are above-mortality.  I don't want to say imortals, because that means they cannot die.

Thanks for the reviews.
____________
How exactly is luck a skill?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 28, 2007 09:57 PM

yeah, but above mortality also gives the impression that they are better than death = immune to it.
____________
Love, Laugh, Learn, Live.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 01, 2007 10:39 AM

OMG ... the creature concepts are amazing!
____________
What will happen now?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 01, 2007 09:48 PM

coming from Alc, that's incredible praise.
____________
How exactly is luck a skill?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 01, 2007 10:07 PM

Aw, come on, I'm not THAT mean. But you do deserve it, though, the Cockatrice and Quetsocouatl look SO amazing.
____________
What will happen now?

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted March 01, 2007 11:13 PM

i think Alc and Daystar see far too much of each other, they need to be locked in two different rooms until they forget each other
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 02, 2007 04:27 AM

@Alc: I just meant that a compliment from you is almost worth a Red Star in itself.

@Ted: I have no friends in real life, why can't I have friends on HC?
____________
How exactly is luck a skill?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 05, 2007 09:35 PM

An example of a faction with so much potential that got such a little grade...First things first tampering with the official storyline is bad, it is supposed to guide you-not get edited! The story is not bad in itself and explains pretty well the dragonelves' origin but some things are problematic. The name is bad and they cannot be related as much between them. The whole gravity part was not logical nor sylanna making the impact softer though it provides their motivation. Stats, town/hero/skill descriptions are sadly missing. On its positive parts the unit abilities are creative as is its racial though it could prove overpowering. The pics are awesome as usual.
The verse, the heroes and the creature design get a bonus.

Final grade 54%

Sorry Daystar but the faction is very incomplete, I wish you had more time to show me what you had in mind. Next time try to avoid messing with the official storyline even if you can do something very good with it. Adding a small part that is not widely known is ok but you overdid it! Also your story suggests that the dragonelves appear AFTER H5 which isn't positive.
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Map also hosted on Moddb

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted March 14, 2007 02:31 PM

60%... I would write more, but I don't have time, I must mark almost all the factions in one day...
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted March 14, 2007 11:33 PM

Almost there now, just a few more marks to post.

Final mark: 42%, Mediocre, joint 11th place
Favourite creature: Salamander
`Personal` mark: Poor / Mediocre, 9th place

Disclaimer: the final mark may change!

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted March 15, 2007 11:33 AM

Final Score: 60%

It seems sorta unfinished, but that might just be me, but that doesnt mean you didn't put in hard work, and I can see that you did

But good work nonetheless
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

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