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Heroes Community > Age of Heroes Coliseum > Thread: ICTC3: The Slaghter
Thread: ICTC3: The Slaghter
enamelity
enamelity


Known Hero
You Misunderestimated Me
posted February 24, 2008 06:10 AM
Edited by enamelity at 00:53, 07 Mar 2008.

ICTC3: The Slaughter

This takes place in an alternate Heroes 5 timeline
Expect updates

Here goes...

THE SLAUGHTER



Motto: Revel in Blood
Aka: The Death-bringers, the Gore Ones.
Associated colors: crimson, bright red, black.
Worship: None. They have been forsaken by the deities.
Core philosophy: Kill all in your path, have fun while you're at it.
Country/kingdom: The Bloodlands.
Capital city: Slaught, Palace of Gore.
Key symbols: The Goresword.
Emblem: a pool of blood with a gory steel katana emerging from it.
Government: Meritocracy

Race History:

Untold ages ago, during the first war between demons and mortal races, countless angels were slaughtered on the bloody field of battle. A few opposed this needless, seemingly endless war, and abandoned their fellows. They flew west, past the Irisus Sea, too a group of uncharted islands. They settled there, and lived peacefully for thousands of years, unaware of developments on the main continent of Ashan.

This continued until an angel named Anarchon rose to prominence among them. He was the first of these rebellious angels to contemplate a return to central Ashan, and when he left his fellows' islands, many followed him. They arrived just as Queen Isabel's War began, and saw the slaughter and destruction left in the demons' wake. They knew then that they had been wrong, all those thousands of years ago, to abandon their angelic allies on the field of battle, for they saw now the destruction wreaked by the demons upon the mortals. They unleashed all the divine fury they had suppressed for so long upon the demons, and slaughtered them in vast numbers, the same actions their ancestors had opposed so long ago. The demons were driven back, but the angels' battle fury had turned to bloodlust, and Elrath was forced to abandon them. They had become merely the lesser of two evils, when compared with the demons.

With no higher powers guiding them, the angels descended deeper and deeper into corruption. They named themselves Anarchons, after the man who had unintentionally set them on the path to damnation. They became mercenaries, workig for the highest bidder, reveling in the slaughter they created.

Currently, the Anarchons have been hired on a long-term basis by the Dark Elves, who have unknown plans concerning them. But the pay is good, and the blood is everywhere, so the Anarchons remain loyal.

Appearance:

The Anarchons appear similar to humans, but they are unusually muscular, and they possess broad, feathery wings that may have once been white but are now soaked in blood. They are always clothed in bright red cloaks which remain unnaturally clean even in the most brutal of battles. All except the very youngest are covered in battle scars which they take pride in, and their faces appear ugly and intimidating to the other races (except perhaps orcs and demons). In addition, they each possess a single weapon that they keep for life and never wash; this is typically an iron katana.

Habitat:

The Anarchons currently reside in a series of tunnels overlapping with Dark Elf territory, but they are generally a nomadic people, moving from one employer to the next. Even the homes they live in now are strictly temporary and may be packed up at any time.

Peacetime:

The concept of peace is known to the Anarchons only because they were once peaceful. If a group of Anarchons is not preparing for war or making war, they are looking for an employer and/or something to kill.

Wartime:

During a war (which is almost always), an Anarchon village or town will most likely be nearly empty. Every able adult is also a full-time soldier; food and other necessities are acquired on one's own time. The main topic of discussion among those too young or too old to fight is generally the war; most of them are aware of every development in the field, the names of distinguished soldiers, and other details.

Creatures:
(Uses TotE system)

Level 1: Gore Sprite

Occasionally, in areas where brutal acts of mass genocide have recently ocurred, the collected energies of blood, death, and other dark forces will coalesce into a physical being known as a Gore Sprite. Though formed mostly of a crimson substance similar to fire, they are more tangible than they appear. They are small (approximately 3 feet tall), roughly humanoid beings, though they are always hunched over, possess birdlike faces, and have long, streaming tails extending from the backs of their skulls. Generally, when created, they wander the battlefield of their creation, feeding on the remains of combatants and waiting for victims to find their lairs. Since the Anarchons are devoted to the same forces that form Gore Sprites, and thus possess traces of these energies within themselves, Gore Sprites instinctively follow them and their orders. The Anarchons have perfected the process of creating them for use in their armies, and now hordes of Gore Sprites protect their masters on the field of battle. Gore Sprites are exceptionally useful as cannon fodder due to their natural, vampiric drainage of opponents' life energy.

Gore Sprites cost a relatively large amount of resources to create and possess low stats all-around, but reduce opponents' attack power and damage to counterbalance this. They can be commanded to hover around an Anarchon and link themselves magically to their master, much like a mage's familiar. In this state, they do not count as creatures and cannot attack or be attacked, or move indepenently of their master, but add their special ability of drainage to the Anarchon they are linked to. The strength of this bonus special ability is proportionate to the number of sprites assigned to a given Anarchon.

Level 1 Upgrade: Death Sprite

The conditions necessary for the formation of a Death Sprite are similar to those of the Gore Sprite, except the Death Sprite is infused with even more death energy and less of the other energy types. Death Sprites are more intelligent and independent than Gore Sprites, and, if left to their own devices, wander around aimlessly, mourning the dead and generally being melancholy. They appear similar to Gore Sprites, except slightly taller and thinner, appearing quite gaunt. Instead of crimson, they are black with crimson specks, and appear to have some sort of skin-like membrane covering their chests and lower halves of their faces.

Although Death Sprites do not possess the ability to act as familiars to Anarchons, their drainage abilities and speed have recieved a generous boost. They are much more effective on their own than Gore Sprites.

Level 1 Upgrade: Gore Fiend

If a Gore Sprite survives enough battles, it will take on a more physical and tangible form. It will become encased in a covering of skin, though the fire-like substance that Gore Sprites are made of still shows through. Vestigial and useless wings, not encased in skin, will sprout from its back, and instead of eyes, fire will erupt constantly from its eyesockets. Fire will also show at its mouth, evidence of its newfound ability to breath fire. It will also become flecked with black marks.

Gore Fiends make surprisingly effective warriors, with a large boost to most of their stats - especially damage. They have also gained the ability to make short-range fire-breathing attacks which may affect two enemies at once.

Level 2: Slaughterer

Most of the warriors that make up an army of Anarchons are Slaughterers. They are the closest thing the Anarchons have to 'common folk', excepting the fact that all of them are full-time warriors. Most will never progress beyond this rank.

Slaughterers have fair stats, with an emphasis on attack and damage, and though the lack of special abilities may disappoint some, they are solid units nonetheless.

Level 2 Upgrade: Blood Slaughterer

Blood Slaughterers are warriors who distuingish themselves on the field of battle through their extreme bloodlust and ferocity, moreso than the average Slaughterer. During battle, they rip enemies to shreds with their swords and clawed gauntlets. Other than these gauntlets, the Blood Slaughterers wear little armor, heedless of the dangers inherent in such an act. They appear, worryingly, not to need armor, as their battle frenzy grows with each kill - granting them supernatural toughness and strength.

Blood Slaughterers, statwise, are essentially and even more attack-focused version of the standard Slaughterer. They possess higher attack and damage, but lower defense. They are quite fast, as well. In addition, their special ability - increase to attack and damage depending on number of kills during any given battle - makes them even more useful attackers.

Level 2 Upgrade: Steel Slaughterer

The Steel Slaughterer is precisely the opposite of the Blood Slaughterer - a warrior who distuingishes himself through cold precision and expert tactics. These are unusual traits for an Anarchon, and as a result, Steel Slaughterers are quite rare. They train endlessly in silent dojos, learning to become one with their steel katanas - hence the name. Steel Slaughterers appear similar to normal Slaughterers, except more austere - they are usually bald, and possess cleaner bodies than other Anarchons. They use their mastery of tactics to hide behind certain parts of the terrain, allowing them to surprise their enemies.

Steel Slaughterers, statistically, are the opposites of Blood Slaughterers - higher defense and health, lower attack and damage. Though they can be used for defense, they excel in attacking their enemies from behind using their special ability to hide while these opponents are distracted by some other unit.

(note: 3rd level unit is always an auxiliary unit of their employer's race)
Level 3: Dark Elf Warblade

Dark Elf Warblades were originally mercenaries, hired by Dark Elf nobles to silence their rivals. Recently, they have been assigned to aid the Anarchons, and though they still distrust the rebel angels, they know how to take orders they don't like. They are more physically fit than most Dark Elves, and are always encased in armor partly concealed by dark robes. Traditionally, they never wear helmets. Though their main focus is melee combat, all learn some magic, allowing them to empower one strike every battle with additional power.

It is best to save the Warblades' special ability for very powerful individual units, since wasting it on some weak, plentiful units won't be very helpful. Other than that, their attack and damage aren't as high as some other Anarchon units, so it is best to keep them in reserve.

Level 3 Upgrade: Dark Elf Stormblade

Elite Warblades are granted magically enhanced swords crackling with electricity. Known as Stormblades, these warriors are specifically trained to guard their superiors, their quasi-intelligent blades guiding them into the most advantageous ways to defend their charges.

Warblades are certainly defensive units, and, since they gain bonuses when defending other units, should generally be used to guard the physically frail Battle Magi.

Level 3 Upgrade: Dark Elf Warshade

Warshades recieve advanced magical training allowing them to meld into shadows, unseen and unheard. They generally hide in the shadows of their allies, making surprise attacks against unknowing enemies. Though they cannot hide in enemies' shadows, this ability still benefits them greatly on the battlefield.

With low stats for a lv. 3, Warshades should be used carefully. If used correctly, they can be quite effective, especially as suicide units - once they emerge from a shadow, they should fight to the death, since their speed is especially low and they will not be able to outrun their enemies.

Level 4: War Magus

Most Anarchons enjoy seeing an enemy up close before killing it. They enjoy being surrounded by clashing blades and blood. War Magi would rather destroy vast swathes of an opposing force using destructive magic from a safe distance, satisfied by the quantity - rather than the quality - of their kills. The presence of War Magi may help determine the outcome of a battle, but they are extremely rare and unusually frail and weak.

War Magi are extremely expensive, and almost not even worth buying, especially considered their extremely low stats. Their spells just barely make up for these disadvantages. It is best to have just one or two per hero, to destroy individual, powerful units.

Level 4 Upgrade: Blood Magus

Some of the more unscrupulous War Magi eventually become Blood Magi, Anarchon mages who use their own blood as a source to fuel their potent spells. Each Blood Magus possesses a special dagger used to draw the blood necessary for most of their magic. The more blood drained, the more powerful the spell will be. As a result of blood drainage, Blood Magi are paler and even more frail than War Magi.

Though Blood Magi spells are potentially far more powerful than those of the War Magi (depending on how much blood is drawn), they should be used extremely sparingly: drawing blood translates into loss of health, and it is advisable to keep the extremely expensive Blood Magi alive as long as possible.

Level 4 Upgrade: Warshaper

Warshapers are Anarchon mages who have mastered the second tenet of Anarchon war magic: the ability to cast spells which alter the tide of battle. This magic may increase the morale and courage of he Battleshaper's allies, instill cowardice fear in its opponents, or vice versa. Warshapers enjoy causing a battle to last as long as possible using this magic, but know the necessity of ending a battle with a powerful enemy quickly.

With only slightly higher stats than the War Magi, Warshapers still need to be protected by more capable melee combatants. With most of their direct damage spells gone, replaced by buffs and debuffs, Warshapers' strategic use has changed completely. They are still useful, for obvious reasons. Just one or two can help quite alot in the first few rounds, until they run out of mana.

Level 5: Slaughterbrute

Soon after their return to central Ashan, the Anarchons realized the necessity of siege weapons. They comissioned the most skilled Anarchon mages to design a living siege weapon for use against the demons. After some time, the mages unvieled the Slaughterbrute: a massive quadrupedal monster formed of the stitched-together bodies of mangled and mutilated dead Anarchons infused with magical energies such as death, slaughter, and blood. It was an amazing success, and now Slaughterbrutes are found in most generals' armies. Though slow, they are capable of massive devasation once they reach their enemies.

Slaughterbrutes are only useful in long, drawn out battles; otherwise, their allies will win the battle before the Slaughterbeast reaches it. If they can be surrounded by guardians, so that they reach the battle at full health, so much the better. Their attack and damage are only slightly higher than their formidable defense and health.

Level 5 Upgrade: Brute Bloodletter

Infused the supernatural bloodlust, Brute Bloodletters are faster and more poerful than standard Slaughterbrutes. They also possess an instinctive control of an opponent's blood, so that when a Brute Bloodletter strikes, the enemy's blood is magically drawn toward the bloodletter, causing its attacks to do even more damage as well as inflict excruciating pain.

The Brute Bloodletter is a more useful version of the Slaughterbrute in part because of its increased speed (allowing it to reach the melee before the fight's end) and also because each of its attacks has a chance of temporarily paralyzing the defender due to shock from pain and blood loss.

Level 5 Upgrade: Slaughterbeast

Instilled by Anarchon mages with a frenzy unmatched by all but the wildest warriors, the Slaughterbeast is a whirlwind of destruction, quickly darting across the battlefield to rip enemies apart before moving on to other prey. Though its raw power may have been reduced, its hightened speed more than makes up for this minor drawback.

With the ability to move, attack, and then move again in one turn, as well as increased speed, the Slaughterbeast is useful for supplementing Slaughterers and other melee units, softening up the opposition before slower allies reach the battle or picking off stragglers. The loss of damage may be inhibiting at times.

Level 6: Fallen Warlord

Having made dark pacts with unknown forces of destruction in exchange for more power and the ability to increase their allies' formidable bloodlust, Fallen Warlords rule over other Anarchons on the field of battle and, by extension, during peacetime as well. These pacts have twisted the Fallen Warlords into nearly unrecognizable beings, with unnatural strength and twisted visages.

Statwise, Fallen Warlords might as well be exceptionally powerful lv. 5 creatures. They are not that useful as frontline attackers. Their auras, which increase their allies' stats, are most useful if they are placed in the center of a group of other Anarchons. This way, they can be defended and their auras will reach the largest amount of allies.

Level 6 Upgrade: Fallen Gorelord

Twisted completely beyond recognition by the pacts of destruction binding them, Fallen Gorelords are hunched, ferocious near-animals with only vestigial wings. Not even capable of speech, they do not inspire their allies in any way. Rather, they sacrifice themselves by charging into enemy ranks and attacking for a small time for exploding, devastating their enemies.

Fallen Gorelords, with their high speed and kamikaze special ability, should be used to severely damage or destroy groups of enemies before the main army moves in. A Fallen Gorelord will attack for one turn before exploding, so it is wise to prevent opponents from moving away from the blast radius on that one crucial turn.

Level 6 Upgrade: Master Warlord

Having gained greater control of the terms of their pacts and the mysterious beings offering them, the intelligent and manipulative Master Warlords can inspire their troops to greater heights than the Fallen Warlords while retaining more of their humanity and self-control. They are the opposites of Fallen Gorelords.

Master Warlords should be used in the same way as Fallen Warlords. They gain only a slight stat increase, but significantly larger aura bonuses and range.

Level 7: Bloodcrusher

The prototype versions of the Slaughterbrutes are widely believed to have escaped before they were completed. The Anarchon mages deduced that they were destroyed, incapable of surviving in the wild. They were mistaken. The original Slaughterbrutes developed on their own, drawing sustenance from the death of their prey. They mutated into beings far more powerful than anything dreamed up by the Anarchon mages, and they deformed into shapeless masses of bloody flesh. They added new flesh onto their own until they were no longer formed of dead Anarchons, but slaughtered wild animals. Then, they were discovered, alive, by Anarchon mages, who studied them until they devised a way to - with immense magical effort - create new ones. The mages shaped the newly christened Bloodcrushers into new forms, roughly humanoid but extremely large. Only the most powerful Anarchon warlords could afford these avatars of destruction, and even now, they are very rare.

Bloodcrushers, with their extremely high health and fear aura (which may temporarily prevent an opponent's weaker units from moving), work best if placed at the head of an army, and can survive being in this position. Their other stats are fairly high, but not as high as their health.

Level 7 Upgrade: Bloodscourge

Reshaped by Anarchon mages into less humanoid, winged beings, Bloodscourges prowl the skies above a battlefield, dropping portions of themselves onto their enemies and crushing them into oblivion. Their terrible screeches deafen and demoralize foes while leaving allies completely unaffected.

Bloodscourges have lower health and higher speed and attack than Bloodcrushers, but their new special abilities are their most important features. Screech should be used near the beginning of a battle, so it will affect enemies the longest, and the ability to throw portions of itself should be used sparingly, since it does damage to itself and allies can be affected if the ability is used carelessly.

Level 7 Upgrade: Deathcrusher

Deathcrushers have been saturated with magical energy, shrouding them in an aura of dark malevolence and allowing them to summon bolts of firey darkness to strike their enemies from afar. More intelligent than Bloodcrushers, Deathcrushers serve the Anarchons by choice alone - no Anarchon is powerful enough to stand against one should it choose to leave.

Deathcrushers recieve minimal increases to all stats except health (in which they recieve a large boost) - their new ranged attack is extremely powerful and more than makes up for this loss. They should be placed just behind a group of allied units, since they are powerful enough to hold their own in melee but should be used for their ranged attacks.

Hero - Slaughtmaster

There exist numerous academies of slaughter and death throughout the Anarchon capital city of Slaught. Only the most successful warlords earn the right to enroll their sons and daughters into these prestigious colleges. Well over half die during training. Those select few that survive to graduate can almost be counted on one's fingers, and their legendary names are known throughout the kingdom. They are the Slaughtmasters, incarnations of slaughter. They are the Heroes of the Anarchons.

Rheulek

a cunning and manipulative deciever and plotter who has risen to prominence through treachery and backstabbing, Rheulek is a proficient Blood Magus and has trained in the ways of the Master Warlords. Both Anarchon mages and warlords see in him a kindred spirit, and they fight with uncharacteristic devotion under his banner.

War Magi and upgrades, as well as Fallen Warlords and upgrades, get bonuses to special abilities equal to (# proportionate to level).

Tchuhl

Tchul is a completely insane Anarchon mage obsessed with the creation of new forms of life useful for slaughtering enemies. He proposed the idea of the Slaughterbrute and oversaw its creation and design, and he dicovered how to shape the Bloodcrushers into new forms and how to create new ones. He tests new theories on his troops, and every once in a while, he is successful, granting that particular soldier more power in battle.

One in (# proportionate to level) units gain bonus to random stat or special ability equal to (# proportionate to level).

Klurtch/Charu

Klurtch is widely known to be the largest-muscled Anarchon ever to have existed. He can easily kill most enemies with one blow, and has an extremely high pain threshold. He would be the most successful Anarchon to ever exist, except for his amazing stupidity. He is, frankly, very, very dumb. This is made up for by the frail but brilliantly manipulative Death Sprite known as Charu, who, seeking power and wealth, struck a deal with Klurtch: if Klurtch would give a percentage of his treasure to Charu, the Death Sprite would act as his 'brain' and get him to the highest status possible. Nowadays, Charu sits on Klurtch's shoulders and is widely known as nothing more than Klurtch's favored pet. While Klurtch inspires his allies by his very presence, Charu uses his aura of melancholy to discourage and dishearten the enemy.

Allies recieve (# proportionate to level) bonus to morale, enemies take (# proportionate to level) penalty to morale.

Kalibyeth

Unlike most of the Dark Elf mercenaries working with the Anarchons, Kalibyeth trusts them completely and shares their view of the world as a free-for-all slaughterhouse. After a glorious career as a Dark Elf general, he officially renounced his position to join the Anarchons' hordes. Though still not fully accepted by the others, he has proven time and time again that he is the equal of any Anarchon. He has forged swords of greater than usual quality for his warriors to demonstrate his loyalty to the Anarchon cause.

Allies' melee attacks involving swords gain bonus equal to (# proportionate to level).

Khethchvl

Currently the absolute ruler of the Anarchons, Khethchvl possesses both intelligence and strength - an unusual combination for an Anarchon. His cunning and charisma, as well as his tactical experience and strength, have rightly earned him a place as one of the most well-known and well-liked Anarchon leaders.

(# proportionate to level) units may start battle on sides of map other than default. No units allowed on enemy starting side.

Khujtara

The wily and headstrong young princess of the Anarchons, Khujtara daughter of Khethchvl is a resourceful rogue who openly defies her father and, indeed, the entire Anarchon race in her belief that other beings shoud not be slaughtered, but allied with instead, so that any new scientific or cultural development may be shared by all. Recently, she fled the lands in which the Anarchons currently reside, taking with her a ragged group of similar-minded rebels to her new base of operations above the surface of the earth.

When fighting Anarchons, allies gain (# proportionate to level) bonus to damage and attack.

Lllktohr

Lllktohr, Prince of the Anarchons, Son of Khethchvl, is known throughout Anarchon lands as a wise and noble prince who slaughters enemies in the most graceful and efficient way possible, but he possesses a closely guarded secret: he is, in fact, blessed by Elrath, one of the greatest enemies of the Anarchon race. As Elrath's chosen representative among the Anarchons, it is his duty to steadily and gradually guide the Anarchons back to their rightful place as Angels of Light. His own soldiers are, unknowingly, among the purest and most light-aligned Anarchons.

If Haven angels are in Lllktohr's army, allies gain (# proportionate to level) bonus to defense and attack.

Ghjkienj

The aging grandfather of Khethchvl, Gjkienj has secretly mastered necromantic magic, and is now an immortal undead though his physical appearance has not changed at all. Only his grandson, the king, knows this. Infused with newfound undead vigor, Ghjkienj, after nearly two decades of retirement, has returned to the battlefield as a general of legendary status. He naturally projects an aura of undying negative energy due to his undeath.

Allies recieve bonus to defense and health equal to (# proportionate to level).

Nkherl/Kghathchiy

Khethchvl's father and king before him, Nkherl followed Khujtara when she fled Anarchon lands. In his rage at this stunning betrayal, Khethchvl ordered that all records of Nkherl's existence be erased completely. Legally nonexistant, Nkherl serves Khujtara as a double agent among Khethchvl's followers, using the alterate identity of Kghathchiy. Kghathchiy has become quite a powerful general and warlord in his own right, and none have yet discovered who he really is.

Allies gain bonus to attack equal to (# proportionate to level).

Ghjyekh

Gjyekh, Hero of the Commonfolk, inspires the common Slaughterers and villagers of Anarchon lands to greatness. He is everyone's favorite warlord, who fights for the good of the common folk and remains free of political corruption. In truth, he is merely an illusion of magic - created through an immense expenditure of mana by Khethchvl in order to increase morale and racial pride among the lower castes. For a time, Ghjyekh remained false, without consciousness or thought. Unfortunately, Khethchvl's magic went awry, and Ghjyekh is now a semisolid but very real being with a mind of his own. He plays the exact same role he did when he was a mere illusion, and his newfound personality is identical to the one he appeared to have before.

Slaughterers and upgrades recieve bonus to morale and damage equal to (# proportionate to level).

Jhlalqha

Queen of the Anarchons and wife of Khethchvl, Jhlalqa is a manipulative and decietful puppetmaster with a twisted sense of honour and fairness. After a failed coup against Khethchvl, she admitted that he was more fit to rule than she was. Now, she acts as a political and military advisor to her husband, and commands a formidable army of her own. She has taught her soldiers some of her assassination techniques and skills, and they are absolutely loyal to her not out of fear, but rather respect.

If an ally attacks an enemy from behind, the strike gets a bonus to attack and damage equal to (# proportionate to level).

Ghkhetl

Younger brother and apprentice to Tchuhl, Ghketl has a natural talent for updating and refining older biological weapons while his master creates new ones. His Slaughterbrutes and Bloodcrushers are updated with all the new design techniques, many of which were created by him.

Slaughterbrutes and upgrades, as well as Bloodcrushers and upgrades, recieve bonus to defense and damage equal to (# proportionate to level).

Vhchkhish

Born with a magical mutation leaving him physically identical to the angels still serving Elrath, Vhchkhish's value as a spy was recognized by Khethchvl early in Vhchkhish's life. When he was but a child, Vhchkhish was brought to Khethchvl's grand palace, and he has spent his entire life training to become a cosummate spy and double agent among the angels of light. Currently stationed in the Holy Griffin Empire's capital, he communicates with Khethchvl through magic and commands a large group of Anarchons who, lacking the mutation that has made him so valuable, are disguised as angels of light by Vhchkhish's illusion magic. Vhchkhish eagerly awaits the day he is ordered to drop his and his soldiers' disguises and strike at the Holy Griffin Empire from within its heart.

When fighting Haven units, allies gain bonus to damage equal to (# proportionate to level).

Enheksh

Enheksh is an Anarchon mage fascinated by Gore Sprites and their kin, specifically the circumstances of their creation. He is currently researching a method of infusing Anarchons with the same energies that form Gore Sprites. Like most other Anarchon mages, he tests his new theories on his soldiers. So far, he has observed that these energies only occasionally benefit his warriors.

(# proportionate to level)% of any given ally's turns, it recieves a bonus to attack and damage equal to (# proportionate to level).

Racial Skill - Slaughtmaster's Ire

In addition to their tactical and strategic training and experience, Slaughtmasters are some of the most powerful warriors and mages of the Anarchon race. Thus, a Slaughtmaster will occasionally do battle alongside his warriors, perhaps destroying a very powerful or challenging opponent before returning to the sidelines of the battle.

(# proportionate to level) turns per battle, hero may attack target enemy stack. If stack contains creatures on a lower tier than the lowest-tier ally of Slaughtmaster, entire stack is destroyed. Otherwise, does damage equal to (# proportionate to level).

Town Specifics

Until recently, the Anarchons did not actually have any towns per se. Instead, they each belonged to one of over 50 nomadic groups known as Slaughters. When they settled down near their employers, the Dark Elves, most of the Slaughters established their own villages, erecting crude and strictly temporary huts, tents, and tepees. Some Slaughters remain mobile, though they travel along a much more constricted route that keeps them within the boundaries of newly-defined Anarchon territory. Only one truly permanent city exists within this territory: Slaught, Palace of Gore. Other than Slaught, within which gleam gore-covered towers, spires, and arenas, Anarchon architecture is ramshackle and barely habitable, but always covered in dried blood and gore.

Sample City - Slaught

Known for good reason as the Palace of Gore, Slaught is a massive metropolis of gleaming towers and vast arenas, all made of marble but turned red by the dried blood and gore that cover them. At the center of the city is the grand Palace itself, really more of a miniature city unto itself, within which reside the Anarchon king and anyone he chooses to allow inside the palace. Around the Palace are immense Slaughtian Arenas where warriors compete in brutal battles surrounded by cheering crowds. After the Arenas come the Towers of Bloodmagery, great obelisk-like spires within which wizened wizards and sorcerers develop new, ever more destructive spells. Finally, around the outer edges of the city, the poorest of the poor - those who are not warriors, mages, or nobility - reside in shacks and huts formed of whatever materials are available.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 24, 2008 09:24 AM

cooooooool!!!!!!!!!

angry angels with blood fetishes!
____________
Love, Laugh, Learn, Live.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 24, 2008 11:56 AM

Somehow I can't help but think about the spartans...

Well anyway, good background story, race sounds cool enough.
____________

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted February 24, 2008 02:58 PM

why are so many newbies starting in ICTC? they wil probably leave after the contest is done. anyway, good job.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 24, 2008 06:13 PM

On the contrary, Wulfstan. Maybe they'll be convinced to stay through the competition stages. Welcome to the competition and it looks good.

P.S.-Fellow lich avatar, join me and my friends.

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted February 25, 2008 03:40 AM

Oooo, I like the sound of this faction. Theres nothing like a swarm of angry angels who want to slaughter everything in sight.
I really like the name of the slaughterbeast, just its name makes it sound absolutly devastating. I can just imagine...
Master Warlord: RELEASE THE SLAUGHTERBEAST!
Gore Fiend: right away sir!
*gigantic powerful beast appears, it devours and crushes all who oppose it*
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enamelity
enamelity


Known Hero
You Misunderestimated Me
posted February 26, 2008 01:12 AM

Thanks for the feedback!

This may sound like a stupid question, but I want to post pictures and have no idea how (or how to hyperlink) - can someone please help me?
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resourceful, and so are we. They never
stop thinking about new ways to harm
our country and our people, and neither
do we." -George W. Bush

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted February 26, 2008 02:13 AM

Scroll down to "section 4" of the first post in this thread.
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enamelity
enamelity


Known Hero
You Misunderestimated Me
posted February 26, 2008 02:46 AM
Edited by enamelity at 02:49, 26 Feb 2008.

Thanks, Lord of Chaos.

Yay! Pics coming soon (maybe using HeroMachine 2.5 like Baklava did for the Faceless unit...)

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted February 28, 2008 01:47 AM

Not a problem. I'd love to see your idea for the creatures you have here.
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 01, 2008 09:48 PM

This town seems bloody....
Though it seems as a great town too
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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted March 02, 2008 06:23 AM

This town is bloody awesome

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted March 04, 2008 01:59 AM

Ooo, I really like the first pic, the one with the cloaked angel holding a sword with a red glow emanating from under the hood.
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enamelity
enamelity


Known Hero
You Misunderestimated Me
posted March 04, 2008 02:24 AM
Edited by enamelity at 01:55, 07 Mar 2008.

Its my favorite to, but unfortunately, the others fit the flavor of the Anarchons much more. Except for War Magi. In that case, the first pic fits perfectly.

EDIT: I'm done with the Slaughter! I planned to have details on every individual city, but I'm at a loss for ideas and inspiration.

I'm not done with ICTC 3, though. If all goes according to plan, I'll have a town of purple octopus-headed inter-dimensional psychics and/or surreal and bizarre exiled demons up and running sometime soon.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 27, 2008 11:49 PM
Edited by GenieLord at 23:52, 27 Mar 2008.

Cohesiveness: 9 / 10 - There could be a perfect Cohesiveness if wasn't that Dark Elf stuck in level 3. I'm not taking that execute you put above it, the "auxiliary" is a beast usually, not a humanoid creature from other race.

Imagination/creativity/originality/wow factor: 13 / 15 - You get a very high score on the creativity, originality and imagination. The only things that takes off some of the points is the repetitive creatures names. You used the words "slaughter", "blood" and "gore" a bit too much.

Back story: 6 / 10 - Your core philosophy is "Kill all in your path, have fun while you're at it." It's the easiest to make a pure evil faction, which kills for no reason, just because they enjoy killing. But what's the point? There should be an interesting background that tells why they want to kill, are they angry for something? Looking for revenge? These things are not clear enough in the back story.

Battle facets: 9 / 10 - You have some very interesting creature abilities there.

Discretionary: 5 / 5 - For the heroes.

Overall Score: 42

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 28, 2008 01:55 AM

Impressive...

Cohesiveness - 9/10. Its hard to get a perfect on this, but all the same, you've done pretty well. It all seems slightly decentralized, with a lot of units not racially bound in likeness to each other.
Wow Factor - 12/15. Unfortunately, I don't think there are relevant synonyms to "slaughter", so you took a few points there. I like your take on it, and it fits rather well. Its rather monotonous, though.
Back Story - 8/10. Mirror images of Elrath's Angels? Its a nice thought (oxymoron), but it lacks providence. I know, I know, anythings possible, but it just didn't win me over.
Battle Facets - 10/10. Hard not to like doing battle with a bunch of bloodthirsty battle angels.
Discretionary - 4/5. My only complaint was that it was based in a very solid foundation. I like the line-up, the heroes, and the lore, but it just didn't click with me. Nice job, nonetheless.

Total Score: 43 Points

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Momo
Momo


Promising
Famous Hero
posted March 28, 2008 01:11 PM

My rate here follows GenieLord's one essentially mark for mark. You get a well-deserved 42/50 for this Rakdos-feeling faction here. The irony is that you let this faction die while working on the BwoFestria to draw more interest, and get an higher mark for this than for the bwofestria. Got to say, anyway, that both factions are welcome as excellent entries.

42/50

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 29, 2008 12:03 AM

Cohesiveness: 8/10 (fits very well, but as others said before please don't go for a 'foreign unit' in level 3, it may be a creative idea but it doesn't work very well, adding to that that it is now designed only for one employer race it is rather restricting, you should have designed alternatives from other factions too plus a creature in times of search for an employer)

Imagination: 12/15(appropiate ideas as far as the theme goes, could have a bit more variety, but the athmosphere is build well)

Back story: 8/10 (how do they keep their blades sharp if they never wash them? the story delivers the theme well, the transformation process from good to evil could be improved)

Battle facets: 8/10 (you are clearly following a theme but that limits variety, the racial is a great idea)

Discretionary: 2/5 (I'm just not keen of bloody killing themes, but the mercenary aspects and the style of your faction grant you some points)

38/50

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Tobius
Tobius


Adventuring Hero
posted March 31, 2008 09:00 PM
Edited by Tobius at 21:01, 31 Mar 2008.

The Slaughter

Cohesiveness(3+3)=6 Fallen angels semm to be an alibi for you to put some evil creatures in there, so you cannot miss that Dark Elf there (though he isn't related to angels, isn't he?)
Imagination(4+1+3)=8 Creative execution of the bloody angels theme, but I miss differences to the game mechanics of Heroes 5
Back Story(1+2)=3 Well, what can I say? You rewrite the story instead of expanding on the universe
Battle Facets(5+3)=8 The variety of creatures and abilities is really good, but it simply feels too much like playing Heroes 5, the racial is not more than a half-hearted step forward to actively fighting heroes in my eyes

Discretionary: +1 for heroes; -1 for no emblem (the three pictures describe, but aren't emblems at all)

Total Score=25

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:58 AM


The Slaughter:

FriendofGunnar

lol already at this: "the Gore Ones"

Government: Meritocracy


cohesiveness 9/10
originality 11/15
backstory 8/10
battle facets 7/10
discretionary 2/5

reading about all 21 creatures and heroes got a bit tedious.
an alright faction, just doesn't grab me.

37


Kookastar

Cohesiveness: 8 points - cool, gore sprites
Imagination/creativity/originality/wow factor: 12 - the theme is fun, in a gory kind of way
Back story: 7 points
Battle facets: 7 points
Discretionary: 2 points - I was hoping for a good evil faction but I'm kind of disappointed by the creature lineup.  
Total 36


TDL

Cohesiveness(max 10) : 5
Creativity (max 10): 7
Backstory (max 10): 6
Battle Facets (max 15): 10
additional (max 5): 2

interesting concept although the mercenary factor was slightly boring… the faction is rather plain

Total (max 50):30


Guest Judge's Score : 38.00 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (37 + 36 + 30) / 3 = 34.33

Final Score: 36.17

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