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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 ... 26 27 28 29 30 ... 40 43 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 18, 2009 03:34 PM

I will be this afternoon, because I'll be doing a compilation score to start of "Phase 2".

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 18, 2009 03:54 PM

Just FYI I've sent an HCM to Kookastar about ICTC4.
____________
Coincidence? I think not!!!!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 18, 2009 05:55 PM

YES! If ICTC4 is coming soon, this contest gets suspended, just so you know.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 18, 2009 06:00 PM

D'oh... ah well. Guess it's better that way.
____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 18, 2009 06:57 PM

Someone else check, I can't read past page 12, courtesy of the handy little hack a month or so back that infiltrated HC. If someone can HCM the scores from then, that would help both me and you. Right now, I have Adrius as the leader.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 18, 2009 07:01 PM
Edited by Adrius at 19:22, 18 Jan 2009.

Arrgh... it's kinda hard since Mytical didn't list the names of the contestants on the judging, only the faction names...

I'll try though

EDIT: Scores compiled and sent to Sith.
____________

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einomida
einomida


Known Hero
posted January 19, 2009 05:19 PM

ICTC?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 19, 2009 05:55 PM

We can get in one or two rounds before ICTC4 even starts, its not till February.

All right, back to traditional Harmony rounds.

Choose four from the following six:

- Tree

- Gnome

- Knight

- Any dragonic but not a Dragon

- A parasite

- Sphinx

Deadline is opened ended for right now.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 19, 2009 06:08 PM

May we use no dragon at all? Or just not when we use the dragonic?
Or can we use a dragonic, AND a dragon additionally?
Because I think it would be quite logical when dragonics and dragons dwelled in the same town.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 19, 2009 06:12 PM

Well its better than me saying insectoid but no Insect. In plain terms, I want it to be a dragon-like creature, but not a full blown Dragon. You may use baby/immature or half/untrue dragons. Just not a Black/Red/Green/Azure/Rainbow dragon.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 19, 2009 06:15 PM

So I may not use "true" dragons, at all?!
I mean, I got what you meant by dragonic (allthough I wouldn't have expected that baby dragons are allowed, too), but my question was:

May I create a faction with a dragonic on Tier 4 and a "True" dragon on Tier 7?
...I'm not even sure if I will do so, but I just wanted to know if I may do so

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 19, 2009 07:18 PM
Edited by Adrius at 19:18, 19 Jan 2009.

Parasites...? Oh man, this is gonna be an awesome round

Look's like I'm gonna go for a swamp faction again But the lineup's much more suited for that this time.

And guess what? I have free time! FREE TIME!!

But... you'll probably see me around here anyway, stressing myself to death on the deadline-day I have a talent for that.
____________

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 19, 2009 07:22 PM

I mark this place for my faction, white post-spaces are easier to read
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 19, 2009 07:36 PM

^^ Hahah. But.... do you want a spot reserved so early in the competition? The judge will read your entry first, and by the time he's done reading all the others, he'll forget about yours

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 19, 2009 07:38 PM
Edited by Adrius at 19:39, 19 Jan 2009.

Or I'll make a town so awesome that he gets blinded and unable to see the other factions...

Do you think about such things?
Quite the tactical one ain't ya?
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 19, 2009 07:44 PM

by the way, I think the creatures given thsi roudns are rather great...I got at least two completely diffeent good ideas of how to combine them...
and no swamp in my head, adrius

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 19, 2009 09:02 PM
Edited by blizzardboy at 21:20, 20 Mar 2009.

TOWN INFORMATION

Faction: Dome



Work hard, play hard
Aka: The Seaside Gnomes
Associated Colors: Purple, Blue, and Tan
Core Philosophy: Life is too wonderful, too mysterious, and too vast to waste. Seize the day.
Worship: Shalassa, Dragon of Water.
Country/Kingdom: Marderro and the Coral Kingdoms.
Capital: Urnica Superdome.
Symbols: Urnica's Flask, The Ever-Spinning Gyro.



History:




CREATURE LINEUP

Tier 1: Coralfolk -> Coralfang / Coral Sentinel
Coralfolk: A special strain of coral has been blessed by Shalassa with the gift of sapience. These coral, known as Coralfolk, can walk and talk like other intelligence creatures. They were originally a reclusive race until they were befriended by the gnomes, and they now work with them in the defense of the Coral Kingdoms.
Reef Form: Special Ability: This creature may supplant itself on a square, becoming an inanimate obstacle on the battlefield that is immune to all damage and magical effects. If there are no other friendly creatures alive on the battlefield while this creature is in Reef Form, the hero loses the combat.
Collective: This creature may not be separated into multiple stacks in an army, nor can there be varying types of Coralfolk in an army.

Coralfang: Coralfang's are older coralfolk that have grown thicker and denser over time, and have developed sharp notches along their body.
Reef Form: Special Ability: This creature may supplant itself on a square, becoming an inanimate obstacle on the battlefield that is immune to all damage and magical effects. If there are no other friendly creatures alive on the battlefield while this creature is in Reef Form, the hero loses the combat.
Spiked Carapace: Enemy creatures that move to or through a square that is adjacent to the Coralfang (whether in Reef Form or not) are dealt damage equal to 1/2 the number of Coralfang.
Collective: This creature may not be separated into multiple stacks in an army, nor can there be varying types of Coralfolk in an army.

Coral Sentinel: Coral Sentinels are a special strain of Coralfolk that can expand their bodies to cover up more space on the battlefield.
Reef Form: Special Ability: This creature may supplant itself on a square, becoming an inanimate obstacle on the battlefield that is immune to all damage and magical effects. If there are no other friendly creatures alive on the battlefield while this creature is in Reef Form, the hero loses the combat.
Extend: When this creature goes into Reef Form, it chooses one of four directions (up, down, forward, back) to extend into. It will then occupy a 2x1 area on the battle grid. It cannot extend into an occupied square.
Collective: This creature may not be separated into multiple stacks in an army, nor can there be varying types of Coralfolk in an army.

Tier 2: Mariner -> Swifthook / Veteran Mariner
Mariner: Mariners are daring gnomes that have developed a skill with a variety of weapons. Traditionally, they were independent hunters and seafarers, although many of them have volunteered their services to the Coral Kingdoms.

Swifthook: Swifthooks have mastered the more difficult hooked blade, which they can wield in combat with painful effectiveness on their enemies.
Hooked Rend: When this creature makes an attack, they will hook their weapon into the creature and then tear it out. In additional to the normal damage, the attacked creature is dealt 1/2 of the original damage on their next turn.

Veteran Mariner: Veteran Mariners are more experienced Mariners that have attained a solid proficiency with the grappling bow: a special crossbow with a harpoon that will reel the Veteran Mariner to their target.  
Short Range Shooter: This creature may make ranged attacks, but only if the target is within half the distance of the battle grid.
No Melee Penalty: This creature receives no penalty with melee attacks even though it is a Shooter.
Grappling Bow: When this creature makes a ranged attack, immediately after dealing the ranged damage, they can be pulled to the closest adjacent square of the target they attacked. They can go over other creatures and obstacles with this ability, but not over walls.  

Tier 3: Aquathopter -> Dreadnaught / Aquanaught
Aquathopter: The aquathopter is a craft that is piloted by coralfolk. It is magically powered by the essence of a water elemental, and can propel through water and air.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.

Dreadnaught: The dreadnaught is piloted by gnomes, and has been outfitted with additional razor sharp blades.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.
Grind: This creature deals +33% damage when it attacks without moving.

Aquanaught: The Aquanaught is piloted by gnomes, and it can use it's enhanced magical power core to summon water elementals to the battlefield.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.
Discharge Water Elementals: Special Ability: This creature can summon a number of water elementals equal to 1/4th the number of Aquanaughts (rounded up).

Tier 4: Grenadier -> Assault Grenadier / Tactical Grenadier
Grenadier: The grenadiers, in addition to their arcane talents, have trained with the use and treatment of potions, and launch them with exceptional proficiency.
Potion Specialist: Potions used by this creature have +2 to their effective spellpower.
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.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 12
Spells: Arcane Crystal, Eldritch Arrow

Assault Grenadier: The Assault Grenadier has went to extra lengths to perfect their use with alchemical concoctions.
Potion Expert: Potions used by this creature have +4 to their effective spellpower.
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.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 12
Spells: Arcane Crystal, Eldritch Arrow

Tactical Grenadier: The Tactical Grenadier has expanded their spellcasting potential while maintaining their skill with potions.
Potion Specialist: Potions used by this creature have +2 to their effective spellpower.
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.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 16
Spells: Arcane Crystal, Eldritch Arrow, Blade Barrier

Tier 5: Clawed Knight -> Steelclaw / Clawed Myrmidon
Clawed Knight: Elite mariners receive the honor of riding a battle crab in combat: a formidable horse-sized crustacean.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy.

Steelclaw: The Steelclaw are an exceptional group of Clawed Knights that have a reputation for survival in battle.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy.
Stalwart Officer: Friendly creatures that are adjacent to this creature receive +3 to their defense.

Clawed Myrmidon: The Clawed Myrmidon can swiftly charge into battle, and pushes others onward as well.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy.
Relentless Officer: Friendly creatures that are adjacent to this creature receive +1 to their speed.

Tier 6: Dragon Turtle -> Dragon Snapper / Reef Dragon
Dragon Turtle: These amphibious creatures, an offshoot of the dragons, are a long-time friend and ally of the Seaside Gnomes.
Large: This creature occupies a 2x2 area on the battle grid.

Dragon Snapper: Dragon Snappers have a sharper beak than the Dragon Turtles, and a ferocious temperament in battle.
Large: This creature occupies a 2x2 area on the battle grid.
Snapping Jaw: This creatures attack is increased by +6 when attacking a small creature.

Reef Dragon: The Reef Dragon has developed an extra thick shell, and a toughened hide from it's time in the waves.
Large: This creature occupies a 2x2 area on the battle grid.
Hardened Shell: Ranged attacks deal 75% less damage against this creature.

Tier 7: Titanic -> Terracrab / Bulwark Titanic
Titanic:
The Titanic is a heavily armored crab of unbelievable bulk. These massive creatures are known to sleep for generations at a time, and will wake up even more massive than when they first went into slumber. They are significantly more intelligent than their much smaller cousins, and oddly, many of them have developed a parental bond towards the friendly gnomes that inhabit their territory.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag the target towards them if terrain permits.

Terracrab:
Terracrabs are feistier cousins of Titanics, and exclusively inhabit coastal regions and sometimes even go as far as the inner mainlands.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag them towards them if terrain permits.
Bulldoze: Special Ability: This creature may move to any square within it’s movement range regardless of any creatures in the way. It will move to the selected area, and all creatures in the movement path will be pushed to the nearest adjacent tile. This ability will destroy walls, but it cannot bulldoze through obstacles. You cannot make an attack when using this ability.

Bulwark Titanic:
These walking ancients are Titanics that are over a thousand years old. Their parental bond towards their young friends has become very strong, much to the dismay of the enemy creatures that dare threaten them.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag them towards them if terrain permits.
Protect Youngling: This creature receives a free attack against any creature that attacks a friendly tier 1-6 Dome creature, provided that they are within reach of them (reach for this creature extends 2 squares outward because of Claw Snatch). This ability can only trigger once per turn for the Bulwark Titanic.




DEPICTIONS:




















HERO INFORMATION AND SPECIAL:

Class: Alchemist
The Alchemist masters the art of creating and using concoctions as a tool of power.

Attack: 30%
Defense: 10%
Spellpower: 25%
Knowledge: 35%

Racial Skill: Alchemy

Basic Alchemy: The hero can concoct and use standard and basic potions, and tier 1 Dome creatures can use standard potions.

Advanced Alchemy: The hero can concoct and use up to advanced potions, and tier 1-3 Dome creatures can use standard potions.

Expert Alchemy: The hero can concoct and use up to expert potions, and tier 1-5 Dome creatures can use standard potions.

Ultimate Alchemy: Concocting Potions uses 1/2 of the gold it normally costs.

Perks:

Zone of Excitement: The hero may spend 0.5 ATB to mark a 4x4 area on the battle grid as a Zone of Excitement. Spells from all friendly sources have +5 to their effective spellpower when targeted within the Zone of Excitement
(So if an enemy creature is within the Zone of Excitement, and the hero casts Meteor Swarm and hits that creature, the Meteor Swarm will have an increased effect of +5 spellpower on that creature. Or if a friendly dead corpse is within the Zone of Excitement, and the hero casts Raise Dead on that corpse, it will have an increased effect of +5 spellpower).

Field Alchemist: Discharging potions requires 0.15 less ATB for the hero.

Quicksilver Bubble: When a creature makes a melee or ranged attack against one of your creatures, there is a 30% chance it will deal 30% less damage. When this effect triggers, it will drain 5 mana from the hero’s mana pool.

Ultimate: Abjuring Bubble: The Quicksilver Bubble applies to both physical and magical attacks, and when it triggers, the damage is always reduced to 0.


Potions: Potions contain one-time uses of magical spells that can be discharged by the Alchemist and by certain Dome creatures. Discharging a potion requires no mana. Below are the different categories of potions:

Standard Potions: Standard potions contain level 1-2 spells.
Basic Potions: Basic potions contain level 3 spells.
Advanced Potions: Advanced potions contain level 4 spells.
Expert Potions: Expert potions contain level 5 spells.

Concocting Potions: Concocting Potions is done at the ‘Laboratory’ building in the Dome town. The hero may concoct as many potions as they are able to, and they are stored in the hero’s or the creature’s inventory. The effective power of a potion depends on the hero's spellpower and skill mastery in whatever type of spell they are making a potion for. Perks such as Master of Wrath or Master of Life are taken into account if the hero discharges the potion, but not if a creature discharges the potion. The following are the prices for concocting potions:

Standard Potion (any school): 50 gold
Basic Potion (any school): 100 gold
Advanced Potion (light): 100 gold + 1 crystal
Advanced Potion (destructive): 100 gold + 1 sulfur
Advanced Potion (summoning): 100 gold + 1 gem
Advanced Potion (dark): 100 gold + 1 mercury
Expert Potion (light): 200 gold + 1 crystal
Expert Potion (destructive): 200 gold + 1 sulfur
Expert Potion (summoning): 200 gold + 1 gem
Expert Potion (dark): 200 gold + 1 mercury

Using Potions:

Hero: The hero selects the potion they wish to use from their spellbook and selects the area or target (depending on the potion’s spell) to use it on. Using a potion does not drain mana. Using potions takes up the following amount of time:

Standard or Basic Potion: 0.5 ATB
Advanced Potion: 0.75 ATB
Expert Potion: 1.0 ATB

Creature: The creature select the potions they wish to use from their spellbook. If it is a buffing spell, they will then discharge it on themselves as a free action. If it is a target or area spell, it will be discharged upon making a melee or ranged attack. Potions are discharged at a spellpower equal to 1/3rd the hero’s spellpower (rounded up). Only one potion can be used per turn of a creature.



HISTORY:


Greetings outsider of Ashan. I am Shazioss, King of the Water Elementals, the right hand of Shalassa, and the divine chronicler of her people, the Amacaleans. Lend your time, and let me tell you of their saga:

The Birth of the Amacaleans:

At the dawn of time, the elemental dragons brought forth the mortal races and placed them on the world of Ashan. From Shalassa, the elemental dragon of water, came the Amacaleans, known to the common people as the Seaside Gnomes. The Seaside Gnomes stand around 4 1/2 feet tall, and have a skin tone ranging from teal to royal blue. A gnome has a lifespan ranging from 150-300 years. They are native to the islands of the south and spend copious amounts of time at sea and in the water, and although they are not gifted to breath underwater, they can spend virtually indefinite amounts of time in the seawater without irritation, and have a second lens on their eyes that allows them to see fairly clearly underwater. It was Shalassa's will that her people play an active role in the world of Ashan, and she knew if her creation were an underwater people, they would invariably retreat into isolation. Gnomes are an adventurous, curious, and innovative people that always can always look upon the vast horizon with a sense of hope for the future. They express their fascination and love of the world and for their revered matron dragon deity through their art, music, and most of all, through their science. Gnomes have acquired an exclusive art with alchemy, which bridges the gap between chemistry and the arcane, and it is this exclusive art which they exploit to full potential against their foes. For indeed, as with all the great mortal races of Ashan, the gnomes were destined to wage war against the forces of chaos and darkness.

Battle for the Seas:

During the first war against demonkind, while the other mortal races were battling the demon legions, the gnomes faced a much smaller threat below the waves, but they faced it alone and without hope of any allies. A watery offshoot of the demons, the wicked naga, marshaled their forces under the banner of Urgash and of a corrupt, twisted aspect of Shalassa, know to them as the Demoness of the Depths. Their mandate under the will of Urgash was to obliterate the gnomes of Shalassa while the larger demon forces were to conquer the mainlands. Their leader was Shak’ravanu, the nefarious Blue Witch. Her forces were divided into three groups, with two smaller groups ravaging the less defended islands and outposts of the gnomes, while the main force, directly commanded by the Blue Witch, marched onward to the main gnomish isle of Marderro.

Assembling the Marderro Armada:

The gnomes were ill prepared for the naga onslaught that was rippling across the seas like lightning, slaughtering every man, woman, and child in it’s wake. Under the command of High Captain Alastari, the gnomes were preparing for a massive counteroffensive as their forces gathered exponentially at Marderro. Within three painful weeks of waiting, the armada was assembled to a size that Alastari felt could match the forces of the Blue Witch head on, and he set off at once. Alastari, pressured by the constant reports flooding in of the devastation of the nagas, favored a frontal confrontation to stop the bloodshed as quickly as possible. His lieutenant, Merratio, unwaveringly disagreed. Merratio believed that should the gnomes fall, the nagas would unquestionably march onward to the human and elven kingdoms, who were already straining their military muscles to full strength against the demons. He felt it was regrettably necessary to let more settlements fall under the nagas, and to face off the Blue Witch in the waters outside of Marderro, giving the armada even more time to amass.

Scoffing at his lieutenants cold-hearted tactics, Alastari set sail, with an armada of 300 warships behind him.

The Battle of Vaku Trench:

The Blue Witch, after thoroughly scrying the armada, felt confident her forces could tackle the armada and destroy a vast portion of the gnomish forces in a single blow. Several brigades of the finest warriors from each of the two smaller groups were prepared to rendezvous with her forces at Vaku Trench. The plan went as anticipated, and the naga marauders clashed into the armada as two hurricanes roaring for dominance over the seas. Alastari’s forces fought better than expected, and the entire area was tinted in red from the blood of fallen warriors. Schools of sharks were attracted to the scene and driven into a frenzy from the sweet scent of blood. Alastari fell in combat to a naga sorcerer, leaving Merratio in command. Despite the grudging disagreement from his officers, he ordered the remaining armada to withdraw to the isle of Marderro, and left several more gnomish settlements exposed to the naga.

The Triumph at Marderro:

Though her forces were mostly intact, the Blue Witch had indeed suffered noticeable casualties at Vaku Trench… more than she had liked. Just the same, she knew that if the gnomes had time to fortify Marderro, she would never conquer it, and she knew that Merratio knew this. She had no choice but to charge onward to Marderro immediately, and that is what she. The gnomish settlements on the way were razed and butchered, and the three groups of naga armies all diverged upon Marderro, where Merratio’s reinforced armada was waiting. The extra time that Merratio had bought allowed another 200 warships to set sail from the smaller isles on the opposite side of Marderro from where the nagas were attacking. The two massive naval armies clashed in the coastal waters of Marderro, with the 200 extra warships flanking the naga army from the sides and armed to the brim with Shalassan priests that allowed the gnomish marines to plunge into the water and breath like fishes. Thousands of gnomes sunk to their watery graves, but ultimately, the nagas were torn apart by the stalwart swarm of marines that were fighting for their people’s very existence, and the Blue Witch fell with them. The victory was bittersweet though for Merratio. Countless citizens hated him for allowing the naga to raze several more gnomish settlements, and there were rumors of having him exiled. Rather than see the outcome, Merratio went into self-exile, and set sail to the Shrouded Isles to the far south, where he was never heard of again.



The Founding and Flourishing of the Coral Kingdoms:

After the great wizard Sar-Elam sacrificed himself and banished the demons to the underground prison of Sheogh in 0 YSD, civilizations were uniting across the world of Ashan. The gnomes had suffered terrible loses themselves in the war against the naga, but the war had also united them as one people. The High Council of Marderro was established to govern the gnomish civilization, which would become known as the Coral Kingdoms. The coralfolk, a sapient plantlike race of coral, joined the Coral Kingdoms, and many powerful and benevolent beasts were befriended by the gnomes, among them being the Battle Crabs, the Dragon Turtles, and the awesomely powerful Titanics. Alchemy had become a fully established art among the gnomes and their special formulas became highly envied by outsiders. Though their army was small compared to the great land powers of the Griffin Empire, the Silver Cities, and Irollan, they bolstered the mightiest navy in Ashan, and every citizen could rest easy knowing that the Coral Kingdoms could not easily be threatened.

Gnomish towns became easily distinguishable from the cities of other nations because of the magically reinforced domes that cover them, which block out the harsh weather. These domes began to serve more practical purposes when the gnomes began settling underwater. Priests of Shalassa receive a special boon that allows them to cast auras of repulsion to push back water. These special auras, though expensive to set up due to the rare reagents needed in the spell, were used underwater to create magical underwater air bubbles. Domes were then constructed to reinforce the auras, allowing the gnomes to settle in underwater cities. These underwater cities exist mostly along coastal regions, and the largest of them is the Galaci Baydome, which would eventually house the largest school of alchemy in the kingdoms and become the center of government by 788 YSD.

Though there were conflicts throughout the centuries, the gnomes came through relatively well off. During the War of the Gray Alliance in 951 YSD, when King Alaron, King Alexei VI, and King Cyrus battled off yet another demon invasion, the gnomes had to fight off another wave of nagas that coordinated the attack with the demons. But the war was quickly won and the gnomish casualties were low compared to the first naga war. Indeed, the nagas were embarrassed at their massive failure and retreated further east in the sea than ever before. This left the gnomes prouder than ever, and radical nationalism began to spread throughout Marderro. Many gnomes began to believe that they were superior to the other mortal races of Ashan, and that Shalassa was the greatest of the elemental dragons.

The Coral Kingdom in 951 YSD



CAMPAIGN HEROES:

Urnica
If ever there was a gnome whose mind never stopped thinking, it is Urnica. This obsessive, brilliant alchemist is often daydreaming to the point of being oblivious to her surroundings, and will often wake up in the middle of the night with an idea. Eccentric as she may be, she has gained immense respect among her peers and many are proud to call her their leader. Foes facing Urnica are faced with a flurry of alchemical power.
Special: Alchemist Dreamer
The sorcery skill applies to Urnica when using potions.
Starting Skills: Basic Sorcery, Magic Insight
Spell Book: Arcane Crystal

Merratio
This daring young gnome was a legendary mariner in his younger years, and held the record among his time for taming the mighty dragon turtles for the army. Now, in his middle adult years, Merratio is still an amazingly swift and daring mariner, and has combined it with a keen wit and aptitude for strategy. Although he could have taken almost any beautiful gnomish woman for his bride, he humbly proposed to Urnica, and the two of them have made an exemplary couple as they combine their efforts to protect the gnomish kingdom.
Special: Rook
The hero receives an additional front row of squares to place on during tactics mode.
Starting Skills: Basic Attack, Tactics
War Machines: Ballista

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted January 20, 2009 05:33 PM

I'll join this round, with my faction, the Preserve.

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einomida
einomida


Known Hero
posted January 20, 2009 07:08 PM
Edited by einomida at 10:21, 16 Mar 2009.

The Hive

Aka: Biognomes
Associated Colors: Yellow, lots of green, brown, amber and beige
Core Philosophy:
Worship: Dragon of Nature
Country/Kingdom: Kingdom of Ghelon
Capital: Insarphagus aka The Primeval Hive (hive of the Prodigy)
Symbols:

History
"Ghelon is a relatively young kingdom. Some time ago, it was a county/shire on the borderlands of the Griffin Empire and it was ruled by The Empire`s queen or king. What made Ghelon special was the amount of gnomes living there, almost 90% of the population were gnomes. The Ghelon area is heavily forested and there aren`t many wide-open lands - there`s not much room for humans.

The gnomes were happy to have this quite remote place for themselves and their research. There was, however, a downside to this - Ghelon isn`t very rich in natural resources (except trees). The amounts of metal, crystals, sulfur etc. are scarce. Gnomes are famous for their love of mechanics, technology and such, but Ghelon gnomes are different. They use their intelligence to advance agriculture and do biological research. So actually, Ghelon area was perfect for these gnomes, because of the diverse and untouched nature.

So, the real fuss began some centuries ago. Being a borderland shire, Ghelon was constantly under the threat of invasion by Necromancers or demons. And so it happened. During a war, Ghelon was conquered by a necromantic army. At that time, gnomes didn`t really know anything about giant bugs or insects living in the forests of Ghelon. There were some report of "monster" sightings, but that was it: and actually, these "monsters" were the main reason why gnomes didn`t dwell deeper into the woods, but established themselves in more open areas.

There were some more enthusiastic gnomes who wanted to know more about these strange creatures. There was one who saw that these insects were rather peaceful and, to some degree, even noble. This gnome was called Bane (a strange name for a gnome).

But back to the necro-invasion. Although the necromancers themselves had not much to do with Ghelon, because it was a rather uninteresting land to them, they brought with them another invasion, a biological threat - giant spiders. These spiders became a real menace, eating livestock, destroying villages and even killing gnomes. It was during that time when the forces of gnomes combined with the mighty insects. It was thanks to Bane who managed to communicate with an insect master, the Prodigy. The Prodigy "told" bane that the spiders were a threat to them all. So Bane managed, after many many attempts, to convince his elders to join forces with the bugs. And so it went that they finally managed to drive the spiders away and with the coming of Griffin army, the necromancers` invasion was over.

The queen and king of The Empire ware so pleased with gnomes that they let them have the Ghelon area. So was established the kingdom of Ghelon. And with it sprung many research labs throughout the forests called Hives (Hives are usually built near real hives where live insect queens of any species). Now the insects and gnomes live in harmony, researching and developing their kingdom`s strenght."


Society

Although at first glance, The Hive might look like a research center, which it mainly is, it still has all the properties of a regular city, ruled by diplomacy and politics. The main core of The Hive`s ruling power is The Council of Nine, where all important decisions are made. New members are selected from all the citizens, no matter what age or gender. Although, naturally, children are not selected. Under the Council of Nine are 4 departments: Research, Diplomacy, Military and Economics. The Research Department has usually the most influence over The Nine, but this varies from Hive to Hive. Also, in each hive is a queen bug, who rules over it`s generals (usually Golden Hornets and Emperor Wasps), to whom all other insects obey.

Ghelon is not without a central ruler. The king and queen of Ghelon live in The Primeval Hive, by far the strongest, richest and most advanced of all the hives. Through there the ruling of all the insects is made, because the Prodigy, who is the leader if insects, lives there, too. The Prodigy is still the one Bane once met. However, it`s time is getting over, but no other of its kind has yet come to life.

Now, it may seem like the insects had their own little society going own. But this is not the case. Previously, the insects lived by a form of hierarchy where no lower class bug would do nothing to threaten an upper class bug. Direct "control" over individuals did not happen. One might think that the gnomes have enslaved the bugs and it might right, but let us not forget that the insects are grateful for the gnomes, because they helped to drive the spiders away centuries back. Also, if the insects wanted, they could easily kill all the gnomes. There is, however, a chance that the only thing holding the insects back is the Prodigy. Who knows, what might happen if it dies and a new ruler takes it`s place...



(tree - gnome - knight - parasite)


Creatures


Tier 1
Darter -> Blowgunner/Needleray

Darter
"Ah, the good old blowguns, they never let you down in a deep forest. It`s their compact measures and ease of use that make them the favorable choice for the gnome hunters. And since The Hive is literally full of poisons, darts and blowguns become real handy weapons."
Visual: a gnome in brown clothes.
Stats: good HP and Init. Low on defense.
Abilities: Shooter, Poison Darts*


Blowgunner Upgrade
"They are the advanced Darters, carrying heavier and longer blowguns. This, however makes them more suitable for military purposes, because it`s hard to move around in the forest with a big, clumsy wooden tube. On the other hand, The Hive`s military biologists have developed special poisons to be used with this old-fashioned blowgun."
Visual: as said, their blowgun is a bit bigger. Clothing is a bit darker and they wear a leather cap.
Stats: improved damage and HP
Abilities: Shooter, Poison Darts*, Advanced Poisons - Fatigue, Venom*


Needleray Alt Upgrade
"Sometimes one arrow isn`t enough to hit a fast-moving bird or animal. That`s why The Hive`s brighter minds (in the field of mechanics and technology) have come up with this unique weapon - a prototype blowgun codenamed "Termite Nation", which can shoot a burst of several specially desgned darts, instead of one. Although the gun is still in it`s testing phases, a lot have already been manufactured to be used in The Hive`s army - time will tell, whether it will completely replace it`s older, poison-based brother, or not."
Visual: Clothes are the same, but Needleray`s have a special helmet, which has a scope-like thing over one eye. "Termite Nation" itself looks a bit more "advanced" - a bit metal here and there and a magazine-like thing. But nothing spectacular, because gnomes in The Hive aren`t mechanics. It shoots a burst of three little darts.
Stats: Improved ATT, HP and dmg (deals more dmg than Blowgunner, but has less HP)
Abilities: Shooter, Burst Shot*, Termite Nation Special - Thermite*, Termite Nation Special - Fall of Nation*


New Abilities:
Poison Darts: the attack of this creature inflicts poison on it`s target, dealing one point of damage per attacker every turn for 3 turns. Doesn`t affect mechanical, undead or elemental creatures.
Advanced Poisons: Effects:
Fatigue - target`s speed and Init are decreased by a small amount. 1 time use.
Venom - an extra strong, unhealable poison that deals 1.5 times more damage and lasts one turn longer than regular poison. Can be used 2 times per battle.
Burst Shot: this unit shoots 3 consecutive darts (counted as one attack). If some portion of this creature`s ammo is by some means stolen, and only 2 or 1 shots are remaining, this creature cannot shoot.
Termite Nation Special - Thermite:this unit`s specially designed darts "eat" through enemy armor, lowering it`s defense by 2 per attack. Moreover, since Needleray`s fire three darts in one attack, there is a 40% chance that all of the darts hit the exact same spot - in that case, the attack ignores 20% of enemy armor; DEF reduction doesn`t change.
Termite Nation Special - Fall of Nation: There is a 5% chance that "Termite Nation" fails and breaks. In that case, it can be propelled to anywhere on the battlemap where it blows up, dealing damage to and lowering defense by 1 for everyone in the 5x5 blast radius. Blown up weapons are repaired after the battle. Needlerays become weak melee units.

Tier 1
2. Parasi -> Glutoneria/Podryad

Parasi



Glutoneria Upgrade


Podryad Alt Upgrade


Tier 3
Boar Rider-> Boar Charger/Pig Ram

Boar Rider
"Now what is a boar doing in a bug-infested, gnome-run town? Actually, gnomes use boars to get around the deep forest. Why? Because they don`t want to move on foot, there aren`t any fast-moving insects big enough and gnomes don`t like to fly. Boars are quick, agile, used to the woods, don`t need much care and the perfect size - there`s no better transport for the gnomes."
Visual: boar from HoMM2, a gnome with a hammer mounted on it.
Stats: High HP, Speed and Init. Low defense and ATT. Average dmg.
Abilities: Large Creature, Sleek*


Boar Charger: Upgrade
"Let`s just say that these gnomes dream of being royal knights... no, not Human Champions and Paladins. They dream of one day being able to ride an Emperor Wasp or a Golden Hornet. They still have a long way to go, though."
Visual: better equipped. Hammer is also more massive and longer.
Stats: Improved Init and dmg. HP a little. Others are same.
Abilities: Large Creature, Sleek*, Champ Charge*


Pig Ram Alt Upgrade
"A Golden Hornet, an Emperor Wasp? Pfft, there`s nothing better than a mighty boar. And these gnomes live to prove others they might be right."
Visual:Wears a crude, heavy leather armor. The pig/boar itself is darker, has longer husks(I think they are husks) and fur. Gnome has better armor, but the hammer is the same old. one.
Stats: Higher HP and DEF. Slightly better dmg than Rider. Sturdier than Charger, but deals less damage.
Abilities: Large Creature, Ram*


New Abilities:
Sleek: despite being a large creature, this unit is capable of moving through unblocked 1 tile wide spaces, if it can stop on a 2x2 tiled space.
Champ Charge: Activated ability, unlimited. This attack has the potential to do 130% of normal damage, but also to fail and do only 70% damage. The chances to do bigger damage is higher if the target is further away from the creature. Cannot be used if adjecent to target.
Ram: Activated ability, unlimited. This creature is capable of ramming enemy creatures and possibly stunning them. Small creatures can also be moved, but this doesn`t always occur. The chances are bigger, if the target is further away. Damage done by Ram is lesser than by regular attacks.



Tier 4
Insectivist -> Bug Lord/Gnome Mage

Insectivist
"The mystics of The Hive. Aside from the hero, Insectivists are the only ones to practice foreign magic, even if only a little. They aren`t completely traditional mages, however, as implied by their insect-realated ability, but they can`t totally control insects."
Visual:
Stats: Low HP and DEF, average dmg, Spd and Init, ATT. Statistically weak.
Abilties: Shooter, Caster (Spellbook: Basic Slow, Basic Confusion), Insect Mind-Control*


Bug Lord Upgrade
"They have taken magic to a whole new level by studying and communicating with the insect society. The are called Bug Lords for a reason, as they can go into the (little) minds of insects and change their (little) thoughts."
Visual:
Stats: better HP, DEF and ATT. Has lost a lot of mana, left for 2 Slows.
Abilities: Shooter, Caster (Spellbook: Basic Slow), Summon Hive*, Insect Mind Control: Lord of Bugs*



Gnome Mage Alt Upgrade
"As their dull name suggests, these mages are as traditional as one can be (although not in the sense of The Hive). They have literally no connection with insects, they travel around the world and study magical arts common to anywhere else."
Visual:
Stats: Better HP and dmg. Improved mana
Abilities: Shooter, Caster (Spellbook: Adv Slow, Adv Confusion, Deflect Missile No Mastery)


New Abilities:
Summon Hive: Activated ability, one time per battle. Works as Summon Hive spell on Adv. mastery. DEF is equal to Hero level and no mana is drained if Wasp Swarm is cast or if the Hive is summoned.
Insect Mind Control: If this creature is on the battlefield, no allied insect unit`s morale can go below 0. These insect units are: Parasi and upgrades, Artillery Beetle and upgrades, Wasp Knight and upgrades.
Insect Mind Control: Lord of Bugs: in addition to previous effect, this unit raises all insect units morale by 1. Moreover, Bug Lord can concentrate on only one insect unit - this insect unit`s morale is raised to 4 and both it and Bug Lord become immune to mind control and any other mind related effect, consequently, the morale effect of Insect mind Control doesn`t apply to any other creature. If the targeted unit is already under mind control effect, this ability cannot be used. Bug Lord becomes inactive during this effect and remains so for one more turns if the effect is canceled. If a controlled stack dies during this mind control, the Bug Lord suffers from a serious head-trauma and thus becomes inactive for 3 turns.




Tier 5
5. Artillery Beetle -> Acid Beetle/Fire-Eater

Artillery Beetle
"The name speaks for itself - these massive beetles literally spit out their saliva beyond great distances and harm anyone who might become their enemy. If, by luck, that enemy manages to avoid getting hit by these gross balls of spit and reaches the Beetle... well, that`s even worse."
Visual:Massive, black beetles likeTHIS. Saliva is white/transparent All beetles shoot a sphere shaped ball, but melee attack resembles a flamethrower flame (in Fire-Eater`s case, it is a flame).
Stats: massive HP and DEF, decent dmg and Init. Low ATT and Speed.
Abilities: Large Creature, Shooter, No Melee Penalty


Acid Beetle
"Instead of shooting regular saliva, which is gross as it is, these beetles have developed a special gland that gives their saliva acidic properties. These guys can kill you in an instant... or let you die a long, painful death."
Visual: now they look like THIS but with a blue/green tint. Saliva is also poison/venom blueish green.
Stats: Better HP, DEF and dmg.
Abilities: Large Creature, Shooter, No Melee Penalty, Acid Rain*, Corrosive Breath*


Fire-Eater
"It seems that gnomes really are jealous of dragons. And to relieve this bad emotion, they have bred a fire-breathing beetle, which is capable of incinerating nearly anything in its path. And they can actually hover."
Visual:HELLO! add a orange/yellow tint and you have it.
Stats: compared to Acid Beetle they have better dmg and ATT, but less HP and DEF.
Abilities: Large Creature, Shooter, No Melee Penalty, Incinerate (same as Red Dragon), Napalm Breath*


New Abilities
Acid Rain: ranged attack damages not only the target, but also all adjecent creatures (3x3 tile area) to the target. Adjecent creatures receive half of the normal damage. The Hive creatures are immune to this effect.
Corrosive Breath: all attacks, ranged or melee, deal damage for 2 more turns to the target. Each turn, the damage done by this effect is halved. Incorporeal units are immune to this effect.
Napalm Breath: Fire-Eater`s equivalent to Corrosive Breath, but creatures immune to fire doesn`t suffer from this effect (on the other hand, incorporeal units do).




Tier6
Bug-Eater -> Flytrap/Symbiote (I hope this counts as a tree)

Bug-Eater
"The jewel of The Hive`s biotechnology - Project B.E.E Mk.I, codenamed "Bug-Eater". B.E.E stands for Biologically Engineered Exoskeleton and that`s exactly what it is - a gnome in a battlesuit, except the battlesuit is organic rather than mechanic. It`s biodegradable, too, in case some green activists are worried."
Visual: a light-armored gnome is basically wrapped in a plant. the gnome carries a pot on its back (from where the plant comes from. It has long claws with what it attack the enemy.
Stats: Good ATT and damage. Med Init and Speed. Bad HP and DEF.
Abilities: Immunity to Earth



Flytrap
"A new, prototype version of "Bug-Eater" - Project B.E.E Mk.II, codenamed "Flytrap" (from the deadly Venus Flytrap). This exoskeleton is even more deadly than it`s older brother and offers better protection, easier controls and a completely new secret weapon... or even more secret weapons, I can`t tell, they wouldn`t be secret anymore, now would they?"
Visual:

Plus two ofthese coming from its back. Also, the gnome inside can be seen a little. All special abilities are connected to the Venus Flytraps coming from its back. For example:
Reroot - Flytrap plunges it`s 2 Venus Flytrap "things" into the ground and it attacks the enemy from beneath.
Stats: Improved in ATT, dmg, DEF and HP - remains an offensive creature, but is more balanced than Bug-Eater. Considering its abilities, Flytrap is an extreme damage-dealing unit.
Abilites: Immunity to Earth, Reroot*, Killer Instinct*



Symbiote
"The latest in The Hive`s biotechnology - Project S.A.B.O, codenamed "Symbiote". S.A.B.O stands for Self-Aware-Battle-Organism. This is a branch of the B.E.E project. The main difference is that "Symbiote" doesn`t need a "driver", it`s capable of controllong itself. Atlhough this eliminates the need for trained gnomish "drivers", "Symbiote" is a lot more complex organism, which in turn puts it in the same cost and efficiency level to "Flytraps."
Visual: Like this, but on two legs.
Stats: All but Init and Spd are increased. Is even more balanced and statistically superior to Flytrap.
Abilities: Immunity to Earth, Immune to Mind Control, Regeneration*


New Abilities:
Reroot: Activated ability, unlimited. This creature can attack enemy stacks one tile away from it, even if there is an obstacle or another unit between them. Does 75% of normal damage.
Killer Instinct: if an enemy unit is standing adjecent to or passing by this creature there is a chance that the creature attacks the enemy stack (during the enemy`s turn), dealing 25% of normal damage.


7. Wasp Knight -> Emperor Wasp/Golden Hornet

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 21, 2009 12:22 AM

Quote:
Or I'll make a town so awesome that he gets blinded and unable to see the other factions...


Remember who you're talking about.

Setting the deadline -Wednesday, January 28, one week and one day from today

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