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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 5: The Pyramid
Thread: ICTC 5: The Pyramid This thread is 2 pages long: 1 2 · NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted March 04, 2010 03:47 PM bonus applied by Mytical on 25 Aug 2010.
Edited by xerox at 02:00, 01 Aug 2010.

ICTC 5: The Pyramid

The Pyramid

The Eye of the Sun

Osir'os Story

I, Osir'os, am the heir of my father and the supreme god Sol'os.
And I am here to tell you the story of the Ancient Gods and their favored race, the Ash-khari for we have been forgotten as the sands of time have flowed over us.

As you may know, the world was created by the primordial dragon of order Asha and the primordial dragon of chaos Urgash fought her. She created the Elemental Dragons and in turn they created the Elder races to fight Urgash and the Demons he had spawned.
But Asha saw that the Elemental Dragons were failing against fighting Urgash and his Demons so she created us, the Ancient Gods, and our father - Sol'os.
Sol'os fought alongside Asha and just like the Elemental Dragons had created their own chosen races to fight the Demon hordes on the surface of Ashan, so had we. While each of the Elemental Dragons had created one race for themselves, we were united and had only created one single and dominant race. The Ash-khari.

The Ash-khari crushed the Demonic hordes and expanded all over Ashan. The Elemental dragons were jealous of this and they betrayed Asha and joined Urgash to destroy us. Urgash and the damned Elemental Dragons killed us and when Sol'os saw that his children were being slaugthered, he tore apart the Sun from the sky and clashed it down on Ashan. Nearly all life on Ashan was incinerated and Urgash was locked inside the underworld known as Sheogh. After this conflict, Asha was wounded and flew away to rest within the moon. The Elemental Dragons were still alive and well though and they hunted Sol'os to the center of the solar system. Sol'os knew that his people, the Ash-khari, would die out completly without the sun and that the clever Elemental dragons would just find new ways to adapt life to a world shrouded in darkness. So Sol'os encased himself in a sphere of holy fire and became what is today known as the Doomstar, as the Elemental dragons knew that in any moment the Doomstar could clash down upon Ashan and destroy all life on it once more.

The Ash-khari had dominated Ashan through all of the Mythic Age but now they were weak and many of the Ancient Gods had died during the war at the end of that age.
The divine Elemental Dragons saw their chance and attacked the Ash-khari. As we were weak, they had to retreat to the wastelands of the Shrouded South and hid there.

Among the Ancient Gods, I Osir'os had been selected as the heir of Sol'os and became the new leader of our pantheon of gods. But I quickly noticed that the god Sethek had changed much since the last war and wanted control over the Ancient Gods .
Sethek invited me to his underworld where we would put aside our differences. Back then, I did not know of the true nature of Sethek so without protection from the other Ancient Gods - I accepted the invitation to his underworld and went there.
In his underworld, Sethek sent his hellish fiends who killed me without mercy.

Sethek had have closer contact to the Ash-khari than any other of the Ancient Gods. He had their favor so after he announched that I had been killed by minions of Urgash, the Ancient Gods agreed to make him both their and the Ash-kharis leader.
But some of them grew suspicious that Sethek had indeed killed me. Some of them went down to his underworld and there they saw my scorched remains.
They gathered my remains through the underworld and ressurected me. With only vengeance in mind, I returned and killed Sethek in a honorable duel.

Among the Ash-khari, most of them were angered at us and wanted Sethek back. Under his reign, Dark magic had been born in our culture. Sethek had told them that they would take back Ashan and their followers claimed that they still felt Setheks prescense, as if he never had died. For millennia, we and the Ash-khari have slumbered peacefully in the Shrouded South. But in recent days, wizards who practise foul magic have summoned our dead to bolster their forces. They call them Rakshasa.
And the followers of Sethek have awakened and sensed his prescense even stronger.
My people are tired of hiding under the sands and now it is time for them to rise up and fight the growing prescense of Sethek and strike down the wizards who have summoned the spirits of our dead brethren aswell as their allies. The Ash-khari shall succeed under the guidance of the Ancient Gods and Ashan shall once again be covered under the Shadow of the Pyramids.

Sethek's Story
Sethek was not always known as the Dark God.
No, I was once one of the most important of the Ancient Gods - the Death God.
Out of all the Ancient Gods, I got the most favor from the Ash-khari. I constantly received offerings and prayers of saving one of the Ash-khari from death or even brining them to my underworld where they would be judged. Had their deeds been good, they would become my warriors and had their deeds been bad - then they would have become my slaves.
But Sethek was fooled and quickly became something much more than a simple Death God.

Asha created the Ancient Gods as she saw her children, the Elemental Dragons, failing against the might of the Demonic hordes and their supreme master. The Ancient Gods proved to be much stronger than the Elemental Dragons and their people, the Ash-khari, covered all of Ashan with their Pyramid-cities.
The Elemental Dragons were jealous on the Ancient Gods and the Mythic Age ended with a four-sides war between Asha, the Ash-khari, the Elemental Dragons and the Demonic hordes.  The war ended as chaos incarnate clashed with Asha and the clash killed most of the Elder races on Ashan. After the battle, the Demons and their absolute master were sealed in the underworld. Setheks underworld. As for Sethek, he had fought alongside the other Ancient Gods during this war but his purpose would prove to be far greater.
Asha herself cowardly retreated to the moon known as Silvia to rest and heal.

The Ancient Gods had once been ruled by Asha herself but now she was gone and many of the Ancient Gods themselves were dead after the war. Ashas favored, Osir'os, took control over the Ancient Gods. It was under this time that Sethek changed. I knew that it would only be a matter of time before the Demons were released and through the Ash-khari, I wanted to open the seal that closed my very own underworld of which you call Sheogh to release the demons and myself, for a large part of himself was locked inside of Sheogh.

Osir'os had always been a fool so I invited him to my underworld which the lesser part of myself could enter and leave as I wished. Osir'os had noticed that I had changed, and probably expected me begin some gibberish talk about feeling emotionally exposed. But I sent my minions to kill him. With Osir'os dead, the most powerful of the Ancient Gods was ready to become their leader. As I had always been the most favored god by the Ash-khari, the other Ancient Gods thought it was a great idea to make me their leader. Fools.
And when they found out that I had killed Osir'os it was already to late. Most of the Ash-khari were already mine. Most of them already favored me. And that was all I needed for the future.
I had already spread the seeds of corruption among them.

Over the millennia, the Ancient Gods forgot about their own history and forged their own. They made up things such as Osir'os having a father named Sol'os when in reality, Sol'os and Asha had just been the very same being and that there people, the Ash-khari, had been named after Asha herself!
I did not fall asleep though. I have waited for this day for a long time. With the help of other races on Ashan, especially the stupid humans and their idiot Queen Isabel, the gates to my very own underworld of Sheogh had been opened. The Ash-khari, whom still favored me, felt that the prescense to their Death God had increased greatly. They sensed that I was close. That I had not died. For the greater part of myself was now about to be released from Sheogh.

I am Urgash and at the end of the Mythic War, I placed an avatar of myself on Ashan and took the Death God Setheks body and used it as my own. The greater part of myself still resides within the heart of Sheogh though and I am feeling that my very own champion, Kha-Beleth, is betraying me. Through the Ash-khari, the keys that still seal me away from the surface of Ashan shall be retrieved and I shall be released.
Ever since the Mythic Age, Ashan has been in Order. Now, it is time for Ashan to descend into a new Age of Chaos.


Also known as: The Ash-khari. They think it means Children of the Sun.
Theme: The Pyramid was originally based on Ancient Egyptian mythology.
Colors: Normal units have simple Orange theme. The normal upgrades who symbolizes Setheks worshippers wear Black and White. The alternate upgrades who symbolizes Osir'os wear Gold and Blue. Gold and Blue is associated with royality and the divine. Black and White is associated with death and rebirth.
Symbol: Eye of the Sun. Symbolizes that Sol'os still watches over the Ash-khari, even after his fall.
Famous Phrase: "No longer shall we wait in the Shroud! No longer will our vengeance be denied! The world itself will tremble before our wrath and be consumed by chaos, followed by the rise of order! Warn the Dragons, for their days have been counted." - As said by the Pharaoh Temkhes - follower of Sethek.
Ruler: Pharaoh Temkhes. Netefreona leads Osir'os followers.
Location: The Shrouded South. Long ago all of Ashan.
Capital: Sepheris - Land of the Pyramids. Located in a huge cavern under the sands of the desert.
Worship: Osir'os and Sethek though all of them honor Sol'os (Asha).
Relations: Having been hidden and isolated for millennia, the Ash-khari do not know much about the outside world. However, the Wizards have summoned their dead as venegful spirits known as the Rakshasa and their first attacks will be agains't the Academy faction. They gain relations in the campaign which you can read far below.
Hero: The Vizier (Might). Viziers are the military warlords of the Ash-khari.
Racial Skill: Favor. The Ash-khari have a closer bond to their Ancient Gods than any other race on Ashan.

Favor
The Ash-kharian pantheon of gods is wast and it is very important in their society to please their gods whom are in fact very real.
The concept of the Pyramid factions were few, expensive but powerful and fun creatures and Favor was designed as an extra rescourse to help the towns demanding economy.
Favor is shown as an additional rescourse and can be gained in three ways.

Town levels: Each week Pyramid gains some Favor depending on your total Town levels. Each town level generates Favor at the start of each week.

War: For each bunch of enemies you kill you gain some Favor (after a battle, so if you lose you wont get any). The amount of Favor depends on the creature stacks total power level. The more Viziers that are active on the map, the less Favor is gained through killing.

Sacrifice: The Sacrificial Circle building allows you to sacrifice troops for Favor. Again, the amount of Favor depends on the creature stacks total power level.

Favor can be spent in three ways.
Creatures: Creatures can be bought from Favor instead of gold.

Buildings: Buildings can bought from Favor instead of rescourses.

Exchange: The Pyramid doesnt have a Marketplace, but a Bazaar. The difference is that Pyramid can exchange Favor for rescourses (not gold). And yes, the amount of rescorses you get from exchanging Favor should be equal to the amount of Favor buildings can be bought for. Note that only Pyramid towns can use Favor and that is one way the exchange thing is very useful, as you can change Favor to normal rescourses to buy things in non-Pyramid towns et cetera.

Favor is all about priority and Pyramid players will see that it's a crucial aspect of the Pyramid faction. Without Favor, you wont be able to get far with Pyramid. There is a price for these creatures.

Basic Favor: Increases Favor generation and allows level 1-3 creatures to be bought for Favor.
Advanced Favor: Increases Favor generation and allows level 1-5 creatures to be bought for Favor.
Expert Favor: Increases Favor generation and allows level 1-7 creatures to be bought for Favor.
Ultimate Favor: Towns of other factions now generate Favor and creatures and buildings in those towns can now be bought for Favor.

Perks
Vigil of the Sands: The hero and his casters can now convert Favor into Mana both on and outside the battlefield. Casters can only do this within the battlefield.

Sethek's Judgement: The hero can now Sacrifice dead creatures on the battlefield for additional Favor. However, after the battle has been won you wont get Favor from the stacks that were Immolated
If you lose, the Favor gained from Immolate will be kept.

Osir'os Vengerance: Favor can now be used to empower a creatures stats on the battlefield.

Heir of Sol'os: For a very high Favor cost, the hero can summon Osir'os on the battlefield. Osir'os is the most powerful creature in the game and also costs a lot of Favor, however summoning him can turn the tide of a battle and even let you win the map. Osir'os disappears after the battle, though he can be summoned again in the next battle.


Creature Line-Up
The units of the Pyramid are very varied.
The entire concept of the Pyramid faction has been to have very expensive and few creatures to make the player to think strategically of what he wants to do with them. In return, Pyramid creatures are stronger than creatures of other factions.
At early levels, the Scarabi beetles makes up the backbone of the Pyramid armies. Their huge jaws can lock an enemy in place and the Gold Scarabi is sacred to the Ash-khari.
Behind the Scarabi, the Ash-khari have trained ferocious beasts called the Ammiti. The Ammiti are fast and deadly and the Ammiti Devourers are the beasts of the dark god Sethek.
The Anubitei are terryifing creatures of death that throw curved daggers on their enemies and some Anubite can leap over great heights to harass enemies. The Anubitei used to be Sethek the Death Gods very own personal servants. Dead Ash-khari who entered his underworld would be turned into Anubitei.
The feline Ash-khari priests called Sem do not die, but are reborn mumified. These are the powerful spellcasters of the Pyramid faction.
Further down there are the Avengeri. The Avengeri are elite warriors of the Ash-khari gods and can quickly kill many enemies at once in a tornado of blades and even create great Sandstorms on the battlefield. The enormous Sphinxi protects the Pyramid forces but can also demolish city walls.
Finally, the fiery Bennui lights up the sky on the battlefield and can breath fire on enemies. They are the essence of Sol'os and it is evens said that the Phoenix is immortal and will be reborn after it has been struck down.
Pyramid forces are have very varied stats but a skilled player can make excellent tactics and combos when combining the creatures of the Pyramid.
Abilities are splitted into Activated (A) and Passive (P).
Normal upgrades represent Sethek and alternate upgrades Osir'os.

1. Scarab - Battle Scarab/Gold Scarab
2. Ammit - Ammit Devourer/Crusade Ammit
3. Anubite - Death Guard/Spirit Guard
4. Mummified Sem - Lunar Sem/Solar Sem
5. Avenger - Annhilator/Tempest
6. Sphinx - Criosphinx / Hieracosphinx
7. Bennu - Bennu Heron / Phoenix

Lv1 Walker. Scarab
Scarabi are large insects who live beneath the sands of the Shrouded South. They are breeded by the Ash-khari to help with labor and guard sacred sites. They are unable to fly due to their heavy bodies.
Due to their large size, these Beetles are unable to fly.
Abilities: Insectoid

Insectoid: This creature is a insectoid and its morale is always neutral. It cannot be affected by Mind-related magic and effects.

Comments: The Scarabi are slow but tough for a level one creature. The best idea would be to upgrade them to Battle or Gold Scarabs as fast as possible but they can also function as cannon fodder and Sphinxes can siphon health from them later on.


Ash-khari Art of a Scarab

Lv1 Upgrade. Battle Scarab
Battle Scarabi are specificially breed for use in combat. Sethekhi alchemists were the first to put mutation injections into their eggs, causing them to grow huge jaws. On the battlefield, it can lock enemies between its jaws and they have also grown hardened carpaces.
Abilities: Insectoid, Jaw Lock

Jaw Lock (A): Once per battle this creature can lock an enemy creature for one turn.
The caster must stand next to the enemy creature. Jaw Lock also makes the caster unable to act untill the ability duration has ended or has been cancelled.

Comments: Battle Scarabi are what you should use in early game because of the Jaw Lock ability. Couple Battle Scarabi with the cheaper Ammiti or the more expensive but ranged Anubitei and you receive a deadly combo in early game. Battle Scarabi becomes less useful later when the enemy gets more powerful units. Remember that the Battle Scarabi can still be damaged while performing Jaw Lock.
Battle Scarabi don't do a lot of damage but have more defense then a normal Scarabi and a Gold Scarabi (whom have more health).
Early game it is a good idea to split stacks of Battle Scarabs in order to do multiple Jaw Locks.

Lv1 Alt Upgrade. Gold Scarab
The followers of Osir'os considers the Gold Scarabi especially sacred and instead of guarding shrines, the Gold Scarabi themselves are often the point of worship. Gold Scarabi are believed to be the remenants of the goddess Irpekh who fell during the Mythic War that was between Ashas creations and Urgash spawns.
Abilities: Insectoid, Sacred

Sacred: This creature is sacred and nearby allies within two tiles always have atleast one morale.

Comments: The importance of the Battle Scarabi diminshes as the game grows in length. Gold Scarabi have more health then Battle Scarabi, but less defense. Hieracosphinxes can siphon health from Battle Scarabi and they can be used to counter Necropolis -Morale tactics. This also means that they will probably be targeted first when fighting Necropolis and should be protected.


Lv2 Walker. Ammit
The Death God Sethek underworld was later twisted into the demonic prison realm of Sheogh. The Ammiti lived in the underworld before it became Sheogh. Though many beasts of the underworld turned into Demons with Urgash imprisonment, several Ammiti already served the Ash-khari outside of the realm. Their grotecsque appearance is that of a crocodile, a hippocampus and a lion. Among the Ash-khari, the worst punishment of all is to get your heart devoured by an Ammit.
Abilities: Enraged, Snap

Enraged (P): This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).

Snap (P): This creature also does an additional attack to a neighbouring enemy.

Comments: The Ammit does a lot of damage for a level 2 and there are two popular early game tactics for Pyramid. One is Battle Scarabi + Anubitei Death Guards and the other is Battle Scarabi + Ammits. The Death Guards do more damage but are fewer and more expensive. But in the end, it all comes to your playstyle. Ammit + Battle Scarabi with Jaw Lock is a very viable early game tactic for Pyramid.



Lv2 Upgrade. Ammit Devourer
Unlike other Ammiti, the Devourers still dwell in the outer edges of the underworld. They serve Sethek well in his crusade agaisn't the world of order. They are brutal, violent and have been empowered by Sethek himself.
Abilities: Enraged, Snap, Agonize

Agonize (A): This creature can deal damage and increase the initiative and speed on a friendly creature or reduce the initiative and speed of an enemy creature.
Damage done is equal to the amount of creatures in the stack. The effect of this ability is increased by the number of creatures in a stack to counter players from using many small stacks of Ammiti Devourers and cast it on everyone.

Comments: Ammiti Devourers deal less damage then Ammiti Devourers but are very useful once you get Avengers. Agonize can be used to hasten your Avengers or slow powerful enemy troops.

Lv2 Alt Upgrade. Crusade Ammit
Crusade Ammiti have been converted into servants of Osir'os. They have proven to be a lethal beast in the Osir'osi campaigns on Ashan. Crusade Ammiti may not have magical abilities, but they are known to not be satisfied with biting their enemies only once.
Abilities: Enraged, Snap, Double Attack

Double Attack: Creature strikes two blows at the target in a single attack.

Comments: Double Attack works with Snap so the Crusade Ammiti really deals a lot of damage but is expensive. Attack two enemy creatures that stand next each other for four attacks from a single creature.


Lv3 Shooter. Anubite
Dead Ash-khari still enter Setheks realm even though the Death God has since long become the Dark God. Those who have been unfaithful to Sethek in life are nowdays turned into Demonic vermin and those who have had faith in him, are turned into his honored warriors - the Anubitei. The Anubitei are agile and lethal creatures that throw volleys of blades at their enemies.
Abilities: Shooter, Quickness

Quickness (P): This creature can move and then attack.
So a shooter can first move and then shoot. It can not shoot and then instantly move.

Comments: Quickness opens up a lot of fun harassing tactics and again, these work great with Battle Scarabi. However, they are very expensive and few and that's why Ammits are such a good alternative.

Lv3 Alt Upgrade. Death Guard
The very, very most dedicated to Setjel become Death Guards. They are his elite warriors and can throw their curved blades across entire battlefields and still not miss. Like normal Anubitei, they retain their ability to move and then instantly strike.
Abilities: Shooter, Quickness, No Range Penalty

No Range Penalty (P): Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.

Comments: No Range Penalty makes this creature deal a lot more damage making it ideal for early game. With Favor you should be able to produce a few more of these but the Favor racial is all about priority. Compared to Spirit Guards, it's a personal choice. Utility VS Damage.


Spirit Leap.

Lv3 Alt Upgrade. Spirit Guard
Anubitei who manage to escape Setheks underworld of Sheogh often turn into Osir'os and turn into Spirit Guards. Spirit Guards watch over the tombs of those faithful to Osir'os.
Dwelling so close to the dead, they have inheritated the powers of the spirits. With their powers, Spirit Guards can defy the laws of gravity and can jump in and across great heights and distances.
Abilities: Shooter, Quickness, Spirit Leap

Spirit Leap (A): This creature can jump over objects such as walls, natural and magical obstacles. How far the creature can jump depends on it's speed.
So the creature wont move further away then its speed allows.

Comments: I love this creature. I think its the best creature that I have ever created. It opens so many tactics as Spirit Leap stacks with Quickness. Jump over a wall and shoot. It should be so much fun. You trade some damage from the Death Guards for utility if you want these guys. Also you can use Devourers Agonize to increase the distance that they jump since they can gain up to +2 Speed with Agonize.


Lv4 Caster. Mummified Sem
The Sem are the priests and priestesses of the Ash-khari. As alive priests, they do not engage in combat. Once they too passed through Setheks underworld, but now they are directly raised by living Sem. Ironically, they can themselves raise other dead creatures.
Abilities: Undead, Shooter, Caster (Raise Dead)

Raise Dead (A): Reanimates creatures in target stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only. Every use of this spell decreases hit points of target stack by 20%.
Mummified Sems Raise Dead can only raise enemy corpses.

Comments: Mummified Sem do not have a lot of interesting abilities, that comes with their upgrades. Raise Dead makes a nice combination with the Criosphinxes Soul Link. You Raise dead creatures of any side and their health is transfered to your super tankosphinx. Raise Dead can also be cast on the Mummified Sem itself.


An artists view of an undead Sem priest.

Lv4 Upgrade. Lunar Sem
For the Ash-khari, the Sun means life and the Moon death. The Moon is Setheks domain and the Lunar Sem spreads his message above the underworld. Lunar Sem can weaken their enemies and even teleport allies to places far away. The Lunar Sem are masters of deception and can even though they are feline mummies, they can Seduce both men and females with their physic powers.
Abilities: Undead, Shooter, Caster (Raise Dead, Suffering, Teleportation), Immune to Dark, Seduction

Suffering (A): Weakens the target enemy unit to decrease its Attack.

Teleportation (A): Teleports targeted friendly creature to another location on a battlefield.
Is cast on Expert to allow creatures to be teleported over walls. Works with the Teleport Assault skill.

Seduction (A): Once per combat the Lunar Sem is able to gain control over any enemy creature that is not immune to Mind Control. The ability's duration depends on the difference in power between the Seducers and their victims, ranging from 4 turns (target is four times as weak as the Lunar Sem) to the point where it can't be used (target is four times as strong as the Lunar Sem). The Lunar Semis initiative ATB value does not increase for the time of the effect's duration.

Comments: Teleportation is the cool thing with this creature because it makes an apocalyptic combination with Annhiliators. Teleport takes almost all of the Lunar Sems though. More on this later. It can only be used to get your own creatures out of a situation that is likely to kill them. Suffering can be cast on powerful enemy creatures and Seduction can really break havoc on the battlefield. Seducted enemies can also be life-drained by Criosphinxi.

Lv4 Upgrade. Solar Sem
According to worshippers of Osir'os, Sol'os became what is now known as the Doomstar at the end of the Mythic Age. They are the religious leaders of those who still honor Sol'os and his heir Osir'os. Solar Sem harness the wrath of the sun and can cast Fireballs to burn enemies or empower their allies with Righteous Might. Solar Sem are also masters of magic and can transfer blessings and curses between both allies and enemies.
Abilities: Undead, Shooter, Caster (Raise Dead, Fireball, Righteous Might), Immune to Fire, Siphon Magic

Fireball (A): Deals fire damage to all units in the target area.

Righteous Might (A): Affected creature is filled with rage and a lust for blood, it gains bonus to attack.

Siphon Magic: This creature can transfer a siphon or blessing from one creature to another. Works on both allies and enemies.
So you can transfer a curse on one of your creatures to another one of your own creatures or to an enemy creature. Same with buffs. If you want too you can transfer blessings to an enemy creature. Can not transfer Expert magic.

Comments: The Solar Sem is the opposite of the Lunar Sem. They have about the same stats but very different abilities. Fireball can be devastating and Righteous Might can work very well of Bennus and Avengers. Siphon Magic is the interesting ability here. It opens a lot of fun possibilities. A Necromancer casts a non-expert Frenzy on your Annhiliators or Phoenixes? Cast Siphon Magic on your Annhiliators or Phoenixes and then click on the enemy unit you want to transfer it too. Siphon Magic really opens a lot of possibilities. Also with this unit, the Hieracosphinx and the Phoenix (and perhaps even Tempests) you can go for Armegeddon without hurting your own units.
Solar Sem makes a good combo with Bennu Herons later. With Bennu Herons Ember Burst, Fireball will be able to deal a lot of damage even in late game.


Lv5 Walker. Avenger
Avengeri are the elite warriors of the Ash-khari gods. They are extremly deadly and strike with righteous and fanatical fury.
Avengeri symbolize the Ash-kharis thirst of revenge on the world that they once ruled. The world will learn to fear them for they show no mercy.
Abilities: Large Creature, Vengeance

Vengeance (P): For each stack this creature kills its attack will be increased by 25% for one turn and increased by 5% (stacking) for the whole battle.
If the creature has lets say 21 attack then 5% is 1,05. 1,05 attack is rounded off to 1 attack. So if the creature has 21 attack from the begining and makes a killing blow, then it will have 28 (5% + 50%)attack for the next turn, and 22 attack permantly.
The 25% bonus does not stack so in this case it's not possible for the creature to get over 35 attack from the 25% bonus.


Comments: Avengers fits very well into the Pyramid forces right now as the last powerful walker you had was in tier 2, the Ammiti and the next tier is going to be a tank creature. Avengers are almost as mighty as Rakshasa Ranis due to their special ability but they are more expensive. You can use Avengers to attack low stacks since that increases their attack by 50% for the next turn. A stacked Vengeance can deal a lot of damage but protect your Avengers well, for they are not very tough.


A Tempest - Blessed Warrior of Sol'os and Osir'os.

Lv5 Upgrade. Annhiliator
Annhiliators swear only loyalty to Sethek. Annhiliators are the most bloodthristy berserkers of the Ash-khari and they alone have been known to slaughter all men, woman and children in towns without leaving any survivors at all. With their war-glaives they can spin around and damage several enemies at once.
Abilities: Large Creature, Vengeance, Whirlwind

Whirlwind (P): Attacking an enemy, this creature always attacks a 6-tile area (the half of its adjacent tiles in front of it), delivering damage to all who are within it.

Comments: Very expensive but powerful creatures, especially when combined with Lunar Sem. Lunar Sem can teleport these inside enemy walls once a battle where they can deal devastating damage with Vengeance + Whirlwind. But protect them well, they might very well be the first target of your enemy player and can be Frenzied. Expert Frenzy can not be removed with Solar Sems Siphon Magic.
Protect them well. Once I gave them Unlimited Retailation to couple with Whirlwind but quickly removed it, seeing as it would make them ridiculously overpowered.

Lv5 Alt Upgrade. Tempest
Tempesti are the faithful templars of Osir'os. They have been created as his persona elite guard and follow him wherever he goes. Tempesti are one with the wind and the sand and they have the ability to even in the deepest jungles, summon Sandstorms to blind their enemies.
Abilities: Large Creature, Vengeance, Sandstorm

Sandstorm (A): Once a battle this creature can create a 2x2 Sandstorm anywhere on the battlefield which blocks line of sight for enemy shooters and casters. Spells can not be cast beyond the Sandstorm and neither can projectilles be shoot behind the Sandstorm. Enemy walkers that move into a Sandstorm will have a one turn delay.
Sandstorm cannot be placed behind walls. Duration depends on the number of creatures, but wont last above three turns.

Comments: Tempesti will stay alive longer then Annhiliators. Sandstorm is very nice defensive ability which can render enemy casters (including their hero) and shooters useless in a certain area of the battlefield. Enemy hero casts Armegeddon? Troops behind your Sandstorm won't get affected. Sandstorm placement is important. If you place Sandstorm in front of the enemies casters and shooters  they will get a one turn delay and then need to run out of the 3x2 Sandstorm to shoot or cast again. This doesnt work on a hero however. To avoid hero spells you will need to place the Sandstorm in front of your own troops or in front of the enemy hero and then the enemy hero won't be able to cast spells behind it. Basically, Sandstorm is a very tactical spell.
With Sandstorm you can also cast Armegeddon without damaging your own troops. Once again its damage VS utility which is kind of ironic seeing is how the Lunar Sem/Annhiliator combo is a Utility/Damage combo. This is another creature that I am very happy with and at first found hard to give an ability that would make people not just take Annhiliators for the damage and it was something I had in mind from the start, but did not know how it would work like.


Lv6 Walker. Sphinx
Sphinxi are magically animated constructs that protect the most important places of the Ash-khari and serve as war machines on the battlefields. They have been animated by elemental energies and pulse an aura which regenrates
Abilities: Large Creature, Elemental, Sentinel Aura

Sentinel Aura (P): All allied creatures regenrate health equal to the casters health every time the caster acts. In addition, the aura also restores some mana for the hero and allied casters. The caster itself does not get affected by this ability. Does not stack so if the Sphinx had 100 health, all your creatures would only ever regenrat 100 health each time the Sphinx acts.

Comments: Good tank creature with Sentinel Aura. Sentinel Aura will probably not change the direction of most battles but it's still a nice boost for your important (Semis) casters, who are the backbones of the Pyramid army.


Though the face in-game should be that of a cat.

Lv6 Upgrade. Criosphinx
Criosphinxi were created by Sethek. Criosphinxi use Dark magic to steal the life force of their own allies. The Criosphinx wears the head of a great ram and Ashan has comes to know them as destroyer of cities.
Abilities: Large Creature, Elemental, Sentinel Aura, Besieger, Life Funnel

Besieger (P): This creature can also attack walls and gates.

Life Funnel (A): This creature can link itself to an allied creature and each time it acts, it will drain health from the linked allied creature to itself.

Comments: Life Funnel will damage the funneled creature that the Criosphinx drains health from since it literally steals its health. Later in the game you might feel that your Ammits or Scarabs become useless. Then you can Life funnel them and charge in with Criosphinxes, who deal the most damage of all Sphinxi. Life Funnel can also be cast on creatures you raised with Raise Dead and Seduced creatures.


Criosphinxes bear the heads of rams.

Lv6 Alt Upgrade. Hieracosphinx
Hieracosphinxi are the sacred guardians of Sol'os and Osir'os temples. Hieracosphinxi are immune to all kinds of magic but can turn into an immobile but invurnuble monument. Adventures in the Shrouded South often walk into Osir'osi temples and think that they are alone, when the statue that greeted them at the entrance suddenly comes back to life and crushes them.
Abilities: Large Creature, Elemental, Sentinel Aura, Immune to Magic, Statue Form

Statue Form (A): Turns into an immobile 2x2 tile statue but health and defense is doubled. Lasts for a maximum of three turns depending on the number of creatures.

Comments: The defensive construct of the Sphinxi can seem useless at first, but Statue form can have a lot of strategical value. Hieracosphinxes are easily the toughest level 6 tanks with Statue Form in the game and with it they can block important strategical places, such as gates or holes in a wall. Sentinel Aura regen also increases with Statue form. They can also be used with an Armegeddon strategy and are just excellent tanks.


Hieracosphinxes bear the heads of Bennui.

Lv7 Flyer. Bennu
While the Elemental Dragons were the children of Asha or Sol'os among the Ash-khari, the Bennui are the offspring of Osir'os himself. It is said that Wood Elves once tried to tame these great firebirds but could not. Bennui are incredibly fast and as sons of Osir'os, they are immune to fire.
Abilities: Large Creature, Flyer, Elemental, Immune to Fire, Fire Shield

Fire Shield (P): When this creature is subjected to melee attack, its Fire Shield inflicts a certain amount of damage to the attacker, regardless of whether it has counter-attack ability.

Comments: Pyramids only true flyer. It deals good damage, is fast but expensive. Keep Bennui protected for they are a great and much needed creature for the Pyramid faction. Fire Shield is a nice addition too.

Lv7 Upgrade. Bennu Heron
Bennu Heroni have been corrupted and twisted by the dark god Sethek who since the discovery of his attempted murder on Osir'os was killed and locked inside his own underworld. The Bennu Heroni bring flames of chaos and destruction that can devour entire battlefield.
Abilities: Large Creature, Flyer, Elemental Immune to Fire, Fire Shield, Ember Burst

Ember Burst (A): Once a battle this creature can burst an enemy with fire, making them take damage everytime they act. Ember Burst spreads to any enemy creature that stands beside the affected creature when they or the originally affected creature acts a second time. Ember Burst lasts for two turns or untill refreshed. For each time Ember Burst deals damage, the affected creature takes 5% additional Fire damage.
So three creatures are standing in a row. The creature in the middle gets Ember Burst. Once its the creature's next turn it will spread to both the two surroanding creatures. Obviously though the two other creatures will act first, but only get Ember Burst on themselves as they don't stand beside anyone else in this scenario. Due to +5% fire debuff, Ember Blasts damage just keeps increasing.

Comments: Ember Burst can only be cast once but devastating if the enemy player doesn't deal with it. The +5% fire damage will keep stacking and Destructive spells (or even Solar Sems powerful Fireballs) will just destroy them. But again, it can only be cast once and these creatures are expensive. Protect them and use Ember Burst wisely.


Also known as Dark Phoenix...

Lv7 Alt Upgrade. Phoenix
Phoenixi dwell upon the surface of the Doomstar itself and the Ash-khari believe that they live with their first god of order Sol'os. Some of the weaker of the Phoenixi have successfully been summoned by powerful wizards. They are central in the Ash-kharis religion and culture. They are called upon by Sol'os choosen in times of war and despair to scorch the enemies of the Ash-khari and raise the morale of it's citizens and warriors. They are the equalant to angels for the human race. Phoenixi can not die, they live in an eternal cycle. Once they are struck down, they rise up from the ashes again. Just as the Ash-khari will do now and restore their old empire under the Shadows of the Pyramids.
Abilities: Large Creature, Flyer, Elemental, Immune to Fire, Fire Shield, Reincarnation

Reincarnation (A): Once a battle this creature can rise from the dead if killed. The number of revived creatures equals the number of killed ones.

Comments: The new rebirth, called Reincarnation, is activated and the old phoenixes are now simply called "Conjured Phoenix". These are stronger and more defensive then Herons. Phoenixes are an old favorite that returns. Just as the enemy thought they had finally killed them, they reincarnate with full stacks again. An excellent but expensive creature but with Reincarnation you won't have to worry to much about losing them.


Phoenixi are the greatest creatures for the Ash-khari. Words cannot describe how important they are for the Ash-khari.

The Pyramid City
This is the "tech tree" of the Pyramid.



And this is the basic layout of the city. The numbers and letters are used to see where the buildings located below should be. As you can see, it is a central white Pyramid. This is a full town leveled Pyramid town. It starts out flat at the bottom and gains more height and floors I guess when you buy "City Hall" and "Capitol" etc. A river flows right inside it. It is kind of a step pyramid but still not. Like a mix between a normal pyramid and a step pyramid. There are several terraces with small houses on the pyramids etc.
The big circle is the area that the Celestial Vortex covers in the air. It basically looks like a reverse pyramid, "sucking" the entire Pyramid to space. It looks awesome when I see it in my mind. The Sky Obelisk is also a huge flying obelisk.



1. Sand Pits -> Desert Pits: Scarabi are breed here. Scarabi live under the sands of the Shrouded South, and it is easy to see a Scarabis lair by just looking at the pit leading down in to it.

2. Blood Altar -> Blood Shrine: Ammiti are breed here. The Ammiti are worshipped as sacred creatures by the Ash-khari. Sacrifices are often done near these temples, typically at a Sacrifical Circle.

3. Anubitei Overlook -> Anubitei Terrace: Anubitei are recruited here. In Pyramid cities, the Anubitei often live at their own terraces at the sides of the Pyramid.

4. Tomb -> Ziggurat: Semi are raised here. The undead Semi are prepared in their own Tombs. Larger tombs can be expanded into ziggurats.

5. Doors of Fury -> Gates of Vengeance: Avengeri are recruited here. Avengeri protect the very gates of the Pyramid and the most powerful of the Ash-khari train in these gate buildings.

6. Sentinel -> Guardian: Sphinxi are created here. Though the Sentinel may look like a large monument, it in fact contains a big factory.

7. Fire Stone -> Sun Crystal: Bennui are summoned here. The Fire Stone is the fiery top of the Pyramid and functions as a connection or even portal to Sol'os - the Doomstar.

A. Bazaar: The Bazaar is a place of trade and exchange below the main Pyramid. The Pyramid faction does not have a marketplace but a bazaar. It functions in the same way except that you can also utilize the Favor racial skill. In the bazaar, the player can exchange Favor for rescourses. Buying a building or a creature with Favor should be slightly cheaper than buying it for rescourses, but if you have a non-Pyramid town you can exchange Favor into rescourses to build in that town.

B. Sacrificial Circle: The Ash-khari holds brutal sacrifices here and feed the victims to the Ammiti. The Sacrificial Circle building allows you to sacrifice troops for Favor. The amount of Favor depends on the creature stacks total power level.
In addition, the Sacrifical Circle boosts the Ammiti production per week by a small amount.

C. Monument: Building a Monument increases favor among the gods. When the city is under siege, the Ash-khari gods send Phoenxi to help the Ash-khari. The amount of Phoenxi summon depends on the level of the town, but it should never be a huge amount as the main intention of this building is to prevent heroes with a single creature taking over a Pyramid town since losing a Pyramid down means loss of Favor for the Pyramid player and Favor is so important for Pyramids economy etc.

D. Sky Obelisk: The wisdom of Osir'os is channeled through the Sky Obelisk. It enables the hero to unlearn and learn new skills in the town - if you are wealthy enough.

E. Celestial Vortex: The whole city is linked to the cosmos and to Sol'os, creating an impressive Celestial Vortex above the Pyramids top. The Celestial Vortex increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day and prevents enemy mass spells to be cast under a siege. A Tear of Asha is required to build this structure.


Shadows of the Pyramids
This is was once supposed to be a H6 campaign idea but instead im making it into a story.

After Heroes of Might and Magic 5, the Dark Messiah Sareth soon released the Demon Sovereign Kha-Beleth. The explosion that followed transformed much of Ashans surface into volcanic wasteland and the outer wards that sealed Sheogh and have been opened, allowing most of the Demons free access to a now apocalyptic Ashan. But in the deepest parts of Sheogh, Urgash still waits. Only by gathering a fragment from each of the Elemental Dragons, can a key be forged to unlock his prison and bring true chaos to Ashan.

Haven: The Humans of the Free Cities in the East were killed following Kha-Beleths chaotic entrance to Ashans surface. The remenants of Freydas Unicorn Empire fleed across the sea in the west and found the new land of Thysland.
After having recovered, the humans have returned to their old land to fight Kha-beleth and Sareths demonic hordes.

Necropolis: After Aranthirs death, Deathlord Mortimors took control over the Undead. He had the choice of either joining the Demons or be destroyed by them. Mortimors joined the Demon and through them he hopes to crush the Silver Cities.

Sylvan: Irollans forests were incinerated and they were too forced to flee accross the oceans. In recent times, the Wood elves discovered that while Kha-beleth is free - Urgash is not. The Wood elves have been on a quest to collect the fragments that the Elemental Dragons guard and destroy them so that a key to inner Sheogh can not be forged. So far, Sylvan together with the Dwarves, the Wizards and some Orcs have retrieved Sylvannas, Arkaths and Sylaths fragments.

Stronghold: The Demons hunted down all Orc warlords and made themselves the Chieftans of the Orcs. The Orcs now see the Demons as their sovereigns but not all. Some of them still follow Kujin who found and gave the Feather of Sylath to Dirael, Savana and Runokh as it is a key fragment to Sheoghs prison.

Academy: The Wizards of the Academy erected an enorumous barrier separating them from the hellish wasteland that was now located on Ashan. Zehir is dead and his daughter Savana works together with the druidess Dirael and the dwarven propht Runokh to recover the Fragments. Recently, Necromancers infilitrated the Silver Cities and shut down the barrier from within. They are now exposed to the rest of the world and have gone to a more defensive stance.

Dungeon: The Faceless returned and enslaved the slavedrivers themselves, the Dark elves. The Faceless guard Malassas fragment, the Horn of Malassa, and the Dark elves now consider to help Dirael, Runokh and Savana to recover it.

Fortress: By using Arkaths fragment, the Eye of Arkath, the Dwarves managed to defend themselves against the demons. Arkaths prophet Runoh had a hard time giving away the fragment but realizes that they need to collect and destroy all of the fragments before the minions of Urgash gather them and frees him.

Inferno: They are the dominant faction in Ashan and had been making several new expansions. Kha-beleth however has betrayed Urgash and keeps him locked. Urgash does not know this and wants him to recruit the Ash-khari in the south. Sareth is sent to do the task and he is faithful to Urgash...

Palace (Naga): They fight the Demons together with the humans of Haven. They have not yet given away their fragment, the Scale of Shalassa, as it is very sacred to them. Only a strike on their hidden underwater refuge could make them see the importance of its destruction.

Pyramid: They now hear the whispers of Sethek who is actually Urgash. Sareth is sent to contact them and recruit them.

Shadows of the Pyramids
Unfortunaly, time is out and I can not really give the details.
Sareth recruits the Ash-khari but reveals that Kha-beleth is betraying Urgash. The Ash-khari destroy most of the Academy faction and then fight the Demons. Sareth pretends to betray the demons and allies with Savana, Runokh, Kujin and Dirael. He steals the fragments but in the end he realizes that he does not want the world to burn and gives them back to their old owners.
They destroy them and Urgash scream awakens Asha. Asha says that the world has gone twisted and consumed by wars. She says that there is no order, that chaos has already been achieved. She sacrifices herself to destroy all life and all dragons and gods on Ashan.





























____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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xerox
xerox


Promising
Undefeatable Hero
posted March 04, 2010 03:57 PM
Edited by xerox at 21:43, 15 May 2010.

Changes

0.1

* The Ash-something are now a faction of races and not an actual race.
* Creature line-up was changed. Anubit became a t2 shooter but was then swapped back to a t3 offensive walker. Cobra became the t2 shooter. Scarab was placed as an alternative to the scorpion tank at tier 1. The cat caster became a mumified cat caster.

0.2
* A short description of the Pyramid forces were added.
* Early draft of the creature line-up was finished. Scorpions were removed in favor for Scarabs.

0.3
* Several changes were done to the creature line-up. Vipers, Spitting Cobras and Wadjeti have been removed. Anubite are now shooters at tier 3 while Ammiti are tier 2 walkers.
* The faction history and lore has been changed and expanded.
* Ammiti info was added. Frenzied Ammiti became Crusade Ammiti.

0.4
* Sem and Avengers were added. And Anubites.
* Added Favor racial and perks.
* Removed the info that there is a Magic hero in Pyramid and added the racial in general info.

0.5
* Added Sphinxes and Bennus.

0.6
* Changed creature info and started the first Balance and Fix wave. Several descriptions were fixed and abilities altered.
* Scarab: Comments no longer says it functions good with Spitting Cobras, who were replaced by Ammit. Jaw Lock now always lasts one turn and can be used on ALL creatures but the Scarab can also be damaged while performing Jaw Lock.
* Ammit. Corrected an error where "Frenzied Ammiti" were refrenced. Frenzied Ammitis name got changed to Crusade Ammiti long ago.
* Death Guards & Spirit Guards. Corrected errors where these creatures were refered to as Deathguards and Spiritguards, an early spelling that was changed.
* Avenger. Corrected an error where Avengers were shown to have Unlinmited Retailation. The Vengeance ability has been changed. The temporary attack boost now only improves attack by 25%, down from 50%. The 25% boost no longer stacks. The permanant attack boost has been reduced from +10% attack to +5%.
Tempestis Sandstorm was changed to cover a 2x2 area (down from 3x2) and it can now only be used once a battle.
* Sphinx. Statue Form: Hieracosphinxis Statue Form was changed to last a maximum of three turns based on the number of creatures.
* Bennu Heron & Phoenix. Reincarnation & Ember Bursts descriptions were slightly changed to say "Once a battle" at the begining of the description.

0.7
* Updated and fleshed out the story behind the faction. More will be revealed and clarified during the Campaign.

0.8
* Added "tech tree" of the Pyramid faction.
* Added building descriptions etc.
0.9
* Added layout on how the city basically looks like though the color scheme could also be black stone instead of white.
* Added the "hero penalty" under Favor.
"The more Viziers that are active on the map, the less Favor is gained through killing."


Next time: Add more details. Add a story about what they do during the campaign of the fictional expansion "Shadows of the Pyramids". Basically, improve the faction as best as I can.
Perhaps start on a second faction called The Palace but I still have a lot of work to do here.

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 04, 2010 10:58 PM

i always liked egyptian mythology i want to see this when youve finished with it
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xerox
xerox


Promising
Undefeatable Hero
posted March 05, 2010 05:22 PM

Uhm... do you really think I should add stats?

I have always thought that it is kind of unescessary to add stats to creatures... (Now I lied, it's something I realized recently).
I do not really think the judges looks at he stats of the creatures when they judge so I am not sure if I should include stats at all other then mention that some creatures are fast and some slow etc.
And of course include their abilities.

And yeah, I love all kinds of mythology too.
I hope I can stay true to the mythology while still being original.
It will be a challenge for me and I love those.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 05, 2010 07:43 PM

I agree xerox, states aere rather unnecessary for this...especially because to REALLY see if they are balanced, you would have to test the faction ingame, imo more than with abilities...I would suggest, though, to state how strong the creatures are (relative to the average of their tier) in the stats and how the stats change when upgrading...

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xerox
xerox


Promising
Undefeatable Hero
posted March 05, 2010 09:04 PM
Edited by xerox at 21:06, 05 Mar 2010.

Yeah, I will add a small comment on about how strong the creatures are in the "Comments" section of all creatures.

It just feels like a waste of time to add stats to all creatures, it's not very likely that these factions will get into the actual game anyway etc.

edit: Also I will stop being a "media snow" and start using stealth edit now.
Sorry.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 05, 2010 09:08 PM

Yeah, skip the stats if you don't want 'em.

In fact, skip anything that you don't want, you ain't doing this for the judges are you?

Looks cool btw
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xerox
xerox


Promising
Undefeatable Hero
posted March 05, 2010 09:27 PM

Well, I always want to make the best faction I have done so far.
And yeah, I've always wanted to do a faction based on ancient Egypt and the cool mythology around there. ^^
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 05, 2010 10:47 PM

i think sats r useless i just put em on mine to make it look authntic^^

btw dont scarabs usually have jewels?
And egptian mythology was always my joint favourite with greek...........i call greek for next year^^

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xerox
xerox


Promising
Undefeatable Hero
posted March 05, 2010 11:39 PM

The Gold Scarab creature is supposed to have jewels etc on it but it's hard to find Scarab creature pictures on the internet.
I have two themes for my faction.
Upgrades are a darker version and alternative upgrades are supposed to be the "sacred" creatures.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 05, 2010 11:48 PM

Don't let pictures restrain your creativity, just describe how the creature looks like if you can't find a suitable pic.

You're an aspiring author man, describing things in words is your future job, do it
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 06, 2010 12:01 AM

i see nice idea evil and holy^^ dark and sacred

very good

set V ra^^
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xerox
xerox


Promising
Undefeatable Hero
posted March 06, 2010 02:04 AM

I think I got some inspiration regarding the lore of the faction now.
The lore of the Ash-khari, but more about the nature of their gods and Sol'os/Osir'os VS Sethek has been developed a lot more.

And yeah, I call them Ask-khari instead of Ash-khar now.
You could say that Ash-khari is the plural form of Ash-khar. Like Rakshasa -> Rakshasi. After all, the two creatures are related.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 06, 2010 10:17 PM

kool dude
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Xerox
Xerox


Promising
Undefeatable Hero
posted March 09, 2010 03:03 PM
Edited by Xerox at 15:09, 09 Mar 2010.

I cant edit my main post -.-
I can edit other posts but not that one for some reason. Yes, I have two computers. Does that matter? It sure hasnt before.
It says like this:

"Sorry, but your username does not match the person who posted this message. Back up and try again."
What? But I can edit other posts fine and I even changed the password.

I wanted to add my favorite creatures and the edit was going to look like this:

edit: Never mind. I figured it out. When I posted I had logged in on Xerox (with capital letter). Kind of stupid.


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 09, 2010 09:53 PM

haha^^ nice one^^
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 11, 2010 05:47 PM

youre avenger is RA^^
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Xerox
Xerox


Promising
Undefeatable Hero
posted March 14, 2010 01:14 AM
Edited by Xerox at 13:36, 14 Mar 2010.

Yeah, I needed to find the picture of an egyptian-looking birdman and this was the best I could find! ^^


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 14, 2010 01:35 PM

^^ i think it works^^
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 14, 2010 01:47 PM

This is beginning to look really awesome

You utilize the egyptian theme very well, and your racial looks interesting.
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