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Thread: ICTC: The Abyss | This thread is pages long: 1 2 · NEXT» |
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Foonlegacy
Hired Hero
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posted January 07, 2006 05:48 AM |
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ICTC: The Abyss
Arcania-The Mysterious Lizardmen
"Lie still in the stagant waters, watching from the abyss, the events of the world unfold."
Associated colors: Blue, red and Swamp green.
Worship: Urza-Lorrain, the Dragon of Water, mother of the lizardmen.
Core Philosophy: "Isoloation is the key to a perfect utopian society."
Country/Kingdom: Kjel-Moordoran, the Black Abyss.
Capital City: Arcania, the Great Stone Obelisk.
Key Symbols: pendant of lizards eye, chameleon, perfect spherical objects.
Description:
The society of Arcania deep within the vile marshes of Kjel-moordoran, have remained isolated for centuries. Never entangling themselves in foreign affairs, never interfering unless provoked. They watch, over time, the other societies of Astra. The chaos, the bloodshed, and legends born they view all from the safety of their moss-covered stone walls, they sit idle. Not many are even aware of their existence, they are a peaceful people and dont require a standing army, only border guards for defense. They are skilled hunters, healers, beastmasters and inteligent thinkers. They have formed strong alliances with the natives of Kjel-Moordoran, but also enemies as well.
Race Specific Abilities
Permanent Skill=
Defense-out of all the races the Lizardmen are the most defensive and resilient. They are a adaptive speicies that change over the course of time and have survived even on the brink of extinction. All creatures of Abyss have a 10% chance of evading a physical attack.
Learned Skill=
Cloak-The Lizardmen are an esoteric people, who like to keep to themselves and never be seen. They remain undetected by blending in to their surroundings, much like how a chameleon does. They become temporarily invisible on the map for one turn a week, however the hero cannot attack a town or army when cloaked.
History
0 YSD-Firstborn
Urza-Lorrain gives birth to the first lizard people. The Lizards crawl out from the ocean to lay their eggs on the shores of the west.
500 YSD-Evolution
Years of evolving, changing and development the Lizardmen have grown strong, powerful, wealthy and arrogant. Their wealth brought by collecting the silver pearls from the sea bed. Urza-Lorrain furious at how the Lizardmen prided themselves as being the ultimate species created a thunderous tital wave to purge the corruption and evil that stirred within the hearts of the lizardmen. All the villages that stretched the shoreline were compleatly washed away. The few survivors, escaping the wrath of their god, travel northwest to the lands of Kjel-Moordoran.
500-833 YSD-The Birth of Icatia
After the flood, the Lizardmen realize their mistake and decide to change their ways. Years of wandeiring Kjel-Moordoran(led by the good cheif Sal-Sinis) and after many deaths uncounted, the Lizardmen survive and develop a special immunity to the poisoness vapors of the swamps. Their bodies are now twisted and deformed, but now they strive for peace in isolation and dont think of themselves as supreme anymore. They build the city of Arcania, and only city, with the city surrounded with high walls and towers and a massive temple dedicated to their god erected in the center. Furthermore, the vapors of the swamp now provide a natural barrier to outsiders.
889 YSD-The Revelation
Chief Sal-Dorien is killed by the dread spider (gargantuan spiders native to Kjel-Moordoran) Rak'shazz and Sals son Sijel-Sinis is selected as cheif. Groups of lizardmen attack several spider holes with some success, but are in the end captured and eaten by the much powerful dread spiders, much like how normal spiders trap flies and eat them.
900 YSD-The incursion
The rivalry between the spiders and the lizards cascades into an epic seige of Arcania. It begins when the dread spiders, led by Rak'shazz, launch a massive assault on Icatia. The seige lasts for three days, on the first day the walls of Arcania are breached. The second day, the last legions of the Lizardmen meet at the central temple for a final defense, all hope seems lost. On the third day the tribes of the ancient nagas come to the Lizardmens aid. Every last spider is slain and Sijel-Sinis kills Rak'shazz himself to avenge his fathers death. The Lizardmen are eternally grateful to the nagas, who worship their diety as well. They form a strong alliance and start rebuilding Arcania.
[url=http://www.deviantart.com/view/20449412/]Town View[/url]
Heroes= Beastmaster and Guardian
Known Heroes and their abilities
Salmis Beastmaster
Salmis is a venerable lizard warrior, his family was captured and later eaten by the cruel Dread Spiders. He got his redemption when he fought during the Arcania seige and killed almost a thousand Dread Spiders. He was the advisor of cheif Sijel-Sinis for many years after and married his second wife Azrol.
Vengence: all Lizard Warriors and Lizard Sages have their speed and defense increased by +1.
Azrol Guardian
Azrol is a beutiful and deadly Naga and also has a notable temper. She first didnt like the joining together of the Lizardmen and Nagas, preferably staying hidden within the swamps (just as the Lizardmen would have), but she has come to realize the benefits of working with the Lizardmen brothers. She met and wedded Salmis, a comfort in her otherwise weary life. She would later become an important political figure when Salmis would become Cheif, making her Queen.
Benefactors: All Nagas and Naga Temptresses gain a 5% bonus to their mana pool and a increased attack of +1.
Skills and abilities Race specific
Basic Cloak: The Hero can temporarily cloak for 1 turn a week, but cannot attack a wandering army, enemy army or Castle.
Advanced Cloak: The Hero can temporarily cloak for 2 turns a week, but cannot attack a enemy army or castle, the Hero though can ambush a wandering army.
Expert Cloak: The Hero can temporarily cloak for 3 turns a week, but cannot attack a enemies castle, the Hero though can ambush a wandering or enemy army.
Ultimate Cloak: The Hero can temporarily cloak for 4 turns a week and can ambush a wandering or enemy army and further, a enemy castle.
Hasty Retreat: When the Hero retreats the Hero keeps half the army that he had lead and does not have to be purchased again from the tavern.
Storm Ambush: When the Hero attacks a enemy while cloaked the enemy army creatures loses all initative during first turn.
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Blitzkrieg_Boy
Adventuring Hero
The Lone Keeper
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posted January 07, 2006 09:29 AM |
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Hey you copied my ideas!! My original post of the Abyssal Town combined with my Lizardman Town in my town ideas!! And your town history is way too close to my original post of my lizardman town!!
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rldragon
Known Hero
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posted January 07, 2006 10:20 AM |
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Now,now Blitz don't accuse him immediatly,ok?I am sure it is just a coincedence.
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Lich_King
Honorable
Supreme Hero
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posted January 07, 2006 02:35 PM |
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Do you have the proves of your acussations ?
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Foonlegacy
Hired Hero
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posted January 07, 2006 05:39 PM |
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Quote: Hey you copied my ideas!! My original post of the Abyssal Town combined with my Lizardman Town in my town ideas!! And your town history is way too close to my original post of my lizardman town!!
Im sorry if you think I copied your ideas, I would never take someones work and try to use it as my own. Ive been brewing this town for some time (although similar to what you propose, like many fortress towns may be) it is unique and has many differences to your own town ideas (after careful examination). The Nagas for example are peaceful with the Lizardmen and developed a strong bond. Furthermore, the Lizardmens natural enemies were the Dread Spiders(a race I choose fitting). Again, sorry about the confusion. It happens all the time you just dont know it, I guess great minds think alike.
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Foonlegacy
Hired Hero
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posted January 07, 2006 08:30 PM |
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Finished all creature descriptions and abilities
here it is:
level 1: Wisp-upgrade(Will-O-Wisp) Dwelling: Bog Mounds
The Will-O-Wisps are strange ghostly lights, which are said to be the mischevous spirits of the dead or other supernatural beings attempting to lead travellers, who wander too far into the swamps, to their doom. They appear irregularily over the bogs of Kjel-Moordoran. They are able to shift in and out of phase and can appear anywhere on the battlefield, but they are increadibly weak.
Ability: None
Upgrade Ability: Phase: Teleport anywhere on battlefield.
the upgraded will-o-wisp would be glowing red
level 2: Swamp Lizard-upgrade(Swamp Dragon) Dwelling: Hive Network
Natives to the swamps of Kjel-Moordoran these creatures were first discovered by the Lizardmen, who were not that much different from them. They were welcomed into the shelter of the Lizardmen and have become the Lizardsmens most loyal pet. They can explode, creating a cloud of deadly spores that weaken the enemy physically and cause mass hysteria throughout the enemy ranks.
Ability: Flying
Upgrade Ability: Flying, Spore: lowers morale of enemies by 2, lowers defense of enemies by 5
[url=http://www.deviantart.com/view/3889467/]Inspired Image[/url] my vision for the swamp dragon, but with blue glowing orbs on its arms, legs and chest, the upgraded swamp dragon would be twisted and deformed with many small red orbs on its body [url=http://www.deviantart.com/view/10703969/]see image here[/url]
level 3: Gorgon-upgrade(Toxic Gorgon) Dwelling: Gorgon Temple
Gorgons are like the common cattle in Kjel-Moordoran, but they are far from normal. The mutated Toxic Gorgons can breathe a poisoness gas from its nostrils. The more there are the more potent the poison is. It has hard scales on its body giving it a incredible defense.
Ability: Resist Charge
Uprgade Ability: Resist Charge, Poison: 20% chance to poison, -1 life is lost for every gorgon in stack
Sheild: cuts enemy attack in half
the upgraded toxic gorgon would have dark brownish and reddish scales and dark red eyes
level 4: Basilisk-upgrade(Abyssal Basilisk) Dwelling: Basilisk Pit
The Basilisk, when it crawls, leaves a trail of acid that can harm any creature that crosses it(it disappears over the course of battle). In addition, Abyssal Basilisks have the supreme ability to petrify its enemies who look into its red glowing eyes. Moss-covered statues can be found all around Kjel-Moordoran, testaments to the basilisks power.
Ability: Petrify: 10% chance to petrify an enemy for 2 turns
Upgrade Ability: Petrify, Acid Trail: -500 life is taken for crossing over acid
My vision for the basilisk is similar to the one in Heroes 3, but more bluish and scaly
level 5: Lizard Warrior-upgrade(Lizard Sage) Dwelling: Lizard Den
A smart, fast and adaptive species. The Lizardmen have built the perfect society within Kjel-Moordoran, protected by the gasses they now breathe. Lizard Warriors are so fast, they can strike twice before the enemy can retaliate. Furthermore, Lizard Sages can weild arcane water magic to further aid their cause.
Ability: Double-Strike
Upgrade Ability: lose double-strike melee to become ranged (no range penalty) and are able to cast mass cure: heals all troops +10 times spell power of hero mass haste: +2 to speed to all troops
The upgraded Sage would be older and wiser with a staff made of tree roots and would have a blue flowing orb(resembling water) at the end
level 6: Naga-upgrade(Naga Temptress) Dwelling: Santuary ruins
The Nagas are an ancient race with the upper torso of a beutiful women and the lower body of a serpent. They have a extremely high attack, which make up for the rest of they armies regular low attack, high defense. Also, Nagas can learn to seduce their foes into doing what they ask. They have shown great kindness to the Lizardmen and have helped them survive in Kjel-Moordoran, they have lived in harmony with them ever since.
Ability: None
Upgrade Ability: Hypnotize: takes control of a stack of enemy troops for 1 turn
[url=http://www.deviantart.com/view/12630895/]Inspired Image[/url] The upgraded Naga Temptress would carry 2 jagged swords, burning bright with blue fire and without the pet snake
level 7: Canopy Flier-upgrade(Wyvern) Dwelling: Wyvern Nest
Wyverns are smaller than your typical dragon, but are faster. They cant breathe fire, but they have a strong vemon breathe to inflict heavy damage to its prey. The venom of a Wyvern can kill instantly. They make their nests in the dead hanging trees above the jungle-like swamps of Kjel-Moordoran.
Ability: Flying
Upgrade Ability: Flying, Venom: Target takes additional damage from wyvern = 15 times the number of units in that stack <example: 50 Wyverns X 15 = 750>
[url=http://www.deviantart.com/view/8923903/]Image[/url]this wyvern is a pure struck of genius, the striped blue skin adds to that exotic jungle feel, couldnt of had a better picture than this. the canopy flier would be smaller and sleeker
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Blitzkrieg_Boy
Adventuring Hero
The Lone Keeper
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posted January 08, 2006 03:04 AM |
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If I accused you wrongly, then
I apologise. Its just that It makes me go bananas to see you include a Naga, Lizard Warrior alliance exactly the same as my draft Sanctuary town. And your lizardman evolution thing, similar to my naga evolution in my draft, and my previous town name, which is Abyss Sanctuary, the specialised acid/poison abilities, ... It's just that the town you created, it just feel like you are sharing my method of imagination which is previously absolutely unique.
Suggestions... Well, not much to suggest to your creature list, but I guess you should change the name toxic gorgon because it sounds strange. and, to be mor formal, you should change names such as spiders into formal mythologic terms such as arachinda. Thats my two cents. It may not be 100% correct though.
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Foonlegacy
Hired Hero
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posted January 08, 2006 03:49 AM |
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Well, its not the first time that putting the lizardmen and naga has been suggested. The fact of the matter is your going to get similaries and your going to get differences of ideas. I think think the community as a collective knows whats right for the series, and therefore we might share the same views. Im new here and this has been my official first thread, so i would appreciate any suggestions or changes I could make
Thanks
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Lich_King
Honorable
Supreme Hero
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posted January 08, 2006 01:53 PM |
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Quote: If I accused you wrongly, then
I apologise. Its just that It makes me go bananas to see you include a Naga, Lizard Warrior alliance exactly the same as my draft Sanctuary town. And your lizardman evolution thing, similar to my naga evolution in my draft, and my previous town name, which is Abyss Sanctuary, the specialised acid/poison abilities, ... It's just that the town you created, it just feel like you are sharing my method of imagination which is previously absolutely unique.
Suggestions... Well, not much to suggest to your creature list, but I guess you should change the name toxic gorgon because it sounds strange. and, to be mor formal, you should change names such as spiders into formal mythologic terms such as arachinda. Thats my two cents. It may not be 100% correct though.
For your information, a town I made around a month ago also has lizards and nagas in same town, so it's not your own idea.
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Blitzkrieg_Boy
Adventuring Hero
The Lone Keeper
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posted January 08, 2006 11:21 PM |
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What can I say!!! I don't know what to say really. I must say one cannot argue with the entire world so I might as well let this go and spend more time devoloping my own town.
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Cheshire_Cat
Tavern Dweller
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posted January 09, 2006 03:34 AM |
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Heres what I gots to say. Town seems solid, the ideas are nice. Balance for units is an issue I fear though.
I love your level one. Original, fits nicely, and has a n ability which makes th em unique, and I think you really can't ask more of a level one.
THe level two seems okay to me, But I think that demons may already have an ability similar to spore, and personally the idea of self destruct units seems really hard to balance.
Level three seems fine, Im sad to see them lose death stare, but ohwell. I liked them at tier five, but they should fill three as well, the comment about toxic gorgon seems decent.
Level four is also good, if I was desigingin it though, I would have acid trail be the upgraded new ability while both have petrify, just because it keeps with the basilisks nature.
Level five sounds sweet, but im concerned that the only ranged attacker is a level five upgraded unit who also happens to be a spellcaster. just a thought though.
Level six seems fine to me, although a bit out of place.
Level seven is fine too, although I personally don't like the old wyverns, but thats me.
Well, theres a couple hints I hope to be helpful.
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rldragon
Known Hero
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posted January 09, 2006 03:37 AM |
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One suggestion Foonlegacy:make your wywerns WICKED.
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Foonlegacy
Hired Hero
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posted January 12, 2006 10:18 PM |
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Buildings:
Fog: covers town in a mist (much like the cover of darkness of Necropolis in Heroes 3)
Healers Hut: buy potions, vials and small artifacts
Blood Obelisk: +2 to morale
Cage of Warlords: +10 to defense of troops when defending against a seige
Resource silo: +2 wood
Candle lanturns: increases wisp production by 10
Mage Guild(3 levels)
Theives Guild
Tavern
Shipyard
Market Place
Fort
Citadel
Castle
Village Hall
Town Hall
City Hall
Capital
School of the Serpents Eye: learn Basic skills(Logistics, Defense, Sorcery, Leadership)
Monument:
Pillar of Torrent: +5000 to gold each day, +25 to defense when defending against a seige
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rldragon
Known Hero
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posted January 12, 2006 10:25 PM |
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10 000?Too much, unless grail gives 10 000 gold in HV
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Oakwarrior
Famous Hero
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posted January 20, 2006 09:28 AM |
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I'd say 5000 for the grail.
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Phoenixzs
Adventuring Hero
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posted February 03, 2006 08:19 PM |
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-I would switch the places of basilisks with gorgons.Its a bit weird too see gorgons at level 3
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Foonlegacy
Hired Hero
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posted February 05, 2006 05:43 AM |
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Hello again, the end of the contest draws near. I have added the Heroes, Skills and abilites section of my town.
And I have changed the name of my actual town to...
Arcania
After careful thought, I think that this name best suits my town and how it is portrayed. So please, Moderators change the name of this thread to ICTC: Arcania.
Thanks, Foonlegacy
P.S.-I appreaciate all the comments and suggestions which went along to improve my town, for that I thank you.
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted February 06, 2006 11:10 AM |
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Hiya FoonLegacy.
I have some ratings for you & goodluck in the contest.
First well start with Race.
Race-6 You have some good ideas but with the different variety of creatures there should not be so exact in similarities.
history-8 I gave a good number on here because a race can have the simularity in attitude & living in a century of change.
Creatures-5 The creatures are of good detail & I personally loike most but they are too powerful for thier lv.
I think you can also change the order of the creatures around a bit as well.Main reason too is that some of the abilities are too powerful compared to the other creatures in different towns & plus with your structures.I believe it would make it unbalance.
Balance-7 Mostly as what i explained above otherwise all else is mostly fair.
Originality-9 I like the story,very original & seems real.
Creatures are great & i personally like them but it is too similar too Fortress.
The heroes are good also.
I know you worked very hard on this, good job.
total is 35, I hope it's a good score for you & good luck.
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Blitzkrieg_Boy
Adventuring Hero
The Lone Keeper
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posted February 06, 2006 11:35 AM |
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Race: 9 (Excellent)
History: 9 (Excellent)
Creatures: 7 (Good)
Balance: 4 (Below Average)
Originality: 6 (Above Average)
Total: 36 (Quite a good score)
Certainlly playable but the strengths must be reduced to make the game fair. Of course this is quite a common mistake considering everyone wants the beat for their town.
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rldragon
Known Hero
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posted February 06, 2006 12:14 PM |
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Race 8(very good)
History 8(very good)
Creatures 7(good)
Balance 5(average)
Originality 7(good)
All in all this is a good town, town which I like but you should have worked on balance Foonlegacy.
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