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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Concept to a possible Heroes 6
Thread: Concept to a possible Heroes 6 This thread is 2 pages long: 1 2 · «PREV
CptVanguard
CptVanguard

Tavern Dweller
posted March 04, 2010 12:53 AM

This is a very interesting post, lengthy, detailed and well written.

I have to say ive minor nitpicks as to the fact some details arent really advanced enough and you do tend to write a bit too many sub abilities but overall this is an excelent post.

My opinion doesnt have to matter, as I said, nitpicks, very minor, 90% of this I like though .

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 04, 2010 02:26 AM

Quote:
This is a very interesting post, lengthy, detailed and well written.

I have to say ive minor nitpicks as to the fact some details arent really advanced enough and you do tend to write a bit too many sub abilities but overall this is an excelent post.

My opinion doesnt have to matter, as I said, nitpicks, very minor, 90% of this I like though .


thank you for your reply, currently i am working on the details. all opinions count so the areas that your have nitpicks regards feel free to say them, like i said i am currenlty reworking some ideas and concepts plus adding the detail that i missed when i first drafted this concept so long ago.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 04, 2010 01:02 PM

I'm eager to read more about the farm, food and town development thing. That's a game feature you haven't explained yet. Or I simply overlooked it.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 04, 2010 02:16 PM

Quote:
I'm eager to read more about the farm, food and town development thing. That's a game feature you haven't explained yet. Or I simply overlooked it.


I will add a basic template for now and will add a more detailed one later to explain in more depth.

Farm produces food that is used as a resource for units, kinda simple nothing special but needed to produce your forces and has to be in the dwelling else you would run out of resources for your troops. At the moment there is no upkeep cost for units and dont think i will be adding it in my design unless people think otherwise.

The town is broken up into 2 sets;
Civil
Military

Civil:
Level 1 -
Magic Guild 1
- Magic Altar x2
Tavern
Village Hall
Farms
Market Place (farms give access to market place)
- Resource Silo
- Storehouse

Level 2:
Store
Blacksmith
- Common Warmachine
- Field Warmachine
- Siege Warmachine
Magic Guild 2-3

Level 3:
Town Hall
Magic Guild 4
Special Building

Level 4:
City Hall
Magic Guild 5

Level 5:
Capital
Holy Temple

Level 6:
Grail Building (holy temple give access to Grail building)

----

Military
Level 1:
Fort
Unique Creature
Special Creature
Captain's Quarters

Level 2:
tier 1-2 dwellings
creature boost
castle addition
unique building

Level 3:
tier 3-5 dwellings
unique building
defence enhancing

Level 4:
Tier 6

Level 5:
Castle
Tier 7

Level 6:
Fortress

---

Sorry this is just the template i have been using and its basic; when i re-release my data i will have better explaintions on all these areas. at the moment i am fixing up some lose ends that where mentioned in a earlier posting. building explaintions are next on the list, then magic. all has been worked and written but needs slightly more work on the details that i lacked attention to.

----
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted March 04, 2010 06:28 PM

The combined city is the most bad idea.What is common between:Inferno and Necropolis?Deads hates demons,because they don't like the hell and want to stand on earth.Are difernt towns,are they evil towns but they don't have anythink common.I love Necropolis,but I hate Inferno!

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 05, 2010 05:35 AM
Edited by Brawlermatrix at 10:31, 09 Mar 2010.

Re-release Of Game Concept - Part 1

Quote:
The combined city is the most bad idea.What is common between:Inferno and Necropolis?Deads hates demons,because they don't like the hell and want to stand on earth.Are difernt towns,are they evil towns but they don't have anythink common.I love Necropolis,but I hate Inferno!


this is not very open minded and if you read Deaths Description/Summary you would have a understanding of who my Death faction is all about; plus where does it say that Necromancers and Demons dont like each other or cant work together? I have played games where Necromancers and Demons have worked together and that concept has worked well. on a personal note if you dont like the concept of Necromancers and Demons in the same faction you dont have to like it but continuing this debate is being unproductive.

TO THOSE WHO DONT LIKE NECROMANCERS/DEMONS WORKING TOGETHER I OFFER YOU THE CHALLENGE TO POST YOUR REPLACEMENTS BUT KEEPING TO THE EXISTING TEMPLATE OF MY DESIGN. THAT MEANS NO NEW FACTIONS BUT I WILL ALLOW MODIFICATION OF EXISTING FACTIONS IF REQUIRED

----------------------------------------------------------------------
Below there is some minor details missing but for the most part its all there.
----------------------------------------------------------------------

Faction: Life
Hero Types:
• Might: Knight
• Magic: Priest
Magical Law:  Life Magic
Faction Skill: Divination
Racial Skill: Religious Scriptures

Native Terrine: Grass
Alignment: Lawful Good
Element: Water

Creature List:
• Base: Human
• Army Type: Humanoids / Beasts / Magical Beasts

Facts and Traits:
Associated Names: Haven / Castle / Knight
Associated Colours: Violet / Plum

Leader:
Worship: Messenger of Life;
Core Philosophy/Motto:
“We Serve the Empire, We Die for the Empire, We are the Empire”
Country/Kingdom: Kingdom of Life
Capital City:
Religious Icons: Sword / Shield

Description / Summary:
The structure of Life is structured around the ideal of “To grow and to follow that path given by the powers that be one will find their true destiny”. Life structure consist of mostly Human and Nobel Breast that are groomed by their faith to fight and to die for the cause for they shell be raised upon the battlefield by Angels and be reborn upon the promised lands.

Background and History/Timeline:
The Origins:
The foundations of the rise of the Kingdom of Life are shrouded in secrets and myth. The tale reads; “The heavens opened and the great one breathed life upon the barren land, bringing life into existence. The foundation of the Kingdom of Life was created to honour and celebrate the event of creation and assist its followers on the path to returning to the great one and embrace the ones true will and power.”

The Current Age:
A great undercurrent rumbles deep in the heart of the kingdoms capital, the empires people are growing unhappy with the state of the war and the growing strain its placing on both its resources and its people has given rise to a breakdown between the ruling family and the guild of mages ruling council.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Royal Family: Emperor (xxx) & Empress (xxx), Prince (xxx) & Princess (xxx)
The Guild of Mages: Grand Mage (xxx)

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives hero the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Divination - Gives heroes the ability to cast Religious Scriptures
Weapons Forge - Heightens the critical hit ratio
Swordsmanship - Increases the damage dealt by melee attacks
Expertise - Reduces the cost of training
White Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Water (Life) – Unlock usage of Level 1 Religious Scriptures and....???
Master of Water – Unlock usage of Level 2 Religious Scriptures and....???
Master of Ice - Unlock usage of Level 3 Religious Scriptures and....???
Master of Tranquillity - Unlock usage of Level 4 Religious Scriptures and....???
Master of Extinguish - Unlock usage of Level 5 Religious Scriptures and....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives hero the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Life Magic – Ability to use Life Magical Law
Healing – Gives the hero extra spells points and increases spell point recovery
Spirituality – Increased Life Magical Law effectiveness
Resurrection – Allows the hero to resurrect a percentage of friendly creatures who die in combat. Undead, mechanical and elemental creatures cannot be resurrected.

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Skilled Warrior [Specialist Warrior]
Class: Infantry - Melee
Dwelling: Keep [Specialist Keep]
Skills:

Name: Archer [Marksman]
Class: Infantry - Ranged
Dwelling: Archery Range [Marksman Tower]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]

Tier 2
Name: Pikeman [Veteran Pikeman]
Class: Infantry – Melee
Dwelling: Guardhouse [Veteran Guardhouse]
Skills: Impale, Long Weapon, Negate First Strike, [Parry]

Name: Ballista [Mechanized Ballista]
Class: Warmachine - Ranged
Dwelling: Ballista Works [Mechanize Ballista Works]
Skills: Medium Range [Long Range], Machine, No Obstacle Penalty

Tier 3
Name: Guardian [Light Guardian]
Class: Infantry - Melee
Dwelling: Pillar of Light [Pillar of Heaven]
Skills: [Death Ward], [Infuse Weapon]

Name: Griffin [Royal Griffin]
Class: Flying - Melee
Dwelling:  Griffin Tower [Griffin Bastion]
Skills: [Armoured], Unlimited Retaliation

Tier 4
Name: Priest [Cleric]
Class: Spellcaster – Melee
Dwelling: Hoy Sanctum [Inner Sanctum]
Skills: Death Ward, No Melee Penalty

Name: Monk [Elder Monk]
Class: Spellcaster - Ranged
Dwelling: Monastery [Ancient Monastery]
Skills: Short Range [Medium Range], [Energy Channel], Death Ward

Tier 5
Name: Swordsman [Master Swordsman]
Class: Infantry - Melee
Dwelling: Barracks [Garrison]
Skills: [Precision Strike]

Name: Acolyte [Acolyte of Light]
Class: Spellcaster - Ranged
Dwelling: Enclave [Light Spire Enclave]
Skills: Short Range [Medium Range], [Energy Channel]

Tier 6
Name: Cavalier [Champion]
Class: Cavalry - Melee
Dwelling: Jousting Arena [Champion Arena]
Skills: Charge, First Strike

Name: Dirigible [Zeppelin]
Class: Flying – Ranged
Dwelling: Dirigible Armoury [Zeppelin Armoury]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]

Tier 7
Name: Paladin [Crusader]
Class: Infantry - Melee
Dwelling: Cathedral [Cathedral of the Crusader]
Skills: Death Ward

Name: Angel [Archangel]
Class: Flying - Melee
Dwelling: Altar of Light [Altar of Heaven]
Skills: Resurrection [Healing Aura]

Name: Messenger of Life
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Life
Skills: Death Ward

Name: Pidgin
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Catapult [War Catapult]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Warmachine - Ranged
Dwelling: Catapult Range [War Catapult Range]
Skills: Medium Range [Long Range], Siege Capable [Greek Fire], Area Attack, Machine. [Armoured]

Name: Peasant [Militia]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Peasant Hovel [Militia Hut]
Skills: Taxpayer

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Macemen [Elite Macemen]
Class: Infantry - Melee
Dwelling: Macemen Barracks [Elite Macemen Barracks]
Skills: Stun
Converted: Keep [Specialist Keep]

Name: Poleaxe Welder [Halberdier]
Class: Infantry - Melee
Dwelling: Poleaxe Barracks [Halberdier Barracks]
Skills: [Parry]
Converted: Archery Range [Marksman Tower]

Tier 2
Name: Longbowman [Elite Longbowman]  
Class: Infantry - Ranged
Dwelling: Longbow Range [Elite Longbow Range]
Skills: Medium Range [Long Range]
Converted: Guardhouse [Veteran Guardhouse]

Name: Footman [Squire]
Class: Infantry - Melee
Dwelling: Footman Barracks [Squire Guild]
Skills: Support, Large Shield
Converted: Ballista Works [Mechanize Ballista Works]

Tier 3
Name: Monk Fighter [Monk Warrior]
Class: Spellcaster - Melee
Dwelling: Monastery Quarters [Monastery Barracks]
Skills: Support. Death Ward
Converted: Pillar of Light [Pillar of Heaven]

Name: Scout Griffin [Hunter Griffin]
Class: Flying - Melee
Dwelling: Griffin Scout Fields [Griffin Hunting Grounds]
Skills: Support, Unlimited Retaliation
Converted: Griffin Tower [Griffin Bastion]

Tier 4
Name: Cavalry Archer [Heavy Cavalry Archer]
Class: Cavalry - Ranged
Dwelling: Cavalry Range [Heavy Cavalry Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Converted: Holy Sanctum [Inner Sanctum]

Name: Crossbow Archer [Elite Crossbow Archer]
Class: Infantry - Ranged
Dwelling: Crossbow Range [Elite Crossbow Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Converted: Monastery [Ancient Monastery]

Tier 5
Name: Archon [Astral Archon]
Class: Spellcaster - Melee
Dwelling: Archon Sanctum [Astral Archon Sanctum]
Skills: Death Ward
Converted: Barracks [Garrison]

Name: Witch Hunter [Witch Slayer]
Class: Infantry - Melee
Dwelling: Witch hunter Guild [Witch Slayer Guild]
Skills: Death Ward
Converted: Enclave [Light Spire Enclave]

Tier 6
Name: Knight [Champion Knight]
Class: Infantry - Melee
Dwelling: Knights Chapel [Knights Cathedral]
Skills: Support
Converted: Jousting Arena [Champion Arena]

Name: Flaming Archer [Elite Flaming Archer]
Class: Infantry - Ranged
Dwelling: Brazier Range [Elite Brazier Range]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Greek Fire
Converted: Dirigible Armoury [Zeppelin Armoury]

Tier 7
Name: Avatar [Avatar of Light]
Class: Spellcaster - Ranged
Dwelling: Avatar Monastery [Avatar of Light Monastery]
Skills: Short Range [Medium Range], [Energy Channel], [Death Ward]
Converted: Cathedral [Cathedral of the Crusader]

Name: Inquisitor [Grand Inquisitor]
Class: Spellcaster - Melee
Dwelling: Inquisitor Chapel [Grand Inquisitor Cathedral]
Skills: Death Ward
Converted: Altar of Light [Altar of Heaven]

Fortification Buildings
Common Warmachine:
- Ammo Cart - gives friendly ranged units unlimited ammunition.
Siege Warmachine:
- Siege Tower - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- First Aid Tent - affected by Artillery secondary skill.

Holy Cathedral Level 1-5 – Teaches Life Magic spells
- Order of Enchantment - Teaches Order Magic spells
- Order of Nature - Teaches Nature Magic spells
Order of Paladins - Provides Potions to visiting Heroes
Fortifications - Increase castle defences
Seminary - Teaches basic hero skills
Abbey - Provides +2 morale until next battle
Fields - Boosts Tier 1 growth by +7 per week
Brotherhood of the Sword - Increase human type defences
Hospital - Increase healing ratio
Stables - Gives armies +5 movement for one week
Angelic Gates -You are able to re-purchase the troops that you lost during your last battle at the cost of their highest skill level. Limited to one purchase a week. Note: there skill will be that of what they die as.
Holy Temple of Life - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Life (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Holy Shrine - Provides 5000 gold per day. Also, the strength of all Life Magic spells are increased by 50%.
Faction - Life

----------------------------------------------------------------------

Faction: Death
Hero Types:
• Might: Death Knight
• Magic: Necromancer
Magical Law:  Death Magic
Faction Skill: Undead
Racial Skill: Forbidden Texts

Native Terrine: Dirt
Alignment: Lawful Evil
Element: Earth

Creature List:
• Base: Skeleton
• Army Type: Undead / Spirits / Demons

Facts and Traits:
Associated Names: Necropolis / Graveyard / Necromancer
Associated Colours: Black / Gray

Leader:
Worship: Messenger of Death;
Core Philosophy/Motto:
“Beyond life, Beyond the flesh, Beyond the breath of life there is power”
Country/Kingdom: Kingdom of Death
Capital City:
Religious Icons: Sceptre / Orb

Description / Summary:
The structure of Death is structured around the ideal of “To gain power and knowledge you first must sacrifice your greatest gift of a noble death to understand all”. Death structure consists of mostly of the living dead in all there forms from Skeletons to Walking Flesh and harness the powers of the abyss, the fire of the Demon army to wage war upon the heretics of the Kingdom of Life and there abomination of faith and a belief in a greater power above that of one’s self.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Death was brought about after the downfall of the lost ages, where many where lost in a great upheaval between a great and powerful force and those who sought its power for domination of all in existence and all that would exist, to gain power for power, wealth and greed. This age was sealed by the founder of the Kingdom of Death, the only words to remain that speaks about the lost ages reads; “the Age fell and was removed from histories pages never to be repeated, never to temp one with the promise of great power capable of destroy worlds if you so wished it. This age brought chaos and death to all it touched and the world was forever changed because of it.”

The Current Age:
For 500 years the secrete of the forgotten age has been protected but as the war wages and the desperate look for new ways to bring this war to a end; whispers of the age sealed by a powerful Necromancer and a second unknown forgotten by the remnants of texts that still survive from that dark and dangerous time where the world stood in terror with the war unleashed upon them all by those who sought to end that last war from deeds unspeakable.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
High Order of Necromancers
The Dark Order

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives hero the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Undead - Gives hero the ability to cast Forbidden Texts
Undead Lord - Produces income from undead units
Dark Renewal - Increases spell point recovery during combat for dark spellcasting units
Howling Banshee - All enemy living creatures receive -1 to morale, luck and -10% on initiative per level of this skill
Black Circle of Protection - Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Earth (Death) – Unlock usage of Level 1 Forbidden Texts and....???
Master of Earth – Unlock usage of Level 2 Forbidden Texts and....???
Master of Tremors – Unlock usage of Level 3 Forbidden Texts and....???
Master of Mineral – Unlock usage of Level 4 Forbidden Texts and....???
Master of Terrain – Unlock usage of Level 5 Forbidden Texts and....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Death Magic – Ability to use Death Magical Law
Occultism – Gives the hero extra spells points and increases spell point recovery
Demonology  – Increased Death Magical Law effectiveness
Necromancy – Allows the hero to raise a number of undead creatures equal to the percentage of the strength of the defeated army. Maximum of 1 undead per slain enemy. Undead, mechanical and elemental creatures cannot be raised.

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Skeleton Warrior [Skeleton Lord]
Class: Infantry - Melee
Dwelling: Cursed Temple [Desecrated Temple]
Skills: Skeletal, Undead, Large Shield

Name: Skeleton Archer [Skeleton Bowman]
Class: Infantry - Ranged
Dwelling: Graveyard [Boneyard]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Skeletal, Undead

Tier 2
Name: Executioner [Master Executioner]
Class: Infantry - Melee
Dwelling: Cabal [Master Cabal]
Skills: Undead, [Precision Strike]

Name: Venom Spawn [Toxic Venom Spawn]
Class: Infantry - Ranged
Dwelling: Spawning Pit [Toxic Spawning Pit]
Skills: Short Range [Medium Range], Poison

Tier 3
Name: Wight [Wraith]
Class: Flying - Melee
Dwelling: Tomb of Souls [Tomb of Lost Souls]
Skills: Spectral [Incorporeal], Undead

Name: Hell Hound [Cerberus]
Class: Infantry - Melee
Dwelling:  Kennels [Cerberus Kennels]
Skills: [3-Way Attack], No Retaliation, [Unlimited Retaliation]

Tier 4
Name: Vampire [Vampire Lord]
Class: Flying - Melee
Dwelling: Mansion [Estate]
Skills: Undead, Life Drain, Life Ward, No Retaliation, Cursed Blade, [Vorpal Sword]

Name: Lich [Archlich]
Class: Spellcaster - Ranged
Dwelling: Mausoleum [Great Mausoleum]
Skills: Short Range [Medium Range], Skeletal, [Energy Channel], Undead, Life Ward

Tier 5
Name: Dark Bladesman [Death Bladesman]
Class: Infantry - Melee
Dwelling: Hall of the Sword [Hall of the Dark Blade]
Skills: Skeletal, Undead, Cursed Blade, [Vorpal Sword]

Name: Dark Priest [Elder Dark Priest]
Class: Spellcaster - Ranged
Dwelling: Dark Cathedral [Cathedral of Death]
Skills: Short Range [Medium Range], Undead, Life Ward

Tier 6
Name: Black Knight [Dread Knight]
Class: Cavalry - Melee
Dwelling: Hall of Darkness [Hall of Eternal Dread]
Skills: Charge, Skeletal, Undead, Life Ward, Cursed Blade, [Vorpal Sword]

Name: Sky Knight [Sky Death Knight]
Class: Flying - Ranged
Dwelling: Sky Knight Temple [Dark Sky Knight Temple]
Skills: Short Range [Medium Range], Skeletal, Undead

Tier 7
Name: Bone Dragon [Spectral Dragon]
Class: Flying - Melee
Dwelling: Dragon Graveyard [Dragon Vault]
Skills: Skeletal, Undead. Fear

Name: Devil [Arch Devil]
Class: Infantry - Melee
Dwelling: Temple of the Damned [Forsaken Palace]
Skills: Life Ward, Teleport, [Summon Other]

Name: Messenger of Life
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Death
Skills: Life Ward

Name: Raven
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Dark Hand [Dark Hand Elder]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Ranged
Dwelling: Dark Hand Temple [Elder Dark Hand Temple]
Skills: Short Range [Medium Range], Undead

Name: Ghost [Spectre]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Flying - Melee
Dwelling: Ruined Spire [Ruined Tower]
Skills: Spectral [Incorporeal], Regeneration, Undead, Mana Drain

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Imps [Familiaries]
Class: Flying - Melee
Dwelling: Imp Crucible [Familiar Crucible]
Skills: Mana Leach, [Mana Destroyer]
Converted: Cursed Temple [Desecrated Temple]

Name: Bone Scavenger [Bone Collector]
Class: Infantry - Melee
Dwelling: Bone Pit [Bone Altar]
Skills: Support, Skeletal, Undead
Converted: Graveyard [Boneyard]

Tier 2
Name: Zombie [Plague Zombies]
Class: Infantry - Melee
Dwelling: Forgotten Crypt [Dreaded Crypt]
Skills: Regeneration, Undead, Toughness, Enraged
Converted: Cabal [Master Cabal]

Name: Skull Slingers [Skull Archer]
Class: Infantry - Range
Dwelling: Skull Barracks [Skull Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], Skeletal, Undead
Converted: Spawning Pit [Toxic Spawning Pit]

Tier 3
Name: Mummy [Royal Mummy]
Class: Infantry - Melee
Dwelling: Tomb of Curses [Royal Tomb of Curses]
Skills: Undead, Curse Attack
Converted: Tomb of Souls [Tomb of Lost Souls]

Name: Banshee Sisters [Banshee Furies]
Class: Flying - Melee
Dwelling: Banshee Fields [Fury Fields]
Skills: Spectral [Incorporeal], Regeneration, Undead
Converted: Kennels [Cerberus Kennels]

Tier 4
Name: Demon [Horned Demon]
Class: Spellcaster - Melee
Dwelling: Demon Gate [Demon Portal]
Skills: Enraged
Converted: Mansion [Estate]

Name: Flesh Golems [Putrid Flesh Golems]
Class: Infantry - Melee
Dwelling: Flesh Forge [Decay Forge]
Skills: Machine, Regeneration
Converted: Mausoleum [Great Mausoleum]

Tier 5
Name: Incubus [Infernal Incubus]
Class: Spellcaster – Melee
Dwelling: Incubus Altar [Incubus Pinnacle]
Skills: Ranged Retaliation, [Chain Shot]
Converted: Hall of the Sword [Hall of the Dark Blade]

Name: Succubus [Infernal Succubus]
Class: Spellcaster - Ranged
Dwelling: Succubus Altar [Succubus Pinnacle]
Skills: Short Range [Medium Range], [Energy Channel]
Converted: Dark Cathedral [Cathedral of Death]

Tier 6
Name: Pit Fiend [Pit Lord]
Class: Spellcaster - Melee
Dwelling: Abyss of the Fiend [Void of the Pit Lord]
Skills: Enraged, Support
Converted: Hall of Darkness [Hall of Eternal Dread]

Name: Ravanger [Soul Ravanger]
Class: Flying - Melee
Dwelling: Ravanger Tomb [Ravanger Crypt]
Skills: Spectral [Incorporeal], Undead
Converted: Sky Knight Temple [Dark Sky Knight Temple]

Tier 7
Name: Dark Elder [Supreme Dark Elder]
Class: Spellcaster - Ranged
Dwelling: Dark Elder Spire [Supreme Dark Elder Spire]
Skills: Short Range [Medium Range], Support, Undead
Converted: Dragon Graveyard [Dragon Vault]

Name: Wraith Dragon [Supreme Wraith Dragon]
Class: Flying - Melee
Dwelling: Wraith Cave [Wraith Cavern]
Skills: Spectral [Incorporeal], Undead, Energy Wave
Converted: Temple of the Damned [Forsaken Palace]

Fortification Buildings
Common Warmachine:
- Skull Pile - gives friendly ranged units unlimited ammunition.
Siege Warmachine:
- Battering-ram - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- Dark Ballista - affected by Artillery secondary skill.

Tower of Darkness Level 1-5 – Teaches Death Magic spells
- Annex of Wizardry - Teaches Order Magic spells
- Chaos Annex - Teaches Chaos Magic spells
Armoury - Provides Potions to visiting Heroes
Shroud of Darkness - Increase radius of darkness
Necromancy Amplifier - Adds 10% to Necromancy skill of all Necromancers under player's control (cumulative by all cities); i.e. supports Necromancy special ability.
Unholy Temple - Provides -2 morale penalty for attacking enemy, allows transformation to undead troops (according to creature tier, if corresponding dwelling is built in this city).
Unearthed Graves - Boosts Tier 1 growth by +8 per week
Cursed Tombstone - Increase reanimated type defences
Undead Transformer - Converts creatures into Skeletons and Ghosts
Spirit Channeler - Gathers the lost souls of battle
Death Totem - Absorbs all magic except Death Magic
Holy Temple of Death - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Death (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Obelisk of Confined Souls - Provides 5000 gold per day. Also, the strength of all Death Magic spells is increased by 50%. The maximum number of creatures that can be raised by Necromancy is increased by 50%, and the effects of the Necromancy skill are increased by 10%
Faction: Death

----------------------------------------------------------------------

Faction: Order
Hero Types:
• Might: Lord
• Magic: Mage
Magical Law:  Order Magic
Faction Skill: Mental
Racial Skill: Ancient Writings

Native Terrine: Snow
Alignment: Lawful Neutral
Element: Metal

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Mechanical (Animates)

Facts and Traits:
Associated Names: Academy / Tower / Mage
Associated Colours: Blue / Teal

Leader:
Worship: Messenger of Order;
Core Philosophy/Motto:
“Order bounds everything together, without order there is nothing”
Country/Kingdom: Kingdom of Order
Capital City:
Religious Icons: Scales / Tome

Description / Summary:
The structure of Order is structured around the ideal of “The understanding of Magic is the understanding of Science and the order of the realm, its position in the universe and the truth of all.” Orders’ structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms understanding of existence itself.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Order came about during the separation of understanding and the disbandment of the single school of thought that was to become the founding ethos of the Kingdom of Order and there driving force towards themselves achieving their ultimate goal of understanding the world, realm and the order of existence.

The Current Age:
The Great War wages on and order must prevail over everything, the final action must be taken to end this age old conflict once and for all and the greatest power known hidden deep in the vaults of the old kingdom buried deep in ancient tomes sealed away by ancient magic’s.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
High Council Of Mages: Grand High Mage (xxxx), Councillor (xxxx)

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives hero the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Mental- Gives heroes the ability to cast Ancient Writings
Artificer – Allows creation of artefacts
Harness Energy – Increases the storage amount of mana
Mana Purifier – Allows collection of Mana crystals from the field in larger amounts
Teal Circle of Protection – Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Metal (Order) – Unlock usage of Level 1 Ancient Writings and ....???
Master of Metal – Unlock usage of Level 2 Ancient Writings and ....???
Master of Ore – Unlock usage of Level 3 Ancient Writings and ....???
Master of Repair – Unlock usage of Level 4 Ancient Writings and ....???
Master of Forge – Unlock usage of Level 5 Ancient Writings and ....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Order Magic – Ability to use Order Magical Law
Enchantment – Gives the hero extra spells points and increases spell point recovery
Wizardry – Increased Order Magical Law effectiveness
Charm – The hero can convert a percentage of a greatly outnumbered hostile force to their side before start of battle. Surrendering cost is reduced.

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Warrior Mage [Elite Warrior Mage]
Class: Infantry - Melee
Dwelling: Warrior Mage Tower [Elite Warrior Mage Tower]
Skills: [Infuse Weapon], [Chaos Ward]

Name: Mage Archer [Mage Archer Tower]
Class: Infantry - Ranged
Dwelling: Elite Mage Archer [Elite Mage Archer Tower]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], [Infuse Weapon], [Chaos Ward]

Tier 2
Name: Dwarf [Battle Dwarf]
Class: Infantry - Melee
Dwelling: Dwarven Mines [Battle Dwarf Mines]
Skills: Large Shield

Name: Gremlin [Master Gremlin]
Class: Flying - Melee
Dwelling: Workshop [Master Workshop]
Skills: Repair [Sabotage]

Tier 3
Name: Droid [Sentry Droid]
Class: Flying - Ranged
Dwelling: Droid Factory [Sentry Factory]
Skills: Machine, Medium Range [Long Range]

Name: Shock Trooper [Thunder Trooper]
Class: Infantry - Ranged
Dwelling:  Academy [Higher Academy]
Skills: Short Range [Medium Range]

Tier 4
Name: Iron Golem [Steel Golem]
Class: Infantry - Melee
Dwelling: Golem Forge [Golem Foundry]
Skills: Machine

Name: Mage [Arch Mage]
Class: Spellcaster - Ranged
Dwelling: Mage Tower [Archmage Tower]
Skills: Short Range [Medium Range], [Energy Channel], No Range Penalty, Chaos Ward

Tier 5
Name: Automation [Reanimated Automation]
Class: Infantry - Melee
Dwelling: Mechanized Lab [Re-Mechanized Lab]
Skills: Machine

Name: Genie [Master Genie]
Class: Spellcaster - Melee
Dwelling: Altar of Wishes [Pinnacle of Wishes]
Skills: Elemental

Tier 6
Name: Naga [Naga Queen]
Class: Infantry - Melee
Dwelling Silver Pavilion [Golden Pavilion]
Skills: 6-Way Attack, No Retaliation

Name: Gyro-Copter [Modified Gyro-Copter]
Class: Flying - Ranged
Dwelling: Gyro Lab [Gyro Pad]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]

Tier 7
Name: Iron Spider Golem [Steel Spider Golem]
Class: Cavalry - Melee
Dwelling: Spider Factory [Steel Spider Factory]
Skills: Machine, First Strike, Negate First Strike

Name: Giant [Titan]
Class: Infantry - Melee
Dwelling: Cloud Temple [Thundercloud Temple]
Skills: Chaos Ward, Normal Melee, [Call Lighting]

Name: Messenger of Order
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Order
Skills: Chaos Ward

Name: Iron Bird
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Mechanic [Master Mechanic]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Melee
Dwelling: Scrap Yard [Workshop Scrap Yard]
Skills: Repair [Sabotage]

Name: Alchemist [Master Alchemist]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Spellcaster - Ranged
Dwelling: Alchemist Lab [Master Alchemist Lab]
Skills: Short Range [Medium Range], [Energy Channel]

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Warforged Workers [Warforged Soldiers]
Class: Infantry - Melee
Dwelling: Warforged Forge [Warforged Foundry]
Skills: Machine, [Repair]
Converted: Warrior Mage Tower [Elite Warrior Mage Tower]

Name: Scarab [Shadow Scarab]
Class: Infantry - Melee
Dwelling: Scarab Burrow [Shadow Scarab Burrow]
Skills:
Converted: Mage Archer Tower [Elite Mage Archer Tower]

Tier 2
Name: Club Swingers [Mace Welder]
Class: Infantry - Melee
Dwelling: Club Barracks [Mace Barracks]
Skills: Stun
Converted: Dwarven Mines [Battle Dwarf Mines]

Name: Nightwatcher [Grand Nightwatcher]
Class: Infantry - Ranged
Dwelling: Nightwatcher Tavern [Nightwatcher Guild]
Skills: Short Range [Medium Range]
Converted: Workshop [Master Workshop]

Tier 3
Name: Dwarf Captain [Dwarf General]
Class: Infantry - Melee
Dwelling: Captains Tent [Generals Tent]
Skills: Support, Large Shield
Converted: Droid Factory [Sentry Factory]

Name: Stone Gargoyles [Obsidian Gargoyles]
Class: Flying - Melee
Dwelling: Stone Parapet [Obsidian Parapet]
Skills: Elemental
Converted: Academy [Higher Academy]

Tier 4
Name: Ruby Spider [Ruby Spider Queen]
Class: Infantry - Melee
Dwelling: Ruby Spider Cave [Ruby Spider Cavern]
Skills: Elemental, Poison
Converted: Golem Forge [Golem Foundry]

Name: Spectral Mage [Spectral Archmage]
Class: Spellcaster - Ranged
Dwelling: Spectral Tower [Spectral Spire]
Skills: Short Range [Medium Range], [Energy Channel], Chaos Ward
Converted: Mage Tower [Archmage Tower]

Tier 5
Name: Janni [Ancient Janni]
Class: Spellcaster - Melee
Dwelling: Elemental Altar [Elemental Temple]
Skills: Elemental
Converted: Mechanized Lab [Re-Mechanized Lab]

Name: Marble Gargoyle [Onyx Gargoyle]
Class: Flying - Melee
Dwelling: Marble Gargoyle Sculptor [Onyx Gargoyle Sculptor]
Skills: Elemental
Converted: Altar of Wishes [Pinnacle of Wishes]

Tier 6
Name: Rakshasa [Rakshasa King]
Class: Infantry - Melee
Dwelling: Rakshasa Chamber [Rakshasa King Chamber]
Skills: No Retaliation
Converted: Silver Pavilion [Golden Pavilion]

Name: Enchantress [High Enchantress]
Class: Spellcaster - Ranged
Dwelling: Enchantress Hovel [High Enchantress Hovel]
Skills: Short Range [Medium Range], [Energy Channel]
Converted: Gyro Lap [Gyro Pad]

Tier 7
Name: Steel Dragon [Platinum Dragon]
Class: Flying - Melee
Dwelling: Dragon Forge [Dragon Furnace]
Skills: Machine, Fire
Converted: Spider Factory [Steel Spider Factory]

Name: Harpoon Launcher [Heavy Harpoon Launcher]
Class: Warmachine - Ranged
Dwelling: Harpoon Works [Heavy Harpoon Works]
Skills: Medium Range [Long Range], Machine, [Armoured]
Converted: Cloud Temple [Thundercloud Temple]

Fortification Buildings
Common Warmachine:
- Mana Shard - gives friendly units unlimited mana.
Siege Warmachine:
- Gatling Crossbow - affected by Artillery secondary skill.
Field Warmachine:
- Ammo Cart - gives friendly ranged units unlimited ammunition.

Institute of Magic Level 1-5 – Teaches Order Magic spells
- Clerical Library - Teaches Life Magic spells
- Necromantic Library - Teaches Death Magic spells
Alchemist's Shop - Provides Potions to visiting Heroes
Observatory - Increase radius of vision
University - Teaches basic hero skills
Wall of Knowledge - This structure gives visiting heroes a permanent +1 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited.
Sage Stone - Boosts Tier 1 growth by +6 per week
Arcane Forge - Increase mechanical type defences
Artefact Merchant - Sells Artefacts
Treasury - The treasury provides +10% interests for Day 1 player gold total
Library - Reveals 1 extra spell in each level of the Magic Guild.
Holy Temple of Order - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Order (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Skyship - Provides 5000 gold per day, boosts creature growth by +50 percent, reveals the entire world map, and gives garrison heroes a +15 knowledge benefit.
Faction: Order

----------------------------------------------------------------------

Faction: Chaos
Hero Types:
• Might: Thief
• Magic: Sorcerer
Magical Law:  Chaos Magic
Faction Skill: Force
Racial Skill: Lost Tomes

Native Terrine: Swamp
Alignment: Chaotic Neutral
Element: Fire

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Beast

Facts and Traits:
Associated Names: Chaotic / Stockade / Sorcerer
Associated Colours: Orange / Light Orange

Leader:
Worship: Messenger of Chaos;
Core Philosophy/Motto:
“Life is Chaos, Chaos is Life”
Country/Kingdom: Kingdom of Chaos
Capital City:
Key Symbols: Pendent / Ring

Description / Summary:
The structure of Chaos was born from the heart of war, born from the flames of ancient hatred that burns deep within the darkness of the abyss.  Chaos’s structure consists of Human and Beast bread for war, burning with the desire for victory over all adversity and to strive towards an honourable death on the battlefield of glory.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Chaos originates in the favoured tale of glory and death, of a great war where chaos was born on the battlefield of the final solution to an intangible end and a power that was driven to conquer all. This tale though old has been passed down from generation to generation and speaks to the heart of all, that the means must define the ultimate end for victory over a common enemy and toward a common goal.

The Current Age:
Borders once guarded now lay abandoned, the great war strains all but the kingdom of chaos who’s growing strength and power knows no boundaries, where others faultier; the empire successes and grows, its armies march on the borders for its time these weak will be conquered.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Ruling Council of Elders

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Force - Gives heroes the ability to cast Lost Tomes
Burning Skies - Deals random damage to enemy units during a siege
Critical Strike - increases the critical hit ratio the hero
Ritual of Blood - Skill needed to use the Altar of Sacrifice
Amber Circle of Protection - Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Fire (Chaos) – Unlock usage of Level 1 Lost Tomes and ....???
Master of Fire – Unlock usage of Level 2 Lost Tomes and ....???
Master of Energy - Unlock usage of Level 3 Lost Tomes and ....???
Master of Heat - Unlock usage of Level 4 Lost Tomes and ....???
Master of Blazing - Unlock usage of Level 5 Lost Tomes and ....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Chaos Magic - Ability to use Chaos Magical Law
Conjuration - Gives the hero extra spells points and increases spell point recovery
Pyromancy -– Increased Chaos Magical Law effectiveness
Sorcery - Increases the hero's spell damage (with all magic types)

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Amazon Warrior [Master Amazon Warrior]
Class: Infantry - Melee
Dwelling: Pillar of Sword [Ancient Pillar of Sword]
Skills: [Poison]

Name: Amazon Archer [Master Amazon Archer]
Class: Infantry - Ranged
Dwelling: Pillar of Bow [Ancient Pillar of Bow]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], [Poison]

Tier 2
Name: Gnoll [Gnoll Marauder]
Class: Infantry - Melee
Dwelling: Gnoll Hut [Gnoll Marauder Hut]
Skills: Stun, Double Attack, [No Retaliation]

Name: Medusa [Medusa Queen]
Class: Infantry - Ranged
Dwelling: Statuary Garden [Queen Statuary Garden]
Skills: Medium Range [Long Range], Stone Gaze, Normal Melee [Unlimited Shots]

Tier 3
Name: Troll [War Troll]
Class: Infantry - Melee
Dwelling: Troll Cave [War Troll Cave]
Skills: Toughness, [Regeneration]

Name: Beholder [Evil Eye]
Class: Infantry - Ranged
Dwelling:  Pillar of the Beholder [Pillar of Eyes]
Skills: Short Range [Medium Range], No Melee Penalty

Tier 4
Name: Minotaur [Minotaur King]
Class: Infantry - Melee
Dwelling: Maze [Labyrinth]
Skills: Toughness

Name: Sorceress [Evil Sorceress]
Class: Spellcaster - Ranged
Dwelling: Sorceress Tower [Evil Sorceress Tower]
Skills: Short Range [Medium Range], [Energy Channel], Magic Mirror

Tier 5
Name: Witch [Chaos Witch]
Class: Spellcaster - Ranged
Dwelling: Blood Altar [Blood Memorial]
Skills: Short Range [Medium Range], [Energy Channel]

Name: Efreet [Efreet Sultan]
Class: Spellcaster - Melee
Dwelling: Volcanic Vent [Enraged Volcanic Vent]
Skills: Elemental, Fire Attack, [Fire Shield]

Tier 6
Name: Nightmare [Hellmare]
Class: Cavalry - Melee
Dwelling: Black Wood [Burning Black Wood]
Skills: Fear Attack, Fear

Name: Fire Drake [Inferno Drake]
Class: Flying - Melee
Dwelling: Fire Drake Cave [Inferno Drake Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]

Tier 7
Name: Hydra [Chaos Hydra]
Class: Infantry - Melee
Dwelling: Hydra Pond [Hydra Swamp]
Skills: 3-Way Attack, [6-Way Attack]

Name: Black Dragon [Darkness Dragon]
Class: Flying - Melee
Dwelling: Black Dragon Cave [Darkness Dragon Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire

Name: Messenger of Chaos
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Chaos
Skills: Order Ward

Name: Hawk
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Mana Wagon [Mana War Wagon]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Warmachine - Melee
Dwelling: Mana Cave [Deep Mana Cave]
Skills: Medium Range [Long Range], Machine, [Armoured], Mana Leach, [Mana Destroyer]

Name: Shadow Walker [Shadow Stalker]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Shadow Guild [Deep Shadow Guild]
Skills: Strike and Return, [Stealth], Assassin Strike [Assassin Double Strike]

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Kobold Sentry [Kobold Warrior]
Class: Infantry - Melee
Dwelling: Kobold Cave [Kobold Cavern]
Skills: Impale, Long Weapon, Negate First Strike, [Parry]
Converted: Pillar of Sword [Ancient Pillar of Sword]

Name: Smuggler [Pirate]
Class: Infantry - Melee
Dwelling: Smuggler Cave [Pirate Cave]
Skills: Bonus at Sea
Converted: Pillar of Bow [Ancient Pillar of Bow]

Tier 2
Name: Lizardman [Lizard Warrior]
Class: Infantry - Ranged
Dwelling: Lizard Burrow [Lizard Den]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]
Converted: Gnoll Hut [Gnoll Marauder Hut]

Name: Scorpion [Monarch Scorpion]
Class: Infantry - Melee
Dwelling: Scorpion Burrow [Monarch Scorpion Burrow]
Skills: Poison, Stun [Paralyse]
Converted: Statuary Garden [Queen Statuary Garden]

Tier 3
Name: Salamander [Salamander Lord]
Class: Infantry - Melee
Dwelling: Salamander Pit [Salamander Lord Pit]
Skills: Elemental, Fire Shield
Converted: Troll Cave [War Troll Cave]

Name: Minotaur Guard [Minotaur Royal Guard]
Class: Infantry - Melee
Dwelling: Guard Post [Royal Guard Post]
Skills: Support, Toughness, [Armoured]
Converted: Pillar of the Beholder [Pillar of Eyes]

Tier 4
Name: Maiden of Chaos [Maiden of Primal Chaos]
Class: Spellcaster - Ranged
Dwelling: Maiden Rock [Maiden Rock Memorial]
Skills: Short Range [Medium Range], [Energy Channel]
Converted: Maze [Labyrinth]

Name: Basilisk [Greater Basilisk]
Class: Infantry - Melee
Dwelling: Basilisk Pit [Greater Basilisk Pit]
Skills: Stone Gaze, [Poison]
Converted: Sorceress Tower [Evil Sorceress Tower]

Tier 5
Name: Gorgon [Mighty Gorgon]
Class: Infantry - Melee
Dwelling: Gorgon Den [Gorgon Lair]
Skills: Charge
Converted: Blood Altar [Blood Memorial]

Name: Sand Worm [Sand Storm Worm]
Class: Infantry - Melee
Dwelling: Sand Worm Dunes [Sand Storm Worm Pit]
Skills: Bonus on Land
Converted: Volcanic Vent [Enraged Volcanic Vent]

Tier 6
Name: Manticore [Scorpicore]
Class: Infantry - Melee
Dwelling: Manticore Lair [Scorpicore Lair]
Skills: Poison, Stun [Paralyse]
Converted: Black Wood [Burning Black Wood]

Name: Seductress [Enchanted Seductress]
Class: Spellcaster - Ranged
Dwelling: Seductress Tower [Seductress Spire]
Skills: Short Range [Medium Range], [Energy Channel], Mirror Magic
Converted: Fire Drake Cave [Inferno Drake Cave]

Tier 7
Name: Drider [Drider Queen]
Class: Cavalry - Melee
Dwelling: Drider Nest [Drider Queen Hive]
Skills: Unlimited Retaliation
Converted: Hydra Pond [Hydra Swamp]

Name: Ragnarok Dragon [Armageddon Dragon]
Class: Flying - Melee
Dwelling: Temple of Aesir [Gates of Aesir]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Black Dragon Cave [Darkness Dragon Cave]

Fortification Buildings
Common Warmachine:
- Ballista - affected by Artillery secondary skill.
Siege Warmachine:
- Trebuchet - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- Mana Shard - gives friendly units unlimited mana.

Sorcerer's Guild Level 1-5 – Teaches Chaos Magic spells
- Hall of the Dead - Teaches Death Magic spells
- Witch Hall - Teaches Nature Magic spells
Rogue's Guild - Provides Potions to visiting Heroes
Brimstone Clouds - Increase moral of garrisoned units
Battle Academy - Gives each hero 1000 experience points
Thieves Gauntlet - Increases heroes' melee attack by +3
Ritual Altar - Boosts Tier 1 growth by +5per week
War Academy - Increase reptilian type defences
Order of Fire - Allows movement between chaos towns
Altar of Sacrifice - Allows sacrificing creatures at this building in exchange for extra experience.
Mana Vortex -Presence of a mana vortex doubles the spell points available for visiting heroes.
Holy Temple of Chaos - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Chaos (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Eye of Chaos - Provides 5000 gold per day. Also, the strength of all Chaos Magic spells are increased by 50%.
Faction: Chaos

----------------------------------------------------------------------

____________
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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 05, 2010 05:40 AM

Re-release Of Game Concept - Part 2

Faction: Nature
Hero Types:
• Might: Archer
• Magic: Druid
Magical Law:  Nature Magic
Faction Skill: Elemental
Racial Skill: Forgotten Signs

Native Terrine: Grass
Alignment: Chaotic Good
Element: Wood

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Magical Beasts / Animals / Elemental

Facts and Traits:
Associated Names: Preserve / Rampart / Elementalist
Associated Colours: Green / Dark Green

Leader:
Worship: Messenger of Nature;
Core Philosophy/Motto:  
“Nature is everywhere, Nature is Truth and Nature is All Powerful”
Country/Kingdom: Kingdom of Nature
Capital City:
Key Symbols: Bow / Arrow

Description / Summary:
The structure of Nature is that of Nature itself, life and death hold balance on the ancient thrones of twin judgement, bound by ancient law and governed by the forces that bound existence into actuality. Nature’s structure consists of Humanoid, Beasts and Elementals bound by the laws of nature that binds all together as one.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Nature came about to preserve harmony within the greater whole of the realm and uphold the ancient laws written in the skies, spoken in the wind and governed by the binding elements of creation.

The Current Age:
Nature moves in mysterious ways, slow like a stream and as fast as wind, as strong as stone that empires are made and as unpredictable as a roaring firestorm across the forest of time. For 500 years the Kingdom of Nature has been slowly building up to their greatest endeavour to bring the final calm unknown to anyone has known before in the history of creation.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Coven: High Priest (xxxx) & High Priestess (xxxx)
Ruling Council

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Elemental - Gives heroes the ability to cast Forgotten Signs
Stonemason - Increases the defensive stats of the towns defences during a siege
Thunder Strike - Melee attacks harness the surrounding elements and focus it as a damage bonus
Shamanism - Increases hit point recovery during combat for elemental units
Jade Circle of Protection - Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Wood (Nature) – Unlock usage of Level 1 Forgotten Signs and ....???
Master of Wood – Unlock usage of Level 2 Forgotten Signs and ....???
Master of Forest – Unlock usage of Level 3 Forgotten Signs and ....???
Master of Seasons – Unlock usage of Level 4 Forgotten Signs and ....???
Master of Regeneration – Unlock usage of Level 5 Forgotten Signs and ....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Nature Magic – Ability to use Nature Magical Law
Herbalism– Gives the hero extra spells points and increases spell point recovery
Meditation – Increased Nature Magical Law effectiveness
Summoning – Allows the Hero to summon additional creatures to their army every day.

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Elven Warrior [Elite Elven Warrior]
Class: Infantry - Melee
Dwelling: Treetop Quarters [Treetop Barracks]
Skills: [Poison]

Name: Elven Archer [Elite Elven Archer]
Class: Infantry - Ranged
Dwelling: Treetop Lodge [Treetop Terraces]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], [Poison]

Tier 2
Name: Pixie [Sprite]
Class: Flying - Spellcaster
Dwelling: Faerie Trees [Faerie Woods]
Skills: Spray Attack, No Retaliation

Name: Waspwort [Poisoned Waspwort]
Class: Infantry – Ranged
Dwelling: Hothouse [Poison Hothouse]
Skills: Short Range [Medium Range], [Poison]

Tier 3
Name: Dendroid Guard [Dendroid Soldier]
Class: Infantry - Melee
Dwelling: Dendroid Arches [Dendroid Soldier Arches]
Skills: Elemental, Take Roots, Entangling Roots, [Toughness], Support

Name: Serpent Fly [Dragon Fly]
Class: Flying - Melee
Dwelling:  Serpent Fly Hive [Dragon Fly Hive]
Skills: Dispel, [Poison]

Tier 4
Name: Treant [Treant Guardian]
Class: Infantry - Melee
Dwelling: Treant Alcove [Treant Guardian Alcove]
Skills: Elemental, Take Roots, Entangling Roots, [Toughness], Support, Enraged

Name: Druid [Druid Elder]
Class: Spellcaster - Ranged
Dwelling: Ring of Stones [Stonehenge]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana

Tier 5
Name: Stone Giant [Ancient Stone Giant]
Class: Infantry - Melee
Dwelling: Stone Mine [Ancient Stone Mine]
Skills: Elemental, Stone Skin, Toughness, [Area Attack]

Name: Elemental Chanter [Elementalist]
Class: Spellcaster - Ranged
Dwelling: Elemental Stone [Elemental Chamber]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana

Tier 6
Name: Unicorn [War Unicorn]
Class: Cavalry - Melee
Dwelling: Unicorn Glade [Unicorn Arena]
Skills: Blinding Attack, Charge, [Armoured]

Name: Pegasus [Silver Pegasus]
Class: Flying - Melee
Dwelling: Shimmering Spring [Enchanted Spring]
Skills: Charge, [Armoured]

Tier 7
Name: Phoenix [Sacred Phoenix]
Class: Flying - Melee
Dwelling: Pyre [Enraged Pyre]
Skills: Elemental, Rebirth, Fire Shield

Name: Green Dragon [Emerald Dragon]
Class: Flying - Melee
Dwelling: Dragon Cliffs [Emerald Dragon Cliffs]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave

Name: Messenger of Nature
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Nature
Skills: Might Ward

Name: Parrot
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Leprechaun [Leprechaun Elder]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Melee
Dwelling: Enchanted Rainbow [Magic Rainbow]
Skills: Fortune, [Misfortune]

Name: Nature Tamer [Master Nature Tamer]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Tamer Hut [Master Tamer Hut]
Skills: Call of Nature, [Beast Call]

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Satyr [Mystical Satyr]
Class: Infantry - Melee
Dwelling: Satyr Garden [Mystical Satyr Garden]
Skills: Mirth, [Sorrow]
Converted: Treetop Quarters [Treetop Barracks]

Name: Dark Elf [Dark Elf Archer]
Class: Infantry - Ranged
Dwelling: Dark Elf Burrow [Dark Elf Archer Burrow]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Support
Converted: Treetop Lodge [Treetop Terraces]

Tier 2
Name: Air Elementals [Storm Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Air [Altar of Storms]
Skills: Short Range [Medium Range], Elemental
Converted: Faerie Trees [Faerie Woods]

Name: Poison Spider [Giant Poison Spider]
Class: Infantry - Melee
Dwelling: Poisonous Web [Poisonous Hive]
Skills: Poison
Converted: Hothouse [Poison Hothouse]

Tier 3
Name: Water Elementals [Ice Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Water [Altar of Ice]
Skills: Short Range [Medium Range], Elemental
Converted: Dendroid Arches [Dendroid Soldier Arches]

Name: Hunter [Master Hunter]
Class: Infantry - Ranged
Dwelling: Hunter Cabin [Hunter Lodge]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Support
Converted: Serpent Fly Hive [Dragon Fly Hive]

Tier 4
Name: Fire Elementals [Energy Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Fire [Altar of Energy]
Skills: Short Range [Medium Range], Elemental
Converted: Treant Alcove [Treant Guardian Alcove]

Name: White Wolf [Spirit Wolf]
Class: Infantry - Melee
Dwelling: Wolf Cave [Spirit Wolf Cave]
Skills: First Strike, [Spectral]
Converted: Ring of Stones [Stonehenge]

Tier 5
Name: Earth Elementals [Magma Elementals]
Class: Infantry - Melee
Dwelling: Altar of Earth [Altar of Magma]
Skills: Elemental, Toughness
Converted: Stone Mine [Ancient Stone Mine]

Name: Eagle Rider [War Eagle Rider]
Class: Flying - Melee
Dwelling: Eagle Barracks [War Eagle Barracks]
Skills: [Armoured]
Converted: Elemental Stone [Elemental Chamber]

Tier 6
Name: Psychic Elementals [Magic Elementals]
Class: Spellcaster - Ranged
Dwelling: Altar of Thought [Altar of Magic]
Skills: Short Range [Medium Range], Elemental
Converted: Unicorn Glade [Unicorn Arena]

Name: Hill Giant [Mountain Giant]
Class: Infantry - Melee
Dwelling: Hill Cave [Mountain Cave]
Skills: Toughness
Converted: Shimmering Spring [Enchanted Spring]

Tier 7
Name: Faerie Dragon [Mystical Faerie Dragon]
Class: Flying - Melee
Dwelling: Magic Forest [Lavender Lofts]
Skills: Mirror Magic, Energy Wave
Converted: Pyre [Enraged Pyre]

Name: Chimera [Dragonne]
Class: Flying - Melee
Dwelling: Chimera Cave [Dragonne Cave]
Skills: Poison, [Fire]
Converted: Dragon Cliffs [Emerald Dragon Cliffs]

Fortification Buildings
Common Warmachine:
- Elemental Gemstone - gives friendly units unlimited mana.
Siege Warmachine:
- Treant Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- First Aid Tent - heals allies, affected by First Aid secondary skill.

Druid's Hall Level 1-5 – Teaches Nature Magic spells
- Conservatory of Chaos - Teaches Chaos Magic spells
- Conservatory of Life - Teaches Life Magic spells
Ranger's Guild - Provides Potions to visiting Heroes
Crystal Spire - Increase protection against other magic's
Rainbow - Grants +2 Luck permanent boot
Sacred Grove - Provides heroes with +3 spell points
Orchard - Boosts Tier 1 growth by +9 per week
Winter Garden - Increase elemental type defences
Arcane Tower - Provides learning of all Magic Sub-classes
Creature Portal - Summons magical creatures
Mystic Pond - The mystic pond provides 1-4 random resources each day
Holy Temple of Nature - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Nature (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Guardian of Gaia - Provides 5000 gold per day. Also, the strength of all Nature Magic spells are increased by 25%.
Faction: Nature

----------------------------------------------------------------------

Faction: Might
Hero Types:
• Might: Barbarian
• Magic: Battle Mage
Magical Law:  N/A
Faction Skill: Meta Force
Racial Skill: Rules of War

Native Terrine: Rough
Alignment: Chaotic Evil
Element: Meta

Creature List:
• Base: Aberration
• Army Type: Aberration / Animals / Magical Beasts

Facts and Traits:
Associated Names: Wasteland / Stronghold / Barbarian
Associated Colours: Red / Dark Red

Leader:
Worship: Messenger of Might;  
“We Live to Serve, We Serve to Live”
Country/Kingdom: Kingdom of Might
Capital City:
Key Symbols: Breastplate / Helm

Description / Summary:
The structure of Might discarded all reliance on magic and instead focused on the development of the personal traits of Strength and Skill over Mana and Magic. Might’s structure consist of Humanoid and Beast driven to self improvement of skills to forward themselves to the ultimate goal of perfection in both Mind and Body.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Might was established as a result of a change in ideals between those who worship magic and those who worship might, held to a strong belief the Kingdom of Might spilt themselves from the factions driven by their core ideals of magical understanding and drive to wage war in the name of their faith and instead focused themselves towards achieving perfection of self over all else in faith and in strength.

The Current Age:
Resources grow ever more depleted, the cracks in the dirt wider and the water recedes further and the beaches widen and our people are dying and all because the kingdom goes to war to protect itself from those who seek to destroy it. Resources diverted to the military take priority over the population. The people grow weary that the time has come that a call to arms to stop the madness that has gone too long at the cost of too many.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Grand Warlord (xxxx)
Chieftain (xxxx)  

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Meta Force - Gives heroes the ability to cast Rules of War
Training - Reduces the cost of training higher class units
Weapons Master - All weapon based attacks deal additional damage
Propaganda - Conceals the true numbers of units in army; vision of enemy hero will always see a deceive victory
Red Circle of Protection - Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Meta (Might) – Unlock usage of Level 1 Rules of War and ....???
Meta – Unlock usage of Level 2 Rules of War and ....???
Rune Master – Unlock usage of Level 3 Rules of War and ....???
Battle Frenzy – Unlock usage of Level 4 Rules of War and ....???
Critical Strikes – Unlock usage of Level 5 Rules of War and ....???

Magical Law: (N/A to Might)
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Orc Warrior [Black Orc Warrior]
Class: Infantry - Melee
Dwelling: Orc Tower [Black Orc Tower]
Skills:

Name: Orc Archer [Black Orc Archer]
Class: Infantry - Ranged
Dwelling: Orc Fields [Black Orc Fields]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]

Tier 2
Name: Goblin [Hobgoblin]
Class: Infantry - Melee
Dwelling: Goblin Quarters [Goblin Barracks]
Skills: Strike and Return

Name: Centaur [Centaur Captain]
Class: Cavalry - Ranged
Dwelling: Centaur Stables [Centaur Captain Stable]
Skills: Short Range [Medium Range], Normal Melee

Tier 3
Name: Wolf Rider [Wolf Raider]
Class: Cavalry - Melee
Dwelling: Wolf Pen [Raider Pen]
Skills: [Double Attack]

Name: Harpy [Harpy Hag]
Class: Flying - Melee
Dwelling:  Harpy Peak [Harpy Nest]
Skills: Strike and Return

Tier 4
Name: Ogre [Ogre Lord]
Class: Infantry - Melee
Dwelling: Ogre Fort [Blood Ogre Fort]
Skills: Toughness, [Enraged]

Name: Ogre Mage [Blood Ogre Mage]
Class: Spellcaster - Ranged
Dwelling: Battle School [Battle Academy]
Skills: Short Range [Medium Range], [Energy Channel], Bloodlust

Tier 5
Name: Cyclops [Cyclops King]
Class: Infantry - Ranged
Dwelling: Cyclops Cave [Cyclops King Cave]
Skills: Medium Range [Long Range], Area Attack

Name: Marauder [Blood Marauder]
Class: Infantry - Melee
Dwelling: Marauder Camp [Blood Marauder Camp]
Skills: Strike and Return, Stealth, Assassin Strike [Assassin Double Strike]

Tier 6
Name: War Elephant [Elite War Elephant]
Class: Cavalry - Melee
Dwelling: War Elephant Armoury [Elite War Elephant Armoury]
Skills: Charge, Armoured

Name: Arial Archer [Elite Arial Archer]
Class: Flying - Ranged
Dwelling: Arial Range [Elite Arial Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]

Tier 7
Name: Roc [Thunderbird]
Class: Flying - Melee
Dwelling: Cliff Nest [Thunder Cliff Nest]
Skills: [Call Lighting]

Name: Behemoth [Ancient Behemoth]
Class: Infantry - Melee
Dwelling: Behemoth Lair [Ancient Behemoth Lair]
Skills: Toughness, [Strength]

Name: Messenger of Might
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Might
Skills: Nature Ward

Name: Eagle
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Beast Lord [Greater Beast Lord]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Melee
Dwelling: Caverns of Might [Greater Caverns of Might]
Skills: Mirth, [Sorrow]

Name: Shielder [Veteran Shielder]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Ancient Cave [Lost Ancient Cave]
Skills: Large Shield, Mirror Magic

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Berserker [Enraged Berserker]
Class: Infantry - Melee
Dwelling: Longhouse [Enraged Longhouse]
Skills: Berserk, [Enraged]
Converted: Orc Tower [Black Orc Tower]

Name: Slaver [Slaver King]
Class: Infantry - Melee
Dwelling: Slaver Cages [Slaver King Cages]
Skills: First Strike, [Negate First Strike]
Converted: Orc Fields [Black Orc Fields]

Tier 2
Name: Nomad [War Nomad]
Class: Cavalry - Melee
Dwelling: Nomad Tents [War Nomad Tents]
Skills: Charge, First Strike, [Armoured]
Converted: Goblin Quarters [Goblin Barracks]

Name: Ogre Grunt [Ogre Guard]
Class: Infantry - Melee
Dwelling: Ogre Barracks [Ogre Guard Quarters]
Skills: Support, Toughness, [Enraged]
Converted: Centaur Stables [Centaur Captain Stables]

Tier 3
Name: Bandit [Raider]
Class: Infantry - Melee
Dwelling: Den of Thieves [Raider Den]
Skills: Strike and Return, Stealth
Converted: Wolf Pen [Raider Pen]

Name: Orc Raider [Black Orc Raider]
Class: Infantry - Melee
Dwelling: Orc Raider Cave [Black Orc Raider Guild]
Skills: Support
Converted: Harpy Peak [Harpy Nest]

Tier 4
Name: Scout [Assassin]
Class: Infantry - Ranged
Dwelling: Scout Guild [Assassin Guild]
Skills: Short Range [Medium Range], [Stealth], [Assassin Strike]
Converted: Ogre Fort [Blood Ogre Fort]

Name: Centaur Mage [Centaur Grand Mage]
Class: Cavalry - Spellcaster
Dwelling: Mystic Circle [Mystic Stonehenge]
Skills: Short Range [Medium Range], [Energy Channel]
Converted: Battle School [Battle Academy]

Tier 5
Name: Warlord [Grand Warlord]
Class: Cavalry - Melee
Dwelling: Warlord Tent [Grand Warlord Tent]
Skills: Support, Charge
Converted: Cyclops Cave [Cyclops King Cave]

Name: Bulette [Berserker Bulette]
Class: Infantry - Melee
Dwelling: Bulette Burrow [Bulette Fields]
Skills: Armoured, [Berserk]
Converted: Marauder Camp [Blood Marauder Camp]

Tier 6
Name: Tarrasque [Armoured Tarrasque]
Class: Infantry - Melee
Dwelling: Tarrasque Cave [Tarrasque Cavern]
Skills: [Armoured], Charge
Converted: War Elephant Armoury [Elite War Elephant Armoury]

Name: War Elephant Archers [Elite War Elephant Archers]
Class: Infantry - Ranged
Dwelling: Archery Fields [Elite Archery Fields]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Armoured
Converted: Arial Range [Elite Arial Range]

Tier 7
Name: Wyvern Rider [Great Wyvern Rider]
Class: Flying - Ranged
Dwelling: Wyvern Rider School [Great Wyvern Rider School]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Converted: Cliff Nest [Thunder Cliff Nest]

Name: Runic Solider [Runic Guardian]
Class: Infantry - Melee
Dwelling: Runic Barracks [Runic Fort]
Skills: Elemental, Stone Skin, [Mirror Magic]
Converted: Behemoth Lair [Ancient Behemoth Lair]

Fortification Buildings
Common Warmachine:
- Field Cannon - attacks siege walls, affected by Ballistics secondary skill.
Siege Warmachine:
- Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- Ballista - affected by Artillery secondary skill.

Magic Dampener Level 1-5 - Restricts the usage of magic
Breeding Pens - Increases creature production by 50%
Escape Tunnel - This upgrade to the castle allows heroes and armies to surrender or flee during siege battles
Arsenal - Provides Potions to visiting Heroes
Engineers Guild - Increase castle attacking
Arena of Combat - Increases heroes' melee and ranged attack by +3
Wrestling Pits -Increases heroes' melee and ranged defence by +3
Mess Hall - Boosts Tier 1 growth by +10 per week
Arena of Stone - Increase beast type defences
Hall of Honour - Increase luck of garrisoned units
Freelancer's Guild - You may trade creatures for resources at the Freelancer's Guild
School of War - Teaches basic hero Tactical Skills
Holy Temple of Might - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Might (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Warriors Shrine - Provides 5000 gold per day. Also, the creature growth in this town increases by 100%, and the creature growth in all of the player's other Strongholds increases by 25%.
Faction: Might

----------------------------------------------------------------------

Faction: Dragon Legion
Hero Types:
• Might: Dragon Lord
• Magic: Half-Dragon
Magical Law:  Draconic
Faction Skill: Dragon
Racial Skill: Draconic Writings

Native Terrine: Subterranean
Alignment: Neutral Evil
Element: Wind

Creature List:
• Base: Dragon
• Army Type: Dragon / Humanoids

Facts and Traits:
Associated Names: Draconic / Fortress / Dragon Legion
Associated Colours: Brown / Olive Green

Leader:
Worship: Messenger of Dragons;
Core Philosophy/Motto:
“Time is meaningless; Power is meaningless, Beyond all that is truly meaningful”
Country/Kingdom: Kingdom of The Dragon Legion
Capital City:
Key Symbols: Gem of the Hilt / Throne

Description / Summary:
The structure of the Dragon Legion holds its origin in the ages of darkness where the strong strived for power and the weak survived at the will of the strong. The Dragon Legion’s structure consists of Dragons and Humans that service there masters to protect and gather resources to assist the growth and expand the power to achieve their ultimate goal to rule the realm and to become gods in their own right.

Background and History/Timeline:
The Origins:
The origins of the Dragon Legion predates the ages and stands before kingdoms where forged in the name of faith and religions reasoning, the empire of the Dragon Legion spaned the realm of myth and legends driven to conquer and destroy anything that stood in their path to become gods to be worshiped by all deemed beneath them.

The Current Age:
We have risen from our great slumber in the quite time, betrayed by our ancient enemy and the peace forged broken. We rise to take back the world we were ripped from and erased from the pages of history. All will feel the wrath of our vengeance.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Monarchy; Monarch (xxxx), Matriarch (xxxx)
High Council: High

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives hero the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Dragon - Gives hero the ability to cast Draconic Writings
Forging Flames - Reduces the cost of Dragon Armour and weapons
Dragon Rage - Dragons deal x 2 damage to other dragon types for every level of this skill
Genealogy - Skill needed to use the Egg Hatchery building
Green Circle of Protection - Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Wind (Dragon) – Unlock usage of Level 1 Draconic Writings and ....???
Wind – Unlock usage of Level 2 Draconic Writings and ....???
Storms – Unlock usage of Level 3 Draconic Writings and ....???
Lightning – Unlock usage of Level 4 Draconic Writings and ....???
Rejuvenation – Unlock usage of Level 5 Draconic Writings and ....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Draconic - Ability to use Draconic Magical Law
Dragon Heart - Gives the hero extra spells points and increases spell point recovery
Dragon Breath - Increased Life Magical Law effectiveness
Dragon Hide – Increases the hides resistance to all magical attacks for all dragon kind

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Note: Each Tier has 3 selections; 2 Dragon Class (Selectable) and 1 Humanoid Mandatory Prerequisite

Tier 1
Name: Drake [Ancient Drake]
Class: Flying - Melee
Dwelling: Drake Cavern [Primordial Drake Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]

Name: Dragon Tamer [Lord Dragon Tamer]
Class: Infantry - Melee
Dwelling: Dragon Tamer Hut [Lord Dragon Tamer Hut]
Skills: Support

Mandatory Prerequisite:
Name: Legion Infantry [Elite Legion Infantry]
Class: Infantry - Melee
Dwelling: Cave Garrison [Stone Barracks]
Skills: Large Shield

Tier 2
Name: Brass Dragon [Ancient Brass Dragon]
Class: Flying - Melee
Dwelling: Sand Dunes [Sand Dune Caves]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire

Name: Rust Dragon [Ancient Rust Dragon]
Class: Flying - Melee
Dwelling: Sulphurous Lair [Ancient Sulphurous Lair]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid

Mandatory Prerequisite:
Name: Legion Archer [Elite Legion Archer]
Class: Infantry - Ranged
Dwelling: Open Fields [Fortified Range]
Skills: Scatter Shot [Precision Shot]. Medium Range [Long Range]

Tier 3
Name: Bronze Dragon [Ancient Bronze Dragon]
Class: Flying - Melee
Dwelling: Coastline Caves [Coastline Grotto]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting

Name: Topaz Dragon [Ancient Topaz Dragon]
Class: Flying - Melee
Dwelling:  Coastal Outcrop [Coastal Reef Outcrop]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Water

Mandatory Prerequisite:
Name: Dragon Wing Conscript [Dragon Wing Infantry]
Class: Flying - Ranged
Dwelling: Catacomb Mines [Catacomb Stables]
Skills: Support

Tier 4
Name: Ruby Dragon [Ancient Ruby Dragon]
Class: Flying - Melee
Dwelling: Gem Caverns [Ruby Caverns]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire

Name: Sapphire Dragon [Ancient Sapphire Dragon]
Class: Flying - Melee
Dwelling: Subterranean Caverns [Deep Subterranean Caverns]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave

Mandatory Prerequisite:
Name: Legion Caster [Grand Legion Caster]
Class: Spellcaster - Ranged
Dwelling: Cavern Chapel [Stone Monastery]
Skills: Short Range [Medium Range], [Energy Channel]

Tier 5
Name: White Dragon [Ancient White Dragon]
Class: Flying - Melee
Dwelling: Snowline Peak [Blizzard Peak]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Ice

Name: Silver Dragon [Ancient Silver Dragon]
Class: Flying - Melee
Dwelling: Mountain Peak [Cloud Shrouded Peak]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Ice

Mandatory Prerequisite:
Name: Horde Guard [Fortress Guard]
Class: Infantry - Melee
Dwelling: Horde Outpost [Fortress Keep]
Skills: Large Shield, Support

Tier 6
Name: Red Dragon [Ancient Red Dragon]
Class: Flying - Melee
Dwelling: Red Dragon Cave [Ancient Red Dragon Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire

Name: Gold Dragon [Ancient Gold Dragon]
Class: Flying - Melee
Dwelling: Gold Dragon Cliffs [Ancient Gold Dragon Cliffs]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire

Mandatory Prerequisite:
Name: Dragon Wing Knight [Elite Dragon Wing Knight]
Class: Cavalry - Ranged
Dwelling: Dragon Wing Stables [Dragon Wing Bastion]
Skills: Short Range [Medium Ranged], Support

Tier 7
Name: Amethyst Dragon [Ancient Amethyst Dragon]
Class: Flying - Melee
Dwelling: Mountain Lake [Mountain Glacier]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave

Name: Black Dragon [Ancient Black Dragon]
Class: Flying - Melee
Dwelling: Black Dragon Lair [Black Dragon Throne]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid

Mandatory Prerequisite:
Name: Legion Monarch [Legion Matriarch]
Class: Spellcaster - Ranged
Dwelling: Monarch Manor [Matriarch Mansion]
Skills: Short Range [Medium Range], Support

Name: Messenger of Dragons
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Dragons
Skills: Ancient Ward

Name: Parrot Dragon
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Dragon Rider [Dragon Raider]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Cavalry - Ranged
Dwelling: Dragon Rider Peak [Dragon Raider Peak]
Skills: Short Range [Medium Range], Support

Name: Dragon Servant [Dragon Nobles]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Dragon Servant Quarters [Dragon Noble Quarters]
Skills: Taxpayer [Resource Siphon]

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Dragon Hatchling [Dragon Hatchery]
Class: Flying - Melee
Dwelling: Dragon Offspring [Dragon Nursery]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Converted: Drake Cavern [Primordial Drake Cavern]

Name: Blue Dragon [Ancient Blue Dragon]
Class: Flying - Melee
Dwelling: Oasis Dunes [Oasis Mirage]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting
Converted: Dragon Tamer Hut [Lord Dragon Tamer Hut]

Tier 2
Name: Crystal Dragon [Ancient Crystal Dragon]
Class: Flying - Melee
Dwelling: Crystal Cavern [Ancient Crystal Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Light
Converted: Sand Dunes [Sand Dune Caves]

Name: Copper Dragon [Ancient Copper Dragon]
Class: Flying - Melee
Dwelling: Blue Marshes [Blue Swamp]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Converted: Sulphurous Lair [Ancient Sulphurous Lair]

Tier 3
Name: Diamond Dragon [Ancient Diamond Dragon]
Class: Flying - Melee
Dwelling: Diamond Mine [Deep Diamond Mine]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Light
Converted: Coastline Caves [Coastline Grotto]

Name: Yellow Dragon [Ancient Yellow Dragon]
Class: Flying - Melee
Dwelling: Sun Baked Sands [Scorched Dunes]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Water
Converted: Coastal Outcrop [Coastal Reef Outcrop]

Tier 4
Name: Dragon Mage [Dragon Mage Elder]
Class: Spellcaster - Ranged
Dwelling: Dragon Mage Tower [Dragon Mage Spire]
Skills: Short Range [Medium Range]
Converted: Gem Caverns [Ruby Caverns]

Name: Dragon Warrior [Elite Dragon Warrior]
Class: Infantry - Melee
Dwelling: Dragon Warrior Caves [Elite Dragon Warrior Caves]
Skills: Support
Converted: Subterranean Caverns [Deep Subterranean Caverns]

Tier 5
Name: Sky Dragon [Ancient Sky Dragon]
Class: Flying - Melee
Dwelling: Pillar of the Sky [Pillar of the Ancient Sky]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting
Converted: Snowline Peak [Blizzard Peak]

Name: Jade Dragon [Ancient Jade Dragon]
Class: Flying - Melee
Dwelling: Jade Cavern [Ancient Jade Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Mountain Peak [Cloud Shrouded Peak]

Tier 6
Name: Wyvern [Great Wyvern]
Class: Flying - Melee
Dwelling: Wyvern Nest [Great Wyvern Nest]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Converted: Red Dragon Cave [Ancient Red Dragon Cave]

Name: Azure Dragons [Supreme Azure Dragon]
Class: Flying - Melee
Dwelling: Azure Peaks [Supreme Azure Peaks]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Gold Dragon Cliffs [Ancient Gold Dragon Cliffs]

Tier 7
Name: Homunculus Dragon [Dracolich]
Class: Infantry - Melee
Dwelling: Dragon Graveyard [Dragon Necropolis]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Undead, Acid
Converted: Mountain Lake [Mountain Glacier]

Name: Dragon Flesh Golem [Dragon Bone Golem]
Class: Infantry - Melee
Dwelling: Dragon Flesh Forge [Dragon Bone Forge]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Machine
Converted: Black Dragon Lair [Black Dragon Throne]

Fortification Buildings
Common Warmachine:
- Dragon Spirit Flame - gives friendly units unlimited mana.
Siege Warmachine:
- Dragon Fire Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- Dragon Ballista - affected by Artillery secondary skill.

Dragon's Hall Level 1-5 – Teaches Draconic Magic spells
Altar of Strength - Teaches Strength Magic spells
Altar of Justice - Teaches Celestial Magic spells
Dragon Guildship - Provides Potions to visiting Heroes
Statue of The Dragon Eye - Increase radius of vision
Draconic Spire - Grants +2 Moral permanent boot
Ancestral Dragon Statue - Gives each hero 1500 experience points
Dragon Fire Crystal - Boosts Tier 1 growth by +12 per week
Ancient Dragon Scale - Increase dragon type defences
Egg Hatchery - Increases creature production by 50%
Ancient Bone Shrine - Increase moral of garrisoned units
Council of Dragons - Teaches basic hero Tactical Skills
Holy Temple of Dragons - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Dragons (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Draconic Mines - Provides 5000 gold per day. Also, the strength of all Draconic Magic spells are increased by 50%.
Faction: Dragon Legion

----------------------------------------------------------------------

Faction: The Ancients
Hero Types:
• Might: Planeswalkers
• Magic: Transcended
Magical Law:  Ascended
Faction Skill: Ancient
Racial Skill: Ascension Rites

Native Terrine:
Alignment: Neutral Good
Element: Celestial

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Animates

Facts and Traits:
Associated Names: Origin / Utopia / The Ancients
Associated Colours: Dark Blue / Indigo

Leader:
Worship: Messenger of Ancients;
Core Philosophy/Motto:
“The Universe is all powerful, life and death is but two sides of the same coin”
Country/Kingdom: Kingdom of The Ancients
Capital City:
Key Symbols: Crown / Robes

Description / Summary:
The structure of the Ancients is the founding faith that once stood for order, knowledge and power to protect those who resided within there once great and bountiful empire that stood as a testament to creative minds and the idealism of the creation of a new age based on the founding principles that sit as a corner stone to the foundation of their great empire. The Ancients structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms role to serve and protect its subjects from all forces that wish to destroy harmony and balance for its own purpose and ends.

Background and History/Timeline:
The Origins:
The origins of The Ancients lays in the mist of time founded before the earliest know written records that speak of a kingdom that stood for order and for the pursuit of knowledge to ascend to the ideals of a utopia founded to strive towards the creation of a better life for all who reside within its grand borders dedicated to the protection of its inhabitant from those who wish to create disharmony within the utopia within its borders.

The Current Age:
We have returned from beyond time for a great evil has once again been awakened that threatens to destroy the world and all who walk in it. The Final War has begun and from this point on the world will change; for better or for worse, only the victor will know.

Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Royal Family: Emperor (xxxx) & Empress (xxxx), Prince (xxxx) & Princess (xxxx)
The High Council of Elders: Elder (xxxx)
The Guild of Mages: Grand Mage (xxxx)

Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Ancient - Gives heroes the ability to cast Ascension Rites
Arcane Training - The cost to train units either from their base form to their upgraded form is reduced by half
Ancient Forge - Golem and Melee weapons deal x 2 damage to non-mechanical units for every level of this skill
The Ascended Path - The cost to train units either from their base form to their advanced form within the stack is reduced by half
Blue Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2

Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills and enhances faction particular limitations
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations

Celestial (Ancient) – Unlock usage of Level 1 Ascension Rites and ....???
Celestial– Unlock usage of Level 2 Ascension Rites and ....???
Sun– Unlock usage of Level 3 Ascension Rites and ....???
Moon– Unlock usage of Level 4 Ascension Rites and ....???
Cosmos– Unlock usage of Level 5 Ascension Rites and ....???

Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill

Ascended – Ability to use Life Magical Law
Arcane – Gives the hero extra spells points and increases spell point recovery
Ancient Arts – Increased Life Magical Law effectiveness
Lord of Time – effects the initiative of the battlefield; Allies gain while enemies lose initiative

Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.

Tier 1
Name: Axeman [Heavy Axeman]
Class: Infantry - Melee
Dwelling: Axeman Cabin [Axeman Lodge]
Skills:

Name: Spearman [Elite Spearman]
Class: Infantry - Raged
Dwelling: Spearman Gatehouse [Elite Spearman Gatehouse]
Skills: Short Range [Medium Range], [Precision Shot]

Tier 2
Name: Valkyrie [Elite Valkyrie]
Class: Cavalry - Melee
Dwelling: Valkyrie Fields [Elite Valkyrie Fields]
Skills: Charge, [Double Attack]

Name: Arbalester Archers [Elite Arbalester Archers]
Class:  Infantry - Ranged
Dwelling: Arbalester Range [Elite Arbalester Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]

Tier 3
Name: Zealot [War Zealot]
Class: Spellcaster - Ranged
Dwelling: Zealot Abbey [War Monastery]
Skills: Short Range [Medium Range], [Energy Channel], [Unlimited Mana]

Name: Arcane Sage [Elder Arcane Sage]
Class: Spellcaster - Melee
Dwelling:  Arcane Sage Tower [Ancient Arcane Sage Tower]
Skills: [Unlimited Mana]

Tier 4
Name: Mounted Crossbowman [Heavy Mounted Crossbowman]
Class: Cavalry - Ranged
Dwelling: Crossbow Cavalry Range [Heavy Crossbow Cavalry Range]
Skills: Short Range [Medium Range], [Armoured]

Name: Illusionist Mage [Master Illusionist Mage]
Class: Spellcaster - Ranged
Dwelling: Illusionist Tower [Illusionary Tower]
Skills: Short Range [Medium Range], Hypnotize, [Illusion Cast]

Tier 5
Name: Djinn [Djinn Sultan]
Class: Spellcaster - Melee
Dwelling: Elemental Plane [Higher Elemental Plane]
Skills: Elemental

Name: Chariot Archer [Heavy Chariot Archer]
Class: Cavalry - Ranged
Dwelling: Chariot Blacksmith [Heavy Chariot Blacksmith]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], Charge, [Armoured]

Tier 6
Name: Mithril Golem [Adamantine Golem]
Class: Infantry - Melee
Dwelling: Ancient Golem Forge [Ancient Golem Foundry]
Skills: Machine

Name: Elephant Behemoth [Elite Elephant Behemoth]
Class: Cavalry - Melee
Dwelling: Elephant Behemoth Armoury [Elite Elephant Behemoth Armoury]
Skills: Charge, [Armoured]

Tier 7
Name: Energy Dragon [Force Dragon]
Class: Flying - Melee
Dwelling: Pillar of Energy [Obelisk of Force]
Skills: Elemental, Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave

Name: Shadow Dragon [Spirit Dragon]
Class: Flying - Melee
Dwelling: Shadow Lair [Shadow Sanctum]
Skills: Elemental, Breath Attack [Arc Breath Attack], Short Range [Medium Range]

Name: Messenger of Ancients
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Ancients
Skills: Dragon Ward

Name: Carrier Pigeon
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:

Name: Clockwork Workers [Clockwork Soldiers]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Infantry - Melee
Dwelling: Clockwork Forge [Clockwork Foundry]
Skills: Machine

Name: Enlightened Sage [Ascended Sage]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Spellcaster - Ranged
Dwelling: Enlightened Enclave [Ascended Enclave]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana

Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.

Tier 1
Name: Thought Devourer [Thought Slayer]
Class: Spellcaster - Melee
Dwelling: Temple of Thought [Temple of Higher Thought]
Skills: Hypnotize, [Illusion Cast]
Converted: Axeman Cabin [Axeman Lodge]

Name: Slingers [Fire Slingers]
Class: Infantry - Ranged
Dwelling: Slingers Hut [Fire Slingers Hut]
Skills: Short Range [Medium Range], [Greek Fire]
Converted: Spearman Gatehouse [Elite Spearman Gatehouse]

Tier 2
Name: Javilineers [Elite Javilineers]
Class: Infantry - Ranged
Dwelling: Javilineers Range [Elite Javilineers Range]
Skills: Short Range [Medium Range]
Converted: Valkyrie Fields [Elite Valkyrie Fields]

Name: Legionary [Legionary General]
Class: Infantry - Melee
Dwelling: Legionary Barracks [General Quarters]
Skills: Support, Large Shield
Converted: Arbalester Range [Elite Arbalester Range]

Tier 3
Name: Mind Distorter [Mind Crusher]
Class: Spellcaster - Ranged
Dwelling: Temple of Mind [Temple of Higher Mind]
Skills: Short Range [Medium Range], [Energy Channel]
Converted: Zealot Abbey [War Monastery]

Name: Githyanki [Blackguard Githyanki]
Class: Infantry - Melee
Dwelling: Githyanki Hall [Blackguard Tower]
Skills: Support, Strike and Return, [No Retaliation]
Converted: Arcane Sage Tower [Ancient Arcane Sage Tower]

Tier 4
Name: Hippogriff [Imperial Hippogriff]
Class: Flying - Melee
Dwelling: Hippogriff Fields [Imperial Hippogriff Fields]
Skills: [Armoured], Unlimited Retaliation
Converted: Crossbow Cavalry Range [Heavy Crossbow Cavalry Range]

Name: Charioteer [War Charioteer]
Class: Cavalry - Melee
Dwelling: Charioteer Arena [War Charioteer Arena]
Skills: Charge, [Armoured]
Converted: Illusionist Tower [Illusionary Tower]

Tier 5
Name: Goliath [Forbidden Goliath]
Class: Flying - Melee
Dwelling: Goliath Parapet [Forbidden Goliath Parapet]
Skills: Elemental, Stone Skin
Converted: Elemental Plane [Higher Elemental Plane]

Name: Dreadnought [Juggernaut]
Class: Flying - Ranged
Dwelling: Dreadnought Field [Juggernaut Field]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]
Converted: Chariot Blacksmith [Heavy Chariot Blacksmith]

Tier 6
Name: Criosphinx [Androsphinx]
Class: Flying - Melee
Dwelling: Criosphinx Statue [Androsphinx Statue]
Skills: Unlimited Retaliation
Converted: Ancient Golem Forge [Ancient Golem Foundry]

Name: Pegasus Rider [Noble Pegasus Rider]
Class: Flying - Melee
Dwelling: Pegasus Stables [Noble Pegasus Stables]
Skills: Charge, [Armoured]
Converted: Elephant Behemoth Armoury [Elite Elephant Behemoth Armoury]

Tier 7
Name: Kraken [Legendary Kraken]
Class: Infantry - Melee
Dwelling: Kraken Grotto [Kraken Outcrop]
Skills: Bonus at Sea, [Unlimited Retaliation]
Converted: Pillar of Energy [Obelisk of Force]

Name: Shielded Catapult [Shielded War Catapult]
Class: Warmachine - Ranged
Dwelling: Shielded Catapult Works [War Catapult Works]
Skills: Medium Range [Long Range], Siege Capable [Greek Fire], Area Attack, Machine, Armoured
Converted: Shadow Lair [Shadow Sanctum]

Fortification Buildings
Common Warmachine:
- Ammo Cart - gives friendly ranged units unlimited ammunition.
Siege Warmachine:
- Armoured Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
- Armoured Ballista - affected by Artillery secondary skill.

Ancient's Guild Level 1-5 – Teaches Ascended Magic spells
- Arcane Order Library - Teaches Arcane Magic spells
- Library of Celestial Harmony  - Teaches Celestial Magic spells
Apothecary - Provides Potions to visiting Heroes
Fortifications - Increase castle defences
Altar of The First One - Increases heroes' melee and ranged defence by +3
Duelling Arena - This structure gives visiting heroes a permanent +5 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited.
Warriors Guild - Boosts Tier 1 growth by +15 per week
War Council Chambers - Increase all defensives forces aligned to The Ancients
Treasure Cave - The treasury provides +10% interests for Day 1 player gold total
Artefact Merchant - Sells Artefacts
Magic University - The Magic University enables visiting heroes to learn any/all of four schools of magic
Holy Temple of The Ancients - Allows access to build the Tier 7 building and allows the purchase of the Messenger of The Ancients (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Great Library - Provides 5000 gold per day. Also, the strength of all Ancient Magic spells are increased by 50%. All Institutes of magic for this player contains spells as if they were Level 5. A hero who stays in a town with an Ancient’s Guild can exceed his/her normal spell points limit by 25% for every level over a Level 1 Ancient’s Guild.
Faction: The Ancients

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MORE WILL BE ADDED WHEN COMPLETED

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true potential, stay inside the
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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 09, 2010 04:27 AM
Edited by Brawlermatrix at 14:25, 13 Mar 2010.

Stats Revamped Concept and Storylines (basic)

Considering a new approach to creature stats, instead of having a fix
Health,
Attack,
Defence,
Damage Min/Max,
Shots,
Mana,
Speed,
Initiative,
Movement and
Exp.

that at the start of your map the values of each creature variable would be set, now this random generating of the stats would not be to extreme but would be working on set ranges that provide challenge and consideration beyond the simple fix system resulting in predictable outcomes.
how this system would work is that each players profile will generate its own set of values that effect there creatures and possible creatures, example two castles that can produce pikemen, now since both are possible outcomes each will be set random values based on there players profile that may produce a outcome of loss or gain in one or more areas and there differences would effect there outcome if they where placed 1-on-1 the outcome would be a result of stats and player abilities and skills.

UPDATE: when the values are generated the following rules would be implemented -

Attack/Defence: A gain in attack or defence will be balanced out with a loss in its opposite stat eg. Attack +1 - Defence -1.

Damage Min/Max: A gain in Max. would loss in Min giving a lower hit rate and a loss in Max would be a gain in Min giving for a high hit rate.
eg. (Base Min 3/Max 3)
Max Gain: Min 2 /Max 4
Min Gain: Min 4 / Max 2 - but in this case it would require to be balanced out at Min 3/Max 3.
at higher levels this effect will be more pronounced unlike at a level 1 stage


Shots: A gain in Shots is a decrease of range damage and a loss in Shots is a gain in range damage.

Mana: A gain in Mana would also be a increase in the cost to cast and a loss in Mana would also be a decrease in the cost to cast.

Speed/Initiative: A gain in Speed is a loss in Initiative and a gain in Initiative is a loss in Speed.

Health/Movement: A gain in Health is a loss in Movement and a gain in Movement is a loss in Heath.


Speed: How quickly someone can act in combat.
Movement: How far someone can move across the adventure map.
Initiative: How far someone can move across the battlefield.


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there has been discussion about a different approach to the battle setup and that the debate between limited stack sizes or 1 stack armys  that amass of numbers greater than 1500. so i was considering a template similar to chess;

10 Pawns - Level 1 Units
2 "Caster" - Level 2 Units
2 Rock - Level 3 Units
2 Knight - Level 4 - Units
2 Bishop - Level 5 - Units
1 Queen - Level 6 Units
1 King - Level 7 Units

than each stack would then be given a limit of 500 units per stack.

just a thought to the current discussion on what system would be desired in H6.

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Storyline
Pre-Story – Background

For 3000 years peace has covered the land of (xxx) till the lands started to die, the first effected was the great “kingdom of life” once fertile fields weathered and died as the great plague speed across towards the neighbouring kingdoms many believed it the result of a great imbalance in the “kingdom of life” that had sucked the life essence from their lands and would soon effect the lands of their neighbouring kingdoms. As the population of “kingdom of life” try to escape the descending darkness of the plague soon tension raised between once friendly neighbours that the great gates bordering each kingdom where closed and those who had already crossed the borders were hunted down and rounded up that it was soon realised that though the plague had been stemmed, all their efforts were too late and the plague was soon found in each kingdom who had once allowed those fleeing the plague refuge now regretted there noble acts of kindness and playing a heavy price for it that each rises arms against the “kingdom of life” for bringing down this curse on their lands and on their people that war was declared and the peace that once stood for 3000 years was the first to fall on a war that would kill millions.

As the armies of (xxx,xxx,xxx,xxx) marched towards the “kingdom of life’s” capital it was soon discovered that the great plague was more sinister than first thought and that the “Emperor of Life” himself was involved in its creation and release now corrupted beyond recognition, no longer the emperor once known across the lands now stood in front of a great army of walking dead the hollowed out shell of the great emperor this being of darkness proclaimed across the cursed ground that he was no longer the “emperor of life” and that he was “emperor of death” and that all lands corrupted by the curse he cast upon the lands now belonged to him and the “kingdom of death” all who stayed and did not flee where now servants of the “kingdom of death” and would be rounded up and taken to the mines to work and die to only be raised into the army of death to serve for a eternity in the service of the kingdom.  

Across the battlefield the leaders stood staring at the forces amassed against them considering their best option, wether to fight a force they had never fought against or retreat till they can gather enough strength and understanding about who they are up against that they would be able to defeat the “emperor of death” and regain their lands that lay claimed by the “emperor of death” that one hero stood afoot from the rest and waved his messenger to him that he gave him a message to be sent to the “emperor of death” himself, the message read “we of noble blood agree to your terms, as leaders of our people we do not condone your actions but we accept to recognise you as “emperor of death” and the creation of the “kingdom of death” and that we ask that you allow those of the “kingdom of life” a chance to leave as payment of our acceptance of you and your kingdom.” The messenger took hold of the message, bowed to his master and took flight towards the “emperor of death”, upon arrival the messenger gave the “emperor of death” the message and waited for the reply, moments later the reply was sent and the  messenger took flight once again and handed the parchment to his master who read it out to all around him, it read “I “emperor of death” agree to your terms and will allow ½ the population of the kingdom of life a chance to begin again in a distant land and allow you and your men to leave our lands before nightfall or I will give the order for my armies to attack and you and your men will not leave here alive but will become servants of my army for eternity.” Upon reading message the order to retreat was call and the armies of (xxx,xxx,xxx,xxx) retreated back behind there borders with a sad sigh of relief that they lost their lands but left with their lives able to return back to their family who awaited for them on the other side.

2000 years have passed since that dark day when the great border gates where closed and the kingdoms of (xxx,xxx,xxx,xxx) amassed there forces sought to hunt down and destroy the source of the curse and the creation of the “kingdom of death” in the old lands of the “kingdom of life” along with the loss of much land that became corrupted and claimed by the “emperor of death” on the proclamation grounds; site of the first appearance of the “kingdom of death” and the “emperor of death”. Rumours have begun to surface about a child born during the great alignment of the 8 celestial bodies; this newborn will have the power to bring peace to the war that has now encumbered the world spreading its wings of destruction and sadness that touches everyone it crosses, this child when they become of age will set forth on a journey to heal the sadness and bring peace to the warring factions and bring about a new era of peace.


Kingdom of Life
Our people struggle to live in the lands not of our forefathers, a land that was handed to us by those who agreed to unjust terms to surrender against the “kingdom of death” and the immortal “emperor of death” that much scorn lives between “the kingdom of life” and those who falter at the sight of a greater force, that would rather flee than destroy the great evil that was born that day that the Guild of Mages seceded as advisers for the Royal Family seeking to take back our ancient homeland from the clutches of the “kingdom of death” and a great number of our people are in agreement of the drastic moves the Guild of Mages Grand Mage (xxx) has decreed that the final action must be taken against the “emperor of death” and that this war has gone on too long and straining already stretched resources available within our borders that drastic action must be taken to gain more resource and expand the borders to stave off the looming downfall of the “kingdom of life” as the fight between our own people for resources descends into anarchy the needs of the empire must come first, that we need more resources to grow our strength so we may take the final fight to the “emperor of death” and retake the birthplace of the “kingdom of life” once called the “shining pillar of light” by those who stood in front of the capital at awe of the shinning pillars shooting skyward and the pristine beauty of the white stone architecture amongst the manicured gardens of the great palace.


Kingdom of Death
Since the time of the Sealed Age knowledge of the “Kingdom of Death” was a well kept secret in the quite halls of the “Kingdom of Life” know only by a select few who gave their lives to keep the truth hidden, worshiped in secret till that fateful day when the “Great Crystal” was created from the very ancient texts kept hidden under the direct instruction of the “Emperor of Life” surged a unimaginable wave of energy that starved all the energy from nature than the people of the empire started to die without cause or reason and it soon became apparent that the “Emperor of Life” had unleased a great power not by mistake but on purpose, the “Emperor of Life” began to use the text to create a unstoppable army bent on the destruction of his fellow kingdoms and by the time these neighbouring kingdoms realised the origin of the curse now swarming across the land and rallied there troops to march on the capital of the “kingdom of life” it was too late, for they meet on the battlefield a army that stretched beyond the distant horizon rose the “Emperor of Life” proclaiming himself “Emperor of Death” and that all lands corrupted by the curse he cast upon the lands now belonged to him and the “kingdom of death”, all that stayed and did not flee where now servants of the “kingdom of death” and would be rounded up and taken to the mines to work and die to only be raised into the army of death to serve for a eternity in the service of the kingdom. On that day the “Kingdom of Death” was born from its shadows no longer kept secret by the select few true worshipers now stood the might of the “kingdom of death” that once great armies stood in fear and retreated saving who they could before the population of the former “kingdom of life” was rounded up and placed in the great mines of (xxx) to excavate the raw resources desired by the “Emperor of Death” striving to grow his power and control of all surveyed and desired.
The growing nation of the “Empire of Death” soon became known and feared amongst the other “Empires” the story of their rise and of the power the “Emperor of Death” wielded that day has surpassed even the oldest of the greatest legends that are spoken in the local pubs and taverns around a table of spirits. Soon rumours of the foretold rise of a newborn that will unite the kingdoms to bring about the next great peace reached the ear of the “Emperor of Death” that he decreed all children born during the great alignment will be taken under the guidance of the emperor and his court of mages would moulded this child into a great leader who will march the armies of death across the borders and conquer those unworthy of the seed of life that they shell serve the empire as slaves and as additions to the growing ranks of the “Undead Army”.

____________
Think outside the box and see
true potential, stay inside the
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted March 13, 2010 07:13 PM

Quote:
Quote:
The combined city is the most bad idea.What is common between:Inferno and Necropolis?Deads hates demons,because they don't like the hell and want to stand on earth.Are difernt towns,are they evil towns but they don't have anythink common.I love Necropolis,but I hate Inferno!


this is not very open minded and if you read Deaths Description/Summary you would have a understanding of who my Death faction is all about; plus where does it say that Necromancers and Demons dont like each other or cant work together? I have played games where Necromancers and Demons have worked together and that concept has worked well. on a personal note if you dont like the concept of Necromancers and Demons in the same faction you dont have to like it but continuing this debate is being unproductive.

TO THOSE WHO DONT LIKE NECROMANCERS/DEMONS WORKING TOGETHER I OFFER YOU THE CHALLENGE TO POST YOUR REPLACEMENTS BUT KEEPING TO THE EXISTING TEMPLATE OF MY DESIGN. THAT MEANS NO NEW FACTIONS BUT I WILL ALLOW MODIFICATION OF EXISTING FACTIONS IF REQUIRED

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Give me a example of game(except homm IV)where demons and undeads work togheter.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 14, 2010 01:24 AM
Edited by Brawlermatrix at 01:24, 14 Mar 2010.


Give me a example of game(except homm IV)where demons and undeads work togheter.


All i need to know is that i have played games where demons and undead have worked together, if anyone does no like the my thinking about demons and undead working together that is your choice but i will not continue this debate. this is my concept and i am having demons working with undeads. if you wish to find games that the sub-content of the game has demons and undead working together look around, there working together is used in RPG and TBS (like H4) plus there are texts related to necromancy and demons you might wont to read these texts.

i ask that this debate is not continued in this forum. it is your choice to dislike demons and undead working together, personally i like it and am using it and i have worked much on this concept that is not shown in this forum, DO NOT BELITTLE MY CONCEPT BECAUSE OF YOUR PERSONAL DISLIKES.
____________
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true potential, stay inside the
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