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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 10 ... 20 21 22 23 24 ... 30 40 43 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 14, 2008 07:08 PM
Edited by Adrius at 19:18, 14 Oct 2008.

The final round eh? I just got to join this!

EDIT: What's the deadline Daystar?
____________

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einomida
einomida


Known Hero
posted October 14, 2008 07:24 PM
Edited by einomida at 19:30, 14 Oct 2008.

Quote:
Here's the judging for this round:

einomida - 9.3  Great background, though I would have liked to see more of these people's story, and I wished you had come up with heroes to go with the race (that is the name of the game ) but everything else was excellent!  Good descriptions, and the units seemed balanced to me, and you were able to maintain a theme throughout.  Very, very nice.

I'd be happy to do another round unless someone else wants to try or everyone is tired of this.  Let me know.  Congrats to einomida!


Well thank you. Yeah, I really wanted to do some heroes, but I had to read a book on Sunday and was VERY ill on Saturday so... It was a fun faction to do with all those mushroom people.

And I`m also in for the last round, for sure.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 14, 2008 09:01 PM

Deadline is...October 31.
____________
How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 14, 2008 09:04 PM

I'm definitely in for teh last round!

Interesting list of creatures - or well: races^^
...though I kind of miss the Orcs here

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 14, 2008 10:38 PM

Heh, I have zero inspiration again...

I'll just do what I always do... go to Deviantart or some other page and look through the fantasy art... usually works
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 14, 2008 11:56 PM

As I see it now, I don't believe I can make this round. I have a lot on my hands and I have a lot of real life things I'm involved in. So, perhaps I may make an entry, but in all likeliness, I won't. Sorry.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 15, 2008 05:54 AM

OOOH, I forgot Orcs!  Sorry peeps, Orcs are also free game.
____________
How exactly is luck a skill?

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carcity
carcity


Supreme Hero
Blind Sage
posted October 15, 2008 07:57 AM

i will be in and do as much as I can. question can you use half types? like half-orc.
____________
Why can't you save anybody?

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blitzkrieg777
blitzkrieg777

Tavern Dweller
Mmmm! Love that monkey sweat!
posted October 15, 2008 09:24 PM
Edited by blitzkrieg777 at 19:40, 17 Oct 2008.

Getting started.  Going with Human, Dwarf, Elf, Orc, Demon, Angel.

Town Name: Paradise Retreat
Kingdom: The Stolen Empire of the Sirens
Town Description:  The Paradise Retreat is a bit of an oddity.  It seems to be piecemealed together from several races, with multiple buildings that don’t match each other.  However all of the cities reflect the best craftsmanship and the buildings are stunning, but none more so than the Central Spires.  A great citadel of natural stone and crystal, the Central Spires glistens at the heart of every Retreat, created by the most talented Spellsingers that the Sirens can produce.


Faction History:

The Origins:

To be completed…


Hero Information:

Hero:  Spellsinger
Description:  Siren physiology has one simple rule, all Siren are female.  In fact they can’t birth male offspring.  As such, their champions, the Spellsingers, are all women.  But that is where the similarities end and why the Siren race is so dangerous to others.  Siren’s take on attributes from the males that they convert, so it is difficult to recognize a Siren when not looking close.  However all Siren are stunningly beautiful and are instantly identifible by their voices.  As they traverse the lands, they ride no steed, nor carry any weapons.  But that doesn’t prevent them from dominating almost any other army.
Primary Traits: Spellpower 40%, Attack 20%, Defense 20%, Knowledge 20%.

Faction Skill:  Enchanting
Description:  


Heroes:

Name:  
Special Ability:  

Background:
Starting Skills:
Spellbook:
War Machines:


Creatures:

Tier 1: Slave
Type: Walker
Description:
Abilities:

Tier 1 Upgrade: Oarsman
Type: Walker
Description:
Abilities:

Tier 1 Upgrade: Viking
Type: Walker
Description:
Abilities:

Tier 2: Swab
Type: Walker
Description:
Abilities:

Tier 2 Upgrade: Sailor
Type: Walker
Description:
Abilities:

Tier 2 Upgrade: Buccaneer
Type: Shooter
Description:
Abilities:

Tier 3: Lookout
Type: Shooter
Description:
Abilities:

Tier 3 Upgrade: Ocean Druid
Type: Shooter, Caster
Description:
Abilities:

Tier 3 Upgrade: Sniper
Type: Shooter
Description:
Abilities:

Tier 4: Maiden
Type: Flyer
Description:
Abilities:

Tier 4 Upgrade: Siren
Type: Flyer, Caster
Description:
Abilities:

Tier 4 Upgrade: Harpy
Type: Flyer
Description:
Abilities:

Tier 5: Oni
Type: Walker
Description:
Abilities:

Tier 5 Upgrade: Savage
Type: Walker
Description:
Abilities:

Tier 5 Upgrade: Slavemaster
Type: Walker
Description:
Abilities:

Tier 6: Sea Demon
Type: Walker
Description:
Abilities:

Tier 6 Upgrade: Tehom
Type:
Description:
Abilities:

Tier 6 Upgrade: Lord of Styx
Type:
Description:
Abilities:

Tier 7: Lost One
Type:
Description:
Abilities:

Tier 7 Upgrade: Talos
Type: Flyer, Caster
Description:
Abilities:

Tier 7 Upgrade: Nephilim
Type: Flyer, Caster
Description:
Abilities:




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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 04:15 PM
Edited by LordGodric at 16:19, 16 Oct 2008.

I'll join this round!
*what creature is faceless? can someone explain me?*
you said elf, but can I use a dark 'ELF'?

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emilsn
emilsn


Legendary Hero
posted October 16, 2008 04:33 PM

As for what I understand, you can use all creatures that go under the races that Daystar has chosen!

And faceless, I don't got the link but someone made a faction and everybody loved it, go check the: What HC wants for HoMM6 thread, there is a link there.
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 16, 2008 04:39 PM

Quote:
And faceless, I don't got the link but someone made a faction and everybody loved it, go check the: What HC wants for HoMM6 thread, there is a link there.


Not nessecairy. Allow me to Quote what I've written there

Quote:
But I find Baklava's Town Proposal for the Faceless the best untill now imo

____________
Coincidence? I think not!!!!

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 04:59 PM
Edited by LordGodric at 16:59, 16 Oct 2008.

thank you, emilsn and lexxan

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 16, 2008 05:23 PM
Edited by Jiriki9 at 21:06, 05 Nov 2008.

This is more a Placeholder than the beginning of a town but...^^

As far as I'm now, I'll take:

Human, Dwarf, Elf, Orc, Naga, Skeletton

They all are united in the
Ivory Tower

Motto: "Everyone has an equal right to exist unharmed, to say what they want to say and to choose what to do whith their life!"
Symbol:
The White Rose of Equality

Capital: There is no real Capital, every Ivory Tower rules itself, but the Ivory Tower of Melendryl was the first, built on the former Ivory city, and it has definitely a great influence on the other cities, which are all a lot younger.

Background/History:

Throughout all worlds and all times, there have been feuds and hate between races, causing in conflicts and wars. White hates black, light hates shadow, dwarf hates elf, small hates big an dfat hates slink. Those hate often was stronger than mind, stronger than moral even. Often, former good people, seeking for vengeance, became worse than their enemies, slaughtering innocent, killing without reason, pleasured by torturing. But everywhere and anytime, there are those, who are different. Those who refuse to hate someone because of what he is, refuse to kill without necessarity. Those who do not understand the ignorance and hate in the other's eyes. The Ivory towers' history is a story of such people.

First, you have to understand that those people in msot places split in three groups: The naive idealists, the fearful opportunists and therational reformers. We can leave out the opportunists here, because they never changed anything in their countries and kingdomes. Such people see what is wrong, but lack the courage to change it. The other towo groups don't. But the first group, the naive, have it much harder, because they deny the hate so much, that most of them would not touch a weapon to defend their own lives and so much that they just go out on the streets and shout: "What you all do is wrong, people! Stop it, for the gods' sake!" The ymostly end up imprisoned, tortured, or killed, either by an angry mob or a fearful authority.
But the third group has the ability to survive, acting wiht more reason, but not leaving behind their basic ideals: Equality, freedom and the right for everyone to live unharmed.

The history of the Ivory tower begins with a group of rationalists in a human town, during a shaking war. Thos emen and women, all rather clever, saw the ahtred in their kingdoem and decided, they could not longer stand this. But they all had allready seen, what happened to people who openly said what's wrong, so they decided to leave their old home behind, and search for a place to live, where they could be who they always wanted to be. They left their hometown together, about thirty of them, leaving behind an old life - and in many cases, a family who decided not to come with them, for they did not understand them. They left their homelands, too, knowing that there they would not find  the place they seeked.

While travelling unsuccessfully through the lands, slowly others joined therm, and silently spoken word came through of a group of strange travellers, kind to everyone, not regarding the origin of a person.By times, the group grew, and after a year, they were allready more than 100. It was this time, when they reached the borders of a gigantic forest, and recognized, where they feet had carried them: This was Elven land. They had heard that the Elves were mistrustful to strangers, especially humans, but thes said: "We all have never met Elves before. Why judge them before we know them?" and politely carefully entered the forest. Soon an Elven patrol stood before them, asking them for they wish.

It soon turned out, that the Elven forests would not be a place for the group, for just in this time, the Elves were in war wiht the Dark Elves, and the refusers saw hate and feuds again, so they turned their back on the woods. But they had not travelled far, when a group of Elves came after them and their leader spoke: "We see wisdome in your words and we will follow you!" So now, there were also Elves in the group, and about 40 of them. The group again wandered on and on, and finally, came to the mountains, inhabited by the Dwarves, seemingly empty on the surface. But a few attempts to settle there were prevented, by mareuding bandits, beasts and even the stiff dwarves themself, not wanting queer strangers so near to their homes.

But one day, the group came to a Dwarven army, searching for an Orcish army taht was said to ransack this region. THe group both refused to join the army and to be protected by them and just went on. But the next day, sthey saw smoke, a few hours away from their path and decided to search out, what happened their. They came to the remains of a cruel battlefield. Oviously, the dwarves had found the Orcs and the two goups had battled each other - but it was had to say, whio had won, or if anyone had won at all. The group immediately began to search for survivors of both armies and helped everyone as best as they can. Both sides did not understand this kindness, and why they did not make a difference between dwarf and orc. But some dwarves and orcs were so impressed of this attitude that they decided to join the group and learn from them how to be like this.

The journey of seeking wen t on a few years, and the group slowly grew - and the, with stunning surprised, found that they now were really big, counting nearly 1000 individuums of several races. and they saw, that they did not longer need to ask someone for a place to stay, but they jsut could build their own town easily. But they still needed a good place. About this time, they were in a small valley in a small mountain ridge, not inhabited by any intelligent people. And tehy decided to search a place in this ridge were they could live best. And three groups of scouts were sent out and came back: The first group had found a beautiful valey on the other side of a big mountain, difficult to reach, but easy to live in, for it was full of plants and deer and had a small river and lake. The second group of spies came back and said they only had found a mammoth graveyard, were tns of ivory bones lay. And the third group brought nithing but an unconscious stranger, looking really odd, but obviously injured and the group helped everyone who wa sinjured.

So they camped in the valley on the other mountianside and it was so beatiful they really decided to make it their home. But in this mountains there were not many woods, and no good stone for building. At first, everyone was lacking ideas, but then adwarven architect had an idea. "Why don't use the strong and big mammoth bones. We could mix them with the weak chalk stone, we've seen on our way, and with the help of all of us who can cast spells, we could be able to create strong buildings." And it really did work. The buildings were created, both by technology and magic, and shined white through the valley. During the month and years, more buildings grew and grew...

The injured they had taken with them, never awakaned from the unconsciousness he had been in, but died a few days after they found them, and they buried him near the lake, not knowing who he was, but giving him a good burial - and they forgot him. After two years, when the town had grown - and the number of inhabitants, too, for many came to join them - next to the lake beatiful white roses grow and noone knew anymore, they hadn't been there from the beginning on, but they were beatiful and seen as lucky charms. Throughout the years, more and more people entered the town, and among them were many new folk, but two of them remarkable: The town let necromancers in, who summoned the dead, but not to harm anybody - and they were honest, they did it of scientific interest, strangely enough. Many did shake their heads and said: "Now this strange, bweautiful new town will fall from inside!" - but they were proven mistaken. The town did not fall, it even grew, allthough there were the necroamncers.

And later, about 8 years after the foudnation of the town, a group of Nagas, who had heard from this town, came and offered their allegiance for protection, for they were hunted throughout the lands as members of a family fallen in disgrace and their fellowers. And the nagas were welcomed and began to dwell in and next to the lake. And the town became more and more beautiful, big, and prosperous. But it is always the same: Wealth breeds envy. And many tried to take the town, for different reasons, but they all were proven that tolerance does not mean defenselessness. In fact, the mixture of different races living in the town, had created an army different in their skills and strengths, but united in their ideals. And noone managed to even break the defense. Until Kharavo came.

Kharavo was a smart, but cruel wizard. He had heard of the wealth of the Ivory City, and had convinced a mean bandit lord to make an alliance to conquer the town. Somehow,after a long siege, with many losses, Kharavo managed, with some strange spell - who knows where he had found it? - to crack the Ivory walls and fill the air with white dust. The bandit army managed to enter the city and defenders and citizen were more fleeing than defending now. But not all hope was lost. In the cities midst, next to the lake, in the rose gardens, nearly all survivors had begun to set up for the last defense, for in those times, they were no fortifications inside the Ivory City. And in their midst were all those able of controlling magical powers, trying to perform a new invented, dangerous rite, which should drive the foes out of the town - but the rite did not work as expected.

When it reached the climax, suddenly a fresh wind approached and all the roses bent in it. And in the middle of the ritual circle, a strange, large figure arose, transparent and levitating and it rose its voice: "Listen, people of this Ivory City! Many of you have been slain this day, but years ago, when I was still walking as mortal, you tried to help me. Now your power has given me a new existence. Neither of it should be left unrewarded." And, in front of the surviving casters, the figure lifted its hand, and hundreds, thousands of rose-leave left their stem andflew to him, until their formed a giant hammer, white as the buildings of the city. And the figure rose the hammer and called for a sally. And with the spirit warrior, the citizens managed to drive back the invaders, and Kharavor himself was slain by the spirit's hammer.

So the citizens had won, but the city was ruined, the buildings burning, many people slain and the white roses next to the lake were all gone, transformed to the spirit's hammer. Most of the survivors wanted to go away, but they knew that, after living in the Ivory town,  they could never again live in a 'normal' town. So it was clear, that a new town needed to be built. But here, at the first time, the united group was discordant. THey could not decide, where to go, or if they should just stay. They debated long, and even asked the spirit who helped them survive, but he spoke: "I'll protect you as long as I exist, but I am no leader. I'm just your shield and your hammer, not your mind and soul."

The people saw the truth in this and knew, that they did not really want a leader at all, that their strength came of the fact that they all were the leader in some way. And since they could not decide to where they should go, they decided to stay and rebuilt the city. In the following years, this was done and neer again was the ivory city under a great threat, because the guardian spirit was to strong, by some reason noone understood. in the middle of the city, now a great Ivory tower was built, and in the topmost room of it, the spirit resided, so that he both could live rather well, and keep an eye on all the town at once. Also, a new group was called into life, called the Judges. Judges were no real leaders, cause they did not make the law, but they kind of executed it.

The City got named Melendryl, which is a mixed-up word, created out of the several languages former spoken by the citizens and meaning something like "lost Hope renewed", or so. Over the years and decades, the town grew bigger and bigger and finally the citizens decided there should be colonies founded, and so it slowly happened. But here, something extremely odd happened. For when the first group of colonists started to leave, the guardian spirit suddenly stood before them and said: "Thou shalt not leave my protection by leaving this place. If you are in danger, just call for me and I'll sent a part of me to you, through your spirit of Unity!" And he vanished again into his tower residence. And since then, whenever any Ivory city needs the help of a guardian spirit, they can summon a part of the greater spirit to them, needing just their magic and a dead soul.

All these events are gone now, the founding of the first colony is over 30 years ago. What will the future bring for the tolerant people of the Ivory Cities? For a strange feeling has arisen among the Guardian spirits Which danger is it coming up for them?

...well, this danger would certainly be par tof the campaign ...



Hero Class: Judge

The Judges are the leading force of the Ivory cities and, certainly of their armies. As the whole population of those cities, the judges' appereances vary like no other hero classes', and so does their battle style. Some Judges are great Casters, others perfect Leaders, and yet others great melee-warriors. And, msot important, their character can be very different. Yet they all, or nearly all, are strongly devoted to the Ivory Cities' spirit of Unity and Tolerance.


Racial Skill: Tolerance
The Tolerance-Skill allows you to choose one or more factions for your hero and all units in the hero's army belonging to this faction belong to ivory tower instead. Factions to choose are: Haven (Humans), Sylvan(Elves), Stronghold(Dwarves), Bastion(Orcs) and Necropolis(udnead) - as well as a naga-faction or other factions reprenstive for the mentioned classes (if this faction would be in H6 and there woudl be completely different factions, but with the mentioned main-races, they could be chosen, that's what I mean...)

Basic Tolerance: The hero can choose one faction, and units up to tier 3 of that faction count as Ivory Tower units now.

Advanced Tolerance: The hero can choose two factions, and units up to tier 5 of those factions count as Ivory Tower units now.

Expert Tolerance: The hero can choose three factions, and units up to tier 7 of those factions count as Ivory Tower units now.

Sub-skills:

Kindness: Increases the chance that traveling units want to join the hero's army instead of fighting or fleeing and reduces the costs for hiring them.

Responsibility: There is chance of 5% that your hero attacks an enemy unit which has made a melee attack on one of your units.

Judgement: The hero deals more damage to an enemy creature the mroe damage thsi creature has delat  up to the moment of attacking 8in this battle).

Understanding (Ultimate): Reduces the effect of enemy racial-skills and sub-skills in battle (like blood rage, rune-effects, etc.)


Example Heroes:

Malagrin Silvermane
Race: Orc
Sex: Male

Desription:
Malagrin is an elderly Judge who served most time of hsi life as captain in a Leoknight brigade. He is strong-willed, and rather silent, strict to his fellowers and novices, but both tough in battle and kind to anyone who deserves it in his eyes (which are not many people, though). He allways rides his Lion Tamarr to battle, because he spent most tiem of hsi life with this noble beast. His years at the Leoknights have made him a perfect commander for them.

Special: Whitemane General
All Whitemane Riders, Leoknights and Lion Chariots gain +1 attack and "No enemy Retaliation".

Starting Skills:
Basic Tolerance, Basic Offence - Tactics
Starting Units:
Stack 1: 8-10 Emerald Soldiers
Stack 2: 2 Whitemane Riders

Thimos Araseth
Race: Human
Sex: Male

Desription:
Thimos Araseth is one of the oldest commanding Judges, scarred through many battles and wise from age. He is known to be very reasonable and careful, but merciless and effective, too, when he wants. His Experience in Battles results in great combat skills, and his experience in life results in reasonable magical knowledge.

Special:
All Ivory Tower units in Thimos' army gain +1 attack and defense for every 3 levels of Thimos, beginning with the first.

Starting Skills:
Basic Tolerance, Advanced Leadership
Starting Units:
Stack 1: 22-26 Skeletton guards
Stack 2: 9-12 Emerald Soldiers
Stack 3: 2-3 Crossbowmen

Ilyara Goldlily
Race: Elf
Sex: Female

Desription:
Ilyara is the daugther of a spellweaver and she has a strong affinity on spells of all kind. She also was trained by the spellweavers for a long time, before she became a judge finally, and now she still has great magical powers. And she also knows how the spellweavers think an dfight, making her effective in leading those elite mage-priests. Her kind, calm character makes her seem peaceful to strangers, but who knows her, knows she can be a fury in battle.

Special: Weaver's Spirit
All Spellweavers, Weavemasters and Silver Buds gain +3 mana and +1 one mana for every two levels of Ilyara, beginning with the first.

Starting Skills:
Basic Tolerance - Kindness, Basic Summoning Magic
Starting Units:
Stack 1: 22-28 Skeletton guards
Stack 2: 14-17 Emerald Soldiers


Racial Building: The refugee camp

The refugee camp has no use, when no Judge is in the town. If ther e is one, than it offers you creatures of the faction(s) the judge has chosen in his racial skill. But: you can only recruit units that would count as belonging to Ivory Tower and you can only recruit units of the tier you ahve allready built (=how mighty your heroe's Tolerance-skill may be, if you have only the tier 1 building of the Ivory tower, you can only recruit tier 1 creatures in the refugee camp, too). Additionally, the camp only provides a certain numbe rof creatures per week, depending on how big the town is and how many creature dwellings you have built (it works with a point-system, depending on the recruited creatures strength...)




Creatures:


Tier 1: Skeletton Guard
In this creature, the worth of the necromancers for the Ivory towers show itself. They are summoned as the core of the Ivory Armies, rather fragile, but never-tired, never-depressed fighters. At all time in the Ivory Towers' history, some people did not like the Necromancers and their skelettons, but their worth is undeniable.

Abilities: Bones, Undead;

Tier 1 upgrade: Skeletton Warden
The Skeletton Wardens are mainly better equipped than normal skellettons, and, in order to be able to use this equipment, mostly summoned by slightly better Necromancers. They are also less disliked for some unknown reasons - though it could be that most people are carefull to dislike a fully armed Undead.

Abilities: Armored, Great Shield, Undead;

Tier 1 alt. upgrade: Skeleton Wallguard
The Wallguards are, as the name says, stationed on the walls of the Ivory Cities. They bear strong bows and need to be summoned by a relatively skilled necromancer - shooting arrows can turn out to be a rather complex thing.

Abilities: Bones, Shooter, Undead;


Tier 2: Emerald Soldier
The Emerald Soldiers in their shining green armour are a skilled and honorous troop and highly devoted to the Ivory Tower Ideals of Unity, Tolerance, Respect for Life and Protection of the innocent. Many of those Nagas leave their half-wet home to serve in the Ivory Armies. But allthough they're pretty big and look very strong, most of them are really young (in Naga-terms) and not so skilled yet.

Abilities: Amphibious, Large Creature;

Tier 2 upgrade: Emerald Captain
The leaders of the Emerald Soldier Regiments are called Captains adn they now how to encourage and command their comrades. Emerald Captains are older than noirmal soldiers, usually, and have thicker scales and tougher skin, but they are not more that agile.

Abilities: Amphibious, Commanding Presence, Large creature;

Tier 2 alt. upgrade: Emerald Pathfinder
Some Emerald Soldier troops specialize on finding quick ways through the landscape, using Rivers and being able to crawl up (and down) extremely steep cliffs. This makes them expert scouts andhelpfull for any Judge who prepares to judge an enemy.

Abilities: Amphibious, Large Creature, Pathfinder, Scouts;


Tier 3: Crossbowman
The crafty Crossbows are an advancement of the Scientific, open attitude of the Ivory towers, putting together Human and Dwarven skillsin weaponmaking. This combination makes the crossbow a deadly weapon in anyone's hand - but the crossbowmen are not anyone. They are perfectly trained with the crossbow and capable of hitting enemies weak spots even on far distances. This makes them deadly and valuable in combat.

Abilities: No Range Penalty, Shooter;

Tier 3 upgrade: Rifleman
The Riflemen are another example of hand-in-hand working of the citizens of the Ivory Cities. the Rifle Development is the result of the hard working of human inventors, gnomen technicians, Orcish and Gremlin workers and Dwarven Smiths. This gunpowder-based weapon is able to shoot stone and metal pprojectiles with highspeed onto the enemy, causing massive damage, and the Riflemen are especially trained in precision. But it also has a weak spot: The reloading of Rifles is complicated and needs a lot of time.

Abilities: Armor Piercing Shot, No Range Penalty, Rifle, Shooter;

Tier 3 alt. upgrade: Sharpshooter
where the Riflemen focus on massive damage by supreme technology, the Sharpshooters chose to increase their skills instead. Their are much Quicker than the riflemen, and even more precise. Their deadly crossbows sent out bolts with barbed hooks, causing bad wounds, and they seldomely miss a weak spot.

Abilities: Crippling Wound(only ranged attacks), No Range Penalty, Precise Shot, Shooter;


Tier 4: Bonesmith
The Bonesmiths are both architectures and blacksmiths for the Ivory Towers' soldiers. But htey also know how to wield their Hammers in Battle, inspired by the Guardian spirits strength. Runes of Strength and creation are engraved on those mighty tools.

Abilities: Hammerstrike, Immune to Earth, Immune to Fire, Magic Weapon;

Tier 4 upgrade: Ivorybeard
The oldest Bonesmithes do not forge many weapons anymore, but keep working on the cities appereance and, often, at sculptures. Their beard is as white as the ivory they hammer into form. If they are called to battle again, they proove that they are still strong and tough.

Abilities: Hammerstrike, Immune to Earth, Immune to Fire, Magic Weapon, Patience;

Tier 4 alt. upgrade: Rosesmith
The Rosesmiths are among the greatest weaponsmiths of all the world. It is said they could forge anything to a weapon strong enough to kill. But they are not only smiths, they are artists, and every weapon of them is an artwork that takes its time.

Abilities: Concentration, Hammerstrike, Immune to Air, Immune to Fire, Magic Weapon Masterpiece;


Tier 5: Whitemane Rider
While living in the Ivory cities, the Orcs, allthough tolerated and even accepted by the other races, felt kind of alone, because they were wilder than their fellow citizen. They finally found a counterpart for them in the lions of the mountains, and began to tame them. Nowadays, the Orcish Whitemane Riders are highly respected for their mixture of honor and wildness, and known for their pride.

Abilities: Cleave, Large Creature, Lion Roar, Strike and Return;

Tier 5 upgrade: Lion Chariot
Some Lions are smaller than the others, but that does not make them worthless in combat. They are just used for a slightly different purpose: as fighting draft animals for the Lion chariots. Those dangerous chariots, equipped with bladed wheels, steered by trained Orcs and drawn by those swift lions, are  most dangerous weapons in  combat, especially when they attack.

Abilities: Chariot Charge, Large Creature, Lion Roar, Strike and Return;

Tier 5 alt. upgrade: Leoknight
The Leoknights are highly skilled and honorable Orc knights, clad in Iron armor, strong and tough, but also Swift. They are so full of pride, taht it is said offending a Leoknight is definitely the alst thing any perosn would do.

Abilities: Bravery, Large Creature, Lion Roar, Paw Strike, Strike and Return;


Tier 6: Spellweaver
The Spellweavers are among the most skilled spellcasters all over the world. They are responsible for many things in the Ivory Cities, from the Protection charms on the walls to the invocation of guardian spirits. And of course they are also valuable and much requested in battle. The unity of the Ivory Citizens seems to be even more extreme in this community of skilled Elves, which also learned from the other races Magicians.

Abilities: Caster, Weave Spell Net;
Spellbook: Arcane Crystal, Blade Barrier, Circle of Winter, Cleansing, Confusion, Fireball, Haste, Lightning Bolt, Righteous Might, Slow, Vulnerability;

Tier 6 upgrade: Weavemaster
The Weavemasters are the most skilled Protectors of the Ivory Towers, especially in the Spell-weaving. They can easily transform the arcane energies so that every enemy who wnats to cast spells has it very difficult.

Abilities: Aura of Weavemaster, Caster, Spell Ward, Weave Spell Net;
Spellbook: Arcane Crystal, Blade Barrier, Circle of Winter, Cleansing, Confusion, Earthquake, Fireball, Haste, Lightning Bolt, Righteous Might, Slow, Teleportation, Vulnerability;

Tier 6 alt. upgrade: Silver Bud
The Silver Buds are a small order of talented Spellweavers who origin in the ahppening at the lake, where the First, great Guardian Spirit transformed all the roses to a weapon. They are highly devoted to the roses and mastrous Casters as well as reasonable fighters. They are also great in magical duels and own high knowledge.

Abilities: Caster, Enchanted Weapon, Magical Duel, Spray Attack, Weave Spell Net;
Spellbook: Arcane Crystal, Blade Barrier, Chain of Lightning, Circle of Winter, Cleansing, Confusion, Fireball, Haste, Righteous Might, Slow, Teleportation, Vulnerability;


Tier 7: Guardian Spirit
The Guardian Spirits are invocated parts of the first Guaredian Spirit, but they are half-individual. They move alone in their incorporeal body and seem to have their own thoughts. the invocations are down by the spellweavers and other casters, but the rites are strictly kept a secret. All that is known is that the Spirits use the body of a dead citizen of the Ivory Tower they should protect and that they are kept strong from the spirit of the Ivory People, meaning their unity and tolerance. The more of them are around, the stronger the Guardian spirits seem to be. Frequently, there also have been more than one Guardian spirit per town, since those ar egrowing bigger, and more protection can never be wrong.

Abilities: Flyer, Ivory Spirit, Incorporeal, Large Creature;

Tier 7 upgrade: Avatar of Unity
The Avatars of Unity are really strong Guardian Spirits who are highly devoted to the Unity-part of the Ivory spirit. They encourage all their comrades so much that only their appereance can make a clear losse to an easy win. And they are really liekable, kind and warm - everyone would like to be their friend - especially rather than being their enemy which could proove rather deadly.

Abilities: Aura of Unity, Flyer, Incorporeal, Ivory Spirit, Large Creature;

Tier 7 alt. upgrade: Avatar of Justice
Where the Avatars of Unity encourage their companions, the Avatar of Justice is fond of them too, but prefers to strike himself. he wields his ROse hammer so strong and swift, that you could think he's a licing lightning bolt, or a personified divine rage. Yet he also can be calm and friendly, a wise advisor and councellor for any judge with Avatars of justice in their army.

Abilities: Flyer, Incorporeal, Ivory Spirit, Grand Judgement, Large Creature;

Creature Abilities:

Amphibious: This creature is Amphibious and gets a +1 bonus on attack and defense, and a +2 bonus on initiative on wet ground (Swamp, Shore, Ship,...), but it gets an malus of -1 attack, defense and initiative on dry grounds (roughlands, desert,...) and a malus of -2 on attack and defense as well as a malus of -5 on initiative and a malus of -5HP in extreme cklimatic situations (Volcanic or Arctic Landscape).
Aura of Unity: All friendly units (except this one!) in a battle gain +3 moral and the abilities 'bravery', 'enraged' and 'United Strike'.
Aura of Weavemaster: This aura halfes the mana cost of spells cast by a friendly unit or hero and increases mana costs by 50% for enemy Creatures or Heroes.
Bones: Physical Ranged attacks have a very small chance to miss this creature.
Chariot Charge: When this creature attacks, it deals +50% damage per 3 squares (only three fully crossed aquares count) it crossed on its way to its target and it has a chance of <number of crossed squares>*5% to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Concentration: When this ability is used, the creature decrease its defense against everything but the target creature by 50%, but all its attacks against the target creature deal triple damage. this ability can be used once per battle.
Enchanted Weapon: This weapon deals additional damage of a random element (when this creature attacks or retaliates) and has a small chance to cast a random curse of first or second level on the attacked creature.
Grand Judgement: When this ability is used (once per battle), all enemy stacks receive the damage they have allready dealt to other units in this battle.
Hammerstrike: All melee attacks of this creature have a chance of 5% to ignore the enemy defense (This is not blocked by the ability "armoured!")
Ivory Spirit: This creature takes strength from the Ivory Tower citizens and troops surrounding it. This creature gets a 10%-bonus on health, +3 attack and defense, +1 moral, +1 speed and + 10% initiative for every Ivory-Tower unit around and for every city-level, if you're defending an Ivory Tower. (that means when you defend an iory tower with a capitol and a full Ivory tower army, your guardian spirits gain +100% health, +30 attack and defense, +10 moral and speed and +100% initiative!!!)
Lion Roar: When this ability is used (once per battle) all friendly units gain +10% initiative and all enemy units loose 10% initiative.
Magical Duel: This creature can, once per battle, engage an enemy caster unit in a magical duel. Who wins or looses is random, but depending on the usual stats (tier, luck, etc.) The looser of this duel looses half their mana and the winner may cast any spell of his or his enemies' spell book for free immediately.
Magic Weapon: The melee attacks of this unit ignore the ability "Incorporeal".
Magic Weapon Masterpiece: The melee attacks of this unit ignore the ability "Incorporeal" and have a 50% chance to randomly gain ONE of the following effects for the moment of the attack: Bash, Cleave, Crippling Wound, Mark of Fire/Water/Air/Earth, No enemy Retaliation, Purge or Weakening Strike.
Patience: Whenever this creature waits or defends, it increases the damage for her next melee attack or tretaliation by 25%.
Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
Rifle: This creature bears a rifle into combat, that can only shoot all two turns, because it has to be reloaded in the meantime - everytime this unit does a ranged attack, it's initiative is halfed until it's next turn.
Scout: When a stack of this creature is in a hero's army, the opponent allways has to place his troops first (unles he allways has a creature with "Scout" in their army) and your hero can see the position of some his creatures at the begin of the abttle, depending on how big your Scout Stack is. (You see <Scout-Creature's tier>*<Scout-Creature amount>/25 enemy creature stacks) You can, however NOT yet see how much creatures your enemy has in the stacks, just an estimation (like on the adventure map: few, several, a pack, many,...)
Spell Ward: This unit is under a spell ward, that has a chance of 25% to throw back an enemy spell on the caster. If a spell is cast by a hero, it is instead negated.
Weave Spell-net: Use this ability once per battle. The target unit is afterwards surrounded by a spell-net, making it completely immune agaisnt EVERY spell or magical ability - but also decreasing its initiative and making it impossible for the target to cast spells themself. The net lasts three rounds at least, unless it suffers more than 350magical damage, than it is destroyed immideately.

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 05:38 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by LordGodric at 14:00, 02 Nov 2008.

I choose Skeleton, Dwarf, Elf, Human, Faceless and Demon!
and my faction is...
the dark and mysterious ... Abyss!

Faction: Abyss *Skeleton, Dwarf, Elf, Human, Faceless and Demon*
Aka: Corrupted Dwarves, The Isolated Ones.
Worship: none
Core Philosohpy: Work isolated to other people
Motto: "If you work, you will earn your gold"
Colors: Dark blue, Purple and Red
Heroes: Shadowmancers
Alignment: Neutral/Corrupted/Evil

Many Dwarves are mean, sordid and only think on themselves. They went to far mountains, where, isolated, they can store up money, and get, for themselves this richness. They started to dig, and each day dug more and more, but they only found gold on the deepest caves, then, they went to there.
In this abyss, they finally found rivers of gold, flowing underground.
*I love Paint! - who needs photoshop?
The dwarves earn much gold, and that gold start to attract thieves and bandits…
Attacked by groups of marauders, they had to learn how to defend against those thieves. The fight against them during years teaches this to the dwarves very well.
Some day, a miner named Kar-ntul, find an estrange dark spirit in the abyss: it were a Shade, a dark faceless creature.


Talking with the faceless, the dwarf learn how to control the weakest dark spirits, and forged an alliance: the abyss dwarves and the faceless.
Kar-ntul turned himself the first Shadowmancer, and started to teach for other dwarves how to control the shadow creatures.
Now, the abyss dwarves have into their ranks skilled warriors, powerful sorceress and, their allies, the faceless. Anyone who tries to thief them will be defeated. And the thieves stop their raids. Some of this thieves offer their services to the dwarves, and was hired as mercenaries.
The dwarves choose Kar-ntul their Leader into the abyss dwarves, and when he dies, his son, Garniak, becomes the new leader. Some day, Garniak, a powerful shadowmancer, give protection for a fugitive necromancer who the name was forget. In deal with the dwarf hospitality, the necromancer teaches him how to raise the dead as skeletons.

After had this knowledge, Garniak betray the necromancer.
Garniak, before die, teach the necromancy for his younger brother, Garn’atish, and Garn’atish teach that dark art to the most important shadowmancers, while his niece Valfariad, the wise, Garniak’s daughter, becomes the Leader.
30 Year after Garniak deaths, a small dark elves clan starts war against the abyss dwarves. The dark elves army was defeated by the brave dwarven warriors, the shadowmancers skilled in necromancy too, the ferocious human mercenaries and the dark faceless, but the abyss army have many deaths, killed by the dark elves archers.


After three battles, the dark elves army is low of supplies and troops, and abyss army has many deaths, when Valfariad, the wise, propose an alliance with that dark elf clan. The elves, who are banished from their territory, and attacked the dwarves be cause are without lands, accepted to be loyal to the dwarves.
Many centuries after this, the abyss people live working, in peace, eventually fighting against marauders, when, under the leadership of Tar’aviak, Valfariad’s grand son, the general Difnkar, one-eye, propose to the Leader, an expansion of their territories, be cause they currently are needing to dig very deep to found gold… With permission of the Leader, Difnkar starts a domination campaign. Some months before, they have conquer a high mountain, and exploring it, Difnkar’s dwarves discover an old mine. Abandoned for centuries, the mine covers an ancient evil.
Some shadowmancers try to tell this for Difnkar, but, he, in his richness lust, don’t listen them… All the army vanishes there…
Tar’aviak names that mine the Forbidden Mine.
2 years later, a powerful Darkness Master, named Ridaxan, do a travel to the Forbidden Mine, without Tar’aviak permission, in a sordid quest for power. He reaches the deepest level of the mines, and finds an ancient demon: the Eldest Balrog, an evil creature made by shadow and fire.

After a hard fight, Ridaxan won, but were very weak… When he tries to go out from the mines, he found other balrog. Ridaxan think what will die, but he notes what can control the balrog spirit as other faceless, he controls the creature and escapes with live…
After that day, the Shadowmancers, learned how to control and summon balrogs.
G’nar-valturinia, Tar’aviak’s daughter, continues the expansion campaign, started for her father.

                       Creatures:
The Abyss creatures have very powerful attack, but low health and, usually,  initiative. For they, “the attack is the best defense”.
Tier 1:
Miner – Fighter:
The Abyss basic units are the miners. Troughs the ages, Miners had to learn how to fight to defend their homes, and, of course, their gold.
Type: Walker
Abilities: Enraged
Tactics: Miners are numerous and cheap, have a strong attack, but a pour hit points number, they can be used as light offensive units.
Some Miners improve their combat skills, and are promoted to Fighters. Fighter are ferocious and furious, they can blow down more powerful enemies than them with a pair of battle axes.
Type: Walker
Abilities: Enraged, Cleave.
Tactics: Also numerous and cheap, but very offensive: his cleave ability able him to opposite stronger creatures.
A fighter! - Baruk Khazad!!

Tier 2:
            Night Archer – Abyss Archer
This Dark Elves are allies of the abyss dwarves, their skills with a bow on hands aren’t good as the wood elves, but, anyone can shoot an arrow in the dark best than they.
Type: Ranged
Abilities: Living Creature, Ranged.
Tactics: A normal shooter, with balanced stats.

Abyss Archer are the elite of the dark elven archers, each one is very skilled with her bow. To become an Abyss Archer, this elves train for many time their shooting in darkness techniques.
Type: Ranged
Abilities: Living Creature, Ranged, Ranged Retaliation.
Tactics: The more powerful attack, and the Ranged retaliation make her very useful against other shooters.
Night Archers

           Tier 3:
            Shade – Deep Shade
Dwarves allies, this ancient spirits live in the deepest abysses, made by pure darkness, they are loyal to the abyss dwarves and when start to fight never retreat.
Type: Flayer
Abilities: Dark Proof (these creatures are made by pure darkness and have resistance to dark magic)
Tactics: With balanced attack and defense, is faster than many other creatures in this faction, can engage to the battle at the firsts rounds of combat.
Oldest than a Shade, a Deep Shade had many ages to improve it skills. Knew as “silent killers”, Deep Shades are very fast and disciplined, are able to attack by surprise before be seen.
Type: Flayer
Abilities: Dark Proof, Occultation (At first round of the combat, until Deep Shade’s first action, enemy can’t see it).
Tactics: Having a medium/high initiative, beat all creatures of this faction on this stat. With this, he also has the Occultation ability, making him very useful to attack enemies ranged creatures.
a Shade

Tier 4:
            Mercenary – Marauder
At begin, this evil humans try to steal gold form the dwarf’s vaults, and was big enemies form this small people ( ). Now the dwarves hire them to protect the vaults… many mercenaries say: “yesterday enemies, today an allies, and tomorrow… who knows?”
Type: Walker
Abilities: Living Creature, Enraged, Cleave.
Tactics: Here is a ‘medium level’ tank. With high defense and attack and low speed, can be used as a defensive unit, protecting the shooters and the casters, or a hard offensive unit, fighting against other medium level infantry units.

Revengeful and dangerous, Marauders have lots of scars, marks of many battles, when they learn what a defensive combat style can help them to survive. When they was enemies form the dwarves, they are dangerous. Now, with dwarven blades and armors they are very dangerous.
Type: Walker
Abilities: Living Creature, Enraged, Fierce Retaliation, Magic Proof 30%.
Tactics:

A powerful Marauder slaying someone...

Tier 5:
            Master of Shadows – Master of Darkness
Masters of Shadows are dwarves skilled in dark magic, they are very respected among the abyss dwarves, they rule in the abysses. Using his abilities he is able to control spirits of shadows, and rise skeletons, like Necromancers, but without the Necromancers’ accuracy.
Type: Shooter
Abilities: Living Creature, Ranged, Dark Magical Attack (Skilled in dark magic, this creature is able to decrease enemies’ defense when attack them), Necromancy Skill (At star of combat this creature is able to summon a stack of skeletons to help him at combat. The summoned is 3 times larger than the stack of Master of Shadows – each Master of Shadows summon 3 skeletons.)
Tactics: This creature needs many protection, because has a poor defense and a little hit points number, but can lower enemies’ defense, making the enemies more vulnerable to attacks form other allied units. Master of Shadows’ decreasing attack + Mercenary’s Cleave it’s a very good combo.

Training the control of dark forces and improving the own knowledge about spirits of darkness, a Master of Shadows becomes a Master of Darkness, that is the maximum level of control about dark spirits.
Type: Caster
Abilities: Living Creature, Ranged, Dark Magical Attack, Necromancy Skill, Caster (Decay).
Tactics: Same as the Master of Shadows, but the Decay spell add some strategies.
A Master of Shadows Summoning Skeletons

“Tier 1/2”:
            Skeleton
A undead skeleton animated by the dark art of necromancy… same as the Necropolis  tier one.
Type: Walker (summoned)
Abilities: Undead.
Tactics: At begin of each combat, the Master of Shadows/Darkness summon a stack of Skeletons, this stack is very small (and weak), but can help to protect casters and shooters.

here is a 'weak' and 'fragile' skeleton, summoned by the... yes, this is a joke...
this is a skeleton...
Tier 6:
            Spirit of Darkness – Avatar of Darkness
The eldest and powerful Shades are called Spirits of Darkness. Their shadows are dense and thick. Their shouts inflict fear and despair into enemies’ hearts.
Type: Flayer
Abilities: Elemental, Large Creature, Dark Proof, Shout of Despair (activated ability, all creatures 2 tiles near this creature will get a -2 morale penalty)
Tactics: with a medium initiative, is very versatile unit, but usually, can be used as hard offensive unit.  



Type: Flayer
Abilities: Elemental, Large Creature, Dark Proof, Shout of Despair (activated ability, all creatures 2 tiles near this creature will get a -2 morale penalty), Hexing Attack (same as Earth Daughter’s ability)
Tactics: Supported by other offensive units, and having a little bit of luck with the curse inflicted by the hexing attack this unit can inflict hard damage into low defense enemies.

Tier 7:
            Lava Demon – Balrog
The dwarves dug deep… and find this ancient evil spirits, made by fire and darkness. This creatures prefers to stay in their deep abysses, but when starts to fight, none can stop them, until they destroy the last enemy.
Type: Walker
Abilities: Elemental, Large Creature, Immunity to Fire.
Tactics:

Type: Walker
Abilities: Elemental, Large Creature, Immunity to Fire, Flame Sword Strike (inflict damage at all creature in the attack area –works like a tree headed attack…-)
Tactics: This is a powerful tank unit! - Be careful if you fight against wizards… if one of they says “You can’t pass!”…-
Do I need to post a balrog’s picture? Who weren’t watch The Lord of the Rings?


Heroes
Class: Shadowmancers
Racial Ability: Shadowmancy
Spell Power 40%; Attack 35%; Knowledge15%; Defense10%.
Shadowmancers are the ruling elite among the abyss dwarves. Trained in this secret art, they are able to control shades and other dark spirits. At the battlefield many of they prefer to defeat the enemies with magical strikes, others, like the no-corrupted dwarfs, prefers powerful raged melee strikes. At usual, they mix this forms.

Shadowmancy, the dark art of control spirits of darkness
    –Basic: At the start of each week, the shadowmancer is able to summon 3 shades (or deep shades, if the heroes has deep shades in his or her army) to help his/her cause.
     – Advanced: At the start of each week, the shadowmancer is able to summon 5 shades (or deep shades, if the heroes has deep shades in his or her army) and a spirit of darkness/avatar of darkness (only if the hero has a stack of spirit/avatar of darkness) to help his/her cause.
     –Expert: At the start of each week, the shadowmancer is able to summon 6 shades (or deep shades, if the heroes has deep shades in his or her army) and 2 spirits of darkness/avatars of darkness to help his/her cause.
      –Ultimate: At the start of each week, the shadowmancer is able to summon 6 shades (or deep shades, if the heroes has deep shades in his or her army), 2 spirits of darkness/avatars of darkness and a lava demon/balrog to help his/her cause.

 * Power of Darkness: (“Activated Ability”) All Faceless get attack and initiative bonus (a little like Benediction) for one turn (no cost of mana).
 * Innate Necromancy: When master of Shadows/Darkness summon skeletons at the start of combat, they will summon 10% more skeletons.  
 * Union: Give +1 morale to dark elves and humans, allies of the abyss dwarves.

The racial support building give: +1shade/ +2shd/ +3shd+1spirit per week

TOWN
Builded in the deep abysses, this cities mixes architectures from Babylon, dark elves dungeon and a little bit of the fortress dwarfs. and... ... oh, my english don't able me to make a good description, but, is a mix of Dungoen and Fortress, and some buildings has a bit of Babyionic architecture...


* Village Hall
* Blacksmith: provides ammo cart for normal price, others war machines cost the triple.
* Marketplace
* Miners Guild/Fighters Guild: Provides Miners/Fighters
* Tavern

* Town Hall (requires village hall)
* Dark Range: Provides Night Archers/Abyss Archers
* Mage Guild (level 1-5): Provides a level 1 Dark Spell, a level 1 Summoning Spell, and more one other level 1 spell/ a level 2 Dark Spell, a level 2 Summoning Spell and other level2/ a level 3 Dark Spell and a Level 3 Summoning Spell/ a level 4…
* Deep Mine: each three days provides a certain amount of gold (requires miners guild).

* Fort
* Shade Abyss: provides Shades/Deep Shades (requires mage guild level one)
* Tower of Shadows (level 1-3): Special racial structure. Improve the Shadowmancy Ability, Summoning (for only a hero –you select the hero in the town-) more 1 Shade/Deep Shade / more 2 Shades/Deep Shades / more 3 Shades/Deep Shades and 1 Spirit of Darkness/Avatar of Darkness
* Mercenary Hideout: Provides Mercenaries/Marauders

* City Hall
* Citadel
* Dark Temple: Provides Masters of Shadows/Masters of Darkness
* Chapel of Darkness: Provides +1 2 Masters of Shadows

*Castle
*Shipyard
*Hall of Darkness: Provides Spirits of Darkness/Avatars of Darkness

*Capitol
*Deepest Abyss: Grail Structure
* Blazing Abyss: Provides Lava Demon/Balrogs



  Campaign Heroes:
  Karvakal *note: look the dwarves names: some phonemes are very useful.
Male dwarf, Shdowmancer, Abyss
Karvakal, the expeditionary, lead the territorial expansion as a leader of scouting troops.
Starting Abilities: Basic Shadowmancy, Basic Logistic - Scouting.
Specialization: Scout: When fight any battle tree days or more far from any allied town, all creatures in his army gets +1 inittiative.

When the Great Leader wanted to start again the expansion, Karvakal, a young abyss dwarf was selected to lead scouting missions. Karvakal is a stoic leader, and a disciplined warrior, mixing his magical skills and martial skills. He was choose to become a Shadowmancer, by the Shadowmancers Council, and start his training, but his father was a great warrior, and the bloodline does him learn combat techniques too. Now he is respected among sorceress and warriors.



Haishtk-wysen *do you can pronounce this?! Me too…*
Shade, Shdowmancer, Abyss
Haishtk-wysen, the Shade, a leader among other spirits of darkness.
Starting Abilities: Basic Shadowmancy – Power of Darkness, Basic Dark Magic.
Specialization: Mentor of warriors: All Miners, Fighters, Mercenaries and Marauders in hero’s army gets +1 attack for every four levels, starting at the firsth.
It is the most similar to a friend that Karvakal has. In a society where friendship isn’t very existent, they are good friends, and Haishtk-wysen, for more awesome that appear, usually is good-humored (when is compared with other shades, of course…). Haishtk-wysen was a mentor-like of Karvakal’s father, advising him. This uncommon Shade always is near great events, and could be this that makes him stay near Karvakal family for some generations.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 16, 2008 08:33 PM

(digged? Oh, how can I say dig in past?) as far as I know, th epast of to dig is "dug" (but I'm no native speaker, so...)

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 09:00 PM
Edited by LordGodric at 21:01, 16 Oct 2008.

thanks

i'm not native speaker too ! =D
i'm from brazil...

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 16, 2008 10:00 PM

Wait a second... you made those pics in paint?!

Awesome!
____________

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 10:03 PM
Edited by LordGodric at 22:08, 16 Oct 2008.

Quote:
Wait a second... you made those pics in paint?!

Awesome!


yes, I make it *what is 'awesome'? my dictionary doesn't have this word...
**this forum is very good to train my english! =D
Today I don't have class, and I have did the most part of my homework... I have time to make this pictures ^^

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 16, 2008 10:07 PM

It means you made something extremly cool
____________

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