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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Faction Ideas Thread #2
Thread: Faction Ideas Thread #2
shooshima
shooshima


Adventuring Hero
posted May 03, 2011 02:49 AM

Faction Ideas Thread #2

Theres been a change in how you will post your new faction idea.
Here you will post your unique factions and in the original thread you can discuss these factions. as always Good Luch
____________
It's not hard to be smart, all you need is Common Sense

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Crayfish
Crayfish


Known Hero
posted May 03, 2011 09:23 AM
Edited by Crayfish at 09:24, 03 May 2011.

The Ooze

Hope I got the right end of the stick here. If I wasn't meant to post this in this thread please let me know and I'll delete it.

Foreword

I am not an artist in any way and can not do the creatures justice. The appearance I imagine for creatures is whitish-grey skin with pulsating boils and deformities, especially body parts of exaggerated size, antler like growths or short writhing tendrils projecting from the skin. Upgraded versions always have more exaggeration of body features. I wish I was more artistically inclined and so that I could bring them to life properly. With that in mind, please do not judge this faction based on the pictures, which are at best vague guides to creature appearance.




Faction Name: The Ooze
Associated colours: White and grey
Worship: Created by Sylath, the White Dragon, but unaware of this.
Core philosophy:  "Discover, Merge, Know"
Country / kingdom: An unexplored semi-tropical forest to the far South of the Holy Griffin Empire.
Capital city: Enanea
Architecture: Cities are laid out like huge termite hives but with elaborate, ornate features and distinct buildings, towers, gates etc.

Background and lore

Deep beyond the wildest forests and darkest swamps of Ashan lie mysteries best left undisturbed. Still, the curiosity of the elder races is insuppressible. On occasion, brave adventurers driven by legends of treasure or the thirst for adventure have found their way into the unfathomable heart of the ancient forests. Here, in a secluded, canopied mangrove of bubbling mud springs, each explorer has met their end in a most unusual and horrifying way. Those who walk near the springs or stop to marvel at the deep bubbling within find their feet firmly entrapped. Slowly, the crawling, living mud draws in the terrified wanderers. Those who are so engulfed are not devoured, but irrevocably altered. What emerges after days from the mud bears only a passing resemblance to the creature that was trapped by the Primal Ooze. Now under the command of this strange sentient organism, the unfortunate host becomes the Primal Ooze’s eyes and hands in the world. The Primal Ooze has only recently awakened into sentience, yet great cities have already arisen in this most remote of places.

Although few adventurers fell upon such unhappy fortune in the early days of the Primal Ooze’s awakening, these first Merges brought many animals of the wild, travellers and forest people to their new beginnings. Although the Primal Ooze must use other species, it is a young organism with a great intellectual curiosity and a desire to make an imprint on the world. It does not wish the extinction of other races but rather seeks a way to fit into the world of Ashan in its own right. However, like all creatures, it will let nothing stand in the way of its own survival.

The Primal Ooze gained awareness suddenly in the deepest forest. It had no knowledge of Asha or Urgash, nor the elemental dragons, nor magic. In truth, it was given life and intelligence by the dragon Sylath, the White Dragon who is given to moving in esoteric ways. Having lacked influence on Ashan since the Wars of Fire drove the Holy Falcon Empire to worship Elrath, the Ooze represent Sylath’s new presence on this world and the culmination of centuries of creative energies. Sylath’s plans are unclear, as ever his plans were to all but himself.

Though the Ooze began as a single mind, once it has given a part of itself to Merge with the host, the Merge is a distinct entity that integrates in some part with the personality of the host. Most Merges regularly synchronise with the Primal Ooze by returning to the mud springs, a process that the Primal Ooze values as a way to gain knowledge of the world it cannot experience alone. However some Merges, especially once separated from the springs for a long time, come to regard themselves more and more as distinct entities.


Creatures

Core
Maggot / Mulch Crawler
Servant / Hammerfist
Glider / Claw Glider
Elite
Merge Stalker / Merge Panther
Elk Rider / Elk Charger
Will Mage / Will Sorcerer
Champion
Ooze Giant / Abductor





Maggot

These insect larvae are extremely common in the deep forest and their soft, slow bodies make them easy to capture for the servants of the Primal Ooze. Maggot Merges are one of the great builders of Ooze city-mounds, excreting a fluid that hardens over time into a hard resin.

Attack: Maggots rear up and lunge at the opponent, biting with their fanged mouthparts.

Statistics: Maggots have low speed and initiative but reasonable damage, defense and HP. They are about average in cost.

Specials: Spit resin (activated ability, once per battle). The maggot spits resin as a ranged attack. This attack does normal damage (with range penalty applied) and lowers the target stack’s speed by 50% for 2 turns.

Mulch Crawler

Mulch Crawlers are the larvae of a rarer forest insect. Mulch crawler Merges are excellent recruiters of forest animals due to their paralysing venom spit.

Attack: Mulch crawlers rear up and lunge like maggots, but spit a glob of poison. Their melee attack is the same as maggots.

Statistics: Mulch crawlers have a ranged attack with a low number of shots subject to range penalty. Otherwise their statistics are similar to maggots, with slightly higher cost and HP. They have no melee penalty.

Specials: Poison spit. The mulch crawler’s ranged attack has a 40% chance of paralysing living opponents. Paralysed opponents move 50% more slowly and deal 33% less damage for one turn.






Servant

Humans and elf merges are the rank and file warriors and builders of the Ooze. Servants manifest physical distortions of the host body, particularly large, hardened club like hands with which they batter their opponents on the battlefield.

Attack: Servants swing their huge hand in a circular motion to club their target.

Statistics: Servants are mid-speed melee troops with good attack and HP.

Specials: Stunning blow. Servants have a 40% chance to stun on attack, preventing retaliation.

Hammerfist

Veteran Merges develop even more extreme adaptations of the host body. Hammerfists are completely specialised for war. Their huge right hand is fused into a permanent fist covered in hard bumps and spikes.

Statistics: Hammerfists have a good boost to attack, defense and HP.

Specials: Stunning blow (same as Servant above).







Glider

Many forest creatures have been captured for service with the Ooze, including many of the nut-eating gliders that soar in the tree canopy of the forest. The Ooze Merge has provided these peaceful creatures with strong claws and teeth for battle.

Attack: The Glider hisses, bites and scratches with one clawed hand.

Statistics: Gliders are fast with extremely high initiative, average attack, defense and damage, but low hit points. They are also quite cheap.

Specials: Running take off (once per battle). Gliders can prepare for battles with a long run up, allowing them to glide to enemy positions extremely rapidly. On the first turn of battle gliders may move to any square and attack as normal. Agile. Gliders move quickly and have the reactions of a wild animal. They have a 40% chance of receiving 50% reduced damage from all physical attacks.

Claw Glider

Glider Merges continue to develop over time. After many moons their claws grow ever larger and their senses and reactions are honed even beyond those of wild Gliders.

Statistics: Claw Gliders have better attack and damage, higher cost and slightly higher HP than Gliders.

Specials: Running take off (same as Glider), Agile (as for Glider but 50% chance of triggering).






Merge Stalker

A formidable predator, Forest Stalkers move in silence through the shadows of the deep forest, ambushing their prey as if from nowhere. The Ooze Merge heightens these abilities of stealth and toughens the Forest Stalker’s claws and teeth to tear through armour.

Attack: The Merge Stalker crouches and then stands high to bite and then buffeting the target with both claws.

Statistics: Merge Stalkers are fast with high initiative. They have middling damage, high attack and reasonable HP.

Specials: Ambush. If the Merge Stalker attacks its target directly from behind it deals 150% damage and receives no retaliation. Large creature.

Merge Panther

Merge Panthers are larger, stronger and have lightning reflexes. They have huge teeth and their head shape is longer. Their jaw protrudes forwards from the head as bone with more forward curving teeth.

Statistics: Merge Panthers have increased damage and slightly higher HP.

Specials: Ambush (same as Merge Stalker); Unlimited retaliations. Large creature.





Elk Rider

Elks are giant, peaceful beasts of the forest. Elk Merges have enlarged and virtually unbreakable horns. However, having almost no natural predators in the forest, elks are dim and slow to react even after long Merges. The elk’s humanoid Merge rider is bound to the elk through Ooze tendrils, allowing them to act as a single Merge combining the mind of the rider and the physical power of the elk. Elk riders carry maces, but the elk itself acts as a living battering ram and a second blow is often not needed.

Attack: The Elk rams the enemy with large horns. After enemy retaliation, the Rider hits with its mace.

Statistics: Elk Riders have average speed and damage, high defense and high HP.

Specials: Double strike. Creature strikes again after enemy retaliation but only does 50% damage on the second strike. Large creature.

Elk Charger

Long term Elk Merges develop even larger horns and powerful legs to carry them to their enemies with unstoppable force.

Statistics: Increased speed, slightly higher damage and increased HP.

Specials: Double strike (as for Elk Rider). Thunderous Charge. The elk charges at its target and bowls it over with incredible force. This ability operates only within the elk’s range of movement and only in a straight line. It hits with 150% damage, decreases enemy defense by 10% per square charged until the target’s next turn and suffers no retaliation (double strike does not activate with this ability). The enemy is pushed back by two squares. Large creature.





Will mage

Will mages are Ooze Merges with magic users. The Merge adapts the magical abilities of the host to transmit the essence of the Ooze, allowing it to heal allied Merges and affect the will of enemies.

Attack: Ranged attack raises an oversized hand and fires a white glowing ball with a subtle trail. Attack subject to range penalty. Melee attack slaps opponents with the large hand. Attack subject to melee penalty.

Statistics: Average damage and defense, low attack and slightly below average HP.

Specials: Caster. Casts spells Bend Will and Heal Merge (or in game equivalents). Has enough mana to cast Bend Will once and Heal Merge twice, or Heal Merge five times. Bend Will puts target enemy stack under player’s control. Enemy stack takes its turn immediately but can only move, not attack or use abilities. Enemy stack misses its next turn. Maximum HP of target stack for Bend Will depends on the number of Will Mages in the casting stack. Heal Merge heals and removes all negative effects from a friendly Ooze stack.

Will Sorcerer
Will Sorcerers are Merges that have developed their understanding of magic and the essence of the Ooze to a higher level. Will Sorcerers are able to project the Will of the Primal Ooze itself.

Statistics: Slightly higher HP and attack.

Specials: Caster. As above for Will Mage. Invigorate. Will Sorcerer uses its turn to project the formidable Will of the Primal Ooze onto a friendly stack, raising their attack, defence, speed and initiative for two turns. Project Will. Stacks hit by Will Sorcerer are momentarily confused and move a random number of squares (maximum is their normal movement) in a random direction.






Ooze Giant

Even a few of the enormous, reclusive giants of the deep forest have been trapped by the Primal Ooze. These gigantic creatures are submerged in the bubbling pools of the Primal Ooze for months or years, emerging distorted and immensely powerful. The tongue of Ooze Giants becomes a strong, toughened appendage that it uses to deal savage blows to its opponents. The wild and unstoppable strength of Ooze Giants is such that even its allies must stay their distance on the battlefield.

Attack: Ooze Giants have an enormously distended tongue that lolls permanently out of their mouths. They turn their head to the side and then use their whole body to swing the tongue, smashing through all opponents in its path.

Statistics: Ooze Giants have average speed and initiative but high damage and very high HP.

Specials: Swinging blow. Ooze Giants attack the five squares to their front and sides, hitting both friendly and enemy stacks. Small creatures are knocked back one square and do not retaliate (large creatures retaliate as normal). Large creature.

Abductor

The strongest Ooze Giant merges are specialised to capture creatures to deliver to the Primal Ooze within the walls of Enanea. Almost nothing can resist the raw strength of an Abductor, allowing it to bind victims with its mighty tongue and carry them home immobilised to the Primal Ooze.

Statistics: Slightly higher speed, increased attack, damage and HP. High cost.

Specials: Swinging blow (same as Ooze Giant). Constrict. The Abductor uses its immense tongue to pull an enemy stack from 2-3 squares away, dealing normal damage. The target stack is bound in place until the Abductor’s next turn (it may still retaliate and attack). This ability cannot be used on enemies in adjacent squares. Large creature.


Heroes

Might heroes

Neutral: Commander

The Commander is a Merge with a host of unusually powerful will whose mind and personality remain largely intact. Like all Merges, Commanders are ingrained with the plans and emotions of the Primal Ooze, but their host’s great presence of mind allows them to cultivate a high level of strategic knowledge; concepts that the Primal Ooze itself, being relatively inexperienced in this world, may not be able to fully comprehend alone.

Special abilities. Unified Mind (passive ability). The powerful will of the Commander is imbued on a deep level into his or her troops during synchronisation sessions. All troops have a 50% chance to resist mind-affecting spells (such as Frenzy, Puppet Master, Confusion).

Tears: Empath

Commanders with the greatest presence of mind strongly affect the feelings of the Merge, introducing emotions that are unknown to the Primal Ooze. These strikingly individual Merges have a connection of loyalty and compassion with their troops. This unique form of empathy between entities that are at the same time the same and not the same spurs Empaths and their forces to go to special lengths to protect each other.

Special abilities. Unified Mind (see Commander). Empathy. The Empath establishes a connection with the target stack and passionately protects it from harm, reducing all damage for several turns (activated ability, percentage damage reduction depends on hero level).

Blood: Deliverer

Individuality is a rare phenomenon in Merges. Some, like the Empaths, diverge emotionally from the Primal Ooze. For others, individuality is expressed on an intellectual level. Deliverers are highly intelligent and, like the Primal Ooze, very curious. Their unique combined mind allows them to look at the world from a completely new perspective, making their battlefield strategies completely unpredictable.

Special abilities. Unified Mind (see Commander). Surprise Tactics (activated ability). The Deliverer’s strange tactical ingenuity comes into play. He or she may choose to switch the positions of any friendly stacks on the battlefield. Stacks whose positions are switched strike any enemies adjacent to their new position with no retaliation. The number of stacks that may be switched depends on hero level.

Magic Heroes

Neutral: Arcane

Powerful magic users are among the most prized Ooze hosts. Merging with the essence of the Ooze alters the flow of ethereal energies in a distinct fashion. Those who stand against Arcane Merges are assaulted not only by familiar forces of magic, but by the astonishing will power of the Primal Ooze.

Special abilities. Primal Surge (activated ability). The essence of the Primal Ooze is focused through the Arcane Merge’s magical power. The minds of an enemy stack are filled with incomprehensible thoughts and feelings, causing them to miss their next turn. Hero level determines whether Core, Elite or Champion units can be targeted.

Tears: Mystic

Over time, Merges of greater age develop magic in affinity with the nature of the Ooze. Mystics are attuned to the pain of other Merges. The emotions of wounded Merges feed magic that alters the very physical structure of the Ooze.

Special abilities. Primal Surge (see Arcane). Transformation (activated ability): The body of the target merge grows hard and razor spined for several turns. Damage is reduced and reflected on attackers. Percentages depend on hero level.
Blood: Transfecter

Transfecters are Merges of distinction who have applied their magical studies to the Primal Ooze itself and garnered a deep understanding of its nature. Armies under the command of a transfecter fight as with one mind and strike together as a single blow. “If there’s one Ooze in front o’ yer, there’re three at yer back!” Arrin Riverson, veteran of skirmishes in the Guala Forests.

Special abilities. Primal Surge (see Arcane). Togetherness. The Transfecter provides a friendly Ooze stack with magical tendrils allowing it to synchronise with other Merges. Next time the affected stack attacks, all friendly Ooze stacks within two spaces of the affected stack strike its target using a standard ranged attack or a melee strike and return with no retaliation. This ability applies only to physical attacks and only to the first target.


Thanks for reading Suggestions are welcome!

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Voii
Voii

Tavern Dweller
Apprentice
posted May 03, 2011 03:26 PM
Edited by Voii at 15:57, 03 May 2011.

The Primeval

The Primeval

Story: Evolution knows no compromise. When new comes, old must vanish. Among chaos, when gods fought their wars, ages before first humanoids appeared, minor gods and random expressions of magical energy created a variety of creatures. Different in size and intelligence, as a product of magical mutation they were unable to evolve. Strictly bound to the environment they were born in, the Primeval ruled the world for thousands of years. Unfortunately for them, progress requires sacrifices. They didn't see any threat in hairy humanoids running around with clubs, busy killing each other. Soon enough they found them building cities, castles, overtaking every possible territory. After a few short centuries, most of the Primeval were extinct. The few who were left decided to reunite with mother earth through fighting - not for survival, but for an honorable death. Not bothered by problems of the present world they fight everyone, taking last stands in places, which they decided will become their graves.
Believes: Most of the Primeval believe in Mother Earth, creator of everything, including other, minor gods. Some of them, however, are incapable of religious belief.
Pros:
Native territory - Every unit fights better in its natural environment, with slightly increased statistics, movement speed and special abilities.
Mothers Love - As creations of magic, all Primeval are naturally magic resistant, receiving 5%(+5 on Native Territory) decreased magic damage and 10%(+5) shorter negative influence spells.
Cons:
Extinction – ancient races breed very slowly, general population growth is low.  
Aversion –  the Primevals' variety and inside conflicts result in low morale(never reaches maximum value).
Architecture: The Primeval adapted natural caves, abandoned mines and tunnels to their needs. Fungal forests, ponds, and primitive huts lay around great monument of Mother Earth (primitive civilizations, statue of pregnant woman.)
Tactics: Primeval are, in general, defensive creatures. Apart from two units, they are unable to use magic, the magical energy contained within them is in its most chaotic form. Highly specialized, every unit is most useful in a selected few tasks. Rapid, sudden attacks, and long, though defense is the Primevals' preferred strategy in combat.
Race skill:
Sacrifice – At the beginning of a battle, hero can select one unit to become sacrifice(-1 creature), and gain Native territory effect on other, randomly selected unit.
Basic – effects core units, plus percentage of hero's magical power is converted to units magic resistance
Advanced – can now buff elite units, plus 25% to Native Territory effect to unit that's already under effect
Expert – can now buff champion units, plus 50% to Native Territory effect to unit that's already under effect
Ultimate – Always effects highest level unit, doubles Native Territory influence.

Core

Ratmen – rat/beaver hybrid, walking on two feet, does not look pretty. That was a main reason why ratmen were banished from city canals and ponds. Their simple minds were able to process that serving bigger primevals is good for them. So they serve as first line troops. Their native environment is swamp.
Agility – 15% chance to dodge physical projectiles
Disgust – all humanoids are disgust by ratmen look, always attacking them first, before selected target, dealing -20%(+15) damage to them, and –50% to target selected. There is 10%(+5) for ratmen to doge this attack.
Slumrat(up) – some of ratmen managed to stay in the cities, becoming shifty thieves, able to hide in the shadows. Their native environment are cities, roads, suburbs.
Camouflage – 20% chance to dodge physical projectiles
Thief – slumrat can steal 40%(+15) of projectiles or mana from unit standing right next to him. While under Native Territory influence 50% of mana/ammo stole is converted to attack damage for next attack.
Hatred – always retaliates to humanoids.

Cog'el – An interesting creature it is, symbiotic organism. Some think that it was created by bonding sea spirit with small crustaceans and molluscs. It just looks like constantly moving pile of goo. Its natural environment is sea shore, salty ground.
Brainless – Cog'el has no brain, its resistant to mind effects.
Sharpshooter – pieces of Cog'el's body can travel through battlefield, dealing physical damage, no matter the range
Protective shield – little crabs in Cog'el's body can form a barrier to all kinds of damage, protecting him for 50%(+15) and unit directly behind him for 60%(+5). While in this state, Cog'el cannot attack, it's counterattacks are 50% weaker. Defended unit cannot move.
Mog'el(up) – Adult form of Cog'el with bigger crustaceans.
Brainless – Mog'el has no brain, its resistant to mind effects.
Sharpshooter – pieces of Mog'el's body can travel through battlefield, dealing physical damage, no matter the range
Untouchable – sharp edges of shells and crust gives back 15%(+10) of damage received. Plus, Mog'el can ultimately shield himself and friendly unit for several rounds, blocking 75%(+5) of damage. In this stance he can always counterattack with 75% strength, though he may not attack himself. Defended unit cannot move.

Hermit – A human? That's right, hermits were the only one to be trusted by primevals. Their strong bond to mother earth causes them to feel pain of allied primevals. They use it to enrage their inner energy, at some point, they can transform it into spell. Their native territories are deserts, rocky wastelands.
Natural Rage – every time friendly primeval unit suffers injuries hermit gains mana. Effect weakens in time.
Prayer – hermit begs mother earth to help his army during battle. It buffs Natural Territory effect by 15%(+10)(only on unit that gained effect from heroes skill). If unit isn't under influence of N.T. prayer removes debuffs and heals(won't resurrect).
Curse – hermit curses selected enemy.
Blooddrinker(up) – only a few hermits were able to change natures decisions and control death. Their bond to primevals is so great, they suffer with them.
Natural Pain - every time friendly primeval unit suffers injuries hermit gains mana and receives physical damage equal to amount of mana absorbed. Effect weakens in time. Also, blooddrinker, once per battle, can absorb mana from injured units around him. After using this skill his speed drops to 50% to the end of the battle.
Bloodshed – Blooddrinker sacrifices single nearby unit to change natures decision, and replace N.T. buff placed by hero(+25% to effect) If he uses this skill on unit without N.T. buff he resurrects(+15% hp).
Cripple – Blooddrinker cripples selected enemy

Elite

Eyehead– probably the oldest living primeval, expression of minor forest god. It represents the most powerful creature living at a time of its creation – giant centipede. It's solid crust is covered with moss, creating a pattern close to an eye. Its natural environment is forest.
Ancient plate – 20%(+10) chance to block 50% melee damage.
Giant Claws – enemy wont retaliate.
Canonball – every 3 rounds eyehead can turn into living ball and charge an enemy ahead of him. Powerful blast knocks enemy back 3 squares., if another enemy units blocks the way, its inflicted with 30% of damage dealt to original target. Under N.T. effect eyehead goes back to his previous location. Canonball can be used as a projectile for Salamanders powerful swing.
Arushon(up) – Arushon is an eyehead who survived test of fire.
Resistance to fire – Arushon is resistant to fire spells.
Echo – Arushon's plate vibrates every time he's hit by negative magic spell or ability. 20%(+10) chance to reflect it to nearest enemy unit.
Giant claws - enemy wont retaliate.
Fireball - every 3 rounds Arushon can turn into living ball and charge an enemy ahead of him. Powerful blast knocks enemy back 3 squares., if another enemy units blocks the way, its inflicted with 40% of damage dealt to original target. Under N.T. effect Arushon stuns the enemy. Fireball can be used as a projectile for Geckomanders firetail swing.

Astral Visage– Astral Visage is a degenerated spirit of light, bond to a living creature. Great amount of energy needed for them to survive slowly drains life from their hosts. They can also feed on light reflected by snow.
Flight – Visage can fly.
Shooter – Visage can fire laser beam hurting first enemy in path, and next behind him for 60%(+10) of damage.
Sun energy – while on snowy ground, Visages mana is doubled.
Illusion – Astral Visage can charm friendly unit inducing N.T. effect for one round(cannot charm champion unit). While under N.T. effect, Visage can attack before round ends(cannot use magic), after charming unit of lower level than his own.
Spells – blind, holy light(bless)
Astral Avatar(up)– Astral Avatar is created when two light spirits try to feed on one body. They can create bond to each other, causing them to become conjoined twins.
Flight – Avatar can fly.
Shooter - Avatar can fire laser beam hurting every enemy in path, -20%(-5) on hit.
Fatamorgana - Astral Avatar can charm every friendly unit inducing N.T. effect for one round. While under N.T. effect, Avatar can attack before round ends, after charming core or elite unit(cannot use magic)
Parasite – One of the spirits can detach himself from body and bond to enemy unit. It cripples unit, and while under N.T. effect, Avatar drains energy from host and converts it to mana. Without his twin brother, single Avatar degrades to Astral Visage.
Spells – holy light(bless)

Salamander– Salamander is a great amphibian possessed by fire spirit. Its natural territories are volcanic wastelands.
Toxic Vapor – Heat of its spirit causes Salamander to transpire deadly poison from its skin. It poisons surrounding enemies.
Powerful Swing – every second round Salamander can swing its tail and hit three enemies in front of him. Under N.T. effect, salamander knocks them back 3 squares. If there are no enemies in front of him, salamander hits the ground causing cloud of dust spreading 3 squares ahead. It slows down enemies for 2 rounds, under N.T. effect poisons them for 3 rounds. Powerful swing can by combined with eyeheads canonball. Salamander launches eyehead in direction, hurting all enemies in line for the same amount of damage, knocking them all back. If salamander is under N.T. effect first enemy is poisoned, when eyehead is under N.T. effect he goes back to his original location. If they are both under N.T. effect canonball and powerful swing abilities refresh one round faster. Both abilities must be active to use combo.
Geckomander(up)– incarnation of fire spirit, great reptile capable of climbing every volcanic cliff.
Wa'als Interaction – Geckomander is capable of holding down four enemies who attacked him. Lasts several rounds.  Under N.T. effect it deals fire damage to bound enemies each round.
Resistance to fire – Geckomander is resistant to fire damage.
Firetail Swing – every second round Geckomander can swing its tail and hit three enemies in front of him. Under N.T. effect, Geckomander knocks them back one square and deals fire damage. If there are no enemies in front of him, Geckomander hits the ground causing cloud of dust spreading 3 squares ahead. It lights enemies on fire for 3 rounds, under N.T. effect blinds them for 1 round. Firetail swing can by combined with Arushons fireball. Geckomander launches Arushon in direction, hurting all enemies in line for the same amount of damage, knocking them all back. If Geckomander is under N.T. effect all enemies suffer additional fire damage, when Arushon is under N.T. effect he stuns first enemy for duration. If they are both under N.T. effect fireball and firetail swing abilities refresh one round faster. Both abilities must be active to use combo.

Champion

Phantasm– 'Terror and fear accumulated in ancient dungeons are impersonated as a Phantasm. Invisible underground, it consumes light on surface. Representing our greatest fears, phantasm looks similar to human.' Its natural territories are dungeons and cemeteries.
Spectre – Phantasm can fly through objects and creatures, every unit it flies through is terrified for next attack. Terrified unit is crippled for next attack, there is a chance it will flee to the nearest friendly unit.
Terrify – There is a chance that unit attacking phantasm will flee after successful attack. N.T. effect weakens attack of terrified unit by 50% for the next attack/counterattack.
Event horizon – Phantasm consumes light. There is a chance that any positive spell casted by enemy will be absorbed by Phantasm, and will not take effect. N.T. effect buffs Phantasm after consuming spell for two rounds.
Nightmare(up)– Type of phantasm that is able to feed on fear.
Flight – Nightmare can fly.
Darkbringer – Enemy units in radius are dismayed. Dismayed unit is crippled for next attack or counterattack, and there is a chance it will flee to nearest friendly unit.
Dismay - There is a chance that unit attacking Nightmare will flee after successful attack or counterattack. N.T. effect weakens attack of dismayed unit by 40% for one round.
Feast – Absorbing fear of enemy units causes Nightmare to grow each round, increasing its statistics. N.T. effect causes maximum hp to increase. Effect weakens in time.


For the record (+XY) means influence of Natural Territory, when value is 20% (+5) means 25% under normal N.T. +50% to N.T. means 5+(5*0.5)=7.5.

It's a sketch, abilities and N.T. influence will be balanced as soon as I'll play some beta(hopefully), some numbers will also be posted(they will be low, as the story says). Also I'll try to provide more info(couldn't figure heroes names) and better stories. Pictures, concept arts will appear someday, if You like the idea, unfortunately I had no time to find/draw them.

Also, sorry for my grammar.

Discuss [url=http://heroescommunity.com/viewthread.php3?TID=35264]here[/url]
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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 04, 2011 01:41 PM
Edited by DarkLord at 13:49, 04 May 2011.

FORTRESS




“you have awoken the beast”

Fortress were created by Orc shamans in order to revenge Academy for making them slaves. The ritual took place in sacred lake of Irollan forest. Shamans mixed blood of several races Elves, Humans, Orcs with the blood of Beasts, and the New race called Beastmen was created that day. Because of this “mix” blood of Beastman is extremely venomous for other races and creatures (poison damage is added for attack - for defense works like “acid blood H6”). Fortress practice witchcraft and are considered neutral race.

Inspiration Slavic mythology, Heroes3 Fortress

Associated colours Toxic green and dark green

Symbol



Worship Beastmen worship no God.

Country / Kingdom Swamp of Irollan (after the ritual lands near sacred lake of Irollan were corrupted and became a swamp)

Capital City Zarest

Racial ability Venomous blood (increases poison damage and defense)





CORE

LIHO



Abilities:

Aura of Misfortune – luck of enemy creatures is dramatically decreased if they are located close to Liho

Eye of Sorrow – Liho chooses one enemy creature and its morale is always negative until it dies. Can not be dispelled but effect disappears when Liho stack dies.



KIKIMORA



Abilities:

Howl – ranged attack which reaches any enemy creature on the battlefield

Enticement – works like “Teleport other” for ArchDemon



BOLOTNIK



Abilities:

Sticky touch – decreases movement of enemy creature every time Bolotnik attacks

Tough skin – magic proof 50%





ELITE

TUMAN



Abilities:

Incorporeal – same as for Ghosts

Blinding Fog – Tuman turns into cloud of fog around enemy creature it can not attack and can move only one tie. Fog is dispelled when enemy is attacked and Tuman turns back to animal form.



BASILISK



Abilities:

Large creature

Death in a glance – Basilisk kills at least one creature per attck

Turn into stone – Works like in H3



WYVERN



Abilities:

Large Creature

Regeneration

Venomous breath – Works like Acid Breath





CHAMPION

HYDRA



Abilitites:

Large creature

Regeneration

Eight headed attack

No enemy retaliation




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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted May 04, 2011 01:55 PM

Wow Darklord, colour me impressed, that is a very nice Fortress faction you've got lined up there, I'm especially impressed with the core choices.
Though the Bolotnik I cannot track down, the other two I could, and the ideas intregued me.
Similarly I can't find where the Tuman is inspired from.

My only worry is that the Elite section with both Wyverns and Basilisks and a Hydra Champion doesn't give the faction much of an organized feel (it does give a bucketload of awesome though) but that could be fixed by heroes that strongly imply domination of the beasts at their command.

Overall: Me likey, me likey very much.

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 04, 2011 03:39 PM

First of all Thank you MrDragon for comments

I must confess that there is no creature called TUMAN, i made it up )... literally Tuman on russian means Fog.. what imspired me though is that a lot of myths and tales of slavic origin associate Swamp Fog with mysterious evil..

For Wyverns Basilisk and Hydra i added them to follow the Legacy of H3 Fortress.. Firstly there were other creatures instead of them.. Can include as alternative line up if you interested..

For Bolotnik, briefly it's a creature that sits in the deepest Swamp.. Has different looks according to different sources.. Orjavnik is the most powerful type of Bolotnik. Bolotnik is known to drown people who came to close to swamp..

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 04, 2011 04:00 PM

chrm chrm:
Quote:
Here you will post your unique factions and in the original thread you can discuss these factions


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ICTC announced

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted May 04, 2011 04:07 PM
Edited by MrDragon at 16:11, 04 May 2011.

My beef isn't so much with Basilisks, Wyverns and Hydras as a lack of.. shall we say "control".
The Tuman is a great creature concept but maybe it should drop down to Core and stick one of the Cores up to Elite status.
I'm kind of surprised by it myself, I personally don't like the idea of humanoids on par with monsters but truly monstrous humanoids like your core selection could make believable Elites.

I certainly wouldn't want anything replacing my favorite fortress creatures, and I certainly can't imagine any of those three as cores.
Yeah I think that if I had to change 1 thing in this faction it would be swapping the position of the Tuman with one of the core units.

Edit: .... my apologies, could a friendly mod maybe delete our conversation?

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted May 05, 2011 05:43 AM
Edited by gnomes2169 at 06:44, 13 May 2011.

Well, here's mine (Incomplete for now). Just need heroes...

Alright, here goes the contest entry then. (Now that I think of it, this faction could work well with a wizard release pack...)

Name: Ignatus
Terrain: Magma/ Darkness. Hellish environment.
Consists of: Demon-born mortals, slaves, Faceless and creations of Chaos.
Emblem: A burning tree
Capitol: Shul-Shara, the place where the Tree of Life once stood.
Core belief: The strong rule and chance is for the weak. We will take our future and shape it how WE want to!

History: After the first eclipse wars, the demons had left a lasting impression on the surface of ashan, all of them negative. Some of these impressions came from the mixture of demonic and mortal blood in obscene rituals and births. These children and cultists were able to hide themselves away from the sight of priests and gods for years. Ultimately, they were servants to the demons, fulfilling their every whim through infiltration and subterfuge. Ultimately, they are the ones responsible for the destruction of the Great Tree, and the framers of the Dark elves.

Durring the ensuing chaos of the great Sundering (Another name given to the splitting of the elven race), these cultists quickly buried themselves into the roots of the desecrated World Tree, attempting to create portals so that their masters and ancestors might escape their burning prison. Nothing worked right away, so they created a sort of government to keep the... more blood thirsty and unstable of the tainted in check, and their fledgling civilization safe. Their rulers are part of a caste system based on those who have dominion over chaotic magic, those who don't, and slaves. The magic users have great influence, having six circles of magic to aspire to. The first circle is made of initiates freshly injected with demon magics that can no longer integrate with the outside world, as the demon markings have become too obvious to hide. The members of the second have the blessing of the Faceless. The third have tapped into the powers of chaos and can actively control the magic in their system. The fourth circle is for those who sew the seeds of chaos that give rise to faceless creatures and chaos spawns. The fifth is for the masters of all these arts, and they are the rulers of cities. But the most powerful and feared, and the leaders of the armies, are of the sixth circle.

For ten years since the Great Tree fell, the cultists have toiled away endlessly at the task of unleashing the demons once more. Every year that passed in frustration eroded the cultist's resolve, until, finally, these demonically tainted creatures have given up. They have split from their demonic masters and have instead turned to the darker chaotic arts that the demons had promised would give them power. They call themselves the Ignatu. These creatures have both the traits of their mortal heritage and the demons (Burning skin and horns in some cases). They believe in the power of the individual and chaos, harnessing both into a primal power that breaks through any defenses. For these reasons more than anything, the Ignatus have split from the demons, believing themselves to be stronger then their former masters and thus more worthy to rule.

This arrogance and betrayal impressed the Faceless, beings of power who have been slowly dieing off in their empty, cold and lifeless prison. They require life to feed on... and they see these demonic upstarts as the perfect tools for their rebirth, and as their last hope to return to the world, survive... and rule. So the void whispers to the servants of chaos to unleash it, to make these people bend their knees, to drown this world in darkness...

And they just might be able to pull it off. The Cultist's numbers have grown and the tainted have many allies to call upon, not the least of which are the Faceless, and Spawns of Chaos left over from the raw magic that was created during the birth of Asha and Urgash. Their operatives and converts are widespread and prolific, infiltrating the highest places of power in the Griffon empire, Silver cities and the Irollan courts, sometimes posing as leaders of dark elven clans before dashing these entities on the rocks of ruin. The empires themselves are still weakened from the demon's original attack and rebellions. Some fires still burn from the years of the demon invasion.

The others will be remade.

Religion: Their power comes from the chaotic magics left over from Ashan's creation, the demonic rituals that have been passed down in blood from generation to generation, and from their Faceless lords. But be that as it may, these corrupted beings hold no true loyalties to any but themselves. After long enough, even the faceless will be replaced...

Architecture: Obsidian structures that look like they are from ancient Babylonian civilizations. There is a large pool of darkness spanned by a bridge on the bottom and the sky is blocked by a swirling shield of chaotic energies. Portals look to be made of obsidian as well.

Main magic specialization: The Scions of Chaos and Faceless creations have access to many destructive and cursing magics, but are not as powerful as the Inferno faction in destruction, and are more limited in their selection of curses than the Undead.

In a nutshell: A power crazed faction joined by a race who is struggling for survival and creations of chaos. The Ignatus faction has no patience for weakness, mercy, honor, love, etc, etc. Unlike the demons, who just try to juggernaut their way through their foes, the Cultists have many traitors, assassins and spies in place to weaken the heart of their enemies in the coming war, and many ways to sneak past tier enemy's defenses. They are masterminds of chaos, and confuse said enemies with a wide array of tactics. The Ignatus faction is high on offensive power, luck, chaotic occurrences and getting past fortifications, magic and enemy buffs.

Strengths: High attack power, many creatures immune to a variety of magics, creatures bypass defenses and fortifications. Unique attacks and abilities cripple enemy offensive and defensive power, good luck.

Weaknesses: Slow on the whole, large damage ranges, very limited magic power, no buffing spells, only one shooter, one flyer (teleports), low growth on the whole, towns require many resources.

Racial ability: Chaos control
Luck attacks occur more often based on ability, and deals more damage based on level.

Unique building: Den of traitors
For every 30 enemy core infantry that the Ignatus hero's army fights, 1 blood warrior joins the army. (If you have Chaos Knights, then you get 1 Chaos knight every 35 enemy core.)





-Creatures:


Core:


Blood warrior: This creature can no longer call itself a human, elf, or whatever it happens to be, though it can trace its origins back to a time where it might have resembled one. A demonic taint runs  through it that drives the Blood warriors with a hatred for all order and life in every blow.
-up: Chaos knight: These Blood warriors have become attuned to the chaos of the world that their faction communes with, and this adds to the fury that these once-mortals already wield. Enemies that fight against these creatures complain about random plagues that assail them, from tripping shadows to extreme weakness.
-High damage with a large range, decently fast. Lowish health, lowish growth.

Hatred (Basic & Upgrade): "With a hiss, the elf's hand shot out, claws hidden until now raking deeply into the ambassador's flesh, cutting through armor and biting bone before the archers took him down..." (Attacks ignore a small percentage of defense)
Darkness engine (upgrade): "The damage caused by the assassin's attacks were not the only disabling thing that they did. As the claws and blade dug into my friend's flesh, darkness dribbled into the open wounds, pulling them towards the ground, making them tremble in weakness or causing them to cry out in despair." (Every attack inflicts a stack with a random curse.)


Faceless Slave: These mindless creatures are little more than puppets that the faceless hold on a string. The Slaves resemble little more than puddles of oozing shadows and are quite numerous.
-up: Faceless Thrall: These faceless are little more then skilled drones. They are semi-intelligent, unlike their lesser cousins. There is a more feral shape to them then the original shadow puddle.
-These creatures are weak and exceedingly fragile, but are numerous.

Inky Body (Basic & upgrade): "How do you poison a creature made of shadows? How do you destroy its moral? We couldn't figure out how to do it..." (Immune to poison and moral reducing effects.)
Ethereal attacks (Basic & upgrade): "the knights spent hours putting on all their shiny armor and practicing their blocking blows. Our claws just slid through them, not even touching the hard steel that they surrounded themselves in, striking at their very souls..." (Attacks penetrate half of the creature's base defense when attacked.)
Ooze (Upgrade): "The shadows... Melted through the rocks in front of our city, through the moats, through the walls, through us..." (Moves through everything, even enemy units, without any penalties.)


Chaos Spawn: A being drawn from the raw chaos of demonic energies, the Chaos Spawn is a nasty piece of work. It enjoys nothing more the the ripping and tearing of flesh and bone, though it has none itself. The chaos energies make it unpredictable, striking hard or not at all, as it decides.
-up: Chaos fiend: As the Chaos Spawn grows older, it either self destructs or becomes more stable. In the latter case, the Spawn becomes more powerful and more focused on what its creators tell it to do. As it becomes more focused, the Fiend seems to shrug off magic attacks and its blows seem to be able to create a random magical attack.
-Strong and durable with very good movement. Low growth.

Chaos strike (Basic & Upgrade): "Moving silently, the swirling mass smashed down on Cap's skull, shattering the helmet and crushing every bone in his body in one blow. Another one reached up to attack me, and I instinctively flinched. when the blow hit, I had to blink to reassure myself, but nothing had happened! The thing had barely hit me hard enough to bruise me. With a laugh, I rammed my blade into the monster's chest, and it flew apart, scattering to the four winds." (Lucky hits deal anywhere between +/- 50% damage)
Magic proof (Basic): "Only about half of the destructive spells that the Demon Lord threw at it barely got through, scratching the mass of energy but not doing enough to prevent the demon's fire from being extinguished... forever." (50% magic res.)
Magic immunity (Upgrade): "The monstrous glowing demons... Sir, they were immune to everything we threw at them! Our priests prayers didn't touch them, and our blades only barely bit into their flesh... And we didn't have many blades. It was a rout. The creature's masters didn't even have to lift a finger." (Immune to all magic (Obvs.))
Aspect of destruction (Upgrade): "As it crushed the knight in it's bare hands, a roaring ball of fire erupted from it's body, burning the closest guards to a crisp and throwing everyone else too far away for us to save our leader..." (Randomly casts an AOE low-level destructive spell centered on the enemy with no mastery.)


Elite


Chaos Tuner: A Cultist of the third circle has allot of potential and raw power. He/ she has butchered his or her way through quite a few other potential candidates to reach this level, and has earned themselves the right to be called Chaos Tuners. They use their innate connection with Chaos and the Faceless to bring doom to their enemies, and turn success into defeat.
-up: Chaos Lord: Cultists of the fifth circle, The Chaos Lords are an Elite council among the Ignatus, as it is the strongest that rule. The only ones with more influence are the Chosen of Chaos themselves, the Scions and the Faceless. The power of the Chaos Lords is great, and many of them rule a minor city or two.
-The first (and only) shooter, also a caster. High attack and init, low speed and defense.
Random destruction (Basic & Upgrade): "We had the mage cornered, helpless, outnumbered. We had him dead. In desperation, he threw out his hands and cried out three words that I cannot remember now. Our force was blown apart as a massive fireball flew from his hands. Thing is, from the look on his face, the mage was just as surprised as we were. Only, he was pleasantly so." (Randomly casts a mid-level destructive spell with moderate mastery.)
Random dark (Basic and upgrade): "The battle was ours. They were outnumbered, for once, and then the last robed one spoke a quick chant and I didn't think anything of it, as they had been saying things like this for the entire battle without any real effect, umm... no, I don't remember how many words he said, didn't seem important, and our army acted like it was crawling through mud. Tendrils of darkness held us almost in place as they made their quick getaway." (Randomly casts a mid-level dark spell on one stack.)
Masters of Chaos (Upgrade): "This one looked... Different. Somehow more important than the others. We thought nothing of it. For the entire battle, a powerful arsenal of spells rained down on us, cursing and ravaging our troops. It was a rather long battle too..." (Chaos cast is more powerful, and costs less)


Fanatic: A human or an elven thrall to chaos, these beings are chained to their master's will through the most sadistic ways possible. Whether this involves their families, friends or their very lives, the effect is basically the same. A warrior is born from the fires of desperation that will die for his master.
-Up: Possessed: After a certain period of time, the tortured man or woman will look upon his or her torturer as his best and only friend. In a sadistic little mind game, their wills are warped to the point that if they aren't tortured for a specific amount of time, they will begin to believe that they did something wrong and work harder to prove themselves to their master, trying to make up for their perceived failure. The Cultists have perfected this art, and they use these poor, enslaved creatures with impunity, never fearing that they will rise up in a rebellion, because they never will.
-Average in everything, with constant damage. Slightly higher growth.
Loyal till death (Basic & upgrade): "I remembered him. Yes, I remembered him. He used to be my friend... When we launched the raid on their slave pens, we thought that they would cheer for us as their saviors. Instead, the poor, demented creatures took one look at us killing their masters, and launched themselves at us. We couldn't reason with them, and the undead's controlling magic did not have any effect... we had to kill them all to save ourselves... what kind of monsters are these?" (Immune to mind control.)
Double attack (Basic & upgrade): "The slaves launched themselves at us with fervor, attacking twice in the space of time that a normal man would make one. They were madmen..." (Attacks twice every time a stack attacks.)
Restless for approval (Upgrade): "I must agree, the new methods are working perfectly. Ha, the pathetic creatures are so obsessed with our approval that they tremble, tremble!, when we don't give them orders. Just so amusing, driving themselves into a frenzy over us..." (Attack boost every turn that the Possessed waits or defends.)


Aspect of Chaos: This creature seems to be a constantly shifting mass of color, fire and shadows. Loyal only to its creators, an Aspect of Chaos is a bringer of doom to its foes. Magic has no effect on this mass of chaos, and its blows crush any who would dare stand against it.
-up: Harbringer: Death and Chaos combine in this creature. Not only does it ignore the rules of space and time, it feeds on the magic of its foes, using it to become stronger. A single Harbringer is said to have been strong enough to destroy an entire Haven trade city.
Strong, Defensive and healthy, but slow and expensive.
Magic immunity (Basic): "It just laughed as our spells and curses slipped of its smooth form. Our mages were worthless, and the towering juggernauts cut many of our men down before they fell. I never want to fight anything like that again as long as I live..." (100% magic resistance)
Armor shattering blows (Basic & upgrade): "When the blow landed, I was thrown from my mount. I was unconscious before I hit the ground. When I awoke, my men were laying dead around me, broken and discarded like so much wheat in the field. When I looked down at my dragon-blessed armor, I found only scraps of metal hanging over my chest. The only thing that had saved me was, ironically enough, the moving shadow that I landed on." (Attacks lower defense of the enemy, and knock back target stack one space. Chance to stun.)
Consume magic (Upgrade): "Knowing how useless it was, but unwilling to give up all hope, our mage sent a blast of magic at the Harbringer. To our dismay, the relatively few wounds that we had made to the thing disappeared, and it launched itself at us with new fervor." (Damaging magic heals for 25% of the original damage, instead of damaging the Harbringer. Immune to all other kinds of magic.)
Time phase (Upgrade): "It disappeared from the battlefield. None of us knew where the thing had gone, so we all audibly sighed in relief, even settled down for a while. And then it attacked us from behind, popping out of thin air and crushing everyone and everything near it." (Once per battle, the Harbringer may chose a spot to go to, anywhere on the battle map. It disappears for a turn. When it reappears, it deals damage to all units around the selected spot.)


Champion:


Shade Lord: Faceless giants who are the seconds of their faceless masters. Shade Lords stand against all creatures who would seek to harm their masters and all those who would spread light and order throughout the world. These creatures are immune to the powers of both light and darkness.
-up: Faceless knight: The lords of darkness themselves, most Faceless operatives in the real world are mere projections of their true selves. They have the power to temporarily banish a select creature to the void, causing many ill-effects and driving the poor targets to the brink of madness. A chilling aura of death follows this terrifying specter.
-Average speed and health. Good attack, weak defense.
Teleport (Basic & Upgrade): "I swear, sir, the things weren't anywhere near our base a second ago and then they... they were just... there! Our walls didn't even slow them as they rampaged through the shadows of our soldiers. I- Oh by the grace of Elrath... there's one on that cliff..."(See, h5 Vampire Lords)
Immunity to darkness and light (Basic & upgrade): "When the black giants appeared in the battlefield's center, the necromancers launched their most powerful cursing spells. All of these powerful hexes melted away like water before even striking our foe. The knights aided their allies, sending wave after wave of searing white light into the faceless ranks. The only fruit of our labor was the destruction of our allies..." (Immune to all light and dark spells.)
Void prison (Upgrade): "The situation was hopeless until the angel arrived. It butchered the monsters we fought, cultists, shadows and chaos beings alike. Nothing could stand in our savior's path. We rallied behind it, an impressive and organized army once more. But the faceless just laughed and waved its hand, and our hope vanished like a candle being snubbed by a sadistic black hand. When the angel returned it gave a cry of such agony that it shattered the last of the survivor's moral." (Once per battle, a stack of faceless may remove a number of creatures from the battlefield equal to or less than their own from the field for three turns. When the creatures return, they do so in their original spot with 20% reduced speed and three less moral.)
Void Aura (Upgrade): "I stood next to the monster for but a second before it died, but in that second I could feel it calling me to the void, beckoning me to follow, chilling me to the very soul..." (A small amount of damage is dealt to creatures around the faceless.)



Heroes

Might

Basic: Scion of Chaos; Members of the sixth circle don't get there for no reason. These are the sneakiest, toughest, strongest and most cunning warriors that the Ignatus faction has to offer. Most sane people run when a single Scion takes the field with his or her army behind them.
Basic ability: Infiltrate. The numbers of enemy armies are automatically revealed.
Advanced ability: Field scouting. Goes last in tactics phase, and sees where the enemy places his/ her troops.
Veteran ability: Madness. Active hero ability that targets one friendly or enemy stack. It makes a target stack immune to magic, but uncontrollable. Enemies/ allies immune to magic or mind spells and the undead are unaffected.

Tears: Chosen of Chaos; Scions who have proven themselves even more worthy of godhood ascend to this position, at least temporarily. Nothing gets in these warrior's way and lives to tell about it. They are heartless enough that committing a genocide is just part of their nature, like breathing. If they had their way, it would probably be about just as common as well...

Blood: Chaos King; The cream of the damned crop, there are only two Kings living at any given time, as the roles are being changed constantly. Sometimes, one Chosen or Scion takes up the role, sometimes another. The only thing that remains constant, is the absolute dominion they have over every member of the Ignatus. Some are said to have enough power to overthrow the Faceless, while others are brand new Scions, getting a feel for the power at their command. The length of control is inconsistent, and the few Kings who have tried to keep the throne have been killed or otherwise ended...

Magic

Basic: Shadowmancer: There are few Faceless who actually come into this world. The few that do are actually not a powerful as their brothers who are still trapped in the void, no, instead the Faceless that manages to come fully through the portal to Ashan is invincible. There are only a few who are able to manage this feat, and the only ones that have managed it are their most powerful masters of darkness and magic.

Tears: Black Angel: These false-angels are prophets of doom, wandering the world to find converts for the Ignatus cause. The only difference between the angels and these Faceless are the wings. Where angels have feathers of white that glow with a holy aura, the Black angels have, obviously, black wings that consume all light. But both creatures are beautiful and lethal... The Black angel more so.

Blood: Faceless:


____________
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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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 06, 2011 04:43 PM

This is a reimagining of Dungeon. Though I place this Dungeon firmly after the Events of the Dark Messiah.

Mind that this is work in progress and everything is subject to change untill I consider my entry finished.

Dungeon

Origins
The Minotaurs are the magical uninion of human and bovine. They were created by the Wizards of the Silver Cities and as all Beastmen, they were to be the servants of the Wizards. When the Beastmen revolted, the Minotaur fled to the caves south of Grimheim. Barely having established themselves there, they were again conquered and enslaved by the Dark Elves. And as many had feared, the brave and strong Minotaurs, when they were not granted their freedom, they seized it. However they planned and plotted in secrecy for years, some say centuries, before they deemed the time right. In their revolt they masacred the Dark Elves, with only a few managing to escape to seek refuge with their Sylvan cousins. Now the Minotaurs rule the caves of the newly dubbed Borron-Chal, they rule with an iron fist and shady magic dealings.

In a Nutshell: The Minotaurs now rule the Dungeons. They exterminated their former slavers to take their place. The Dungeons are still a very loose alliance of cities and clans, but they are guided by the backroom deals of the powerfull, both is strenght and magic. They supplement their own forces with their own magical experiments and enslaved creatures.

Inspiration: Renaisance Italy, Totalitairan Regimes.

Assosiated Colours: Black, Purple, Mist-grey.
Symbols: The Bull's Head, The Black Serpent
Worship: Malassa, Dragongoddes of Darkness.
Core-philosophy: "The Strong lord the Weak, as is their Right."
Country/Kingdom: Borron-Chal, formerly known as Ygg-Chal.
Capitol City: Konosos, the Dread Labyrinth(formerly knonw as Konos)

Worship
Like the Dark Elves before them, the Minotaurs worship Malassa, the Dragon of Darkness and Shadow. And of their former slavers, they learned the value of secrecy. Minotaur stick to the shadows and learn, before coming out to deal an utterly crushing blow.
In their pursuit of secrets and knowledge, the Minotaurs will stop at nothing. They will do whatever it takes and murder and shadowy magics are often the first things that spring to their mind. And where the Minotaur will stop for nothing, they will also never stop. Especially the Darkmages never know enough. Their pursuit is endless, there is always something more to know or improve. And through her mortal children, the Black Dragons, the Minotaurs know that their actions please their patroness.

Recent events
After the loss of demonic magic and the backing of the demoncults, the Dark Elves lost much of their magic and power. At this time the Minotaurs rose up, under the leadership of the Dreadlord-Umbramancer Borron. Having wiped out their former masters to a mere handfull, the Minotaurs have taken the caves by force and now carve their own dominion. Borron, who named their new dominion after himself, soon found an axe burried in his skull. His fellows decided that he held too much power. The Minotaurs are still building their base of power and their leadership is still in motion. However all other nations keep a weary eye on Borron-Chal. Where most are glad to be rid of the Dark-Elves, very few actuall think the Minotaurs are less of a danger or better allies.

Social Organisation
Minotaur society is very competative and socially mobile. Every Minotaur can rise to rulership, if s/he is strong enough. And as such every Minotaur strives to out-compete or overpower their competitors, which includes just about everybody. Minotaurs take great honor in everything they achieve and they work themselves to the bone to better than their neighbor. To the Minotaurs it is only right that the strongest hold the most and if you want more than you have, you should work harder and become stronger.
Minotaur morals are also very loose as a result. If you have the strenght to kill your competitor and/or muscle in on his business, it is your right to do so. And if you've acumulated enough wealth to buy-off the officals/enforcers, than all the better for you. Everything is fair on a Minotaur's way to the roof of the cave.
Borron-Chal is, like the Silver Cities, an alliance of self-governing city-states. And each city-state is governed by their most powerfull Overlord or Darkmage, every single one of which guards their rule jealously. Paranoia is a common trait in Minotaur rulers. Nonetheless, every so often and as often as needed, the rulers meet and hold council. Calling themselves the Shadow-Conclave, it is this council that decides the general direction of Borron-Chal and which countries are a threat to the Minotaur way of life.

Architecture
Minotaur buildings hug the walls,tunnels, stalactites and stalagmites of the cave. The style is symetrical and remenisent of the Renaissance. The buildings are often several stories high and feature many arches and pilasters. The squares of the town feature highly detailed statues of heroic Minotaurs.

Magic
The gift of Magic is rare among Minotaurs and those who posses it are destined to become aprrentices of the accomplished Darkmages, no matter their actual skill. Minotaur magic is mostly based on the elemental sphere of Darkness, though they may dable with fire, ice or lightning. Their spells focus on hiding their forces and draining, destroying or blinding their enemies.

Dungeon Strategy: "Pin them down, flank them and extreminate them!"
Minotaur generals are masters at pinning their enemies down before launching an utterly devastating strike. Their warfare is all about getting their enemy where they want them before moving in. Their units are strong and very mobile, with 3 flying creatures among their ranks. You can neither hide nor run from the Minotaurs assault, for they are also masters of Shadow Magic. Their units are never high in number and very expensive, but you get what you pay for.

*Strengths: Many mobile and flying units, High damage output, many movement hampering abilities.
*Weaknesses: Expensive units, limited unit growth, Demanding economy.
*Racial Ability: Dragon Attack
Every time the combat gauge is filled the hero may select a target area to be attacked by a Black Dragon for a set amount of damage. Area grows with skill, damage grows with Hero level.


Dungeon Units


Core

Grotesque --- Chiroptic Grotesque

Grotesque: In their search for suitable servant species, the Minotaurs created the aptly named Grotesques. Basing himself of stolen research from the Silver Cities, one inquisitive Mutagenist tried to mix bats with Goblin slaves he bought from some Orc slavers. The result was, after a few failed attempts, pretty succesfull. Not as cowardly as Goblins, the Grotesques now serve rich Minotaurs and harry their enemies from the sky.
Chiroptic Grotesque: By injecting Grotesques with purified essence of bat, don't ask, they will mutate into Chiroptic Grotesques. More viscious than their progenitors, they are also unsurprisingly blind as a bat. Not necessarily a bad thing, as they can find their way just as wel with echo-location. On top of that, their high pitched shrieks can pierce the eardrums of anyone not wearing protection.

Flyer(Basic&Upgrade):[this creature can fly]
Airborne Assault(Basic&Upgrade): "Orcs have Harpies, Minotaurs have bat-goblins." Their attacks are eerily similar. But where Harpies are more methodical in their swooping attacks, Grotesques litteraly drop from the sky a rabid mess of claws and fangs. It's hard to predict who they will strike and even harder to counter.[When this units moves before attacking, there is a high likelyhood (50%+) that the target may not retalitate.]
Sonic Screech(Upgrade): "Aaaarrrggh! My ears! Make it stop!" Many a soldier has dropped to the ground, clutching is his ears in a feeble attempt to shut out the screeches of Chiroptic Grotesques. Painfull and demoralising, only the deaf are safe from this attack of sound.[Instead of attacking, this unit may select a stack 3 tiles away or less. This stack may not move this turn and is dealt a small amount of damage.]

Brute --- Enforcer

Brute: It be a poor Minotaur that cannot swing an axe. Minotaurs are highly skilled and eager figthers and as such there are near always plenty Minotaur Brutes that are willing to lend their axe and arm to an ambitious Overlord.
Enforcer: The Enforcers function as a peoples-militia and a police-force in the Dungeons. More often than not, they are on the payroll of the defacto ruler and also function as the household guard of that ruler. As far as Minotaurs go, there are surprisingly few "political murders" among the ranks of the Enforces. Their martial drilling and, perhaps overly harsh, punishments for the killer are enough to keep them in line. Though there's always another Enforcer to be found that's willing to look the other way for the right price.

Bravery(Basic & Upgrade):"Och, laddy! 'T be no use in trying to scare a Minotaur! They'd spit a Dragon in the eye!" A quote atributed to a Dwarf general when his subordinate suggested to scare a force of Minotaurs off with a cavalrycharge. It is true, Minotaurs are afraid of nothing and even centuries of slavery and warfare have never broken the spirit of the Minotaurs.[This unit always has positive morale and it cannot be made neutral or negative]
Bullrush(Basic & Upgrade):"Minotaur charge is like stampede of Aurochs." Orcs know and respect the Minotaur's way of charge. Heads hung low, those enemies who aren't impaled on the horns of the fighters are surely knocked back.[If this unit has moved before attacking, the target is knocked back, next to being dealt damage]
Stare Down(Upgrade): "It's like those bloody eyes drain you of your courage." The stern look of an Enforcer is enough to make a thief think thrice before stealing anything. And many a soldier had lost his nerve when ordered to attack a unit of Enforcers. [Enemies attacking Enforcers will not gain any benefits normally gained from moving.]


Ballista Archer --- Spiderballista Archer

Ballista Archer: Minotaurs understand the value of ranged combat well, but the crossbows the Dark Elves were wont to use were far to small and fumbly for Minotaur hands. As a result, skilled Minotaurs took the basic principle of the crossbow and simply made it bigger. Now Minotaur armies have regiments of Ballista Archers who lug portable Ballistas to the battlefield to shoot their enemies down with javelins. Though portable is a very strechy term in Minotaur society, as they consider everything smaller than a horse portable.
Spiderballista Archer: The Spiderballista is an engineering marvel, able to double the power and half the loading time of a normal Minotaur Ballista, without sacrificing it's portability due to a lot of weight gain. As such, Minotaur commanders gladly pay the high price for the Spiderballista. For they know that no bow or catapult can outshoot them without the aid of magic.

Shooter(Basic&Upgrade):[this creature can attack from a distance]
Grounding Shots(Basic & Upgrade): "That Bloody Cow is sowing my soldiers together with those bolts!" Imperial General Lord Ulrich of the Wolf is reputed to have said this after his archers were subjected to a volley of the Ballista Archers. The javelin-bolts shot by the Ballistas pass through entire regiments and even if they don't pierce several bodies each, they destroy all momentum of a regiment. [Being shot by Ballista Archers reduces the initiative of the target drastically]
Long Range(Upgrade): "No Human crossbow, no Elf longbow and no Gremlin mortar can shoot as far as we can." Spiderballista Archers love to boast about the range of their weapons. And there certainly is merit to their boasts, for no weapon can shoot as far without magicall aid.[Spiderballista Archers have full range on 3/4 of the battlefield instead of 1/2.]



Elite

Beholder --- Corrupted Beholder

Beholder: The gift of Magic is rare among Minotaurs and there are never enough gifted to waste them on the battlefield other than as Darkmages. So the Minotaurs struck a deal with the Beholders, ancient allies of the Faceless who had long gone into hiding. The Beholders are, without exception, gifted with magical talent and pshycic powers. Most of their telekinesis is used to lift their frail bodies of the ground, but it is also used to complement their lack of arms. When not giving magical support to their allies, the Beholders are mostly found in Darkmage's laboratories, lending their tallent to those who can pay them.
Corrupted Beholder: Like all beings that dabble in shadow magic, Beholder are subjected to the whispers of Malassa. These whispers can corrupt a being and drive them insane, but Beholders seem to thrive on them. Given they get enough exposure, they seem to grow longer tendrills and gain more power. It is told that Corrupted Beholders, as they then become known, drive others insane by the stare of their many eyes.

Shooter(Basic&Upgrade):[this creature can attack from a distance]
Caster(Basic&Upgrade):[This creature has mana and may cast a magic spell during it's turn]
Telekinesis(Basic&Upgrade): "I swear to you, they fly through the air without wings or magic!" Beholder keep themselves aloft by pure power of will. They never touch the soil and neither can it touch them.[This unit is not affected by Earth magic and ingores obstacles that aren't walls.]
Evil Eye(Upgrade):"Two of those stalky eyes stared at me and the next thing I knew I was standing in between two horses, with their riders looking at me like I was crazy." The rumour that men are driven insane by the gaze of a Corrupted Beholder is greatly exagerated. However they can channel the whispers of Malassa. Whispers that are known to cause men to behave eratticly an cause short-term memory loss.[Stacks shot by this creature have a chance to uncontrollably move during their next turn.]


Manticore --- Chimearic Manticore

Manticore: Demented creatures with features of lions, dragons and scorpions Manticores are, with a foul temper to match their appearance. Minotaurs, much to their chagrin, cannot claim to be the creators of the Manticore, but they can proudly claim to be the ones that can "tame" and field them on regular basis. In doing so the Minotaurs prove that there is no creature alive that can resist the carefull dosage of whippings and drugs that Minotaur Mutagenists prescribe.
Chimearic Manticore: There is realy verry little room for improvement in Manticores, but that doesn't stop a bullheaded Minotaur from trying. The Chimearic Manticores are the result of the most succesfull attempt to do just that. With tempers just as vile, but possesing more and sharper claws, horns and an even more potent venom, these abominations prove that determination pays off.

Flyer(Basic&Upgrade):[this creature can fly]
Large Creature(Basic&Upgrade):[This creature occupies 2x2 tiles]
Numbing Venom(Basic):"My legs and arms! They went all numb, they did!" Those with a constitution healthy enough to not die from a Manticores venom go all numb when they are injected with the vile liquid. Their movement grows sluggish and they can often barely raise their weapons to defend themselves.[Movement and retaliation damage is severely cut by those affected by the venom]
Paralytic Venom (Upgrade): "Ahsa preserve us, not even her Gift is enough to save us from those fiends!" famed Necromancer Zoltan is supposed to have said this when facing Chimearic Manticores is battle the first time. Any corporeal being infected by this venom is rooted on the spot, unable to move or defend themselves.[Creatures affected by this may not move or retaliate. This ability also affects undead creatures.[It does not affect Mechanical or Elemental Creatures. Only one creature can suffer from this effect]]
Aura of Abomination(Upgrade): "We may have created the Beasts, but those Beasts created Monsters beyond the minds comprehension." Even the Wizards of the Silver Cities were amazed by the dreaded abominations the Minotaurs created. So dreadfull and ugly are the Chimearic Manticores that all nearby creatures loose their nerve. Be it by the abominations themselves or the fear of what the Minotaurs might do to them. [enemy creatures standing up to to tiles away suffer a morale penalty]

Dark Raider --- Raider Knight

Dark Raider:When the Minotaurs exterminated the Dark Elves, they were left with the cave lizards the Dark Elves rode into battle. The sleek creatures were not strong enough to bear a Minotaur, but the advantages of a cavalry force were too usefull to do away with the lizards. After several years of experimental breeding programs, a team of Mutagenists produced the Steed Lizard. Strong enough to have Minotaurs ride them and as deadly as their ancestors, these gangly Lizards now charge into the fray with a halberd wielding Minotaur on it's back.
Raider Knight: The best of the best, only champion Raiders are deemed good enough to enter the ranks of the Raider Knights. These Knights are granted acces to better weapons, better armour and stronger Steed Lizards. Many Raider Knights live for the glory of battle, eager to be the first in the fray and carve themselves a path to Overlordship through overwhelming odds.

Large Creature(Basic&Upgrade):[This creature occupies 2x2 tiles]
Bravery(Basic & Upgrade):"Och, laddy! 'T be no use in trying to scare a Minotaur! They'd spit a Dragon in the eye!" A quote atributed to a Dwarf general when his subordinate suggested to scare a force of Minotaurs off with a cavalrycharge. It is true, Minotaurs are afraid of nothing and even centuries of slavery and warfare have never broken the spirit of the Minotaurs.[This unit always has positive morale and it cannot be made neutral or negative]
Lizard Bite(Basic & Upgrade):"They are certainly not as elegant as the Lizards Sorgal used to breed, but they are certainly just as viscious." the famed Irrolan commander Talanar remarked when seeing the Steed Lizards. As their ancestors, they snap at enemies that dare come near them.[This unit has an x% chance to attack a neighboring enemy stack for minimum damage]
Glory Hog(Upgrade):"Where is the glory in fighting weaker enemies?" Raider Knights impetuously seek out danger, in order to prove themselves and to gain glory. And they would do nothing more eagerly than to charge an enemy regiment that outnumbers them greatly.[This unit gains an attack and damage bonus when fight a stack that is greater of number.]



Champion

Cave Drake --- Black Drake
Cave Drake: Cave Drakes are not full Dragons. They are the result of a particular ingenious, if twisted, experiment of injecting the ever present bats with a carefull dosage of the blood of Shadow Dragons. The treatment causes the bats to mutate into the ominous Cave Drakes, greatly increasing their intellect and prowess in the process. The dosage of blood needs to be meticulously measured. Too big a dosage and the Drakes become uncontrollable, too small and the bats turn into feeble miscreations. The Drakes are intelligent beings, smart enough to understand battle tactics and follow orders. And as a result the Minotaurs lace the meat they feed the Drakes with drugs to make sure the Drakes stay ever obedient.
Black Drake: The process of creating a Black Drake is very similar to the creation of Cave Drakes, with the exception of the blood. Black Drakes are bats that are injected with a higher dose of distilled blood of Black Dragons. This results into a mutant even closer to actual Dragons. Black Drakes are smarter than Cave Drakes and needn't be drugged to gain their loyalty. Black Drakes can gain the aproval of actual Shadow and Black Dragons, if they serve the Minotaurs well enough. So far only a few have been deemed good enough to recieve a second treatement, resulting the Black Drakes to turn into something that has become known as a Demi-Dragon.

Flyer(Basic&Upgrade):[this creature can fly]
Large Creature(Basic&Upgrade):[This creature occupies 2x2 tiles]
Dragon Blood(Basic&Upgrade):"It's no use using Divine weapons against those of Divine Blood." the old saying goes. And this is equally true for the Drakes.The Blood of Dragons that runs through their veins grants them protection against the arts of magic.[This creature has immunity to damaging magic]
Certain Doom(Basic&Upgrade):"There is no fighting against Dragons! Run for the hills!" The sight of ones comrades being attacked by Drakes is so frightning that normal men and beasts feel like their final hour has come. It is then no wonder that soldiers flee when Drakes attack.[Core or Elite stacks near this unit flee to the extent of their movement range if this unit attacks any stack]
Certain Victory(Basic&Upgrade):"Curse the Minotaurs to Sheogh and double curse their vile Drakes!" Many commanders curse the mere presence of Drakes. Not only do their soldier fall to the Drakes like wheat before a scythe. But every Minotaur and every single one of their allies knows that where Drakes come to the field of battle, their victory is all but assured.[Having this creatue on the battlefield raises the morale of friendly units]
Fire Breath(Upgrade):"Be blessed with the Blood of Malassa's Children and may her sacred fire burn from your gullet." Black Drakes spew fire like the Dragons they whish to become and they spew it with equall skill. And many an unweary regiment has been burnt to ashes when the regiment in front of them was attacked.[During an attack, this creature deals damage to the stack directly behind the attacked stack as well.]




Hero Classes

Overlord
---
Basic Might
Minotaurs are known for their incredible strenght and martial skill. But strenght alone is not enough to become an Overlord. A Minotaur needs to posses a sound tactical mind and great political ambition to rise to this prestigious rank. Sound rulers, an Overlord would rather lead their privates armies to battle and leave the dreary day-to-day running of their holdings to trusted underlings.
Ability: Forced March
Select a friendly stack to greatly boost it's initiative and speed.

Archont
---
Tears Might
Only the most politically skilled Minotaurs can dream of reaching the rank of Archont. A suffienct bribe here and a strategic alliance there, Archonts are the most machiavellian beings on Ashan. No ammount of counterscheming can corrode their power. And Archonts know that a great deal of their power lies with a large and loyal army.
Advanced Ability: Rousing Speech
Increase Morale, attack and defence of all units for 2-4 turns.
Expert Ability: No match for my brilliance
Enemy luck, speed and defence is decreased at the begining of Combat.

Dreadlord
---
Blood Might
Only fools would not cower in the presence of a Dreadlord. Not a soul on Ashan dares forget what forged the path of a Dreadlord: rivers of blood and mountians of corpses. Dreadlords raise killing and intimidation to an art and if anyone is subjected to this it is his own army. Dreadlords know that his soldiers fear him more than they fear death, for the agony of the blade is nothing compared to being alone with a Dreadlord for 5 minutes.
Advanced Ability: Do I have to do EVERYTHING myself!
Unit's attacked directly by this hero recieve double damage from the next two attacks.
Expert Ability: Dreadfull Presence
Shatters Enemy Morale to a maximum of neutral at the beginning of Combat, enemy units may run away after being dealt damage by friendly units.

Darkmage
---
Basic Magic
Every Minotaur with some magical talent aspires to become a Darkmage and with Minotaurs the gift is rare enough to let every being with a shred of talent try. Still only those sufficiently skilled make it out of apprenticeship. Dedicated to the Cult of Malassa, Darkmages wear robes of purest black and shroud themselves in shadows. And everywhere a Darkmage strides, all light slowly dies out.
Ability: Cloak of Shadows
All units in this hero's army have a chance of not beinbg hit by a non-magical attack.


Mutagenist
---
Tears Magic
Mutagenists dedicate themselves to learning every secret there is to know and they will stop at nothing to learn ever more. Mutagenists believe that the way to knowledge is to bend those who have it to their will. And what better way to do so is by bending bodies to their every whim. As such Mutagenists are responsible for all the magical abominations of the Dungeons and woe betide those who they whish to experiment on next.
Advanced Ability:Mutating Agent
Increase 3 random stats on selected unit, lasts untill end of combat.
Expert Ability: There is always something more to improve.
Selected unit gains either Aura of Abomination, Evil Eye or Dragon Blood ability until end of Combat. Units already posessing one of these trains may gain Bull Rush instead.

Umbramancer
---
Blood Magic
Umbramancer have so embraced the shadows that they seem little more than Minotaur shaped silhouettes. Their black robes seem an entrance to the void with two burning eyes peering out of the black and two horns poking through the hood. The Umbramancer's talent is a truely terrifying thing, as the shadows that surround him tug at your sight and sanity. It is said that Umbramancer constantly hear the corrupting whispers of Malassa and that without exception the Umbramancers listen to them with frightfull glee.
Advanced Ability: Strike from the Shadows
Selected Unit turns invisible for the enemy for 3 turns.
Expert Ability: Consumed by the Darkness
All enemy units suffer a set number of casualties at the beginning of each turn based on their respective growth.


Faction Relations
Academy: Bad The Minotaurs hate the Wizards of the Silver Cities. Resenting the Wizards for their past enslavement, there is always another Hero to be found that is mounting an expedition to exact vengeange upon the Wizard and raid their librabries in the process. The Wizards in turn have come to hate the Minotaurs equally for the many raid mounted to their cities.

Fortress: Good The Minotaurs and the Dwarves have agreed to a non-agression treaty after the Dark Elves were wiped out. There are many rumours of Dwarven support in the Minotaur Revolt, but both the Dwarves and Minotaurs deny such claims. Any and all incursions of Dwarves into former Ygg-Chal during the Revolt is pure coincidence according to both parties. However there is very little way of finding out what exactly the Minotaurs and Dwarves are planning underground, seeing how both keep their borders locked shut.

Haven: Neutral The Minotaurs have no quarrel with the Empire, but no love is lost between them. The Empire in their turn are glad to be rid of the Dark Elves, but don't see the Minotaurs as much of an improvement. Both parties distrust oneanother greatly.

Inferno:Neutral Unlike the other races, the Minotaur have no particular antipathy against the Demons. Minotaurs find themselves to have worse enemies than the Demons and are confident that they can keep the Demons at bay would they plan to invade the caves of Borron-Chal.

Necropolis:Neutral The Minotaurs see in the Necromancers great competitors in magical dealings and would gladly steal every shred of their research. However, they also find the Necromancers as ready allies for a scrap with the Wizards. These contrary goals lead to a steady indecision in the attitude towards the Necromancers of Heresh.

Sanctuary:Neutral The Minotaurs have very little dealings with the Naga. And such have yet to decide how to deal with them. The Naga in their turn have had just as little to do with the Minotaurs and have not decide upon their attitude either.

Stronghold:Good Minotaurs and Orcs get allong surprisingly well. Despite Orcs thinking Minotaurs to be unscrupulous backstabers and Minotaurs thinking Orcs primitive, they have many things in common. Their shared background of past enslavement chief among them. Both also have great deals of respect to the martial prowess of the other. As such Minotaurs and Orcs gladly welcome the other as allies in battle.

Sylvan:Bad Minotaurs make no difference between Dark and Sylvan Elves, especially since a select few former Dark Elves are granted refuge in Irrolan. And as Minotaurs have plotted the extermination of the Dark Elves, so do they now plot against the Elves of Irrolan. And the Elves know all to well the hatred the Minotaurs harbor against them and they treat the Minotaurs in the same way as they would have the Dark Elves in the past: with extreme prejudice.
____________
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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 08, 2011 10:09 PM
Edited by julle at 16:19, 10 May 2011.

work in progress

The Aesir


Origins:The Aesir come from a land far to the nort, wich they abbandoned after a great tradgedy.This land, constantly white from neverending snowfall, was called Midgård. Midgård was wild and untamed land, home to several monsters as well as different kinds of sentient beings, previously enemies to the Aesir, but now mighty allies in order to survive, like the mighty frost giant, a being so large, it dwarfs the Cyklops.

In a nutshell: The Aesir are Vikings, short and simple. They are masters sea travel and no other faction is able to ourrun them at sea. With low armour, their soldiers are fast and dangerous, but can take almost no punishment. Their high morale allows them to always feel like they will win combat even against impossible ods.

Inspiration: Norse mythology and Vikings.

Associated Colours: Black, White, Red
Symbols: Raven, Wolf, Axe
Worship: The Dragonslayers
Core-philosophy: “The best Defense is a good Offense”
Country: Unnamed
Capitol City: Valhall
Terrain: Snow

WorshipThe Aesir follows the Dragonslayers, a bunch of warrior gods said to battle a giant serpent so large, it surrounds the earth and bites its own tail. This is closely linked to their way of doing warfare, because when an Aesir dies in combat, he or she will join the gods struggle in haven.

Recent eventsThere is no record of the Aesir in any of Ashans storys or libraries. They are strangers to these lands, and recently took a bit of land for themselves in the coast of  the northern mountains. This angers the Dwarfs, for they do not like losing this small strip of land and will stop at nothing to get it back.

Social OrganisationThe structure of Aesir Society is simple but effective. The entire nation is ruled by a Council of the oldest woman and oldest man of each town and village, who meet two times a year to decide how all is to be. However, they only decide over the kingdom. Every town and village also has a family that decides over each town itself who are elected every 2 years. Theese must follow the rules the council make, but are outside theese, free to do as they please.

MagicAll towns has a magic school dedicated to teach young persons in the art of magic, or more precise, water and wind magic, as most of these pupils will becom ship mages, able to keep the weather calm and steady for any ships. Theese schools are free, and anyone who wants can be thought in the ways of magic.

Strenghts: High movability, initiative and offensive capabilities. Good buffing.

Weakness: Bad survivability, defense and attacking/cursing magic. No shooters.

Racial speciallty: seafaring.
"Nothing beats the soothing movement of the waves!" Having completly mastered seafaring and everything that has anything to do with it, the Aesir is unparalelled onboard a ship.
Increases movement at sea as well as friendly creatures speed and initiative onboard ships.

______________________________________________________________________

Core

Berserker - wolf-warrior

Berserker: The berserkers are the basic infantry of the Aesir raids. Being equipped with small axes, they are able to deal considerable damage to low armoured foes, however their own low armour can not take much punishment.

Wolf-Warrior: Not as hot-blooded as the berserkers, the Wolf-warriors adorn themselfs in the hides of the wolf they killed with their bare hands as a test to adorn this honorable title.

Average initiative, high attack and speed. low defense and health.

Blood-fury (basic): after smelling blood, the berserker is flown into a rage unparalleled, and loses controll of his own actions.
Once the berserker has killed one creature, it will act as if the berserker spell has been cast on it, with the exception that it will not attack friendly targets. lasts for the rest of the combat.

Attacks twice (both)

Immune to mind spells (both)


Troll - hardskinned troll

Troll: Old enemys of the Aesir, the trolls are ugly, lazy and relatively unpleasant beings. As the great catastrophy hit midgård, the Aesir and the Trolls put aside their squarrelsto survive.

Hardskinned troll: a troll that has lived for a hundred years grow sturdier and more resilient bodies, and is able to resist wounds that would kill its younger brethren.

High health and attack, average deffense, bad initiative and speed.

Unpleasant beings (both): So ugly and hideous is the troll, that no human would ever want to let them live.
If a foe humanoid has a troll within range of its closecombat attack, it cannot attack any unit adjectant to it, and will deal 20% more damage to the troll.

Hard skinn (upgrade): A hardskinned troll has a skinn so hard, arrows has been known to shatter when they hit, and swords have bended to the side.
The hardskinned troll does not recieve the extra 20% damage the normal ones does, and on top of this, damage fom non humanoid and shooters is reduced by 20%.

Raven - svartkorp

Raven: Ravens are sacred to the Aesir, for they are scouts and messengers for the gods.

Svartkorp: larger and darker than their smaller cousins, Svartkorps are believed to be offspring of the gods Ravens.

Low attack, defense and health. Superior speed and initiative.

Scouts (both): increases hero scouting radius by five.

Great sight (upgrade): gives hero ability to see exact numbers of creatures on the adventure map.

Omen of missfortune (upgrade): many cultures, both near and far from Ashan, speak of terrible things whenever a crow appears. More often than not, this includes death, and many soldiers are wary whenever a Svartkorp is on the battlefield.
reduces enemies morale and luck by 1 as long as the Svartkorp is on the battlefield.

Flyer (both)

______________________________________________________________________

Elite

Shield maiden - Valkyra

Shield maiden: Blond, blue eyed women, the Shield maidens are the gods representatives on earth and cavalry  the Aesir raids. However, they are unable to use their full power.

Valkyra: After some time on earth, the Shield maiden regains her full power, and turns into the mighty Valkyra, the gods warriors who bring soldiers back to life if they deem them unable to fight the great serpent.

High attack, speed and initiative. Average defense. Low health.

Charge (both): The shield maiden gains a damage bonus for each tile it moves before attacking.

flyer (both): "i'm telling you sir, them horses flew right over our defenses and killed all our archers" The shield maidens horses can run over both water and air, and nothing will stop them.
the shield maiden can fly.

Inspiring presence (Upgrade): Once a combat, the Valkyra can let out an inspiring shout, giving all friendly creatures +5 morale, decreasing by one until the bonus is gone. also, all friendly creatures adjectant gains 2 morale.

Ressurection (upgrade): The Valkyra can cast ressurection once a combat on expert mastery.

Aurora Borealis (upgrade): where ever a Valkyra goes, she leaves a trail of colours in a strange dance. theese colours give a strange and good feeling.
when a Valkyra moves, a rainbowy trail is left. any units, friend or foe, gains +1 morale. This trail stays until the Valkyra moves.

Large Creature (both): This creature takes up 2x2 squares of the battlefield.

Black Wolf - Fenris

Black Wolf: The Black Wolf is the pups of the feared Fenris. Able to understand human speech, They are easy to train and good companions for anyone who feel alone. Their black fur, however, give them a very itimidating look, and few are those who can stand up to them with out running like a madman.

Fenris: As the Black Wolf reach adulthood it is no longer restrained to any person and usually leaves its old home to join any army that is going out to war.

(basic) Average stats all around. low defense and health.
(upgrade) Average defense, attack, initiative. High speed, damage and health.
*note: the Fenris increases it's stats more than any other creature compared to its basic form. it's also much more expensive, both dwelling and cost.

Fearfull (both): when the Black Wolf/Fenris attacks, it has a chance to scare the target, making it run away.

Pack Hunters(Both): "It is a well known fact that Wolfs cooperate in order to take down their prey"
Attack of Wolf stack inreases for every 20 creatures in said stack

Tundra Hunter (both): increases speed and initiative with an additional value of 2 if fighting on familiar ground (snow)

Sign of Ragnarök: Wherever the Fenris goes, snowfall is always on the way.
if there is any Fenris on the battlefield, it will start snowing, and at the end of turn 4, the terrain will count as snowy.

Large creature (upgrade): this unit takes up 2x2 squares on the battlefield.

Throwing axemen - huskarl


______________________________________________________________________

Champion

teaser...

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 10, 2011 01:17 PM

So, basically, now we have to add both might and magic heroes, both in neutral form and the blood and tears versions?

I'll do it to the two factions I've made already, then. Go through the link in my sig to find them.

Work in progress - 0% done so far
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admira
admira


Promising
Famous Hero
posted May 11, 2011 08:41 AM
Edited by admira at 14:28, 11 May 2011.

Contest entry: Asgardia

Perlude
OK, Here is my entry. It is very difficult to connect the world of Ashan to known Mythological creatures. As many will predict that some people prefer known Mythological creatures while others favored new freshly creatures.

PS: All pictures used are only the references, things that close to the respected creature in term of outer appearance. Some comes from other games but please don't bother with that.

Asgardia

"Strike like Thunder, Fast like Wind"
When the Human turned their back off their creator Ylath towards the church of Light, most of the Human that reject the church of light found the free cities on the eastern continent. Yes, it was a neutral trading city. Nomads and Traders. However, few knew of the existence of more politically powerful society under the "Blessing" of Ylath. Their existence considered a myth by many scholar. There were many versions of how they reformed as one politically powerful nation, but most agreed that instead of becoming traders and nomad clans some lords moved to harsh northern continent of Orthox. One of Solmyr's journal on his expedition to Orthox told the lore of these people.


*Strength: Powerful Flyer, High Magic-Type Damage and Defense
*Weakness: Limited range offense, Low Might-Type Damage
*Racial ability: Lightning Discharge
Trigger: Every time a Stack perform a Lightning Charge attack, the racial bar will fill-up
Effect: Cast Lightning Shield, Tornado Shield or Wind Shield to a friendly target stack
- Lightning Shield: 100% Protection from Spell (1 Attack fortified) (X * 10)% Racial Bar filled after the Shield break
- Tornado Shield: 100% Protection from Melee Damage (X Attack fortified)
- Wind Shield: 100% Protection from Range Damage (X Attack fortified)
X: level of skill
Special:
All Asgardia creature have 2 type of attack: a Normal one and a Lightning Charge. A normal attack is your creature normal attack, A Lightning Charge damage is like a normal attack but only do 75% of normal attack damage. In return it will grant the creature 1 Lightning Charge. Up to 3 Lightning Charge per stack. Each charge granted the stack 10% more protection against Spell and Magic damage. After 3 Lightning Charge, another Lightning Charge Attack will perform 120% of normal attack but reset the Lightning Charge to 0.

Asgardia Units
CORE
Spearman --> Lancer

The basic army of the Asgardian as well as formerly the guard of the Falcon Empire. Their long weapon able to pierce deeper and reach an incoming flying attack.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Long Weapon (Basic & Upgrade): Spearman and Lancer do 25% more damage to Flying unit.

Wing Slayer (Upgrade): Lancer able to anticipate incoming flying attack (normal attack by flying unit). All flying attack will be retaliated and not considered as normal retaliation. There is 20% chance the retaliation occur before the initial attack by the enemy.

Winter Wolf --> Fenrir

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Power of the Pack (Basic & Upgrade): During normal attack, Winter Wolf or Fenrir have 30% chance to summon Wolf into battlefield. The number of summoned creature depend on the number of Winter Wolf or Fenrir.

Fenrir Fang (Upgrade): Automatically Poison Large Creature upon Lightning Charge attack. The poison damage depends on Number of Fenrir on the stack.

Initiate --> Lightning Bolter

Zealots of Ylath, Initiate and Lightning Bolter are Ylath's fate keeper. Proficient at conjuring lightning strike, Initiate and Lightning Bolter are the main range attacker in the Asgardian arsenal.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Melee Penalty (Basic & Upgrade): Creature stack do less damage on Melee attack.

Lightning Vulcan (Upgrade): Do Triple Shoots, but rendering Lightning Bolter unable to attack the next turn.

ELITE
Living Armor --> Dullahan

In the first sight one will thought that Living Armors and Dullahan are headless undead Knight. The truth is Living armor and Dullahan are mechanically animated armor empowered by mysterious material called Orichalon, a mineral that enable to store and capture lightning energy.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Enhance Blade (Basic & Upgrade): Lightning Charge not only increase resistance but adding bonus damage to creature's magic damage as well

Spike Armor (Upgrade): Use 2 Lightning Charge. Dullahan imbued its armor producing an energy spike surrounding the armor. All melee damage to Dullahan (including Retaliation) receive air damage, the damage equal to 25% of Dullahan Magic Damage. Lasts 3 turns.

Pegasus Knight --> Valkyrie

The Battle Maiden of the Asgardian, Pegasus Knight and Valkyrie are the "Dead God" for their ability to manipulate spiritual essence. As many old scrolls lore telling the close connection between Ylath and Spiritual world, Pegasus Knight and Valkyrie are adept at manipulating spiritual essence be it undead or living creature.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Absorb Spirit (Basic & Upgrade): Whenever Valkyrie stands adjescent to any dead stack in exception of Machine creature dead stack, Pegasus Knight and Valkyrie will automatically gained 1 Lightning Charge at the begining of its turn, unless that Pegasus Knight and Valkyrie are already at max 3 Lightning Charge.

Summon Einherjar (Basic & Upgrade): Use 1 Lightning Charge. Pegasus Knight and Valkyrie summon 1 stack of Einherjar (a core class level in strength stack) to battlefield. The number of Einherjar summoned depends on the number of Pegasus Knight and Valkyrie.

Gugnir Spirit Javeline (Upgrade): Use 3 Lightning Charge. Valkyrie must stand adjescent to any dead stack (except: Machine Dead Stack), Valkyrie able to launch powerful long range Spirit Javeline to enemy creature. The damage is 2x Valkyrie normal damage.

Yeti --> Behemoth

Yeti and Behemoth are the native creature of Orthox Continent. Savage and cunning, they are natural Hunter and intelligence creature. Some believe that they are incarnation of Ylath Rage toward Human's change of faith.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0. Rupture effect lasts for 1 turn

Rupturing attack (Basic): Rupture target stack, reducing their combat capability by 10%, Spell Caster creature unable to cast Spell during ruptured. Rupturing attack deals 0 damage. The ability has 2 turns cooling down.

Ligtning Enhance Rupture (Upgrade): Use 1 Lightning Charge. Rupture target stack, reducing their combat capability by 15%, Spell Caster creature unable to cast spell during ruptured. Rupturing attack deals 75% of normal damage. The ability has 2 Turns cooling down. Rupture effect lasts for 1 turn

CHAMPION
Lightning Bird --> Sky Dominator

The primordial avatar of Ylath. Lightning Birds are well known for its beautiful green feather and gigantic wing. The Sky dominator turned blue and has 6 gigantic wings. The wings are not only decoration, they are the feature that enable Sky Dominator to have the best manuver ability and stable flying even in the worst weather and Torndo.

Lightning Charge (Basic & Upgrade): Do 75% of Damage but granted the stack a Lightning Charge that improves its resistance towards Spell and Magic damage. Up to 3 Charge max, after 3 Charge counter, next Lightning Charge will do 120% of Damage and reset the charge counter to 0.

Essence of Ylath (Basic & Upgrade): All Air Elemental Damaging spells heal the Lightning Birds instead of damaging them. Ressurection Effect might apply here.

Lightning Bolt (Upgrade): Use 2 Lightning Charge. Sky Dominator release a range attack: Lightning Bolt to its opponent, the power of Lightning Bolt equal to normal Melee damage of Sky Dominator.

Heroes:
Coming soon!

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 11, 2011 04:05 PM
Edited by Minnakht at 18:31, 13 May 2011.

CAVERN


“In the depths, there was peace. Soon, peace will be everywhere.”
The stonefolk has lived in the underground caverns of Ashan for thousands of years. Down there, in the nearly lightless environment, few creatures managed to live at all, most of them not truly living instead. Being an actually sentient race, even if primitive, they quickly managed to establish absolute dominion down there, absorbing the other sentient races into their society and domesticating or holding off everything else, keeping armies to fight amongst clans and against eldritch horrors that happen from time to time.
Eventually, a group of dwarves (or dark elves, history isn’t sure) has managed to dig deep enough to breach into the caverns, and the stonefolk were faced with news on the whole surface world. It was the time when demons were out of Sheogh and wreaking havoc on the surface. The stonefolk, used to being the superior race that has conquered the world as they knew it, jumped to conclusions... and decided to combat the demons while intimidating all the other surface-dwellers into submitting to them or at least establishing favourable diplomatic situations. In a show of power and inexplicable magic, some of the Cavern cities even appeared on the surface.


In a nutshell: Large humanoids made of stone, living undisturbed underground for ages, suddenly exposed to the surface. And other races living down there that were tamed.
Inspiration: The environment was inspired (if not outright copied) from another game, along with two or three of the creatures. The stonefolk race comes from yet another game.
Associated colours: Brown and shades of grey.
Symbols: A semi-random, lumpy, filled shape. In other words, a stylized rock or stone block.
Worship: One thing the stonefolk and the surface races have in common are the deities. The stonefolk worship Sylanna, although a more truly earthy aspect of her rather than the plant-and-animal-life aspect elves worship. Malassa also has a large following in the Caverns – light is a rare commodity underground, where sun does not reach. The worshipped aspect of Malassa is once again just true darkness, without any evil subtext. Most of the time, at least.
Core Philosophy: "Stability". The stonefolk is used to its dominance underground, living in everlasting peace as all disputes have settled long ago. Being made of rock, they retain their tendencies to be as easygoing and settled as rock.
Country / Kingdom: The Caverns stretch far and wide in a lot of passages practically under the whole world. The stonefolk don’t have a name for their country aside from “Caverns” – up to that point, they were convinced it was all of Ashan.
Capital City: The surface area of the Caverns is so high, it’s hard to have a centralized government. Each city has its own council of leaders. Occasionally, they send representatives to one city known as Usanim, located roughly in the Caverns’ centre. The easy magma access there and magnificent obsidian walls make it a grand place for the grand council governing over all of stonefolk.

Recent Events
A stable and diplomatic link to the Caverns was first established by a dwarven city in their constant pursuit of wealth by mining. One of the shafts broke into the deeper underground, populated by beings formerly unknown... amongst them, the stonefolk.
Soon enough, some treaties were signed... as much as the stonefolk were arrogant towards the dwarves, noting their short stature, they didn’t want to declare war on a completely alien race right off the bat. For now, they’re seeking to research the surface world, but agreed to fight against the demons, and... Sometimes, skirmishes happen. Using powerful magic, a few of the cities were relocated to the surface, where they thrive due to how there is stone there as well – such novelty kinds of it, in fact, as limestone and sandstone, formerly rare or unknown.

Social Organization: Again, each city has its own council, formed mostly of Patriarchs, which are the highest caste. All other stonefolk belong to the other caste, with hunters, growers, artists, artisans and soldiers all being viable and honoured professions, none worse than another.

Architecture: The cities are mostly hewn out of natural rock, with large rooms being mined out to hold families. Masonry is used rarely and just to correct mistakes of the miners by replacing walls where they accidentally collapsed. Stone walls are then covered with engraved images as further decoration. Other materials, like wood, metal or glass are not used in architecture often.

Magic: The only stonefolk permitted to use magic are the Patriarchs and the heroes. In case of the Patriarchs, they are born larger and with a natural affinity for magic, being a caste of supermen amongst their folk. Heroes have to study magic under their guidance to be able to perform it, acting like mages of other races in that regard. Purely elemental aspects of Earth and Darkness are the spheres worshipped by the stonefolk, and their magic specializes in those spheres as well.


Cavern Strategy: "Been there since forever, will stay forever"

Creatures of the Caverns are of the slow-moving type, normally preserving the rare slivers of energy that can be found deep underground and rather cautious of everything due to the darkness of their habitat. Many of them have foregone the need of sustenance, with it being so hard to attain, and turned to magical sources of energy, still needing to stay in good combat ability to protect themselves from various forgotten beasts of the depths or the occasional breaches from the other hell.
* Strengths: Many ways to deal damage from afar, great defensive focus
* Weaknesses: No fast creatures whatsoever, not much in terms of magic
* Racial ability: Down to Earth – Whenever creatures of most types fall in battle, allied units gain a really marginal amount of healing. This ability does not work at sea, and works better underground.

The military of the Caverns was kept mostly for entertainment, settling disputes, and fending off creatures too dangerous or large to tame. Their tactics are not well defined, but generally based on forming a solid defence with some of the units and pelting them with powerful strikes from behind with the rest.


Cavern Units

CORE


Slimeroach

Those giant, pungent insects are one of the few species that truly thrive in the Caverns. After realizing it's impossible to drive them out, the stonefolk decided to live with them. Surprisingly, they could be trained to be war beasts. In combat, they are truly a menace, partly due to their overwhelming numbers and partly due to their ability to spit vile, viscous, adhesive and slightly corrosive fluid.


The Vomit Spawn is the upgraded Slimeroach.

Spit (Basic & Upgrade): Slimeroaches take their name from their most notable ability. Their spittle is a horrible slime, having the qualities of both acid and glue. They can launch it over vast distances with surprisingly good accuracy, and when it hits, affected units tend to move sluggishly and scream much less sluggishly as the slime hampers their movement while eating through muscles down to the very bones underneath.
Absurd Vitality (Basic & Upgrade): That was the sole reason why those pests didn't go extinct. Slimeroaches take a long time to die - even punctured through vital organs or dismembered and low on blood, they keep being operational and take a good while to realize they should be dead. It is possible to kill them off, but it takes truly a titanic effort.
Fungal Infection (Upgrade): Vomit Spawns take their name from some fungus found deep underground. It is widely known amongst the stonefolk, as any organic creature that ingested it featured horrible nausea, then proceeded to die partly of dehydration and partly of the fungus overgrowing their insides. However, Slimeroaches are one exception - they too learned to avoid the fungus, but when forced to consume it, they amazingly survived, and their spittle attained the disease-causing properties of the fungus. Now a potent bioweapon and appearing moldy, Vomit Spawns spread the infection by bite and spit.
Flying (Upgrade): Slimeroaches have wings, but are too heavy to use them. The infection, however, eats through its body and replaces the heavy tissue with a much lighter, porous one, and they don't even die - another testament to their unsurpassed vitality. The reduction of mass allows Vomit Spawns to fly.

Actual ability effects:
Spit: Performs a ranged attack that has the usual rules of a ranged attack (distance and obstacle penalties). The enemy stack hit also loses some movement and initiative. Instead of an ammo limit, Spit has a cooldown - it can't be used two turns in a row.
Absurd Vitality: 70% of damage that would be dealt to the Slimeroaches is dealt to them instead as they finish their next turn instead of when they're attacked.
Fungal Infection: Enemies hit by Vomit Spawns whether in melee or by Spit take damage over time and lose morale. Affects organic enemies only. Curable by medics and some spells.
Flying: Can bypass obstacles and such.

Jet Mole

Every sentient being enjoys a good pet – stonefolk are no exception. Their pets of choice are children of small animals, but then the idea of what is small differs a bit for such large beings. The most popular pets by far are pups of giant moles – adorable, pink and squirming. When they grow up, they become beasts covered in jet-black fur, with long claws used to rend earth, equalling the largest of humans in body mass. Those are then trained for military use.

The Carbon Mole is the Jet Mole upgrade.

Burrowing (Basic & Upgrade): Jet Moles, like all moles, have an affinity to spend time underground. In a short time, they can burrow down, hiding from sight, and they tunnel as fast as they walk or rather crawl. The holes they leave are a pain to walk over, and soil riddled with a lot of tunnels is prone to collapsing down under feet of whatever is heavy enough. There is no stone tough enough for the Jet Moles to not be tunnelable through – well, perhaps in hell itself there is.
Orovorous (Upgrade): The name “Carbon Mole” isn’t just for show of its coal-like fur – Carbon Moles are actually made of jet inside, coal outside, and their teeth and claws are diamonds, as the magic users of the Caverns made them that way. Due to that, their diets changed, and Carbon Moles are happy to ravage their way through anything, often turning the former obstacle into a pile of rubble. With most of their bodies made of carbon and their non-organic nature, they can even recover by eating either minerals or anything else that has carbon – and organic bodies have it. No poison can affect them, and they have no blood to lose. Their minds, however, remain unchanged and vulnerable.
!!Fun!! (Upgrade): Being made of coal comes at a heavy risk, though. Any kind of fire can ignite the Carbon Moles, and the fire will consume them down to their jet innards if it happens. Of course, this doesn’t detract from their combat potential much – agitated by the heat, lighter from having their coal fur removed, and on fire, Carbon Moles hit harder and move faster and have another incendiary exponent in their damage – all at a cost of some vitality and defence their fur provided.

Actual ability effects:
Burrowing: Can spend one movement point to go underground or leave underground. Underground, moles are untargetable, take damage from Earthquake spells, and can move unhindered by obstacles, but cannot attack. Going underground does not use up a full turn - just one movement point.
Orovorous: Carbon moles can destroy obstacles and heal themselves slightly when doing so, moving over a dead stack, or attacking all non-elemental creatures or Earth elementals.
!!Fun!!: Moles deal extra fire damage and gain a bonus to movement and might power but lose some maximum HP and defence - all that when they're placed next to Magma Men or have a fire spell cast on them.

PROTECTOR

The stonefolk themselves also become soldiers, at least part of them, what is a standard for any other sentient race. Their large frames let them not use weapons at all, and their training also is quite rudimentary. In battles, Protectors, fittingly to their name, are armed only with large shields, which combined with their size form nigh-impenetrable walls, and use them to shield other units or squash enemies flat underneath.

The Stonewall is the upgraded Protector.

Rock (Basic & Upgrade): The stonefolk are not creatures of flesh, and their minds are different from those of fleshy races as well, as the stonefolk lack brains or other organs. This gives them a wide range of immunities – poisons or pain don’t affect them, mind spells don’t affect them, they even have a slight resistance to magic, not as much as the true Earth Elementals though.
Large Creature (Basic & Upgrade): It is a dubious honour, but yes – stonefolk are one of the few sentient races that are so big and bulky.
Bash (Basic & Upgrade): The signature weapon of a Protector is large and blunt. Coupled with their immense strength, a single shield strike packs enough concussion to knock the wind out of pretty much any enemy, if not to knock them out completely whatsoever.
Obstacle (Basic & Upgrade): The shields are also put to a more expected use. Protectors are well-versed in the art of intercepting projectiles – the zone in which their ability is viable stretches far to their sides, as far as their arms go, and it’s nearly impossible to hit a target that’s behind them. Sadly, flying units can circumvent all that.
Cemented Down (Upgrade): A Stonewall is not possible to move, unless he himself wants to do so. Otherwise, those units hold their position no matter what would be unleashed upon them to make them change it.
Prepared (Upgrade): If a Stonewall is told to explicitly defend a position, he will execute the order with great joy and become a living hell. He will retaliate to any attack he can, focus on defending himself even better than one would think it is possible, and sometimes will even attack nearby enemies to deny them passage or pre-emptively before they attack.

Actual ability effects:

Rock: Immune to mind spells, poison, bleeding, some other spells that only affect living creatures, 20% magic immunity otherwise
Large creature: Takes up a 2x2 spot
Bash: 30%+5%*luck chance to have an effect. Effect is either a delayed turn or a missed turn for the affected, both have 50% chance against small creatures, or 80% chance of former and 20% chance of latter against large creatures.
Obstacle: Allied creatures behind Protectors are untargetable, allied creatures next to Protectors but targetable take 50% damage from ranged attacks
Cemented Down: Enemy cannot displace Stonewalls by any means
Prepared: When defending, +60% defence instead of the usual +30%, unlimited retaliation, 25% chance to attack creatures moving past Stonewalls, 25% chance to pre-emptively attack creatures trying to attack Stonewalls

ELITE


SQUID MAN

Squid Men are another of the peculiar civilizations of the Caverns. As their name suggests, they are humanoids sporting certain cephalopod features, like a set of tentacles encircling the mouth or having really large, boneless heads. Their abilities let them dominate the other cavern beings, except for the stonefolk, which, impressed by their power, recognized them as a race and signed a peace and merger treaty with them.

The Ulith Squidman is an upgraded Squid Man.

Brainwave (Basic & Upgrade): Squid Men possess a peculiar ability of producing radiation from their nervous tissue, which is abundant in their bodies. Those waves are emitted by all living beings, but those of Squid Men are much more powerful and magic-like in results. Squid Men can fix their ability on one target to constantly radiate in its direction, and can send short bursts at another target simultaneously. Their radiation is strong enough to cause harm in the affected, tearing apart the targets’ nervous tissue and leading to a swift death.
Flying (Basic & Upgrade): The mechanics of the ability aren’t known, but are possibly related to other abilities of Squid Men. Either way, they can raise themselves into the air for movement purposes, an ability normally not used often, but immensely helpful for the military.
Empowered Waves(Upgrade): A ritual applied to a Squid Man, involving giving him power of others of his kind, turns him into one of the ‘ulith’ of Squid Men. With increased power come new abilities – Ulith Squidmen can radiate huge bursts that go in all directions, harming all affectable, and their ability to move their own bodies extends to moving bodies of others as well. They can also keep irradiating a large area of the battlefield.

Actual ability effects:
Brainwave: Gives 2 activated skills
*Cephalopathic Bolt: Deals damage to a non-mindspell-immune target
*Cephalopathic Lock: Targets one enemy, deals damage as above to it every turn
Flying: Can move over obstacles
Empowered Waves: Gives 3 more activated skills
*Cephalopathic Blast: Deals damage to all non-mind-immune units
*Cephalopathic Zone: Targets a 4x4 zone, all non-mind-immune units entering it take damage and keep taking damage if they stay in it
*Telekinetic Strike: Deals damage and pushes a target back - works on all creatures


STRIKER


Using missile weapons is an art, one often used in armies to great effect. The elite of stonefolk trains itself in using the most readily available of missiles – known as ‘anything on hand’. With them using both their eyesight and hearing for targeting, their accuracy is hard to match, while their bodies allow them to pack insane amounts of energy into each throw.

The Deadeye Silencer is the upgraded Striker.

Long Range Shooter (Basic & Upgrade): Strikers follow a simple method of combat – they take a rock, usually larger than a man’s head and nearly as large as their own, then go ahead and chuck it at a target, where it arrives with great velocity and impacts with immense force. Typically, man-sized targets are knocked over with many broken bones, with a hit to the upper torso even warranting a hilarious backflip of the target. The velocity is high enough to carry the missiles across vast distances – no battlefield is too large for a stone thrown by a Striker to cross.
Rock (Basic & Upgrade): The stonefolk are not creatures of flesh, and their minds are different from those of fleshy races as well, as the stonefolk lack brains or other organs. This gives them a wide range of immunities – poisons or pain don’t affect them, mind spells don’t affect them, they even have a slight resistance to magic, not as much as the true Earth Elementals though.
Large Creature (Basic & Upgrade): It is a dubious honour, but yes – stonefolk are one of the few sentient races that are so big and bulky.
Truer Seeing (Upgrade): Normally, the sense of sight of a stonefolk is atrophied and rarely used due to the lack of light in the Caverns. A typical stonefolk thus uses mostly his hearing for navigation, communication and targeting, acting much like a bat. However, Deadeyes, as their name suggests, are different – their eyes are magically reanimated from their death by atrophy, and enhanced to the point of seeing in nearly lightless environments as if they were bright, but suffering no consequences of such sensitiveness in actually bright places. Using both their eyes and hearing for targeting, they achieve unmatched accuracy, ignoring fog and similar concealment with their echolocation, and their magical eyes let them hit even ghosts and other warping creatures, like they could see into the Spirit Plane itself at times. They do not miss by mistake.
No Melee Penalty (Upgrade): Finished with their intense studies of throwing rocks hard, Deadeye Silencers undergo extra training of throwing punches hard as well. Because of this, they are in no way helpless up close – point-blank shots are not unknown or difficult for them.

Actual ability effects:
Rock&Large creature: You know by now
Long range shooter: Can attack at distance, damage unaffected by distance
Truer seeing: Ignores miss chances due to ghost/illusion, ignores spell effects like Blur, ignores concealment and obstacles. Does not ignore actual defence increases of the enemy or the "shield other" class of abilities.
No melee penalty: Usually shooters deal 50% damage in melee, not the case here


MUD MAN

Mud Men are unknown beings found in water pools of deep cavern levels. Their composition is quite similar to that of stonefolk, but ground to dust and held together with water laced with some eldritch forces. Mud Men are thus considered undead of their kind – animated remains of the fallen. The reason of their existence is a mystery. Yet, they manage to fit in within the Caverns’ society, being capable of communication – especially since the stonefolk have two languages, one of which is a code of strikes usually performed with fists, not unlike the Morse code. Most often, they’re soldiers, using their unique talents, and their relative rarity is the only thing keeping them from being overwhelming. In combat, they, amazingly enough, use weapons – usually swords forged from iron mixed with various metals found deep underground, forming alloys much tougher than known to humans.
The Magma Man is the upgraded Mud Man.

Fire Resistance (Basic): Unlike stonefolk, Mud Men consist of loads of water and soft soil. While heat causes stones to crack, Mud Men aren’t affected by it much. They are completely incapable of being ignited and have a high heat capacity, so attacking them with fire is not very effective – they can dry up and crumble, but it takes a lot of energy of the enemy magician or breather.
Free Flow (Basic & Upgrade): The unsolid composition of a Mud Man lets him avoid confrontation. They can temporarily collapse into puddles and slither through the enemy ranks. Sadly, that ability doesn’t extend to circumventing obstacles.
Semi-rock (Basic & Upgrade): The part of a Mud Man that is not made of water is made of the same materials as the stonefolk. Thus, they receive the same immunities aside from the magic immunity, which is lesser.
Mending (Basic & Upgrade): Due to being built of flowing materials, Mud Men can just flow their mass into place, closing wounds. They constantly consume soil and moisture with their feet to recover, too.
Melting Heat (Upgrade): The body of a Magma Man is composed of stone so hot it’s molten – its temperature is over 1100 or 2000 degrees, depending on the scale used. They still use their swords, made of an alloy which doesn’t turn brittle at the temperature. Those go through enemies and armour like a hot knife goes through butter – and seeing how organic butter is, the analogy is fittingly close most of the time. Additionally, metal armour of enemies tends to heat up from just the proximity, cooking canned enemies alive in agonizing discomfort.
Fire Absorption (Upgrade): Giving extra heat to a Magma Man is only aiding him. The energy is quickly rerouted to the soil or stone underneath, melting it, and the newly created pool of lava is used to mend wounds of the unit or even revive the dead obsidian husks of the fallen ones.  
Magma Shield (Upgrade): Having contact with an object hot enough to glow red or even yellow is not good for health. Magma Men are members of the group capable of inflicting such injuries. When about to die, they’ll even hurl themselves towards the enemy, which buried under molten rock tends to suffer heavy injuries as well.

Actual ability effects:
Fire resistance: Takes 50% fire damage, fire-related effects have less impact as well
Free Flow: Can move through enemy units but not obstacles
Mending: Regeneration
Semi-rock: Immune to mind spells, poison, bleeding, 10% magic immunity
Melting Heat: Ignores 50% of enemy defence, enemies starting turn close take fire damage, lights friendly Carbon Moles on fire
Fire absorption: Fire damage is turned to healing with resurrection
Magma shield: Reflects 40% melee damage, as in H5

CHAMPION

PATRIARCH
The superman caste of stonefolk, Patriarchs fulfil all of the mystical roles of their society. Rarely, they can be recruited to fight in the army. There, they use masterwork weapons and armour, made by the finest stonefolk smiths, and their own expertise of magic, unheard of anywhere else in the Caverns. They are also much larger than the already large stonefolk, and their size makes them great and durable melee fighters as well.

The Pillar of Society is the upgraded Patriarch.

Rock (Basic & Upgrade): Yeah, yeah, you get it by now. Additionally, personal studies of magic of the Patriarchs let them improve upon their natural magic resistance, which as a result equals that of Earth Elementals.
Large Creature (Basic & Upgrade): Patriarchs tower even over Protectors and Strikers. Their general looks have been compared by the few humans who had the chance to actual towers, fit for having a shooter perched on top, down to the crenellated shoulders forming battlements on top of their immense postures.
Fatherly Presence (Basic & Upgrade): Patriarchs, as the name suggests, are considered fathers of stonefolk, and actually are their rulers, mages and priests. The proper title stonefolk use when referring to Patriarchs is “father” indeed. When those are on the battlefield, their stonefolk children fight with unsurpassed passion, not willing to fail in front of authorities.
Caster (Basic & Upgrade): Patriarchs and heroes are the only official users of actual magic in the Caverns. And it is utilized in combat, mostly as the ability to manipulate earth itself to smite enemies, or darkness to hamper them.
Last Standing (Upgrade): Bound by duty beyond belief or even sense and probability, Pillars of Society take their name from a known fact – as long as a pillar is supporting a ceiling, you just can’t push it to make it fall over. Like captains of a ship, Pillars of Society do not leave until they assure safety of their crew – or if there is no crew left. The last of Pillars will not even leave this mortal coil as long as there are other allied squads they have to protect.

Rock&Large creature: 50% magic immunity instead of 20%, otherwise the same as before
Fatherly Presence: Allied Cavern creatures always have at least +1 positive morale
Caster: When I learn what spells are there in H6 I will assign some
Last Standing: When you have X stacks on the battlefield, X-1 Pillars of Society will keep being alive no matter the amount of damage that would be dished out against them and other effects that would cause them to die.

HERO CLASSES

Survivor

On incredibly rare occasions, an inhabitant of the Caverns managed to somehow reach the surface or at least the upper levels of the caverns, possibly by rare natural passages between those. Sometimes, they returned, and gained some following when telling their tales of the other places. Some other inspired citizens might have followed their steps. They never were taken seriously, though, with most of the Patriarchs deciding the notion of such realms is simply improbable. Until now, when those who visited the surface started to be highly revered due to their experience and chosen to lead armies.

Type: Might
Reputation: Neutral
Neutral Ability: Inspirational Strike
The hero, when attacking an enemy unit, might cause an allied melee unit near the target to follow up with an attack of its own.

---

Experienced

Those of the Survivors who choose to not get into much trouble eventually become Experienced. Their reputation is at par with the one of Patriarchs, and they only keep increasing it by being genuinely caring and interested in their subordinates.

Type: Might
Reputation: Tears
Advanced Ability: Joining the Efforts
Hero enters the battle in a chosen spot of the battlefield, having an ability set similar to that of a Stonewall, an immense amount of hitpoints, and still rather meagre damage. He lasts on the battlefield just for one turn. If somehow depleted of hitpoints, the hero is knocked out and unable to act for one more turn, lying prone in the usual hero spot. But not dead!
Ultimate Ability: Authority Pressure  
Target friendly stack gets to act right as the ability is used, with the action having no impact whatsoever at the usual turn order, and takes much less damage until the end of its next move.

---

Brave

Some stonefolk, however, feel that the absolute dominion they have established beforehand was the right choice, and are all for conquering the now known world in the same way as the conquered the world they knew so far. Their rousing speeches are just as effective as the other, and their units share their lust for everything.

Type: Might
Reputation: Blood
Advanced Ability: Subdue
The hero performs an attack that stops the target stack of enemies for one turn, additionally lowering its damage slightly and morale considerably.
Ultimate Ability: Cave-in
The hero tears a huge block of stone from behind him and chucks it onto the target 2x2 area on the battlefield. A percentage of units underneath is just squashed flat with instant death, the rest takes some damage and is dislocated, and the stone block becomes a newly formed 2x2 obstacle that has some structural points or something.

------

Exile

The study of magic by non-Patriarch denizens of the Caverns is considered a crime – it might be due to their fear, envy, or some other reasons. Either way, they became Exiles – the name is for obvious reasons, really. The Exiles chose to explore other, higher places, inspired by the tales of the first Survivors – just like the newer generations of them, in fact. Their experience with magic helped them survive, their experience with the world allowed them to rise to power in the current times.

Type: Magic
Reputation: Neutral
Neutral Ability: Shield
An activated ability which gives all allied units a slight boost to magic resistance for several turns.

---

Hermit

Some Exiled ultimately decide to agree with their fate and decide not to interfere with the council’s judgement. They do, however, answer when asked for help, being loyal, obedient, and preaching their philosophy of inaction to everyone who wishes to hear them out.

Type: Magic
Reputation: Tears
Advanced Ability: Uncaring
Target friendly stack becomes impervious to negative morale effects until the end of combat and receives a sizable resistance to damage and hampering spells for a few turns.
Ultimate Ability: Instill Stillness  
All enemies start gradually losing movement, initiative and might power. The effect itself isn’t dispellable, but the results of it are. The effect is capped at halving the affected stats, and lasts for ten turns – its effects persist for twenty turns unless cured.

---

Avenger

Unfortunately, that means that the rest of the Exiled never gets over their banishment and forms a grudge. They can, however, be convinced by the council to turn their feelings towards the upper lands, the words of literally silver-tongued Patriarchs suggesting stories portraying overworld civilizations as the reason of the laws causing magic to be formerly forbidden. Their dark emotions are a great, if malicious, boon to their abilities.

Type: Magic
Reputation: Blood
Advanced Ability: Abandoned Shroud
Target friendly unit becomes shrouded in darkness for two turns for all creatures and heroes, becoming completely untargetable, even by retaliation, unless a unit started its turn while being in range of two squares from the shrouded unit. It also can’t be the target of any hero abilities for three turns.
Ultimate Ability: Blinded by Darkness
When attacking, all non-Caverns units might hit targets adjacent to the intended target or miss completely, with the sum of all damage (both dealt to targets and wasted) being equal to the damage they would deal normally. This effect doesn’t last for long, luckily.

---

I made some figurines out of modelling clay. Those are meant to give you the general idea on the looks of the creatures. Due to shortages of clay, the stonefolk figurines aren't their actual looks - they should be bulkier and more rugged, rockier, but I don't have enough clay to make them so. Also, webcam quality - I'm sorry for that too.
Oh, and the cross-like stick on some photos is a measuring stick, denoting the height of the humanshape and the height of its arms

A human shape with hopefully right proportions, used to scale the measuring sheet
As above

Note: Bat men were scrapped and are no longer an unit because Heroes Community is anti-DC
Bat man
Bat man, T position
Bat man, T position on the measuring sheet

Jet Mole
As above
As above

Protector
Protector on the measuring sheet
Protector, T position, measuring sheet

Squid man
Squid man, measuring sheet
Squid man, T position, measuring sheet

Striker
Striker, measuring sheet
Striker, T position

Mud Man
Mud Man, measuring sheet
Mud Man, T position, measuring sheet

Striker and Mud Man side to side, the clay of them both and then some was used for the Patriarch

Patriarch
Patriarch, measuring sheet
Patriarch, T position, measuring sheet


Discussion thread is there


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Davy
Davy


Known Hero
posted May 28, 2011 10:55 PM

my version of the Dungeon:
Leadership: The dungeon is ruled by the faceless,but since there are only a few faceless left,they remain mostly in the shadows and let usually other races,like dark elves,minotaurs and werehyenas, rule the dungeon.Even among the followers of the faceless,the dark elves don’t stand out that much,because there are only very few dark elves at this point.

Alignment:Evil of course.

Faction ability:
Calling:
Summons a shadow/faceless to the battlefield,for several turns,the stats of the creature depend on the stats of the hero and the number of Dungeon-creatures in his army,but if the summoned creature gets killed,the hero skips his next 3 turns.On basic and advanced mastery a shadow is summoned,on expert and ultimate a faceless is summoned.The higher the mastery of the skill,the stronger gets the creature and it lasts longer on the battlefield,on ultimate it does not disappear on its own any more.

Strenghts:strong creatures,good offensive
Weaknesses:low population,few magic units


Creatures:

Core tier:

Wyrm->Tatzelwurm(melee unit):
These snakelike creatures are used to dig tunnels ,they have a snake like body with two rather small arms.

Stats:average attack power,good defense,rather slow
Abilities:
-Digging(basic&upgraded):An activated ability,the Wyrm(or Tatzelwurm)moves through digging,creating a tunnel which can be used by the wyrm/tatzelwyrm and other small creatures to move underground(enemy creatures too).The biggest possible lenght of the tunnel is equal to the speed of the wyrm(tatzelwurms can create longer tunnels,because they have a higher speed).A creature who is underground can only be attacked by other creatures who are in the tunnel and only earth based spells can reach them.The tunnel can also lead under the walls of a town.The tunnel can also collapse,if creatures attack it,if that happens,then all creatures leave the tunnel(they go to the nearest exit of the tunnel).The Wyrm can only dig up to 3 tunnels per battle.
-Poison scales(upgraded):The scales of the Tatzelwurm are poisonous,enemies that attack the Tatzelwurm receive extra damage and get poisoned.
-Shed skin(upgraded):After several turns the Lindwurm gets the ability to shed its skin(as activated ability),this heals the lindwurm and will leave the skin on the field, other creatures can walk onto the skin,which will heal them(like a first aid tent) if they are allies,or damages them if they are enemies.The skin will vanish when the tatzelwurm sheds its skin again.


Werehyena->Hyenamaroudeur(ranged unit):
half hyeana half human,these guys throw axes at their enemies and are one of the main forces of the dungeon.

Stats:Good attack,the rest is rather average
Abilities:
-All round battler(basic&upgraded): The melee-attacks of the werehyena are just as good as their ranged attacks,so they don't suffer from closerange-penalty
-Gang up(basic&upgraded): Whenever an enemy creature stands next to the werehyena and is attacked by an allied creature the werehyena also performs a melee attack on that creature.
-Taunt(upgraded): The werehyena attacks an enemy,dealing only a third of the usual damage,but the attacked creature can only attack(or otherwise harm)the werehyenas in its next turn.


Minotaurus->Minotaurgeneral(melee unit):
These strong warriors are often used to guard places,they are treated as equals in the dungeon,but the dark elves seem to disrespect them.

Stats:Good physical unit,but weak against magic attacks
Abilities:
-Bravery(basic):Just like in H5,the morale of the Minotaur is never below +1
-Ram attack(basic&upgraded):The enemy can not retaliate against the minotaur if the minotaur moved at least 4 before his attack.
-Aura of bravery(upgraded):This creature and all allied creatures adjacent to it have all at least a morale of +1.
-Battle expert(upgraded):Has a small chance to block physical melee attacks of enemies.



Elite creatures:

Behemoth-ancient Behemoth(large melee unit):

Stats:Very much Hp and high attack,average defense,low speed,but average initiative
Abilities:
-Stenght(basic&upgraded):The behemoth gains a boost on its attack stat,when attacking
-Armor ripping(basic&upgraded):Whenever the behemoth a unit,it tears the armor of that unit apart,the might defense of a unit with a destroyed armor gets decreased by 20%(the ability does not stack up)
-foul claws(upgraded):The attack of the behemoth now also causes the magic defense to drop by 10%(if the unit is attacked again,the defense is decreased by 10% again,so that the creature looses 20% of its magic defense,but it can't loose more).
-brutal attack(upgraded):There is a small chance,that when the behemoth attacks,the enemy can't retaliate and won't be able to retaliate until its next turn.


Witch->Matriarch(magical shooter unit):
Dark elves who joined the faceless,they use dark magic to attack their enemies.

Stats:Low defense,but good initiative and the only magical attacker in the dungeon
Abilities:
-Dark strenght(basic&upgraded):The witches can cast a spell on an ally creature,that creature deals then additional dark damage whenever it attacks.
-Pain spell(upgraded): casts a hex on the enemy,the enemy looses health every turn and its initiative and speed drops.


Chimera->burning chimera(large melee unit):
It is said,that these creatures were created by the wizards,but that the wizards were not able to control them

Stats:The chimera is faster and weaker,than the behemoth,
Abilities:
-Good guard(basic&upgraded):The chimera can retaliate two times,the first time with the lion head,the second time with the snake head,the snake head however is not as strong as the lion head.
-Snake attack(basic&upgraded):Whenever the chimera attacks a creature,the snakehead will attack enemies behind the chimera(but will deal less damage,than the lionhead).
-Wallbreaker(basic&upgraded):The chimera attacks buildings,like walls,with its goat head,dealing more damage,than usual.
-Flameball(upgraded):The goathead of the chimera can either cast once per battle a fireball or shoot up to three times with fire(dealing magical fire damage),those shots/this fireball do neither require mana,nor do they use ammo,which means,that they can't be used again,even if there is the possibility to restore mana or ammo.


Champion Tier:

Cave Dragon->Black Dragon(large flying unit):
Evil Dragons,even though they are not as strong as the dragons who are praised as gods,they are incredibly strong creatures,whose fire is said to burn everything and whose scales are said to be shrouded in darkness in order to protect them from any kind of magic

Stats:Like always,they are pretty much allrounders and their magic defense is high
Abilities:
-Magic resistance(basic): receives only 35% damage from spells
-Fire breath(basic&upgraded): Hits also the units behind the target,part of the damage is dealt as fire damage
-Incarniate(upgraded):A special attack,which is stronger than the normal attack,but attacking only one tile
-Evil fire(upgraded): Fire resistance or immunity is ignored for the fire breath of the dragon
-Magic immunity(upgraded): the black dragon is immune to every kind of spell

summonable:
Shadow->Faceless(Melee unit as shadow,teleporting unit as faceless):
Dark and powerful creatures that are thought to be extinct,they rule the dungeon from the dark.The shadow looks like the faceless on the picture,but without wings and it doesn't have any armor,but wears a robe.

Abilities:
-Darkness strike(basic&upgraded):adds darkness damage to the attack of the shadow/faceless
-Void(basic&upgraded): deals damage to all adjacent units(even friendly ones)and draws all small units(except for those behind castle walls or in a tunnel) within a range of 3 tiles,1 tile closer to the faceless
-Disappear(upgraded):The faceless escapes from the battlefield,this way you can prevent your hero from losing his turns
-Absorb(upgraded):the faceless removes an adjacent stack from the battle,this stack will return after a few turns,or if the faceless is killed.


Bosses:
Darkness Dragon:

An extremly powerful dragon,some say it is the child of a hydra and a black dragon,but other say it is simply one of the oldest childs of malassa.
Abilities:
Magic absorb:Whenever a spell is used on the darkness dragon,it is negated and the darkness dragon will regenerate some of its health
Magic void:Whenever a spell is used on  a creature next to the darkness dragon,there is a 40%-chance,that the spell will hit the darkness dragon instead of its original target
Family cry:Summons a pack of cave dragons to the battle field.It will call black dragons if its health is below 50%.
All out attack:Can attack up to 5 creatures at once,but only champion creatures can retaliate.
Fire rain:The darkness dragon spits fire into the air,which rains down for a few turns,dealing low fire damage to all other creatures on the battlefield



Heroes

Might:

Neutral:
Dread Lord
-Neutral ability:Fear your master:
The hero can still use his heroic strike during the turns,which he would normally skip,when the shadow/faceless gets killed

Tears:
Overlord
-Advanced ability:Encouraging command:
increases all stats of target creature for a short time
-Ultimate ability:Reinforcement:
Adds a stack of a chosen core unit in the heroes army at the beginning of the battle,the size of the stack depends on the size of the stack of the chosen creature and will vanish after the fight.

Blood:
Tormentor
-Advanced ability: Driven through fear:
The initiative of all friendly core units is raised
-Ultimate ability: Mark of pain:
The tormentor marks a chosen unit,whenever the marked unit attacks or retaliates,it deals damage to itself equal to ~50% of the damge it dealt to the enemy unit.


Magic:

Neutral:
Sorcerer
-Neutral ability: Devasting magic:
Enemy magic resistance is negated by ~10%

Tears:
Shadowcaller
-Advanced ability:Embrace of darkness:
target creature gets hulled in a dark cloud,giving it the chance to dodge enemy attacks and making it immune to non damaging spells of the enemy
-Ultimate ability:Shadow dome:
creates a black dome(with a size of 3x3),in which enemy creatures can’t move if they enter it(or are in the area,where it is casted)

Blood:
Bloodmage
-Advanced ability:Blood lust:
Whenever a friendly stack kills an enemy stack,the friendly stack gets boost in morale,attack,magic attack,initiative and speed
-Ultimate ability:Shadow attack:
Deals darkness damage to all enemy creatures dependent on the size of their stacks(the idea behind this ability is,that the shadows of the creatures attack them)


Please note,that the pictures are not from me,they are just the closest thing I could find of how I imagine these creatures.

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Davy
Davy


Known Hero
posted May 29, 2011 05:44 PM

The Asylum:

Leadership:The asylum is composed of thiefs,bandits and many other creatures,that were once part of a different faction,but were exiled for various reasons.
It is mostly led by the Zmeu,a species that is half human and half dragon(the colour of the scales can vary),but exiled humans play also a big role in the rulership of the Asylum.

Religion:Since the members of this faction come from various other factions,there is no dragon god in which the people of this faction believe in,but rather they all worship different deities.

Realationship with other factions:
They have usually bad realationships with most factions,because they only care for themselves.However they have a quite good realationship with the orcs,because in the eyes of the orcs,the creatures of the asylum just freed themselves from their original factions.The Asylum also holds no grudge against the demons and would help them anytime....or at least as long there is a promising reward.

Alignment:Evil

Faction Ability:
Raid:If a creature from the asylum attacks an enemy who can’t retaliate anymore or retaliated already in the turn,random stats of that enemy drop for a short time.
The higher the mastery of  the skill,the more stats drop and the longer duration of the effect

Strenghts:Good at weakening the enemy and destroying his tactics,quite fast
Weaknesses:usually low defense and attack,strenght also depends on the enemy units.

Core tier:
Thief->Master thief(shooter unit):
Human thiefes who use knifes as weapons,which they also throw at their enemies.

Stats:Fast with rather low attack,but even lower defense
Abilities:
-Short range(basic):The range of the thrown knifes of the thief is low,so he can’t target enemies who are too far away from him.
-Quick fighter(basic&upgraded):There is a chance,that the thief dodges an enemy attack or spell
-Steal(basic&upgraded):Whenever the thief attacks a shooter unit with a melee attack,he steals the ammo of that unit,when he attacks a caster with a melee attack he steals mana from that unit
-Lethal strike(upgraded):Whenever the thief lands a critical hit,the enemy can’t retaliate
-Foist Magic(upgraded):When the Master thief attacks a unit with a positive spell,the spell is transferred to the thief and if a negative spell spell lies on the thief,it will be transferred to the enemy

Mummy->Royal mummy(undead magical unit):
Unlike many other undead creatures,the mummies kept their senses and see no use in joining the necromancers,they attack their enemies with some sort of occult magic

Stats:Rather defensive unit,with good magical stats.
Abilities:
-Hexing attack(basic&upgrade):When attacking an enemy a negative low level spell is placed on the enemy.
-Raising the dead(upgrade):Resurrects some creatures(even enemy creatures),however the resurected creatures start to die after ~5 turns(every turn one creature will die) and won’t remain in the army after the battle.

Imposter->Doppelgänger(meele unit):
Wanted criminals who use dark powers to copy the abilities of other people and they hull their body in shadows in order to hide their identity

Stats:Quite average,no real strenghts and no real weakness
Abilities:
-Copycat(basic&upgraded):Copies target creatures abilities.They can only copy the abilities of 1 creature at time and keep all of their own abilities and stats.When copying a creature the Doppelgänger becomes a completely black coloured version of that creature,he can only copy large creatures if there is enough place around him to turn into a large creature itself.
-Enigma(basic&upgraded):The Doppelgänger can’t be the target of spells or other abilities of the enemy hero and his units,that target one specific unit(so for example ice bolt can’t target the doppelgänger,because it can only target one unit,but fireball is able to damage him,as it targets not the unit,but the area in which it stands)
-Position switch(upgraded):The Doppelgänger switches its position with target stack in its attack range.

Elite tier:
Werewolf-Alphawerewolf(melee unit):

Stats:Fast,good offensive and slightly above average hp,but rather low defenses
Abilities:
-Cursed fangs(basic&upgraded): When the werewolf attacks a unit it puts a werewolf-curse on it,unit with this such a curse can’t use activated abilities anymore(not counting casting and shooting).
-Howl(upgraded): An activated ability,the howl of the werewolf decrease the initiative of enemy units within the range of the werewolf and raises the attack and initiative of friendly units in its range

Sandwalker->Desertwalker(large melee unit):

Stats:Low initiative,good defense
Abilities:
-Entrenching(basic&upgraded):The sandwalker digs himself into the ground(its scorpion tail looks out of the ground),making him immobile,but also protecting him from distance attacks and raising his defense stats.As long as he is in the ground he heals every round a little bit(but without resurrecting).If an enemy tries to attack him in this state with a melee attack the sandwalker will retaliate before the enemy attack and if the sandwalker attacks an adjacent enemy,while in this state,the enemy can’t retaliate.If the sandwalker attacks or moves he returns to the surface.
-Binding(upgraded):A spezial attack,that holds the enemy,so that he can’t move.Bound enemies have a decreased initiative and can’t move,the Sandwalker can only bind one at a time and only as long as the sandwalker doesn’t move.


Sphinx->Wise sphinx(large magical flyer unit):

Stats:Low attack,but good defensive stats.
Abilities:
-Magic-gathering(basic&upgraded):Whenever a spell is used by an enemy creature or hero that spell gets blocked for some turns.In this time the Sphinx gains the ability to cast this spell with the same mastery as the original caster.
-Bad luck(basic&upgraded): decreases the luck of enemy units around the sphinx
-Manaabsorb(upgraded):Whenever a hero or unit casts a spell the sphinx gets half of the mana spent for these spells.
-Irritate(upgraded):When attacking a unit,there is a chance,to cast confusion on those units(confusion works like in H5)


Champion tier:
Zmeuknight->Zmeulord(large flying melee unit):
Half human,half dragon,no one knows from where these creatures come from,they are known for being greedy and for kidnapping people and use a halberd in battle,their scales are red.

Stats:Quite fast,but rather low attack
Abilities:
-Hoarding(basic&upgraded):You get 2 gold for every unit killed by a Zmeu
-Learn to rule(basic&upgraded):Whenever an enemy hero uses a might skill,the zmeu gets the ability to use the might skill too,for the rest of the battle.
-Flame weapon(upgraded):The Zmeu sets his weapon on fire,this way the weapon deals slightly more damage and creates a fire wave around the target,when it is attacked,damaging all adjacent enemy units to the target.The fire however goes out after ~10 turns and the weapon has to be set on fire again
-Kidnapping(upgraded):The Zmeu kidnapps an adjacent enemy stack of small units and flies with them to another place on the map,the ability can not be used,if there are more than twice as much units as zmeus in the targeted stack


Heroes:

Might:
Bandit:
-Neutral ability:
Assault:
Whenever the hero attacks a unit with his hero attack,that unit can’t retaliate any more until its next turn,if the unit has infinite retaliation,it can only retaliate once anymore until its next turn.


Hijacker(tears):
-Advanced ability:
Attacking the innocent:
The hijacker marks an enemy stack for several turns,and attacks this stack,whenever the enemy hero casts a spell or uses a might skill.
-Ultimate ability:
Taking hostages:
Removes some units from target non-champion enemy stack(but not all),as long as the units are removed,no one except for the Hijacker himself can attack them and the initiative,might attack and magic attack of the enemy hero and the stack from which the units were hijacked are decreased. The units can return to the battlefield automatically(or you can choose to return them) if the original stack and the enemy hero does not harm any friendly units for a several turns(except through retaliation),but whenever they harm friendly units this way,the hijacker will kill some of the hijacked units.
The hijacker can only steal units from one stack at a time,he is able to increase the number of hostages,by hijacking even more units from target stack.
If the rest of the enemy creatures are defeated,the hostages return to the battlefield(but before they return,the hijacker will attack them).



Assassin(blood):
-Advanced ability:
Quick attack:
The speed of all friendly units is raised by 1
-Ultimate ability:
Assassination:
The hero gains the ability to do an extra attack every turn and his attacks get stronger,the smaller the size of the attacked stack.

Magic:
Darkmage:
-Neutral ability:
Might block:
Whenever an enemy hero uses a might skill,that skill gets blocked for several turns,so that the enemy can’t  use it.


Sect leader(tear):
-Advanced ability:
Spreading Mischief:
All enemy creatures in a certain area walk away from each other(so that they are no longer adjacent to each other),they also can’t use activated abilities on their allies for several turns.
-Ultimate ability:
Steal the secrets:The Sect leader sees the spell book of the enemy hero and chooses a spell he is able to cast,


Occultist(blood):
-Advanced ability:
Marking the sacrifies:
The Occultists marks a creature stack of the enemy,all adjacent friendly creatures around that stack are healed and their mana gets restored when creatures from the marked stack are killed.
-Ultimate ability:
Occult sign:
A huge circle appears at a chosen location,all enemy units in this circle can’t retaliate,get damaged at the beginning of their turn and the initiative and magic attack of all friendly units within this circle is raised


Please note,that none of these pictures were made by me.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 18, 2011 09:26 PM

*hmmpf*

I wonder if I will be allowed to post the basic things about my new viking fraction... 'cause I see a bunch of viking themen installment here! How did the vikings became so popular? Oh well...

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