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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Wanderers
Thread: ICTC: Wanderers This thread is 2 pages long: 1 2 · NEXT»
Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 25, 2015 11:26 PM
Edited by Articun at 11:51, 01 Apr 2015.

ICTC 8: Refuge

Possible Townscreens


Possible Theme Song
https://www.youtube.com/watch?v=aZXomiyv3Yg

REFUGE
The travelling troublemakers

The races comprising the Tribe have few in common between them except the will to travel the world of Ashan and live all it has to offer. They prize the companionship and coexistence that each individual brings, combining each characteristic into the collective of the tribe. But that individuality is also their weakness, for where there is no structure of leadership, all opinions must be accounted equal and each action that is performed usually ends without reprimands. The races of the tribe are above all free, accepting, proud, and eager to prove themselves, to learn and to acquire new things by raiding and even cause trouble to others.

In their many travels, the wanderers have come to witness many wonders. One of those was when they traveled to the Shrouded South and there discovered that remnants of the Shantiri civilization were still active and very much alive. Songs were sung and Wanderers and Shantiris shared food, songs, plays and smoke. The Elementalists came to a greater understanding of the elements and the spirit world and Tricksters found new ways to weave their illusions based on the ancient knowledge they acquired from the Conflux

Aka: The Wanderers, the Wild ones, The Troublemakers
Associated Colors: Orange, Teal, and White
Country / Kingdom: The unknown Lands on Ashan
Capital City: None

Might Heroes: Pathfinder (Balanced), Marauder (Offense), Archaeologist(Defensive)
Magic Heroes: Trickster (Balanced), Master Elementalist (Offensive) Omenspeaker (Defensive)

Symbol


Culture
Core Philosophy
“We know the land and we know the sky. We know the stories and we learn of things best kept secret. We know ways to achieve our goals, not all of them pure. We are many and we are proud. Nothing can pin us down. We are free”.

Religion
Quote:
Like the wind, he travels everywhere to collect all the sights and sounds he can pick on his way. Curious and intuitive, he is quick to sense the meaning of all things, but he is also restless and frivolous.

The wanderers are not religious as the other races of Ashan understand the term. They don’t have shrines or temples and they don’t have priests or any form of clergy. But they are religious in a whole different sense. They worship Ylath, the youngest of the Elemental Dragon Gods that is the embodiment of air, lightning and winds. Ylath never asked to be worshipped. His only commandment was that his followers should explore, learn, and enjoy all things in life, but mostly, that they should do as they wish, as long as they respect and honor the world that the Dragons created.
As such his followers always travel, they gather and learn the secrets of the land (plants, animals, mountains) and of the people that live in that land. A new info or a new secret is considered a prayer to Ylath; a new song or a new story sang or written by bard is like a liturgy; To promote things that can evolve into stories or pranks by placing hints or creating the appropriate push is like an offering; To find the meaning of your life and your part in the world, is a road towards him.

Magic
The main school of magic the wanderers use is Air. As such they can control lightning and winds. Air magic is fluent, permeating and sometimes unpredictable. But air can also penetrate all other elements and that is a knowledge kept by the illusionists or tricksters that are considered the closest thing to a priest to Ylath. They can create images or copies that are either just an illusion or as close to reality as can be. They can use the air to learn whispers, to drive away coming arrows, to slow down enemies or haste their own, and even asphyxiate their foe.

Races
Orc Barbarians: Orcs that live a nomadic life have come to accept others into their ranks and tribes and as such they created this Refuge for all those of the adventurous and restless spirit. They are not so battle oriented as their cousins in the Pao islands but mostly prefer being free, raiding and enjoying a good fest with drinks and songs.
Elves: few elves are known to venture outside their forests and trees. But those that aspire to become druids must spent a good amount of time traveling and learning of the outside world. The best way to do that is through the profession of the Bard. Orcs and Elves do not generally get along but when together, they understand and respect the sense of freedom and respect they share for nature.
Humans: Mercenaries, Nomads, thieves and even scholars from Academy can be found traveling in the Refuge. Mainly because they feel the need to travel. Well, wizards tend to have the need to travel in order to learn, but that's another story. The most notable and respected among them are the geomancers and the tricksters. The first can shape the earth or summon elementals and the latter can perform mighty illusions to create diversions or on a lighter note, some laughs.
Nekomatas: An unusual addition of feline beast-men, surprisingly more numerous on the female than the male side. Nekomatas have unclear origin. Some say they were a Raksasha experiment gone wrong, but old Senris will tell you that they were once cats that heard the voice of Ylath and accepted his call.  

Faction Ability
Free Spirit - In contrast to other factions, this faction ability is passive and will trigger randomly per creature. This reflect the free spirit of each race and unit of the faction. Even the "heroes" of this faction are not leaders, and each unit in battle will stand its own.
The ability meter increases with each turn and any damage or movement done by any unit will add to the total. Each unit has a random chance to trigger the Free Spirit ability each turn reducing a specific amount from the total.

Faction Unique Features
Each faction in Ashan has a specialization. Haven in defense, Academy in metamagic, Necropolis in Necromancy and so forth. Refuge stands out by giving the hero some benefits outside of combat depending on the units he has. And that goes as follows:

1. Nekomatas and Senris: While a nekomata or senri is present in the heroes’ army, the visibility area radius of that hero is increased by 1.

2. Troubadours and Bards: The Bards and Troubadours in the army will give an increased chance of 2% (adding to any additional effect or skill with similar bonuses) for neutral creatures to join your army.

3. Vagabonds and Marauders: While the hero is in the area of effect of another player and Vagabonds or Raiders are present in the Army, each turn a random resource from a mine in that area of effect will be given to you instead of its owner

4. Sylphs and High Sylphs: The presence of a Sylph or Hi Sylph in the army will make enemy heroes in the visibility range of your hero to deplete their movement points by 0.5% per movement

5. Bulls and War Bulls: The movement of the player having a Bull or a War Bull in its army is increased by 0.1% for every bull or war bull he owns up to a total of 10%

6. Geomancers and Elementalists: While geomancers and elementalists are present in the heroes’ army, the terrain penalty of the hero is reduced by 5%. If another skill effecting penalty is present, then this ability adds to that skill.

7. Nomads and Marauders: After each battle, the hero gains more experience and some of his opponents’ gold. Also, treasure chests and neutral battles will yield 10% more experience and 20% more gold.

8. Illusionists and Tricksters: While an illusionist or a trickster is present in the heroes army, and while the hero is in the visibility are of his enemies, the enemy will not see the actual location of the hero but see him as being somewhere else, within his visibility range.

9. Sphinxes and Elder Sphinxes: While a sphinx or an Elder Sphinx is present in the heroes’ army, available map spells cost half the manna they normally do.

10. Pegasus and Alpha Pegasus: Having a Pegasus in the army will allow the hero to once a turn deny an opponent from attacking him. This will move the hero 2 movement points away. If the enemy hero still has movement point he can attack the hero again.

11. Rocks and Thunderbirds: While a Rock or a Thunderbird is present in the army of the Hero, the Hero can cast the Chain Lightning spell outside of combat and hit all units in an enemy’s army within his visibility range. Can only be used once a turn.

12. Raiju and Thundering Raiju: For as long as there is a Raiju or a Thundering Raiju in the hero army, his status are increased by 0.5% rounded up for every 3 units up to a total of 20%.

13. Quatl and Quetzalcoatl: With a Quatl or a Quetzalcoatl in his army, the hero can transport safely back to the nearest Fort or Town of his choice. Activated once every turn.

Lineup Overview

Core
Vagabond / Raider
Nekomata / Senri
Troubadour / Bard
Sylph / High Sylph
Bull / Armored Bull

Elite
Geomancer / Elementalist
Nomad / Marauder
Illusionist / Trickster
Sphinx / Elder Sphinx
Pegasus / Pegasus Alpha

Champion
Rock / Thunderbird
Quatl / Quetzalcoatl
Raiju / Thundering Raiju

Unit Explanation

This Faction uses the 5/5/3 system. That means that each time you choose a creature dwelling to be build in your town from 5 available. There is no restriction on how or what you choose. The core selection locks when you have chosen 3 dwellings. The same goes for the elite tier as well. For the champion units you can choose only one from the 3. In the end you will have 7 creatures in your lineup. In each town you conquer the selection has to be made again, meaning that the selection of units you make in town 1 will not be forced as the default in town 2 or 3 etc

Core Units

Vagabonds and Raiders

Vagabonds are humans that have nowhere to turn to. Either orphans, poor or exiled, they seek refuge in the wandering tribes. There, they find their place in the community by searching for food. Sometimes they will steal from farms or collect from the forest or even hunt easy pray. Usually the thieving of farms is done by women that can be seen as innocent or pass unnoticed.

Abilities:
1. Evasion: When an enemy comes near them, there is a 10% chance they will avoid the full force of the attack, receiving only half the damage or normal damage if they were to be dealt max damage.

Raiders will flock and steal from wherever they can at night. Women will join just to prove that they can be just as useful as men and honestly, it has been a few times that women managed to save the day and the treasure.

Abilities:
1. Evasion: When an enemy comes near them, there is a 10% chance they will avoid the full force of the attack, receiving only half the damage or normal damage if they were to be dealt max damage.
2. Cover: This unit is able to have increased bonus from battle map obstacles. Defense is increased by an additional 20% when in cover.

Free Spirit: During each enemy units' turn, there is a 1% chance the Vagabonds and Riders will gain an extra turn after that unit and their attack will do critical damage without enemy retaliation.

Nekomatas and Senri

Cats are a favored familiar for many magicians in silver cities and they are said to be able to absorb magic. That claim though was never truly tested as many cats tend to disappear after a while. But some cats do involuntarily absorb magic and store it in their bodies. In time, this made them able to understand human tongue and later imitate it. Contrary to common belief, cats are naturally smart (curious and lazy) and that's the reason no cat that came to awareness ever spoke to a magician. Soon those cats heard a voice that no one else seemed able to hear. It was Ylath, calling them to him, promising them the satisfaction of fulfilling their curiosity in the outside world. The cats agreed and Ylath bestowed upon them the gift of shapeshifitng into humanoid forms resembling teenagers or young adults but keeping their feline characteristics.

Abilities:
1. Disruption: When the enemy hero casts a spell, there is a 1% chance that spell will cost double manna. If the enemy has no manna to cast the spell when this occurs, the spell is canceled.

Senris are Very old Nekomatas, but their appearance never stops resembling that of young human adults. They are great listeners and spies and also possess great spirit magic. They can hear Ylath speaking through the wind and even seduce the other gender easily. Another strange ability they came to possess over time is their control over undead, maybe because their magic allows them to sometimes disrupt the magic of others and use it as their own.

Abilities:
1. Disruption: When the enemy hero casts a spell, there is a 1% chance that spell will cost double manna. If the enemy has no manna to cast the spell when this occurs, the spell is canceled.
2. Strike and return
3. Necromantic bane: Senris have the unique ability to make undead have an increased chance to loose initiative and 5% chance to make a core undead unit loose its turn.

Free Spirit: If an enemy unit is next to a nekomata or Senri, or an enemy unit goes to attack a nekomata or senri, there is a 10% chance, the Free Spirit ability will activate (before the enemy's attack) and the nekomata or senri will move to the nearest safe tile available (within its movement range). This gives the enemy unit the ability to move the rest of its available movement points and attack another unit if able

Bards and Troubadours

Elves are known as seclusive and wild, rarely seen by anyone, unless they choose to be seen. There are though many elves that choose to be in the world, such as pirates sea elves and Bards. Troubadours are elves that aspire to become druids but to do so they must first spent many years out in the world, learning stories, songs and how to channel their innate magical energy through words. They are accompanied by ravens or crows that alert them to danger and also act as messengers when in need.

Abilities:
1. Falcon and Crow: The Bard will not attack himself but his companions will strike for the enemies eyes, causing the minimum damage and a 20% chance to blind the enemy.
2. Songs: When a song is selected it will continue playing until the bard is dealt critical damage. All songs affect all friendly units. 1. The bear King: Increases attack and health, 2. Soothing Leaves: Increases Defense and Health, 3. As the River flows: Increases morale and initiative, 4. For a lady fair: Increases chances for critical damage and movement range.

Bards are experienced troubadours that have traveled the world far and wide and as such have learnt many a song and stories. When a bard speaks or sings, the listeners will experience comfort, strength, healing and actually live through the song or story. The Bard has learnt to speak the language of birds, nature's singers and a raven and a falcon will sit on each shoulder and will protect him by attacking the bard's opponents eyes, blinding them, giving him the time to go away to a safe distance.  

Abilities:
1. Falcon and Raven: The Bard will not attack himself but his companions will strike for the enemies eyes, causing the minimum damage and a 20% chance to blind the enemy.
2. Songs: When a song is selected it will continue playing until the bard is dealt critical damage. All songs affect all friendly units. 1. The bear King: Increases attack and health, 2. Soothing Leaves: Increases Defense and Health, 3. As the River flows: Increases morale and initiative, 4. For a lady fair: Increases chances for critical damage and movement range.
3. Music everlasting: The bard is able to inspire his allies but cause fear in his enemies. His songs affect the enemies decreasing their appropriate status of the selected song.

Free Spirit: The Bard and Troubadour has a 5% chance at the beginning of his turn, if he was dealt damage this turn to split into two stacks (up to 4 total stacks present on the battle map) each stack performing a different song.

Sylphs and High Sylphs

Sylphs are minor air spirits that are childish and wild, never staying at one spot. They can be summoned or intrigued to come but they can never be fully controlled. As they're practically made of wind, they are also hard to hit.

Abilities:
1. Teleport
2. Incorporial
3. Uncontrolled: Sylphs are unable to heed to orders and they will do what they want. Each turn they will teleport to a random location

High Sylphs are just stronger than normal sylphs. They are hard to set apart. They will keep a more defined humanoid shape than normal sylphs but as appearances go, that's it. Where they do differ from Sylphs is that they possess more powerful winds, able to throw back enemies or deflect arrows and ranged attacks around them

Abilities:
1. Teleport
2. Incorporial
3. Push Attack: This unit is able to push small sized creatures a tile back when their attack hits, making the enemy unable to retaliate.

Bulls and War Bulls

It is said that every Vagabond should steal its own bull (preferably by the bull duchy that favors them son much). In general though bulls are great for the travelling part as they can lift all things necessary for the wanderers to go forward. They are also very durable animals and have quite the endurance. Maybe some temper here and there but if the wanderers know something, that is to come along with nature.

Abilities:
1. Unfettered

War bulls are just bulls. Only the have some form of custom made armor on them. They are fierce, strong and will charge without stopping. Even though rarely used, since Wanderers rarely like to do battle, many have said that they are a sight to behold and beware.


Abilities:
1. Unfettered
2. Charge

Elite Units

Geomancers and Elementalists
Spellcaster - Each attack is of random elemental damage

Gemonacers are as the name describes mages that study the earth and its manipulation. As such they come to possess a very detailed knowledge of how the elements interact to create landscapes such as wastelands, swamps, lava etc. Geomancers are thus great pathfinders. They can feel the ley lines of the earth, understand the presence of water and even use their magic to alter the land in a different shape. While in the wanderers, they provide the right direction for the refuge to travel, they find water sources and they even remove obstacles from their path when needed.

Abilities:
1. Shape-crafting: Geomancers are able to remove natural obstacles or create a random small or medium one that will exist for 3 turns

It is a hard path to follow to become an elementalist. Young disciples of Magic in the Academy must spent time outside the comfort walls of the libraries in the seven cities to get to know the elements in their prime and natural state in the outer world. Beginning from the rank of Geomancers, when they become ready they partake on initiation rites where they make a contract with the elements. With that contract, an elementalist can call upon the elements to come join him in battle or perform various needed tasks.

Abilities:
1. Shape-crafting: Geomancers are able to remove natural obstacles or create a random small or medium one that will exist for 3 turns
2. Elemental Summon: Summon Air/Water/Earth/Fire/Dark/Light/Prime elemental. The Elemental summoned this way is random and has a stack number equal to 1/3 of the elementalist stack number.
3. Spells: Stone Spikes, Ice Wall, Storm Winds

Illusionists and Tricksters
Melee - Damage dealer

An illusionist will mix Air and prime magic to make someone believe what they want. Thus an illusion is created. Illusions are not only images visible by many, but also an altered state of mind where someone believes he is something else, or sees something someone else wants him to. The difference between manipulation magic which is considered dark magic, is that the trickster will not play with the will of the other individual by making him or her a puppet but rather alter his senses for a little time.

Abilities:
1. Spells: Teleport, Slow, Haste, Phantom Image

The Tricksters will create images so real, the other will believe it to be so and thus the pain will be real as well. Sometimes, very high ranked tricksters will also use other elements to make their illusion as true as possible. Bards are very close to tricksters, as they can influence how a story a bards wants to write might play out. They are meddlers in the affairs of others and they will either help a situation or worsen it. Life is a game after all and Ylath allows us to bend the rules as long as we do no harm.

Abilities:
1. Spells: Teleport, Slow, Haste, Phantom Image
2. Link Essence: Illusionist will link himself to a target unit and 60% of the damage he receives will be passed to the linked unit. Lasts for 3 turns.

Nomads and Marauders

Nomads: They are orc warriors mounted on appropriate mounts. They usually prefer Camels or great goats though due to their adaptability and versatility in many terrains. The orcs themselves are quite adept in mounted warfare and act as the protectors for the refuge. They can wield longbows while away from the enemy and as they charge to the enemy they will also strike all enemy units they pass.

Abilities:
1. Limited Range Attack: Can shoot 3 arrows
2. Drill Charge: This unit is able to attack any enemy in its way to his target

Marauders: Veteran Nomads that have seen many raids and wars. They have increased their ability with the longbow and are now able to pierce through enemies and also throw back the enemy they attack (while still attacking all enemy units they encounter in their path). When in war, they prefer to use slower but sturdier animals like bulls or rarely even rhinos.

Abilities
1. Limited Range Attack: Can shoot 5 arrows
2. Drill Charge: This unit is able to attack any enemy in its way to his target
3. Piercing Attack: Both melee and ranged damage of this unit has a 20% chance to deal damage without considering the enemy defense.

Sphinxes and Elder Sphinxes

Sphinxes pose a mystery to many researchers. They are not beastmen probably created either by wizards or as manticores by Dragon veins but probably are high Magic beings, much like the thunderbirds and Genies. They can be found nesting on the cliffs surrounding the towns of the 7 cities, but some of them will also be found following the refuge. Sphinxes are lovers of secrets and they will rarely speak but when they do they will do it in riddles.

As they grow to their prime and older, sphinxes will be able to control the magic around them. This gives them the ability to absorb magic and also radiate them around them making anyone close enough suffer from magic discharge in the form of random harmful spells while their allies benefit from beneficial spells.

Pegasus and Pegasus Alpha

Much like Sylphs, Pegasi are playful animals. They will follow the wanderers and the wanderers will feed them and play with them. There have been many times that some Pegasus will let a nekomata or a vagabond ride them, but rarely an orc. That said, pegasi are fast, really fast and can also give quite the painful kick.

The alphas are the strongest and bigger of the small groups the pegasi form. They are highly intelligent beings for animals and some even say that sometimes it feels like they have adopted a wandering company of the refuge as you will see the pegasi flying above them and the Alpha kind of showing the direction and leading both Refuge and Pegasus alike.

Champion Units
Raiju and Thundering Raiju

Born of pure lighting but walking the earth, these creatures are high spirits of Air in its most condensed form. They walk or more accurately teleport to the position of their choosing. Their attacks will fill their target with static lightning making them more susceptible to air magic and causing them to loose initiave and more each time they receive critical damage.

Thundering Raijus are not just made from lightning anymore, they radiate it all around them. Armor wearing units are greatly susceptible to their lightning but also all units standing near them. Their claws are so intense with energy that they can pierce even the sturdiest of armors. They are found rarely in the world of Ashan, or they can be brought from the spirit world with timely tears in reality made by the most experienced Illusionists.

Rocks and Thunderbirds

Rocks and Thunderbirds are a rare breed. Rocks are giant birds, eagle like in nature and visage. And they soar high to the sky preferring to hide within the clouds. That's why they are often referred to as mythical or legendary. But as it is known, whatever manages to gain that size, has some magical help. Rocks where treated in ancient times with the blood of dragons found aplenty on the face of Ashan. It changed them to their enormous size and gave them other side effects.

Though rare, Rocks can sometimes be possessed (or be themselves transformed) by air and turn into Thunderbirds. That transformation makes them the most powerful spirits of air in the world of Ashan. Tricksters and Elementalists can call on those beings to aid them only in times of need. Although it is said that the favored traveling band or Ylath will always be accompanied by a cloud that hides a Thunderbird within.

Quatl and Quetzalquatl

When they are born they are very small and some may even call them cute. These are the true offspring of Ylath in the world. Giant legless serpents with heads of dragons and mighty wings. They grow fast and gain in intelligence. Each traveling band carries their eggs with them and nurture them to aduldhood. When the Quatl matures enough it takes the role of the protector of the band.

Quetzalcoatl
Majestic, strong, proud and wise. There is no other words more accurate to describe the sight of a Quetzalcoatl hovering over a camp. These beings are said to be old, wise and well versed in stories, secrets and lore. They are found watching performances and listening to songs of the refuge. But their most intimidating feature is to look into their eyes. Not snake or dragon like, but a fusion of all eyes one can meet and with them, the wisdom of a thousand pictures that each can translate to a thousand words.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 26, 2015 01:44 PM

Intriguing. Are you planning to inform us how these felines came into being or will it remain a mystery? (Both is ok!!!)

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 26, 2015 01:53 PM

My intention is to try and add as best a backstory to each unit. But that will take some time. For now, i tried to make an as complete Faction to what ubisoft gave us on Ylath as possible

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 26, 2015 09:44 PM

Sounds cool! Good luck

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 26, 2015 09:51 PM

I just feel that little Ylath is being forgotten sadly and it is not right! He deserves to have a faction of his own, even if it is not my favorite. But i will try to make him a good one that feels just right. Even if it is a place for misfits

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LightAvatarX
LightAvatarX


Known Hero
Water,Earth,Fire,Air
posted January 26, 2015 09:59 PM

Hm,Articun do you know that if you haven't make an Ylath's faction i would!
I was planning to make a greek-ylath-air faction!
Anyway now with the greek-shantiri-ancient faction I'm fine!
Very good job,and I'm waiting more info

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 26, 2015 11:42 PM

Nekomatas and Senris story is still a work in progress but it is somewhat the direction i want it to go, to keep the original nekomata myth in check but also add it to ashan universe. So, any ideas for betterment are welcome

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 27, 2015 10:08 PM

I like that background, it is interesting! =)
I really look forward to more details of this fac!

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 28, 2015 10:36 AM

I really like that you are going to use Nekomantas, I find them to be very "interesting" creatures!
That and the fact that I like cats...

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 29, 2015 12:03 AM

YOu should resize that possible town screen. This way, it sadlyis reallyhard to read what you've written.

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 29, 2015 12:08 AM

In the Future, as the faction shapes up more, i intent to merge as many images as possible. Truth be told, it's my first attempt to post images in a forum such as this, so there are gonna be mistakes along the way. Hope it's better now

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 29, 2015 11:39 AM

These images are beautiful, certainly! =)
And the resizing was perfect!
Keep in mind, though, that we decided for a picture limit for this contest

Quote:
Truth be told, it's my first attempt to post images in a forum such as this, so there are gonna be mistakes along the way.

No problem, everybody starts at some point.
A question that rises for me concerning the Nekomatas: The Free Spirit ability: When exactly does it trigger and what EXACTLY does it do. It feels a bit vague to me, right now.

BTW, I can't wait for the creature abilities to be specified, as well as What you'll tell us about the town!

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 29, 2015 11:50 AM

Yup, i know about the pics. That's why i said i am gonna merge as many as possible, or post dropbox links instead of pics

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 29, 2015 11:57 AM

Quote:
or post dropbox links instead of pics

Actually, I think linked pics count as much as pics embedded in the post!
THe whole thing was about that  this contest shall be about faction creating and not mainly about choosing good pics - for example there is alone the fact that it is much more difficult for some faction concepts to find fitting pics than for others. So I'm afraid, that pics linked, though not shown on the site, would, as I see it, also count as pics^^

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 29, 2015 12:06 PM
Edited by Articun at 12:06, 29 Jan 2015.

That really helps me out to focus more on writing instead of searching for pics

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 29, 2015 12:28 PM

And that is exactly the goal

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 29, 2015 02:56 PM

Awesome pictures! Almost makes me sad that I can't find some equally as good pictures to my forge, or anyway most of my creatures and other stuff. THat is unless I can change the town to be full insect...

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 29, 2015 04:20 PM

Jiriki9 is right though Mediczero... I am seriously thinking of removing the pics if it means hindering others.

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LightAvatarX
LightAvatarX


Known Hero
Water,Earth,Fire,Air
posted January 30, 2015 12:45 AM

Oh,this is good...

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 31, 2015 10:44 PM

Quite the update i think
The faction is slowly shaping up

It is not as homogeneous as the canon factions and feels a bit adrift, but after all, you cannot push air to take any shape you want, it will always flee away and still be all around you. And that's the feel of this faction.
No matter who you are, no matter where you come from, as long as you abide by the Refuge simple rule to respect the other travelers, you are welcome.

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