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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 30 ... 32 33 34 35 36 ... 40 43 · «PREV / NEXT»
lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 19, 2009 02:26 PM

well in that case...

updates are a' comin!
____________
So much has changed in my absence.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 19, 2009 10:44 PM

Hmm...good point, so...EXTENSION.

FINAL EXTENSION: MAY 22
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 19, 2009 11:15 PM
Edited by Jiriki9 at 20:03, 22 May 2009.

ookay
...that's good news...hmmm...let's see...thursday and friday will be good days for updates hehe

Edit: Did one more apprentice main skill. (dark magic)

Edit 2: Did one more apprentice main skill (summoning magic) and some heroes.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 23, 2009 04:30 AM

No more editing, deadline has come. Actually, you still have an hour and a half on my time zone, so get cracking.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 23, 2009 03:11 PM

sorry sith but i cant think up anything for the fire wizards
____________
So much has changed in my absence.

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 23, 2009 03:15 PM

*sigh*. Nope I can't finish my faction. It seems like these kinds of games isn't my thing
____________
Need moar avatars!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 24, 2009 03:22 AM

Scores for this Round!

First Place - BlizzardBoy!
Second Place - Jiriki9
Third Place - lucky_dwarf.

PM for your comments!

Round 2 will begin Tomorrow.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 25, 2009 02:22 AM

Round Two

This round, you must use five of the seven creature types.

Also, Tier 6 must be a caster of some sort.

Creature Choices

Legendary Beast (Simply something everone knows and loves)

Hoofed Bipedal

Non-Humanoid Mage

Diseased

Ghost

Rock

Rogue

In addition, there can only be four creatures that are living, the rest must be mechanical, undead, elemental, or some other non-living unit.

Have fun!
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 25, 2009 02:36 AM
Edited by lucky_dwarf at 04:11, 25 May 2009.

No matter what i want to use this as my battle theme

Edit: Wait... Any undead creature can be considered legendary since everyone already knows of undeath
____________
So much has changed in my absence.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 25, 2009 07:18 AM
Edited by Jiriki9 at 07:24, 25 May 2009.

not any undead creature is a beast


yet, still, an undead faction would be the easiest i guess...
rock=stone?
For the caster-creature: would something like Cast random Curse/Blessing also count?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 25, 2009 12:32 PM
Edited by Lexxan at 22:57, 25 May 2009.

The Grove

Let's give it a try!

Picked Creatures:

Legendairy beast (Pegasus)
Hoofed Bipedial (Satyr)
Non-Humanoid Mage (Faerie Dragon)
Ghost (Spirit)
Rock (Sentinel)


Town Name: The Grove
Also Know as: The Spirit Dancers, the Ancestral Elves, the Half-Elves, The Exiled, The Elder
Alignment: Neutral Good
Race: Half-Elf (Elf + Spectre-
Core Philosophy: "Do Good to Keep you Ancestors' favour"
Motto: "May the Ancestors guide you"
Kingdom: Elysia, the Silver Coast
Capitol: Segestica, the City of Spectres.
Associated Element: Air
Associated Colours: Silver, Light blue, Gold
Associated Symbols: Three Intertwining Rings, The Folded Hands
Magic Schools: Light and Summoning
Allies: Sylvan, Stronghold, Necropolis
Neutral: Inferno, Haven, Fortress
Enemies: Academy, Dungeon


Hero: Lamented.
Unique Skill: Spirit Song.

Line-up:

1) Fae  (Living): Brownie => Faerie/Nixie
2) Sentinel (Elemental): Guardian => Sentinel/Lithinel
3) Satyr (Living): Satyr => Pan/Faun
4) Pegasus (Elemental): Sylph => Pegasus/Sleipnir
5) Ether Armor (Elemental): Spirit Warrior => Doomguard/Grimwarder
6) Faerie Dragon (Living): Faerie Dragon => Astral Dragon/Mist Dragon
7) Phoenix (Living): Firebird => Phoenix/Suzaku






____________
Coincidence? I think not!!!!

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 25, 2009 02:06 PM

asdf

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 25, 2009 02:14 PM
Edited by blizzardboy at 23:40, 07 Jun 2009.

Town: Dreamscape

"Imagine."

Alignment: Good
Race: Archon
Philosophy: "As you dream, so you are."
Worship: Asha
Kingdom: The Otherworldly Clouds
Capitol: Iao
Primary Enemies: Infernal, Dungeon
Primary Colors: Light Blue, Clear

Town Music: Wonders Beyond
Combat Music: Phantoms of War



BACKGROUND:

Dwelling on a vast magical cloud in the heavens above lays the Dream Kingdom of Ilas Dom Solstarus. This massive cloud is home to the shimmering City of Wonders: Iao. Within its walls is the gateway to the Otherwordly Dream Realms, where the hopes and dreams of the mortal races are channeled into positive energy and give birth to physical manifestations. These manifestations, which are nothing more than tangible dreams, are mentally controlled by the Order of Wonders: the Archons. Archons are few and far between, and do not worship any elemental dragon, but instead serve Asha directly as the protectors and inspirers of the mortal realms. The Archons’ task is to counter their archnemeses, the demons, in whatever schemes they conjure, as well as all forces of evil that threaten the hopes of the mortal races and seek to turn them into nightmares. Archons are not their own race per se, but they are beings of energy that were once mortal, chosen by Asha to serve in the Order of Wonders so that they may protect the realms beyond death.

The Dreamscape Archons have at least a tenacious alliance with all the forces of good, although their friendship lies more genuinely with the elves. The more down-to-earth humans and dwarves often get frustrated with the Archon's obscure and mysterious methods, and it is often questioned among their kinds if the Archons are even good at all. Despite the Archon's lofty position as the rulers of dreams and the direct servants of Asha, their powers are drawn from the hopes of mortals, and without them, they are left impotent. Because of this, they must be very calculating when and where they expend their powers, and their primary objective is always in thwarting the demons above all other concerns.




CREATURE LINE-UP:

Stealth -> Guile / Fencer
Stealth:
Stealths are weak, nimble beings that wield light silvery sabers in combat.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Opportunistic: Whenever an enemy creature moves to an adjacent square of this creature, there is a chance this creature will receive a free attack against it without retaliation (applies whether passing through or ending on the square).

Guile:
Guile’s wield sabers in combat like the Stealth, but they are also renowned for their swift reaction time.  
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Opportunistic: Whenever an enemy creature moves to an adjacent square of this creature, there is a chance this creature will receive a free attack against it without retaliation (applies whether passing through or ending on the square).
Flash Strike: This creature will “retaliate” before an attack is executed on it.

Fencer:
The Fencer is exceptionally masterful with it’s blade, and can use it defensively as much as it can use it offensively.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Opportunistic: Whenever an enemy creature moves to an adjacent square of this creature, there is a chance this creature will receive a free attack against it without retaliation (applies whether passing through or ending on the square).
Parry: This creature receives +25% defense when defending.
Riposte: The turn after this creature defends, it’s attack will deal 150% damage.

Spirit -> Mistfolk / Sylph
Spirit:
Spirits are the content souls of the dead that have chose to remain in Ashan for a while longer, perhaps to wait for the death of a loved one. In the mean time, these creatures are bound by cosmic law to serve the Dreamscape Archons.
Undead: This creature’s morale is always zero and it is immune to blind and mind-affecting magic.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Incorporeal: There is a 50% chance a physical attack will miss this creature.

Mistfolk:
Mistfolk are benign but aloof spirits shrouded in a ghostly mist that hinders nearby foes.
Undead: This creature’s morale is always zero and it is immune to blind and mind-affecting magic.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Incorporeal: There is a 50% chance a physical attack will miss this creature.
Clinging Mist: Enemy creature’s that start their turn next to a Mistfolk receive –2 speed until the end of turn.

Sylph:
Sylph’s are spirits that have strongly devoted themselves to their Archon superiors and remain on Ashan simply for that end. They often dwell on Ashan for many generations before moving on to otherworldly realms.
Undead: This creature’s morale is always zero and it is immune to blind and mind-affecting magic.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Incorporeal: There is a 50% chance a physical attack will miss this creature.
Hope: This creature and adjacent friendly creatures receive 15% magic resistance.

Sky Drake -> Sapphire Drake / Glass Drake
Sky Drake:
The Sky Drake is a winged reptilian roughly the size of a horse. It’s scales are a glimmering sky blue, and it’s it can shoot bolts of energy from it’s mouth.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Sapphire Drake:
The Sapphire Drake appears to be a winged reptilian carved out of solid sapphire. This creature’s bolts of energy will transmute its targets into magically charged, hardened sapphire.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Crystallize: When a stack is killed off by a Sapphire Drake’s attack, the corpse disappears, and an ‘Arcane Crystal’ is put in it’s place. Spellpower is determined by the number of Sapphire Drakes and the size of the killed stack.

Glass Drake:
The Glass Drake is a translucent, winged reptile. This creature’s bolts of energy will cause its foes to transmute into glass and burst in an explosion.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any square within it’s movement range regardless of any obstacles in the way.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Explosive Kill: When a stack is killed off by a Glass Drake’s attack, the creature turns into glass and explodes , damaging all adjacent foes with 50% of whatever the original attack’s damage was. The corpse is destroyed in the process.

Doppelganger -> Mask / Unbound Doppelganger
Doppelganger:
Doppelgangers are tall, abnormally skinny humanoid-looking beings with a large head and bulbous green eyes. They can morph into a small creature of their choosing on the battlefield, giving them uncanny versatility.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Morph: Activated Ability: This creature may spend 0.5 ATB to morph into any small-sized creature on the battlefield, becoming a glowing blue duplicate of that creature. The Doppelganger retains it’s own attributes, but it gains all of the creature’s special abilities. It cannot gain the creature’s mana, spells, or ranged attack, or become Undead, Infernal, Elemental, or Mechanical in this way. Can only morph once per combat.

Mask:
Masks are a gray nebulous composition roughly formed into the shape of a very tall humanoid.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Masquerade: Activated Ability: This creature may spend 1.0 ATB to cast Phantom Forces on itself. You may use this ability once per combat.  
Nebulous: This creature is only dealt 50% damage from physical attacks.  

Unbound Doppelganger:
Unbound Doppelganger’s have heightened their morphing capabilities, giving them almost unlimited shapeshifting potential.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Greater Morph: Activated Ability: This creature may spend 0.5 ATB to morph into any creature on the battlefield, becoming a glowing blue duplicate of that creature. The Doppelganger retains it’s own attributes, but it gains all of the creature’s special abilities. It cannot become Undead, Infernal, Elemental, or Mechanical in this way. Can only morph once per combat.  

Scion -> Moon Scion / Scion Visionary
Scion:
These beings of energy are the most orderly being in the Dreamscape armies. They are intrinsically bound to the forces of other dreams, and can move anywhere on the battlefield that another dream is.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Blink: Activated Ability: This creature may spend 0.5 ATB to teleport to any square on the battlefield that another ‘Dream’ creature-type is adjacent to.

Moon Scion:
Moon Scion’s are composed of a pale, offwhite crystal that resembles the color of the moon. Their wondrous composition allows them to suck in objects towards them.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Blink: Activated Ability: This creature may spend 0.5 ATB to teleport to any square on the battlefield that another ‘Dream’ creature-type is adjacent to.
Deflect: Ranged attacks deal 33% less damage against this creature.
Arcane Gravity: There is a chance that an enemy ranged attack will be redirected to this creature. (Chances are based on the health of the Moon Scion’s relative to the shooter).

Scion Visionary:
Scion Visionaries are charged with protective energy used to shield both themselves and others. They have the mysterious power to redirect enemy damage to themselves.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Blink: Activated Ability: This creature may spend 0.5 ATB to teleport to any square on the battlefield that another ‘Dream’ creature-type is adjacent to.
Quick Armor: This creature has the ‘Arcane Armor’ spell cast on it at the start of combat at advanced mastery. Spellpower is based on the size of the stack.
Arcane Link: Special Ability: This creature may spend 0.5 ATB to create a link between itself and another ‘Dream’ creature-type. Half of the damage dealt to that creature is transferred to the Scion Visionary.

Nova -> Starfire / Wisp
Nova:
Nova’s are large orbs of shimmering blue light, given their name because they resemble the stars in the sky. They possess potent magical powers used to vaporize their foes.  
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Non-combatant: This creature has no physical means to fight. It does not have the ‘attack’ or ‘defend’ commands.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 20
Spells: Lightning Bolt, Eldritch Arrow, Cleansing.
Zap Ray: The ‘Eldritch Arrow’ spell costs 0 mana for this creature.
Magic-Proof 50%: Magical attacks deal 50% less damage against this creature.

Starfire:
Starfires shimmer with a blackish blue light and cackle with electricity. These potent spellcasters are unmatched in their mastery with lightning magic.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Non-combatant: This creature has no physical means to fight. It does not have the ‘attack’ or ‘defend’ commands.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 26
Spells: Chain Lightning, Lightning Bolt, Eldritch Arrow, Cleansing.
Shocking Blast: This creature’s lightning spells having a stunning effect as per the ‘Master of Storms’ skill.
Zap Ray: The ‘Eldritch Arrow’ spell costs 0 mana for this creature.
Magic Proof 50%: Magical attacks deal 50% less damage against this creature.

Wisp:
Wisps glow with a light green, blue, and pink light. These beautiful, otherworldly orbs are masterful spell casters aimed at assisting the army.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Non-combatant: This creature has no physical means to fight. It does not have the ‘attack’ or ‘defend’ commands.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 25
Spells: Teleportation, Lightning Bolt, Eldritch Arrow, Cleansing.
Zap Ray: The ‘Eldritch Arrow’ spell costs 0 mana for this creature.
Magic Proof 75%: Magical attacks deal 75% less damage against this creature.

Myrmidon -> Platinum Myrmidon / Crystal Myrmidon
Myrmidon:
The Myrmidon is huge warrior formed of magically reinforced stone with sharp crystal shards protruding from its body. It has a massive vorpal axe for an arm used to cleave opponents in half without fail.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Vorpal Blade: Each attack or counter-attack by this creature automatically kills one creature from the stack.

Platinum Myrmidon:
The Platinum Myrmidon has large heavy feet that are perfect for trampling smaller foes under foot, and a hardened body that makes it exceptionally tougher.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Vorpal Blade: Each attack or counter-attack by this creature automatically kills one creature from the stack.
Groundpound: This creature deals +25% damage against small creatures.

Crystal Myrmidon:
The Crystal Myrmidon has elongated crystals protruding from its powerful body that are pulsing with energy. Nearby foes that get too close to the Crystal Myrmidon are blasted by the crystals.
Dream: This creature is an abstraction. It cannot be raised or resurrected. Its morale is always zero, and luck cannot trigger against it.
Large: This creature occupies a 2x2 area on the battle grid.
Vorpal Blade: Each attack or counter-attack by this creature automatically kills one creature from the stack.
Energy Spikes: Enemy creatures that end their turn adjacent to the Crystal Myrmidon are dealt 15 x the number of Crystal Myrmidons in magic damage.




DEPICTIONS:


















HERO & SPECIAL:

Class: Archon
Archons are the puppetmasters of the Dreamscape armies. Their will is absolutely bound with the dreams, and as the armies are manifested from dreams, the archon as the leader can manifest a Dream Castle to go with the army. As an Archon gains in power, their Dream Castle will likewise improve.

Attribute Distribution:
Attack: 0%
Defense: 20%
Spellpower: 25%
Knowledge: 55%

Skill Distribution:
Creation: 10%
Shatter Light: 5%
Shatter Dark: 5%
Shatter Destructive: 5%
Shatter Summoning: 5%
Sorcery: 14%
Light Magic: 2%
Dark Magic: 10%
Destructive Magic: 10%
Summoning Magic: 10%
Logistics: 4%
Enlightenment: 12%
War Machines: 8%

Creation: The Archon Hero may manifest their legendary Dream Castles on the battlefield as they move. Though their armies are fragile, these mobile fortresses leave the army better protected as the Archon discharges a relentless volley of spells.

Basic Creation: The Archon may unlock two Dream Castle expansions.
Advanced Creation: The Archon may unlock two Dream Castle expansions.
Expert Creation: The Archon may unlock two Dream Castle expansions.
Ultimate Creation: The Archon may unlock two Dream Castle expansions.

Racial Perks:

Mind Over Matter: The enemy hero loses 1 attack for every 1 knowledge of your hero, and vice versa, up to a maximum of 10. The hero will lose mana in this way. [Example: The Demon Lord hero has an attack of 10, and the Archon hero has a knowledge of 15. With Mind Over Matter, the Demon Lord now has an attack of 0, and the Archon has knowledge of 5).

Mystic Presence: The hero may access any Dream town in their inventory as though they were at the town, and can do anything in the town as they normally would (learn spells, recruit creatures, etc.).

Harness Dream: The hero may spend 0.5 ATB to destroy a section of the Dream Castle or a friendly Dream creature type to receive 1 mana for every 30 HP of the target. When a section of Dream Castle is destroyed in this way, the hero does not retain the mana after combat.

Ultimate: Phantasmal Bastion: All numerical values for the Dream Castle and it’s expansions (health, damage, etc.) are doubled.

Dream Castle:
Dreamscape armies are very weak on the battlefield, with the hero having a mediocre defense and no attack. However, the Archon hero not only commands a dream army, but they also lord over a Dream Castle, giving them a mobile fortress in their travels. This powerful strategic advantage is crucial in making Dreamscape a force to be reckoned with. A standard Dream Castle has four sections of walls that serve as a barrier to slow down the tide of the enemy, with a 2x2 open space in the middle. Dream Castles do not have gates. A Dream Castle can take damage from a catapult like any normal castle, and enemy units may also attack and destroy the walls on their own. The health and defense of a wall is based on the Archon hero’s level.

In addition to the walls of a Dream Castle, as an Archon hero gains in mastery of the Creation skill, they may add expansions to their Castle at the ‘Dais of Creation’ building. Adding an expansion is initially free for the hero. They may later swap out expansions for different ones at the cost of 250 gold per expansion:

Single Improvements: The following improvements count as 1 expansion for the hero:

Blast Tower: The Blast Tower fires bolts of energy at foes. Unlike the archer’s towers during a castle siege, the player has control of the Blast Towers. A Dream Castle may have up to 4 Blast Towers.

Periapt of Waning: The Periapt of Waning blasts an enemy caster once per turn, draining 5 of their mana (initiative 20% slower than that an archer tower).

Periapt of Webbing: The Periapt of Webbing blasts an enemy creature once per turn, decreasing their initiative by 25%.

Double Improvements: The following improvements count as 2 expansions for the hero.

Castle Guards: Your Dream Castle comes complete with Elemental guards. The Elemental type is randomly chosen at the start of combat. These elementals cannot move outside of the Dream Castle. If they are somehow forced out, they are automatically banished. The hero may Summon Elementals without disbanding the Elemental guards. The number of elementals is equal to 2 x the hero level. These units count as summoned units.

Dream Moat: The Dream Castle now has a moat that damages enemy creatures.  

Explosive Walls: Dream Walls will now burst in explosive energy when they are broken.

Reinforced Walls: Dreams Walls now have 175% of their original health.

Stasis Mist: The inside of the Dream Castle is permeating with a mystical mist. All non-Dream creatures receive –10% initiative and –10% attack when within the mist.

Invisible Barrier: Flying creatures (both friendly and enemy) cannot fly over the Dream Castle’s walls.




CAMPAIGN HEROES:

Alustos Sephu
This young Archon was a promising elf ranger that would have grown up to be a powerful legend if he were not struck down by the undead in his youth. The vile necromancers sought to enslave his soul as a ghost, but the Archons sequestered his soul before the dark necromantic magic could snatch him away, and Alustos now serves zealously in the Order of Wonders.
Specialty: Wrathful Wisdom
The hero’s destructive spells cannot damage his own units, except for Armageddon.
Starting Skills: Basic Creation, Harness Dream, Basic Destructive Magic
Spellbook: Eldritch Arrow

Sar Elam
The Archon Sar Elam was a prodigy among men during his day, and is responsible for shutting out the demons and banishing them to hell in the first war against the demons. Sar Elam now serves as a powerful figurehead among the Order of Wonders in protecting the realms in whatever way he can.
Specialty: Guardian of the Realms
This hero receives the ‘Counterspell’ ability for free, and only spends 0.75 ATB when using it.
Starting Skills: Expert Creation, Expert Summoning Magic, Expert Light Magic, Expert Enlightenment, Scholar, Arcane Brilliance, Wizard’s Reward, Advanced Sorcery, Master of Wrath, Master of Blessings, Refined Mana, Master of Conjuration, Fire Warriors, Elemental Balance, Mind over Matter, Mystic Presence, Harness Dream.
Spellbook: All Summoning and Light spells, and all other spells below level 3.
War Machines: First Aid Tent, Ballista, Ammo Cart

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted May 25, 2009 03:30 PM

pretty cool, now i shall come back from my ridiculously long absence and do some stuff.
just give me a sec.
____________
Skyrim RP? YES!
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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 25, 2009 04:10 PM

one... two... three... times up Now back to the pit

Whip* Whip*
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So much has changed in my absence.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 25, 2009 05:11 PM

...hmmm I'd really like to participate, BUT I fear it will be diffult...I'm going on vacation from friday till next tuesday, you see
anyway, I'll give it a try and my best

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 25, 2009 07:14 PM
Edited by lucky_dwarf at 13:40, 04 Jun 2009.



Faction- The Plain
Capital- None, they live in fields following the herd but a great meeting place has been set for which all tribes must report to once a year.
Soundtrack-
battle music-
Town theme- http://www.youtube.com/watch?v=xFr48tLthUo&feature=related
Religion- Worship theyre ancestors
Specialty- Life Balance- All troops share a strong blood bond. This may be channeled to raise the strength of all your troops and make your enemies fear the might of the plain.

Racial Skills-
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T1- Spirit of the Plain- Gazelle Spirit Runner- Spectral Lion(Ghost)
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Spirit of the Plain-

Description- By the time elder leons die they have learned enough magic to call a weak physical shadow of themselves(or ghost)

Skills-
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Gazelle Spirit -

Description- The Leons predatory roots take over in the afterlife and a great game is played. Some are prey and some are hunters.

Skills-
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Spectral Lion -

Description- The Leons predatory roots take over in the afterlife and a great game is played. Some are prey and some are hunters.

Skills-
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T2- Jeckary Hunter- Jeckary Ranger- Jeckary Savana Glider (Basically a ranged rouge who trows knives)
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Jeckary Hunter-

Description- The Jeckary bear resemblance to chetas only that they walk on theire hind legs. They are very distant relatives to the Leons but due to theyre facial features being very similar they have become very close friends. The Jeckary are very handy with knives as they require only a quick swipe to kill off prey.

Skills-
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Jeckary Ranger-

Description- It is very uncommon to see a Jeckary handling a bow because they cant keep the bow focused long enough to make a shot. Even though evolution has granted them longer fingers for handling basic objects they still cant get the hang of archery thus only the elite have learned the use of a bow.

Skills-
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Life style- Unlike the Leons ,the Jeckary search constantly for thrills. They enjoy running at blinding speed, with wind rushing through they're short fur. A baby Jeckary is already climbing trees and running after field mice.Or "Running After the World". In one of these each Jeckary must run from point A to point B. It will usually be a test of speed and cleverness, Imagination and Daring,and especially Dexterity and Balance. It is also a way of socializing as they run very close by each other and can hold a conversation even while swinging from tree branches. By a few runs a male may have found a female and after a particularly long and difficult run they stop at a special place picked by the female and mate.(however a few runs and falling in love is very rare).Like the Leons the Jeckary are genetecaly unable to discriminate againts anyone(be it race or gender).
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T3- Compost Behemoth- Dirt Behemoth- Grassy Doom
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Compost Behemoth-

Description- When entering the portal the behemoths were dismantled completely theyre essence thrown in the winds of the plains. Several decades later they arose once more.

Skills-
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Dirt Behemoth-

Description- Behemoths that travel to far from the water they crumble and often need cementing. This wasnt needed in Erathia but times are fast changing and those behemoths wont mend themselves!.

Skills-
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Grassy Doom-

Description- The Roots of the grass greatly strengthen the behemoths and have re-found the joy they had in incorporating bones into themselves and giving more attack and more places to get stuck in...

How i got my name

Skills-
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Short History- Being the first to go through the portal none of the other barbarians knew what happened to the behemoths. When the goblins were turned to they're squat form of today and saw the orcs they fled through the swampy regions of El'Quand not to be seen for some time. The Ogres were on the Akadori,The Cyclops bluff in English, and had just rebelled againts they're slavers and were lost to the original orcs forever. We refer to them as the original orcs because they were the orc inhabitants of Erathia but were turned to Half-pig brutes for decades until they interbreed'ed with humans, for theyre race was sterile and when they mated with another member of theyre race children were not born, and theyre appearance diminished stunningly until they were identical to humans. Thus when the Orcs and human barbarians entered the new world they saw they had landed with a great many brutes that were as large as the behemoths in Erathia had been. Assuming the portals power had don this they accepted them into theyre ranks naming them behemoths(a thing that happened very often in the years after the arival to the new world). The leons magic practices near watering holes had re-awakened the dust of the behemoths which gathered up to make a form similar to its predecessor.
Though allot weaker the behemoth lives on. To the creatures that the barbarians named Behemoths it is uncertain what happened but it can be easily assumed that the wizards had captured many of the Behemoths and injected them with demon blood, just as the orcs had been, and created the cyclops but it is most likely.
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T4- Kerlack- Kerlack Lancer- Kerlack Charger
----------------------------------- -------------------------------
Kerlack-

Description- A Kerlack looks much like a rhinoceros excepting they're horns are larger and have thin brown fur to give them protection from the chili winds that blow over the mountains which they live very close to.

Skills-
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Kerlack Lancer

Description- The Kerlack lancers are the knighiths of the realm, going into the narrow pathways of hell knocking off anyone standing in the way. A kerlacks charge is even deadlyer when a knight of the swamp order is atop it. The Mitherin are a shifty race who bear the resemblance to lizards who walk on two legs. Unlike the other races of the plain they are less established having stumbled dismally out of the portal to find themselves in a swampy habitat much similar to their original one.

Short history- Having escaped the destruction of Erathia they landed in a bog with towering trees that bloted out the sun. Vines stretching in much of every direction. Many other races of the swamps escaped there too. The battered gnolls had a bad scrape in the portal incapacitating them for much time. While the Mighty gorgons had run rampart in the swamps driven temporarily had by the magic energies. The serpent flies remained but had been halved in size requiring them to swarm more than ever. The Hydras were nowhere to be found. The Mitherin attempted to rebuild but many lost faith and joined with the Leons.

Skills-
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Kerlack Charger

Description- An Even more savage opponent the Kerlack charger will go in knocking not only the ones in front of them but those on theire sides too. It takes much strength but the Kerlack may lift itself up and let go resulting in a massive earth shake.

Battle excerpt:

"I slashed at another foul beast. It yowled pitifully as it fell. I looked around. The bone dry plain was full of men,elves and dwarfs but to each of them there were those things with hooves and the faces of cats. First ghosts then cats? What mad house is this?
Then there came a horn blowing and twenty Lizardmen walking on... well i dont think theres a name for them. But it had this gigantic horn on its snout and had stubby legs with nails as big as a finger. Then theres those metal plates on its sides. As it charged every man in its path got sliced in two by the razor sharp blades or trampled by those stubby feet. I saw our rank breaking some were running away in horror while others braced themselves for impact. One of those things came closer to me and to avoid getting my legs sliced of i jumped on the metalic plate making it over balance and tip over. The lizardman got squashed underneath the beast. I fought on saying to myself '19 more to go'."


Skills-
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T5-  Gnarled Tree- Great Tree- Twisting Tree (Legendary creature)
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Gnarled Tree

Description- Unlike the Elvish Treants these plants bear no face or humanoid appearance. They walk with theyre roots, Uprooting themselves when they feel that they need to move. For as many other creatures they have become addicted to magic and use it as a growth booster. A Grenhol Tree can grow twice as fast as any plant on land.
When the leons are on the move, the trees follow.

Skills-
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Great Tree-

Description- A Grenhol tree uses creaking as a form of communication.
It may be used as a devastating weapon againts those near it. It not only distracts the enemy but such a demonic clamor arises that entire regiments may fall apart scuttling away from an invisible terror whose wroth they had stirred.

Battle excerpt-
I was running through the battle checking on the men. They were quite shaken by the attack and were shifting nervously. Knight Dunst was raising his sword and then slashed at the air. But before he sayd anything, a great rumbling came from the distance. Men looked up to search the sky for dragons. Others said prayers to Elrath. Then the sound was upon them. a huge legion of trees walking toward them, all creaking horribly. They were straight like the ones back home, but much thicker. A few men had seen treants, they were terrible to behold, but these trees were taller, dark as ash, and with red lieves. It looked as if autumn herself has marched upon the land.

Skills-
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Twisting Tree-

Description- A tree may find ever a new way to break off and create a new opening for more leafs to grow. A Grenhol tree finds ten times as many ways to break off. The Leon craftsmen have made use of this by fixing buckets of boiling hot water to dead branches.

Skills-
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T6- Leon Nomad- Leon Celric- Leon Elementalist (Hoofed bipedal caster)
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Leon Nomad-

Description- The Leons are a very peculiar race. One can only describe them as half lion and half minotaur(theyre hind quarters being thick and muscular and of course hoofed). When one looks upon them they can detect and air of calmness theyre facial features being very pleasurable to the eye.

Skills-
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Leon Celric-

Description- Leons cherish life and many dedicate themselves to the art of keeping the works of the ancesrtors alive.

Skills-
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Leon Elementalist-

Description- Leons are attached to the earth and studied it thoroughly and have gained great understanding of theire surroundings

Skills-
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Lifestyle: A Young Leon will spend his time watching the males hunt or forage for food ,for they are omnivores and are not restricted to meat and may also eat grass though it tastes very bitter to them making them go on the move to find tasty'er food, or go to listen stories from the elders. An adolescent Leon will go out and explore in his free time and females, being as athletic as males, may go out with any male to get to know each other better. Groups of Leons may go together but this happens seldom as they feel large groups keep each other from hearing everyone's opinion(which is largely why the leons have not set up an empire or any monarchy). A middle aged Leon knows everyone of his age group spending nearly ten years going out with one or two friends a day and steadily making strong bonds. By this time he has found love and since Leons cant show age as well as humans can(due to theyre fur) the passion lives for a long time. The female and male Leons hunt together using bows and arrows because,as one elderly Leon recalled:
"The arcane powers ruins the flavor of the meat". When the couple get older and other Leons take theyre place they turn to the study of magic meditating on the high place over looking the plains prolonging their life to such an extent many Leons live past a hundred years.
--------------------------------------------------------------------
T7- Hill giant- Moving mountain- Ludovics bane (You never said how big the rock had to be )
---------------------------------------------------------------------
Hill Giant-

Description- Hill giants are the result of the magic practices held atop Hills and even mountains. A corruption(not the infernal corruption) powered by nature it gave the mountain feet and hands and the ability to move. It was sturdier than walls and its punTeenage Jeckary will often go exploring either alone or with a partner. Jeckary are very competitive and when two or more go together on what Jeckary call "Flaya E' Quanytare"
ch would often break gates into pieces.

Skills-
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Moving Mountain

Description- Watching an Elder Hill giant move is like seeing half the world move from one place to another.

Skills-
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Ludovics Bane

Description- Deep in the bowels of the earth this creature may rise up to a terrifying height. It crushes even the mightiest of demons back to theyre pits.

Folk story-

There was once a very foolish dwarf named Ludovic who sought after the most precious gems on earth. His search led him to El'Quad. In the bowels of the earth he found so many gems as to keep him and his relatives rich for life. But fate had other plans. In his foolish excavation he awoke a molten giant who squashed every single dwarf there. Thus they came to be known as Ludovics bane.

Skills-

---------------------------------------------------------------------
Im gona squeze this guy in somehow




Pictures-

Spirit of the plain



Spectral lion



Jeckary(ancestor)



Compost Behemoth



Grassy doom(photoshoped the ancient behemoth pic and it was astoundingly easy to make)



Dirt Behemoth



Ludovics bane



Moving mountain




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So much has changed in my absence.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted May 25, 2009 10:58 PM
Edited by Berny-Mac at 23:02, 25 May 2009.

The Sanctum

Alignment: neutral
Races: humans, spiritual undead, and various magical creatures.
Deity(s): Free State Religion
Colors: Black and Gold
Magic Schools: Dark and Light
Allies: Haven, Necropolis, and Dungeon
Neutral: Stronghold, Sylvan, and Inferno
Enemies: Fortress and Academy

Motto: "There is no good or evil. There is only life and death"


Creature Lineup:
Tier 1: Faun-> Satyr/ Bloodhoof (hoofed bipedal)
Specials: Faun- No fear of Death (is unaffected by undead morale lowering)
         Satyr- No fear of Death, ranged
         Bloodhoof- No fear of Death, cleave and bash

Tier 2: Spirit Golem-> Shadow Golem/ Wraith Golem (ghost)
Specials: Spirit Golem- undead, incorporeal
         Shadow Golem- undead, sorrow strike and ranged
         Wraith Golem- undead, incorporeal and cursing attack

Tier 3: Sword Saint-> Crusader/ Templar
Specials: Templar- No fear of Death, large shield and bash
         Crusader- No fear of Death, shield allies, large shield and divine vengeance
         Sword Saint- No fear of Death, large shield, bash, and cleansing

Tier 4: Shadow Soldier-> Phantom Knight/ Dark Saint (Rogue)
Specials: Shadow Soldier- No fear of Death, poison attack and invisiblity
         Phantom Knight- No fear of Death, cursing attack and teleport
         Dark Saint- No fear of Death ,poison attack, invisibility, and bash

Tier 5: Harpy-> Harpy Raider/ Harpy Archer (legendary creature)
Specials: Harpy- No fear of Death, large, flying, and no retaliation
         Harpy Raider- No fear of Death, large, flying, no retaliation, and paralyzing attack
         Harpy Archer- No fear of Death, large, flying, ranged, ranged retaliation, and Force Arrow

Tier 6: Soul Mage-> Dark Mage/ Shadow Caster (non-humanoid mage)
Specials: Soul Mage: Undead, Incorporeal, Summon Spirit Golem, decay, and Sorrow strike
         Dark Mage: Undead, Incorporeal, Summon Wraith Golem, decay, sorrow strike, and unlimited retaliation
         Shadow Caster: Undead, Incorporeal, Summon Shadow Soldier,no retaliation, and mass decay

Tier 7: Twilight Lord-> Midnight Lord/ Sunlight Lord
Specials: Twilight Lord: Middle Ground (is affected by undead harming spells and living harming spells, but has both living and undead buffs), Large, Mass Cleansing, and Mass Decay
         Midnight Lord: Undead, Large, Mass Decay, Cursing Attack, and Raise Dead
         Sunlight Lord: No fear of Death, Large, Mass Cleansing, Mass Haste, and Divine Vengeance

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Skyrim RP? YES!
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 25, 2009 11:01 PM

Funny how all these entries are so alike.


____________
Coincidence? I think not!!!!

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted May 25, 2009 11:07 PM

Quote:
Funny how all these entries are so alike.



I believe that is because we were given a set of rules to follow in our creation of these new towns
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Skyrim RP? YES!
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