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Heroes Community > Heroes 7+ Altar of Wishes > Thread: HOMM: back to the future
Thread: HOMM: back to the future This thread is 2 pages long: 1 2 · NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 08, 2010 07:21 PM
Edited by bixie at 10:30, 24 Jul 2010.

HOMM: back to the future

now before you start getting excited about having Doc Brown and Marty Mcfly as heroes and a dilorian unit, I'm going to have to crush your dreams, as it is not that at all.

basically, you have classic heroes of might and magic... with a twist. there is a little setting when you start up a game, which can completely alter the town, setting, creatures and heroes you play as (though they still count as the same faction). the simple "Before crisis" and "after crisis" feature that allows for the towns to have totally different styles of gameplay, as well as new atmosphere and tactics. This is showing of the different towns change, decay, revolution, rise and so on, which will be explained out in the campaign.

DAH BAKGROWND!

the whole thing about the crisis is crucial to the story. in the mythology, the armies of gods, children of the almighty and lead by the burning god, trapped and sealed the ancient evil known as "the shadow" inside the Pandoran, a mythical prison held inside a mountain. Only the blood of a god could be used to unseal it. Whilst many gods left the mortal plain, Hernos, the god of the hunt, stayed behind, to protect it, with the power of the wild hunt and his natural affinity with the elves. similarly, the Burning gods children, the dragons, as well as the servants of the almighty, the angels, stayed to help.

eons pass, the Aquila empire rise to power under the protection of the emperor and the angels, living as an optimistic force in the world. meanwhile, the orcs have all be brought under the savage rule of their shamans, who are drawing power from the dragons. they enslave the gremlins, who left their ancient halls for greener living, and put them to work. meanwhile the minotaurs decide to start warring, the ancient halls defenses of golems start going into overtime, the wild hunt is still going strong, leading to invasion of other lands, whilst the underground necromancer movement (known in the lore as the hand) are beginning to stur up trouble.


Factions

Ok, this set up is going to be a bit different, as I'm going to have a little bit of text explaining, from the point of view of an important member of the faction, why they are so good etc, and you can judge the way they have changed from that.

Haven (before Crisis)
We of the great Aquilian empire follow the good code of the almighty. honour, duty, respect, trust and compassion. as our noble knights fight with our couragous peasents, the servants of the shining host fly over us, guiding our cause. - emperor Justin VI
Hero: knight
creatures
1. Militia -> men-at-arms
2. Yeoman bowman -> Villien crossbowman
3. footman -> Squire
4. Griffon -> imperial griffon
5. Cavalier -> paladin
6. Angel -> arch angel

Haven (after crisis)
Our empire crumbles due to our enemies! the heretics, heathens and monsters outside our walls, within our throng and inside our bodies must be purged. Call the witch hunters, call the executioners, and lets make examples out of these wretched dogs!-Royal theologian Otto Von Klempt.
Hero: inquisitor
creatures
1. Penal soldier-> Penal archer
2. Flagellant-> wailing Flagellant
3. chained hypogriff -> unbound hypogriff
4. Monk -> zealot
5. Witch hunter -> persecutor
6. Martyr-> Saint

Stronghold (before crisis)
Let no beast doubt your strength! You are servants of the burning god, the masters of strength and sinew. Fell your enemies with axe and flame, for the god has spoke unto me, and that is his will!- Pyre master Jeckrip Ashscar
Hero: Warlock
creatures
1. Gremlin slave -> Gremlin bomber
2. Orc barbarian -> Orc warrior
3. Salamander -> incendary Salamander
4. Troll -> Pyre troll
5. Shaman -> pyremaster
6. Drake -> Dragon

Stronghold (after crisis)
The Orcs bow to no beast, man or god. every day is a struggle. with the pounding of anvils and the thunder of guns, we fight for each breath we take- Tribune Talock Burnclaw
Hero: Warlord
creatures
1. Conscript -> Auxillary
2. Soldier -> Legionarie
3. Rifleman -> Musketeer
4. boar rider -> tusked cavalry
5. Troll bombard -> Troll Pyrochant
6. War forge -> battle furnance

Academy (Before Crisis)
We wait, for our masters and creators. We let no mouth breather in. we guard our masters great works until they return, to lead our armies again.- sentinel 394
Hero: Sentinel
creatures
1. Stoneling -> gravelchild
2. Gargoyle -> obsidian gargoyle
3. Stone golem -> crystal golem
4. Living rune -> sentient glyph
5. Basalt stalker -> Basalt predator
6. collosus -> Titan

Academy (After crisis)
We return to our homes, to our ancient works, to begin again! for there is so much to do. Experiments to run, Research to be done, our forefathers understood a great deal, and we must live up to their expectations!- High academe Thadius Getzet Sprigglewocket.
Hero: Wizard
creatures
1. Clockwork marcher -> clockwork soldier
2. Steel Golem -> Steel automaton
3. mechanic -> engineer
4. Mage -> Archmage
5. gyrocopter -> experimental Gyrocopter
6. mechanical burrower -> drill machine.

Sanctuary (before crisis)
The wild hunt calls! the lands of the forest, the glorious kingdom of green, shall ride out in our glorious crusade. under the watchful eyes of the last god, we shall make merry our stride, and woe betide anyone who stands in our way- Huntmaster Yolgwen Cyrmatrinal  
Hero: hunt master
creatures
1. Spriggan -> slyph
2. Wardancer -> blade weaver
3. Werewolf -> moon hunters
4. Hunstmen -> warden of the hunt
5. Centaur charger -> Centaur reveler  
6. Immortal -> Avatar of Hernos

Sanctuary (after crisis)
Our twilight dawns. we must away. our lands are dwindling, our people are dying, the Pandoran is opened and the last god is dead. but we will go as warriors, not as cowards, as will all the breathern of the forest. we shall die with swords in our hands and honour in our hearts Dream walker Elidril Solintherian
Hero: dream walker
creatures
1. Pixie -> sprite
2. Grove guard -> Glade keeper
3. Centaur stoic -> Centaur parader
4. Ranger -> sharp shooter
5. Druid -> Arch druid
6. faerie dragon -> Wyrm of dreams

Bastion (Before crisis)
We are of the taurus breed. Our code his honour, our will is indominable. We strike with patience and skill, we honour our felled and our enemy. We fight with the wisdom of the gods on our side, and our hammerblows shall strike like thunderbolts- Sage Tor Julholger
Hero: sage
creatures
1. Hornlings -> Youngblood
2. Spear weilder -> bladehoof
3. veterans -> Warheart
4. War Priests -> Stormhorn
5. lost one -> Shattersoul
6. Roc -> thunderbird

Bastion (after crisis)
the Minotaurs were easily conquered. their trusting nature made it all to easy. and now the mountain kingdoms are ours, and we fill it with our creatures. let them pray to our master, the crippled people that they are, whilst our brethern feed on their souls.- prophetess Vashna urverixia
Hero: Dominator
creatures
1. Troglodyte -> mature troglodyte  
2. Harpy -> Hag
3. Minotaur Guard -> Minotaur champion
4. beholder -> all seer
5. Manticore -> saber manticore
6. Vampire apprentice -> vampire lord.

Necropolis (before crisis)
under the shadow of the world we live. Hated for our studies, hunted for our views, persecuted and reviled for the powers we have. from the recent graves and from plagues apently, we sow the seeds of folly and fear amongst the ranks of our enemies.- Necromancer Karl merdeshults
hero: necromancer
creatures
1. zombie -> rotting zombie
2. ghoul -> scavenger
3. plaguebringer -> plaguespreader
4. great leech -> Atraxis
5. abberation -> stitchmaster
6. corpse cart -> flesh wagon

Necropolis (after crisis)
a Kingdom of the eternally living. a glorious paradime of unending life. This is what we offer. no pain, no suffering, those are stripped away for everlasting existance and bliss. The fools who wish to end us will find themselves joining our ranks, willingly, or by bite of blade.- bone lord Lothor
Hero: bone lord
creatures
1. Skeleton -> skeleton archer
2. Ghost -> spectre
3. flesh stripper -> bone cleaner
4. Wight -> wraith
5. Lich -> deathless sage
6. Bone giant -> fleshless titan

what do people think of these ideas?  
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 08, 2010 09:50 PM

That doesn't sound half bad, actually. I've seen quite a few bizare and less bizare propositions on this forum over the years, of varying degrees of creativeness. But this is one of the better ones.

However good the concept, a lot is dependant on the actual workings of it.
I assume that one may choose if he plays before or after crisis, when not playing the campaign or set scenarios.

Also such a concept can be made or broken by the story.

But I'll follow this idea. It has potential.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 08, 2010 10:08 PM
Edited by bixie at 22:10, 08 Jul 2010.

yeah, in custom scenarios, you get to choose between before and after crisis, thereby getting different factions with different play styles.

the whole thing about the crisis is crucial to the story. in the mythology, the armies of gods, children of the almighty and lead by the burning god, trapped and sealed the ancient evil known as "the shadow" inside the Pandoran, a mythical prison held inside a mountain. Only the blood of a god could be used to unseal it. Whilst many gods left the mortal plain, Hernos, the god of the hunt, stayed behind, to protect it, with the power of the wild hunt and his natural affinity with the elves. similarly, the Burning gods children, the dragons, as well as the servants of the almighty, the angels, stayed to help.

eons pass, the Aquila empire rise to power under the protection of the emperor and the angels, living as an optimistic force in the world. meanwhile, the orcs have all be brought under the savage rule of their shamans, who are drawing power from the dragons. they enslave the gremlins, who left their ancient halls for greener living, and put them to work. meanwhile the ancient warrior people decide to start warring, the ancient halls defenses of golems start going into overtime, the wild hunt is still going strong, whilst the underground necromancer (known in the lore as the hand) are beginning to stur up trouble.

suprise, suprise, one of the factions kill Hernos and unleash the evil. the angels and dragons flee to protect their gods, leaving the stronghold shamans with nothing to pray to and draw power from, and the haven with a desperate desire to bring the angels back, falling upon each other bringing out the heretic. the stronghold orcs overthrow the shaman and free the slaves, (including the gremlins), deciding to become more industrialised and shirk magic. The gremlins return to their halls and start to rebuild. the wild hunt is dead due to the loss of Hernos, and the elves and the fae begin to loose their powers, but still determined to go out with a fight. The necromancers have become a powerful nation, rivaling the old Aquila empire, whilst the noble warriors are enslaved by the forces of "the shadow" and are in it's thrall.

in the campaign, the player will play through the story of the releasing of the shadow in the before crisis, and the eventual defeat of it, as well the destruction of the necromancers in the after crisis.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 08, 2010 10:27 PM

You've not convinced me yet. It's looking better, but you've not sold me yet.

The story has potential, but again it all depends on what you're going to do with it. Unbelievable or stock characters may ruin the whole thing. As wel as recognisable or predictable plot-twists.
Tread carefully with this, as one false step may lie between genius and just another throw-away story.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 08, 2010 10:28 PM

I'm probably not going to focus on the story just yet. but mainly the players invovled.

any ideas of what the "Noble warrior race" would be?
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 08, 2010 10:47 PM

Perhaps that is best for now.

As for the "Noble Warrior Race" Dwarves would be the easy thing to go for, but I suggest to do that only as a last resort. Seeing as Dwarves and Dark Dwarves have been done before.

Uhm, I've always had a soft spot for Minotaurs myself. I personally love the way they're portraid in the Dragonlance Mythos. There they are a strangely likeable, expansionistic millitary dictatorship.

You could of course think up an entirely unknown untill now humanoid species with a strange resemblance to an animal here on earth. (Badgermen anyone?)

You could take a generic evil race and show how they've declined and corrupted from good to what they are now.
Or take her twin-sister. And take a generic good race and twist them beyond comparison.

But this is your party, so you may do what you please.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 08, 2010 11:14 PM

I like the idea of the minotaurs, a race built around personal honour, and are actually quite likeable.

and their gradual decline is all due to the outside influence of the Shadow and it's minions.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 09, 2010 05:09 PM

Bixie, just a suggestion here but I think the Warlocks should be in charge after the Minotaurs are corrupted.
They should be the ones pulling the strings behind the shadows of some puppet regime and occasionally lead their fellows into battle aided by their dark magics and unholy experiments.
Before the Minotaurs should be lead by a noble senate of elder councils. Who use their years of experience to decide what ways are best for their people. The then should be lead by a Roman-style general who directs the legions of honorable warriors.

Just a suggestion here again, but the different styles should have different heroes as well. That way you'd make the choice between Might and Magic have more effect.
Say Haven before Crisis should be lead by noble Knights, whereas after the Crisis they should be lead by zealous Inquisitors.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 09, 2010 05:46 PM

with the different heroes, yeah, that's pretty much what I was going for, giving a real sense of change around the place. however, I want to make it a reasonable equal divide between Might and Magic heroes, so the same number Before crisis as After.

as for the warlocks corrupting the minotaurs, I kind of imagined the warlocks as the high priests, as more of a positive force for the Minotaurs. they could be the council of elders, as you say, for the Minotaurs.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 09, 2010 08:06 PM

Seems interesting, but I didn't compeltely get it I think^^

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 09, 2010 08:58 PM

Just a note, you've listed Warlock as the Orc hero before crisis. I think you meant Shaman there.
Also is Barbarian what you want to go for with the Orc after Crisis? You've said that the Orc would get more industrialised as a society, so it seems rather counter-intuitive. I would think a Conquistador would be more fitting.

As for Warlocks, they are per definition not the most good people around. In Christian tradition they are male equivalent of a witch and as you may know witches are worshippers of demons and satan and evil practitioners of magic. The original Proto-English Waerloga, from which Warlock evolved, means deciever/oathbreaker. So an honorable society lead by Warlocks seems out of place.
But then again I'm not part of this project. just a freelance-know-it-all. You do not have to heed my words.

I also see you've made this six-tiered, so you may want to decide how you'll handle upgrades.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 09, 2010 09:06 PM

Quote:
n Christian tradition they are male equivalent of a witch and as you may know witches are worshippers of demons and satan and evil practitioners of magic.


sorry to be strict but you forgot to say "in the eyes of the time" or "in eyes of medieval society" or sth. like that, since in fact, witches were skilled, knowledgeful healers and, as far as we know, most often NOT worshippers of demons or satan^^

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 09, 2010 10:18 PM

just to cut off, before we start badgering each other over interpretations and facts over witches.

the reason why I put Warlocks as the before crisis orc hero was to establish them as the dominant class. the orcs start off, like many early races, having a great deal of respect for weilders of magic, believing them gifted by the gods or something. the Warlocks, therefore, are not so much dark wizards but a cross between skilled wizard, tribal shaman and furious Iconoclast, driving their forces forth with whips, fiery words and dangerous spells. also, the reason I kept warlock there is because it is one of the oldest hero classes, and has alot of history within the games.

much the same with the barbarian. considering that the stronghold is going to be the "Barbarian" faction, including it anywhere else would be rather silly. as I said, the name needs to be better, and I though possible something like "Marshall" would suit it better.

the shaman I intend to have as a unit. a high level unit, but still a unit.

the reason for the 6 level slots is due to the fact that It provides each faction with unique units, and balances it out between old favourites, and new creatures. 6 allows me to have alot of flexibility when it comes to developing each faction, and making the before and after crisis factions really unique. for example, I plan, for the undead factions, to have alot of zombies and alot of fleshy creatures in the before crisis list, but in the after crisis, they have been stripped away of flesh, and are looking more skeletal.

which brings me, rather neatly, to my final faction, the Necropolis. I'm having a really hard time trying to create the after crisis hero for it. the Before crisis, the necromancer, was going to be a magic based hero with necromancy (surprise surprise.) any ideas?

oh, and also, it's going to be single upgrades for each unit.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 09, 2010 11:01 PM

Hmmm, I suppose Deathknight would be to easy or a unit.

Wraithlord? Tombkeeper? Warlich? Graverobber?

Also for the Orc Might-hero, what would be wrong about Warlord?


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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 09, 2010 11:11 PM

Well, tombkeeper sounds good, but even so, it's still kind of underground seeming. War-lich sounds good, but that restricts the hero a bit. maybe something like death knight would work, but even so, it's too obvious. Bone lord might be a good one.

and as for the Warlord, I don't know, it still seems like a barbaric sort of mentality, and as shown, the orcs go through a bit of a revitalisation. they are still warlike, to be sure, but it's more structured and cohesive. Warlord makes me think of tribes and gangs, whilst Marshall makes me think of soldiers.

Hey, it's just my preference.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 10, 2010 11:23 AM
Edited by War-overlord at 11:26, 10 Jul 2010.

Concerning a Warlich, I assume that every Necropolis Hero needs a certain amount of magical talent. The undead are not going to raise themself and they need guidance as all, save a few liched, vampires and Deathknights, of them are mindless.
So I would think that a Warlich would be a might Hero that borders on Magic.

As for a Warlord, they are of all ages. The coherent factor with Warlords is that they have the civic and military power in a society. The Warlord is kept in power by his loyal troops and more often then not rules with an iron fist.
So in my view that would suit the post crisis Orcs. The Orcs overthrow the Shamen and Warlocks who ruled with magic and awe, to turn to no-nonsense, strict troop-commanders.


On another note, you'll need to think carefully about what unit's you create. If you do not want them to be run-of-the-mill, half-harted things, I always keep to one simple standard.
With every unit you need to answer one simple question:Why? If you can decently explain why a unit fights for the cause and how it came to be, you'll ensure that you'll not mkae some pulp-units.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 10, 2010 11:30 AM

I suppose if I have some factions that are more might orientated, like Haven and Stronghold, and more magic orientated, like academy and necropolis, that would allow for variety.

yeah, I suppose warlords do sound nice for the Orcs.
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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 11, 2010 04:54 AM

Quote:
now before you start getting excited about having Doc Brown and Marty Mcfly as heroes and a dilorian unit, I'm going to have to crush your dreams, as it is not that at all.

basically, you have classic heroes of might and magic... with a twist. there is a little setting when you start up a game, which can completely alter the town, setting, creatures and heroes you play as (though they still count as the same faction). the simple "Before crisis" and "after crisis" feature that allows for the towns to have totally different styles of gameplay, as well as new atmosphere and tactics. This is showing of the different towns change, decay, revolution, rise and so on, which will be explained out in the campaign.

Factions

Ok, this set up is going to be a bit different, as I'm going to have a little bit of text explaining, from the point of view of an important member of the faction, why they are so good etc, and you can judge the way they have changed from that.

Haven (before Crisis)
We of the great Aquilian empire follow the good code of the almighty. honour, duty, respect, trust and compassion. as our noble knights fight with our couragous peasents, the servants of the shining host fly over us, guiding our cause. - emperor Justin VI
Hero: knight
creatures
1. Militia -> men-at-arms
2. Yeoman bowman -> Villien crossbowman
3. footman -> Squire
4. Griffon -> imperial griffon
5. Cavalier -> paladin
6. Angel -> arch angel

Haven (after crisis)
Our empire crumbles due to our enemies! the heretics, heathens and monsters outside our walls, within our throng and inside our bodies must be purged. Call the witch hunters, call the executioners, and lets make examples out of these wretched dogs!-Royal theologian Otto Von Klempt.
Hero: inquisitor
creatures
1. Penal soldier-> Penal archer
2. Flagellant-> wailing Flagellant
3. chained hypogriff -> unbound hypogriff
4. Monk -> zealot
5. Witch hunter -> persecutor
6. Martyr-> Saint

Stronghold (before crisis)
Let no beast doubt your strength! You are servants of the burning god, the masters of strength and sinew. Fell your enemies with axe and flame, for the god has spoke unto me, and that is his will!- Pyre master Jeckrip Ashscar
Hero: Warlock
creatures
1.
2.
3.
4.
5.
6.

Stronghold (after crisis)
The Orcs bow to no beast, man or god. every day is a struggle. with the pounding of anvils and the thunder of guns, we fight for each breath we take- Tribune Talock Burnclaw
Hero: Warlord
creatures
1.
2.
3.
4.
5.
6.

Academy (Before Crisis)
We wait, for our masters and creators. We let no mouth breather in. we guard our masters great works until they return, to lead our armies again.- sentinel 394
Hero: Sentinel
creatures
1.
2.
3.
4.
5.
6.

Academy (After crisis)
We return to our homes, to our ancient works, to begin again! for there is so much to do. Experiments to run, Research to be done, our forefathers understood a great deal, and we must live up to their expectations!- High academe Thadius Getzet Sprigglewocket.
Hero: Wizard
creatures
1.
2.
3.
4.
5.
6.

Sanctuary (before crisis)
The wild hunt calls! the lands of the forest, the glorious kingdom of green, shall ride out in our glorious crusade. under the watchful eyes of the last god, we shall make merry our stride, and woe betide anyone who stands in our way- Huntmaster Yolgwen Cyrmatrinal  
Hero: hunt master
creatures
1.
2.
3.
4.
5.
6.

Sanctuary (after crisis)
Our twilight dawns. we must away. our lands are dwindling, our people are dying, the Pandoran is opened and the last god is dead. but we will go as warriors, not as cowards, as will all the breathern of the forest. we shall die with swords in our hands and honour in our hearts Dream walker Elidril Solintherian
Hero: dream walker
creatures
1.
2.
3.
4.
5.
6.

Bastion (Before crisis)
We are of the taurus breed. Our code his honour, our will is indominable. We strike with patience and skill, we honour our felled and our enemy. We fight with the wisdom of the gods on our side, and our hammerblows shall strike like thunderbolts- champion Tor Julholger
Hero: champion
creatures
1.
2.
3.
4.
5.
6.

Bastion (after crisis)
the Minotaurs were easily conquered. their trusting nature made it all to easy. and now the mountain kingdoms are ours for the taking. let them pray to our master, the crippled people that they are, whilst our brethern feed on their souls.- prophetess Vashna urverixia
Hero: prophet
creatures
1.
2.
3.
4.
5.
6.

Necropolis (before crisis)
under the shadow of the world we live. Hated for our studies, hunted for our views, persecuted and reviled for the powers we have. from the recent graves and from plagues apently, we sow the seeds of folly and fear amongst the ranks of our enemies.- Necromancer Karl merdeshults
hero: necromancer
creatures
1.
2.
3.
4.
5.
6.

Necropolis (after crisis)
a Kingdom of the eternally living. a glorious paradime of unending life. This is what we offer. no pain, no suffering, those are stripped away for everlasting existance and bliss. The fools who wish to end us will find themselves joining our ranks, willingly, or by bite of blade.- bone lord Lothor
Hero: bone lord
creatures
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2.
3.
4.
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6.

what do people think of these ideas?  


Here are some creatures. Necropolis (after crisis):

Tier Four: Vampires.
Description: These tall and gaunt figures are the great fallen warriors, the ones who have been the subjects of legend. They still remember their battle lore, and move with a speed unmatched by any other.
High attack, speed. Medium HP. Low defense & initiative. Abilities: Life Drain, No retaliation.

Upgrade 1: Vampire Eternals.
Description: Unlike their lesser brothers, these vampires have lived for centuries without dying, and have learned how to prolong their existence even longer.
High attack, HP. Medium initiative. Low speed and defense. Abilities: Life Drain, Regeneration.

Upgrade 2: Vampire Maidens.
Description: These lovely undead women prefer to convert enemies to their own kind, rather than to kill them. Their strategy is especially effective against male troops, who fall for their charms.
High attack, speed, intiative. Very low HP, defense. Abilities: Life Drain, Convert (every time this creature kills a stack, it turns into a stack of Vampires on your side. The stack size is 1*Number of Vampire Maidens.), Seduce (has a chance to make the Confusion spell on advanced mastery when hitting male troops.

Will put more units soon.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 11, 2010 10:54 AM

in the mythology, Vampires are much, much stronger than level 4. they are seriously dangerous creatures, and are the servants of "The shadow" in the same way the angels are the servants of "the almighty".
____________
Love, Laugh, Learn, Live.

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MattII
MattII


Legendary Hero
posted July 11, 2010 11:10 AM
Edited by MattII at 12:25, 11 Jul 2010.

Quote:
Tier Four: Vampires.
Description: These tall and gaunt figures are the great fallen warriors, the ones who have been the subjects of legend. They still remember their battle lore, and move with a speed unmatched by any other.
High attack, speed. Medium HP. Low defense & initiative. Abilities: Life Drain, No retaliation.

Upgrade 1: Vampire Eternals.
Description: Unlike their lesser brothers, these vampires have lived for centuries without dying, and have learned how to prolong their existence even longer.
High attack, HP. Medium initiative. Low speed and defense. Abilities: Life Drain, Regeneration.

Upgrade 2: Vampire Maidens.
Description: These lovely undead women prefer to convert enemies to their own kind, rather than to kill them. Their strategy is especially effective against male troops, who fall for their charms.
High attack, speed, intiative. Very low HP, defense. Abilities: Life Drain, Convert (every time this creature kills a stack, it turns into a stack of Vampires on your side. The stack size is 1*Number of Vampire Maidens.), Seduce (has a chance to make the Confusion spell on advanced mastery when hitting male troops.


Oh no, please don't put Vampires in Necropolis, that's like putting a Porsche or BMW in with a bunch of Ladas.

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