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Heroes Community > Age of Heroes Coliseum > Thread: Contest: Faction Creation by tasks
Thread: Contest: Faction Creation by tasks This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 17, 2010 12:45 AM bonus applied by Mytical on 03 Jan 2011.
Edited by Jiriki9 at 10:00, 17 Dec 2010.

Contest: Faction Creation by tasks

Hi People

As allready mentioned in the Altar of Wishes, this is a competition of creativity and flexibility. Those willing to take the challenge will be given one or more tasks each round, which they have to fullfill. As long as you do that, you are completely free in how you shape the faction.

Round-time shall be rather flexible, dependant on how much time you want and need and how many people participate in a round. You can join the contest anytime, btw.

Round 1:

In this first round, you may choose one out of the following Tasks:

Task A:

-Make a Might faction, that means: a faction whose heroes cannot cast or learn spells and have no mana.
-The faction may NOT have the barbarian/stronghold/orcs/etc. theme.

Task B:

-Make a faction with a racial skill that allows to create or alter spells.
-The faction may NOT include one of the units Mage, Genie, Golem or Titan.



If there are still questions, or my descriptions are not accurate or not enough, you can allways ask me, also per pm, of course!

I'm looking forward to see your factions!!!
Have fun everybody!

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MattII
MattII


Legendary Hero
posted December 17, 2010 04:12 AM

Just a question about option A, how many hero classes do we have to have, because without putting heroes on the battlefield, I really can't see how we're going to get two hero classes.

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted December 17, 2010 06:32 AM

I guess it's fully possible to create an alternative magic, like war shouts, alchemy and such.
____________
Need moar avatars!

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MattII
MattII


Legendary Hero
posted December 17, 2010 07:40 AM
Edited by MattII at 01:36, 22 Dec 2010.

Well War Shouts are right out, they're part of the Stronghold theme.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 17, 2010 10:00 AM
Edited by Jiriki9 at 10:01, 17 Dec 2010.

@MattII:

You can make a faction with as much hero classes as you want It's up to you to make, 1, 2, or more

@oscarius:

Of course you can create such. But the heroes may not learn any spells from any place on the map or any mage guild (No, not even AM-spells) and if you do an alternative system, please also look for something else than mana as "ressource"
Also, as Matt stated, warcries are rather close to the Stronghold theme...

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted December 17, 2010 10:50 AM

Do these factions have to follow the H6 format?
____________
Eccentric Opinion

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 17, 2010 11:13 AM

No. You can, as stated in the first post, do the faction however you want, as long as you fulfill the task. If you wana go for H6 system, go. if you wanna do it liek in H5, fine as well. And if ou want to have 12 tiers with 4 creaturess per tier, I won't stop you either...you can do it any way you wish.

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Foonlegacy
Foonlegacy


Hired Hero
posted December 18, 2010 02:28 AM
Edited by Foonlegacy at 19:45, 19 Dec 2010.

Came up with this town concept, inspired by World of Darkness lore and the Underworld films, ages ago.  I just changed some things so it would fit with Heroes 6.  Should cover the Task B, since these vampires use Blood Rites (basically blood spells) and some dark magic.  Enjoy!

THE COVENANT

Description

Associated colors:  Black (Their curse), purple (Their nobility) and blood red (Their thirst for blood).
Worship:  Malassa, Dragon of Darkness.  Legendary vampires who are said to have ascended to god-like status, such as Caine, Bane, and Dracula, are worshipped by different clans.
Core Philosophy:  “This gift is a curse!”  Most vampires accept their vampiric nature, seeing themselves as the superior species and shall one day inherit all the lands.
Country/Kingdom:  Vampra, providence in Heresh.
Capital City:  Transylvania.
Symbols:  The blood moon, bat and wolf.

Society:  For those that believe in vampires, they say that vampires are warded off with holy crosses or garlic, that when sunlight touches their flesh they burn to ash and that a stake to the heart will drop them dead. Contrary to these myths, crucifixes and garlic do not repel them, sunlight only agitates them and being staked will only leave them paralyzed for a time.  The only true way to kill a vampire is to dismember the head.  These common misconceptions are propaganda vampires spread to the outside world, so that their enemies will be ill prepared when they face them.  In each of the Covenant cities, there is a Prince who rules along with a circle of trusted advisors.  The advisors to the Prince are a council of intelligent and cunning elder vampires, though there influence ranges.  A powerful council may actually rule and just use the Prince as a figurehead, because he is too weak.  There may be powerful, tyrannical Princes who don’t confide in any council.  Malassa is believed to have cursed some mortal evil men with immortality, a need to drink blood (and to be able to smell it a mile away), sensitivity to light and sound, creating the first vampires (much like how she corrupted the elves into dark elves).

Architecture and Land:  While the Necromancers reside in the barren wastelands of Heresh, the vampires choose to dwell in caverns underneath Heresh (and throughout Ashan) and dark forests and caves, preferring the cooler air.  This labyrinth of forest and deep catacombs is the makeup of the kingdom of Vampra.  Within Vampra are vast cites, consisting of tall obsidian spires, large mansions/estates, Gothic themed castles, dark cathedrals and crypts adorned with grotesque gargoyle statues.

Magic:  Vampires can use their vitae to cast Blood Rites to buff themselves, like increased damage (Blood Lust), increased speed (Blood Rush) and regenerate life (Blood Bath).  They also have some knowledge of dark magic (Curses).

Boss:  Tiamat.

Faction Relations

The Humans and Elves:  Vampires like to remain masqueraded from the human and elf world to maintain a shroud of mystery until the time is right.  Many humans in the Empire still do not believe in the existence of the vampires, the less the humans and elves know about them the better.  Human blood grants the vampire sustenance, but feasting on elf blood is a delicacy.
The Necromancers:  The vampires allies, although they don’t believe in the same Gods, philosophies or ways of “life.”  Vampires still take pleasures from things and are not as reserved as Necromancers.  They do things they never got to do when they were living but now have time to do now, since they are immortal.  Although they are both undead, the difference is that the Necromancers willingly choose to be undead and the vampires are cursed with it.
The Infernal Demons:  Not much is known about the demons, although there is one radical group of vampires called Belial’s Seed who believe they were spawned from demons and doomed to hellfire.  Belial's Seed willingly give themselves over to frenzy and do all they can to create chaos and sow fear, endangering the Covenants secrecy in the process.
The Barbaric Orcs:  They view the orc tribes as little more than savage and primitive beings, who worship false gods like “Father Sky” and “Mother Earth.”  They even think orcish blood is vile and crude, preferring human and elf blood instead.
The Arcane Wizards:  Arcane magic mages wield with ease befuddle the Vampires, who struggle to understand its power.  The vampires aid the Necromancers in their war against the Silver Cities, and the Necromancers teach the vampires the dark arts.

Strategy

Strengths:  Fast and agile creatures, high damage output, high morale, healing ability and Blood Rites.
Weaknesses:  Limited magic, Low defense, weak if low on vitae.
Racial Ability:  Blood Potency - Vampires have to feed to recover vitae points, which they often do by gouging out the hearts of men to consume in the midst of battle.  While other vampires think it vile and distasteful to do so (they feed off the blood of animals), this act bolsters the vampires in many ways by allowing them to cast Blood Rites.  The better a vampires blood potency the more vitae they are able to harvest from feeding, more vitae they can hold in their bodies and being able to cast more powerful Blood Rites.  If a vampire runs out of vitae though, they will wither into weakened husks and eventually fall into torpor until awakened.

Creatures

CORE

GHOUL

A Ghoul is a mortal being who regularly drinks the blood of a vampire. The mortal gains mystical power through the Vampire's vitae and becomes enthralled to their vampire sire. The blood enraptures the ghoul, making them a slave to their master's will. They perform their duties because they cannot refuse, even unto death.  Ghouls eat the corpses of their enemies so that they cannot be resurrected either by the necromantic arts or divine intervention.

The Revenant is the upgrade of the Ghoul.

STALKER

Vampire Stalkers are part of the mysterious Black Thorn guild.  With training from their guild leaders and a little help to channel their superhuman strength, they learn to throw short stakes and other crude objects with incredible speed, deadly accuracy and precision, at amazing distances.  They also learn to stealthily blend into the shadows to stalk their prey in the silence of night.  With two weapon style training, they dash about the battlefield when confronted at melee range.

The Assassin is the upgrade of the Stalker.

REAVER

Vampire Reavers worship Bane (God of dominance and war) and can grow bone claws from their forearms to impale their enemies with.  Their study of Bane gives them great insight of war giving them exceptionally lethal and critical strikes to the enemy, even cleaving through multiple targets at once and getting drenched with blood.  They rush bravely into battle because of their blood lust and are arrogant.  The Reavers are not without honor, they do not chase fleeing opponents, they think it as an insult to their ancestry to do so, however they often pursue the worthy ones who dare challenge them.

The Slayer is the upgrade of the Reaver.

ELITE

WEREWOLF

Werewolf packs were enslaved by the vampires, who now serve as savage attack dogs.  They are eerily resilient to most physical attacks and usually found on the frontlines taking the brunt of the attacks, absorbing most of the damage.  The most loyal werewolves serve as personal guards to some of the elder vampires.  When a werewolf is severely wounded its feral impulses kick in and it lashes out at the closest thing near it, even the vampires it serves.  Werewolves are attune to the cycles of the moon and are stronger during the night where they can channel power from the moon.

The Alpha Werewolf is the upgrade of the Werewolf.

BLACK KNIGHT

Black Knights march in the name of Caine (They bear the mark of Caine), said to have been the very first vampire and a powerful one at that.  The utterance of the name Caine instills fear and doubt in their enemies and even other vampires.  They are more experienced, smart, tougher and frightening vampires than most.  They adorn powerful armor set pieces enchanted with engravings to ward off certain spells and wield giant cleavers which curses their enemies with each blow.  They travel via Nightmares (re-animated mounts) as horses are generally afraid of them or sometimes Bone Drakes.  They strike terror in the hearts of man and relish the sight of mortals trembling in fear and it is not uncommon for a whole brave platoon to flee in horror.

The Dark Crusader is the upgrade of the Black Knight.

BLOOD LORD

The Blood Lords worship Dracula, their progenitor and the first to shape-shift into a giant bat.  They possess the ability to drain life from a distance and are able to transform themselves into terrible bat monstrosities at will.  In this form, they can fly across the around the battlefield engaging in close combat.  They also manifest Dread powers which allow them to deceive their enemies with illusions, grasp their opponents in mental anguish and dominate lesser minds to control them.  Their aura boosts the morale of the vampire’s armies with fearlessness.

The Dread Lord is the upgrade of the Blood Lord.

CHAMPION

BONE DRAKE

Bone Drakes belong to the underworld realm of spirit creatures, summoned by performing dark rituals and pressed into doing the elders bidding, often used for scouting and terrorizing their enemies.  Drakes are malicious, fierce, venomous beasts whose speed and agility surprises the most hardened of warriors. Their salivary glands produce stinging poison that causes enemies to writhe in pain, severely damaging their nerves.

The Nether Drake is the upgrade of the Bone Drake
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 18, 2010 10:11 AM

Hmmm, I have to say that 'til now, I don't really see this vampires fit into task two...I would at least need more info about the racial to see if it fits...but still, I don't see that it, now, would alter or create spells...

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Foonlegacy
Foonlegacy


Hired Hero
posted December 18, 2010 09:04 PM

Their racial ability, Blood Potency, allows the vampires to gain vitae points from attacking/feeding (much like the orcs Blood Rage from H5).  Vampires are able to use this vitae stored in them to cast Blood Rites (spells) to bolster their armies (like the rune magic from H5).  Sorry for the confusion.
____________

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 18, 2010 09:24 PM
Edited by LizardWarrior at 20:29, 30 Dec 2010.

TASK 2

ABYSS
Also Known As:Spawns of chaos,azamoths
Associated Colours: Black and Dark Purple
Worship:UyarrMO,the god of darkness
Country/Kingdom:Deepest Realm
Capital City:Key'eh,the center of earth
Key Symbols:Chaos Mark


Azamoths' origins
Azamoths origins are a great mistery for all ashan people.Some says they arrived in Ashan with the help on an ancient portal from another dimmesion.Others think they are ancient creatures which suffered mutations in underground,but no one knows their origins.As they are very savage and have a un-translatable language,only one document was found,a stone which has drawn on it UyarrMo whit an azamoth in his palm and some strange markings.

Azamoths' anatomy
Azamoths are dark purple skined large creatures.Because they live in totally darkness,azamoths are completly blind.Their blood is acidic and burn the skin of others creatures which injury them.They have 40 sharp theet and are carnivorus.Azamoths have a muscular body,weight 200-300kg,height 2-2.5m,even reaching 3.


Azamoths' Society
Azamoths cities are in underground craters,they lives in caves along the crater's walls.They aren't chose randomly,azamoths build cities only in pits which contains unknow crystals,used in chaos magic.On the bottom of crater are crystals and the pit is made deeper,when the crystals are digged,generations of azamoths mine crystals until the crater is empty,they still use the pit as city,until they dig enough on another crystal field to make other crater.In underground aren't so much tasty foods for azamoths,so there are groups of hunters which go at surface and pillage the others races villages,stole their animals and catch even those who try to stop them.Back in underground they kill the prey caught at surface,conserve it in a strange solution with salt and deposite the conserved meat in public storages.

Diplomacy
Humans-azamoths see humans as an ignorant,weak race,which can't discover the absolute power of the center of earth.For they,humans are weak and small,as they can't hold chaos weaponry and equipment.Azamoths often steal humans' animals.
Elves-azamoths think elves just dream to much at freedom and peace,even more ignorant than humans.Another race which azamoths steal
their animals and resources.
Mages-mages and azamoths hate each other,their magic class are
exactly opposite,wizards think abyss' magic is just destructive,inspectors think academy's magic is just useless
Necromancers-azamoths and necromancers are the same,have a hated magic,they grow in shadowns of other races,but aren't the best allies
Dark Elves-azamoths consider dark elves cowards,as they don't go so deep in underground,other times they never meet each other,dark eleves live in underground catacombs,which aren't so deep in earth,but azamoths lives in the deepest lands,more near from the center of earth.
Demons-azamoths and demons rarely meets,but both have the same destructive nature,if they meet,they can be allies,but azamoths always prefer one of own race.
______________________________________________________________________

Hero class:Inspector
Inspectors are the highest commanders in the chaos army,they have the duty to control the cities armies and if there are any problems,they can dimiss lower commanders.Inspectors are foccused on destructive and racial,Chaos magic.Their primary skills are Spellpower and Attack.As the highest commanders of the chaos army.

Racial Skill:Mysticims
Basic Mysticism:Allow to Inspector to learn level 1 and 2 chaos spells
Advance Mysticism:Allow to Inspector to learn level 3 chaos spells
Expert Mysticism:Allow to Inspector to learn level 4 chaos spells
Ultimate Mysticism:Allow to Inspector to learn level 5 chaos spells

Chaos Spells

LEVEL 1

Dark Aura-Inspector can create a dense darkness on a area of 6X6 squares,where if a creature enter in this area,it's blocked for a turn.The spell last 3 turns

Chaos HelpDO-Inspector can sacrifice a core unit to create two clones of it for 2 turns

LEVEL 2

Ray of Darkness-Inspector create a ray from pure darkness to directly attack the opponent(damage equal with 10 points/hero level),also have 20% chances to blind the traget

Chaos HelpVOInspector can sacrifice a core unit to create three clones of it for 2 turns

LEVEL 3

Radioactivity-Inspector can place a radioactivity ray on an opponent,which will lose 20% defense and 10hp/level in every turn for 3 turns.

Steam of Darkness-Inspector can send a steam of pure darkness to poison creatures on an area of 6X6 squares for 3 turns,which will lose 20%hp every turn

LEVEL 4

Chaos Toxin-Inspector can poison the enemy with a powerful toxin and will lose 40hp/every Inspector 2 levels for 2 turns


Chaos HelpXOInspector can sacrifice a elite unit to create two clones of it for 2 turns

LEVEL 5

Desintegrate-Inspector can desintegrate an enemy with 200damage for every Inspector's 3 levels

______________________________________________________________________
CORE

1.Troglodyte

The weakest chaos minion,troglodytes are small,weak and very high in numbers.Azamoths accept trglodytes in their cities,because they are an important military and working class.Even if they are smaller and weaker than azamoths,troglodytes eat less food,an azamoth eats the quanity of which can be feed ten of them.Troglodytes use a spear with a sharp stone top.
Stats and abilities:Troglodytes have decent attack and normal hp,but are slow.Troglodytes have the abiltiies:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding
Dwelling:Subbteran Swamp

Upg.Mutated Troglodyte

Staying long time near chaos crystals,troglodytes suffer mutation form their energy.The skin change its color from green to crimson,legs gets longer and unusual bone structures appear on their back.Thanks to these mutations,mutated troglodytes are more powerful and useful for azamoths.
Stats and abilities:Muated Troglodytes higher attack and defence.Muatted Troglodytes have the abiltiies:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Chaos-activited-staying long time near chaos crystals,their energy is catch in creature's body so all enemy creatures around them,lose 2 defense
Dwelling:Radioactive Swamp

2.Wormus
Wormuses are immature defilers,which are giant underground insects.Wormuses are orange skinned,which it's a warning for enemies that the larves are posionus.They don't have much natural enemies,because wormuses are large and have acid blood.So azamoths domesticated them and use wormuses as soldiers.
Stats and abilities:Wormuses decent stats,except speed.They have the abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Acid Blood-Being attacked, this creature splashes out some acid, covering four tiles from the direction of the attack and delivering 25 percent of normal damage to the enemies
Dwelling:Larves' Nest

Upg.Defiler

After the maturisation process,wormuses became defilers.Defilers are large insects with flourescent wings and back.They have resistant princers with which they attack the prey,but also are used in ritual fight,when males trying fighting to recivie the right to reproduce.The female produce 3-5 eggs every year,from where will eclose wormuses.Azamoths stole their eggs to produce wormuses and grow them in defilers ready for battle.
Stats and abilities: Defilers have higher defence and attack,but more important more speed.Defilers have the abilities:Fly-ignore obstacles,Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Acid Blood-Being attacked, this creature splashes out some acid, covering four tiles from the direction of the attack and delivering 25 percent of normal damage to the enemies
Dwelling:Incandescent Nest

3.Tainted
Tainteds have a large body,but small legs,they use also at walk their large arms.These malformed beasts gain their strength and resilience from the azamoths' experiments. While slow of foot, these beasts deliver a palpable hit when engaged at close range and can absorb a fair amount of damage. Tainted are perhaps an even greater threat when wounded, however, as this is when they retreat and direct orbs of lightning at their enemies.
Stats and abilities:Tainteds have high attack,low defense and speed,they have abilities:Shooter-can attack an enemy from distance,Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding
Dwelling:Laboratory

Upg.Afflicted
Azamoths created powerful mutations on tainteds,making the more dangerous than before.Afflicteds are larger,more dissproprtion,and they make seriously efforts walking,didn't supporting their large bodies on short legs.Some mutated glandes give them a lighting breath.Afflicted skin is red and have some strange bones wihic cover their back.
Stats and abilities:Afflicted have higher attack,but lower speed,they have abilities:Shooter-can attack an enemy from distance,Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Chaos-activited-staying long time near chaos crystals,their energy is catch in creature's body so all enemy creatures around them,lose 2 defense
Dwelling:Improved Laboratory
_____________________________________________________________________

ELITE

1.Annihilator

Annihilators are the hunters of azamoths.Their duty is to go at surface to search food for all crater.They are savage,merciless and will kill anyone which want to stop them.Ussualy are send to hunt a group of 15-20 annihilators,they pillage villages of humans and elves,steal their animals and even catch the ones which try to stop them.They bring their prey alive in underground,where annihilators kill and prepare them in a salt solution.They don't use weapons,their large bodies and long claws are enough.
Stats and abilities:Annihilators have high attack and speed,but low defense.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,No enemy retalition-the creatures strike so fast enough,so the enemy can't retaliate,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell
Dwelling:Bloody Cave


Upg.Crusher

Crushers are azamoths' main warriors,after hundreds of succeful hunts,they gained more strenght and fight skills.Now they are ready to give their life for Abyss' glory,they aren't afraid from death and will action like mindless executieners on the battlefield.More dangerous than annihilators and more skilled,they are better as warrior than hunters and forces of chaos,don't want to lose this advantage sending them at hunt.Crushers have a large sword from an unknow and resistent metal.
Stats and abilities:Crushers have more attack,but are slower than annihilators.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,No enemy retalition-the creatures strike so fast enough,so the enemy can't retaliate,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Stun-the unit have 20% chances to stun the enemy for 2 turns
Dwelling:Slaughter Cave

2.Aveneger

The true warriors of the chaos forces,not hunters,not scouts,the pure force of chaos.They are ready in any moment for battle.Their brute force can put down even the heaviest animals.Fools are humans who try
to kill them alone.Their hit can crush rocks,Avenegers have massive body and use huge swords,equipped in a light armor.
Stats and abilities:Avenegers are incredibly strong for their level high attack and hp.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Stun-the unit have 20% chances to stun the enemy for 2 turns
Dwelling:Fortress of Captivity

Upg.Chaos Officer

The commanders of the chaos on the battlefield,seniors of the abyss,Officers are veterans which reached their ranks in lots of wars.Unlike lower rank soldiers,officers are balanced between strenght and magic,having training in chaos magic,they can cast also powerful spells,a major advantage on battlefield,but brute muscular strenght isn't drop away,as their heavy swords can kill the heaviest beasts from one hit.Chaos Officers weapons are made from powerful crystals,which will make spells even more powerful.
Stats and abilities:Chaos Officers have more attack and defence than avenegers and a minor growth of hp.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Stun-the unit have 20% chances to stun the enemy for 2 turns,Mental Strenght-they have spiritual stability,so are immune to mind spellsCaster-can cast Ray of Darkness and Radioactivity
Dwelling:Fortress of Pain

3.Exterminator

Large amphibian beasts,with a lot of legs and mouths.The horrible creature is savage and common in deepest caves.Azamoths found,captured
and tamed these beasts,calling them Exterminators.The horroriying animal is used as assault unit,its large theet can cut the bones and slaughter the enemy.Exterminators are the heavy unit of the chaos' forces.
Stats and abilities:Exterminators aren't so fanstatic at battle,weaker than other units of this level,exterminators have low attack and defence but very high hp.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Assault-the beats' attack is so strong enough the traget will be throw away 3 squares,if it's a small creature
Dwelling:Horrid Pen

Upg.Assaulter

Stronger than exterminators,assaulters are the sources of massive damage for choas forces.These horrid blind beasts are brought by the smell of blood and slaughter will be there,where assaulters goes.Green skinned beasts,which bring terror in the hearth of the enemies,have large malformed bodies which can bring the death of these which will try to stop them.
Stats and abilities:Assaulters have more attack and hp than exterminators.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Assault-the beats' attack is so strong enough the traget will be throw away 3 squares,if it's a small creature,Fear-the creature is so terryfing enough,it has 20%,the stacks attacked by these will run away 4 squares and will can't attack/move for 2 turns
Dwelling:Crystal Pen


CHAMPION

1.Chaos Warlord
These giant beasts and warriors,the most powerful chaos fighter,the elite soldiers of the abyss.They are the first creation of the god of darkness,UyarrMo.In legend it says,the chaos warlords was created to destroy the dragon gods themselfs.In abyss' legends it says they even kill a dragon and the war should be called "The war of the six dragons".Brought in Ashan by a portal from the chaos dimmesions.Chaos Warlords are the only who can speak with UyarrMo itself and ask to give them more strenght.The masters of the chaos magic,these evil giant beasts
Stats and abilities:Chaos Warlords have very high attack and hp,but low defence.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Stun-the unit have 20% chances to stun the enemy for 2 turns,Mental Strenght-they have spiritual stability,so are immune to mind spellsCaster-can cast Ray of Darkness and Steam of Darkness
Dwelling: Darkness Portal


Upg.UyarrMo's Chosen
Chosen by UyarrMo itself to lead the forces of chaos in battle,these giant beasts will kill anything for their god.The first chaos chosen was Ky'he'm,which it said in legends,it killed a dragon god.The title was sent from the first chosen to other warlords,in every generation.They must to be liked by UyarrMo,so a chosen which won't do his job,will be desintegrate by the god of darkness,itself.They are always welcomed to speak with UyarrMo and ask him for more phisical or magical power.The UyarrMo's Chosens use the swords of darkness,blessed by UyrrMo,made from the purest chaos crystals.
Stats and abilities:UyarrMo's chosen have more attack and a little hp boost,than chaos warlords.They have abilties:Blind creature-as they are a race without eyes,they can fight without,so are immune to blinding,Spawn of Chaos-as memeber of the race blessed by UyarrMO,the creature gain +2 attack for every time when the Inspector cast a chaos spell,Stun-the unit have 20% chances to stun the enemy for 2 turns,Mental Strenght-they have spiritual stability,so are immune to mind spells,Fury of Chaos-these creatures of pure chaos will deal 150% against other creatures,than abyss onesCaster-can cast Ray of Darkness,Steam of Darkness and Chaos Toxin
Dwelling: Doom Portal

Strategy
Abyss have a balnced line-up with weak and powerful units.They are based on attack and have low defense,so the primary tactic is attack before be attacked.All creatures are immune to blinding,so blind spell,it's useless in your enemy spellbook.About creatures,troglodyte lack in abilities,the best is to build upragrade dwelling quickly,they will have an important attack boost and an useful ability,so try to send the mutated troglodyte stack near your enemies,and start the offense with powerful units.Wormuses are very weak and slow,the acid blood cna be useful in situations when your wormuses stack is blocked by enemies.They will slowdown your army,so better keep them in garnisson,until you build the defilers' nest,which you have a major speed boost and gain flyer ability.Abyss have only one shooter,Tainted,but 2 spellcasters,the UyarrMo's chosen and Chaos Officer have a lot of useful chaos spells.Keep the spelcasters until their mana is 0,back of the frontline,when the mana is finished,start offensive attack.Use the chaos officer as direct damage and cast ray of darkness,while you cast with UyarrMo's chosen
Chaos Toxin on the best enemy's stack.Exterminators/Assaulters are a little weaker than all of their levels,but fear ability is very useful,so risk and try to attack the enemy's stacks which block one of your unit.Annihilators/Crushers are very fast offensive units,the best fastest after defilers,so is essential to attack first,as their defense is very low.The Doom Portal cost very much,so probably will be built at the endgame.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 19, 2010 09:56 AM

I seem to have created task 2 a bit unclear, since your proposals aren't exactly what I meant with it However, since it's my fault, I'll will of course count them. Very nice so far, by the way.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 19, 2010 12:18 PM

Hello. Very nice proposals btw. I am in the progress of making mine (actually a few factions have crossed my mind), but when is the deadline, Jiriki? Because I am almost finished with descriptions etc. but need to finish my creature pics (I draw them myself ) I'm halfway through drawing them, but then need to Photoshop them a bit too (although I have almost no clue on photoshop, but I'll give it a try). So I'm just wondering if I have time.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 19, 2010 12:40 PM

As I said, I'm rather free wit the deadline, and since christmas and holidays are approaching, I'm especially open with this first round. Concerning me, you can have the rest of the year to make your factions. SO that would make the 31st of December the deadline
Btw, I'll add a paragraph concerning judgement later...are you fine with me judging? If I do, I will judge mainly by creativity, coherence (with task but also in the chosen setting) and detailedness (since the more detailed a faction is given, the more work i put into it, I think), only secondary concerning balance and other stuff.

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Foonlegacy
Foonlegacy


Hired Hero
posted December 19, 2010 08:04 PM

I wanted to take a shot at a might town for Task A, based on defense and hit and run tactics rather than brute force.  Didn't want to clutter the boards with another thread so I'll post it here to be judged alongside my vampire town.

THE SANCTUARY

Description

Associated colors:  Gray (Their monuments of stone) Dark Blue and Green (Their wetland habitat).
Worship:  Shalassa, Dragon of Water.
Core Philosophy: "Lie still in the stagnant waters, watching from the abyss; the events of the world unfold."  The reptilian races (lizardmen and nagas) believe isolation is the key to a utopian society.
Country/Kingdom:  Arcadia, a large island in the Jade Ocean.
Capital City:  Atlantis.
Symbols:  Lidless lizard’s eye.

Society:  Arcadian society has remained isolated for centuries never entangling themselves in foreign affairs for fear of conflict and corruption from outside influences, unless directly provoked.  They do keep a watchful eye on other societies of Ashan who wage countless wars, leading to needless bloodshed.  Some cannot sit idly by and watch the chaos ensue, they willingly leave Arcadia to provide food for the starved and healing for the sick.  Arcadian society is fairly free of any corruption, crime and inner conflict, due to their strict laws and policing force.  There is also a strict caste system.  The higher class consists of the mystics, who oversee ceremonial proceedings, and oracles, which can prophesize the future.  The next class is the warriors, who prowl the borders, and rulers.  The seat of power belongs to the Emperor/Empress who employs wise Sages to help carry out political responsibilities.  The middle class consists of the skilled hunters, craftsmen, merchants, herbalists, fur traders and beast tamers.  The lower class consists of unskilled workers, who go on to become tea makers or laborers.

Architecture and Land:  The land of Arcadia is a wetland of varying degrees.  The marshes and bogs are characterized by a foul smelling odor emitted from gaseous bubbles that boil to the surface of the shallow murky water and pop.  The swamps are teaming with dangerous beasts, swarms of insects and lush, exotic plant life.  Deadly spores saturate the air and act as a barrier to outsiders and the deep ponds are very acidic, though the reptilian natives have built a natural immunity.  City walls are built with massive stones, as were many stone obelisks, statues and ruins that dot the country, which were abandoned and covered by slimy moss over time.  The many abodes, bazaars and temples in the cities are built using large fallen branches, stripped bark from huge trees, mud from the bottom of the ponds and different kinds of plants.

Magic:  None.

Boss:  Leviathan.

Faction Relations

The Humans and Elves:  The reptilian races are mostly hidden from view to the humans and elves.  They see the humans as a child race, always squabbling and feuding with each other, undergoing constant regime changes.  The elves are a respected race; they are similar to in many ways.  They both survive off the wilderness, they both commune with the beasts of their respected lands, and they both have powerful medicines and potions.
The Necromancers:  They view the Necromancers as a dark, insane cult of death worshippers who have no fear of death or pain.  It is better just to stay away from the lands of Heresh and leave them be.
The Infernal Demons:  The only times the reptilian races ever went to war was to repel the demonic hordes that escaped Sheogh during an eclipse.  They see the demons as beings of pure chaos and the greatest threat to the order and tradition of their culture.
The Barbaric Orcs:  They view orcs as the offspring of demons who like to war with each other, not because they bicker over differences like the humans but because they enjoy it.  The orcs are perhaps as feared and hated as the demons themselves, and were able to rise against their powerful wizard masters.  When the orcs fled the Silver Cities, they migrated to the east and some orc tribes ended up on the island of Arcadia.  So the reptilian races frequently fight off bands of orcs that encroach on their territory.
The Arcane Wizards:  The reptilian races view the wizards as enigmatic and intelligent.  They never travel to the lands of the Silver Cities though because the deserts are too dry and arid for them; they are used to the wet, humid environment of the swamps.

Strategy

Strengths:  Fast and agile creatures, high defense and magic resistance, powerful abilities and tactics.
Weaknesses:  Low damage output, Limited ranged capabilities, No magic.
Racial Ability:  Guerrilla Warfare – Arcadian warriors excel at hit and run tactics, since they are not that physically strong.  Setting up ambushes, sabotages and raids, using the element of surprise and extraordinary mobility to harass a larger army then withdrawing almost immediately back into the jungle.   The better they are trained at Guerrilla Warfare, the more hastily and organized their retreat and less likely for the troops to be left behind in the confusion.  This method is useful for dwindling down armies that outmatch them little by little.

Creatures

CORE

LANTERN LIGHT

The Lantern Lights are strange ghostly lights which are said to be the mischievous spirits of the dead that are buried in bog mounds.  Travelers enchanted by the glowing lights wander too far into the swamps and are led to a disastrous fate.  Clairvoyants are able to communicate with them and convince them to once again fight to defend their homeland.  They are able to shift in and out of phase and can appear anywhere on the battlefield, but they are incredibly weak.

The Wisp is the upgrade of the Lantern Light.

SWAMP SERPENT

Swamp Serpents are native to the swamps of Arcadia and their body structure resembles that of Dragons, with elongated necks, snake-like crania, a long spindly tail and wings.  But, there is no proven kinship to the greater dragons.  They were first discovered by the lizardmen, who tamed the creatures and have since become the lizardmens most loyal pets.  Swamp Serpents use their sharp talons to prey on fish, turtles and amphibians. The long quills lining its back are a sign of maturity, as well as secrete deadly toxins to stun and weaken potential attackers.  Swamp Serpents are far from being dull witted, as is generally believed. The creatures, although small in size, are quite intelligent and work as a hive mind communicating with a complex set of clicks, whistles and chirps.

The Swamp Dragon is the upgrade of the Swamp Serpent.

DARTER

The lizardmen were born from the eggs of Shalassa and were a primitive, crawling species when hatched.  Though they are an adaptive species and have evolved over the course of time into the smart and advanced race they are now.  The lizardmen Darters are gifted hunters, forgers and survivalists.  They track and kill small mammals like marsh hares, otters, minks and beavers, skinning them for meat and fur.  They move so suddenly and rapidly that they are able to strike, move and attack again.

The Strider is the upgrade of the Darter.

ELITE

BASILISK

The legendary Basilisks are mired in the deepest reaches of the swamps.  They resemble large crocodiles and have six legs.  The beast tamers breed and train the Basilisks for combat (and to use as mounts) by setting up gladiatorial matches in giant pits, providing entertainment for the locals as well.  Mature Basilisks are called kings because they have crown-shaped crests to attract potential mates and also give the Basilisk better propulsion when it is underwater.  Their diet consists of big fish and large mammals, like boars.  The Basilisk, when it crawls, leaves a trail of acid that can harm any creature that crosses it and the ability to petrify or cause death to its enemies who stare into its eyes.

The Basilisk King is the upgrade of the Basilisk.

GORGON

The Gorgons are hideous female creatures that have the upper body of a women and lower body of a snake, with hair of living snakes.  Gorgons are known as witches of the black marsh and usually live in ruins, brewing potions from a concoction of strange ingredients.  They are also known to be proficient with a bow and arrow and have a horrendous gaze that turns those who behold it into stone.

The Medusa is the upgrade of the Gorgon.

NAGA GUARDIAN

The sister race to the lizardmen and similar to the Gorgons, the Nagas are half female half snake creatures.  Unlike the ugly Gorgons, the Nagas female half is beautiful, doesn’t have snakes for hair and has four arms to wield swords with.  Nagas reside in elaborate temples and are tasked with being the guardians of the priests and oracles and thus ensuring the protection and safety of their society, culture and future.  Nagas are able to shield allies from attacks and they themselves cannot be retaliated against because of their superior defense.

The Naga Archon is the upgrade of the Naga Guardian.

CHAMPION

HYDRA

The Hydra is a serpent-like chthonic water beast that possesses many heads, usually six.  Their habitats are deep acidic ponds found in the swamps.  They are able to re-grow their heads when they are cut off, which spits out acid blood as well.  They can attack multiple targets that are all around them and they cannot be retaliated against, because their multitude of heads overwhelms the enemy.

The Ancient Hydra is the upgrade of the Hydra.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 20, 2010 05:45 AM
Edited by gnomes2169 at 09:00, 31 Dec 2010.

Ha! Had this one going through my head for a while... though I have to rename it since Haven is most definitely taken.

I'll be going off of the B task, as th abilities are most definitely spell altering.

Faction name: Redemption
Capital: None. They are a constantly moving society.
Also known as: The "Better" damned, Champions of Order, Preservers, Those crystal doohickeys.

Hero class name: Reclaimer
Primary stats: Attack/ knowledge (30%), Defense/ spellpower (20%)
Starting stats: Attack 1, defense 0, spellpower 2, knowledge 1
Non-campaign hero icon: Silver knight with a faintly glowing silver sword. Heroes are not mounted.

There was a time when great feats beyond the understanding of any modern mage could understand. A time when the job of Lore master was just a class you had to go through is school. In this time, mages had skills that would astound the greatest of visionaries, that is, until the demons came.
But we will come back to that later, for the redeemers weren't even an idea back then. Back then, the few demons that had come through the portals had been weak, little nothings that sometimes got out of hand. No, our story begins in the workshop of a man called Elrath. Ok, fine. A God, though at that time no one really seemed to know that. Elrath had forseen the destruction of his people's perfect society, and decided to take measures to prevent that from happening.
First and foremost, he forged a blade that could call upon the fury and power of Armageddon. This he gave as a gift to the greatest heroes of the time.
The second thing he forged was a new form of life. He took crystals from the deepest of the dwarven mines, twisting and bending it until it resembled the humans that walked all around him. He gave this first being life, a sense of right and wrong, and powerful magic. He also gave this new race a name, Templar. The first one, who went on to create every other Templar, was named Emerald, after the gem used to create it.
Emerald was very similar in appearance to the diamond golems of the time, though it was obviously something else entirely after you were around it for a while. Emerald was subject to much observation and experimentation, slightly irritating the creature, but it was useful, sing it gave Emerald all of the resources that it needed for its own studies.
When the demons and the undead actually attacked in power, though, mages and druids quickly forgot about this magical wonder, and began to fight back. Orcs, not the weak breed that was slowly dieing out, but the strong and proud race that we know of today, was created to fight the menace, and eventually, after all else failed, Galu used Elrath's forged blade, calling down Armageddon, and sealing the demons in their burning world, separating them from their undead pawns. In the confusion, Elrath ascended into his heavenly stronghold and Emerald slipped into the background, disappearing from history almost entirely.
In the years that followed, the necromancers, almost destroyed, began to worship Asha, creating cults in the Wizard's cities. Humans enslaved the Orcs, and the elves just vanished. The dwarves followed suit, and the demons sat in their prison, biding their time.
While all of this was going on, Emerald was busy. It ran around, finding materials and artifacts to create more of its own kind. Emerald studied the inner secrets of rune magic, going so far as to create its own branch of it. After hundreds of years, Emerald finally passed away, leaving a large legacy for its immortal children.
After Isabel's war, Beryl, Emerald's first creation, decided that the existing empires were too easily swayed by greed, envy, pride and manipulation. To counter this, Beryl decided that he would create a faction who would stand strong against the demons and spawns of chaos and darkness.
While looking for those who would join his cause, Beryl had a crazy idea. Why not use the minions of evil against itself? Why not use the outcasts and the corrupt? Who would know how to better fight the darkness than the truly repentant?
And so the Redemption empire was born. A refuge for all of the outcasts and the repentant. Elrath, with the little power to god has left to give, has sent manifestations of itself to aid the fledgling faction in its creation and preservation.
The laws of this society are very clear, no being or God is less than any other, order and preservation are necessary for peace and freedom and traitors who would destroy the faction or steal its secrets to further their own agenda will be dealt with swiftly and brutally. The champions of this faction all have some way to shape magic or the world around them, many, if not all, use their own life-force to fuel their power, for, while paying such a great price, the champion also becomes vastly more powerful.

Relations with other factions:
-Haven: Redemption is the unnoticed organization in the background that is becoming more and more noticed as the rumors of their deeds spread like wildfire. The few that know of them respect and like them.
-Sylvan: Always the trusted and respected allies of the fledgling organization, the woodland elves would like nothing more than to see them succeed.
-Academy: Some conflicting emotions. While the Redemption organization likes what they see as the core of the Academe's core values, order and understanding, they know that the wizards have given rise to many cults, and the Necromancers.
Dwarves: Dwarves know nothing about the Redeemers.
-Necromancers: More conflicting emotions. While the Undead symbolize pure, unchanging order, they also symbolize enslavement and death. Also, though none are alive now who can attest to this except the Templar, the Demons are the ones who gave them their power in the first place, casting suspicion on everything the Necromancers do.
-Orcs: Honorary, if a bit chaotic at times. A primitive structure that the redeemers believe just needs a little guidance.
-Demons: The sworn enemies of the Redeemers, Demons symbolize everything that the Redeemers hate. Chaos, evil, corruption and death incarnate. They and all their allies will, eventually, be purged from all dimensions if the Redeemers have their way.
-Dungeon: Useful as spies and informants, the Redeemers are very close allies with certain Dungeon clans, though they and the Dark elves don't completely trust each other.


Strengths: Incredible diversity, almost every creature has an active ability, powerful heroes, numerous ranged units and many buff/ debuff spells.

Weaknesses: Life-force recharges slowly (2 points per turn, max), Almost to much diversity to coordinate very well, most units have low HP or defense, after the first three to five turns of a battle, units run out of mana and become weaker than average, no fliers preservation is not good at sieges.  

Faction unique ability: Overdrive

Basic Overdrive: Champion has his/ her spell points x .5 in life-points, Lp, (individual point system for each hero). The hero may learn overdrive spells of the first level. All normal spells cost one overdrive point and are +1x more effective (Base effect).

Advanced overdrive: Life points = .8 x Spell points, may learn overdrive spells level 2-3, normal spells cost 2 Lp and are 1.25 x  more effective.

Expert overdrive: Life points = 1 x Spell points, the hero may learn overdrive spells up to level 4. Normal spells have 1.4 x effect, but cost 3 Lp.

Overdrive spells:
Lvl 1:
Infuse Life-force: Temporarily gives 1 max hp to target stack. Duration = Spell power/ 2

Bastion of health: Makes a destroyable object that heals all units around it for minor amounts of hp each round until destroyed. May revive units. Heals 2 hp/ 1 sp.

Lvl2
Chaos seal: All tier 4 and lower demons cannot gate. Duration: Rest of battle.

Slayer: Mass effect spell that allows all first through third tier creatures to deal +1 damage to enemy 7th tier creatures. Does not stack.

Lvl 3:
Death seal: Necromancer abilities and raise dead will not work during the battle this spell is used.

Illusion purge: Phantom forces and the spells/ abilities that would make a creature untargetable/ invisible are not effective.

Lvl 4:
Overdrive: Creatures have their initiative increased by 1% for every overdrive point your hero has remaining. A very high cost spell.

Draw upon champion's might: Hero wastes 25% less initiative with all actions, gains the ability to make lucky hits and hits enemies twice as hard. Costs obscene amounts of Lp each turn it remains active.
units

Favored spell schools: Light, destructive.

Tier 1:

Repentant: These warriors are bent upon earning their forgiveness through self-sacrifice and military service. They are incredibly skilled with the blade and shield, but these skills are outmatched by their lust to do right and have justice prevail, sacrificing their own life-forces to slay their foes.
Moderate attack and def., high init, hp and speed.
Abilities:
Passive: Against any of the "Evil" factions, the repentant gains +2 attack and defense.
Active: By sacrificing one point of max hp, Repentant gain 4 init/ speed and 3 attack/ defense. May be used once per battle

Up; Redeemed: Repentant who have proven themselves on the field of battle time and again. Their sense of justice and right have only grown stronger, and they have learned how to harness their life forces and use them as deadly weapons, or impenetrable armor.
Differences: HP up. Passive ability gives +3 attack and defense vs. evil factions. Active abilities now include Life force blast (1 HP to deal 10 + 6x# units in the stack damage, usable once per battle) and Life shield (+7 defense for 1 hp, usable once per battle)

Alt up;Fallen: Not all of the efforts to redeem ones self are successful, sometimes the best plans backfire. And thus are the Fallen created. They have taken their training at the hands of champions and turned them to their own twisted purposes. They have a blood lust for all who would stand in the path of chaos and destruction. Many are dominated by the Possessed. They are all stronger than their old companions, but in their confidence leave themselves open to more attacks. A single fallen can spread death around him in an aura at the cost of his own life force.
Differences: Higher attack, lower defense. Deals 2 more base damage to the "Good" factions. Active ability replaced by an AOE attack that deals 2 damage to the maximum hp of all surrounding (adjacent) stacks. Ability drains 3 max hp from the Fallen.      

Tier 2:

Forsaken: Demonic cultists who decided that the price of their souls was to great for the power promised by the demons. They have given up all worships of any god, seeing them all as the same thing, just repeated with some slight inconsistencies so that different peoples accept them. They use magic, not life-force, to attack their foes, and so they live longer than their Repentant and Redeemed brethren. They curse their foes and buff their allies.
Ranged, high defense and init. Low speed, hp and attack.
Abilities:
Passive: Infinite shots, 12 mana
Active: Spells; (All cast on basic level with 5 power), slow, haste, curse, divine strength.  

Up; Ascendant: Forsaken who have realized that, even after they had chosen to break ties with their dark God, they had made a mistake with forsaking ALL Gods. These warriors have worked long and hard to gain acceptance from their patron God of order or preservation, and have finally attained it. They are blessed by their god.
Differences: Hp, attack and defense up. 15 mana. Spells cast at advanced level with 7 power.

Alt up; Possessed: Sometimes the cultists that seek to free themselves from the old Gods of chaos and death they had promised themselves too find that they, unfortunately, cannot escape. The possessed have no souls or emotions, they are just empty husks that their new, dominating, master bends to its will. They are able to sway the minds of lesser beings, but have lost the ability to use their once powerful magic.
Differences: Greatly improved attack and damage. Looses caster ability.Gains the ability to take temporary control of a stack with lower converted hp than it, lasts two turns. Once per battle.

Tier 3:

Abandoned Construct: Constructs who's creators or masters were slain or captured to create more mechanical servants... For new masters. These sentient machines make up the backbone of any Preservation army. They march forward as an unstoppable wall, warding all arrows and spells directed at them, hoping to make up for the failures they made in protecting their masters in the past.
High hp/defense. Low attack/ damage. Low damage range.
Abilities:
Passive: Construct (Not effected by moral/ spells that target living foes), Arrow ward (50% less damage from range), Magic proof (50% less damage from magic/ spell duration)
Active: None

Up; Silver Construct: Constructs who's failing bodies have been remade with un-corroding silver parts. They are faster and stronger than their lesser selves, but are still unused to their new bodies, unsure of their capabilities.
Differences: Hp, attack and max damage up. Defense up by three. Init up by one. 75% magic resistance.

Alt up; Desecrated Construct: Not even the machines may stand up to the corrupting powers of chaos and darkness for long. These fallen constructs corrupt everything they touch, eroding armor and dissolving flesh until there is nothing left but puddles of acid, and then the fallen constructs move on to the next unfortunate being that just happens to get in their way.
Differences: Arrow immunity (No physical ranged damage), Looses magic resistance, higher attack and damage, attacks deal 2 damage to enemies hit's defense, and poison the enemy for 1/2 the Desecrated construct's stack amount. Poison lasts for two turns.

Tier 4:

Whisper: The Dark elves have had many individuals who have wanted something other than the brutal, backstabbing life they have been living for so long. Only the stealthiest of the black ops dissenters can escape to the Redemption lines. They are masters of the crossbow, and bend the shadows to their will quickly and easily.
Average stats all around. Shooters.
Abilities:
Passive: Conceal (20% chance of dodging any one target spell or attack, does not work against fireball, volley, etc) Reconnaissance, increases the assigned hero's sight range and move speed by 2.
Active: Invisibility (See Heroes 5 Stalker)

Up; Shadow: The Shadow are Whispers who use poison to leach away the strength and speed of their foes, reducing them down to mere pincushions for their crossbow bolts. Any army should be wary of them.
Differences: Conceal has a 25% chance of activation, Speed and sight are increased by three for assigned hero, attacks deal 3 damage to enemy units speed and attack when hit by the Shadow (Does not stack).

Alt up; Corrupter: Whispers who decided that the goods offered by the darkness balanced out the disadvantages. their bolts and their claws are coated in a chaos substance that will cause one of three maladies. All opposers of the darkness should be wary when there are Corrupters arrayed against them.
Differences: attack slightly up. Randomly casts curse, Decay or suffering on any enemy attacked. The maladies do not repeat on any stack until the first, original effect wares off.

Tier 5:

Cursed: Once cultists or opposers of cults who were cursed by a dark or chaotic God. Their temperament is violent and their mood dark. The only discernible reason for them joining this Faction is release from the chaos and bloodlust they live with every day, and the madness that is slowly consuming their minds. They are slowly being cured of their affliction by Redemption mages. Until such a time as they are cured, though, they are perfectly willing to crusade against the spawns of chaos that have caused them their suffering, ravaging them with the curse that was bestowed upon the Cursed.
High attack, damage and initiative. No weak stat. Unlike all other Redemption creatures, The last three tiers are on-par with their stats, not naturally weaker.
Abilities:
Passive: Double attack, Double retaliation (Attacks twice on any retaliation), Canto (The Cursed may attack and then move any remaining spaces it could before attacking), Violent rampage (10% chance that the cursed will attack the closest unit stack to it, friend or foe).
Active: None

Up; Half Demons: The name given to those cursed who have been mostly cured of their affliction. They are still able to draw upon the powers of  their original curse, but are no longer plagued by the madness and violence from before. They have chosen to keep this much of their curse so that they may defend the faction they have come to love and respect.
Differences: No Violent rampage, Canto gives an extra 2 move if the stack is destroyed. Now has low-ish defense.

Alt up; Chaos Prince: Cursed that decided fighting the corruption in their vanes was only counter-productive. Instead, they embraced and exploited it. and it has given them great power, at the cost of their will and their sanity. They each command legions of demons and Possessed, who can be summoned to aid them.
Differences: 20% chance for their violent tendencies to activate. May summon 5 horned demons or Possessed per Chaos Prince to the field, these units disappear at the end of the battle.

Tier 6:

Rune Mage: The Dwarves have just barely scratched the surface of Rune magic's greatest potential, as the magical gem-like race of the Templar show. Rune magic always has required great sacrifice, the Dwarves just got what they needed to sacrifice wrong. The Templar, through personal sacrifice of their own life-force, have harnessed Rune magic into a powerful destructive and beneficial force. Many of the creatures who call themselves Rune Mages founded the Redemption faction.
High Hp. Ranged. Caster. Low speed/ defense/ attack/ damage. Constant damage. Always attacks/ retaliates with ranged attack.
Abilities:
Passive: Beam attack (Attack goes in a straight line, dealing damage to every stack it hits. -25% damage per stack struck) Runes of defense (All allies within two spaces of the rune mage stacks will gain 4 defense. This effect does stack.) Resistance penetration (50% of magic resistance is ignored for spells cast by the Rune mages), 30 mana.
Active: Spells; (All spells also cost 1 max hp, cast at advanced level with 12 power), slow, haste, curse, divine strength, regeneration, fireball, icebolt, eldritch arrow.    

Up; Rune Lord: Templar who have gained the ultimate mastery of rune magic and given themselves over to its vast powers become powerful beings, greater servants to the Gods. few can survive long under their overwhelming magic.
Differences: Hp up by an ungodly high amount, Spells cast at expert level with 18 power.

Alt up; Crimson Mages: Fallen templar who were given this name because of the red hue their bodies have become. Corrupted beyond all redemption, The Crimson Mage is a force to be reckoned with. Leaders of even greater stature than the Chaos Prince, their mere presence is enough to whip their minions into a frenzy. These once pure beings have gained the power to resist almost all harm, and are immune to mind effecting spells, though they can no longer cast any spells.
Differences: Aura no longer gives defense, it gives +5 attack instead. All Crimson mages are immune to stun, slow, curse, suffering, puppet master and confusion and all poisons and decay. No spells or mana. Higher defense, higher defense, higher defense.  

Tier 7:

Avatar: A being with so much divine favor that it gives it off in an almost tangible wall of force. The sheer offensive power and defensive capabilities of this juggernaut make it difficult for any but the strongest of champions to defeat it.
Massive hp, attack and defense. High, constant damage. very slow. Large.
Abilities:
Passive: Divine aura (All stacks within 2 spaces of the Avatar stack regenerate 20 hp per Avatar turn)
Active: None

Up; Demi-God: Literally a manifestation of the God of Order, Demi-Gods are nearly unstoppable, they are capable destroying an entire city's fortifications single-handedly. Basic creatures sent against it know that they are going there to die.
Differences: Raises assigned army's moral by 1, reduces the moral of any enemy creatures tier 1-3 by 2, Speed goes up to slow, May attack walls.

Alt up; Ravager: Once manifestations of order and preservation, these formerly beautiful creatures have been corrupted and perverted by chaos so much that they are barely recognizable. Their will has been bent and subverted to that of Chaos and Darkness, and they now give out blessings to the followers and disciples of the "Evil" gods. The odd thing is that they seem capable of casting spells once thought to be restricted only to the light school.
Differences: Caster: May cast, at mass effect with expert level, spell power 22, divine might, haste, fortify and cleanse.    
   
Edit: I changed it to the hero's three/ 5 style of units, w/ alt upgrades, because I know that system better. Also added Od spells and modded a few things.

Edit edit: added the history... Might tie Ashan to H3 a little bit, for those of you who can notice it
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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maken
maken


Known Hero
Hail Hydra!
posted December 23, 2010 07:49 PM

Oh noes, all my factions are equal to Foonlegacy's. I had two ideas for factions at task B. But I dropped one, and it was a vampire faction, and I'm sticking with the other, that is an asian faction, it was almost a naga faction, but I thought of something else. It was called Sanctuary, but I will find another name. The problem is that it has some sort of wisp too, but I'll try to innovate mine.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 30, 2010 06:07 PM

Hi people. I'm almost finished with my faction and will edit this post and post it tomorrow.

Jiriki, I have also included additional info like language (decided to play a little Tolkien here ), boss etc. is that not too much? Also, I'm going to post images drawn by me (just to warn everyone they won't be very good).

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 30, 2010 07:38 PM

I finished my faction,also made some images in photoshop.Enjoy!

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 30, 2010 10:48 PM

Quote:
I finished my faction,also made some images in photoshop.Enjoy!


Awesome faction. And WOOOW did you draw them yourself? If so, I'm simply embaressed about posting my drawings tomorrow

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