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Heroes Community > Heroes 7+ Altar of Wishes > Thread: War-overlord's Sylvan faction
Thread: War-overlord's Sylvan faction This thread is 2 pages long: 1 2 · NEXT»
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted December 14, 2011 11:21 AM bonus applied by alcibiades on 01 Sep 2012.
Edited by War-overlord at 20:53, 05 Jan 2012.

War-overlord's Sylvan faction

Warning! This is a creative expercise. This is a project to see if I can make a Sylvan faction that I like. This is not a "What I Expect"-faction. Neither is this a "What Ubisoft should do"-faction. This is focused more on lore than on playablility.
Warning! There is a large chance that you will not like what I am about to write. That is your good right. But keep comments constructive. This faction is meant to fit into the setting of Ashan, and more specifically in the timeframe of Heroes VI.
There will be pictures!

Sylvan:
Aka: The (Wood) Elves
Associated colors: green, gold and brown
Worship: Sylanna, the Dragon of Earth, Nature’s Great Mother
Core Philosophy: Swift as the wind, graceful as the stream, strong as the waterfall, wise as the oak… At one with nature…
Core philosophy: “Live and let live… in harmony”
Country / kingdom: Irollan, the forest maze
Capital city:Brythigga “The Mother of Trees”
Key symbols: tree leave, feather, “triskel” rune

Worship
One of the three surviving civilisations of the ancient age, the Elves pay great homage to Sylanna, Goddes of the Earth. Nearly all Elves worship Sylanna exclusively, though some worship the other elemental gods to a lesser extent. Most worship is done through prayer or by leaving small sacrifical gifts at holy trees, stones, springs etc. Elves, always thankfull for the bounties of nature that has been granted them, return a portion of their bounty to their Goddes. Druids serve as the Elves' priests, scryers and healers. While most Druids live in their chosen community, some turn to wandering or hermitism, feeling that society constrains their learnings and contemplations.

Recent Events
In 528 YSD, his head turned by a band of flatterers, the third Elf king, Arniel decided that elvish power was too decentralized, and the method of choosing a High King too random. Instead, central power was needed to go with a hereditary monarchy.  Arniel the High Elven King proclaimed himself the unique hereditary monarch and withdrew all prerogatives from local kings. Queen Thuidana chose to secede instead. Taking advantage of the situation, the humans of the Holy Falcon Empire invaded the lands of Thuidana who sought aid from the self-proclaimed High King. Arniel refused. In order to save her own, Thuidana turned towards the Faceless and Malassa in desperation. They were willing to help under the condition that her people vow allegiance to the Dragon of Darkness.
In 548 YSD, the Peace of the New Spring marks the independence of the Kingdom of Dark Elves.
In the 20 years that followed, Arniel has put great effort into consolidating his rule, though many Elves suspect that Arniel's egomania will go too far sooner rather than later. Meanwhile the centralisation of Irolan has brought the Elves much organisation the lacked in the centuries before.

Social Organisation
Elves live in small autarkic communities dotted over Irollan. Not for the Elves is the hustle and bustle of large urban centres known to the other races, but rather the secclusion of woodland townships. Elves do not build their homes as do the other races, but they rather coax the plants to grow into desired shapes and they live in the buildings they create as such. Elves live off the surrounding woodland, there it is they they hunt their game, cultivate fruit- and nutbearing orchards virtually undistinguishable from rest of the woods. Elves take only what they need to the point of ascesis, compelled by the Druids to live in an enternally sustainable cicle. This combined with the lengthy lifespans of the Elves, makes that Elves cannot bear many children lest they start to overpopulate their lands. This is also why many Elves choose to life celibately, so others can enjoy a more fruitfull marriages.

Magic
The magic of Elves in general and Druids in particular is to ply and coax plants and to compel the earth. It is often said that Elves have found and perfected the art of destroying by creating.

Warfare: "Strike and move, kill quickly, cleanly and mercyfully"
Elves favor guerrilla warfare, which suits their homegrounf perfectly. Elves favor carefully laid ambushes and hit-and-run tactics. Elves strike hard and are gone before the enemy can put up a proper defense, or strike from places unseen or unreachable. When times are dire, Elves will also resort to things they consider low forms of warefare, like incapacitating a foe before finishing it cleanly. Above all, Elves consider the protactive suffering and wholesale destruction wrought by other races barbaric and beneath them.

Sylvan Units


Sylanna's Blessing Units that are blessed by Sylanna recieve 80% of the total Earth Damage and benefit from Earth blessings by 120%, but as a result suffer from 120% Fire Damage.

Core
Huntsman - Master Huntsman
(Huntsman) Elven Huntsmen are the undisputed masters of archery. They fire their arrows with a speed and accuracy that would make the Imperial Marksmen or Centaurs green with envy. Huntsmen stalk the forests of Irollan for game, to provide food for their villages and towns. In harmony with nature, they kill swift, painless and never without purpose or penance, for they know that every life is valuable. Yet when the call-to-arms comes, the huntsmen answer. Then the enemies of the Elves become the prey, a prey they have no compunction of killing.
(Master Huntsman) Master Huntsmen are the cream of the crop when it comes to their calling in life. Where normal Huntsmen hunt wearing supple leathers and camouflage to not be heard or seen, the Masters of their skill can do so in full battle armour. Equally skilled in in the art harassment as they are in the art of a swift kill, the Master Huntsmen often coat their arrows in druidic draughts that sedate their unfortunate prey. Many a commander has cursed these Master Huntsmen, for they are the unseen scourge of the enemies of Irollan.

Elven Archery (Basic + Upgrade) It takes a master bowman to defeat an Elf who has had no archery training, such is their natural talent. Even when they have recieved but a modicum of training, they will outshot men who have trained all their life. With a deceptive ease, they shoot twice when it would take a master to loose one arrow. Such is their skill that these rapid shots strike their target as true as an aimed shot of a skilled marksman, if not more so. [When making a shooting attack, this creature attacks twice.]
Coated Arrows (Upgrade) Every single person, be they man or otherwise, who has been shot by a Master Huntsman and lives to tell the tale, will tell you the same tale. From the moment they were struck by that cursed arrow, they felt drowsy and fatigued. Trudging on with feet that felt like they were made of lead, resisting the need to lay down and go to sleep. For they knew, that sleeping meant certain death. Master Huntsmen are wont to coat their arrows in a tincture that is known only to druids. This dreaded draught is a potent sedative often used by Elf Healers, though the Master Huntsmen have found a purpose for it that is far less wholesome. [Units that are affected by the shots of this unit have their movement and initiative halved. Does not work cumulative.
Specifics Damage = Physical, Range = Ful, Sylanna's Blessing
Dwelling: Hunters Cabins > Hunters Lodge


Satyr - Feral Satyr
(Satyr)Very little is known about the Satyr outside Irollan. Seemingly the synthesis of an Elf and a goat or ram, there is little doubt to be had that the Satyr and Elves share a common descent. But wether Elves turn into Satyr or if they are a divergent species is topic of debate among scholars. What is known about the Satyr is that they love the woodlands they call their home and protect it fervently, perhaps even more than the Elves. Satyrs are known as generally kind creatures, but when angered they will hound intruders in their domain for weeks on end. They reserve a special hatred for woodcutters, seeing cutting down trees as the ultimate sacrilege. Often armed only with the axes they took from for woodcutters before, the Satyr stride forth into battle when their homes are in jeopardy.
(Feral Satyr) As Satyrs grow older, and like their Elven cousins they grow old indeed, they become ever more bestial. Not only in behaviour but also in their physique. Their hatred for the defilers of the forrest grows proportionally with their increasing feralness. Whereas younger Satyr may have to be coaxed to follow an army, their feral kind needs no urging. They flock towards Elven armies, wether the generals may like it or not. Effectively used as shocktroops, the Elves often give pieces of armour to the Feral Satyrs. Though many an armourer has found it difficult to fit armour to the impetuous and impulsive Feral Satyrs.

Sylanna's Favour(Basic + Upgrade) From the Writings of Al-Ollannic of the Silver Cities: 'I have no doubt that a Satyr is, at the least, for a part an Elf. Their lythe physique and evidently Elven features leaves little room for doubt of that. However, it is also evident, that the Satyr are not of 'pure blood'. They are far more coarse in their being and behaviour. Most curious is the blessing Elves recieve from their patron spirit. The Satyr recieve it as wel, but in a smaller ratio and as a direct result they are also less vulnerable to fire than other denizens of Irollan.' [This unit is lesser blessed by Sylanna and recieves 90% of the total Earth Damage and benefits from Earth blessings by 110%, but as a result suffer from 110% Fire Damage.]
Protectors of the Forest (Basic) To a Satyr it is the ultimate irony to cut down the ones who would cut down the trees with their own axes. Their anger at those, whom they see as defilers, grows proportionally with the amount of trees they have felled. [The damage Satyr's deal to a player's units is boosted by the total amount of the wood rescoure they have accumulated during this game]
Avengers of the Forest (Upgrade) Feral Satyrs hate woodcutters even more than their milder mannered kin. They fall upon the defilers with rabid anger that shocks even their own kind. [Works like Protectors of the Forest skill times 1.3]
Feral Rage (Upgrade) From the Writings of Al-Ollannic of the Silver Cities:'It may be concluded that Satyr are no Beastmen by any means known. Our breeding experiments show no progression over time in their bestial nature, whereas the Satyr do exhibit this progression. Over time, when Satyr 'mature' into Feral Satyr, their bodies and minds grow ever more bestial. Akin to how a dog which has caught rabies grows more violent as the sickness progresses, the Feral Satyr descend into a state of permanent rage. This rage is directed at anything that is not a Satyr of any kind or an Irollan Elf. Curious is that the Elves of the fromer kingdom of Tuidhana are no longer exempt of this, which would suggest that there is some rational thinking behind this Satyr rage. This rage makes the Feral Satyr impetuous and hotheaded, much like Orcs who have tasted blood. While this rage is permanent, it comes to especially to the surface when the Feral Satyr is question takes violent action.' [If this unit has caused damage, it recieves a boost in its stats.]
Specifics Damage = Physical, Range = None
Dwelling: Woodland Shrine > Woodland Henge


Scout - Gladerider
(Scout) Irollan is a forest maze, the woods are ever changing and it takes a exceptional tracker not to get lost there. Yet the Elves are the complete masters of their terrain, they know every trail, every copse, every glade. Many who know the Elves know that this extended knowledge of the ever changing terrain is due to the many Scout patrolls that trek through Irollan. Mounted on lightfooted deer, they move completely unhindered in this dense terrain. It is said that it is impossible to enter Irollan and not be spotted by one of these patrolls and it is almost as impossible to spot the Elves who inevitably see you first.
(Gladerider) The most martial of the Scouts get inducted into the ranks of the Gladeriders. These Elves are meticulously trained and are given a carefully bred species of deer to ride. The Gladeriders are skilled in the arts of guerrilla-warfare the Elves are known for. They strike before they are seen and retreat as fast as they appear. The Gladeriders need to, since they cannot afford to wear much armour if they wish to remain as lightfooted.


Lay of the Land (Basic + Upgrade) "Curse these damned Elves! They know our own home better than we do!" The navigational skills of the Elves are well known and feared. Their deer can move over every stone and through every shrub. No matter how unforgiving the terrain is, Elves can navigate over it. [Obstacles that are not walls can be moved over by this unit.]
Unseen Attack (Upgrade) Gladeriders move from cover to cover, unseen by even the sharpest of eyes. Only the Elves know where the Gladeriders will strike and even they cannot see them untill they do so. It is said that only a Gladerider can track a Gladerider. [This creature can only be seen by the player that controls it. It remains undetectable untill it attacks. The attack that is made while undetectable cannot be retaliated against. Having units of this type in ones army negates the effect.]
Specifics Damage = Physical, Range = None, Large, Sylanna's Blessing
Dwelling: Clearing > Glade



Elite
Unicorn - Silver Unicorn
(Unicorn) The Unicorns are spirits of nature, and as such they are sacred to the Elves. They are considered as a totem animal for the whole of Irollan, and it is said that when the last Unicorn will die so will the Elven kingdom and all its people. Due to their pristine nature, most Gods look favorably upon the Unicorns and will go out of their way to protect these near-divine creatures.
(Silver Unicorn) These mighty elder Unicorns are the most blessed of their kind. Heavily favored by Elrath and Sylanna, these creatures are a boon to all they choose ally themselves with, usually the Elves. Due to Elrath's blessing, the horn of the Silver Unicorn shines like the sun itself. And Sylanna even greater patronage means that all those whom the Silver Unicorns deem worthy bathe in her favor as well.

Favored of many Gods (Basic + Upgrade) No God can bear see a Unicorn suffer, the purity of these creatures is so great. Thus the Gods will go out fo their way to protect them, even where their followers may strive against that. Thus the divine magics will not harm these creatures. Only the madness of Chaos can account for the hate Urgash has for these creatures, but the combined efforts of the Gods proves to be enough for even his harmfull touch. [This creature has a 30% resistance to magic damage.[This negates the fire-weakness of Sylanna's Blessing, but is cumulative with it's earth-resistance]]
Enchanted Horn (Upgrade) Elrath has in awe of his sister Sylanna, when she created the first Silver Unicorn. For this creature was as pure and brilliant as his own divine light. Thus Elrath made a vow, whenever a Silver Unicorn would be born, an Angel would descend from the heavens and enchant it's horn. Now, whenever even the barest glimpse of light touches the horn of a Silver Unicorn, it is magnified a thousandfold. [Units attacked suffer from blindness untill they are attacked again]
Divine Radiance (Upgrade) "To stand by a Silver Unicorn, is to stand in the palms of the Gods", the old proverb goes. And it is true, for the Sylanna will confirm to the judgement of her purest creation. Whomever the Silver Unicorn deems worhty, usualy the Elves, will recieve a part of their divine blessings. [Friendly units adjacent to this unit will recieve a 15% resistance to magic.[This does not negate the fire-weakness of Sylanna's Blessing or any such racial weaknesses.]]
Specifics Damage = Physical, Range = None, Large, Sylanna's Blessing
Dwelling: Blessed Spring > Blessed Fountain


Bladedancer - Blademaster
(Bladedancer) Many an Elf lad aspires to become a practitioner of this ancient martial art. But never call them a Bladedancer when one is in earshot, for they find it a derogatory term. Their art with a blade is nothing as frivolous as a dance. Though there are little other thing to call these martial Elves, for non-practitioners of the art are not to know the inherently magical name. They learn wield two or more blades in a whirlwind of death. When war comes, Elves turn to the Bladedancers to help defend their lands, and even though they have yet to finish their martial training, they answer the call diligently and see it as an honour to defend Irollan.
(Blademaster) Blademasters aren't as disgruntled by the name they are given by the laypeople, for that is what they are: Masters of the Blade. Blademasters are those Elves who have succesfully finished their training. One their graduation they are given a suit of ceremonial Starsilver armour, which they are to return to their school once they retire, or return that of their comerades should they die. Yet even Blademasters are required to train and learn more and become Grandmasters before they are percieved as qualified to teach their art to new acolytes. Blademasters answer the call-to-war with the grace and aloofness that other races are wont to hate Elves for.

The Elven Art of the Blade (Basic + Upgrade) Many have marveled at the Elven Art of the Blade. Once these martial artists start spinning their blades and bodies, they turn into a tornado of sharpened steel and death. They strike any enemy that is near them, yet their comrades and allies suffer not a scratch, such is their mastery of their art. [When this unit attacks, it strikes their target with full damage and all adjacent enemy units for half damage. Only the target gets to retaliate.]
Feet like the Wind (Basic + Upgrade) Many who have fought the Elves can tell you stories of the effort required to strike an Elven Bladedancer. The dodge all but the surest sword-strokes and only the arrows aimed by true masters will strike home. These Elves are so light on their feet that they will sidestep the amateurs of their enemies, their feeble attempts at swordplay and archery laughable to these masters. [Physical attacks have an x% chance of missing this units[This effect is cumulative with other evasion enhancing blessings and the evasion can never be lower than x]]
Starsilver Armour (Upgrade) Elves prefer Starsilver for their armour, as it is both lighter and more durable that steel, yet it is rare and expensive thus not every Elf can afford such a suit. Elves have never regretted teaching the Humans the secrets to the smithing of this metal, for the true secrets of Starsilver is lost on the Humans. These highly praised suits of armour are presented to a Blademaster on his/her graduation. Etched with Druidic symbols and 'bathed' in Sylanna's power, the Starsilver grants their wearers a divine protection. [This unit has an x% chance of resisting Debuffs and its resistance cannot be lowered to less than x. x equals the x of the Feet like the Wind skill]
Specifics Damage = Physical, Range = None, Sylanna's Blessing
Dwelling: Bladed Terrace > Bladed Arena

Terratoise - Overgrown Terratoise
(Terratoise) Terratoises are an enigma to scholars, as they are not quite animals, nor quite plant and not quite elementals either. They appear to be an eclectic mixture of all three. Terratoises are ancient and wise beings, though only Druids are actually able to communicate with them. Terratoises lie dormant in the soil for centuries on end, indistinguishable from ground and foliage untill they are called upon by the Druids. In fact they are so much grown into their environment, that there is no idea how many Terratoises there are. Having an innate controll over the growth of plants, Terratoises attack by filling the air with pollen and seeds, which bloom and grow at their whim.
(Overgrown Terratoise) Overgrown Terratoises are the oldest of their kind, having been part of Ashan since it's birth. They have covered themselves in plant, living with them in symbiosis. Not only masters of seeds and pollen, Overgrown ones can command the growth of trees, roots and vines of every kind imaginable. Unspecified and overgrown shapes against terrain are often the sad remains of camps and settlements that have invoked the wrath of an Overgrown Terratoise.

Sprouting (Basic+Upgrade) Marquis Salvador of the Bull to his second in command, recalling his skirmish with the Elves: "Have you ever seen a man sprouted? No? Then you don't know...there's nothing more horrible than the bite of the Terratoise. Its deadly stinger spreads a green disease through every pore of your body...leaving you veined with roots and flocked with grass...steadily growing thicker and thicker until you crash and bloom out...in a horrifying bouquet of pain and fragrant suffering...screaming until your mouth fills with petals and your nostrils shoot out thorny stems...and the bulbs sprout in your eyes...leaving you nothing but a patch of wildflowers on the ground, swarming with butterflies." [Targets attacked by this unit are rooted in place until another target is attacked by this unit.]
Overgrowth (Upgrade)  Marquis Salvador of the Bull to his second in command, recalling his skirmish with the Elves: "We thought we were safe...inside the walls of the fort. The Elves brought no catapult...so they could do little more than frantically bash our gates...or so we thought. Untill the vines, roots and branches grew over our walls...carpeting it...the Elves came over the walls seconds later...like they were climbing nothing but ladders...before the Treants we thought we killed came to life again." [Actived ability: A selected section of wall and moat becomes passable, for double movement-cost. Or heals Treants upon use.]
Specifics Damage = Earth, Range = full, Sylanna's Blessing
Dwelling: Thicket > Copse



Champion
Treant - Ancient Treant
(Treant) When times are dire, it is said that the very forest comes to the aid of the Elves. And this true, for when Druids are forced to gather in need, they can summon Treants from their centuries of slumber. Sleeping, noone, save a druid, can tell a Treant from a copse of trees. Yet when their gleaming eyes open and their wooden limbs lurch themselves free from the soil, they are the very forest come to life. Trying to stop a Treant is like trying to stop plants from growing or the sun from rising in the morning.
(Ancient Treant) Ancient Treants are the eldest of their kind, they have lived for millenia and have seen the world grow and mature. Elves claim that the Ancient Treants are the offshoot-children of Brythigga and that the oldest of them witnessed the very birth of the Elemental Dragons. The Ancient Treants are considered scared, for the Elves see in them the parents of their land of Irollan. And being such, they are called upon only in the more direst of needs.

Dense Foliage (Basic + Upgrade) The branches and leaves of Treants are so dense, that very few arrows penetrate their foliage. For this reason Elves tend to base their ambushes around their Treant allies. [Friendly units standing adjacent to this creature are considered standing in cover [this is cumulative with any other form of cover or blessing]]
Take Root (Basic + Upgrade) Whenever a Treant digs it's wooden limbs into the soil, only the Gods themselves can move them. Around them creepers and thorny roots sprout out of the ground, snaring anyone foolish enough to go near them. In their state of half-sleep, they become sullen but all the harder to destroy. Enemies of the Elves have found that the best way of dealing with Treants, is to treat them as if they were small forts.[[Activated ability: When a Treant takes root, it becomes immobile and unmovable, halves it's attack and doubles it's defense and forms a 'moat' around itself.  Moving cancels this effect. A Treant may take roots anywhere within half it's movement range that can accomodate it. 'Moats' are interupted by obstacles but are ignored by friendly creatures. Treant become targettable by catapults when taken root in sieges]
Spores, Seeds and Pollen (Basic + Upgrade) Whenever a Treant swings it's wooden limbs in anger, they release clouds of immature plants. These seeds, pollen and spores settle of any living being near. Generally parasitic, these sproutlings need only the slightest provocation to settle and do their sapping work. [Enemies attacked by this unit suffer x% more earth damage for y turns. This effect stacks.]
Embodiment of the Forest (Upgrade) All creatures from Irollan consider the Ancient Treants to be sacred creatures. But none so as the Satyr, who deify them and build small shrines around their roots. It is no wonder that to try to cut down an Ancient Treant, is to invite the wrath of all of Irollan and the woodcutting hating Satyr most of all. [Attacking this unit will cause an x morale boost for Sylvan creatures that lasts for y turns. Satyr benefit from 1.5x boost]
Specifics Damage = Earth, Range = None, Large, Sylanna's Blessing
Dwelling: Sacred Tree > Sacred Redwood



Hero Classes

Racial Ability: Guerrilla Combat
Level 1: Friendly creatures are now standing in cover.(Bonus is doubled for creatures already standing in cover)
Level 2: Friendly creatures are now standing in cover and recieve a morale and initiative boost.
Level 3: Friendly creatures are now standing in cover and recieve an attack, defense, morale and initiative boost.
Level 4: Friendly creatures are now standing in cover and recieve a greater attack, defense, morale and initiative boost.

Ranger
Only the finest Elven warriors get elevated to the Ranger, an honorary rank that can only be awared by the High King. Rangers act as the corps of generals for Irollan and can only be held accountable to the High King himself. Upon their promotion they swear oath to hunt down the enemies of Irollan, to the ends of the world and back need be.

Type :Might
Reputation :Neutral
Primary Ability : Avenger
All creatures do X% extra damage to target creature and get ignore y% of that creatures defense.

Gamekeeper
Gamekeepers have done what they swore. They have hunted enemies down to far beyond the borders of their land. They have become single minded in their pursuits, having spent years focussing upon a single enemy. When one returns, the Gamekeeper finds it hard to settle and they purposefully start to look for things they hunt. Often frustrated by long periods of peace, these Elves hunt down alien animals that taint the forests, longing for the day they may lead an army once more.

Type :Might
Reputation :Blood
Advanced Ability : Bullseye
Ranged Attacks made against targets marked with Avenger do X% extra damage.
Ultimate Ability : Arrow Storm
The 4-5 units standing furthest away from the edges of the battlefield are done X damage as if they were attacked by a ranged unit. Huntsmen and Master Huntsmen will shoot one of these targets for a free shot of half damage, regardless of wether they have acted or not this turn.

Warden
It is often the Wardens the High King calls first, as they not only are knowledgeable generals but also fine statesmen. It is often said that the Wardens are Irrolan's first and last line of defense. As it is they who stand at the borders to repel the invaders and it is they, who will defend they king to their last breath as all others have fallen or fled. All hope these days never come to pass, but every single Warden will act when the call comes.

Type :Might
Reputation :Tears
Advanced Ability : Look out for that one.
Units marked by Avenger do less damage to friendly creatures.
Ultimate Ability : Camouflaged Watchtower
The Hero may place a Watchtower upon the battlefield. The tower acts like a tower in a seige-battle, it's damage boosted by the hero's stats and level, friendly ranged creatures may occupy the tower as if it were a fortress tower.


Archdruid
Wether by natural talent or by intense study, Archdruids are the cream of the crop of Druids. Their skill in the use of magic is legendary as is the favor of their parton Goddess. When Archdruids appear on the field of battle, the Elves and their allies are inspired to new hights. And when these chosen among others wield their magics, the denizens of Irollan feel the unresistable call to come to the defense of their homeland.

Type :Magic
Reputation : Neutral
Primary Ability : Nature's Call
Every time the druid casts a spell, a random unit of it's army, that has yet to move, gets a boost in initiative, morale and defense.

Forestcaller
The Elves would never go so far as to say that the love of plants of the Forestcallers has gone to insane heights, though their enemies would. So attuned to the flora of the world are they, that they feel the pain and desires of plants. And in doing so, the Forrestcallers have become distant to even their own society. And where the Elves are very carefull in their treatment of nature, the other races rarely are and the Forrestcallers of Irollan are keen to take offence and have them feel the rage of Nature.

Type :Magic
Reputation :Blood
Advanced Ability :Armor of Thorns
Every creature does X% additional earth Damage. For creatures that already do earth damage, the extra damage is added to the normal damage, whereas creatures that do other sorts of damage, this causes a second attack.
Ultimate Ability :Call of the Forests
When this ability is used the player can target an x-by-x area. This area will be turned into a patch of Brambles, dealing y damage to every enemy creature within the patch. Enemy units suffer z damage and double movement when trying to move through the patch. Does not affect friendly creatures.

Wildcaller
Wildcallers are wanderer-druids. They treck through the wilds of the world and have become attuned to the beasts. It is said that they can commune with animals without the aid of their potent magic and that there is not a beast alive that would willingly attack a Wildcaller. There is little doubt that most Wildcallers call the endless woods of Irollan their home and that these ones never loose contact with their more socialised kin. And indeed these wander-druids come to the aid of their land and kin when times are dire, calling upon the beasts of the forests.

Type :Magic
Reputation :Tears
Advanced Ability :Flock of Birds
When activated, the chosen enemy cannot make ranged attacks that turn.
Ultimate Ability :Call of the Wilds
When this ability is used a random stack of animals appears on the Heroes side of the battlefield to aid the army. The unit of animals is never bigger than 2/3 of it's largest stack of core creatures. The stack has an equal chance of being Bears, Timber Wolves, White Tigers or Giant Mantises
____________
Iron from Ice.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted December 14, 2011 11:22 AM
Edited by War-overlord at 22:40, 02 Jan 2012.

The Neutral Creatures Wildcallers are able to summon.
Brown Bear
Though the White and the Black Bears of Grimheim are domesticated by the Dwarves, Brown Bears are fairly common wild animals. Though not agressive by nature, angered Bears are a force to be reconned with as they are easily capable of mauling armoured warriors. Oppertunistic and equipped with a very fine nose, Brown Bears will sniff out potential food from miles away.
Maul
Being attacked by a bear, often leaves thier targets crippled for life, if not actually dead. And those that walk away from a bear attack, barely walk at all. [Being attacked by this unit will reduce movement by x]
Smell of Blood "Bears can smell food from miles away", as
folklore will tell you. And one that can be confirmed by many a hunter, as carrion will draw oppertunistic bears from miles around. Bear will also go out of their way to track down wounded animals, the faintest smell of blood is enough for sensitive bearnoses. [This unit can move 2 past it's movement allowance too attack wounded targets.[]]
Specifics Damage = Physical, Range = None, Large


Giant Mantis
The Giant Mantis is a predatory insect the size of a medium horse and are more common than folk will tell you. Most of that is due to it's camouflage and its patience to wait for the perfect moment to ambush it's prey. When prey is finally caught in its nearly impossible to escape the Mantis' firm grip.
Grasp
"When caught by a Giant Mantis, you had best start praying to your God, as it will only let you go when it is done eating you", folklore will tell you. While this is not exactly true, as a Mantis will let prey go when they misjudge the size of it. But it is true that strugling will only impale you on the spikes of it's grasping limbs and it will hold on to you very tightly indeed. [When attacked by this creature, the target may not move untill this creature has moved away from the target]
Camouflage
Giant Mantisses are very well camouflaged and it is all to easy to mistake of for a tree of sorts. Able to sit perfectly still for days on end, even skilled Elven huntsmen run the risk of missing one of these creatures. [When standing in cover, this creature is invisible to the opposing player and untargettable]
Specifics Damage = Physical, Range = None, Movement = Flying


Timber Wolf
Inhabiting most of the forests of Ashan, these noble predators use their speed and pack tactics to hunt. Contrary to the bloodthirsty Dire Wolves, these creatures tend to stay away from the civilised races, though they have been known to attack lonely travelers during harsh winters when game is scarce. Wolves howl at the moon, and thus legends and folclore say that they serve Asha in their own way.
Hunger
Only when they are very hungry do Timber Wolves attack humans or other members of the civilised races. Though they do attack Goblin tribes on occasion as they see them as competitors. Still it happens on occasion, which is a clear sign that food is not as plentyfull as it once was. [On the first turn of battle, or when entering battle Wolves have 2 extra movement]
Howl
Wolves often howl before they attack a prey. Many will tell you that they do so to communicate with their pack. Yet more will tell you that they attack in the name of Asha and evoke her with their howl, which is an even more unnerving notion. [Upon attack, the enemy unit loses x morale]
Specifics Damage = Physical, Range = None


White Tiger
It is rare to see a White Tiger outside Irollan, mostly because the pelts of these animals are very sought-after and as a result they are heavily hunted. Still in Elven lands, the White Tiger thrives and there they are the apex predator due to its strength and great speed. Highly sociable creatures, it is said that White Tigers are as smart as any sentient race and have the ability to speak to ones mind. Though this remains to be proven.
Lightning Reflex
"Hunting White Tigers is hard, somehow, it seems to know you want to harm it. And then it is already to late, because then it has already raked you with its sharp claws." From 'Tales of a Hunter'
[This creature retaliates before being attacked]
Suggestion of Telepathy "I once saw a White Tiger in a cage, I think is was during a fair of some kind. It had a sad look in its eyes. It was like I heard the beast talking in my head, asking, begging me to set it free. I almost did, untill I saw the Orc that was guarding the cage." From 'Tales of a Hunter' [There is an X% chance that when a unit is commanded to attack this creature, it attacks another unit withing its movement range. Ranged attacks made upon this creature have X% chance of shooting a different target.]
Specifics Damage = Physical, Range = None
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 14, 2011 02:18 PM

will you ictc this?

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted December 14, 2011 04:32 PM
Edited by War-overlord at 11:36, 15 Dec 2011.

Thanks, I might, when it is finished.
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MattII
MattII


Legendary Hero
posted December 14, 2011 11:44 PM

Pretty good so far.

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted December 15, 2011 11:36 AM

Thanks, Matt.
I've put up several pics. Though I'm finding it hard to find suitable pictures for the up/downgrades of some of my ideas. So just roll with it.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 15, 2011 11:51 AM

looks interesting, I'll keep an eye on this one.
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Love, Laugh, Learn, Live.

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MattII
MattII


Legendary Hero
posted December 15, 2011 11:35 PM

The Unicorn is a zebra with a horn?

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War-overlord
War-overlord


Responsible
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Presidente of Isla del Tropico
posted December 16, 2011 09:39 AM

Quote:
Warning! This is a work in progress. It is not finished untill I say it is.

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MattII
MattII


Legendary Hero
posted December 16, 2011 10:01 AM
Edited by MattII at 10:05, 16 Dec 2011.

Sorry, I just figured that since you had the picture in that it was the one you'd decided on (because you don't have pics in for Bladedancer, Overgrown Terratoise and Ancient Treant).

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted December 16, 2011 10:14 AM

It's a picture I put there for now. I like the idea of normal Unicorns being striped and not nearly as regal as the Silver Unicorns. However, that picture of the horned zebra head is the one that approached that notion best so far. I've found a picture of a rather ugly proto-unicorn, which I might replace it with eventually. Or I might find one that aproaches my ideas better.
As is, this is work in progress. It's not done, I'm still working on things. As for the pictures in whole. Very few are exactly what I intend, but most aproach it closely. But I am wont to change things once I find pictures that approach my ideas better.
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Jiriki9
Jiriki9


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Altar Dweller
posted December 19, 2011 12:36 PM

I like how this evolves so far!

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted December 19, 2011 01:20 PM
Edited by War-overlord at 13:21, 19 Dec 2011.

Thanks. Not sure what I'm gonna do with the unicorns and treants yet, but that'll come sooner or later.
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MattII
MattII


Legendary Hero
posted December 19, 2011 07:43 PM

All Treants can tear down walls maybe (like the Ents in LotR), and can regenerate when they "take root". Ancient Treants get Entangling Roots as well.

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alcibiades
alcibiades


Honorable
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of Gold Dragons
posted December 19, 2011 08:24 PM

Quote:
All Treants can tear down walls maybe (like the Ents in LotR), and can regenerate when they "take root". Ancient Treants get Entangling Roots as well.
Hey, those are good ideas.
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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted December 19, 2011 09:09 PM

Quote:
All Treants can tear down walls maybe (like the Ents in LotR), and can regenerate when they "take root". Ancient Treants get Entangling Roots as well.

No bad ideas by any means, but that has a whole lot of overlap with my Terratoises. Except for the fact that the Terratoises are ranged, they help with seiges, root enemies and heal treants.
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blizzardboy
blizzardboy


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Custom Status
posted December 19, 2011 09:29 PM

I <3 the terratoises.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 19, 2011 09:50 PM

Did you actually come up with that concept yourself, or is it taken from somewhere else?
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What will happen now?

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War-overlord
War-overlord


Responsible
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Presidente of Isla del Tropico
posted December 19, 2011 11:45 PM

Quote:
Did you actually come up with that concept yourself, or is it taken from somewhere else?

I assume you mean the concept of Terratoises. Well, that all depends on how you define coming up with something. It should be obvious that the name Terratoise is a contraction of Terra and Tortoise.
I think it can be said that the idea of turtles and tortoises moving so slow that plants start growing on top of them is as old as humanity's knowledge of these creatures. I seem to recal there being an adventure of Sinbad the Sailor where he ends up on an island that is on the back of a titanic seaturtle. And in many cultures, tortoises (which are semantically only the species living on land) due to their slowness, strength and long lifespans have been associated with the earth.
The idea of tortoises with controll over plantgrowth has been done before, notably in Pokémon. But then again, what implausible elemental connection with seemingly unrelated animals have they not made? Also the idea that such controll over plantgrowth, especially such rapid growth, associated with the element of earth and druidic magic has been done countless times before.
I admit that the lore-description of the Sprouting ability is a near direct quote from Grim Fandango, in which setting, sprouting is a death within death.
The idea of the Overgrowth ability originates from the concept that walls overgrown with ivy and creepers are relatively climbable. The idea that something like that heals trees is actually inverse to what it does in nature, where creepers are normally speaking parasitic plants. But I felt that the ability would be a bit of a one-trick-pony without it, with only real use in sieges. It is also a way of compensating the lack of factual flyers in this faction.

So you may draw your own conclusions. It is, largely, my own words and my own collection of the ideas of others, meshed into a creature I cannot recall seeing before like this.
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xerox
xerox


Promising
Undefeatable Hero
posted December 19, 2011 11:52 PM



Torterra?
I love that creature though!
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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