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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bonus Faction Competition
Thread: Bonus Faction Competition This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 27, 2007 09:52 PM

@Bak: No, you can go ahead. I'm not competing, that's just something else...

@Cep: Wait and see.  It's not, but It could be if the gods are with me or I have a big epiphany.
____________
How exactly is luck a skill?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 27, 2007 09:54 PM

Oh the suspense!

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 28, 2007 08:22 AM

This sonds nice.Is there a probleme if I make HI elves.If not then i'l start working on it wright away

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 28, 2007 01:02 PM

You can do anything as long as it's not Sylvan or Dungeon (and there are probobally variations there)  So yeah, Hi Elves, Sea Elves, Half Elves, Elves from planet Zeptron, whatever you like.
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How exactly is luck a skill?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 28, 2007 05:45 PM
Edited by Cepheus at 20:22, 16 Sep 2007.

The Snow Elves

City: Outwatch
Colors: Teal, Light-Blue, Deep Blue
Worship: The Snow Elves worship both Sylath and Shalassa periodically, imploring both Gods for the everlasting winter which graces their homeland of Vantalost.  Sylath's worship ensures the frost-bearing clouds above Vantalost, and Shalassa's worship brings purity to the waters which constitute the blankets of snow.
Core Philosophy: "Instigate battle when necessary, and defend what is your own.  Value times of peace, for they are ever-fleeting."
Symbols: The Heart of Ice, the Eternal Aurora
Country/Kingdom: Vantalost
Capital: Starcrest


UNITS:

Lv1. Wisp >   Guardian Wisp /   Shimmering Wisp
Lv2. Sentinel >   Water Guard /   Sky Guard
Lv3. Disciple >   Oracle /   Enchanter
Lv4. Tiger Mystic >   Tiger Rider /   Storm Mystic
Lv5. Giant Eagle >   Roc /   Thunderbird
Lv6. Snow Ape >   Yeti /   Sasquatch
Lv7. Blue Dragon >   Azure Dragon /   Frost Dragon


Level 1: Wisp



Small, sentient glimmering lights which inhabit the winterlands of Vantalost, Wisps are said to be the living embodiments of elven souls.  These elemental spirits are often used as the primary attack force in Snow Elven armies.  While incredibly vulnerable to attack, they are extremely swift, and are capable of launching hit and run attacks with the greatest of ease.  They attack using magical forces, and their presence on the field of battle allows allied spellcasters to use their mana more efficiently.

Attack:   1
Defence:   2
Damage:   1-2
Initiative:   10
Speed:   7
Health:   4
Mana:   N/A
Shots:   N/A

Flyer:  The Unit can fly over obstacles and castle walls.
Mystic Channel:  This unit's commanding hero can cast spells at -2 mana cost.
Mystic Barrier:  The unit is completely immune to all spells of the first level.


Level 1 Upgrade: Guardian Wisp



The Guardian Wisps are more substantial forms of the average Wisps, and as such, they are more offensive.  Sacrificing their ability to reduce allied mana costs, they receive an additional power - their existence between the corporeal and insubstantial worlds allows them to attack enemies at an alarming speed.  Unleashing their magic attacks on foes, they are immune to counterattacks, and always return instantly to the location they commenced their attack at.

Attack:   2
Defence:   2
Damage:   1-2
Initiative:   10
Speed:   8
Health:   5
Mana:   N/A
Shots:   N/A

Flyer:  The Unit can fly over obstacles and castle walls.
Mystic Barrier:  The unit is completely immune to all spells of the first level.
Strike and Return:  After attacking, the unit returns to its previous position.
No Retaliation:  Enemies cannot retaliate against this unit following melee attacks.


Level 1 Alternate Upgrade: Shimmering Wisp



Attack:   1
Defence:   2
Damage:   1-2
Initiative:   10
Speed:   8
Health:   3
Mana:   N/A
Shots:   N/A

Flyer:  The Unit can fly over obstacles and castle walls.
Mystic Channel:  This unit's commanding hero can cast spells at -2 mana cost.
Rebirth:  Once during combat, the unit can rise from the dead if killed.  The number of revived units equals 40% of the killed ones.


Level 2: Sentinel

Sentinels are the basic corps of the Snow Elven armies.  Undergoing strict training regiments, designed to focus both body and mind, they are armed with enchanted spears and armour fashioned from crystal ice.  While agile, they are more defensive than offensive, though are capable of throwing their weapons in a fierce ranged attack once per battle.  Sentinels are incapable of using magic, but can employ a burst of energy to hasten their movement speed.

Attack:   2
Defence:   2
Damage:   2-3
Initiative:   10
Speed:   6
Health:   5
Mana:   N/A
Shots:   N/A

Dash: After using this ability creature misses one turn but is able to make turns more often (the unit initiative increases by 40% for its next three actions).
Skewering Strike: This unit attacks both the unit it targets (full damage) and any unit behind the targeted unit (half damage).
Spear Volley: The unit can fire a devastating spear at a targeted enemy, once per battle, in a ranged attack.  However, throwing the spear causes the unit to become unarmed, thus suffering penalties to Attack and Damage.


Level 2: Sky-Sentry

The Sky-Sentries are Sentinels who have been initiated in the ways of Sylath.  As swift attackers, they are extremely capable soldiers, and their affinity with the powers of wind provides them with a distinct advantage in terms of speed during battle.

Attack:   3
Defence:   2
Damage:   2-5
Initiative:   11
Speed:   8
Health:   5
Mana:   6
Shots:   N/A

Dash: After using this ability creature misses one turn but is able to make turns more often (the unit initiative increases by 60% for its next three actions).
Spellcaster: This unit can cast Haste on allies during battle.
Sylath's Breath: The unit can unleash a powerful electric attack which damages all units directly in front of the unit for half-damage.


Level 5: Snow Ape




Level 5 Alternate Upgrade: Sasquatch




Level 5: Giant Eagle




Level 6 Upgrade: Roc




Level 6 Alternate Upgrade: Thunderbird




Level 7 Alternate Upgrade: Frost Dragon



The mighty Frost Dragon is a natural side-evolution of the Azure Dragon, exposed to the snow in Vantalost's highest peaks.  While relatively tranquil in nature, it has no qualms about soaring into battle alongside its closest allies, the Snow Elves.  Endowed with the essence of ice, its breath comes in a torrent of destructive frost, and it is capable of harnessing its (limited) magic powers to conjure blistering snowstorms which blind any who attempt to pass through.

Attack:   27
Defence:   30
Damage:   35-54
Initiative:   13
Speed:   10
Health:   210
Mana:   2  (can cast Snowstorm twice per battle)
Shots:   N/A

Large Creature:  The unit takes up 2x2 spaces on the battlefield.
Flyer:  The unit can fly over obstacles and castle walls.
Frost Breath:  The unit's breath attack freezes the opponent, reducing its initiative dramatically.
Snowstorm:  The unit can summon a snowstorm to affect an unoccupied 4x4 area on the battlefield.  Any unit foolish enough to enter the snowstorm is literally unable to leave it until it subsides, becoming susceptible to enemy ranged attacks.  The snowstorm is a channeling ability, so the casting unit cannot act while conjuring the snowstorm, which lasts for three rounds.  There can only be a single snowstorm active on the battlefield at once.
Immunity to Ice:  Ice magic spells cannot harm this unit.


RACIAL ABILITY

Enchantment
Enchantment is a special ability unique to the Mystic hero class.  Calling upon long-forgotten powers from days when the world was young, Mystics can use extremely complex spells to great effect, empowering structures and regions with weird and wonderful incantations.  Their power is derived from the Aurora at the Pinnacle of the World, which they use to bind their enchantments to the earth.

Enchantment is primarily used on the Adventure Map, and works in a similar fashion to Rune Magic.  There is a special building in the Outwatch, the 'Enchanter's Hollow', which allows Mystics to purchase Scrolls of Enchantment.  Each scroll has its own special effect, allowing the Mystic to enchant the designated location.  Some Enchantments affect specific locations, others can be cast anywhere on the Adventure Map to change terrain or cause other effects.

Level 1 Enchantments:

Steadfast Watch:  Prevents enemies from taking control of the targeted mine or dwelling under the player's control.  Lasts for four days.  Spell Power determines casting range.  Scroll costs 750 Gold and 1 Wood.

Aura of Might:  Transforms the affected area into a new terrain - the Fields of Glory.  Any army battling on the Fields of Glory is unable to use magic or active abilities in combat.  Lasts for a week, and cannot be cast near towns.  Spell Power determines the size of the affected area.  Scroll costs 1200 Gold and 2 Mercury.


Level 2 Enchantments:

Mists of Eternity:  Affects a medium to large area of terrain.  This enchantment causes the effected area to be enveloped in mists.  This causes the fog of war to be renewed for enemy players in the area of the enchantment.  The shroud is renewed at the start of every day for five days.  Spell Power determines affected area.  Scroll costs 1700 Gold and 2 Gems.

Aura of Magic: Transforms the affected area into a new terrain - the Magic Plains.  Any army battling on the Magic Plains casts all spells at a minimum of Advanced level.  Lasts for a week, and cannot be cast near towns.  Spell Power determines the size of the affected area.  Scroll costs 1850 Gold and 2 Crystal.


Level 3 Enchantments:

Miner's Boon:  Increases the production of the targeted mine for three days.  Wood and Ore producers now grant 4/day.  Precious resource producers grant 2/day.  Gold mines grant 1500 gold/day.  Spell Power determines casting range.  Scroll costs 2500 Gold and 2 Crystal.

Plague:  Negatively affects the targeted town, causing it to produce half its normal Gold income and reducing its creature population by -1 for all dwellings every day it remains active.  Lasts for four days, and does not affect towns of a building level above 20.  Spell Power determines casting range.  Scroll costs 2000 Gold and 3 Sulfur.

Hurricane:  Summons a blistering hurricane which effects a 3x3 area on the Adventure Map.  Any hero who attempts to pass through the hurricane loses 10% of the weakest creature stack in their army, and loses all of their movement for one turn before being able to pass through.  Scroll costs 2600 Gold and 3 Mercury.


HEROES (Mystics):

Cadmus


(Nothing ready yet...)


Noverras


A staunch leader in the Sentinel armies, Noverras has served as a lord commander of Vantalost's melee forces for centuries.  Loyal to a fault, his grim dedication to his duty is matched only by his glorious swordsmanship.  Nicknamed 'the unyielding warrior' by his own troops, Noverras's unofficial title is not unworthy of him, as he has never been known to relent to his enemies, even after numerous captures and subsequent torturings, all of which he has miraculously survived.

Unyielding Sentinel:  All Sentinels and upgraded versions in Noverras's army receive +1 Attack and Defence for every level Noverras gains, starting from the 2nd level.


HISTORY:

Unknown - Creation of the Elder Races
The “Elder” mortal races are created as servants of the Elemental Dragons.

Unknown - The Elder Wars
The Angels launch a crusade on the Faceless.  The destruction is terrible, and the elder races suffer tremendously.  Early Elf civilizations and kingdoms are destroyed.  The Primordial Dragons become myths and are slowly forgotten. Only the Elemental Dragons are worshipped.  The Demons benefit from the general confusion to establish a foothold in the world.  Lurking in uninhabited places, they slowly gather their strength.

210 B.S.D. - Aelwinnd
The first Elves arrive from the forgotten lands far west of the main continent, and land on the island of Aelwinnd, directly north of the modern-day Grimheim.  In the service of Sylath, they conquer the isle, taming the wild Tigers, Snow Apes and Giant Eagles as their own.  Their leaders are the Spellbinders, a council of powerful elven wizards.  They are opposed by the Naga, who dwell in the surrounding oceans.

204 B.S.D. - Naga Onslaught
A massive Naga army congregates around Aelwinnd, poised to attack the Snow Elves.  Most of the coastal settlements are totally obliterated by the Naga forces.  The Spellbinders rally the surviving Snow Elves and seek sanctuary in the cliffs high above the ocean, where they are relatively impervious to attack.

189 B.S.D. - Crystal Ice
The Spellbinders discover crystal ice in the highest reaches of Aelwinnd's peaks.  They use the powerful mineral in their weapon-forging process, and also use it as part of their enchantment process when casting powerful spells.

187 B.S.D. - A Taste of Revenge
After years of seclusion in the mountaintops, the Snow Elves regroup and prepare to counterattack the Naga.  With crystal ice in their weapons and the terrain in their favour, they launch a guerilla war against the Naga attackers.  While their enemies are still thousand-strong, they are unable to reach the mountains, and are thus relatively defenceless against the Snow Elven assaults.

169 B.S.D. - Vantalost
The guerilla war rages on, and the Naga begin to relent.  Their numbers on the island itself are whittled down, though a monstrous horde continues to surround the isle itself.  The Spellbinders are in control of most of the northern and central portions of the isle.  They begin to rebuild, and establish major cities, not deciding on a capital for the time being.  They name their mountainous domain 'Vantalost', a semi-Elven word basically meaning 'the Vantage of Fallen Stars'.

155 B.S.D. - The Whispering Woods
The painfully slow process of breeding and raising White Tigers is solved when an expedition of Mystics returns from the Whispering Woods in the east of the isle with four hundred newly tamed White Tigers in tow.  The Blue Dragons in Aelwinnd's frozen peaks decide to remain neutral towards the Snow Elf / Naga wars, which continue in earnest as the Naga regroup and form small bases on Aelwinnd's coasts.

139 B.S.D. - An Unforeseen Advantage
With four hundred Tigers to bolster their forces, the Snow Elves waste no time in gathering their forces from the three main Outwatches (Falstread, Avanion and Inglarion).  Taking advantage of the fact that most of the Naga have mysteriously dwindled in number across the western coast, they take back the shores and briefly rejoice at their quick victory.

138 B.S.D. - In Search of Aid
With the Naga threat on the western coast dealt with for a time, the Spellbinders decide to prepare a fleet to seek aid against the Naga from their long-lost allies on the forgotten continent to the far west.  Seven majestic galleons are crafted throughout the next seventeen years, protected from Naga forces by a veritable army of elven troops.

121 B.S.D. - Departure
The Snow Elven fleet is readied, and departs on the voyage west to the forgotten lands in search of aid from long-lost allies.  However, they are set upon by the 'mysteriously disappeared' western Naga force during their journey, lured into a trap.  To add insult to injury, a thunderstorm destroys their boats as they flee south across the Irisus Sea.  Their vessels reduced to flotsam, they are forced to seek shelter on the northwest corner of the main continent.  Adapting to their new woodland surroundings, they disregard and eventually forget their original mission, later to become the servants of Sylanna, Dragon of Earth.  They later create the forest-kingdom of Irolann, becoming the Wood Elves.

114 B.S.D. - The Heart of Ice
The fleet has not been seen in seven years, and as the western Naga army returns, times are grim for the Snow Elves.  The Spellbinders decide that Vantalost requires a symbol of hope to inspire the populace.  They eventually choose a universal emblem to emblazon their flags: the Heart of Ice.  It is designed to represent unication among their people, in arms against the terrible hardships ahead.

64 B.S.D. - The Truce of Blue Blood
As the guerilla wars continue, both the Snow Elves and the Naga appear to be at a complete stalemate.  The Snow Elves cannot enter the sea to destroy the Naga, and the Naga cannot enter the mountains to destroy the Snow Elves.  The Spellbinders decide to parley with the Naga.  Some of their number descend the mountain's peaks, and inform the Naga through magic that they wish to come to an agreement.  Months pass, and the Naga leaders agree to meet with the Spellbinders in a nearby Temple of Shalassa.  There, they sign the Truce of Blue Blood, an agreement which gives Snow Elves free reign over Aelwinnd, while granting Naga free reign over the surrounding seas.  It is decreed that neither force may attack the other for exactly 150 years.

51 B.S.D. - The Rise of Shalassa
Some of the Snow Elves begin to visit the abandoned temples of Shalassa, left behind by the Naga.  They feel that it should be fitting to pay tribute to Shalassa, both to preserve the Truce and to prevent disasters like the Departure from ever occuring again.  With the grace of the sea God, they believe that true harmony can come to Vantalost.  Thus, the Order of Shalassa is formed.  The Spellbinders themselves concur with the idea, believing that the grace of two allied Gods can only strengthen their community.  The Snow Elves begin to worship both Sylath and Shalassa henceforth.

12 B.S.D. - The Light of the Aurora
A time of relative peace washes over Aelwinnd.  Expanding into the uncharted peaks of the northern mountains, which seem to ascend into the edge of the sky itself, the Snow Elves discover an indescribably mighty magical presence around the tallest mountain, the Pinnacle of the World.  As they advance, they see it more clearly - it is an aura of millions of multicoloured lights, a rainbow curtain against the night sky.  They realise that this Aurora is a true natural wonder, and that damaging it could lead to dire consequences.  Incredibly cautiously, the Snow Elves attempt to use their mystic powers to siphon a tiny portion of its infinite power into their bodies.  The small spell works, but the Elves wisely return to the lower ground to report their discovery rather than act greedily.

7 Y.S.D. - A Change in Symbols
Having heard of the Aurora years before, the Spellbinders finally make a minor addition to the symbols of their society.  Both the Heart of Ice and the Aurora itself are now revered by the Snow Elves.

39 Y.S.D. - The Twin Conclaves
The Spellbinders decide to bring some organisation to their relatively primitave political system.  A democracy is formed through the Twin Conclaves, two newly-established groupings of Vantalost's greatest Spellbinders.  One of the Conclaves strives to worship and please Sylath, the other is created in the service of Shalassa.  Temples to both Gods are established across Aelwinnd.  Any member of either Conclave is permitted to voice their own requests and ideas, though authority still rests with the Council of Spellbinders.

50-260 Y.S.D. - Creation of Irollan
The Snow Elves in the southern continent become truly assimilated with the forest during the Wars of Fire.  They expel demonic invaders from their lands and use their nature-affiliated magic to bring new life to their wounded land.  They are no longer Snow Elves, but Wood Elves, and are residents of the new kingdom of Irollan.

86 Y.S.D. - The Last Time of Peace
The Truce of Blue Blood comes to an end, and the Naga, now far more advanced than before, return to the frozen isle of Aelwinnd to reclaim the land they believe rightfully belongs to them.  The Snow Elves, having predicted this move, prepare for the ensuing wars.

91 Y.S.D. - The High Spellbinder
After some years of deliberation, the Twin Conclaves decide on appointed a united leader for the Snow Elves, choosing a promising Disciple of Shalassa named Caralessa.  She possesses total power over the military and mystical affairs of Vantalost as a whole.  Directly after coming to power, she orders a full-frontal assault on the Naga bases near Aelwinnd's eastern coast.  The Sentinels claim an early victory but are quickly retaliated against, and most of their number are wiped out.

91 B.S.D. - The Shalassan Wars
The Naga attempt to take back the many Temples of Shalassa throughout Aelwinnd.  Some of their offensives are repelled by Snow Elf Disciples, others are successful.  Caralessa musters her armies again and the Shalassan Wars between the Snow Elves and Naga ensue.  They are to last for a hundred and six years.

197 Y.S.D. - Sacrifice
In relative desperation, Caralessa leads a final attack on the Naga.  She performs an incredibly courageous and reckless act, leading her armies straight into the Evercold Peninsula where the major Naga bases have been established.  Using the most powerful magics she can summon as High Spellbinder, she calls upon a momentous earthquake to shatter the Naga territories, at the cost of her own life and those of her army.  Her sacrifice wipes out the last of the Naga offensive, but also causes a tremendous rupture within the island, causing the Evercold Peninsula to sink beneath the ocean.  Most of the Naga finally depart the seas around Vantalost, to oceans unknown as of now.  The ocean is finally open to the Snow Elves, though they do not embark on any major voyages throughout the next centuries.

198 Y.S.D. - A New Leader
Caralessa is succeeded by Ithuriel, a Disciple of Sylath.

327 Y.S.D. - Ithuriel's Ascent
High Spellbinder Ithuriel decides against the sacred wishes of the Twin Conclaves, ordering the preparation of an expedition to the Pinnacle of the World in a bid to gain total control of the Aurora's power.  He apparently hopes that its immense power can be harnessed to prevent Aelwinnd from all enemy attack.  Most of Vantalost's populace believe his motivations are far more sinister.

329 Y.S.D. - The Pinnacle of the World
Ithuriel and his expedition reach the Aurora at the Pinnacle of the World.  He himself attempts to harness its infinite magical powers, but the power siphoning into his body proves too much for him to handle.  As he rises above the Pinnacle, absorbing the Aurora's energy, his spell backfires, and he is drawn him into the Void beyond the Aurora.  The seam in the Aurora causes part of it to explode in a ceaseless flurry of mana, and it is split into thousands of tiny sentient spheres of magic, known as Wisps.  The Wisps, later used in battle, become an essential part of Vantalost's military.  The Aurora's destruction leads to widespread chaos in Aelwinnd, and a total lunar eclipse envelops Ashan as it attempts to regenerate its wound, provoking the War of the Blood Moon.

331 Y.S.D. - Ulvanion
A Disciple of Shalassa, Ulvanion the Wise, succeeds Ithuriel.

393 Y.S.D. - The Aurora Restored
The seam in the Aurora finally restores itself, and the Snow Elves begin to extend their territories to the Pinnacle of the World itself.  This time, they do not attempt full-scale control of its powers, instead siphoning off its magics in small amounts to enhance their own magical abilities.  A city, named Starcrest, is built atop the Pinnacle, and later becomes the capital of Vantalost.  A  is crafted from crystal ice atop the city's inner sancturary, to be known as 'the Door of the Beyond', in reference to the fact that it leads beyond Ashan's boundaries into the endless Void beyond.

531 Y.S.D. - The Vortex
A strange vortex appears in the centre of the Aurora, above the Door of the Beyond.  The Snow Elves work on dispelling it, deciding that it will take roughly two years to seal.

532 Y.S.D. - Darkness Over Starcrest
Starcrest comes under attack from within.  Monsters from the Void itself enter Ashan through the portal, obviously hostile and prepared to wreak death and destruction throughout Aelwinnd.  The portal cannot be dispelled, and the city of Starcrest is taken by these foreign, unstoppable monsters.  It is believed that they are servants of the Faceless themselves, terrible entities from ancient times.  The Twin Conclaves immediately act against the feral horrors, preparing for a lengthy siege against their own capital city.

551 Y.S.D. - Ithuriel, the Demigod
Ithuriel returns through the Portal.  What he has seen or accomplished in the Void is unknown, but he returns to Ashan through the Door of the Beyond, now a leader in the Faceless armies.  No longer a Snow Elf, he is endowed with the powers of the Aurora and is now a maddened demigod, assisting the Faceless in their conquest of his former homelands.

562 Y.S.D. - The Blue Dragons
Ulvanion appeals to the mightiest Azure Dragon in Aelwinnd, Solammar, for aid against the armies of the Faceless.  An old enemy of the Faceless back in the times of the Elder Wars, Solammar agrees to join the Snow Elves in their attempt to reclaim their capital, bringing a horde of his fellow Blue, Azure and Frost Dragons to aid them.  The battles ahead are fierce, but the Dragons begin to turn the tide.

564 Y.S.D. - Supression and Prophecy
Rather than attempting to absorb more of its power, Ithuriel begins to supress the Aurora's light.  As the Aurora normally attracts the light of the sun and spreads it across the northern lands, its supression results in another total lunar eclipse throughout the entire world as the light of the sun begins slowly coursing onto the world itself rather than the Aurora.  The brief eclipse allows Demons to escape into the world in the lands to the south, and also weakens Ashan's preternatural flow of magic.  The event had been foretold in the lands to the south by a group of mages, known as the Blind Brothers.

565 Y.S.D. - Reclamation
With the Blue Dragons on their side, the Snow Elves push the monsters all the way back to Starcrest.  The siege begins.  Solammar is killed by Ithuriel, who possesses unmatched magical ability, in the opening moments of the battle.  Ulvanion's armies push through the gate and all the way to the Door itself.  Ithuriel fails to hold off the Dragons, choosing to hold his ground.  He attempts to destroy the Aurora, but the Snow Elves seal the vortex by destroying the crystal-ice Door to the Beyond.  The vortex, connected to the tower's highest point, fades into nothingness as the tower crumbles.  Ithuriel makes a final statement in phenomenal anger, swearing that the Netherworld is his and that he will return someday to bring true darkness to Ashan.  He then soars through the vortex, which fades as he does so.

565 Y.S.D. - War's End
With the Faceless armies banished, the Aurora returned to its original state, Ithuriel trapped in the Void and the vortex sealed, the Starcrest War comes to a close.  Ulvanion and the Spellbinders make an attempt at rebuilding Vantalost, bringing aid to major cities and restoring Starcrest to its former glory.

712 Y.S.D. - Death of Ulvanion
Over six hundred years old, Ulvanion finally dies of old age.  He is succeeded by Kallera, a Disciple of Sylath and member of the Twin Conclaves.

843 Y.S.D. - Waning of the Aurora
The Aurora's power wanes for the first time as it begins to fade, and the Snow Elves are unable to draw upon its magical energy in any way.  The reasons behind this are unknown, but the Mystics suggest that it is a natural event which normally takes place every few thousand years as the Aurora renews itself.  This explanation does little to raise their spirits as the colours in the Aurora continue to dim throughout the next decades.  A total lunar eclipse takes place in accordance with the Aurora's inactivity.

951 Y.S.D. - Scepticism
After a hundred years, the Aurora has not once emmited the celestial light it once had, fading even further into apparent nothingness.  Another eclipse takes place.  The Snow Elves suspect that a larger power is at work against its light.  Rumours trickle in from the southlands, suggesting that the Demon Sovereign of Sheogh has been working against the Aurora itself, seeking a means to cause eclipses in order to summon his servants into the world.  Shades of Ithuriel's last words echo throughout the isle, and some suggest that he was working for the Sovereign throughout his time as High Spellbinder, as it was he who instigated the eclipses.  It is also rumoured that Ithuriel may soon return to the world somehow.

968 Y.S.D. - As Light Fades Into Darkness
Another final lunar eclipse takes place as the Aurora fades altogether.  The aura which once enveloped the Pinnacle of the World has disappeared, and the Snow Elves are cut off from a large portion of their magic.  Although the rest of Ashan is illuminated by the sun, Aelwinnd is enveloped in preternatural moonlight.  Seeking a means of restoring the Aurora, the Elves experiment with Wisps.  Quickly abandoning these plans after discovering their ineffectivity, the Spellbinders under Kallera decide to create a portal to the Netherworld as a last resort, using Ithuriel's departing words as their only lead in the hopes of discovering the source of the Aurora's disappearance.

The eclipses lead on to Heroes V.  The role the Snow Elves could potentially play in future games may coincide with the appearance of the Naga or Faceless factions.

More to come.

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 28, 2007 06:53 PM
Edited by Mystic_Genie at 19:31, 15 Sep 2007.

O.K here it is(something):

IntroductionThe sanctuary
Motto: 'from death came life,from life came death'
AKA: the hi elves
Associated colors: blue,yelow(gold) and darck
Worship: The Promordial Dragon of Order(order=balance);the hi elves live on the ideea of reincarnation.
Core Philosophy: 'The cicle goes on';live your life without fear of death;embrace your faith;
Country / kingdom: Blaksun,the open plains
Capital city: Egraid,the temple of balance.
Key symbols: the darck star,the cros of light

History
540 YSD: War of the Bitter Ashes – birth of the Dark Elves
 During the war a group of elves refused to atack the darck elves,being the only ones that actualy thought about the darck elves eeing inocent so they asked the help of the Dragon Knights to help them find prof that the darck elves did this.
585 YSD: theire new friends
 Dragon Knights bring evidence to the Elves that Brythigga’s criminal fire was set by a Demon spy.
 The elves that refused to fight were horified by what there brothers and sisters have done ,those elves led by Drelanim left left theire past and the forests behind.
590 YSD: Blesing of the wild
 The elves,now caling themselfs hi elves created warios sanctuary and castles creating a civilization were them and most of te creatures from the forest coexist in peace.
813-822 YSD: War of the Broken Staff
 The undead tries to breack the balence so they aly with the wizards and eventualy crush the undead
951 YSD: 5th Eclipse - War of the Gray Alliance
 Before the war,the elves sent a mesanger asking them to join them in the figt against the demons.They refused and toled the mesaner shoud they see him again they will send him back with an arow throgh the head.

Creatures
I will feature alternatives based on how creatures specializes themself(in bringing life or death)
L1: Wolf(cripling wound)(80 Gold)(5 Groth rate)
A-3
D-3
P-2-3
I-10
S-7
H-8
M-0
S-0
U-L1: Timber wolf(double atack,cripling wound)(120 g)(5)
A-4
D-3
P-3-4
I-10
S-9
H-10
M-0
S-0
U-L1: Spirit wolf(cripling wound,haul)(120 g)(5)
A-4
D-4
P-2-3
I-12
S-8
H-10
M-0
S-0
L2: Longbowmen(ranged,no range penalty)(90 g)(9)
A-3
D-3
P-2-5
I-9
S-3
H-8
M-0
S-10
U-L2: Hawk eye(ranged, no range penalty,seage master)(130 g)(9)
A-4
D-3
P-3-6
I-11
S-3
H-10
M-0
S-10
U-L2: Ranger(ranged,no range penalty,no melle penalty)(130 g)(9)
A-4
D-4
P-3-6
I-10
S-5
H-10
M-0
S-10
L3: Tiger(large creature,invisibility,hunter)(120 g)(5)
A-4
D-4
P-4-6
I-12
S-5
H-24
M-0
S-0
U-L3: Saber tooth(large creature,invisibility,saber grip)(180 g)(5)
A-6
D-4
P-5-7
I-13
S-6
H-30
M-0
S-0
U-L3: White tiger(large creature,hunter,no retaliation)(180 g)(5)
A-5
D-5
P-4-6
I-12
S-6
H-26
M-0
S-0
L4: Pegasus rider(mana burdain,flyer,large creature)(240 g)(5)
A-5
D-7
P-5-8
I-8
S-7
H-48
M-0
S-0
U-L4: Pegasus champion(mana burdain,flier,large creature,charge)(400 g)
A-7
D-7
P-6-12
I-8
S-8
H-50
M-0
S-0
U-L4: Silver pegasus rider(feed back,mana burdain,flier,large creature,50%magic resistance)
A-5
D-10
P-5-10
I-9
S-8
H-52
M-0
S-0
L5: matriarch(caster(Decay,clensing,haste,slow),ranged)(450 g)(3)
A-9
D-8
P-10-13
I-8
S-3
H-50
M-20
S-7
U-L5: heretic(caster(decay,slow,confusion),cursing atack,ranged)(550 g)(3)
A-10
D-6
P-15-23
I-8
S-4
H-50
M-25
S-7
U-L5: hierophant(caster(clensing,haste,magick imunity),lay hands,ranged)(550 g)(3)
A-9
D-10
P-15-20
I-8
S-4
H-55
M-30
S-7
L6: Templar (light and darck catalisc)(1350 g)(2)
A-25
D-20
P-15-25
I-10
S-6
H-110
M-0
S-0
U-L6: Templar of darcknes (Darck master)(1650 g)(2)
A-25
D-24
P-20-30
I-10
S-7
H-120
M-0
S-0
U-L6: Templar of light (Light master)(1600 g)(2)
A-26
D-26
P-15-25
I-10
S-7
H-120
M-0
S-0
(I apologise for the starcraft name but it is perfect for my creatures)
L7: Red dragon(flier,large creature,fire breath)(3600+1 cristal)(1)
A-26
D-25
P-40-60
I-11
S-8
H-200
M-0
S-0
U-L7: Sun dragon(flier,large creature,shining nova atack)(4600 G+2 cristal)(1)
A-30
D-29
P-39-64
I-12
S-9
H-220
M-0
S-0
U-L7: Moon dragon(flier,large creature,death aura)(4600 G+2 cristal)(1)
A-30
D-30
P-35-60
I-12
S-9
H-225
M-0
S-0

Abiities

cripling wound: the wolf hase a 0.5% chance(per creature)to delay the units for one turn (if 400 atack=2 turns delay)
haul: can sumone once per combat an other stack of equal power(but if any of them ,the original an the facke)die the other one is lost
seage shoter: has no penalty for shoting over walls and does 50% extra damage if he is the defender
hunter: each subsequent atack over a target LIVING creature will increase the damage by 10%
saber grip: the creature atacked by the tiger can not move and is only able to atack the Saber tooth(he caan cast spels on other targets)
mana burdain: the enemy caster spends 25% extra mana on spells
feed back: if the pegasus atacks a unit with mana,25%of the mana will be lost and the unit will also lose life equal to 10 times the mana lost
light and darck catalisc: increases the efect of light and darck magick by 50% regardles of the caster(if you now what I mean)
Darck master: all the units in the alied party become imune to darck magic scholl and the alied hero can cast the spels with 25% increased efect(exept for curse of the nether word wich has (50% increase))
Light master: all the units in the enemy party become imune to light magic scholl(exept word of light) and the alied hero can cast the spels with 25% increased efect(exept word of light wich has 50% increase)
shining nova atack: when the dragone dies it will explode into a blast that stuns all creatures in a 5*5 radius for 1 turn
death aura: all creatures standing nest to the dragone has 10% chance (per dragone) to instantuly kill 10% of the stack standing next to him

Relatinships

Acadamy: since the 'purge of the necromancers',the wizards kept a tight relationship with the HI elves.Some say that the hi elves suplied the wizards with the rearest of animals during the creation of the beastmen as a sighn of respect.

Dungeon: after creating theire new home the hi elves imidiatuly tri to win back the trust of the darck elves .thoug it took nearly a century the hi elves and darck lves finaly became alys when the hi elves proven theire trust in the darck elves by buildin a secrete pasage throug the hearth of the hi elven lands that only th darck elves new it existed.

Heaven: although  heaven considers them hereticks because of theire culture,they made a weard economic aliance (heaven would build defences for the hi elves while they secretuly trained the crifons and horses), though it is rumored that the renegades are waighting for an excuse to destroy them;

Inferno: although the deamons did kill thuidana,the hi elves hatred for the wood elves were stronger so in the war of the gray eliance thei refused to participate,and they remaind neutral ever since

Necropolis: the necropolis try(and sucsed in) to breack the balance so the hi elves must must interveen.

Silvan: hated enemys for reasons I already said

Fortres: they berely new anithing about each other so they remaind neutral

Buildings

Death towers: alows a leader when seaged to give towers extra atack an alwais kill 1 person
Life castle: if you surviwe a seage and you have 33% les tops than the enemy then after the batle all units will be restorted
palace of blesing: until the end of the month the party blesed has+2 health
Darck mithril: until the end of the month the party blesed has+2 atack

Thats all for now.

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xerox
xerox


Promising
Undefeatable Hero
posted August 28, 2007 08:04 PM
Edited by xerox at 22:16, 16 Sep 2007.

I will post my "snow elfs" (which they of course not will be called) here.

Spire
Home of the Àinar, the Light Elves

History
The first elves were not created by Sylvanna as many belives but the Dragon of Order, Asha.        
Only the eldest elves remember the story of their true history, and they prefer to keep it secret...
The Àinar, was created before the elemental dragons by Asha and was meant to take up the fight against Urgash, the Dragons of Chaos.
Hiding them in the mountains, she could only hope that the Àinar (or the Snow Elves which humans would have callen them) could build an army strong enough to defeat Urgash. But demon agents found them, hiding under the mountain and soon an invasion of demons came and killed many.
Asha understood that she needed more troops to win the fight so she created the elemental dragons to her help.
She sent the Dragon of Light, Elrath to learn the elves the ways of the light and the Dragon of Earth to bless them. As Sylvanna and Elrath only had limited power they took one half of the Àinar people each and blessed them. So one group was blessed by the light and the other with the earth, this lead to an conflict between the elves.
The Valkyries which means "the Blessed Ones" wanted to lead the Àinar while the Sylvanor which means "the Choosen Ones" wanted to do the same, they did also not belive in the same dragon.
The War came and the Valkyries was about to win. The Sylvanor had planned a final attack against their capitol so the Valkyriean forces gathered at their capitol to defend it. but it was a trap, the Sylvanor used their earthborne powers together and crushed the mountains that lied on the both sides of the Valkyriean capitol.
In a matter of seconds the Valkyries was no more, and their capitol, with almost all their people, was buried under the enourmous amount of snow.
As a punishmet, Sylvanna banned the Sylvanor from entering the mountains again and sent them to live in the forests, here they would become the Wood Elves and later the Sylvan Faction.
Elrath ressurected the most of the Valkyriean troops and sent them into gigantic caverns under the mountains of the far north, there they would rebuild their kingdom and be a long way from the wood elves, so war could be left into the shadows.
They renamned themself into the Light Elves, beliving that they were the blessed and the choosen ones, however some though that the light had left them, so they begun to belive in the Dragon of Air instead.
The Eldest of the Wood Elves tries to not remeber it but the fear of the that Light Elves will return for revenge is still there... and yes, the Light Elves will rise again.
Here Heroes V begins.

Timeline

The Mytic Age-Creation of the Àinar
Asha creates the Àinar. They are meant to fight Urgash. Asha hides them in the mountains.

The Mytic Age-Creation of the Elemental Dragons
Asha creates the world and gives birth to the Elemental Dragons.

The Mytic Age-Creation of the "Elder" mortal races
The “Elder” mortal races are created as servants of the Elemental Dragons.

The Mytic Age-Creation of Demons
Urgash creates the demons. They quickly find the Àinar and destroys their homes, not many survives. Asha sends Elrath and Sylvanna to help the Áinar recover.

The Mytic Age-The Dragon Blessings
Sylvanna blesses half of the Áinar people and Elrath the other half. He also learns his half strong light magic. Sylvanna teaches her half about nature, and gives them the blessing of the earth.

The Ancient Age-Elder Wars
The Angels launch a crusade on the Faceless. The destruction is terrible, and the elder races suffer tremendously. Early Elf civilizations and kingdoms are destroyed.
The Primordial Dragons become myths and are slowly forgotten. Only the Elemental Dragons are worshipped.
The Demons benefit from the general confusion to establish a foothold in the world. Lurking in uninhabited places, they slowly gather their strength.

The Ancient Age-The First Elven War and the Fall of the Valkyreans
The Earth-blessed group has renamned them to the Sylvanor and the Light-blessed group to the Valkyreans. Both groupes blame eachother for destroying their lands. The conflict gets worse and in the end a war is made. The Valkyrieans is about to win when the Sylvanor are doing their last, final attack against the Valkyrean capital. Almost all of the Valkyrean people are sent to the capital, they want to make sure that the undefended small villages survives.
But its an trap. The Sylvanor use their earth magic togheter and the mountains that lies around the capital crushes down on the capitol. The Valkyreans are buried under the snow and almost exterminated. As a punishment, the Sylvanor are banned from the far, far north and are sent to the forests of Irollan.
However the Dragon of Light, Elrath ressurects them and the Valkyreans renamnes themself to the Light Elves, because of Elrath, their primary god.
They make there homes in gigantic, underground ice caverns. Later some think that Elrath has forgotten them and starts to belive in Sylath, the Dragon of Air.

The Modern Ages, 937 YSD-Rise of the Light Elves
Only the eldest of Wood Elves remembers the events from the Ancient Age. They try to forgott it but in the far, far north the Light Elves has risen from the underground, wanting to know what that has happening to the world, and they still seek revenge against the Wood Elfs...

The Modern Ages, 970-973 YSD-Dark Offers
On their way to the south they find the Dwarfs of the Fortress faction. They tell them about many things that has been happening, they also meet a group of Dark Elfs in the dwarven lands.
They tell the Dark Elfs about the thirst of revenge, and the Dark Elven group tells them that they also dont like the Wood-Elves very much and that they know somebody who maybe can give them the power to make life bad for the Sylvan faction...
Here Heroes V for the Light Elves begins.

Note that the Light Elfs still call themself the Àinar but they prefer other races to call them the Light Elves.


Moon of the Avengers or the Red Moon. Symbol of the Light Elves who has been lured into dark powers by the necromancers.

Basic Info
Aka: Àinar, Light Elfs, Snow Elfs (often called by humans, makes the Light Elfs get an evil panda face)
Warships: Mainly Elrath, but some also warship Dragon of Air, Sylath and a few still warship Sylvanna (mostly Elrath and Sylvanna), and recently now when they have awakened some have begun to warship the dark side of Asha, because necromancers has promised powers of darkness that is enough to do something bad on the wood elves...
Racial Colors: Silver White, Golden, (darkred for the "necro elves")
Racial Symbols:  The Silver Spire, The Golden Crown, The Red Moon (for necro elves)
Core Philosophy: "It is good to go on, but sometimes you just must have revenge!"
Race Description: Elves with pale/with faces who wants to make life bad for sylvan...
Country/Kingdom/Empire: Cuináara
Location:  The Dead Wastelandes (of the North). In the north pole. Their capital is in the center of the world in the north, at the highest point of the world.
Capital: Cúinora, The Spire of the Clouds
Friends: Dungeon, Fortress,
Neutral: Haven, Academy, Bastion
Enemies: Inferno, Sylvan, Necropolis
SPOILERS! Campaign Status: Necropolis and Dungeon are friends early in the campaign. Enemies are Fortress and Academy in early campaign. Later Bastion, Fortress, Academy and Sylvan becomes friends and Necropolis and Dungeon becomes enemies.

Creature List

Lv1 Walker. Wanderer
Now when the Light Elves has risen from the underground caverns they have begun to guard the mountains from enemies.
The Wanderers reports if there are any enemies near, and when there is they report to their leader so they can be prepared to run or fight. Although not very effective on the battlefield, they help the hero greatly when he travel.
Attack: 1
Defense: 1
Damage: 1-2
Health: 4
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 9
Cost: 25g
Growth: 20
Abilities: Scout

Scout: Allows the hero to see farther.


I created this one myself, its an Wanderer that is ready for battle.

Wanderer Upgrade. Watcher
The Watchers are the guards of Cuináare, the Light Elven kingdom.
Even more skilled scouts than the Wanderers, they are able see some numbers of the enemy troops.
They can also switch weapon, from a spear to an bow.
Attack: 1
Defense: 2
Damage: 1-2
Health: 6
Mana: N/A
Shots: 4
Speed: 5
Iniative: 9
Cost: 40g
Growth: 20
Abilities: Master Scout, Weapon Shift

Master Scout: Are able to see 15% of the creatures in an enemy army.

Weapon Shift: Able to switch from melee weapon to ranged weapon and back again, weapon switch takes one turn.


An Watcher ready for battle with his bow.


Wanderer Alternate Upgrade. Acolyte
The Acolytes are living experiments by the evil Necromancers. They have been lured to an darker side and are mix between undead and the living. They have light green skin color and use dark magic to slay their opponents.
Attack: 2
Defense: 1
Damage: 2-2
Health: 5
Mana: 4
Shots: 5
Speed: 4
Iniative: 8
Cost: 42g
Growth: 20
Abilities: Shooter, Caster

Spellbook

Basic Weakness: Causes the selected enemy unit to inflict less damage in combat. 4 Mana.


You can clearly see the corupption on his skin. Poor elf, maybe the Necromancers really are evil, pure evil.

Lv2 Walker. Snow Leopard
The Snow Leopards are swift, sacred animals of the Light Elves. They have been tamed by the Light Elves to fight for them, but they spend most of their time in great temples.
When an friendly unit dies the Snow Leopards becomes enraged, and even more dangerous. They can suprise there targets with an suprise attack.
Attack: 2
Defense: 2
Damage: 3-4
Health: 13
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 11
Cost: 80g
Growth: 12
Abilities: Enraged, Suprise Attack

Enraged: This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).

Suprise Attack: Each time this creature attack the first time on another enemy creature there is an 30% chance that it will be stunned for one turn. However when the enemy retailates there is also an 30% chance for an extra suprise attack.



Snow Leopard Upgrade. Glaciar Stalker
The Glaciar Stalkers are Snow Leopards are genius in combat.
The Glaciar Stalker can smell blood miles away and are always the ones who find and kill an enemy unit.
There movements are so fast that the an enemy unit cant even attack back.
Attack: 3
Defense: 2
Damage: 4-5
Health: 13
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 13
Cost: 120g
Growth: 12
Abilities: No Enemy Retailation, Suprise Attack, Enraged

No Enemy Retilation: Enemies never retaliate after melee attacks by creatures with this ability.

Snow Leopard Alternate Upgrade. Artic Bloodhunter
The Artic Bloodhunters are used by the darker elfs to track down an lazy solider of the enemy, kill him fast and eat him.
The Artic Bloodhunters are Artic Tigers of the northern wastelands who may have lost some of their speed and agility but gained great strenght and defense. Larger than there relatives they cannot escape an retailation but eat dead corpses for health and kill their opponents with ease. But they are also one of the most holiest creatures of the Light Elves and are even used as mounts by the Prophets.
Attack: 5
Defense: 3
Damage: 4-5
Health: 12
Mana: N/A
Shots: N/A
Speed: 4
Iniative: 8
Cost: 150g
Growth: 12
Abilities: Large Creature, Suprise Attack, Enraged, Eat Corpse

Eat Corpse: This creature can eat from dead corpses on the battlefield, by doing this it restores its own health and can even ressurect some killed creatures in its stack.
Health restored is the half of the dead creature it eats from.


Placeholder. Yea, this Tiger doesnt look very scary... our Artic Hunters have red eyes and a darker fur. But after all this belong to the evilllllll necro elfs!
So this is probably and normal, holy, sacred Snow Tiger in one of the sacred tiger pools.



Lv3 Flyer. Harpy
Some of Sylaths priestesses has been blessed by Sylath himself. Transformed into Harpies they are one with Sylath. They can pick up large boulders from the battlefield and throw them towards the enemy.
Attack: 3
Defense: 2
Damage: 3-5
Health: 14
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 12
Cost: 140g
Growth: 7
Abilities: Flyer, Pick Up Boulder

Pick Up Boulder: The Harpy picks up an boudler and throws it to an target area of 2x2. Damaging all enemies or allies in that area and stuns them for two turns.

Harpy Upgrade. Caladria
The choosen high priestesses of Sylath and Elrath becomes the Caladria. Blessed by both the winds and the light, they are both effective in melee combat and outside it.
The Caladria can heal and bless their allies and do large amout of damage to undead and demons.¨
They are an excellent combination of light and air.
Attack: 3
Defense: 2
Damage: 3-5
Health: 18
Mana: 8
Shots: N/A
Speed: 7
Iniative: 12
Cost: 150g
Growth: 7
Abilities: Flyer, Caster, Heal

Heal: This creature can heal another allied creature on the battlefield to full health. 4 Mana.

Spellbook

Basic Cleansing: Dispels positive magic effects from enemy creatures and negative magic effects from friendly creatures. 4 Mana.


An screaming Caladria. This is an placeholder as i want images for all creatures.


Harpy Alternate Upgrade. Harpy Matriarch
Some Harpies become very vile and savage. They declare themselfs as Harpy Matriarchs and make their own elite groups.
On the battlefield they can as the normal Harpies cast large boulders towards enemy creatures. When they not cast boulders they attack with their enourmous claws. Its almost impossible to hit the Harpy Matriarch because when they have attacked somebody they return to their former location.
When the Matriarch are low on health they can eat dead corpses on the battlefield to restore health.
Attack: 4
Defense: 3
Damage: 5-6
Health: 14
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 12
Cost: 155g
Growth: 7
Abilities: Strike and Return, Pick Up Boulder, Eat Corpse

Strike and Return: Creature attacks and returns to its previous position.

Lv4 Caster/Shooter. Choosen
Many think that the humans of the Haven faction are the true warshipers of Eldrath, the Dragon of Light.
But the Light Elves were those who had been blessed by Eldrath himself. Some Light Elves claim that they are the choosen, the elites of Eldrath. They use powerful light magic to bless their allies and hurt their enemies.
Attack: 6
Defense: 5
Damage: 5-8
Health: 35
Mana: 8
Shots: 6
Speed: 4
Iniative: 11
Cost: 285g
Growth: 4
Abilities: Caster, Shooter

Spellbook

Advanced Divine Strenght: Causes the selected friendly unit to inflict more damage in combat, 4 Mana.

Basic Regenration: The target creature gains health regeneration on its turn. Does not work on Undead creatures, 4 Mana.

Choosen Upgrade. High Oracle
The Masters of the Light and the true choosen of Elrath often becomes mighty High Oracles.
The High Oracles are also strong belivers in Sylath so they can call upon the winds to aid them in a battle.
The High Oracles brings hope and morale to the Light Elves and have a strong political setting, not many become High Oracles but those who do should not be underestimated.
Attack: 10
Defense: 8
Damage: 8-12
Health: 40
Mana: 12
Shots: 6
Speed: 4
Iniative: 10
Cost: 400g
Growth: 4
Abilities: Holy One, Caster, Shooter

Holy One: All creatures in an army with High Oracles cannot get less than 1 morale and luck. This do not affect Necropolis and Inferno creatures.

Spellbook

Advanced Regenration

Advanced Divine Strenght

Basic Haste: Causes the selected friendly unit to act more frequently in combat, 4 Mana.

Basic Deflect Missile: Makes the selected friendly unit receive less damage from ranged attacks, 6 Mana.

Choosen Alternate Upgrade. Dark Necrolyte
Some Choosen has left the light and begun to study dark arts. Those who are succesful (which is very rare) can even rise dead corpses to Skeletons on the battlefield.
Not only the Necromancers of Heresh uses the Necrolytes but so does also the Light Elven goverment in secret.
Those who fight the Dark Necrolyte does never get much morale and uck because the Necrolytes are some of the most skilled dark wizards on Ashan.
Attack: 11
Defense: 6
Damage: 8-15
Health: 28
Mana: 10
Shots: 5
Speed: 4
Iniative: 9
Cost: 420g
Growth: 4
Abilities: Unholy One, Caster, Shooter, Necromancer

Unholy One: Enemies cant get higher than 1 morale and luck.

Necromancer: If there is an dead corpse on the battlefield, the Dark Necrolyte can ressurect it to an Skeleton, Skeleton Archer or an Skeleton Warrior.
Creatures of Tier 1-4 becomes normal Skeletons. 5-7 becomes Skeleton Warriors. All shooters becomes Skeleton Archers.

Spellbook

Vulerability: Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero, Mana.

Suffering: Weakens the target enemy unit to decrease its Attack, 5 Mana.

Fireball: Deals fire damage to all units in the target area, 10 Mana.

Lv5 Walker. Valkyrie
The old Light Elves called themself the Valkyries (but first Àinar) meaning the Blessed Ones.
Now the Valkyreans are a special group of Elite Warriors who are a kind of sub-race of the Light Elves.
They are able to heal their allies and carries enourmous wooden shields and spears which they can cast to the enemy.
The Valkyries ARE the Light Blessed like The High Oracles, and once again sacred lights will fill the battlefield, spears be seen high in the sky and enemies fall by the might of the Valkyries.
Attack: 11
Defense: 13
Damage: 9-17
Health: 60
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 11
Cost: 732g
Growth: 3
Abilities: Heal, Spear Cast, Large Shield

Spear Cast: The Valkyrie casts her spear towards an enemy target. If there is any other enemy creatures in front of the target they will also be damaged by the spear.
Can be used two times a battle.

Large Shield: Creature receives only 50% of damage from all non-magical shooting attacks.

Valkyrie Upgrade. Silver Rider
The Silver Riders are the elites of the Light Elven troops. Long ago they rided Pegasuses, but the pegasuses has vanished so the Silver Riders no ride great Sleiphorns, the ancestors off the unicorns and the normal horses.
Like the haven paladins they can heal and cure allies with ease, but also bless them at the same time.
The Valkyrean Silver Riders also brings an aura with them so that allies close to her can regenrate health.
Attack: 14
Defense: 20
Damage: 15-22
Health: 87
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 11
Cost: 920g
Growth: 3
Abilities: Large Creature, Blessed Healing, Silver Aura, Spear Cast, Large Shield

Blessed Healing: Upgraded from the normal heal this creature can completely heal one unit from the target friendly stack and dispel all negative magical effects from this stack.
The Healing also blesses the target with a random Tier 2-4 (teleportaion is removed) Light Magic spell.
Blessed Healing can be used three times a battle.

Silver Aura: All creatures around the Silver Rider gets health regenration (as long as they stand close to the Silver Rider).
All regenrates health in an area of 4x4 around the Silver Rider.


Valkyrie Alternate Upgrade. Death Rider
The Death Riders are Valkyries who has betrayded the ancient arts of the oldest Light Magic and Elrath. They are basically the elven Death Knights.
No one dares to come close to the Death Rider, and when they finally do they can get cursed and almost completly wiped out by the Death Riders enchanted spears. These ladies enchanted spears can also turn enemies into her own side. Allied creatures can also not step close to the Death Rider, but when the hero has an Death Rider in his army, his troops will almost become immune to curses.
Attack: 18
Defense: 14
Damage: 18-23
Health: 62
Mana:  N/A
Shots: N/A
Speed: 8
Iniative: 12
Cost: 1000g
Growth: 3
Abilities: Large Creature, Dark Strike, Dark Aura, Spear Cast

Dark Strike: Similar to the Death Knights deadly strike, but with some extra features on it. Theres a 20% chance that this creatures attack will kill 30% of the creatures in the enemy detachment. The Death Riders attack also casts an random tier 1-3 Dark Magic spell, but the cursing attack does always work.
And there is a 15% chance the the Death Rider will cast Puppet Master on the ´target he she attacked.

Dark Aura: Enemies 4x4 squares around the Death Rider cannot get luck or morale bonus. ALl creatures must always stay one square away from the Death Rider. Only on the second turn they can attack him, but they can retailate without any problems and specials like the Battle Dive can also be performed without any problems.
If there is a Death Rider in the heroes army, all his creatures will become 50% resistant to any kind of curses.


Lv6 Tank. Guardien
The Guardiens may sound like a creature from the Necropolis as they are undead but that is wrong.
Yes, the Guardiens are undead by they do no way belong to Necropolis. The Guardiens are the remains of old and great Àinar warriors.They wear ancient runeplate armour and enorumous shields and maces. Warriors of the Past has returned to aid their people, and so they will.
Attack: 18
Defense: 28
Damage: 8-18
Health: 165
Mana:  N/A
Shots: N/A
Speed: 5
Iniative: 8
Cost: 1305g
Growth: 2
Abilities: Large Creature, Enraged, Large Shield, Undead

Undead: This creature is not alive and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.


An Guardien watching over somebody or something.


Guardien Upgrade. Ancient Revenant
Unlike the Guardiens the these ancient Revenants are remains of kings, commanders, heroes, legends and so on.
The Revenants are ancient spritis of them who has come back to to something unfinished. The Revenants cannot die untill they have done their quest in the world so every time they die they will reincarnate. This makes the Ancient Revenants some of the most dangerous creatures in Ashan.
Attack: 19
Defense: 29
Damage: 11-21
Health: 170
Mana:  N/A
Shots: N/A
Speed: 6
Iniative: 8
Cost: 1800g
Growth: 2
Abilities: Undead, Large Creature, Enraged, Reincranation, Shield Master

Shield Master: This creature gets 50% less damage from ranged attacks, 15% less damage from melee attacks and a 15% to resist an bad spell beign cast to the creature.
All friendly creatures behind this creatures also get these bonuses, but only when they stay behind it.
This creature cannot be affected by effects that decreases defense.

Reincranation: Every time this creature dies, it has a 30% chance to ressurect itself. But only 50% of the orginal stack is ressurected.



An old drawing of an Revenant. You can cleary see that it has no real body to live in. Some Revenants seeks out dead bodies and take them as their own like a species of woman ghosts.


Guardien Alternate Upgrade. Restless Destroyer
Some Revenants becomes Destroyers. Cursed by evil mages they hate everything dead and living. They cannot harm their masters who control them. The Destroyers cannot rest, they are forever bound to fight and be alive.
They bring an dark aura with them and can execute their targets. Unlike the Revenants and Guardiens they wear no shields, but great runeswords who kills enemies with ease.
Attack: 24
Defense: 23
Damage: 22-34
Health: 120
Mana:  N/A
Shots: N/A
Speed: 5
Iniative: 9
Cost: 2150g
Growth: 2
Abilities: Undead, Large Creature, Enraged, Execute, Cursed Aura

Execute: If there are less than 10% creatures in an enemy stack their is a 10% chance that the Restless Destroyer will kill them all with one single blow.

Cursed Aura: Enemies cannot get morale or luck. Decreases iniative by 2 for all enemy creatures. Each time the Destroyer moves he will drain 5% health of every enemy creatures on the battlefield and destroy 1 mana.


Lv7 Flyer. Roc
The Rocs are the children of Sylath. These giant birds of prey lives in the mountains of Cuináara. They have been tamed by mighty beastmasters of the Light Elves.
Now you can see statues, altars and temples of them everywhere. Some of the Rocs lives in the Spires, the cities of the Light Elves.
You often see Rocs fly by the middle tower or Spire in the city or town. Rocs are not very good attackers but can fly very fast. They cannot be harmed by blind spells, there eyes are to thick.
But they can grasp enemies with their claws and throw them somewhere. The Children of Sylath has come to fight for glory, for the true Àinar.
Attack: 23
Defense: 22
Damage: 20-28
Health: 130
Mana:  N/A
Shots: N/A
Speed: 8
Iniative: 15
Cost: 2700g 1 Sulfur
Growth: 1
Abilities: Grasp, Flyer, Large Creature, Immunity to Blind

Grasp: The Roc can pick up any creature, both enemy and friendly, with its claws. They can throw enemies when they are up in the air or keep them their (but their damage is halfed then, allies can also stay there and use the Roc as an aeroplane).
Can only take small creatures.

Immuntiy to Blind: This creature is immune to all blind effects.


Roc Upgrade. Silverwinged Roc
The Silverwinged Rocs are the children of both Sylath and Elrath together. Unlike the brown Rocs they are magical creatures. There magical, silverwhite wings can reflect spells.
They can also make large blizzards that freezes enemies. The Silverwinged Rocs are holy by all Light Elves, and maybe the fastest creature in Ashan.
Attack: 26
Defense: 25
Damage: 31-42
Health: 155
Mana:  N/A
Shots: N/A
Speed: 8
Iniative: 16
Cost: 3975g 2 Sulfur
Growth: 1
Abilities: Grasp, Large Creature, Flyer, Spell Reflection, Blizzard, Immunity to Blind

Spell Reflection: Every bad spell beign casted to the Silverwinged Roc has a 50% chance to be reflected´to any enemy creatures on the battlefield. But there is an 20% chance that it will be reflected to one of your own creatures.

Blizzard: The Silverwinged Rocs creates a blizzard with the help of its wings. Each enemy creature in the blizzard will be freeze. Freezed creatures cannot do anything on the battlefield. Also inflicts 15% of the Rocs normal damage to all in the blizzard when its the rocs turn. The Silverwinged Roc cannot move or retailate or do any other commands/actions.
Enemies can come from behind the Silverwinged Roc and attack it. Blizzard stops when the Silverwinged Roc does any other actions.
Targets an area of 5x5. Can be used two times a battle.


Roc Alternate Upgrade. Storm Roc
The Storm Rocs are the outcasts and banned sons of Sylath. They have been tamed by the evil version of the Light Elves.
The Storm Rocs can do powerful storms that helps its allies and not good things to enemies.
They are immune to lightning as they are living storms themself. They do an chain lightning like attack which damages several cretaures at once, this is the secret weapon of the vengeful elfs.
Attack: 27
Defense: 25
Damage: 30-45
Health: 140
Mana:  N/A
Shots: N/A
Speed: 8
Iniative: 15
Cost: 4100g 2 Sulfur
Growth: 1
Abilities: Large Creature, Immunity to Blind, Immunity to Lightning, Great Storm, Flyer, Chain Lightning Attack

Immuntiy to Lightning: This creature is completly immune to all lightning effects.

Great Storm: Almost same as blizzard except that enemies in the storm not freezes but the winds are like a prison to them. However allies that walks into the storm will get expert haste on themself.
5x5, 2 times a battle.

Chain Lightning Attack: Each attack the Storm Roc does has a 30% chance to do an Chain Lightning Attack.
Each creature that stands nexts to the affected creature will also get the chain lightning effect and so on.
Damage from the chain lightning is halfed with each affected creature. Can affect allied creatures!
If there isnt any creatures next to it there will be an Lightning Bolt instead.


The Town, Spire
Far, far away in the cold northpole the Light Elves build their glouriois and enorumous spires to watch over the land and look at the holy Auroa Borealias.
The Spires are the towns of the Light Elves. The first thing you will see behind the mountains is the giant tower or spire that stretches out to the sky.
The larger teh city around it becomes, the larger the spire itself becomes. It has long walls that stops at the mountains behind the city. The water of the moth comes from waterfalls in the walls. The water is transfered from the city waterfall of the mountains to the walls which leads the water to the moth.
On the eastern side of the Spire there is A LOT of houses, there lies the most houses were the Ligth Elves live.
On the western side you can find a great forest but also the Harpy Towers and one of the mage guild spires. The Mage Guild contains five spires that lies arond the big spire in the middle itself. All are connected to the Spire and to each other.
There mages and wizards study the arts of light and summoning magic.
On top of the spire you can find the great Roc Statue and the Roc Aviary.
In the capital city you can find an beautiful Aurora Borealias.


Town Layout

Layout of the Spire Town.

Light Gray - Town Hall buildings. You can also find some houses on the spire.
Dark Gray - Mountains, the Spire is surroanded by mountains but the mountains only borders with the city in the north. The gate in to the city is also Dark Gray.
Yellow - Mage Guild Lvl 1-5
Dark/Swamp Green - Special Racial Skill building, the racial skill was menat to improve spells but i didnt have time for it.
Blue - Rivers, Waterfalls and Moats.
Dark Purple - Wanderer dwelling.
Purple - Snow Leopard dwelling.
Orange - Just some random houses...
Green - Forest
White - Roads
Light Blue - Special Building.
Dark Red - Tavern + Special Building. They are connected.
Red - Marketplace + Rescource Silo. Also connected.
"gold" - Harpy dwlling.
Light Yellow - Choosen dwelling.
Light/Slime Green - Guardien dwelling.
Dark Green - Valkyrie dwelling.
Very Light Blue - Roc dwelling.
Brown - Shipyard. A large part of the shipyard is hidden in the waterfall.
Dark Blue - Speciall Building
Middle dark Blue - Special Horde and Racial building.
Outside the city is the teal ice/snow and the green grass/trees etc.

Creature Dwellings
Belvedere
The Belvedere allows you to recruit 20 Wanderers per week.
450g 5 Wood

Watch Tower
The Watch Tower allows you to recruit 20 Watchers or Acolytes per week.
1000g 5 Ore

Sacred Cave
The Sacred Cave allows you to recruit 12 Snow Leopards per week.
Town Level 3 1000g 2 Ore 2 Gem

Cave Temple
The Cave Temple allows you to recruit 12 Glaciar Stalkers or Artic Bloodhunters per week.
2500g 2 Gem 2 Crystal

Harpy Peak
The Harpy Peak allows you to recruit 7 Harpies per week.
Town Level 6 800g 10 Wood.

Enchanted Spire
The Enchanted Spire allows you to recruit 7 Caladrias or Harpy Matriarches.
1800g 2 Wood 5 Ore 2 Mercury

Great Shrine
The Great Shrine allows you to recruit 4 Choosen per week.
Town Level 9 Mage Guild Lv1 1800g 5 Ore 5 Sulfur 5 Gem

Vault of Faith
The Vault of Faith allows you to recruit 4 High Oracles and Dark Necrolytes per week.
4200g 5 Sulfur 5 Mercury 5 Crystal

Valkyrie Terrace
The Valkyrie Terrace allows you to recruit 3 Valkyries per week.
Town Level 9 Great Shrine 2500g 2 Mercury 2 Sulfur 10 Ore

Halls of Twilight
The Halls of Twilight allows you to recruit 3 Silver Riders or Death Riders.
Vault of Faith 5800g 10 Ore 5 Sulfur 5 Gem

Warriors Tomb
The Warriors Tomb allows you to recruit 2 Guardiens per week.
Vortex of the Abyss Town Level 12 5000g 15 Ore 10 Wood 5 Sulfur 5 Mercury

Legends Catacomb
The Legends Cataomb allows you to recruit 2 Ancient Revenants and Restless Destroyers per week.
8000g 10 Wood 10 Ore 10 Sulfur 5 Crystal

Tower Roost
The Tower Rost allows you to recruit 1 Roc per week.
Town Level 15 City Hall Castle 5000g 20 Ore 10 Wood 10 Crystal 5 Sulfur

Spire Aviary
The Spire Aviary allows you to recruit 1 Silverwinged Roc and Storm Roc per week.
7500g 10 Wood 10 Ore 10 Sulfur 10 Mercury

Special Buildings
Mage Guild 1-5

Sapphire Tower
The Sapphire Tower increases Choosen weekly growth by 2 and supports the Light Elves racial skill.
Town Level 9 1000g 2 Gem 2 Crystal

Conclave of the Prophets
Conclave of the Prophets supports the Light Elven racial skill.
Town Level 10 Magic Guild Lv2 2000g 5 Gem 5 Mercury

Vortex of the Abyss
The Vortex of the Abyss allows you to sacrifice artifacts and skills for extra spellpower and mana.
Town Level 10 Sapphire Tower 2000g 10 Crystal 5 Gem

Hero, The Prophet
The Oracles say that they are a link between the gods and Ashan while the Prophets say that they are sendt from the gods themself.
No one know if they are, but it has clearly shown that some Ligth Elves are more intillgent and more succesfull then others.
The Prophets ride on great armoured sacred Snow Tigers and sometimes even on Rocs. Its the Prophets who will lead the Áinar to victory.
The Prophets prefer magic.

Future Story
The Light Elves has begun to explore the world. Vanáera, the elven queen has a daugther, Sevanya, who leads the expeditions. They soon meet the dwarfs and becomes very good friends with them.
Dheyor was the king of the Light Elves during the conflict between Valkyreans and the Sylvanor.
Under an meeting with some dwarven nobles he gets visited by a group of Dark Elfs lead by the warlock Vayshan.
He has heard about Dheyors thirst for revenge against the Wood Elves and offers Dheyor to meet his masters.
Dheyor accepts and takes a large group of Light Elves with him.

After severals days they finally meet Vayshans master, Daragar. Daragar is an very powerful Necromancers and offers Dheyors group powers of darkness, destruction and death.
Dheyor realises that the evil Necromancer wishes to corrupt him and his people and fights against Daragar.
Vayshan and his Dark Elves flees before the battle begings. Daragar does everything in his power to corrupt the Light Elves but it doesnt work, the Light Elves has been blessed by Elrath, the Dragon of Light. But has heard rumors of an powerful artifact that is supposed to be able to corrupt any creature, even an entire army.
But its guard and in the middle of an great maze.
Daragar needs to find the secret passage to the underground first and than find the way into the middle of the maze.
But an powerful Red Dragon guards it when Daragar has found his way into the middle, he kills the Red Dragon and claims the dark skull which is the artifact.
Later Daragar corrupts the Light Elven camps one by one and defeats Dheygor which he gives dark powers and corrupts.
He now tests his new army of Light Elves called the Blood Avengers. He sends them to raid a large part of the mages land and some of the Silver Cities, his succesful, his army is now complete.

Back in the north, the alliance between Dwarfs and Light Elves has broken because an invasion.
The invasion is led by Razzak, and mighty Wizard. The Dwarfs think that the Light Elven queen, Vanaéra is the reason for the invasion. The Dwarfs joins the acedemy because Razzak told the dwarven general, Helmar, that Light Elves had destroyed many of the Silver Cities.
Vanaéra flees to the capital and worries about her daugther, Princess Sevanya, that fights for her life against Fortress and Academy troops. She is forced to escape. On her way south she meets a group of Orcs led by Kharangorth. She tells them that she has no idea why the Academy invaded her kingdom with the help of Fortress, the Orcs has no love for the Wizards and decides to help her find an ancient gate that leds to the desert of Al-Shazzar and the Silver Cites.
She takes the risk, and by the help of the Orcs they find the gate. The Orcs say good bye and say thanks to Sevanya for helping them with some of their problems.
Back in the far, far north Queen Vanaéra has with the help of her diplomatic skills stopped the war at home.
Sevanya is very suprised when she arrives to teh lands of the wizads that she is welcome, Razzak has sent reports back to the Silver Cities.
An uncorrupted spy of the Blood Avengers tells Sevanya about the Necromancers and the great corruption.
Together they drive out the remaining Necropolis and evil Spire troops from Al-Shazzar and invade Heresh to find Daragar. But Daragar is nowhere to be found...

Princess Sevanya and Queen Vanaéra makes an alliance with the Wood Elves who promises to help the Light Elves hunt down Daragar, find the artifact and cleanse Dheygor.
The Wood Elves, led by Wyngaal, helps the wizards to restore some of the Silver Cities.
They find the underground passage that leds to the Dark Elven kingdom. They find Vayshan hiding in an small town. Vayshan promises to lead the way to Daragar and tells them that he uses the artifact from its orginal location to corrupt all races of Ashan he can. And his first target is the Light Elves and the Academy.
But King Dheygor uses powerful destruction magic to seal all the ways out from the underground and the portal to Daragar.
Finally they reaches the maze, which has been magical enchanted so that its even larger and more heavly guarded.
But then Orcs arrives with Kharangorth and helps them to destroy the artifact and kill Daragar before its to late.
Dheygor is however heavly corrupted and is later killed by his own daugther, he is risen as a Revenant because he had some unfinished buisness to do.
Together they manage to destroy the artifact and kill Daraghar. Vayshan is jailed by the Dark Elfs and King Dheygor can rest in peace, from his spirit an Aurora Borealias rised over the Áinars capital.

Faction complete!
This is my third faction ever.



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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 29, 2007 01:56 PM

Quote:
@Bak: No, you can go ahead. I'm not competing, that's just something else...

Something else?
I'm interested... What something else? And most importantly, why don't you post it?
____________
"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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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted August 29, 2007 07:47 PM
Edited by Orfinn at 19:48, 29 Aug 2007.

Quote:
Okay, this is going to be the master post for my faction.  Only the basic description and creature names are ready yet, so this will be edited almost as much as the beta Treants.

The Snow Elves

City: Outwatch
Colors: Teal, Light-Blue, Deep Blue
Worship: The Snow Elves worship both Sylath and Shalassa periodically, imploring both Gods for the everlasting winter which graces their homeland of Vantalost.  Sylath's worship ensures the frost-bearing clouds above Vantalost, and Shalassa's worship brings purity to the waters which constitute the blankets of snow.
Core Philosophy: "Instigate battle when necessary, and defend what is your own.  Value times of peace, for they are ever-fleeting."
Country/Kingdom: Vantalost
Capital: Starcrest

Units:
Lv1. Wisp >   Guardian Wisp /   Shimmering Wisp
Lv2. Sentinel >   Water Guard /   Sky Guard
Lv3. Disciple >   Oracle /   Enchanter
Lv4. White Tiger >   Tiger Rider /   Storm Tiger
Lv5. Giant Eagle >   Roc /   Thunderbird
Lv6. Snow Ape >   Yeti /   Sasquatch
Lv7. Blue Dragon >   Azure Dragon /   Frost Dragon

More to come  



Love your proposal Cep Its similar to what I thought of, except the Dragons and Sentinels.


Quote:
O.K here it is(something):

IntroductionThe sanctuary
Motto: 'from death came life,from life came death'
AKA: the hi elves
Associated colors: Yelow(gold) and blue
Worship: They do not trust any dragon,living on the concept of reincarnation.
Core Philosophy: 'The cicle goes on';live your life without fear of death;embrace your faith;
Country / kingdom: Darcklight,the open plains
Capital city: Egraid,the temple of balance.
Key symbols: the darck star,the cros of light

History
540 YSD: War of the Bitter Ashes – birth of the Dark Elves
 During the war a group of elves refused to atack the darck elves,being the only ones that actualy thought about the darck elves eeing inocent so they asked the help of the Dragon Knights to help them find prof that the darck elves did this.
585 YSD: theire new friends
 Dragon Knights bring evidence to the Elves that Brythigga’s criminal fire was set by a Demon spy.
 The elves that refused to fight were horified by what there brothers and sisters have done ,those elves led by Drelanim left left theire past and the forests behind.
590 YSD: Blesing of the wild
 The elves,now caling themselfs hi elves created warios sanctuary and castles creating a civilization were them and most of te creatures from the forest coexist in peace.
813-822 YSD: War of the Broken Staff
 The undead tries to breack the balence so they aly with the wizards and eventualy crush the undead
951 YSD: 5th Eclipse - War of the Gray Alliance
 Before the war,the elves sent a mesanger asking them to join them in the figt against the demons.They refused and toled the mesaner shoud they see him again they will send him back with an arow throgh the head.

Creatures
I will feature alternatives based on how creatures specializes themself(in bringing life or death)
L1: Wolf(cripling wound)
U-L1: Timber wolf(double atack,cripling wound)
U-L1: Spirit wolf(cribling wolf,haul)
L2: Longbowmen(ranged,no range penalty)
U-L2: Hawk eye(ranged, no range penalty,seage shoter)
U-L2: Ranger(ranged,no range penalty,no melle penalty)
L3: Tiger(invisibility,hunter)
U-L3: Saber toOth(large creature,invisibility,saber wound)
U-L3: White tiger(large creature,hunter,no retaliation)
L4: Pegasus rider(mana burdain,flyer,large creature)
U-L4: Pegasus champion(mana burdain,flier,large creature,charge)
U-L4: Silver pegasus(feed back,mana burdain,flier,large creature)
L5: matriarch(caster(Decay,clensing,haste,slow),ranged)
U-L5: Heretic(caster(decay,slow,confusion),cursing atack)
U-L5: Hierophant(caster(clensing,haste,magick imunity),aura of magic resistance)
L6: Templar (ranged,no mele penalty,light and darck catalisc)
U-L6: Dark templar (ranged,no mele penalty,Darck master)
U-L6: High templar (ranged,no mele penalty,Light master)
(I apologise for the starcraft name but it is perfect for my creatures)
L7: Firebird(imunity to fire,fire breath,large creature,flier)
U-L7: Phoenix(imunity to fire,fire breath,large creature,flier,fire shield,rencarnation)
U-L7: Sky lord(imunity to fire,fire breath,large creature,flier,sky master,hels flame)

Thats all for now.


Fixed the creature names for you. Nice proposal that one too
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 29, 2007 08:17 PM

Quote:
Love your proposal Cep  Its similar to what I thought of, except the Dragons and Sentinels.


Thanks a lot.  The theme is snow-based creatures, the first upgrade deals with water-based units and the alternates deal with air-based ones...  shows the impression the worship of two Dragon Gods has on a faction.  I'll update it all later.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 29, 2007 08:36 PM

Daystar:

1. Do you want me to judge, or you will be the judge this time?
I have no problem to do that, actually I will be glad to.

2. Do you want this to be considered as the continuance of the contest, or as a separate part?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 29, 2007 09:55 PM

Seperate.  Wether it is a second contest, or just a one time thing that someone repeats in a month, it is a different contest.  

Also, if you want to judge, feel free.

And Cepheus, NICE JOB!
____________
How exactly is luck a skill?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 29, 2007 10:16 PM

Okay, I can judge. Thanks.
Maybe I'll use a bit different way than the one I used during the Weekly Faction Contest.
And that looks excellent, Cep. Maybe I'll give some comments later, if you want.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 29, 2007 10:21 PM

Hey, thanks a lot to both of you (and, to save cluttering the thread, anyone else who kindly praises me on the faction in the future).    Comments are welcome, but remember that it's not yet done and a thing or two will be changed.  

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 30, 2007 03:37 AM

Xerox is also promising.  

This is how I would like the system to work:
For each thing they do, they get graded from 1 to 5.

Eg, if a person has creatures and history that are both worth 3, they get 3, + 3, which is then averaged (3) and then +2 for doing two things, for a final score of 5.

If a person had
Heroes: 5
History: 3
Creatures: 3
Pictures: 5

then they would get 16/4, or 4, +4 for doing 4 things, having a final score of 8.

A word on pictures/art: If the art is home-made, as cepheus's is, then it qualifies for being able to get 4 or more in pictures.  If pictures come from random places via google image search, they cannot get more than 4, unless the contest is something like "A race based off of X game" in which case there would be some leeway.  Pictures are to be graded on effort, not medium.  (eg, I do 3DCG, where as others might draw them.)  They are graded on how well they do in that medium, not how well they do compared to others.  Also, quality and quantity go together: there must be both to do well.

At this point I would give Cepheus a 3 for pictures, because he has done some good job with the map editor, but a lot of it is already from the game.  However, if he keeps up this editing, I am deffinitley going to change that.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 30, 2007 12:31 PM

Quote:
The Snow Elves

UNITS:

Lv1. Wisp >   Guardian Wisp /   Shimmering Wisp
Lv2. Sentinel >   Water Guard /   Sky Guard
Lv3. Disciple >   Oracle /   Enchanter
Lv4. White Tiger >   Tiger Rider /   Storm Tiger
Lv6. Snow Ape >   Yeti /   Sasquatch
Lv5. Giant Eagle >   Roc /   Thunderbird
Lv7. Blue Dragon >   Azure Dragon /   Frost Dragon


I must also second that your approach is pretty good, Cepheus, and the graphical work is mostly excellent - I particularly love the Wisp graphics, and how you implemented the Yeti / Snowape. Also, feel free to implement Relentles' old Sapphire Dragon skins for Azure Dragon, if you want to.

My main criticism would be this: This is supposed to be a Snow Elf town, but where are the Elves? Level 2 and 3 only for the racial units seem a bit vague for me. There are a lot of good suggestions for units here, so it's hard to find out which ones you should cut away, if you should remove some. I like the White Tiger, the Thunderbird, Snow Ape and Dragons ... Hmmm although I would say, perhaps the Dragon should go: That particular part depends on your total vision for the Ashan world, but if it includes a watery (Naga/Lizard) rase, it would perhaps be better to save the Water Dragon aspect for that race.

On the other hand, the Snow / Ice / Water relation makes it valid here also, I just feel that both Thunderbird and Frost Dragon is a bit overkill in one town. Alternatively, you could skip the Thunderbird, which is after all an Air creature rather than water. Also, notice that the Thunderbird is essentially back in the game - twice actually, as both the Warlord and Pao Kai are flying units with Lightning Strike.

Also, as much as I love your Wisp graphics, I'm not sure I feel they fit that well in this town - they have a much more elemental feel to them to me, which makes me think Conflux rather than Elven town. I don't want to tamper too much with your town, but I think it would improve the town a lot if you added one or two more elven units.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 30, 2007 01:08 PM

How did you make the wisps in the first place?  

And I agree with Alc.  However, if you were to make them elves riding on white tigers, it might work better.  

Xerox:  I like what you have done so far, the history is interesting, worthy of Tolkein himself, but it has a lot of typos and grammer errors, which makes it not flow so well.  Your creatures seem good, but as before it would not hurt to have another elf unit thrown in there.  I would suggest replacing the Giants with Frost Queens or something, as we already have giants in Fortress.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 30, 2007 02:41 PM

Thanks very much for the in-depth review, Alc!    I'd just like to point out a few things about your points here:

Firstly, the Elven issue.  I agree with you here, it's the fondness for the creature lineups of Heroes III that made me add less humanoid units.  As it stands, Level 2 and 3 are purely Snow Elven units.  I think I will alter the White Tigers to make all three versions 'Tiger Riders', making the total Snow Elven tiers amount to three.  There is a Tiger Rider (Snow Elf) unit already, so that won't make any serious difference.  Four Snow Elves, including the hero, will be an equal number to both the Sylvan and Dungeon factions.

The simplest excuse about the Blue Dragons: as the Snow Elves are practically the frosty counterparts for the Wood Elves, I guess there should be dragons to match theirs.  As for other reasons, keeping in mind that I planned to make in-game screenshots of every units (except the Tigers, they're too hard to make), I considered adding Frost Giants, but I decided they would be very difficult to texturise, and since there were already Giants around, I thought Ice Dragons would be perfect additions for a snowy town.  As for the Thunderbird, that is a reflection of the worship of Sylath, the Air Dragon.  The Snow Elves are intended to be a pure mix of Air and Water, so both elements should be adhered to.  Of course it can be changed to something else, it's just that I'm not sure what...

You may well be right about the Wisps.  However, the Conflux's Grail building was the Aurora Borealis, aka the Northern Lights.  Northern = Vantalost.  The Wisps are spiritual embodiments of Ashan's northern lights.  I'll expand on that later when I add history and some more heroes.

@Daystar:  The Wisps were made using the Soulstone resource and some of the spell effects in the game's data.  I edited the pictures to make them look truly Wisp-like.  Hope I succeeded.  

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 30, 2007 05:00 PM

Quote:
Firstly, the Elven issue.  I agree with you here, it's the fondness for the creature lineups of Heroes III that made me add less humanoid units.  As it stands, Level 2 and 3 are purely Snow Elven units.  I think I will alter the White Tigers to make all three versions 'Tiger Riders', making the total Snow Elven tiers amount to three.  There is a Tiger Rider (Snow Elf) unit already, so that won't make any serious difference.  Four Snow Elves, including the hero, will be an equal number to both the Sylvan and Dungeon factions.


I guess if you put a rider on the tiger that would count as another elven unit. I was never fond of these mounted unit, like the Bear Rider [I think a simpler Bear unit would have gone down as better, or at least more likely to happen], but then, we have our different tastes. And you are very right that Sylvan also has only 3 elven units, albeit the Pixie, even if it is not an actual elf, does look awfully much like an Elf with wings.

Quote:
The simplest excuse about the Blue Dragons: as the Snow Elves are practically the frosty counterparts for the Wood Elves, I guess there should be dragons to match theirs.  As for other reasons, keeping in mind that I planned to make in-game screenshots of every units (except the Tigers, they're too hard to make), I considered adding Frost Giants, but I decided they would be very difficult to texturise, and since there were already Giants around, I thought Ice Dragons would be perfect additions for a snowy town.  As for the Thunderbird, that is a reflection of the worship of Sylath, the Air Dragon.  The Snow Elves are intended to be a pure mix of Air and Water, so both elements should be adhered to.  Of course it can be changed to something else, it's just that I'm not sure what...


I see ... I'm not sure I find the idea of mixing two elements in one good particularly good, but then you have your creative freedom. On a more objective note, you might run into problems with the unit type distribution. As I see it, you have only one shooter (in fact, shooter/caster) at level 3, right? Furthermore, the distribution of flyers is a bit odd, at level 1, 6 and 7. Depending on the availibility of the level 3 unit, this might give problems with creeping, where a low level shooter oft is of great help (Skeletons, Marksmen, Gremlins) - although this can be helped by a sufficiently powerful and fast walkers (like Cerberi, Bear Riders, Fury); it should just be taken into consideration.

On the other hand, in late game, a level 6 and level 7 flyer might make the faction a bit top-heavy, which should be taken into consideration with balancing.
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xerox
xerox


Promising
Undefeatable Hero
posted August 30, 2007 07:47 PM
Edited by xerox at 01:05, 01 Sep 2007.

I will try to make the text better.
The creatures are not the final, and some will be replaced or get replaced namnes.
Are there giants in fortress??? O.o
The Brawlers/Berserkes or what they are called doesnt like giants... but i guess i will replace them.






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