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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 · «PREV / NEXT»
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 07, 2011 01:10 AM
Edited by gnomes2169 at 02:14, 22 Jan 2011.

Absolutely never!

Now to make my faction. I'll just put some basic creature stuff down that I have for now... It shall be edited! Edit: Since I have plenty of time, I think I'll make a campaign and heroes as well as the faction itself. Heck, might as well add some stats while I'm at it!
Edit: Oh Gods, running out of time. This should be enough I guess Edit of the edit: Nevermind, I can do it! Thanks for the pushback on the deadline . Epic edit overload: Added the other four creatures that I could that I didn't know about...

Faction name: Swarm

History: The first Sliver was a small creature made by the druids to bring balance to nature. It was a mixture between a plant (for durability), a reptile (For it's shape) and an insect (For adaptability). Seeing how great of a success it was, but how frail the small creature was as well, the druids decided to make larger ones, namely Silvass and the first two queens.
Silvass was the first of the Slivers that came to be known as the "Hivelords". He was the father of all the broods. With the druids guidance, Silvass and his children purged the natural world that was the druid grove of chaos. But while they did this task, the Slivers had to evolve to defeat the various enemies that they encountered. When they evolved too much, their purpose changed. The slivers now sought to bring balance through assimilation of all other races.
Many druids fell before the wizards of the Silver Cities finally arrived to save them and stop the rampaging Slivers. The wizards banished what they perceived a small threat to a small island chain with few natural resources and a small tribal village. The island was minorly disputed by all of the other factions, so the wizards thought that the Slivers would quickly be exterminated by the never ending conflict. The wizards left without finishing the dwindled Sliver population, with Silvass, off. This was the wizard's first mistake.
The armies on the island found that they were slowly being routed by the thriving population of Slivers who had rapidly evolved to survive the inhospitable environment they had be thrust upon. The first to notice that the Slivers were evolving traits characteristic to each of the races they fought against was Yrbeth. Quickly, the night elves fled the field, closely followed by the normal elves, undead, and demons. The valiant humans stood guard against their foe until Rutger was nearly slain in one on one combat against Silvass. When they left, the humans brought back the rags of the small fleet that they had originally brought. The orcs fell to a man, and the dwarves retreated to their underground complexes, where the slivers stealthily and silently butchered them.
The Wizards then made their second mistake. Hearing about how "Great" of a threat the Slivers had become, they sent three generals of the Silver cities to crush the creatures. The Slivers waited until the wizards and their armies had landed and moved halfway inland before they overwhelmed the wizards with sheer numbers and power. The Silver City's armies fell quickly under the combined might of the Slivers and the humanoids that the Slivers had incorporated into their broods.
The wizards themselves were slowly torn apart, their DNA and magic slowly stripped from them until not a drop of either remained. These Silvass and the greatest of his Hivlords and Queens took only for themselves and the infected Humanoid-Slivers. They knew that exposure to the magic from these wizards could send a ripple through the Sliver society that would cause the Slivers to turn on each other and tear each other apart.
Silvass found that the Hivelords had gained the ability to tear open the fabric of time and space while effecting the world around them, while the queens could call upon the forces of nature to summon allies and smite their enemies.
Together, the Hivelords and Queens were able to open a rift out of their prison, and into the rest of the world. There the Slivers would continue the task that they were made to do.
Let the time of the Sliver begin!

Swarm magic: The Swarm has no magic guild. Heroes instead learn spells as they gain levels.

Swarm heroes: There are two hero classes for the Swarm. They are the same statistically, but learn different spells. These heroes are the Hivelord (Movement, buffing and destructive spells) and the Queen (Summoning spells). Stat priority's for both of them is attack, SP, knowledge and last defense. They have the racial skill Adaption.

Base stats:
Attack    2
Defense   0
SP        2
Knowledge 1

Growths:
Attack     40%
SP          25%
Knowledge 20%
Defense    5%

As you can see, they add to defense when h#ll freezes over.

Skill description: Adaptation is a skill that becomes more useful as you kill more stacks of troops from the same faction. When you kill two entire groups of neutral monsters or hero armies for the same faction, you may select them much as a ranger would select a favorite enemy. Instead of making the hero stronger against that particular enemy, it instead gives the Hivelord or Queen's army a bonus based on the faction slain. This bonus caps at three stacks.
Basic adaptation: May choose one faction
Advanced: May choose two factions
Expert: May choose three factions
Ultimate: May choose three factions and all creature stats are improved by 1 each. (Including initiative and luck)
Bonuses are listed here:
Haven: +1 defense per enemy army.
Sylvan: +1 Speed per enemy army.
Academy: +25% magic resistance per enemy army.
Fortress: +1 hp per enemy army.
Inferno: +1 attack per enemy army.
Dungeon: +1 max and min damage per enemy army.
Necropolis: Negative moral reduced by 1 per enemy army.
Stronghold: +1 moral per enemy army.

Swarm spells:
Hivelord: What levels the spells are learned at.
         Lvl 1: Haste, Bless and Stone spikes.
         Lvl 4: Endurance, Vessels of Shalsa, Icebolt.
         Lvl 7: Righteous might, Summon creatures, Fireball.
         Lvl 10: Teleportation, Magic immunity, Meteor shower.
         Lvl 14: Implosion, Resurection, Town portal.

Queen: Same adventure map spells as the Hivelord. Other spells change.
         Lvl 1: Create Sliver, Fist of wrath, Fire trap.
         Lvl 4: Arcane Chrystal, Wasp swarm.
         Lvl 7: Create Infected Dendrite, Earthquake.
         Lvl 10: Summon hive, Firewall.
         Lvl 14: Create Giant Mantis, Arcane armor.
Sliver specific spells explained: These are combat spells.
-Create Sliver: Creates 10+(.5*SP) Slivers. If no slivers are present, but a Hive Guardian stack is, then this spell creates Hive Guardians. Half of the creatures created remain at the end of combat. Uses per week, 1/5 Knowledge. Starts with 1 use. 10 mana.
-Create Infected Dendrites: Same as the Create Sliver spell, but it creates Infected Dendrites/ Transformed instead. Base of 2.5+(.25*SP). rounds down Half of the created creatures remain after combat. 15 mana.
- Create Giant Mantis: Creates 1 Giant Mantis/ Alpha Mantis, depending on what form you have. This spell can be cast once per week. Creation is completely permanent. 25 mana.

Heroes:

Hivelords:

-Silvass (Campaign hero): +1 to moral and defense every 5th level, +250 gold every day.
Constant extra moral for your ATB bar/ initiative. Adds Defense to a defense-less faction . The extra gold helps too.
-Marsus: +1 Sliver attack and defense every second level beyond the first.
A great way to give defense to your Slivers/ Hive Guardians and keep them alive.
-Vordin: Deals 10 poison damage/ level on the hero's physical attack.
Use his ability to kill their shooters faster then with just you Mantises. Poison them then throw a fireball at the suckers.
-Coradin: Hero gains 1% more movement for every won battle on the map.
The best moving hero on a large, many creatured map, sucks on a small map.
-Daren: Adaption adds an extra +1 to the maximum of any modifiable that the hero has selected.
Buffing your creatures' speed adds a maximum of +4 instead of +3, giving you an edge in mobility against all other heroes. You need a high Adaptation skill level for this to be fully effective.

Queens:
-Vessena (Campaign hero): Summoning spells cost 1 less mana every 3rd level. Minimum of 1.
Summon tons of creatures every week, as well as use tons of combat spells to make up for their lack of offensive destructive spells.
-Shelsara: Adds 250 gold to your cause each day.
Economics, not combat. Though, being a queen, she can support your troop count.
-Markthat: Hero's sight and move is increased by 1 for every 150 creatures in her army.
On a map where you can get allot of creatures, she is a great scout hero. Otherwise, worthless except for her ability to spawn creatures.
-Selliana: She learns these spells in addition to her own queen spells as she levels up: Eldrich arrow, icebolt, Fireball and Meteor shower.
If you want an offensive caster queen, then look no farther. Selliana is more powerful then her coven on the battle field because of her greater number of spells.
Jarixall: At the beginning of each day, a Hive Guardian will join Jarixall's army.
Great for early game swarming, as she provides constant reinforcements. Unfortunately, these reinforcements die in droves at the end game.

Buildings:

-Spawning pool: Produces 30 slivers each week.
500 gold, 5 wood, 2 sulfur
-Sliver Hive: Allows you to Produce Hive guardians instead of Slivers.
750 gold, 10 wood

-Spitter grove: Produces 25 Spitters per week
1200 gold
Requires Sliver Hive
-Spiker farm: Produces Spikers instead of Spitters.
1200 gold

-Meddler Holding Pen: Produces 15 Meddlers a week.
1300 gold, 10 ore
-Twister Cages: Produces Twisters instead of Meddlers.
2900 gold, 5 ore, 3 crystal

-Infested forest: Produces 10 Infected Dendrites each week.
2700 gold, 10 wood
-Transformed grove: Allows you to produce Transformed instead of Infected Dendrites.
2500 gold, 5 wood, 5 ore

-Troll Cliff: Produces 3 Trolls per week
4000 gold, 5 sulfur, 5 mercury
-Troll Mountain: Produces Troll Berzerkers instead of Trolls
7000 gold, 10 ore, 3 crystal

-Spawn Cave: Produces 2 Sliver Spawn per week
7000 gold, 10 wood, 10 ore, 10 sulfur
-Juggernaut Pit: Produces Sliver Juggernauts instead of Sliver Spawn
9000 gold, 15 wood, 15 ore, 5 sulfur, 5 mercury

-Mantis Beacon: Produces 1 Giant Mantis per week.
7500 gold, 15 ore, 10 sulfur
Requires: Sliver hivestone, Capitol
-Mantis Hatchery: Produces Alpha Mantises instead of Gian Mantises.
13000 gold, 5 ore, 10 gems, 7 crystal, 7 mercury

-Village hall: produces 500 gold per day
Free
-Town hall: Produces 1000 gold per day
200 gold
-City hall: Produces 2000 gold per day
5000 gold
-Capitol: Produces 4000 gold per day. You may only have one under your control.
10000 gold.

-Tavern: Hire heroes and spy on your neighbors here.
500 gold, 5 ore

-Marketplace: Buy and trade resources here. Also allows you to tribute resources.
500 gold, 5 wood
-Resource silo: Produces one sulfur per day.

-Sliver Hivestone: Allows Sliver heroes to choose the factions that their creatures will be adapting to. Works much like the Avenger's guild, but you select a faction instead.
3000 gold, 3 gem, 3 crystal, 3 sulfur, 3 mercury

-Fort: Provides the city with walls if it is attacked.
5000 gold, 5 wood, 5 ore
-Citadel: Provides the city with 50% more creatures each week, and a tower during sieges.
5000 gold, 5 wood
-Castle: Provides city with 100% creature growth each week and adds two more towers tho help defend during a siege. Adds a moat.
4000 gold, 15 wood
-Sliver Spores: Enemy flying creatures attacking the town with this upgrade will find their speed and initiative both lowered by 2.
3000 gold, 5 sulfur, 5 mercury
Requires Castle

Tier 1:
Sliver: The average sliver is about knee high and as long as a golden retriever. It has a twiggy neck, limbs and claws, while it's body and head are almost javelin shaped. Of course, Hivelords and Queens are much larger and bulkier. The Sliver's tend to be rather frail and weak, but they are lightning fast, and they seem to have a knack for finding the smallest chinks in an enemy's armor as the flood over him.
Abilities: Swarm (For every 20 more Slivers there are in the Sliver's attack stack than there are in the stack they are attacking, the slivers deal 5% more damage. Max of 50%), pierce defense (Ignores 6 points of enemy defense), Sliver (affected by the adaptability skill).
Stats:
Attack 0
Defense 1
Damage 1-1
Init 12
Speed 6
Hp 2
Cost: 20
Growth: 30
Swarm them over with large numbers. Attack before being attacked. If you have a Queen, then losses of the little buggers aren't too important. Most affected by the adaptation skill.

Up: Hive guardian: Hive guardians are Slivers who have evolved ad grown to resemble something a bit more disturbingly human. Almost as tall as an elf and able to stand on its hind legs, the Hive Guardians are stronger than their weaker cousins. They guard the entrance to the Queen and Hivelord's chambers.
No new specials
Stats:
Attack 1
Defense 2
Damage 1-2
Init 14
Speed 6
HP 4
Cost 25
Same strategy, but now fewer of your little minions die. They still die in droves though... Weaker than imps...

Tier 2:
Spitter: These flower-shaped plants are anything but. They have adapted a strain of the Sliver infection that made them rapidly evolve, giving them the ability to fight off any creature that tries to eat them. Silvass found this plant by accident, and indoctrinated it into the fold. They have mutated to become part of a Sliver for mobility.
Abilities: Shooter, no melee penalty, Sliver
Attack 2
Defense 1
Damage 1-1
Init 11
Speed 4
Hp 7
Shots 4
Cost 30
Growth 20
No, there is no end to the sub-par but overwhelming numbers creatures. Adaption is your friend, your friend...

Up: Spiker: These Spitters have evolved the ability to shoot spikes of hardened carbon instead of rocks that they had picked up. The Sliver carrying them have also evolved with them, becoming more stationary so that they give the Spikers an easier shot.
New specials: Pierce defense
Attack 4
Defense 0
Damage 1-2
Init 12
Speed 3
Hp 8
Shots 12
Cost 35
Far more shots, it has a damage of more than 1 ( ), and It has 1 more init/ hp! But it loses its single point of defense, and a point of speed! reaffirming that this is an offensive shooter.

Tier 3:
Meddler: A creature that was made when the Slivers were assaulted by the Warlocks' magic, the Meddler is able to bend the genetic information of a fellow Sliver, making it more powerful... for a price. These entities are actually separate from the Hivelords, and this will eventually prove their undoing.
Specials: Sacrifice a # of tier 1 or 2 Sliver creatures = to 1/8 the number of twisters to give the slivers +2 attack, defense and initiative, Sliver
Attack: 2
Defense: 2
Damage: 1-3
Init: 10
Speed: 5
Hp: 7
Cost: 75
Growth: 15
Use these creatures ability only when you need to, as it will cut down on your troop supply. A completely inferior creature that, once again, could be good if you get adaptation up there.

Up: Twister: A twister is a Meddler who was exposed to even more magic. Sometime unpredictable, these creatures can turn any buffing magic cast by a foe into a weakening spell of the opposite effect.
New Specials: Twist magic (May turn anything positive spell into the opposite spell on one creature stack. Ex: Haste into Slow.), Unpredictable (5% chance that the Twister will ignore a command and do something that it wants to randomly)
Attack 3
Defense 4
Damage 2-3
Init 13
Speed: 5
Hp 9
Cost 100
WELL now, you STILL have a very sub par but very high in numbers creature. Now it can make any of those favored buffs (Like bless) that the enemy casts turn into a curse instead. (The Twister still sucks ) But with 5 greater growth than the nearest competitor, you will always have enough of these things to go around.

Tier 4:
Infected Dendrite: Once these tree-like creatures were peaceful and "Cultivated" defenders of the elven forests. Now, though, the vast majority of them have been infected by a Sliver genetic strain that is transmitted through the soil that sustained the Dendrites. Their bodies and their wills have been warped so that they now serve the Hivelords and Queens fanatically.
-Specials: Sliver
Stats:
Attack 3
Defense 6
Damage 2-5
Init 8
Speed 4
HP 15
Cost 100
Growth 10
Wait for the upgrade. If you buy the Dendrites, then use their great numbers to overwhelm other creatures of this tier. You get 2x the normal amount for a reason.

Up: Transformed: The ultimate epitome of convergent evolution, the Transformed have features of every race. They are lithe and thin like the elves, sturdy as the dwarves, powerful in body like the orcs, attuned to magic like the wizards, fearless as the undead and have the ingenuity of the humans. These powerful creatures once resembled Dendrites, but bear very little resemblance to their old selves now.
New specials: Dauntless (Transformed ignore 1 point of negative moral) caster (Eldritch arrow, fire trap, decay, cleansing), shooter, ingenious (every turn the Transformed makes an action it gains 1 attack, defense, initiative and speed to a max of +2 to each).
Stats:
Attack 7
Defense 8
Damage 3-8
Init 10
Speed 5
Hp 20
Mana 25
Shots 4
Cost 170
Far more offensive, use your spells before your shots, as this will deal far more damage to your enemy then anything else. You have two useful spells to choose from, and two situational spells. Transformed still have poor health, attack, defense and damage for their tier, but are still in incredibly high numbers.

Tier 5:
Troll: These lumbering brutes were easy enough for the Hivelords to dominate. Wielding giant clubs with a rock attached to the end of it, the Troll throws itself at its foe without any care for its own life, seeking only to please its Sliver masters like the loyal dog it is.
Specials: None
Attack 15
Defense 12
Damage 14-17
Init 12
Speed 5
Hp 60
Cost 675
Growth 3
Finally, an ON PAR creature. Oh, wait a minute, it has no abilities. well ****

Up: Troll Berzerker: These creatures are basically the same weak minded troll, but its wounds fade away almost instantly from sight. They are stronger than their weaker brethren because of the Sliver virus running through their system... Though they don't seem to adapt as easily as the other Sliver creatures.
New specials: Regeneration, Half-Sliver (Gets one point at max from Adaptation skill).
Attack 18
Defense 15
Damage 16-19
Init 13
Speed 5
Hp 75
Cost 950
Finally! An ability! And very good Damage/ Hp gives this creature an edge on some of the creatures of this tier. Actually above par for most tier 5 creatures. A welcome change.

Tier 6:
Sliver Spawn: A lumbering juggernaut of flesh and steel. The Spawns are creatures that Silvass created to combat the human and orc's ability to mow down the Slivers like wheat in the field. Its breath corrodes metal and flesh with searing acid, and its claws are large and sharp enough to tear through any fortifications.
Specials: Acid breath (like fire breath, only it also subtracts 2 points of defense), Wall breaker (The Sliver Spawn may attack walls for 1/8 damage), Sliver
Attack 22
defense 22
Damage 18-27
Init 10
Speed 4
Hp 110
Cost 1300
Growth 2
Go ahead, make your wall. Oh, sorry. Wall go boom now. These creatures are the siege breakers. Though they are tied for the second-lowest init and speed out of all of your creatures, these are your tanks. Do they need to be faster?

Up: Sliver Juggernaut: The Spawn have evolved. These Juggernauts are too powerful for any person or creature to stand up to them for long. The ultimate natural siege machine, walls crumble to dust under their relentless pounding.
New specials: Walls take 1/4 original damage each hit. Glare (enemies around the Juggernaut have 2 less moral).
Attack 25
Defense 25
Damage 22-31
Init 11
Speed 4
Hp 125
Cost 1900
More attack and defense as your un-upgraded tier 7 creature! The Juggernaut powers through enemy walls and destroys enemy moral with ease. A large and exploitable damage range is present, though Adaption can easily overcome this single shortcoming. An above-par creature.

Tier 7:
Giant Mantis: This large insect was found in the deserts surrounding the Silver Cities. For many years, the wizards had thought of them only as legends. So when the Slivers found them and bent them to their will, the wizards' shock at the giant man eaters was understandably large. The creatures can fly over any fortifications and terrorize any troops smaller than it on the battle field. It can eat large amounts of Slivers to revitalize itself, and the Hivelords use this to their advantage quite often.
Specials: Large creatures, flyer, inspire fear (-2 to living enemy small creature moral), consume Sliver (Heals the Mantis by how much hp is consumed, killing Slivers until fully healed, cannot revive).
Stats:
Attack 23
defense 23
Damage 28-56
Init 12
Speed 8
HP 170
Cost 2750 + 1 sulfur
Growth 1
Great against an army of small creatures. Survival is rather low, while the same is true for damage. Incredibly high speed and the Queen's ability to summon them makes up for this rather poor creature. Use their specials to keep them alive long enough to deal good damage. Low cost. Wait for the upgrade!!!

Up: Alpha Mantis: A larger Mantis that has also been infected by the Hivelords to make it more ferocious and powerful. It is more durable than its lesser kin.
New specials: Sliver
Stats:
Attack 25
Defense 27
Damage 35-63
Init 14
Speed 8
HP 200
Cost 3100 + 2 sulfur
Adapting their attack, damage and defense puts them on-par with most 7th tier upgrades, while natural improvements help them to survive longer. If you choose speed over defense, damage or attack then these things move 11 spaces! making them a danger to all creatures on the field. Queens add 1 to the natural growth through summoning... and that 1 is free! Use their high init and speed to control the battlefield.

Campaign:
Mission 1
"The wizardsss thought that they could contain US! How dare they, HOW DARE THEY! They thought that they could just let uss rot and die on that forsaken rock? They will pay for their crimess! Arise my brethren! For today I lead us out of this prison and into a new world! A world just ripe for the taking." -Silvass
In this mission you only have Silvass and his starting army to capture the enemy's town. You have to use the twelve sliver creature generators to overwhelm the Haven town's defenses. You only have Slivers to battle with in this mission, so conserve your forces well. Max hero level is six.

Mission 2
"And now my children, we have a foothold on these pathetic creature'ss landss. Our revenge is at hand! We shall turn this place that once belonged to these "Humansss" into a home of our own. These creatures that have fallen will become as our own, servantss to our speciesss. But we cannot rest yet my children, not when our vengeance is so close!"
Now you finally get a town. The objective is to conquer the two enemy towns. Now your strategy has more depth, as you can upgrade your Slivers. Once you conquer the Elves, you get the Corrupted Dendrites to join your army. You also get to use the Adaption skill, as you can finally build the required structure, the Hivestone. The mission ends once you have defeated the Elves and the Necromancers on this map. Max hero level is 12.

Mission 3
"Sonss and Daughterss, lissten to me! My Queen, the first and greatest of her kind, the mother of you all, hass arrived! Obey her as you would obey me! With her at my sside, NOTHING shall sstand in our way!"
This is your first mission with just Vessena. This is where you learn how to control the Queens. You get no towns, but Vessena starts at level 7, allowing you to get Slivers and Infected Dendrites every week. Oh, did I forget to mention that she also comes with a few Trolls and three Sliver Spawn? Your objective this mission is to arrive at the Warlock town in five weeks, difficult if you don't conserve your troops. You do not attack or destroy the Warlock town, instead you get a cut scene where they agree that leaving each other alone would be for the best. Max hero level is 12.

Mission 4
"While I do not agree with the methodss of my Queen, I can ssee that they are wise considering how fighting them last changed uss... The Dark Creatorss' time will come. But for now, WE shall reap the rewardsss of this change in eventss! The Dark Creator Hivelord spoke of giant man eating bugss that lived outside of the Silver Cities for a long time now... We shall subjugate them for the Swarm and turn them on their creatorss!"
Now you have both Silvass ans Vessena on the same map. And you actually need to get them both to the objective to win! You have no town on this map, again, but you have no time limit either. Both of your heroes are separated by rather large mountain chains, so... yeah, you have no choice but to use both But seriously, you'll need them. This mission ends when both of your heroes converge on the Mantis Nest in the center of the map. All artifacts that your heroes are wearing carries over, and your max hero level is 18.

Mission 5
"Now, NOW iss the time that we have waited so long for my children! Now we crush the Wizardsss and their fool alliess and grind them into the dust! They thought that they could stand against usss! They thought that they could stand against ME! Even the Creators stand against me! But they should have known better then to stand against a God."
The objectives of this map are to capture the Academy towns (All three of them) and then to weather out the enemy's attacks (There will be four, one Haven, Sylvan, Dungeon, Stronghold and one Inferno) You only get Sylvass, who must survive. After you defeat the demons, you go to a cut scene where all of the races' heroes fight against Silvass until the Demon Lord attacks you. Then Vessenna is slain by four other Demon Lords. Silvass personally ends each of them, tearing them apart. With a cry of rage, the Slivers under Silvass's control, turn toward the demons' portals. The allies look at each other for a few seconds, and decide that now is a good time to leave the battle field, the humans, both dark and light elves, and orcs follow the Slivers through the portal, while the Wizards just run away. Max hero level is 30 and all artifacts that you have equipped carry over.

Mission 6
"END THEM! DESTROY THEM! Do not let a single one of the murdering spawnss of Chaosss live! Do not rest until every last one of them lays broken at our feet! Do not stop until my queen is avenged!"
Suddenly, your sides and alliances shift. You now have four allied towns around yours in a volcanic hellish map, fighting the same enemy as you. The objective of this map is to fight your way through the demons, capturing their towns with the help of your new allies as you go, and get to claim the gates of the Sovereign's keep. The second to last cut-scene begins at this point. As the allied factions make a rush for the Sovereign's keep, a massive rift in time and space remove them and their armies from the battle field, depositing them around the sight where the miss-matched factions had fought against each other. There the present factions and Silvass make a pact: To stand together until such a day as the allied armies could crush the demons in their fiery domain.

Epilogue
"Though our vengeance was stolen from us thiss time my children, we will not let this matter rest! We will wait for our enemy to come again, and the next time that they do we shall grind them so far into the dust that none of them, not a single one of them shall escape our purge! Let the other lesser beings be for now. We shall grow and become strong enough to overwhelm these monsters, even if it takes until the end of time itself!" - Silvass, God-Hivelord of the Slivers

Alliances at the end of the game:

Humans, Orcs, Elves and Dungeon: A temporary truce until the demons have been eradicated. They are nothing more to the Slivers then convenient allies and food.

Wizards: The Slivers still hate the wizards at the end of the game, though not as much as they hate the demons.

Necromancers: These brittle bags of bone are generally ignored by the Swarm.

Dwarves: The Swarm and the Dwarves both avoid each other out of principal.

Demons: Until the very last one of these creatures lays dead the Slivers will continue to butcher any demon that they coma across. There will be no peace until one faction or the other is eradicated.
____________
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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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 07, 2011 10:09 AM

@invictus7: Of course it's not too late, we'd be glad when you join us!

@all: Deadline, if enough people have posted then, is 15th of January.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 07, 2011 11:14 PM

Aw snap! That means that I have to get that campaign done soon
____________
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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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted January 08, 2011 04:59 AM

I might join in sometime, but not this round. Don't really like the requirments.
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 08, 2011 12:45 PM

@warlord: Not? Ah, too bad Any wishes for tasks you have?...that questiosn for anybody, btw.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 08, 2011 02:05 PM

Quote:
@warlord: Not? Ah, too bad Any wishes for tasks you have?...that questiosn for anybody, btw.


I think it would be interesting (apart from the standard faction-creation rounds) to have little contest on maybe designing a creature (drawing) ?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 08, 2011 02:36 PM

@skrentyz: itneresting, yes, butit wouldn't belong here would belong into a creature contest, liek we also hade some in the past

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted January 08, 2011 02:39 PM

Hmmm... Perhaps you get to chose a tileset (like snow) and make a town there, but you cannot do the town normally on that tileset (in this case, dwarves).
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 08, 2011 02:50 PM

@warlord: taht was to be one of the next rounds anyway!

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted January 08, 2011 02:55 PM

Great minds think alike!
____________

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invictus7
invictus7


Adventuring Hero
Lurking About...
posted January 11, 2011 03:00 AM
Edited by invictus7 at 12:59, 11 Jan 2011.

Okay just to post Something...more to come. *Crosses fingers got BB code right*

Faction Name: тєĺтөŗө--Teltoro (Fromerly known as the Samae)
Also Known As: The Submerged or The Hidden
Worship: Taku Ayǚǚro: The Kraken of the Swamp
Associated Colurs: Viridian and Black
Core Philosophy:"Lata төŗө΅ krak тє ĺitos тou ĺarako"--Remain hidden, until the time of Accesion*
Symbol(s): Kayǚǚ: The Sacred Mangrove:




History**

The tale of the Teltoro begins many ages ago, in fact the Teltoro begin with the World.
The Growing; 1 AFS*** And so, it came to pass that the Seed of Life was sown. And out of the ground grew a wonderous tree, the tree of life, if you like. The tree grew and grew, and it began to bear fruit. Out of these fruit the first Samae came to life. First there was only the Samae but soon there were others of all kinds. The Sun was born and with it the Age of the First Sun.

The Boy of two ages; circa 20 ASS And so, it came to pass that the Samae were a happy people and now a mighty nation, a people of light and laughter. Only twenty years before the new age began, the people were still elated. There was one among us, a smart man, twenty years old.
There was something odd about this man, he wasn't like the other Samae at all. He hated company and light and laughter and his family. When he was younger his parents sent for many people, they'd never seen anything like it before. This man was not evil, no, he was subject to a terrible curse. He was born between ages, a time of no sun. Of course the people didn't know that and soon the man, Barok, had forsaken his family and his people, he was shunned, in the view of the Samae he was tainted, besmirching the life of the people, he was an outcast, no-one wanted anything to do with him.

The Return; circa 37 ASS And so, it came to pass that Barok hid for seventeen years and returned to the Samae. Barok was sure of himself, a powerful figure, clad in black armour. He did not talk to anyone just built a hut and resided in there, hardly coming out at all. Soon, all the Samae knew about Barok, The Cursed One, they called him. Barok stayed in his hut for several years. One winter night, several young men knocked on his door. Curiosity had overtaken fear. They wanted to know about him, what he had learnt. Barok told them little at first, they kept coming every week, with more men each week. Barok seized the opportunity to convert them to his cause. He was a very patient man, all those years alone, he knew he couldn't rush it, otherwise he would alienate them. Barok told them more and more, and converted more and more. Although the men wanted to be like him, he forbade it, no, everything had to be the same on the surface otherwise the Samae would become suspicious.

The Fall; SDD****And so, it came to pass that Barok and his, well, cult were plotting and planning for years for this day to come. The hours of study and effort were about to come to fruition. The Second Sun was setting and Barok was going to make sure the third never rose. All was needed was a spell a spell of the darkest magic. Barok was going to destroy everything the Samae stood for, he was going to destroy the Sun. And he did it. The Samae were waiting in anticipation of the Third Sun. The day of darkness came and went. Only for another to come and replace it. The Samae were distraught, many went mad. Barok declared a new age, The New Age or The Age of Darkness and himself the sole ruler of the new people, he called them, the Teltoro. The Samae were either crushed or converted to the new worship, worship of the Swamp Mangrove, Kayǚǚ. The Teltoro went underground, waiting for the time of Accesion.



So it is written, so it was.

Bluuro Ta'a
The Archiver
56 AOD





*The translation from ĸөөŗą (Koora;Language of the Leaf) is rough at best; one thing to note however, is that it's from this saying the people get their name. Toro=hidden; te=the.

**This faction does not take place in the world of Ashan

***AFS= Age of the First Sun

****SDD= Second Day of Darkness, the day of transition between suns

IT WOULD BE REALLY HELPFUL IF SOMEONE COULD POST SOMETHING TO VIEW THE "OTHER" LETTERS.
If you want to see the symbols you can pm me your email and I will send you the .txt file.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 11, 2011 07:37 AM

Nice!

Any other task wishes, btw? I allready have things in mind, but if you have wishes, I'll consider them!

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 11, 2011 05:27 PM

@Jiriki9:extension please,I'm very busy these days,do you can make 20th the deadline?

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 11, 2011 06:52 PM

Quote:
@Jiriki9:extension please,I'm very busy these days,do you can make 20th the deadline?


I'd like that as well, I'm entering a period of exams ;/

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 11, 2011 07:04 PM

Ok, guys, no problem!
what about 1 week?

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 12, 2011 01:22 AM
Edited by gnomes2169 at 03:00, 12 Jan 2011.

Sounds good

BTW, does anyone know how you upload pictures to the site that I've drawn?
____________
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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invictus7
invictus7


Adventuring Hero
Lurking About...
posted January 12, 2011 03:42 AM
Edited by invictus7 at 03:43, 12 Jan 2011.

Sure, just go to photbucket.com, register, and then you can upload your images. When you hover over your images there will be some codes click the {IMG} one it will copy it and you just paste it into to your post.

http://heroescommunity.com/viewthread.php3?TID=27199


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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 12, 2011 03:44 AM

Danke. Hope your faction goes well!
____________
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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invictus7
invictus7


Adventuring Hero
Lurking About...
posted January 12, 2011 03:49 AM
Edited by invictus7 at 03:50, 12 Jan 2011.

Bitte Shoen You too.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 15, 2011 09:10 PM
Edited by LizardWarrior at 21:11, 15 Jan 2011.

Pillar
Also Known As:the forgotten,the lost souls
Associated Colours: Black and Dark Red
Worship:"The divinity frogot us"
Country/Kingdom:Land of Shadowns
Capital City:The last city,where the fog is
Key Symbols:Moon on a red sky

Enviroment
No normal human(elf,dwarf etc.) will put the foot on the cursed Land of the Shadowns.There eternal darkness,no matter day or night,the black-red clouds block the sunlight,fog is everywhere and it never disspear.The land is covered with dead forests,huge ugly trees with a black colour are the homes of the only living creatures which have enough courage to stay here,the ravens.Horroryfing cliffs of a dark brown colour make this place even more scary.The air is toxic,foggy, almost you can't see anthing.The screams and strange noises of the lost souls freeze even the most courageous warrior,no one can't leave in this cursed land without be mad,or aleardy killed by the horrors of this place.Unknown ruins of a lost civilisation are on the all territory,some says there was once a mighty empire,which was cursed and trasformed into a refugee of all souls.The true will remain always undiscovered,as there can't be made researches bevause of the angry souls.

Description
Souls which refusee to go in hell or haven,these which had a sudden death,souls which are confuse, all go in Land of Shadowns.The spirits haunt the old ruins and are hosstile with all living creatures,the only living ones,which can live there are the ravens,these emissaries of death guide the souls to this cursed land.They have a immense power which can't be understand by mortals,strange stones with unknow markings hide great magic powers.

Hero Class:Reavers
Reavers are powerful entities which can control other souls and have enough knowledge to control the ocult magic.

Racial Skill: Darkness Mastery

Basic Darkness-ocultist summon a dense fog on battlefield which because of it,shooters suffer 15% damage penalty
Advance Darkness-ocultist summon a dense fog on battlefield which because of it,shooters suffer 25% damage penalty
Expert Darkness-ocultist summon a dense fog on battlefield which because of it,shooters suffer 35% damage penalty and light spells cost double mana
Ultimate Darkness-ocultist summon a dense fog on battlefield which because of it,shooters suffer 40% damage penalty and light spells have no effect

Buildings

Town Hall
An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Cost: 2000 gold
Requires: Village Hall

City Hall
An upgrade of the Town Hall.
The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Cost: 5000 gold
Requires: Town Hall

Capitol
An upgrade of the City Hall.
The Capitol earns your kingdom 4000 gold per day.
Cost: 10000 gold
Requires: City Hall


Fort
The Fort provides your town with defensive walls.
Cost: 5000 gold, 5 wood, 5 ore.

Citadel
An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses and central tower
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Fort

Castle
An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Citadel


Tavern
The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Cost: 500 gold, 5 wood.
Requiers: -

Marketplace
With the Marketplace you can buy and sell resources (exchange rates decrease with each Marketplace you own).
Cost: 500 gold, 5 wood.
Requiers:-

Resource Silo
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 mercury each day.
Cost: 5000 gold, 5 ore.
Requiers: Marketplace

Blacksmith
The Blacksmith provides your armies with Balistas. Other war machines can be bought on triple price.
Cost: 1000 gold, 5 wood.
Requiers: -

Shipyard
The Shipyard allows you to purchase ships.
Cost: 2000 gold 10 wood
Requiers:Town must be situated near the water.

Magic Guild
Allows a visiting hero to learn the spells kept within.
Cost: 2000 gold, 5 wood, 5 ore
Requiers:-

Lost Libary
Add 1 more spell of each level in magic guild
Cost: 3000 gold, 5 wood, 5 crystals
Requiers:Magic Guild level 3

Forest of the Damned
During a siege,enemy hero have a 2 luck penalty
Cost: 5000 gold, 10 wood
Requiers: Citadel,Derelict Wall

Cursed Altar
During a siege all dark spells are cast at expert level(of both heroes)
Cost: 6000 gold,10 mercury
Requiers:Magic Guild level 3


Dwelling

1.Horror Tree
Allows you to recruit 12 Ravens/week
Cost:1500 gold,5 wood
Requiers:Fort

Upg.Dread Tree
Upragrade of Horror Tree.Let you to train Death Emissaires instead of Ravens.
Cost:2000 gold
Requiers: Fort


2.Ruined Wall
Allows you to recruit 8 Lost Souls/week.
Cost:2000 gold,5 ore
Requiers: Horror Tree

Upg.Derelict Wall
Allows you to recruit Apparitions instead of Lost Souls.
Cost:1000 gold,2 ore
Requiers: Ruined Wall

Boost:Statue of the forgotten
Increase the growth of Lost Souls/Apparitions with 4/week
Cost:1000 gold 5 ore 1 gem
Requiers: Ruined Wall

3.Mirror Portal
Allows you to recruit 5 Screamers/week
Cost:2500 gold,2 crystals
Requiers:Horror Tree

Upg.Crystal Portal
Allows you to recruit Bloody Screamers instead of Screamers.
Cost:1000 gold 1 crystal
Requiers:Mirror Portal

4.Neatherworld Cave
Allows you to recruit 4 Shades/week.
Cost:4000 gold,5 ore
Requiers: Derelict Wall,Forest of the Damned

Upg.Erberos Cave
Allows you to recruit Wights instead of Shades.
Cost: 3000 gold,2 mercury,2 sulfur
Requiers: Darkness Cave

5.Cult of Darkness
Allows you to recruit 3 Ocultists/week
Cost:3000 gold,5 ore
Requiers: Derelict,Lost Libary

Upg.Cult of Doom
Allows you to recruit Black Guards instead of Ocultists.
Cost: 5000 gold,3 mercury,3 ore
Requiers: Cult of Darkness,Erberos Cave

6.Spectral Hall
Allows you to recruit 2 Spectral Riders/week
Cost:6000 gold,5 mercury,5 ore
Requiers: Cult of Darkness

Upg.Black Hall
Allows you to recruit Death Riders instead of Spectral Riders.
Cost:5000 gold,10 wood
Requiers:Spectral Hall

7.Throne of Shadowns
Allows you to recruit 1 Wraith/week
Cost:10000 gold,10 mercury,10 ore,2 crystals
Requiers: Black Hall,Cursed Altar

Upg.Throne of Neatherworld
Allows you to recruit Reapers isntead of Wraiths
Cost:15000 gold,20 mercury,5 sulf
Requiers:Throne of Shadowns,Mage Guild level 5

Line-up:












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