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Heroes Community > Heroes 7+ Altar of Wishes > Thread: mix and match creative contest
Thread: mix and match creative contest This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 15, 2013 10:55 AM

And here it begins (wanna be on a white spot thsi time )

Question beforehand: Need all of the trinity be cold AND determined? Cause if not, it would be good for me now I'd make a Father-Mother-Son Trinity, with the Father being Determined (and, if I may, easy to anger), the mother Cold (and, if possible, calm and sad as well) and the son both (but neither with a hot temper, nor sad )



Town Name: Necropolis
Aka: The Undead
Symbols:
Colour:
Motto: ""

Main Race: Undead
Worship: X, god of Thunder, Y, goddess of loss, Z god of Balance
Country:
Capitol:

In a nutshell:

Line-Up:
Core:
-
-
-
Elite:
-
-
-
Champion:
-

Units
Frequent abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:


:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:

:


Strengths:
Weaknesses:
Changes to Corsair:
Changes to Swashbuckler:

Abilities:


Hero Classes:

Might Class:


Magic Class:


Town:

Dwellings:

-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and

Special Buildings:

Defense Information:

Background:

The :


Religion:
"In the early ages, when the circle of Life and Death went undisturbed, unquestioned, Harron, the Thunderer, was the god of a wise and powerful people, whose name was forgotten in the mist of ages. The people lived in mighty cities, were masters of Lightning magic and users of strange machines and animated servants. They worshipped the God faithfully and it were happy days for Harron. He used to roam the world, back then, mountains and forests, shores and highlands, desert and ice fields. And then, on one faithful day, he came to a land that dreadened even the god. The land was burned, it stank of decay, death and disease. what mortals he saw were sick, crooked, or dying. They would not speak to Harron, but the god was determined to find out what happened to this people, so he travelled farther into the dead lands.
Then, allready weeks of travel in the dying domain, he found a large Cathedral, now crumbling, but once obviously beautiful. He unsheathed his mighty Spear, sensing something strange, end entered the sacred building. Inside, he found a woman, kneeling before an altar and crying. At once, he knew this woman was no mortal - and at once, struck by her beauty, he fell in love with her. Before him kneeled Bhya, whose domain, to her ultiamte sadness, was loss. She also immediately fell in love with the strong, handsome Thunderer, but she was hesistant, when he offered her his help, and shelter with his people. "I am cursed." she insisted. "This land was beautiful once, domain of me and my late husband." And even with her husbands powers, the land had been poor. But then, a war had come, another god had slain Bhyas husband, and his followers and lands had been destroyed. "Marry me, and this may well happen to you and your realm as well. And I could not burden that!" she told him.
But Harron would not hear of it. Half against her will, he took her away from her dying land, into the cities of his people, and married her. After that, for a while things seemed to stay good and well. The land still prospered, although their inhabitants were a bit sadder. But then, a few decades after the marriage a plague brought out, followed by an earthquake and after that, greedy neighbours used the chance and invaded the land. Bhya was fearful now, and Harron angry, and he went to fight and drew the invaders back again and again, but, slowly, his people were more and more decimated. In this hour of greatest peril, Bhya was pregnant, and, soon, became a son, who she named Moras. The young god grew up seeing a great culture dying, but, unlike their parents, was neither struck by fear, nor by anger. Cold of Heart, calm of Mind, and determined to help his people, he thought what could be done to prevent the downfall of their worshippers.
And it came to him that there could be a way to defeat death. He travelled the world for years then, while his fathers fights became more and more desperate, searching for ancient knowledge and new ideas, powerful artifacts and mighty spellcasters. And then, when he had gathered all he needed, he returned, in time to see their last city, the capital, devestaded and just being plundered by the enemy. It was then that he performed the First Rite. And, to the astonishment of his father and the awe of their enemies - the Dead rose again, ready to avenge themselves.
~ The Creation Myth of the Undead
This Myth reflects how the undead were created by Moras. It goes on, describing how most those returned from death were willless people, but Moras still summoned them to defend their land. But although they seemed to have vanquished death and destruction, the people whose old name has been forgotten never again were the same. They were scarcely enough to survive, and those few who remained living, learned the necromancy from Moras, to defend themselves. When the gods no longer intervened in the affairs of mortals directly, the people whose old name is forgotten allready were known as "the Necromancers", or "the Morasians", allthough quite a number of people who did not practice the art were amongst them as well. But they survived, in a way, and they intend to do so - forever.

Nowadays, the living and the willful still worship Moras, who preserved them, most, but Harron and Bhya are not forgotten and have shrines in all bigger cities as well. The preferred form of worship is silent prayer, usually. But there are many official ceremonies, holy days, and rites as well. The Necromancers are at the same time the priests of Moras, who perform most of these rites and speak Law. The Death Knights are originally a clerical order as well, sowrn to the defense of the Morasians. Priests of Bhya and Harron are usually no Necromancers, still, but they are seldomly outside the Necropolises.

Society:

Architecture:

Faction Relations:

Acolytes:

Celestials:

Highlanders:

Macqa:

Orcs:

Petrim:

Sea Elves:

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gvozdengrom
gvozdengrom


Known Hero
posted February 15, 2013 12:33 PM

Darnation and damnation, but
a - I don't really see how morass embodies balance
b - If morass is primary, it is not trinity

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 15, 2013 12:49 PM

Quote:
Darnation and damnation, but
a - I don't really see how morass embodies balance
b - If morass is primary, it is not trinity


a - I will line it out more concretely.

b - not? O.o I thought that it was possible if the primary worshipped god also has the primary domain.

Darn -.- then I have to rewrite all of that stuff? not nice, man, not nice...

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gvozdengrom
gvozdengrom


Known Hero
posted February 22, 2013 09:30 PM

So Jir? What shall we do?
Do you think you can swing it with some more time, or shall we cast the next combo?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 23, 2013 03:15 PM

Difficult question. :/ Problem is, I am finally truly starting with my "Bachelorarbeit" these days and this takes much of my time and energy. Furthermore, in the complete next week I have no time at all, 100%ly. And this is the same with extension as with new combo. I do not like to say it, but I fear I may be unable to finish any faction before April^^ Yet i may be completely wrong, but until the 3rd of March I should definitely not spend time on this, although I'd like to do! It's sad that currently I'm the only participant! Because I certainly don't want this contest to die!!!

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gvozdengrom
gvozdengrom


Known Hero
posted February 25, 2013 11:44 PM
Edited by gvozdengrom at 23:45, 25 Feb 2013.

No problemo.
I'm continuing with combos, on the off chance someone does decide to turn up in the meantime.

That said, the new combination is
Trinity - Balance - Light - Plants - Vain - Determined - Naga - Agrarian

So, an agrarian polity of Naga worshiping/been created by/etc Vain and determined trinity holding domains of balance, light and flora.

just to avoid the chance of repeat of Jir's trouble on the last combo - let me be specific: Trinity entails that all three facets/components/members/whatever are equally important to the faction, though not necessarily equally venerated.
(example - in quite a few versions of the maid-mother-crone arrangement, the crone is depicted as cold, harsh and connected to the aspects of death and end of things. Thus crone is less venerated than the more 'benign' facets, but just as important. Or maid can be made too innocent and thus naive and/or capricious, and thus not as serious as more 'mature' facets, with similar results.)

I'm setting tentative enddate to 15th of march.

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gvozdengrom
gvozdengrom


Known Hero
posted March 15, 2013 09:22 PM

Well-p. That was dud as expected.

the new combination is:
Trinity - Aether - Light - Nether - Bountiful - Suspicious - Elf - Nomadic

So, nomadic elves worshiping/etc Bountiful yet suspicious Trinity of Aether, nether and light

yeah...
*Sigh* Since I doubt there is anyone out there willing to try on this combo, I'll keep this round until 21st, so we can try and see if we can get something a bit more sensible soon. If there is anyone willing to tackle this, just say so until that date and I'll give up to two weeks extension.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 22, 2013 11:44 AM

Very interesting combo, very sad I have no time!

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gvozdengrom
gvozdengrom


Known Hero
posted March 22, 2013 06:03 PM
Edited by gvozdengrom at 18:08, 22 Mar 2013.

Well this one turned up to be an interesting dozer
Twin - Aether - Light - Loss - Vain - Cold - Demihuman - Pious
So pious Demihuman worshipin/been created\mutayed\whatever/etc... Vain nand cold twin deities of Aether, light and loss


For those incined to give it a try DEMIHUMAN are creatures that are clearly part hominid. As in minotaurs with clearly human bodies, centaurs, meremen, fauns, harpies, sphinxes (human heads and chests kind), but also cyclopi, hecanthoheiri, etc...
Since it is quite easy to to mix dmihuman and beastmen, lizardmen, and birdfolk, the difference is generally in description - as in if there is noticeable difference between humanoid and animal parts, or if the creature looks mostly like a humanoid, with an addition or two of elements/parts of one or more animals or mutations added on, than it is demihuman, ooth, if the creature is anthropomorphic animal, with maybe a few more hominid limbs attached, but still a wholesome creature in and off itself, than it is one of the other three. So, yes creatures are interchangeable, but the difference would be in descriptions.
And then we have naga, who stradle both distinctions, and whom I've come to regret incuding almost as much as Jir regrets that they are incuded, but what the hec, right ?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 31, 2013 12:52 PM

Quote:
As in minotaurs with clearly human bodies, centaurs, (...) fauns, harpies

Aren't that bestmen which are also on the list?!^^

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gvozdengrom
gvozdengrom


Known Hero
posted March 31, 2013 10:00 PM

Umn, Jir, please do take the time to read the entire post, not just skim it.

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gvozdengrom
gvozdengrom


Known Hero
posted April 18, 2013 12:44 PM

Ugh, Can you say rotten luck?
New Job, being hard hit by late bout of floo, breaking my arm, and my motherboard went into meltdown, within the same couple of weeks.

Anyway, seeing as the last round was another dud, here is the next combo, and boy is it an interesting one:

Trinity- Balance- Light- Knowledge- Bountiful- Serene- Abyssal- Patient
So patient denizens of abyss, worshiping/etc bountiful and serene trinity of Balance, light and knowledge.

tentative enddate is 4th of May.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 18, 2013 11:02 PM
Edited by Jiriki9 at 11:04, 22 Apr 2013.

that seems weird but as we have the all-destroying celestials, why not? however, I will not be able to enter, since April is full for me. But I think  I will enter in the enxt roudn, again! =)

EDIT:

btw, though not improtatn for thsi oen and though I have no time now...would, if they came to be again, Demihumans also include Humanoids with mechanical Parts? (like this guy only more fantasy) Or would that be a member fo the humanoid race?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 07, 2013 09:08 AM

So gvoz, I'm ready to return, are you ready to go on?

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gvozdengrom
gvozdengrom


Known Hero
posted May 07, 2013 09:26 PM
Edited by gvozdengrom at 02:01, 08 May 2013.

Soz, new job's keeping me too busy to think, much else do anything fun

So, point one, in response to your previous post jir, magitech/steampunk cyborgs are perfectly acceptable for demihumans. or pure humans. or dwarves. so long as they thematically fit. But, I expect that what you actually meant was can they stand as a race by themselves, and to that the answer is yes, they would be acceptable demihumans; but they would have to be better written than average to satisfy me.

now onto the next combo
huh, well this is peculiar, and I wish to state upfront that the only affecting influence was pure chance.
so, The combo is:
Twin -Balance -Nether -Lore -Vain -Determined -Abyssal -Nomadic

and once again I forgot to put up an actual enddate, So, I'd be much obliged if we could wrap this round either by 27th, or after 30th.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 08, 2013 03:24 PM
Edited by Jiriki9 at 00:12, 05 Jun 2013.

Reserving this place, I think I shoudl manage it! and no problem with yo being busy, knwo how it is! Also, thanks for the info on the demihumans!

The Netherfolk

Town Name: Abyss
Aka: Demons
Symbols: The Two-Sided Hand
Colour: Black, Purple, Silver
Motto: ""

Main Race: Demons
Worship: Xar, the Netherwanderer, and Zor, the Lorekeeper, also known as "the Twins"
Country: The Underworld (not to be confused with the underground!!!) and the Tartaeryan Canyon
Home Terrain: Netherland
Capitol: In the Underworld: Hêl; In the overworld: None, though Stygia is certainly the most important city;

In a nutshell:
The inhabitants of the Nether, the Underworld where dead souls come to rest - or not to rest. Their purpose is divided in guarding the Underworld and its entrances and actively increase the number of its inhabitants - bringing living souls there by killing their bodies.

Line-Up:
Core:
-Gog > Gog Warrior/Magog
-Obsessed > Pactor/Possessed
-Hell Hound > Cerberus/Hearthound
Elite:
-Netherman > Netherguard/Nether Raider
-Succubus > Temptress/Torturess
-Pit Spawn > Pit Lord/Pit Fiend
Champion:
-Devil > Archdevil/Destroyer

Units
Frequent abilities:
-Demonic (Marks a unit as demon. Demons receive 50% more sacred/holy damage and 50% less Nether damage. They are immune to poisons.)
-Demonic Rage (A creature with Demonic Rage gets stronger Whenever an enemy unit is dealt nether damage. The effect can stack up to five times and is cumultative.)
-Underworld Guardian (This unit sees it as its task to guard the underworld. When fighting on Nether Terrain, it gets a bonus on Max-HP and initiative.)

Gog:
Gogs are the Cannon Fodder of the Nether Armies. Low, numerable Warrior Demons, aggressive, not so smart, and filled with envy for all living. The are humanoid, with no cloth and no hair, and a dark grey, leathery skin. They possess the strange ability to gather nether in their clawed hands and throw it at the enemy as bolt.
Gog Warriors are chosen and trained by the Pit Lords to fight. Magogs


Strengths: nice attack and damage
Weaknesses: weak Defense, speed could be better
Changes to Gog Warrior: Better HP, Speed and Attack
Changes to Magog: Better Initiative and Damage

Abilities:
-Demonic, No Melee Penalty, Shooter [all]
-Netherbolt [all] (This creature throws a netherbolt over distance. All its ranged attacks deal 100% nether damage.)
-Netherclaws [Gog Warrior] (All melee attacks of this creature deal 100% nether damage and have a chance of 10% to inflict a netherwound. A netherwound deals a creature 10% of its max hp as nether damage each turn and if the creature is a caster it also looses 2 mana each turn.)
-Demonic Rage [Magog]
-Magog Curse [Magog] (This creature can once per battle target an enemy creature which is not immune or resistent to nether damage and curse it. The curse counts as a spell and reduces the enemy Defense.)

Obsessed:


Strengths: cheap and numerous
Weaknesses: Very weak Hitpoints and Defense
Changes to Pactor: Much better Hitpoints and Defense
Changes to Possessed: Great boost for initiative, speed and attack

Abilities:
-Demonic Rage [All]
-Obsessed [All] (Obsessed units are partly demonic and affected by all effects that target demonic units. They also have a 25% nether damage resistance, but no poison immunity. Additionally, they are immune to mind magic and anything that changes morale, permanently or temporarily, has only half effect on them.)
-Whispers from the Nether [Obsessed] (There is a small chance (10%) each turn that this unit looses its turn.)
-Demonic Pact [Pactor] (When a number of this unit dies, all friendly demonic units on the battlefield are healed by 10% of the max health of the just killed creatures.)
-Demon Form [Pactor] (Activated ability. Once per battle, a stack of pactors can transform into demons for the remaining battle, or until you make them switch to Humanoid form again. In Demon form, they get a good damage and attack boost and are fully demonic instead of obsessed. On the downside, whenever you use this ability, a few Pactors (3-8% of stack size) will die.
-Possession [Possessed] (Activated ability. Once per battle, this unit can target any unit on the battlefield which is not demonic or in any way immune to mind magic, and possess it for 3 turns. While possessed, neither this unit nor the target unit can act or retaliate. If this unit or target unit is attacked, the possession is ended.)
-Voices from the Nether [Possessed] (There is quite a chance (20%) each turn that this unit looses its turn and another chance (20%) that the unit is not controllable by you, but does a random rule-conform action.)

Hell Hound:


Strengths: Good Speed and Damage, Great Initiative,
Weaknesses: Weak Defense
Changes to Cerberus: Better Attack and Defense
Changes to Hearthound: Better Hitpoints, Initiative and Speed

Abilities:
-Demonic [All]
-Terrifying [All] (Enemies which are not immune to Fear or Mind Magic cannot retaliate against this creature.)
-Three-Headed Attack, Three-Headed Retaliation, Underworld Guardian [Cerberus]
-Demonic Rage [Hearthound]
-Heartbite [Hearthound] (Melee attacks by this units have a chance of X% to kill an additional unit. X is equal to the number of Hearthounds in a stack, multiplied with 3 and divided by the tier of the attacked unit. If X is higher than 100%, one additional enemy unit is definitely killed for each full 100%, and there is a chance of the number behind the hundreds taht another one is killed.)

Netherman:


Strengths: Awesome Damage
Weaknesses: Speed and Ini below Average, HP very low
Changes to Netherguard: better Defense and HP, lower speed
Changes to Nether Raider: better speed, Ini and Attack, lower HP

Abilities:
-Netherling [All] (This creature originates from the Nether and is not truly corporal. It ignores 20% of any physical damage, is immune to poison and cannot be ressurrected. 100% of it's melee damage are dealt as Nether damage.)
-Nether Touch [All] (When this unit is melee-attacked or melee-attacks, it has a chance of 10% to inflict a netherwound. A netherwound deals a creature 10% of its max hp as nether damage each turn and if the creature is a caster it also looses 2 mana each turn.)
-Nether Shield [Netherguard] (Activated ability, once per battle, can be switched off. When this ability is switched on, this units movement and initiative are halved, but it gets immune to physical damage.)
-Underworld Guardian [Netherguard]
-Call of the Underworld [Nether Raider] (Activated ability, once per battle, lasts 4 turns. Decreases the defense of all living units by 50%)
-Hatred (Living) [Nether Raider] (This unit deals +50% damage against living creatures. When it is able to attack a living unit and you don't command it to do so, it gets -1 morale for 3 turns (cumultative!). If it is in one army with living creatures, it gets -2 morale.)

Succubus:


Strengths: Awesome Initiative, Reasonably good speed
Weaknesses: Very Weak Defense, Weak HP, Damage below average
Spell Points: Above Average
Changes to Temptress: lower damage and Attack
Changes to Torteress: Better damage, more spell points, lower speed

Abilities:
-Fly, Demonic [All]
-Caster [All]
-Seduce [Succubus + Temptress] (Activated ability, once per battle for Succubus, anytime for Temptress. Gives up this unit's next turn to control an enemy unit for their next turn. Target unit may not be too strong, nor immune to mind magic, and after a unit was seduced, it gains immunity to mind magic for 3 turns.)
-Cruelty [Torteress] (Whenever this unit deals damage to an enemy unit, their initiative and morale get a bonus for 2 turns (cumultative))
-Demonic Rage [Torteress]

Spells: Some medium-strength curses, a weak blessing and a weak damage spell
Changes to Temptress: No damage spell anymore, one more medium-strength blessing
Changes to Torteress: No blessing anymore, a stronger damage spell and one stronger curse

Pit Spawn:


Strengths: Good HP, nice damage
Weaknesses: Weak Initiative
Changes to Pit Lord: Better Defense and HP
Changes to Pit Fiend: Better Attack and Damage

Abilities:
-Demonic [All]
-Pit Call [Pit Lord] (Activated ability, once per battle. Targets a finished stack of living units and ressurrects a number of Gogs, based on the strength of both the casting and the target stack.)
-Underworld Guardian [Pit Lord]
-Demonic Rage [Pit Fiend]

Devil:


Strengths: Great Attack, good damage, nice ini
Weaknesses: Defense low, HP below average
Changes to Archdevil:
Changes to Destroyer: Lower HP, betetr attack and insane Damage

Abilities:
-Teleport [All] (This unit ignores any obstacles, terrain, etc. in battle, directly moving to the chosen spot within range.)
-Hatred (Celestials) [All] (This unit deals +50% damage against Celestials of any kind. When it is able to attack a celestial unit and you don't command it to do so, it gets -1 morale for 3 turns (cumultative!). If it is in one army with celestial creatures, it gets -2 morale.)
-Demon Prince [All] (While this unit is on the battlefield, all friendly demonic units get a bonus on initative and all enemy living units not immune to mind-magic or fear get -1 morale.)
-Underworld Guardian [Archdevil]
-Send Minions [Archdevil] (Activated ability, 3 turn cooldown. Using thsi ability, this unit can teleport any friendly stack to any spot with the movement range of this (not the target!) unit. The other unit does not loose their enxt turn or anythign else durign this!)
-Demonic Rage [Destroyer]
-Devestation [Destroyer] (Activated ability, 3 turn cooldown. Targets an area of good size and deals heavy nether and physical damage to all units and walls in it. Can also destroy some obstacles.)

Hero Classes:

Might Class: Archdemon
The Archdemons are the greatest Lords of the Nether, obeying only the Twins. They lead the Underworld armies both while guarding and gathering.

Magic Class: Summoner
Summoners can not only be netherfolk, there are also many living amongst them, enjoying the power they have - which is the power to connect overworld and underworld temporarily. However, this is also very dangerous, so overall, very few Summoners exist at one time, and only the strongest, smartest and trickiest survive.

Town:

Dwellings:

-Demon Camp: Allows you to recruit Gogs
->War Camp: Allows you to upgrade Gogs and recruit Gog Warriors and Magogs
-Nether Shrine: Allows you to recruit Obsessed
->Nether Temple: Allows you to upgrade Obsessed and recruit Pactors and Possessed
-Kennels: Allows you to recruit Hell Hounds
->Hound Halls: Allows you to upgrade Hell Hounds and recruit Cerberi and Hearthound
-Nether Rift: Allows you to recruit Nethermen
->Nether Chasm: Allows you to upgrade Nethermen and recruit Nether Guards and Nether Raiders
-Temple of Lust: Allows you to recruit Succubi
->Temple of Sin: Allows you to upgrade Succubi and recruit Temptresses and Torteresses
-Demon Pits: Allows you to recruit Pit Spawns
->Abyssal Pits: Allows you to upgrade Pit Spawns and recruit Pit Lords and Pit Fiends
-Nether Dome: Allows you to recruit Devils
->Nether Cathedral: Allows you to upgrade Devils and recruit Archdevils and Destroyers

Special Buildings:

Soul Prison
Requirements: Citadel, Mage Guild Level 2, Nether Dome
Effects: The Population of dwellings in this town is increased whenever living creatures dy anywhere on the map. Which and how many dwellings get their population increased and by how much is determined by the number of fallen troops.

Nether Paths
Requirements: Nether Rift, Mage Guild Level 4, City Hall
Effects: armies can travel over the Nether Paths to a friendly town (even if this is not an Abyss!) or location. This uses up a whole days movement. Additionally, any living stack suffers 25% losses and any undead stack suffers 50% losses.

Defense Information:
The Abyss Towers are manned by Gogs, throwing Netherbolts whichdeal 100% of their damage as Nether damage. The moat is a deep chasm/rift, whcih is unpassable for walking units, but becomes passsable with one stop after the part of the wall behind a rift tile is destroyed (Fallen Stones form a Way).

Background:

The Netherfolk:
Two main races inhabit the Underworld: the demons and the Netherlings, most prominent of the latter the humanoid, shadowy Nethermen. Here, both of these main races will be covered.
Demons
"The Underworld is dark and terrible, bearing pain for the sinners, to pay for their falsely lived lives. There live the Demons, and they come at night for kids who haven't been good!"
~Commonly told by mortal Grandmothers to their Grandchildren
"The demon is the personification of evil, the negation of life and of all that is good and worthy."
~Told by Terial, Earos's hand in the world
"You do not understand the demons. So you fear. We do not. We know. Some things  do not need understanding."
~From the last words of the Petrim Sage Kh'ôal upon his execution by the Celestials

The Demons are known to all races, but their origin remains mysterious. However it is certain, that they are not the original inhabitants of the netherworld and it is also certain they are somehow created from souls of the dead who come to the underworld. It si also assumed that not every of these souls becomes a demon but why that is so and who becomes a demon and who not remains a mystery.
For their shape, it is numerous. Their are supposedly millions of different shapes of demons, though many still resemble overworldly beings and in the overworld, a distinct number of shapes is seen WAY more often than others. What they have in common, is that theitr shape is corporal, but they seem to be not truly organic, whilst theire midn seem to work similar to the minds  of mortals.
Their character and intelligence varies as much as their shape and most of them are by far not as evil and cruel as the Celestials teach. Most of them, though, are more focused on one personality trait and one group of emotions, so you will often have demosn which are exclusively aggressive, depressive - or joyful. They aslo share a strange feeling for the overworld and its inhabitants, a mix of envy, desire and sadness which in some leads to hate - and in others to care.
Netherlings
"About nethermen, little known. Dark. Ancient. Beautiful. Dangerous."
~A Macqa poem
"It is to be assumed the Nethermen are the original inhabitants of the Underworld, having been there before the first demons came to be. And that probably means they are one of the most ancient living intelligent race."
~from "Secrets of the Underworld" by the human scholar Dalen Morethas

'Netherlings' is a term for all teh shadowy beings whcihare native to the Nether. However, most overworlders know only the nethermen, which ahd been the dominating race of the Netherworld until the demons came. All netherlings are not corporal in an overworldly sense, though clearly more corporal than any ethereal or ghostly being. Details are har do make out in their shadowy form, but they seem to have eyes and ears and something like a mouth.
The nethermen have a humanoid shape. They seem to wear no cloth, though tis hard to say. Their character remains a mystery, though it seems most of them are usually calm and cunning. What bring sthem joy or amusement is totally unknown. But it seems that they do have a dsitinct personality and consciousness and they can nurture love and ahte towards other beings.

Religion:

The Netherfolk worship two gods which are most of the time just called "the Dark Twins" by all but the Netherfolk. They are the rulers of the Underworld and they are very different from each other and still the same. When the Underworld and the Overworld were connected, the Gods decided that the Udnerworld needed someone to rule over it, and the twins took the job. Their task is to guard the underworld, which means both controlling it and protecting it.
Both are very proud on this task and vain in a strange way. Their followers must praise them once each day, glorifying them in an almost strange fashion. Still, both of them are also very determined to compete their task of ruling the underworld.
The two gods, who go by the anmes of Xar and Zor, share three domains, equally divided: Theirs is the nether, which they rule, theirs is the lore which Xar seeks and Zor keeps and finally, theirs is the Balance. For Xar allways goes out, reaches for more, seeks and travels - and gathers new souls for the underworld. And Zor allways stays, keeps, watches - and protects. In fact, it is assumed that most of the guarding is left to Zor. Still, both of them create a balance, a balance that is inside the underworld and between it and the overworld and keeps both of them allright.

Society:
The society of the ntherfolk is queer to the other races. Only a rather small part of the demons and even fewer of the Netherlings live in the bulky, sinister cities and fortresses, both in the Underworld and in the world above. Most roam the lands, unable to rest, in no need of sleep. Their reaction when they meet each other differ from friendly union over ignorance to open conflict - and the same goes for meeting otehr races. Above this, little is to be said of their customs, simply because they are so different. It all depends on the single demon. The Netherlings have more of a tradition, obviously, but that is secret and unknown.
The hierarchy is a bit more clear, as it mostly goes by strength - but not just physical, also strength of mind or magic are respected. Also, the Archdemons and the Summoners are above all others.

Architecture:

When travelling, the demons set up strange tents and huts, made from what they find as well as sometimes special ressources they carry: Skin, Bones and a strange Material called "Nether Root", which shimmers darkly.
Their cities are dark and sinister, the larger main buildings consistign of black and dark stones, often shimmering darkly. The smaller buildings often look similar to the tents they use on travels, and are made of the same materials. Bones are very often seen, especially as ornamentals. These are seen especially on pillars, but also on roofs, doors and windows. There are also some statues on the streets.
For the shapes, they vary quite much, though domes are the usual form of roofs. Most doors and archways (which are not at all rare) are gothic. There are many narrow lanes and the streets have no stones at all.

Faction Relations:

Acolytes:
The Acolytes are the only ones which, strangely, accept the Netherfolk, viweing them as servants of the Faceless, or such. The Netherfolk were simply glad for someone who accepts them and does neither want to fight them nor to take their secrets. THis is the only friendship the Demons have managed to develop so far. FRIENDLY

Celestials:
These stubborn, violent crusaders are the sworn arch enemy of all demonic beings and will not stop pursuing and attacking them, unwilling to understand their nature. No peace will ever exist between the Netherfolk and the Servants of Earos. HOSTILE

Highlanders:
The Highlanders love war nad they despise the way the Netherfolk is roaming freely. the first contact between them was a diplomatical desaster and the following oens weren't better. HOSTILE

Macqa:
It all started good between Macqa and Netherfolk. The Monkeys were curious and started diplomacy, did not jduge them for being different - but they wanted to know. And then they wanted to know more. and more. And more. And the Netherfolk understood taht, sadly, the Macqa were becoming a threat for the underwolrd. The relation s became careful, then cold, then angry - and now, it is open war between the two peoples. HOSTILE

Orcs:
When the Netherfolk came, the Orcs were still a warring people and the hostile relationship that origins in that time the two people never managed to bury. HOSTILE

Petrim:
The petrim are the one people that, from the beginning on, were and are least hostile towards the Netherfolk. This results from the fact that the Petrim have no fear of that which they do not understand or of that which is different. However, since the both people are so different, no true friendship has been established between the two races - but a very friendly Neutrality, at least. NEUTRAL

Sea Elves:
Under other circumstances, the Sea Elves and the Demons maybe could be friends. They both have a certain love for freedom. But the Sea Elves fear the Nether and its inhabitants so much, htat they closed their borders and midns to them completely. HOSTILE

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 10, 2013 07:44 PM

@Gvoz: Sorry, but I have to ask: what are the essential characteristics of abysslas for you?

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gvozdengrom
gvozdengrom


Known Hero
posted May 11, 2013 03:26 AM

there is only one. Well, two.
Abyssal must be either diametrically opposed to the celestials (devils/demons to the angels/creatures of eden) or beings of primeval state that existed before the world. And by 'beings of' I mean either made out of, formed within, or in some way directly connected to.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 11, 2013 11:21 AM
Edited by Jiriki9 at 11:41, 11 May 2013.

Thanks for the info! And if I choose demons, they are evil, prob'ly...but since the Celestials are allready destructive, I hope it's possible to go more for a sinister evil here...the nomadic lifestyle, though, fits, one could maybe make kind of a "Horde", not with the goal to conquer and stay, but to take, raze and pervert... I'll see...

EDIT: also have you specified Nether, esp. because we allready had aether once?

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gvozdengrom
gvozdengrom


Known Hero
posted May 11, 2013 12:33 PM

Yes, nether is specific.
"situated or believed to be situated beneath the earth's surface"

BTW, just because something is supposedly demonic, or from the underworld, it does not automatically have to be evil. just google 'noble demon'

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