Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 16, 2008 05:37 AM

I posted most of the rest of my entry.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 16, 2008 10:33 AM

Worked on my Creature Line-up and my Racial.
____________
Coincidence? I think not!!!!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 16, 2008 07:13 PM

If everything works out, I'll post my faction later today...

So the deadline's tommorow right?
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 16, 2008 09:12 PM

I thought it was some time from now...

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 16, 2008 09:37 PM

Oops, the 25th? And I've been stressing myself again! Damn it!!!
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 16, 2008 09:49 PM

At least now you can relax
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 16, 2008 09:51 PM
Edited by Adrius at 21:53, 16 Jul 2008.

Or I can continue to stress myself and create an über-faction

God bless the stress!!

(No seriously, I'm such a competitive person when it comes to things like this that I'll probably kill myself in the process...)
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 16, 2008 10:03 PM

Adrius, chill out dude.

You are making it more stressing and hectic for yourself than it nessecairy
____________
Coincidence? I think not!!!!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 16, 2008 10:04 PM
Edited by Adrius at 22:08, 16 Jul 2008.

I know, I work better that way

(Oh, and if you're worrying about me, don't. It's not as SIRIOUS as it sounds.)
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 17, 2008 01:03 AM

Now these entries are what I am talking about!!! It is going to be a blast to score these!
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
emilsn
emilsn


Legendary Hero
posted July 17, 2008 09:45 AM

The 25th? I am not home there. but then again, makes it more exciting
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 18, 2008 02:37 PM
Edited by Jiriki9 at 22:41, 18 Jul 2008.

Town: Flamepit
Race: Troglodytes & Pyrophs (Fire Elementals)
Worship: Pharqol, the Ancient Pyroph Lord
Colors: Muddy Brown, Tar Black and Firy Red
Symbols: The Crumbled Circle and The Pyroph Crown
Capitol: There is no formal capitol, but Ingvashra is the most important Flamepit Town and Ziagat the biggest.

Story:
Long long ago, the troglodytes dwelled rather dumb in the underground, but at one moment, long gone now, a shaman of the troglodyte captured a wizard who got lost there and pressed the knowledge of summoning out of this wizard. The troglodyte - by skill or pure luck, noone knows this now - managed to summon a fire elemental. This elemental, ratehr intelligent, did not only serve the summoner, it also directed them into some actions. Within a few years the troglodyte shaman became a relatively goog summoner and began teaching other troglodytes to do so.

In the time of centuries, in one poart of the underground world, the summoners had become the rulers of the troglodyte, specializing on the summoning of fire elementals. But they were controlled by those themself and didn't see, how the elementals were using them. Then, aftrer  another century or so, the Elementals had finally managed to be an important part of the troglodyte society, and to stay on this plane for a long time. They began to build houses for themselves. From servants, they became equal 'citizens and they brought some wild, hot kind of order to the troglodytes.

Then the fire elementals learned to summon themself andthey threw over the Summoners and the Overlords and set their own Flamelords as rulers instead. The troglodytes became slaves under the elementals, which, in the meantime, had seperated from the 'normal' elements and claimed to be an own culture, calling themself Pyrophs and worshipping Pharqol,the first Flamelord who had managed to stay in this world, who allready seems to have been a kind of leader on the elemental plane. Many centuries passed and the Flamepits began to pop up here and there in the underground, having a good power, but seldomly being even recognized by some of the other undergroudn towns, not even concerning the overworld cultures.

But about 400 years ago, a seperated group of Summoners, calling themself the Spiritmasters, managed to rebel succesfully aganst the Pyrophs and the slaver of their people, and a civil war followed. In the end, the flamelords agreed to give the Troglodytes more freedom, removing the direct slavery and setting the Overlords back in a leading position. During the last four centuries, the relationship between the cultures has bettered indeed. Some Troglodytes and Pyrophs even decide to become 'Pyropactors', merging the two races in one strange being, extremely powerful and rather intelligent. And up to now, the Flame pPits have finally discovered the worth of the Overworld and other races have realized that the Flamepits exist...this could be the beginning of great alliances - or bloody wars...the fortune will show which of this will come true.

Town Appereance:
Underground, Pitlike town, with seperated districts for Pyrophs and Troglodytes, which have two different kind of buildings.
Creature buildings are:
Workers Huts > Miners Huts OR Breeders Huts
Flame Altar > Altar of Pharqol OR Flame Circle
Wolf Enclosure > Wolf Training Grounds OR Wolf Pits
Summoners Temple > Flamebinders Temple or Spiritmaster Temple
Pyroph District > Enflamed District OR Flaming Guardhouse
Balloon Workshop > Bomber Workshop OR Zephelyn Platform
Fire Palace > Flame Castle OR Pyroph Citadel


Creatures:

L1: Worker (Immune against 'Blind') > Sulphur Miner (Fire Resistence 50%, Immune against 'Blind', Poison Resistance 50%) OR Wolfbreeder (Immune against 'Blind', Stunning attack)

Description:
Troglodytes are the main Population of the Flame Pit, working hard and steady, fighting for their Warlords and the Pyrophs. Most young troglodytes try to advance their worker status to become a Summoner or even  a Pyropactor one time, but it mostly prooves to ben useless. Yet it makes them give everything in battle and work, increasing the worth of this ugly, small race.
Some of the Works are especially hard, for instance the work in the sulphur mines. Only the strongest and toughest survive in the depths of the Pits, surrounded by Sulfur. Those who do are extremely resistant against fire and posion, but their health is still not good.
On the other Hand there are the wolfbreeders, caring for the young wolves and training them for battle. The loss of a hand or leg is not unordinary in this job, so not many troglodytes want to do this hard, unthankful task, and those are more aggressive and skilled in battle afterwards, fighting hand to hand with the wolves. They have all learned the way to handle an enemy without killing him.

L2: Fire Spirit (Fire Body) > Blazing Fairy (Casting{Fire Shield}, Fire body, Self-thinking) OR Pharqols Flame (Air Resistance 75%, Fire Body, Ice Resistance 75%, Water Resistance 50%)

Description:
Small Fire Elemntals are found everywhere in the Flamepits, called by the summoners or their Pyroph Cousins. They are not much more than manifested Fire Energy and therefore not very intelligent, only following the Callers Orders. They are aiding the Pit’s armies and incending it’s fires.
Yet some of the Spirits prove to be more intelligent and manifest in a more material, pixilike form. Those are called the Fire Fairies. There are more independent and sometimes uncontrollable, but they are strong and a bit magical, capable of casting a fire shield around friendly units.
Other Spirits are even less material than the ordinary ones and show up only as big Flames near the Ground – used as everlasting fires in the troglodyte Blacksmiths. They are sacred to Pharqol and will never stop burning, even touched by water, ice or wind – not even those elements magic effects those flames much.

L3: Cavewolf (Immune against 'Blind', Pack Hunter)> Wolfrider (Immune Against Blind, Gvirr) OR Blazepack Wolf (Beastrage, Fire resistance 50%, Pack Hunter)

Description:
A long time ago, some packs of wolves went into the Cavesystem of the underworld and, before they could find a way out, were found by a patrol of the Pit. The leader of the patrol, smart for a troglodyte, took them back to their Pit town, where the Pyroph Lord of the Town ordered the wolves to be tamed, not killed, and so the Cavewolf Breed of the Pit Started. Nowadays the wolfs form a mentionable part of the Pits’ armies and are fearful foes. Like the Troglodytes, they have lsot their ability of seeing,but their masterous other senses are more than a balance to that.
Some Cavewolves are even more dangerous than the others, trainid with fire and full of beast’s hate, which their trainers can direct to the pit’s foes, If no trainers are near, the Blazepack Wolves attack everything near, but with a near trainer who guides them, they belong to the most dangerous and aggressive beasts.
The more controllable, moderate4 wolves are trained in carrying Troglodytes with Spears into battle, combining the swiftness of a wolf with the battelskills and moral of a troglodyte warrior. The special move of a wolfrider formation is called “Gvirr”,wich means ‘Furious’ in the Ttroglodyte language. This move allows the riders to rush trough an enemy, damaging them and directly attack an enemy behind the rushed-trough enemy.

L4: Summoner (Casting{Summon Lesser Fire Elementals, Summon Pharqols Flames}, Shooter)  > Flamebinder (Caster{Fireball, Fire Shield,Firewall, Summon Fire elementals, Summon Pharqols Flames}, Shooter) OR Spiritmaster (Caster {Glory, Master of Puppets, Purify, Spirit Shield, Summon Lesser Fire Elementals}, Shooter)

Description:
The summoners are the most respected troglodytes in the Flamepit after their Overlords. They are the ones who founded the Flamepit once, calling the Pyrophs to aid and finally forming an alliance with them and although the Pyrophs have manged to stay long on this plane now, the respect of both Pyrophs and Troglodytes for the Summoners has not lessened. They are not only able to throw fire bolts on the enemy, they also can summon lesser flame elmentals or Pharqols Flames.
A summoner who is skilled enough can choose the way of a Flamebinder, mastering the element of fire and increasing his magical power. Those skilled users of fire magic can cast fireballs and call walls of fire to protect themselves, they can create fireshields around friendly units and even call real fire elementals on the battlefield. Their only loss is the small number of them.
Other summoners choose the way of Spiritmasters, increasing their magical skills and learning to control and aid others. They can still call elementals of fire, but they also can strengthen friendly units and even gain control of weak enemies. It is said that the first Spiritmasters were once rebelling against the Pyrophs, but the rebellion wasn’t thrown down. Instead a pact between spiritmasters and Pyrophs was signed, securing more rights for Troglodytes in the flamepits, which were before that only slaves.

L5: Pyroph (Fire Body) > Incendor (Call Flames, Fire Body) OR Flameguard (Armored, Fire Body, Grand Shield)

Description:
The average Pyroph is a warrior. All their being in this plane has the goal to extend this being here, and to follow the guides of their Lords and Pharqol. They seem not to need training, but arrive here allready skilled in battle. The Pyrophs speak their own language and only few of them learn the crumbly Troglodyte’s tongue. Their culture is still a riddle even to the troglodytes living next door to them. They build strange altars for Pharqol and for ‘The fire itself’ and they also build kind of houses, but different to any house made by mortal beings here. They do not eat nor drink, but they seem to need some burnable ressources after a few years, or they grow thiner and fade away sometimes, like smoke over a waned fire.
Some of the pyrophs obviously have more control about flames than the others. The troglodytes call them Incendors, but they can only guess those beings’ purpose. Some say the Incendors arre Priests of the Fire, others claim that they ar emore like trained warriors, but it is all unsecured. Fact is that an Incendor can call a flame anywhere on a battlefield, as often as he wants. And it’s also a fact that other Pyrophs respect and honour the Incendors and that the Incendors feel superiour even to other Pyrophs – troglodyte are not more than dirt in their eyes, even the most skilled summoners.
Other pyrophs are obviously trained warriors, wearing a kind of Armor and Shield, made of Fire Resistant Gems and liquid Magma, flowing up and down. They guard Flamelords and the Pit towns, only letting pass frinds, although noone knows how they can separate friedns from foes so easily. They are also respected by the other pyrophs, but definitely not as arrogant as the Incendors. Sometimes, they even are friendly to Troglodytes which allways confuses the little fellows.

L6: Hot-Air-Balloon (Balloon, Incendable, Transport Units) > Trogbomber (Balloon, Bombing, Incendable)  OR Battle Airship (Advanced Transport, Balloon, Fire Weakness 100%)

Description:
Although they mainly breed undereground, the Troglodytes have recently discovered that hot air can set a special vehicle into the air. They called the Pyrophs and made plans for several years and now, just a few months ago, the fisrst ballons have been constructed. Now they are used for spying and scouting,  mounted by four Troglodytes, a Pyroph as Navigator and Leader, and a Pharqols Flame as the ‘fuel’ of the balloon, heating the air in it. They are also used for transporting units on the battlefield. Their main lacks are their weak damage and the small chance that a ballon can set fire.
Recently, some ballons got equipped with a new invention of the troglodytes. A Ball made of iron, filled with sulphur and other ingredients,  that can be thrown down on the battlefield. This increases the worth of the balloons highly, giving them the ability to deal real tough damage to the enemy troops, which they lacked before. Yet the Trogbombers cannot transport units anymore, because they are to full with bombs.
On the other side, some Pyrophs discovered painfully, that their firy substance can be dangerous for the ballons. So they invented new techniques to secure the ballons and the solution is the Zephelyn. The balloon team and transported units are nw in a save, closed cabin under a very big balloon, filled with some strange gas from the pits. The Zephelyn is more mobile than a balloon, and more quick too, because it has a magical drive. But it is very weak to enemy attacks, especially fire attacks.

L7: Pyrant (Fire Body, Intense Heat) > Flamelord (Fire Body, Intense Heat, Lord of Fire) OR Ancient Pyroph (Ancient Wisdom, Caster {Anti-Magic, Blessing, Firebolt, Firewall, Inner Heat, Purify}, Fire Body, Intense Heat)

Description:
The mightyer Pyrophs are able to manifest themselves in this plains in a giant shape, being the strongest manifestions of fire ever seen. One of those Pyrants alone could easily burn down a forest or town without getting tired. Their heat is so immense that everyone near them gets hurt by it – of course not pyrophs or othe rbeing simmune against fire. Indeed, all Pyrophs and other fire elementals or Spirits fighting near a Pyrant gain a small bonus to attack and defense. Pyrants are also, like the Incendors, able to call fire on the battlefield.
Where the Pyrants are the elite of the Pyrophs, the Flamelords are their Nobility. A Flamelord on the Battlefield will give strength to all Pyrophs and is also a great warrior. Other as Pyrants, Flamelords use weapons, even if it are strange ones, and wear an armor similar to the ones of the Flameguards but much heavier and thicker. Flamelords just trample everything thats in their way, for they are made of Fire and even a wall is no barrier for them.
The Ancient Pyrophs are the wisest beings in the Flame Pits. Their Spells of Fire and Blessing are honoured even by the Flamelords and their  just mind makes them perfect for their job of the Pit's judges. There is a legend that once, an ancient Pyroph found that his whole Pit was a buinch of traitors and, with intelligence and strength - and the help of an Overlord of another Pit - he simply destroyed the pit just because of this believe.


Creature Abilities:
Advanced Transport: Transport Units + This ability can be activated in the adventure mode. The Zephelyn and a chosen stack of units in the army of th zephelyn are directly moved to any heroe, town or garrison within the zephelyns moving radius (nor sure about it. It should be about 2 days’ range, but ignore terrain, forest, mountains and any other barrier.
Ancient Wisdom: As long as this creatures are in the army of a hero, he or she gains the amount of creatures as wisdom.
Balloon: Flying + This creature can only be hit by ranged attacks or Flying units (because its allways flying), but it deals only ¼ of its damage to creatures without flying.
Bombing: This unit has a ranged attack against ground units that deals double damage (4 shots).
Call Flames: Activate this Battle Ability as often asa you want. The creature calls flames on any square of the battlefield, damaging a creature standing there with fire.
Fire Body: Fire Attack + Fire Immunity + Fire Shield
Incendable: Fire Weakness 25% + This unit has a chance of 5% per battle round that it catches fire, killing half of this creatures’ stack and dealing ½ of the damage delat to itself thisway to all nearby creatures.
Intense Heat: All units standing next to this creature at the beginning of their turn or moving next to this creature get a fire damage immediately)
Lord of Fire: As Long as this unit is on the battlefield, all Pyrophs and Fire Elementals on your side gain +5 attack, +4 Initiative and defense and +2 moral, Luck and Speed.
Transport Units: Battle Ability that must be activated. Can be used unlimited. Takes a unit (NO LARGE UNITS) within three squares of the transporting unit to any chosen field in the movement range of the transporting unit, placing this unit behind the transported.

Hero Types:

Overlord
Stats: Attack 2, Defense 2, Power 1, Wisdom 1
Skill: Pitlord

Pyropactor
Stats: Attack 1, Defense 2, Power 2, Wisdom 1
Skill: Fire Forging

Hot Incendor
Stats: Attack 2, Defense 1, Power 2, Wisdom 1
Skill: Fireheart

As I prognosed: I'm not ready yet, I got no time left and I'm away for two weeks. Nevertheless I will post now what I have now. I hope it gives a little view on what the flame pit should be as a town.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 19, 2008 05:24 PM

Well? Where are the Round 2 scores?
____________
Eccentric Opinion

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 19, 2008 05:28 PM
Edited by Adrius at 22:15, 04 Sep 2008.

Town name: Swamp
Also known as: The Forgotten, the Outcasts
Associated colors:  Green, brown
Worship: The Elven members mostly worship Sylanna, but the beastfolk have other, strange gods whom they worship in their rituals
Core Philosophy: “Forget the past, the future should be our concern”
Country / kingdom: The Deepest forests of the Sylvan realm.
Capital city: Aniel, also known as Sylanna’s leaf
Architecture: Aztek inspired
Key symbols: Troglodyte Totem, The Fallen Leaf



This is a small picture I made to gain a better view on how I visioned this town, here's a picture of the outer wall and river (not made by me )



Imagine this town, how the camera circles around the walls, the dark forests, river and buildings...
And then click this link for the town music : Swamp Town Music
The music plays automatically and you can listen to it while you read the rest here, it enhances the feeling. (Well, at least it did for me )

The Swamps: There is a place in the Sylvan realm which no one speaks of, and where no one dares to wander. It is a place of the Troglodytes, great wolves and other beasts. But in the wilderness, a society and alliance exists between beastfolk and Elven outcasts. Even though a society built by criminals and beasts, there are few places where such harmony exists as in the swamp towns (Mostly because criminals are executed immediately in the swamp cities and laws are harder than anywhere else, quite ironic isn’t it?)

History:

52 YSD: The first records over criminals in Irollan is made, many criminal Elves begin to fear their lands new order, the life as a criminal is no longer that easy... There are reports of Elves venturing deeper into the woods, none dare follow them…

52-200 YSD: Life is hard in the swamps; the Great Wolves and Swamp Beasts see the Elves as easy prey and hunt them day and night. This period ultimately ensures that only the most cunning Elves survive in the swamps.

200 YSD: A Druid outcast by the name of Andrael is the first to successfully tame the swamp’s fearful fauna, soon a mighty Druid order is established and life in the swamps is somewhat safer. The first city, Aniel, is created,

200-512 YSD: Unknown to the Swamp people, beastmen are created in the Silver Cities.

513 YSD: Hordes of Troglodytes invade the swamp forests, killing everyone that comes in their way. At the end of the year, the Trogs reach Aniel, and a long, bloody battle erupts…

514 YSD: Hope seems lost for the Elves, but Andrael, their leader, plans to at least die with honour. The Trogs soon stand face to face with him, and acknowledging Andrael’s determination, the Trog commander accepts his challenge. The fight ends in seconds; the Trog commander is decapitated by Andrael’s blade. Andrael prepares to feel the wrath of its minions, but surprisingly, the Troglodytes recognize him as their new leader and join the swamp people.

515-547 YSD:  More cities are built with the help of the Troglodytes, life flourishes.

548 YSD: The Falcon Empire conquers most of the Dark Elven territory in the Sylvan realm, and gets interested in the resources that the swamps may hold. A small force is sent into the deep forests, none return, the defeat is held secret and the knights venture home.

566 YSD: The sacred tree, Brythigga, is burned by an unknown enemy; the swamp forests become darker and silent, as if in despair…

678 YSD:  A second human force is sent into the woods, the survivors report the presence of Elves and beasts in the swamps.

679 YSD: War breaks out between the swamp clans as they are in disagreement on how to deal with the increasing number of human scout forces in the area.

701 YSD: The Troglodytes gets tired of the constant war and refuses to fight, the war ends.

701-994 YSD: The swamp people seem to have been forgotten by the outside world, there are no longer any sightings of humans in the woods, and the swamp cities grow larger…

995 YSD: The Swamp Cities now have a considerable army, one that might actually be a threat to others. A human scout slips through the defences and reports their power. The Swamp People know that they will soon feel the wrath of either humans, who fear their power, or the Sylvan Elves, who consider them to be nothing more than criminals. The Swamp People must ally themselves with someone to be able to survive…

996 YSD: The Necromancers gladly accepts the Swamp Peoples’ offer of alliance, after all, there are no people that can better understand the pain of prejudice as the Necromancers. This will be the start of a war involving nearly every force in Ashan.


Creatures:

Tier 1: Trog-Spearman
Appearance: Green skin, wields a spear
Description: The Troglodytes are intelligent creatures who are well suited for the life in the swamps; they aren’t very sophisticated in combat, but can be very dangerous in large numbers.
Abilities: Small Creature, Immune to Poison, Horde Tactics (This creature’s damage is increased by 1 for every 200 creatures there are in the stack.)

Tier 1 Upgrade 1: Trog-Impaler
Appearance: Dark Green skin, longer spear
Description: The Trog-Impalers are elite among the Troglodytes, and carry a ritual spear normally only used in sacrifices. They are trained in an ancient martial art that ensures that the target is at least left heavily wounded when attacked.
Abilities: Small Creature, Immune to Poison, Horde Tactics (This creature’s damage is increased by 1 for every 200 creatures there are in the stack.), Impale (When this creature attacks, its target has a chance to suffer terrible pains. The targeted creature doesn’t retaliate and receives a 10% penalty to its damage output for its next turn. The chance for this effect to trigger is: 25% + 3% * (TotalHp / TargetHp)

Tier 1 Upgrade 2: Trog-Ambusher
Appearance: Dark Red skin, painted in green and brown for camouflage.
Description: Trog-Ambushers were the first creatures that the humans experienced when entering the swamps, the Ambushers quickly ascended from their camouflage and killed the knights with their stealth skills and unbelievable numbers.
Abilities: Small Creature, Immune to Poison, Horde Tactics (This creature’s damage is increased by 1 for every 200 creatures there are in the stack.), Ambusher (This creature becomes invisible when close to any obstacles on the battlefield such as logs, rocks etc. The creature remains invisible until it leaves the area surrounding the object or an enemy walks up beside it. If an enemy stands close enough for the Trog-Ambusher to attack without leaving the area surrounding the obstacle, the enemy will not retaliate to the attack and the Trog-Ambusher remains invisible.)

Tier 2: Waspwort
Appearance: A plant with several vines and a large, fanged “mouth”.
Description: Waspworts are moving plants known to hide in shallow waters and ambush passing animals, they are easily tamed by the Druids since their minds aren’t all too complicated…
Abilities: Small Creature, Attack and Return

Tier 2 Upgrade 1: Hunter Waspwort
Appearance: Yellow vines and larger mouth.
Description: The Hunter Waspworts are a different breed than normal Waspworts, and are nearly only found in caves and dungeons. They are extremely quick and unpredictable, attacking fiercely without warnings.
Abilities: Small Creature. Attack and Return, Aggression (This creature attacks all enemy creatures who pass by them when moving. For example, an enemy unit targets a creature behind the Waspwort, it runs to it but passes the Waspwort, the Waspwort attacks with 50% damage. The enemy creature’s movement is not cancelled.)

Tier 2 Upgrade 2: Dark Waspwort
Appearance: Darker “skin” and red vines.
Description:  The Dark Waspworts are created by Witch-Doctors’ magic. They are stronger than normal Waspworts and are also able to turn the enemies’ curses against themselves.
Abilities: Small Creature, Attack and Return, Channel Curse (When this creature is affected by any Dark Magic, its attack will give the curse to the enemy creature and Cleansing will be cast on the Dark Waspwort.)

Tier 3: Wolfrider
Appearance: An armoured Elf on a great wolf, wields a blade
Description: In times of peace, the Wolfriders are the keepers of the law in the swamps, able to quickly hunt down lawbreakers and execute them. In times of war, the Wolfriders are fearsome warriors, feared by enemies and allies alike.
Abilities: Large Creature, Swift Attacker (Creatures with lower speed than this creature doesn’t retaliate to its attacks.)

Tier 3 Upgrade 1: Wolfrider Captain
Appearance: Golden armour and a heavier blade.
Description: The captains have the duty of executing cowards in their army, and by doing so; inspire the remaining ones to fight harder. They are experts at hunting down fleeing units, and are often assigned to hunt down enemies who retreat.
Abilities: Large Creature, Swift Attacker (Creatures with lower speed than this creature doesn’t retaliate to its attacks.), Executer (If any enemy creature gets bad morale, this creature will immediately run up to it and attack it with 150% damage, providing that the creature is within range.)


Tier 3 Upgrade 2: Wolfrider Guard
Appearance: Silver armour and battleaxe, the wolf has a darker colour.
Description: The senior keepers of law in the Swamp Cities are the Wolfrider Guards, fearsome warriors with great battleaxes. The mere sight of these creatures in their army inspires the Swamp People to greater prowess.
Abilities: Large Creature, Swift Attacker (Creatures with lower speed than this creature doesn’t retaliate to its attacks.), Battle Roar (Activated ability, the attack of all creatures in hero’s army is increased by 3.)


Tier 4: Trog-Magus
Appearance: A Troglodyte with a totem staff and belt with skulls hanging from it.
Description: The Elves were surprised when the Troglodytes showed interest in the Druids’ magic. Some of them were in fact, gifted spellcasters and were taught in the ways of magic.
Abilities: Small Creature, Shooter, Caster (Eldritch Arrow)

Tier 4 Upgrade 1: Trog-Druid
Appearance: Druid staff and brown cloak
Description: The most powerful Trog-Magus are given a place among the Druids, and are allowed into the more advanced magic used by Druids.
Abilities: Small Creature, Shooter, Caster (Lightning Bolt, Cleansing), Destruction Field (When this creature has an enemy stack next to it and casts a destructive spell, the nearby enemy stack will also be hit, meaning that this creature can hit two or more stacks with one destructive spell)

Tier 4 Upgrade 2: Trog-Witch Doctor
Appearance: Skull staff and potions inside the cloak
Description: The Troglodytes are very creative creatures, and once they learned magic, a whole world of opportunities opened to them. The Trog-Witch Doctor is a user of Dark Magic and poisons, a darker version of the more common Trog-Druid.
Abilities: Small Creature, Shooter, Caster (Decay, Slow), Plague (Activated ability, the Trog-Witch Doctor throw a bomb at a selected enemy. The bomb poisons the enemy and all creatures adjacent to it; the effect lasts for 2 turns per creature but can be renewed if the creature gets adjacent to another infected creature. For example, the Witch Doctor throws a bomb at an enemy squad, the enemy squad then runs forward and passes another stack, the stack is then infected. This effect can also trigger on your own units. The damage made is ½ of the Witch Doctor’s normal damage per turn. If the opponent isn’t careful, this poison can turn into a real mess…)


Tier 5: Rogue
Appearance: An Elf in dark clothing and hood, wears a mask just like the Stalker. Wields a large shield in the left arm and a javelin in the right one, has a pack of javelins on his back.
Description: The feared Rogues have protected their peoples’ borders for hundreds of years. Their sharp javelins can take down almost any creature before they come close, and if they do, the Rogue skilled in close combat too.
Abilities: Small Creature, Shooter, No Melee Penalty

Tier 5 Upgrade 1: Ranger
Appearance: Dark brown clothing
Description: The Rangers are high-ranked rogues whose normal duty is protecting the Swamp Peoples’ leaders. During war however, they are often called into battle since their skills are very useful.
Abilities: Small Creature, Shooter, No Melee Penalty, Ranger Double Throw (Activated ability, the Ranger swiftly throws two spears at a selected enemy unit and makes 200% damage, and then skips its next turn. This ability can only be used once per combat.)

Tier 5 Upgrade 2: Witch Hunter
Appearance: Dark Blue Robe and glowing spear.
Description: Witch Hunters are assassins specializing in hunting down sorcerers. As protection, the Witch Hunters carry amulets with the power of their fallen enemies, allowing them to briefly summon their power.
Abilities: Small Creature, Shooter, No Melee Penalty, Lightning Spear (Activated ability, the Witch Hunter enchants his spear to strike all enemies on the battlefield; the damage is halved for each target.), Witch Hunter (This creature does 20% extra damage to casters.)

Tier 6: River Serpent
Appearance: A large snake in dark green skin, it has spikes along its spine.
Description: The dangerous Serpents of the Swamp Rivers are powerful allies in times of war. They are among the fastest creatures in Ashan, able to land blow after blow without showing any signs of exhaustion.
Abilites: Large Creature, Unlimited Retaliation

Tier 6 Upgrade 1: Deep Serpent
Appearance: Dark blue skin and white head.
Description: Not many River Serpents live for any long time, considering the dangerous environments in the swamps, but some do, and these are known as Deep Serpents. In time, their skin grows darker and their heads paler, a sign of age but also power. The Deep Serpents reflexes are superior to most creatures, and many enemies have ambushed the Deep Serpents believing them to be unwary, while they’re in fact always ready to strike.
Abilities: Large Creature, Unlimited Retaliation, Deadly Reflexes (If an enemy engages this creature in melee the Deep Serpent will always strike first, as long as it has the ability to retaliate. This ability works just like preparation, acquiring the preparation skill doesn’t affect this ability.)

Tier 6 Upgrade 2: Raging Serpent
Appearance: Its skin is very colourful, with many different patterns to warn enemies.
Description: The Raging Serpents have tasted far too much blood, and are even more dangerous than the normal ones. They are known to hunt even when they’re not hungry, finding pleasure in just watching their preys suffer. In battle, the Huntsmen find their bloodlust useful, but far too many times has their rage driven them mad, and not even Druids have been able to calm them.
Abilities: Large Creature, Unlimited Retaliation, Rage (This creature’s damage is increased by 3,5 % for every turn the enemy’s creatures and hero acts. For example, after 10 enemy turns the Raging Serpent’s damage bonus is 35 %. If the damage bonus goes over 50% Frenzy is cast on the Raging Serpent with Expert Mastery. The frenzy spell remains until the Raging Serpent manages to kill an enemy stack, the damage bonus is then reduced to 30% again and the frenzy spell is cleansed. The frenzy spell cannot be cleansed in any other way.)

Tier 7: Swamp Beast
Appearance: I just had to post a picture of this creature; it’s a little hard to explain…

Description: The Swamp Beasts were the last creatures to join the Swamp Elves. Even though these creatures look hideous, they are incredibly intelligent and strong.
Abilities: Large Creature, Immune to Poison

Tier 7 Upgrade 1: Swamp Lord
Appearance: Darker skin and Green eyes.
Description: The Swamp Lord is the supreme ruler of all beasts in the Swamps, and their protector in times of war. The force used by Druids flows in great amounts through its veins, and the Swamp Lord can control it in the same way as Druids can.
Abilities: Large Creature, Immune to Poison, Swamp Lord (This creature can give its own hp to other “beast-creatures” on the battlefield; these are Waspworts, "Tier 6", all Troglodytes and their upgrades. The healing resurrects and can be made even if the creature hasn’t been damaged, meaning that you can actually create more waspworts, at the cost of the Swamp Lords Hp.)

Tier 7 Upgrade 2: Swamp Monster
Appearance: Same as normal but with several tentacles on its back.
Description: The Swamp Monsters are a dying breed in the swamps, slowly replaced by the Swamp Lords. This doesn’t stop the remaining ones from joining the Swamp People though and fighting for their cause. With the more territory won for the Swamp People, the more place there will be for the Swamp Monsters.
Abilities: Large Creature, Immune to Poison, Dark Tentacles (Activated ability, the Swamp Monster pins all enemy creatures on the battlefield so that no one can move from their current location, the Swamp Monster is unable to move but gains Incorporeal ability for as long as this ability is active. This ability is cancelled whenever someone attacks the Swamp Monster; also, a pinned enemy creature is released when attacked too. This ability can only be used once per battle.)

Hero: Huntsman

Favoured Attributes: Knowledge, Defence

Favoured Magic: Destruction, Light

Racial Skill: Colonization (Hope you like this more Mytical)

The Troglodytes reproduce fast, and the Huntsman can create colonies on captured mines on the world map to increase their growth. Normal colonies produce 10 % of the Troglodytes’ growth in the most developed city. Also, colonies can be upgraded to produce upgraded Trog-Spearmen or Trog-Magus. A colony that has a sufficient number of Troglodytes stationed can also be ordered to enhance the amount of resources produced at the mine.

Places available for colonization: Abandoned Mines, Alchemist Labs, Crystal Caverns, Gem Mines, Gold Mines, Ore Pits, Saw Mills, Sulfur Deposits.

Basic Colonization: Allows the Huntsman to create basic Colonies at normal cost.
Advanced Colonization: Allows the Huntsman to upgrade Colonies, Colonies also cost 10% less to create.
Expert Colonization: Allows the Huntsman to upgrade Colonies even further, Colonies also cost 10% less to create.
Ultimate Colonization: Colonies cost 10% less to create.

Colonies:

Outpost
Cost: 500 gold, 2 wood
Produces: 10% of the Trog-Spearmen in your most developed town, the Troglodytes are not upgraded
Defence: Adds a tower to the battlefield when the Outpost is under attack

Settlement, upgraded from Outpost.
Cost to upgrade: 500 gold, 5 wood
Produces: 15% of the Trog-Spearmen in your most developed town, you may recruit upgraded Trog-Spearmen
Defence: Adds two towers to the battlefield when the outpost is under attack

Village, upgraded from Settlement
Cost to upgrade: 1000 gold, 10 wood
Produces: 20% of the Trog-Spearmen and 10% of the Trog-Magus in your most developed town, you can recruit upgraded Trog-Spearmen but not the Trog-Magus upgrades.
Defence: Adds an infected stream (moat) and a +1 Morale, Attack and Defence bonus to all defending creatures.

Enhanced production: By keeping Trog-Spearmen in the Colony the mine can receive a bonus to its resource production. Normal mines gets a 1+ resource bonus for every 100 Trog-Spearmen there is stationed in the Colony, the Gold Mine receives a 500 gold bonus for every 100 Trog-Spearmen stationed. Wise Swamp players can make great use of this ability. (Note that every kind of Tier 1 Troglodyte can be used, it doesn’t matter whether it’s upgraded or not)


____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 19, 2008 08:27 PM

Updated my Faction
____________
Coincidence? I think not!!!!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 19, 2008 08:34 PM
Edited by Adrius at 21:25, 19 Jul 2008.

There's a thing I'm irritated about...
No one ever comments each other's factions, it's like people are scared that the judge(s) will realize that "they're good" or something

Ok I'll go ahead and make a comment: I like your faction Lexxan, the story's good and I like the way you've added a tactic-text to the creatures.

It's always fun to hear comments from someone other than judges, well, most of the time
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 19, 2008 09:54 PM

Adrius, I can help you with you lvl6 creature if you like
____________
Coincidence? I think not!!!!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 20, 2008 06:04 AM

Can't score week 2 until it is finished.  My understanding was that there is still 5 days left before I am to start judging.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 20, 2008 01:01 PM

Quote:
Can't score week 2 until it is finished.  My understanding was that there is still 5 days left before I am to start judging.
Correct, and I'll be going on vacation tommorow so I doubt that I'll be here once the judging is complete.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
espen15
espen15


Famous Hero
posted July 20, 2008 09:41 PM

My harmony faction would be between haven and necropolis.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1902 seconds