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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Might And Magic: Heroes - My Next Game ideas.
Thread: Might And Magic: Heroes - My Next Game ideas. This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 13, 2012 09:42 PM

Quote:
and pagans pray to it

Isn't paganism a polytheistic religion, rather than demon-worshippers?

Else, thanks for the descriptions, gives a good view of how you imagine inferno.

Quote:
Each lesser Demon has a Hell Hound as a pet.

Why then are they a higher tier than demons, and thus fewer?

...do I understand it right that the succubi are snows sell their body for coin? o.O

The stallion ability seems weird to me. And you'd hardly sell your tier 5 for money, I think.

I love the Piti Fiends' intimidation ability! though I don't knwo if I wouldn't make it a fix percentage value rather than a chance.

All others are not outstanding, but fine as they are.

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Dorin01
Dorin01

Tavern Dweller
posted September 14, 2012 06:47 PM

RAMPART.

Sprite.
Peaceful spirits of nature. Despite being untrained in combat, in large numbers they can prove very annoying to the enemy.

Pixie.
Guardian spirits of nature. Their training in combat is higher than that of their cousins, but they are still no match for tougher enemies. Their large, butterfly wings can spread the range of their attack allowing them to attack more creatures.
Ability: Butterfly Effect(attacks more than one enemy)

Wood Elf.
The main population of the Rampart. Weak in close combat they can prove lethal to even the most powerful foes.
Ability: Elven Speed(shoots twice)

Grand Elf.
Wood Elves who prove to master their bows well enough are given better armor and better bows, at the cost of their speed.
Ability: Superior Bow(no range penalty)

Sharpshooter.
Even the Grand Elves can show improvements. The ones good enough regain their speed. Combined with the bow, it turns into a deadly foe.
Ability: Elven Speed. Superior Bow.

Blade Dancer.
Wood Elves who don't show much skill with the bow are learned the ancient art of Blade Dancing. Their long swords can hit more enemies at once.
Ability: Blade Combo.

Blade Master.
The Dancers who show that they are skilled enough eventually master the Blade Dancing. As a reward for that, they are given better swords that doubles their damage.
Ability: Blade Combo.

Druid.
The elven priests. Druids are powerful casters that can summon magics unlike any elf.
Ability: Caster.
Spellbook: Bless(4M), Haste(4M), Lightning Bolt(8M)

High Druid.
Druids old enough get double the Mana of their younger friends. Also, in addition to the spells, they get to use quick use of magic, giving them ranged attacks.
Ability: Caster. Magic Shooter(each shot takes 1M)

Unicorns.
Unicorns are the sacred animals of the elves. Friendly creatures to their masters, they are not so friendly to their enemies.

War Unicorns.
Despite most Unicorns being friendly, War Unicorns prove untameable. They attack full force and their horns can get to the eyes of the enemies.
Ability: Blind(70% chance to blind when he attacks)

Dendroid.
A dendroid is a special type of tree. They live in one forest of the land.  They can prove very hard to take down.

Dendriod Soldier.
Because the Dendroids live in only one forest of the land, there have been many attempts to attack that forest. They have been there long before the elves came, so they needed a wayto protect themselves, therefore many Dendrids became very skilled in battle.

Green Dragon.
On the elven land, the Rampart inhabitants have found many dragon caves. At first they thought the Dragons would be hostile, but eventually they joined in the mission of protecting the nature.

Crystal Dragon.
When Green Dragons die outside of battle they are reborn as Crystal Dragons. This gaves them divine power and allows them to heal their friends and provide Mana for the hero.
Ability: Healer. Mana Bringer. Evolution(if Crystal Dragons survive 3 battles they can evolve in Emerald Dragons)

Emerald Dragons.
If the Crystal Dragons survive more than a few battles, they can turn themselves in Emerald Dragons. This ancient type of Dragon can attack more units at once and also cast lightnings on their enemy.
Ability: Spread Attack. Emerald Lightning.

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Dorin01
Dorin01

Tavern Dweller
posted September 15, 2012 03:30 PM
Edited by Dorin01 at 18:47, 15 Sep 2012.

NECROPOLIS.

Skeleton.
The easiest way to raise a dead is to animate his remains, the skeleton is proof of that.

Skeleton Archer.
Unlike the regular Skeletons, for the Skeleton Archers more power is put in their ressurection, allowing them to keep their skill with the bow.
Ability: Scatter Shot.

Skeleton Warrior.
Just like the Archers, the Skeletion Warriors keep their mastery over sword after death, puting it to use for their master.

Walking Dead.
Dead humans who keep their flesh are harder to raise from the dead than the Skeletons, but also prove to be much more durable during fights.

Zombie.
Walking Dead that not only get their bodies rotting, but also infested prove to be not only just as durable during battles, but can also infect their enemies too.
Ability: Infestation(reduces the enemy defence and attack points by 1)

Ghost.
Dead Necromancers can't go to neither Heaven of Hell because of their practising the art of raising the dead, therefore their souls remain on earth to haunt others.
Ability: Incorporeal(50% chance enemy misses attack)

Spectre.
Spectres are, like the Ghosts, dead Necromancers, only that these are much more powerful. A Spectre is a creature very hard to kill, but even when they are dead, much less power is needed to ressurect one.
Ability: Incorporeal. Dark Help(half the cost of Mana to raise dead Spectres on the battlefield)

Poltergeist.
Spectres who prove to be strong enough in their master's eyes become Poltergeists. While on the battlefield, this creatures can cast wierd phenomenons.
Ability: Incorporeal. Caster.
Spellbook: Teleportation. Weakness

Vampire.
A Vampire is not an usual dead. They don't need the power of a Necromancer to heal or ressurect themselves.
Ability: Life Drain.

Vampire Lord.
The Vampire Lords are much more powerful than their lesser kind. Not only can they drain the life of the living enemy, but can also stun him, assuring no fighting back.
Ability: Life Drain. No Retaliation.

Banshee.
Banshees are dead souls who return to earth after death to make the living creatures's life miserable. Many of them, though, get captured by Necromancers and added to their army.
Ability: Death Scream(when attackig living a living creature it decreases it's morale)

Wight.
Some Banshees don't need to get captured to join the Necromancers. The ones who join them willingly get increased powers.
Ability: Death Howl(decreses morale of all living creatures on the battlefield)

Wraith.
Personal guards of the Grim Reaper himself, Wraiths get to learn the ancient tricks of Death.
Ability: Death Scream. Harm Touch(kills at least one creature in enemy stack at the cost of 60% less damage dealt)

Lich.
The main spell power of the Necropolis, Liches are Necromancers who sell their soul for imortality.
Ability: Caster.
Spellbook: Weakness. Infestation. Death Howl.

Arch-Lich.
Liches who master the casting become Arch-Liches. This allows them to quickly attack enemies from a distance.
Ability: Caster. Magic Shooter.

Bone Dragon.
One of the greatest accomplishments of the Necromancers is to raise Dragons from the dead only using their bones.

Zombie Dragon.
What is even greater than raising a Dragon by using his bones is finding also remains of his body. This gives them might near even the true, living dragons.
Ability: Infestation.

Ghost Dragon.
Despite raising Dragons by using their remains, raising one's soul is the hardest task. Many tried and many failed, but when they joined their powers together, the Necromancers were able to finally do it.
Ability: Incorporeal.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2012 06:26 PM

Did our comments reach you?

The Elves are pretty much what I expected.Some abilities seem interisting. many are classic.

Necros...
were skeleton archers and warriors alternate or consecutive uprgades?
Dark Help seems very interesting.
Does harm touch work on every attack or is it a usable ability?

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Dorin01
Dorin01

Tavern Dweller
posted September 15, 2012 06:46 PM

Quote:
Did our comments reach you?

The Elves are pretty much what I expected.Some abilities seem interisting. many are classic.

Necros...
were skeleton archers and warriors alternate or consecutive uprgades?
Dark Help seems very interesting.
Does harm touch work on every attack or is it a usable ability?


Yes, they did and I understood most of them

Nothing to say here.

Alternate.
It is xD
Every attack, but before someone says it's unbalanced, it comes at the cost of doing 60% less damage. I should edit the post since I was kinda tired when I wrote it and I just see I didn't specify it.

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MattII
MattII


Legendary Hero
posted September 15, 2012 10:30 PM

OTOH, that means that a single Wraith could kill an Archangel or a Titan if it triggers.

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Dorin01
Dorin01

Tavern Dweller
posted September 16, 2012 10:06 AM

Quote:
OTOH, that means that a single Wraith could kill an Archangel or a Titan if it triggers.

The stats could have helped me here xD The Wraith is a weak unit, level 4 weak, despite being level 5, so they die VERY quick since they are fewer than a true level 4 too.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 16, 2012 11:20 AM

The stats do not help so much still. If you want to give us an impact of the stats meaning, rather say something as "below average", "high", "very low" etc. Compared to the average of the tier, allways, of course

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Dorin01
Dorin01

Tavern Dweller
posted September 16, 2012 04:17 PM

CASTLE.

Swordsman.
Every Castle inhibitant is skilled enough to wield a sword, but that skill alone is not enough to grant them survival on the battlefield.

Crusader.
Highly trained Swordsmen who also wear better armor and are skilled enough to strike the enemy twice before getting hit.
Ability: Double Strike

Pikeman.
Pikmen are the main military force of the Castle, despite not being highly trained. Their long weapons grant them to attack outside of the enemy range.
Ability: No Retaliation.

Marksman.
Marksmen are the main ranged force of the Castle. Their weapons can shoot twice and can do some good damage before hand to hand combat.
Ability: Double Shot.

Rifleman.
Some Marksmen decide to also take training with the rifle, a weapon that does heavy damage on an area at the cost of the second shot.
Ability: Bullet Splash.

Horseman.
There aren't many soldiers inside the Castle who can ride a horse, but those that do can infict high damage to their enemies.
Ability: Rage (when ally dies, Attack points increase)

Paladin.
These veteran Horsemen are given better horses and the ability to heal their allies.
Ability: Rage. Healing.

Radiant Glory.
Great spirits of Light, these magnificent creatures ally themselves with the Castle to bring them Glory in battle.
Ability: Battle Glory(raises morale of all the creatures)

Blazing Glory.
Even grater spirits than the Radiant Glories, their staggering Light can Blind their enemies.
Ability: Battle Glory. Blind.

Monk.
The Priests who no longer wish to serve the Haven Empire can join the Castle forces. This increases their ranged power at the cost of the casting powers.
Ability: Shooter.

Zealot.
Some Monks who are train themselves in the magic skills can learn to summon Blazing Glories or even Fire Birds.
Ability: Shooter. Summon Creature.

Fire Birds.
Legendary birds who are masters of Fire.
Ability: Immune to Fire.

Pheonix.
These mythical creatures have not been seen for hundreds of years untill they came to bring justice.
Ability: Immune to Fire. Ressurection.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 17, 2012 08:56 AM

I am fine with the castle lineup. No outstanding creautres or abilities, but I'm fine!

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Dorin01
Dorin01

Tavern Dweller
posted September 17, 2012 11:19 AM

Quote:
I am fine with the castle lineup. No outstanding creautres or abilities, but I'm fine!

I am honored! xD

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Dorin01
Dorin01

Tavern Dweller
posted September 17, 2012 05:16 PM

ASYLUM.

Gog.
The lunatics of the Asylum, this creatures can throw fireballs at the enemy.
Ability: Shooter.

Magog.
When they get totally insane, Gogs become Magogs. They no longer can defend themselves eficiently, but the fireballs explode on impact.
Ability: Shooter. Splash Damage.

Overseer.
Weak demons, they are the guards of the Asylum. They can call reinforcments when they think they are outnumbered
Ability: Gating.

Horned Overseer.
The Horned Heads of the Overseer, this demons can not only call reinforcements, but when they are surrounded they can explode damaging all near units.
Ability: Gating. Explosion.

Venom Spawn.
A Venom Spawn is a powerful kind of demon that can spit venom and hit his enemies from a distance.
Ability: Shooter.

Breeder.
A Venom Spawn can be sacrificed to summon Breeders. When this creatures are on the battlefield, Gogs and Overseers(and the upgrades) increase their numbers.
Ability: Breeding.

Mother Breeders.
Older Breeders become weaker and can no longer defend themselves, but they can also increase the numbers of Maniac and Tormentors.
Ability: Higher Breeding.

Maniac.
There aren't many creatures as crazy as these ones. They are fast creatures that can harm even stronger enemies.
Ability: Immune to Mind Control Spells.

Demented.
Maniacs who also have a powerful mastery of fire are called Demented.
Ability: Immune to Mind Control Spells. Immune to Fire Spells

Efreet.
Evil Geneies who were cast to Hell because of their practising of the dark arts.
Ability: Shooter

Efreet Vizier.
An Efreet Vizier gets the ability to cast fire spell, at the cost of his ranged abilities.
Ability: Caster.
Spells: Fireball. Meteor Shower.

Efreet Sultan.
This higher power Efreets can still have ranged power even after they get the casting abilities.
Ability: Magic Shooter. Caster.
Spells: Fireball. Meteor Shower.

Tormentor.
The Tormentors, as their name says, are the ones who torture theinsane demons inside the Asylum. They have large spikes on their bodies that can explode from the bodies and cause damage to the surrounding enemies.
Ability: Spikes.

Lacerator.
Tormentors with mastery over fire even have the spikes on fire, causing more damage to the enemy.
Ability: Fire Spikes

Juggernaut.
This untameable demons are feard even by Arch-Devils and Pit Lords because they seem to be imune to every kind of magic.
Ability: Immune to Magic.

Ravager.
This savage creatures are so powerful that they are even more feared than the Juggernauts. They are so strong that even Siege Walls break under their blows.
Ability: Immune to Magic. Battle Ram.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 18, 2012 09:27 AM

A bunch of lunatics, eh?

I must say I would have liked demon-worshippers rather than demons here, at some points.

It's lovely to see the gog back!

Overseers at level 2, hmm...which reinforcements do tehy call?

Never liked venom spawns nor breeders, so...

Maniac/Demented are, well, a bit boring imo. they are insane. Let it show. Give them chance to be uncontrollable or such!

Efreet as shooters? hmmm

Tormentors I'd have loved to be half-demons, but that's taste probably. The spikes, well, I have seeen mor interesting thigns done with spikes.

Juggernaut is fien, I think, if it looks good.

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Dorin01
Dorin01

Tavern Dweller
posted September 18, 2012 11:39 AM

Overseers calls other Overseers.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 20, 2012 12:45 PM

though it still is mostly factions, I added your proposal to the Shrine of Creation, hope that's fine and that you'll show us more and more over time! =)

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Dorin01
Dorin01

Tavern Dweller
posted September 20, 2012 05:10 PM

Quote:
though it still is mostly factions, I added your proposal to the Shrine of Creation, hope that's fine and that you'll show us more and more over time! =)

Wow, cool man, thanks! Sure I will show everything, but high-school just started and I will probably update slower than usual.

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Dorin01
Dorin01

Tavern Dweller
posted September 21, 2012 08:42 PM
Edited by Dorin01 at 14:42, 24 Sep 2012.

ALTAR

Soul
The Souls are energy beings that hold the nature in balance. They come in huge numbers, but are not strong enough to enter combat.

Spirit.
Unlike the Souls, the Spirits are powerful enough to help their allies in battle.
Ability: Bless(only works on living creatures)

Huntress.
The main infatry of the Altar. They are fast and skilled raiders that when are close enough can prove deadly.

Priestess.
A Huntress with lots of kills can become a Priestess. They are even faster than the Huntress and can steal magic as well.
Ability: Mana Stealer.

Dryad.
Probably the great ancestors of the Centaurs, the Dryads are powerful shooters that raise the faith of their allies.
Ability: Shooter. Increase Morale.

Dryad Mistress.
These mystical creatures are even stronger than the Dryads, because of their mastery over magic and a larger skill in hand-to-hand combat.
Ability: Shooter. Caster. Increase Morale. No Melee Penalty.
Spellbook: Bless. Haste. Lightning.

Pegasus.
The distant cousins of the Unicors, these creatures are strong at attacking the enemy, and their stature makes the enemy unable to strike back while also casting a Lighining bolt upon them.
Ability: No Retaliation. Lightning Strike(attack followed up by Lightning)

Silver Pegasus.
The Silver Pegasus are much more powerful than their weaker selves. They can attack twice with no danger and cast Chain Lightning on the enemy.
Ability: Attacks Twice. No Retaliation. Chain Lightning Strike(attack follwed by Chain Lightning).

Treants.
Unlike the Dendriods which are living trees, the Treants are trees possesed by Souls. They do not attack very powerful, but their defence is almost impenetrable.

Ancient Treants.
An old Treant is not as easy to posses as a normal one, so the Spirits take the Souls place. They are better defenders than the normal Treants too.
Ability: Entangling Roots. (bids enemy in place)

Savage Treants.
These Treants are possesed by both Souls and Spirits, making them very powerful both in defence and in offence too. Their savagery comes from the fact that they will never stand in place when attacked.
Ability: Entangling Roots. Unlimited Retaliation.

Hippogryph.
They are the spiritual "brothers" of the Fire Birds and the ancestors of the Griffin.
Ability: Immune to Earth Spells.

Hippogryph Rider.
Some Hyppogryphs can get be tamed, making for a very good mount for the Black Elves. Not only that they attack, but their rider can attack too.
Ability: Immune to Earth Spell. Attacks Twice.

Faerie Dragon.
One of the strongest aces the Black Elves have is that they can use the Altar to summon Dragons. The Faerie ones are weakest of the bunch, but still, their Dragon might is strong enough to hold against other enemies.
Ability: Dragon Might(50% chance of No Retaliation).

Gold Dragon.
Another thing the Black Elves found out is that the Altar can ressurect Crystal Dragons, turning them into Gold Dragons. They get the ability of not only healing the allies, but also ressurect them too.
Ability: Healer. Ressurection.

Azure Dragon.
The mightiest Dragon in the land, the Azure Dragon can kill destroy his enemies with ease. They can't be defeated easily by Might, but prove vulnerable to Magic.
Ability: Dragon Might. Azure Skin(50% less damage dealt by regular attacks).

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Dorin01
Dorin01

Tavern Dweller
posted September 22, 2012 11:59 AM

SCOURGE.

Ghoul.
The Scourge is able to ressurect creatures like the Necropolis too. The Ghouls are ugly creatures with large claws that can slash trough the enemy's defence.

Ghoul Spearman.
Some Ghouls that get their claws damaged in battle are given Spears that they throw at the enemy.
Ability: Shooter.

Ravenous Ghoul.
A Ghoul who can still use his claws and throw spears becomes a Ravenous Ghoul. But their shots are few, so soon they will have to get in close combat again.
Ability: Shooter. No Melee Penalty.

Acolyte.
An Acolyte is the apprentice of a Necromancer. They can't ressurect creatures, but can steal mana for their master.
Ability: Mana Stealer.

Necromancer.
When finally learning to raise the dead, an Acolyte is promoted to Necromancer.
Ability: Mana Stealer. Raise Dead.

Crypt Fiend.
The Scourge comes from the deepest crypts in the underworld. There they can give find Fiends which are given magical powers, becoming large and powerful spiders.
Ability: Entangling Webs.

Crypt Lord.
The Crypt Lords are the pets of Spider Goddesses. They are very powerful and when they attack, they  can poison their enemy.
Ability: Freezing Webs. Poison.

Count.
The very first Vampires, the Counts are very powerful creatures that can weaken their enemies and be decisive in battle.
Ability: Weakness.

Nosferatu.
The Nosferati are the oldest Vampires. They can not only cast weakness each time they attack, but use their magical abilities to give power to his allies.
Ability: Weakness. Caster.
Spellbook: Haste. Raise Dead. Infestation.

Lamasu.
When coming to the surface, in the underworld, the Scourge was attacked by Manticores. Their numbers where large, but proved to be no match for the Undead, so they were killed and then ressurected to fight for the Scourge.
Ability: Poison

Putrid Lamasu.
But the Manticores where not the only guardians of the Dungeon. There where Scorpicores too. This made it possible for the Scourge to raise even more powerful Undead-Necromancers hybrids.
Ability: Contageus Poison(when a poisoned enemy is next to one of his allies, they poison them too).

Wyrm.
A large creature, similar to a Bone Dragon, the Wyrms where ressurected from the bodies of the Wvyern.

Frost Wyrm.
A frost Wyrm is created in special conditions. First they bodies of the dead Wvyern are brought to the coldest places in the underworld, where they are frozen, then ressurected.
Ability: Protection from Water/Ice.

Fate Spinner.
A Fate Spinner is a special type of Necromancer. Women Necromancers, who sold their souls willingly to the Spider Goddesses.
Ability: Infection.

Spider Goddess.
The most powerful creatures of the Scourge, the Spider Goddesses are incarnations of the Necromancer Goddess, who possesses the bodies of a Fate Spinner.
Ability: Infection. Freezing Webs. Doubles Mana.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 24, 2012 12:15 PM

Altar seems a better name than leghion to me!

Quote:
They are the spiritual brothers of the Fire Birds

Why and how? Where is the connection?

Thw hole altar lineup is fine, though with the whole nature&elves theme, I surprisingly find the "factions-too-close" issue somehow even stronger than with haven or inferno. Just a feeling though. there are some nice units in.

Still don't like the frost wyrm, else the scourge is quite fine, imo!

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Dorin01
Dorin01

Tavern Dweller
posted September 24, 2012 02:41 PM

Quote:


Quote:
They are the spiritual brothers of the Fire Birds

Why and how? Where is the connection?



They are "spiritual brothers" as in they are also ancient birds related to an element (Fire Birds - fire, Hippogryphs - earth). Not that they are actually related.

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